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    Music Guide by BlackIce27

    Version: 1.0 | Updated: 07/22/08 | Printable Version | Search Guide | Bookmark Guide

    ==============================================================================
    Music Guide
    for Super Smash Bros. Brawl
    by BlackIce27
    ==============================================================================
    
    !!IMPORTANT!!
    Use CTRL+F (Cmd+F or Apple+F for Mac users) to easily find what you're looking
    for! Want to know how to unlock a specific song? Use the search function!
    !!IMPORTANT!!
    
    !!ALSO IMPORTANT!!
    Check the Version History to see what new stuff has been added in this update!
    !!ALSO IMPORTANT!!
    
    ___________________
    Table of Contents
    -------------------
    I. Introduction
    II. Version History
    III. FAQs
    IV. Information
    V. Music
      -Super Smash Bros. Brawl
      -Super Smash Bros.
      -Super Mario Bros.
      -Mario Kart
      -Donkey Kong
      -The Legend of Zelda
      -Metroid
      -Yoshi's Island
      -Kirby
      -Star Fox
      -Pokémon
      -F-Zero
      -EarthBound (Mother)
      -Fire Emblem
      -Kid Icarus
      -WarioWare, Inc.
      -Pikmin
      -Animal Crossing
      -Nintendo
      -Metal Gear
      -SONIC THE HEDGEHOG
      -Victory Themes
    VI. My Music Listings
    VII. Audio Rip Listings
    VIII. Quick Guide to Unlockables
        -Game Mode Clear
        -Challenges
        -Random Drops
        -Stage Unlocks
    IX. Not In The Sound Test!
    X. The Cut Tracks
    XI. Credits
    XII. Contact and Copyright Info
    ______________________________________________________________________________
                                 |I. Introduction|
                                  ---------------
    This FAQ is a guide dedicated to the game's amazing soundtrack. With over 250+
    pieces of music selected by and rearranged by well-known musicians from
    Nintendo, Konami, and SEGA, the soundtrack to Brawl is definitely one of its
    biggest and best features available in-game. I wrote this FAQ in the hopes
    that music junkies like me can refer to this guide to learn more about their
    favorite tunes such as its origins, the musical instruments used, and much
    more. Enjoy!
    ______________________________________________________________________________
                               |II. Version History|
                                -------------------
    Version 1.0 (Started at 10:54 PM 3/22/2008, Finished at 12:55 PM 7/21/2008)
    -My sincerest apologies at the long interval in updates. I'll be able to work
     on this more that I'm currently on summer break.
    -Added two new sections, VII. Audio Rip Listings and X. The Cut Tracks, though
     the latter is currently under construction.
    -Updated FAQ
    -Did I mention that ALL of the game's main music has been covered? That's
     right!
    
    
    Version 0.8 (Started at 5:12 PM 3/20/2008, Finished at 10:41 AM 3/22/2008)
    -Yeah, this release was intended to answer some more questions about CDs. It's
     a bit rushed, as you can probably spot some empty info in some songs. Don't
     worry, I'm still working on those!
    -Many thanks goes out to the individuals who helped me by correcting the info
     on certain tracks and their contributions!
    -Added new section, VII. Quick Guide to Unlockables. Having problems locating
     a song? Go to the section, please!
    -Added new section, VIII. Not In The Sound Test!
    -Added new questions to the FAQ. Read it, please!
    
    
    Version 0.5 (Started at 11:28 PM 2/15/2008, Finished at 4:26 PM 3/19/2008)
    -First release, though it's a bit bare, I'll admit.
    -At the moment, this guide shows how to unlock the numerous CDs in the game.
    ______________________________________________________________________________
                                    |III. FAQs|
                                     ---------
    
    Q: How many songs are there?
    
    A: Exactly 258 tracks in the Sound Test, and there's also several tracks that
       can only be heard on special occasions...
    
    
    Q: How do you unlock more songs?
    
    A: You can fulfill certain requirements to unlock certain CDs, and you can
       encounter them during various modes of gameplay, such as through playing
       The Subspace Emissary or even in regular Brawls.
    
    
    Q: How many CDs are there to collect?
    
    A: 133 CDs from doing Challenges, obtaining randomly dropped CDs, unlocking
       stages, and clearing The Subspace Emissary and All-Star Mode. That's a lot!
    
    
    Q: Any faster way to obtain random CDs?
    
    A: Create a CD Factory stage, and use it with all other items off except for
       Sandbag, and should be set on High. The idea here is that the stage should
       have conveyor belts that move the Sandbags towards you and that you attack
       it with attacks that deal multiple hits. Since all other items are turned
       off, stickers and CDs come out more often.
    
       You must first unlock Edit Parts B by creating at least 5 stages in Stage
       Builder. With these new parts, create a stage using the following layout:
    
       (note that this is just a sample layout; I highly suggest searching for
        "CD Factory" in YouTube for more videos of different layouts)
    
       BB1   2            Key:
       BBCCCCCCCCC        B - Block
          <-------        C - Conveyer Belt
          (must be        1 - Player 1
           moving in      2 - Player 2
           this direction)
    
       If you want things to speed up a bit, consider going into Special Brawl,
       and do a Special Brawl with a Heavy FAST Brawl setting. For your character,
       consider using someone with powerful A attacks such as Bowser and a heavy
       character for the second player (which must not be a computer character).
       The Sandbags as well as the second player will move towards you, but with
       constantly pressing the attack button, not only will you deal damage to
       the Sandbags, but you'll also pick up CDs.
    
    
    Q: I have [insert number of songs], and I can't seem to find any more CDs. How
       can I get more?
    
    A: Make sure you at least finish The Subspace Emissary and All-Star modes to
       acquire certain CDs that you normally wouldn't find as a random drop or via
       the Challenges. Unlock all the stages and characters as well, as there are
       random CDs that won't appear unless you've unlocked a certain stage.
    
    
    Q: I'm sure I collected at least ten CDs in my CD Factory, but I only got two
       or so new songs! Why is this?
    
    A: I can answer this question with two explanations, both from e-mails:
    
       (Part I)
       See the previous question. This has happened to me too, actually. I had
       barely unlocked Spear Pillar and I decided to hunt CDs, but I only ended up
       unlocking Team Galactic Battle! and Route 209, despite collecting 7 CDs or
       so. Once I unlocked more stages, more CDs appeared and gave me new tracks.
    
       You can't get duplicates either. My reasoning? Think about it, the game can
       still drop CDs, but based on how much you've unlocked, the game will only
       award you with only a few songs or so despite collecting as many as you
       think you did. So get to unlocking stuff for a while!
    
       (Part II)
       This might be a glitch on Nintendo's part, as I've also heard reports like
       these from others on the SSBB General Board at GameFAQs. While many will
       probably tell you that the CDs are duplicates, I don't see the reasoning
       behind that guess.
    
       When going into a Brawl, the game continues to spawn CDs as many times as
       it can get from the random factor in item spawning, but since you have a
       certain amount unlocked, the game will only add a certain amount of new
       songs to your collection.
    
       To put it in another explanation, think of it as this: when you enter a
       Brawl, the game takes a "snapshot" of how much have you unlocked so far.
       The random factor in spawning CDs will continue to spawn, and the
       "snapshot" will resume after the Brawl is over and will add the number of
       songs that you can possibly unlock through picking up those random drops.
    
       If you really think that you've collected all of the random CD drops, I
       suggest that like I wrote in Part I, try doing Challenges.
    
    
    Q: What about CDs that appear during Wifi play?
    
    A: Since different users most likely have a different amount of songs in their
       Sound Test, picking up a CD in online play may or may not add a new song in
       your collection. If you really want to annoy a CD collector when you have
       all of the songs yourself, you can pick up the CD, denying them the chance
       to add a new CD to their collection.
    
    
    Q: What happens when computer opponents pick up CDs?
    
    A: Then the CD is not added to your collection.
    
    
    Q: I picked up a CD when the match was over during the slow-down part. How
       come it didn't add a new song?
    
    A: According to Black_Knight, picking up a song at that point in the match
       WILL NOT add a new song to your collection.
    
    
    Q: Can you take a song from another stage and put it in a stage of your
       choice? (i.e., Meta-Knight's Revenge playing in Green Greens)
    
    A: Unfortunately, no, you can't. Songs are limited to their stage's My Music
       selection. Songs that are only found in modes such as The Subspace Emissary
       can only be found there.
    
       ...You could try using a song for a custom stage built in the Stage Builder
       feature however. =)
    
    
    Q: Can you put your own music in this game, like you could in Excite Truck?
    
    A: No, you can't.
    
    
    Q: Where's the section on Electroplankton?
    
    A: Strangely enough, Hanenbow does not have a My Music, despite having an
       ambience track in the audio rip. Not that it needs one anyway, for those of
       you who have played the game. =)
    
    
    Q: What's the matter with you liking [insert song name here]?
    
    A: There's something about it that I found to be interesting, catchy, or a
       combination of the two. In case you didn't know, everybody's entitled to
       their opinion. My apologies if I may sound a bit biased in some of the
       descriptions.
    
    
    Q: Your favorite track/s?
    
    A: Haha, it would be all of them. But if I had to choose five in no particular
       order:
    
       -"Bramble Blast"
       -"Norfair"
       -"Corneria"
       -"Tunnel Scene (X)"
       -"MGS4 ~Theme of Love~ Smash Bros. Brawl Version"
    
    
    Q: My question's not here! How can I ask you?
    
    A: Drop me a line at my e-mail address, and I'll gladly hear you out and
       answer your question to the best of my ability.
    ______________________________________________________________________________
                                 |IV. Information|
                                  ---------------
    
    ------------------
    About Sound Test:
    ------------------
    The Sound Test feature is most likely familiar to most gamers. It's basically
    a neat (usually hidden) feature in most games where you can listen to the
    game's entire soundtrack. In Super Smash Bros. Brawl, this feature is already
    unlocked unlike its predecessors and can be accessed under Data from the main
    menu, as well as from Sound which is under Options in the main menu.
    
    Here, you can listen to ALL of the in-game music and sound effects, with many
    more to be unlocked via the CDs you collect during gameplay. Sound Test
    controls are also quite simple; you can listen to a particular track under its
    respective series, and you can play, pause, fade out, and choose another
    track. Simple, right?
    
    The Sound Test feature also includes individual song information and credits
    such as composers and copyright information. The little number on the right-
    hand side of the screen also denote the number of songs that are available for
    playback. 125 is the default number when you first start up the game.
    
    ----------------
    About My Music:
    ----------------
    Also under Options is the My Music feature. If you've played Melee, you'll
    find this to be quite interesting, as you can set the likelihood of a certain
    song being heard more often when you select a stage. No more of those stages
    that only have one alternate stage music (i.e., Hyrule: Temple with the Fire
    Emblem arrangement), you can now set the random chances for more than just
    two songs. You can adjust the sliders to set the likelihood of a particular
    song playing and even preview them as well. Check VI. My Music Listings to see
    what stages contain what music.
    
    -----------
    About CDs:
    -----------
    CDs are well...CDs! These little items must be picked up when you see one in
    the game to be able to add a song to your Sound Test and become available for
    use in My Music on a given stage. These can disappear within 4-5 seconds when
    one spawns on the stage, so keep a look-out for them!
    
    CDs can be picked up in numerous ways. You can usually pick them up during
    regular gameplay when it spawns. CDs can spawn in these places:
    
    (thanks goes to Black_Knight and Mike Biggie for the info!)
    
    -During a Brawl
    -An item box in The Subspace Emissary
    -Containers (i.e., Crates, Barrels, etc.)
    -Encountering Mew (but when you have ALL of the songs unlocked, Mew simply
                       drops a sticker)
    -Sandbag (the main force behind CD Factories)
    -Winning the Bonuses in Wi-Fi Spectator Mode
    
    CDs can also be acquired through Challenges, so head to VIII. Quick Guide To
    Unlockables, under the Challenges section to see the different challenges that
    must be cleared in order to unlock a specific CD.
    ______________________________________________________________________________
                                      |V. Music|
                                       --------
    This section contains information on the different tracks, sorted in groups as
    they are in the Sound Test mode.
    
    ========================
    Super Smash Bros. Brawl
    ========================
    Super Smash Bros. Brawl Main Theme
    Composition Supervisor: Nobuo Uematsu
    Arrangement Supervisor: Shogo Sakai
    Lyrics Supervisor: Masahiro Sakurai / Lyrics Translaton: Taro Yamashita
    Soprano: Oriko Takahashi / Tenor: Ken Nishikiori
    Source: Original
    Plays in: Intro sequence
    
    This is the full main theme that plays during the introduction.
    
    Lyrics (Latin original):
    Audi famam illius.
    Solus in hostes ruit
    et patriam servavit.
    
    Audi famam illius.
    Cucurrit quaeque tetigit destruens.
    
    Audi famam illius.
    Audi famam illius.
    
    Spes omnibus, mihi quoque.
    Terror omnibus, mihi quoque.
    
    Ille
    iuxta me.
    
    Ille iuxta me.
    Socii sunt mihi.
    qui olim viri fortes
    rivalesque erant.
    
    Saeve certando pugnandoque
    sprendor crescit.
    
    Lyrics (English Nintendo translation):
    I've heard legends of that person.
    How he plunged into enemy territory
    How he saved his homeland.
    
    I've heard legends of that person.
    How he traveled the breadth of the land, reducing all he touched to rubble.
    
    I've heard legends of that person.
    I've heard legends of that person.
    
    Revered by many--I too, revere him.
    Feared by many--I too, fear him.
    
    Now that person
    Stands at my side.
    
    Now that person stands at my side.
    Now my friends are with me.
    Some of them were once heroes
    Some, my mortal enemies.
    
    And as we face each other in battle, locked in combat
    We shine ever brighter.
    
    Lyrics (English translation by Grace Cichy. Thanks!!):
    I have heard the rumor of that person
    Alone, he rushed into enemies
    And saved the fatherland
     
    I have heard the rumor of that person
    He ran, defiling the things which he touched
    I have heard the rumor of that person
     
    I have heard the rumor of that person
    The hope to all, also to me
    The terror to all, also to me
     
    That person [is] close by me
    That person [is] close by me
     
    The comrades are to me
    Who used to be courageous men
    And rivals
     
    Violently, by struggling and by fighting,
    Brilliance springs forth
    ___________________________________
    Menu 1
    Source: Original
    Plays in: Menu
    
    This is the main menu theme of Brawl, which is basically another arrangement
    of the main menu. This track happens to be created in a style similar to
    that of Melee's Menu 1 as well; an intense piece with the purpose of getting
    you to prepare yourself for the upcoming brawl.
    ___________________________________
    Menu 2
    Source: Super Smash Bros. Melee
    Plays in: Menu
    Unlock: Unlock all playable characters.
    
    A well-done arrangement of the Menu 2 track from Melee. This track retains
    most of the fresh new sound that it gave to the Main Menu, relying on brass,
    winds, drumset, guitars, concert percussion, strings, and more! Definitely
    something to listen to should you get tired of hearing Menu 1. ;)
    ___________________________________
    Battlefield
    Source: Original
    Plays in: Battlefield
    
    An original track. This is another arrangement of the Brawl main theme, but
    fast-paced with the idea to suit intense battles on this stage.
    ___________________________________
    Battlefield Ver. 2
    Source: Original
    Plays in: Battlefield
    
    Another arrangement of the Brawl main theme, played by acoustic and electric
    guitar, flute, and a drum machine to keep the beat. This is basically a
    variation of the Brawl Battlefield track, hence, Ver. 2.
    ___________________________________
    Final Destination
    Source: Original
    Plays in: Final Destination
    
    An original track. A fast-paced arrangement of the Brawl main theme that
    includes male vocals of the lyrics to the main theme. Heavy strings drive the
    piece, along with electric guitar, synths, and piano. One of my personal
    favorites.
    ___________________________________
    Online Practice Stage
    Source: Original
    Plays in: Wi-fi Mode Waiting Area
    
    This original track is an arrangement of the main theme. Set to acoustic
    guitars and some...unique percussion, it's the perfect battle theme when
    facing off against a Sandbag.
    ___________________________________
    Results Display Screen
    Source: Original
    Plays in: After Brawl character victory theme
    
    Strings, piano, brass, and percussion are behind this original piece. This is
    basically a unique composition for analyzing results after battles.
    ___________________________________
    Tournament Registration
    Source: Original
    Plays in: Tournament Set-Up Screen
    
    A nice mix of calm and strong tones set the mood for this original piece.
    Light-hearted winds and drums are balanced against driving strings that serve
    to welcome you to this mode.
    ___________________________________
    Tournament Grid
    Source: Super Smash Bros. Melee
    Plays in: Tournament Bracket Screen
    
    No changes have been made in the transition to Brawl. This track is taken from
    the "Tournament 1" track in Melee.
    ___________________________________
    Tournament Match End
    Source: Original
    Plays in: End of Tournament
    
    This is essentially the same as Tournament Registration, except the strings
    have been removed, and acoustic guitars make several entrances as well, all to
    show that a winner has been decided.
    ___________________________________
    Classic: Results Screen
    Source: Original
    Plays in: Results screen for Classic
    
    A faster version of the Brawl: Results Screen, featuring accenting brass, fast
    drums, and driving strings.
    ___________________________________
    All-Star Rest Area
    Source: Original
    Plays in: Rest area for All-Star mode and Boss Battles mode
    Unlock: Clear All-Star mode.
    
    This is a calm arrangement of the main theme, calling upon soft strings,
    atmospheric synths, a lightly-played drumset, and auxillary percussion. This
    track definitely prompts the player to prepare themselves for the next
    opponent.
    ___________________________________
    Home-Run Contest
    Source: Super Smash Bros. Melee
    Plays in: Home-Run Contest
    
    A short tune that is taken from the main theme of Super Smash Bros., though
    I'm guessing more from the "Final Destination" track in Melee. Note that as
    the timer runs down, the tempo of the piece speeds up to prompt you to do the
    same as well.
    ___________________________________
    Boss Battle
    Source: Super Smash Bros. Melee
    Plays in: Boss Battle mode, during a fight with all bosses except Master Hand,
              Crazy Hand, and Tabuu
    Unlock: Clear The Subspace Emissary.
    
    This is an arrangement of Melee's menu theme, mainly driven by strong,
    accenting brass and strings, and equally strong percussion and winds that all
    blend perfectly while engaging the current boss in battle.
    ___________________________________
    Trophy Gallery
    Source: Original
    Plays in: Trophy Gallery mode
    
    A soft, lounge-like arrangement of the main theme, featuring piano, acoustic
    guitar, drums, and flute suited perfectly for looking over your trophy
    collection.
    ___________________________________
    Sticker Album / Album / Chronicle
    Source: Original
    Plays in: Sticker Album and Chronicle modes
    
    What sounds like a classical arrangement of the main theme in the first few
    seconds immediately switches to an upbeat arrangement that features synths,
    guitars, and auxillary percussion.
    ___________________________________
    Coin Launcher
    Source: Original
    Plays in: Coin Launcher mode
    
    This...I don't know how to quite exactly describe this, but this is another
    arrangement of the main theme that fits so well while you're playing with
    the Coin Launcher feature. Synths are the main driving force here.
    ___________________________________
    Stage Builder
    Source: Original
    Plays in: Stage Builder Mode
    
    Staccatoed strings, and a march-style percussion feature make way for a simple
    clarinet rendition of the main theme, which then flourishes as strings are
    added, the brass crescendos, all ending with a loud accent...to only loop back
    to the quiet beginning.
    ___________________________________
    Target Smash!!
    Source: Original
    Plays in: Break The Targets!
    
    If there was ever a situation where you would have to be running around
    frantically in search of something, then this song should fit that situation.
    Mallet percussion is relied upon heavily in this chaotic arrangement of the
    main theme, along with strings, brass, and strong timpani.
    ___________________________________
    Adventure Map
    Source: Original
    Plays in: Map theme for The Subspace Emissary
    
    This theme conveys the sense of preparing one's self for the battle ahead.
    Strings that accent along with snare drums support the low brass that play a
    section of the main theme, with a cymbal roll that leads back into the start
    of the piece.
    ___________________________________
    Step: The Plain
    Source: Original
    Plays in: The Subspace Emissary, The Plain area
    
    A cymbal roll starts off this piece, which is another rendition of the main
    theme, but with a feel for open-ended exploration (not quite as such in the
    game). Numerous instruments make up this piece, including what sounds like a
    pan flute playing the main melody in the beginning before switching over to
    piano. Acoustic guitar and possibly floor toms and a bass drum along with
    other effects from synths and the sound of wind blowing are what support this
    piece. Horns can also be heard in the latter part of the piece as well.
    ___________________________________
    Step: The Cave
    Source: Original
    Plays in: The Subspace Emissary, last area of The Lake Shore area
    
    Talk about creepy! Yet another rendition of the main theme, which doesn't
    quite appear until much later in the piece itself. Dark, sweeping strings open
    up this piece and becomes supported by an off-tempo beat from a drumset.
    Numerous other effects are added, and a harp joins in to the piece itself just
    before a flute plays a more...solemn rendition of a part in the main theme
    before it loops back to the beginning.
    ___________________________________
    Step: Subspace
    Source: Original
    Plays in: The Subspace Emissary, Entering Subspace area
    Unlock: Clear The Subspace Emissary.
    
    A cymbal roll opens up the piece into a very dark-sounding piece supported by
    a drum sequence that is similar to the style of drum'n'bass music. Dark
    strings play a part of the main theme before it flourishes into even more
    chaos, with what sounds like synths to emphasize the mood. The piece then
    quiets down, removing drums and setting a reprieve before the loop takes the
    piece back to its dark beginnings.
    ___________________________________
    Step: Subspace Ver.2
    Source: Original
    Plays in: The Subspace Emissary, Subspace area
    Unlock: Clear The Subspace Emissary.
    
    This is a variation of Step: Subspace, but brings out the drum'n'bass feel
    even more now. The main theme melody is now played at a lower pitch, and most
    of the chaotic sounds found in Step: Subspace are still present. Overall, this
    is probably a half-step or even a full step lower than the pitch found in
    Step: Subspace.
    ___________________________________
    Step: Subspace Ver.3
    Source: Original
    Plays in: The Subspace Emissary, the area before the final boss battle
    Unlock: Clear The Subspace Emissary.
    
    This is the final variation of Step: Subspace, and the dreary opening portions
    of this piece are highly representative of the feel of where your character is
    located in: none other than the final door to the final boss of the game. This
    piece is structured in the same way as the other two Step: Subspace versions,
    and combines elements of both versions, set to a more active-sounding
    drum'n'bass sequence in the background.
    ___________________________________
    Boss Battle Song 1
    Source: Original
    Plays in: The Subspace Emissary, Galleom and Duon battles
    
    Fierce drums kick off this piece right at the start, paving way to the full
    ensemble playing the main theme at a loud volume level (possibly a fortissimo)
    and accompanied at certain points by electric guitar. The melody does then
    switch over to electric guitar briefly, and the piece quiets down somewhat to
    hand the melody over to organ. Cymbal hits kick the piece back to the
    beginning shortly after. This indeed is one hell of a boss battle theme.
    ___________________________________
    Boss Battle Song 2
    Source: Original
    Plays in: The Subspace Emissary, final boss battle
    Unlock: Clear The Subspace Emissary.
    
    From what sounds like a slow beginning featuring electric guitar quickly
    changes into something that sounds like speed metal fused with some pretty
    trippy-sounding electronica (no, not like Dragonforce). Oddly enough, it does
    its job of setting the correct mood for this particular boss fight: something
    you just want to finish and get done with. Not that the fight itself wasn't
    great or anything, because I actually enjoyed the fight; but I digress. After
    that fast-paced section, organ appears and plays a small Castlevania-esque
    part before looping to the start of the piece.
    ___________________________________
    Save Point
    Source: Original
    Plays in: The Subspace Emissary, save area in The Great Maze area
    
    As you can see, you are isolated from the Subspace area while you're in that
    save point. A distant-sounding arrangement of the main theme plays amidst
    effects that sound like howling winds, giving you a short reprieve from the
    so-called dangers of the area.
    ___________________________________
    Credits
    Source: Super Smash Bros. Series
    Plays in: The Subspace Emissary, credits sequence
    Unlock: Clear The Subspace Emissary.
    
    A horn fanfare starts off this piece, leading into the opening measures of the
    credits sequence from Super Smash Bros., then changes tempo to lead the way
    into an arrangement of Menu 1 from Super Smash Bros. Melee, complete with
    lower-sounding horns. The piece quiets down to a piano playing part of the
    introduction sequence from the same game. Not long after that, a flute comes
    in and beautifully plays a portion of the main theme before it flourishes into
    a slow march-like arrangement of the main theme. The whole piece swells up in
    the end...and ends with an accent before returning to the start of the piece.
    ___________________________________
    
    ==================
    Super Smash Bros.
    ==================
    Menu (Super Smash Bros. Melee)
    Arrangement Supervisor: Motoi Sakuraba
    Source: Super Smash Bros. Melee
    Plays in: Battlefield
    
    This is a new arrangement of the menu theme from Melee. The melody has been
    slightly altered a few seconds into the piece, and in other places as well.
    Deep brass and strings drive this piece beautifully.
    ___________________________________
    Credits (Super Smash Bros.)
    Arrangement Supervisor: Yuusuke Takahama
    Source: Super Smash Bros.
    Plays in: Final Destination
    Unlock: Clear Classic on Hard difficulty.
    
    This is an arrangement of the theme that plays during the credits for Super
    Smash Bros that has a more richer sound than its original composition on the
    N64, which is understandable, given the technology we have today. With a
    techno-feel to it, not much has been changed melodically, but the instruments
    used here have the sound that provides a more lively feel.
    ___________________________________
    Opening (Super Smash Bros. Melee)
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Super Smash Bros. Melee
    Unlock: Obtain a CD through normal gameplay.
    
    This is an arrangement of the opening sequence to Super Smash Bros. Melee.
    Brass and strong percussion lead the way during the first part, but then
    switches over to winds and strings for the night time portion of the intro.
    The theme then switches back to brass and percussion to finish off the last
    part before looping back to the beginning.
    ___________________________________
    Princess Peach's Castle (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Rainbow Cruise
    Unlock: Unlock all Melee stages.
    
    No noticeable changes have been made in the transition to Brawl. This piece is
    an arranged version of the overworld and underground levels of Super Mario
    Bros.
    ___________________________________
    Rainbow Cruise (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Rainbow Cruise
    
    The banjo is much more pronounced in this arrangement and the strings that
    play the underwater theme from Super Mario Bros. has been toned down in terms
    of volume/dynamic level. This piece consists of the Rainbow Ride course in
    Super Mario 64 and the underwater theme from Super Mario Bros.
    ___________________________________
    Kong Jungle (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Jungle Japes
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Jungle
            Japes stage to have this CD appear through normal gameplay.
    
    No noticeable changes have been made in the transition to Brawl. This piece is
    an arranged version of the DK Rap from Donkey Kong 64.
    
    Lyrics:
    H-h-here we go!
    
    So they're finally here, performin' for you,
    if you know the words you can join in, too.
    Put your hands together, if you want to clap,
    as we take you through this monkey rap!
    
    Huh! DK! Donkey Kong!
    
    He's the leader of the bunch, you know him well.
    He's finally back to kick some tail! (monkey screeching)
    His coconut gun can fire in spurts,
    if he shoots ya (screech), it's gonna hurt!
    He's bigger, faster, and stronger, too,
    he's the first member of the D.K. Crew!
    
    Huh! DK! Donkey Kong!
    DK! Donkey Kong is here!
    
    This Kong's got style so listen up dudes,
    she can shrink in size to suit her mood.
    She's quick and nimble when she needs to be
    she can float through the air and climb up trees.
    If you choose her, you won't choose wrong,
    with a skip and a hop she's one cool Kong!
    
    Huh! DK! Donkey Kong!
    
    He has no style, he has no grace,
    this Kong has a funny face.
    He can handstand, when he needs to,
    and stretch his arms out just for you.
    Can inflate himself just like a balloon,
    this crazy Kong just digs this tune!
    
    Huh! DK! Donkey Kong!
    DK! Donkey Kong is here!
    
    He's back again and about time too,
    and this time he's in the mood!
    He can fly real high with his jetpack on,
    with his pistols out, he's one cool Kong.
    He'll make you smile when he plays his tune,
    But Kremlings beware, 'cause he's after you!
    
    Huh! DK! Donkey Kong!
    
    Finally, he's here for you,
    it's the last member of the D.K. Crew.
    This Kong's so strong it isn't funny,
    can make a Kremling cry out for his mummy!
    He can pick up a boulder with relative ease,
    make crushing rocks seem such a breeze.
    He may move slow, he can't jump high,
    but this Kong's one heck of a guy!
    
    Huh! Come on Cranky! Take it to the fridge!
    
    Walnuts, peanuts, pineapple smells,
    grapes, melons, oranges, and coconut shells!
    ___________________________________
    Jungle Japes (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Jungle Japes
    Unlock: Play Melee stages 10 times.
    
    No noticeable changes have been made in the transition to Brawl. This piece is
    an arranged version of the Jungle Hijinxs BGM in Donkey Kong Country.
    ___________________________________
    Temple (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Temple
    
    No noticeable changes have been made in the transition to Brawl. This piece is
    an arranged version of the dungeon levels in Zelda II: The Adventure of Link.
    ___________________________________
    Brinstar (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Brinstar
    
    No noticeable changes have been made in the transition to Brawl. This piece
    is an arranged medley that consists of the BGM for the Brinstar area and the
    the title screen theme from Metroid.
    ___________________________________
    Brinstar Depths (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Brinstar
    Unlock: Obtain a CD through normal gameplay.
    
    No noticeable changes have been made in the transition to Brawl. This piece is
    an arranged version of the BGM for Kraid's area in Metroid.
    ___________________________________
    Yoshi's Island (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Yoshi's Island (Melee)
    
    No noticeable changes have been made in the transition to Brawl. This piece is
    an arranged version of the "obstacle course"-type levels in Super Mario World
    such as Donut Plains 3.
    ___________________________________
    Fountain of Dreams (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Green Greens
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Green
            Greens stage to have this CD appear through normal gameplay.
    
    No noticeable changes have been made in the transition to Brawl. This piece is
    a slow orchestral arrangement of the first and third rounds of the Gourmet
    Race game in Kirby Super Star.
    ___________________________________
    Green Greens (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Green Greens
    Unlock: Use Kirby 20 times in brawls.
    
    No noticeable changes have been made in the transition to Brawl. This piece is
    an arranged version of the BGM for the Green Greens stage in Kirby's Dream
    Land.
    ___________________________________
    Corneria (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Corneria
    
    No changes have been made in the transition to Brawl. This piece is an
    arranged medley of themes from Star Fox, which include the first part of
    Venom, the main theme of Star Fox, and the Space Armada level.
    ___________________________________
    Venom (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Corneria
    Unlock: Obtain a CD through normal gameplay.
    
    No changes have been made in the transition to Brawl. This piece is an
    arranged version of most of the opening intros to the levels in Star Fox 64,
    most notably, for the Corneria level titled, "Enter Star Fox."
    ___________________________________
    Pokémon Stadium (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Pokémon Stadium
    Unlock: Brawl on the Pokémon Stadium stage 10 times.
    
    No changes have been made in the transition to Brawl. This piece is an
    arranged medley that features both the opening and the title screen theme for
    the first generation Pokémon games.
    ___________________________________
    Poké Floats (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Pokémon Stadium
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Pokémon
            Stadium stage to have this CD appear through normal gameplay.
    
    No changes have been made in the transition to Brawl. This piece is an
    arranged medley that consists of the trainer battle theme and the Gym Leader
    battle theme of the first generation Pokémon games.
    ___________________________________
    Mute City (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Big Blue
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Big
            Blue stage to have this CD appear through normal gameplay.
    
    No changes have been made in the transition to Brawl. This piece is an
    arranged version of the BGM for the Mute City circuits in F-Zero, though the
    arrangement itself sounds more similar to its F-Zero X arrangement.
    ___________________________________
    Big Blue (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Big Blue
    Unlock: Use Captain Falcon 10 times in brawls.
    
    No changes have been made in the transition to Brawl. This piece is an
    arrangement of the BGM for the Big Blue circuits in F-Zero.
    ___________________________________
    Mother (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Onett
    
    The mallet percussion part at the portion when the piece mellows down to the
    Eight Melodies is now more pronounced from the Melee arrangement. Same goes
    for the battle theme jingle. This piece is an arranged medley of various
    various themes from Mother:
    
    -"Bein' Friends," the field theme when Loid joins you.
    -The complete eight melody song
    -...and ending with the jingle when you encounter a fight.
    ___________________________________
    Icicle Mountain (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Summit
    Unlock: Clear Classic on Normal difficulty.
    
    The synths that played the title screen and bonus stage melody are now
    similar to that of a low-sounding jazz organ, but the rest is still kept the
    same from Melee's arrangement. This piece is a medley of the title screen and
    bonus stage themes, as well as the main level theme from Ice Climber.
    ___________________________________
    Flat Zone (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Flat Zone 2
    Unlock: Unlock Mr. Game & Watch.
    
    No noticeable changes have been made in the transition to Brawl. This was an
    original composition for Melee that included many beeps and other sound
    effects from the Game And Watch games.
    ___________________________________
    Super Mario Bros. 3 (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Yoshi's Island
    Unlock: Obtain a CD through normal gameplay.
    
    The distortion on the guitar that plays the opening riff has been reduced in
    intensity and volume. Everything else remains mostly unchanged, however. This
    piece is a jazz arrangement of the BGM for stages such as World 1-1 in Super
    Mario Bros. 3.
    ___________________________________
    Battle Theme (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Pokémon Stadium
    Unlock: Brawl on the Pokémon Stadium 2 stage 10 times.
    
    No noticeable changes have been made in the transition to Brawl. This is an
    arranged medley that consists of the wild Pokémon battle theme, the Elite Four
    battle theme, and the battle themes for Lance and Red in the second generation
    Pokémon games.
    ___________________________________
    Fire Emblem (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Castle Siege
    
    The bass guitar has become more pronounced in this arrangement, and the piano
    solo has a sustain effect in place. This piece consists of the theme that
    plays when you recruit a new character to your army (entitled "Together We
    Ride!" in FE7), and the Fire Emblem main theme.
    ___________________________________
    Mach Rider (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Port Town Aero Dive
    Unlock: Defeat 50 enemies in Endless Brawl.
    
    No noticeable changes have been made in the transition to Brawl. This is an
    arranged medley of several themes in Mach Rider including the title screen,
    gameplay, and the game over themes.
    ___________________________________
    Mother 2 (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Onett
    Unlock: Obtain a CD through normal gameplay.
    
    No changes have been made in the transition to Brawl. This piece is an
    arranged version of the field theme in Mother, before Loid joins you.
    ___________________________________
    Dr. Mario (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Pictochat
    
    The instruments playing the main melody has been changed, and some of the
    background instruments are now pronounced in this piece. This is an arranged
    version of the Fever BGM from Dr. Mario.
    ___________________________________
    Battlefield (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Battlefield
    
    In the change to Brawl, a noticeable difference here lies within the synths
    that play the main melody. This was originally from the Battlefield and Race
    to the Finish stages in Melee.
    ___________________________________
    Menu (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Menu
    Unlock: Obtain a CD through normal gameplay.
    
    No noticeable changes have been made in the transition to Brawl. This is the
    original menu theme entitled "Menu 1" for Melee.
    ___________________________________
    Multi-Man Melee 1 (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Battlefield
    Unlock: Clear 100-Man Brawl in under 4 minutes.
    
    No noticeable changes have been made in the transition to Brawl. This is taken
    from Melee's Multi-Man Melee theme, which in turn is an arrangement of Melee's
    main theme.
    ___________________________________
    Final Destination (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Final Destination
    Unlock: Obtain a CD through normal gameplay.
    
    No noticeable changes have been made in the transition to Brawl. This is an
    arranged version of the main theme to Super Smash Bros.
    ___________________________________
    Giga Bowser (Melee)
    Source: Super Smash Bros. Melee
    Plays in: Final Destination
    Unlock: Obtain a CD through normal gameplay.
    
    No noticeable changes have been made in the transition to Brawl. This is an
    arranged version of the Final Destination theme when battling Giga Bowser.
    ___________________________________
    ==================
    Super Mario Bros.
    ==================
    Delfino Plaza
    Source: Super Mario Sunshine
    Plays in: Delfino Plaza
    
    This track is taken directly from the Delfino Plaza area in Super Mario
    Sunshine. Though this is a direct rip, a drumbeat is added to the background
    when the track loops, which was taken from whenever Mario is riding Yoshi. The
    drumbeat disappears after the track loops and it reappears every other loop.
    
    (thanks to Tom Malina and K2JMan for the info!)
    ___________________________________
    Title/Ending (Super Mario World)
    Arrangement Supervisor: Shota Kageyama
    Source: Super Mario World
    Plays in: Delfino Plaza
    
    The title screen theme to Super Mario World plays first. The tempo slows down
    a few before it begins to play the ending theme from the same game, complete
    with accordion.
    ___________________________________
    Main Theme (New Super Mario Bros.)
    Arrangement Supervisor: Shogo Sakai
    Source: New Super Mario Bros.
    Unlock: Obtain a CD through normal gameplay.
    
    This is the same as the overworld levels from New Super Mario Bros. on the DS,
    but with more instruments added to make the sound feel more complete. An
    acoustic guitar replaces the synths that played the main melody from the DS.
    ___________________________________
    Ricco Harbor
    Source: Super Mario Sunshine
    Plays in: Delfino Plaza
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from Ricco Harbor in Super Mario Sunshine. This
    track also includes the drumbeat that was mentioned in the Delfino Plaza
    track.
    
    (thanks to Tom Malina  and K2JMan for the info!)
    ___________________________________
    Main Theme (Super Mario 64)
    Source: Super Mario 64
    Plays in: Delfino Plaza
    Unlock: Play 50 hours of brawls.
            (This means to clock in at least 50 hours for either Vs. Play Time or
             Combined Vs. Play Time, which can be seen in Brawl Records under
             Data in the Main Menu)
    
    This track is taken directly from the BGM for courses such as Bob-Omb
    Battlefield in Super Mario 64. No changes have been made.
    ___________________________________
    Ground Theme (Super Mario Bros.)
    Arrangement Supervisor: Koji Kondo
    Source: Super Mario Bros.
    Plays in: Mushroomy Kingdom (Ground)
    
    Piano and synths are what drives this almost lounge-like piece. This is
    simply an arrangement of the original overworld theme from Super Mario Bros.
    by the man himself, Koji Kondo.
    ___________________________________
    Ground Theme 2 (Super Mario Bros.)
    Arrangement: Masaaki Iwasaki
    Source: Super Mario Bros.
    Plays in: Mushroomy Kingdom (Ground)
    Unlock: Obtain a CD through normal gameplay.
    
    This has to be one of the strangest mixes I've heard thus far. The overworld
    theme plays, followed by the underground, game over, and stage clear before
    looping back.
    ___________________________________
    Gritzy Desert
    Arrangement Supervisor: Yoko Shimomura
    Source: Mario & Luigi: Partners in Time
    Plays in: Mushroomy Kingdom (Ground)
    
    This arrangement retains most of the instruments used in the original
    composition of the Gritzy Desert area. The few notable changes in this track
    are that the sound has been made to have an echoing feel, and more percussion
    has been added to this track.
    ___________________________________
    Underground Theme (Super Mario Bros.)
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Super Mario Bros.
    Plays in: Mushroomy Kingdom (Underground)
    
    The piece contains the original 8-bit track of the underground levels from
    Super Mario Bros., set to a catchy house feel, along with what sounds like
    dripping water.
    ___________________________________
    Underwater Theme (Super Mario Bros.)
    Arrangement Supervisor: Shogo Sakai
    Source: Super Mario Bros.
    Plays in: Mushroomy Kingdom (Underground)
    Unlock: Brawl on the Mushroomy Kingdom stage 10 times.
    
    The piece starts off with the original 8-bit track from the underwater levels
    in Super Mario Bros., but then flourishes into a full-orchestrated arrangement
    with strings and brass. A banjo and harmonica speed up the tempo, before
    looping back to the 8-bit track.
    ___________________________________
    Underground Theme (Super Mario Land)
    Arrangement: Koji Hayama
    Source: Super Mario Land
    Plays in: Mushroomy Kingdom (Underground)
    Unlock: Obtain a CD through normal gameplay.
    
    This track is the underground/tomb levels from Super Mario Land on the Game
    Boy. The track begins with the opening melody and then adds a drumset and
    synths to give it a heavier feel. More effects such as echoes are added as the
    piece continues on with more synths before it loops to the main portion.
    ___________________________________
    Luigi's Mansion Theme
    Arrangement Supervisor: Shogo Sakai
    Source: Luigi's Mansion
    Plays in: Luigi's Mansion
    Unlock: Use Luigi 3 times in brawls.
            (Unlock Luigi's Mansion, it comes with the stage.)
    
    A loud accent softly mellows down to some creepy-sounding mallet percussion
    paves the way for this piece, an arrangement of the main theme for Luigi's
    Mansion. Several other effects such as what sounds like a vocal choir that
    sings the main theme itself are included. The overall atmosphere and feel of
    the track itself, coupled with the smooth transition back to the beginning of
    the piece makes this track one of the best in my book.
    ___________________________________
    Castle / Boss Fortress (Super Mario World / SMB 3)
    Arrangement Supervisor: Yusuke Takahama
    Source: Super Mario World / Super Mario Bros. 3
    Plays in: Luigi's Mansion
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Luigi's
            Mansion stage to have this CD appear through normal gameplay.
    
    The first part of this piece is taken from the castle levels in Super Mario
    World. The track has been rearranged into a more techno feel before switching
    over to strings that then play the introductory melody to any Boom-Boom fight
    in Super Mario Bros. 3, followed by more synths and a sped-up tempo before
    looping back.
    ___________________________________
    Airship Theme (Super Mario Bros. 3)
    Arrangement: Motoi Sakuraba
    Source: Super Mario Bros. 3
    Plays in: Luigi's Mansion
    Unlock: Use Luigi 3 times in brawls.
            (Unlock Luigi's Mansion, it comes with the stage.)
    
    Timpani and heavy low brass starts off this track, which is taken from the
    airship levels in Super Mario Bros. 3. The piece adds on drumset, and strings
    that take over the melody. Synths then come in all over the place as the tempo
    speeds up before looping back.
    ___________________________________
    ===========
    Mario Kart
    ===========
    Mario Circuit
    Arrangement Supervisor: Yusuke Takahama
    Source: Super Mario Kart
    Plays in: Mario Circuit
    
    An iconic Mario piece, if I do say so myself. Anyways, this is a new
    arrangement of the Mario Circuit track BGM from Super Mario Kart. A new
    section is added in the middle which includes effects such as the countdown
    beeps. The last half of the main theme follows, and it loops back to the
    beginning of the track.
    ___________________________________
    Luigi Circuit
    Arrangement Supervisor: Yasufumi Fukuda
    Source: Mario Kart 64
    Plays in: Mario Circuit
    
    Lively, flourishing brass opens this track, taken from the Luigi Circuit in
    Mario Kart 64. Electric guitar and drums accompany the synths that are playing
    the main theme, and then breaks into an electric guitar solo that continues
    into the main theme before it loops back.
    ___________________________________
    Waluigi Pinball
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Mario Kart DS
    Plays in: Mario Circuit
    
    This is a trance arrangement of the Waluigi Pinball BGM in Mario Kart DS. The
    synths remain mostly unchanged from the DS, but there are new cartoony sound
    effects added to the piece.
    ___________________________________
    Rainbow Road
    Source: Mario Kart: Double Dash!!
    Plays in: Mario Circuit
    Unlock: Obtain a CD through normal gameplay.
    
    This track is directly taken from Rainbow Road in Mario Kart: Double Dash!! No
    changes have been made.
    ___________________________________
    ============
    Donkey Kong
    ============
    Jungle Level Ver.2
    Arrangement: Motoi Sakuraba
    Source: Donkey Kong Country
    Plays in: Rumble Falls
    
    The track starts off with tribal chants and jungle noises, before the tempo
    speeds up, adding keyboards along with it. The Jungle Hijinxs BGM plays with
    keyboard accompanied by electric guitar and drums. As it changes into the
    latter half of the piece, strings and low brass open, followed by the
    the keyboard, drums, and guitar again before looping back.
    ___________________________________
    Jungle Level
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Donkey Kong Country
    Plays in: Rumble Falls
    
    Compared to Jungle Level Ver.2, this arrangement is actually more accurate-
    sounding when compared to the original arrangement of the track. This track
    utilizes rainforest sounds and heavy percussion, and of course, features the
    familiar Jungle Hijinxs theme.
    ___________________________________
    King K. Rool / Ship Deck 2
    Arrangement Supervisor: Shogo Sakai
    Source: Donkey Kong Country
    Plays in: Rumble Falls
    
    This is an arrangement of the King K. Rool final boss fight in Donkey Kong
    Country. The piece starts off with the first part of the fight, but then adds
    a drumset, electric guitar, bass, and different synths from the original
    arrangement along with a pan flute for the last part of the fight before the
    piece loops back to the beginning.
    ___________________________________
    Bramble Blast
    Arrangement Supervisor: Shogo Sakai
    Source: Donkey Kong Country 2
    Plays in: Rumble Falls
    Unlock: Obtain a CD through normal gameplay.
    
    Many will agree with me when I write that this track is one of the best tracks
    in the game itself. This is an arrangement of the Bramble Blast BGM in Donkey
    Kong Country 2: Diddy's Kong Quest. The track opens with staccatoed string
    plucks, followed by an acoustic guitar that supports the staccato strings and
    another acoustic guitar that plays the first part of the melody before
    switching over to a violin solo. The piece then breaks into the latter parts
    of the piece, with the drums setting a fast-paced tempo that blends perfectly
    with the music. You've got to hear this for yourself.
    ___________________________________
    Battle for Storm Hill
    Source: Donkey Kong Jungle Beat
    Plays in: Rumble Falls
    
    This track is taken directly from the BGM for the Battle For Storm Hill stage
    in Donkey Kong Jungle Beat. No changes have been made.
    ___________________________________
    DK Jungle 1 Theme (Barrel Blast)
    Source: Donkey Kong: Barrel Blast
    Plays in: Rumble Falls
    
    This track is taken directly from the BGM for the DK Jungle 1 track in Donkey
    Kong: Barrel Blast. No changes have been made.
    ___________________________________
    The Map Page / Bonus Level
    Source: Donkey Kong Country
    Plays in: Rumble Falls
    
    This track is taken directly from the Map Screen, then leading into the Bonus
    Level theme from Donkey Kong Country. No changes have been made.
    ___________________________________
    Donkey Kong
    Arrangement: Hirokazu Tanaka, ex
    Source: Donkey Kong
    Plays in: 75m
    Unlock: Use Donkey Kong 20 times in brawls.
    
    This is completely different from the previous track. The level start jingle
    opens up the track, then becomes set to a hip-hop-esque beat with the original
    8-bit track of the first level theme with effects such as stuttering the
    track and mixing in the sound effects from the original game.
    ___________________________________
    Opening (Donkey Kong)
    Arrangement Supervisor: Shota Kageyama
    Source: Donkey Kong
    Plays in: 75m
    Unlock: Use Donkey Kong 20 times in brawls.
    
    The title screen theme plays first, followed by the mode selection jingle,
    then into the first level theme, then with the hammer theme, before looping
    back to the beginning.
    ___________________________________
    25m BGM
    Source: Donkey Kong
    Plays in: 75m
    Unlock: Use Donkey Kong 20 times in brawls.
    
    This track is taken directly from the BGM of the 25m level from the original
    Donkey Kong on the NES and arcade. No changes have been made, and yes, one can
    easily say that it's easily repetitive.
    ___________________________________
    ====================
    The Legend of Zelda
    ====================
    Main Theme (The Legend of Zelda)
    Arrangement Supervisor: Yuzo Koshiro
    Source: The Legend of Zelda
    Plays in: Bridge of Eldin
    
    This is a new arrangement of the well-known main theme for The Legend of
    Zelda. Everything you're most likely going to expect is here: a full ensemble
    consisting of strings, brass, winds, and some strong percussion. A new
    extended composition comes in at the latter half of this piece, incorporating
    a trumpet solo, and a final crescendo that marks the end of the piece before
    it loops to the very beginning of the track.
    ___________________________________
    Ocarina of Time Medley
    Arrangement Supervisor: Michiko Naruke
    Source: The Legend of Zelda: Ocarina of Time
    Plays in: Bridge of Eldin
    
    This is a medley that comprises of several well-known ocarina tunes that were
    acquired over the course of the original game on the N64. The following tunes
    appear in order, then it loops back to the beginning of the track:
    
    -Zelda's Lullaby
    -Sun's Song
    -Bolero of Fire (many thanks to Breen for pointing this out!)
    -Song of Storms
    -Epona's Song
    -Song of Time
    -Saria's Song
    ___________________________________
    Title (The Legend of Zelda)
    Arrangement Supervisor: Shogo Sakai
    Source: The Legend of Zelda
    Plays in: Bridge of Eldin
    Unlock: Obtain a CD through normal gameplay.
    
    This is a march-style arrangement of the title screen to the original The
    Legend of Zelda game on the Famicom/NES/Famicom Disk System. A flourish that
    includes a choir singing the first few notes of the theme switches over to
    piano for a few moments, and then over to strings, and guitar that plays along
    with the snare portion. Throughout the main melody itself, the choir returns
    at several portions with strings now playing the overworld theme. The piece
    suddenly quiets down as strings play the dungeon theme, only to switch over
    to a dark-sounding organ before it loops to the beginning.
    ___________________________________
    The Dark World
    Arrangement Supervisor: Arata Iyoshi
    Source: The Legend of Zelda: A Link to the Past
    Plays in: Bridge of Eldin
    
    The original composition has been given a more livelier feel in this new
    arrangement of the overworld theme while in the Dark World. All the low brass
    used in the original have been replaced with winds and strings, and are also
    accompanied by an acoustic guitar and vox.
    ___________________________________
    Hidden Mountain & Forest
    Arrangement Supervisor: Shota Kageyama
    Source: The Legend of Zelda: A Link to the Past
    Plays in: Bridge of Eldin
    Unlock: Clear the "Dark Link Duel" Event on Hard difficulty.
            (Do Event No.18 on Hard)
    
    This is a really neat arrangement of the Death Mountain BGM and the Lost Woods
    BGM in The Legend of Zelda: A Link to the Past. The piece makes use of strong
    brass and strings in the first few opening notes and brilliantly switches over
    to flute for the main portion of the melody and back to strings and piano
    before it loops back to the brass and string opening. We also have acoustic
    guitar supporting the piece as well as march-style percussion coupled with a
    very audible vibraslap.
    ___________________________________
    Hyrule Field Theme
    Arrangement Supervisor: Yutaka Iraha
    Source: The Legend of Zelda: Ocarina of Time
    Plays in: Bridge of Eldin
    
    While the composition is still the same as that of its original, the sound
    feels more rich right from the opening chord. Strings and low brass become the
    more pronounced sections of the piece, which give this track a deep, driving
    sound. Percussion has also been livened up as well, adding timpani to the mix.
    Definitely one of my favorites.
    ___________________________________
    Main Theme (Twilight Princess)
    Source: The Legend of Zelda: Twilight Princess
    Plays in: Bridge of Eldin
    
    This track is taken directly from the Hyrule Field area in The Legend of
    Zelda: Twilight Princess. No changes have been made.
    ___________________________________
    The Hidden Village
    Source: The Legend of Zelda: Twilight Princess
    Plays in: Bridge of Eldin
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the Hidden Village area in The Legend of
    Zelda: Twilight Princess. No changes have been made.
    ___________________________________
    Midna's Lament
    Source: The Legend of Zelda: Twilight Princess
    Plays in: Bridge of Eldin
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the theme that plays when you try to save
    Midna after the boss battle with Morpheel and the cutscene that follows. No
    changes have been made.
    ___________________________________
    Great Temple / Temple
    Arrangement Supervisor: Shogo Sakai
    Source: Zelda II: The Adventure of Link
    Plays in: Temple
    Unlock: Clear "Advent of the Evil King" Event on Hard difficulty.
            (Do Event No.33 on Hard)
    
    This piece is an arranged medley of the Great Temple (also known as the Great
    Palace) and the original Temple as arranged for Melee. This piece retains most
    of the instrumental sound and style used in Temple (Melee), but as for the
    Great Palace part that opens the piece, synths are used in playing the main
    melody. The Great Palace part goes for one loop and then makes a smooth
    transition to the second half of Temple (Melee), and loops to the beginning of
    the Great Palace melody. One of my personal favorites.
    ___________________________________
    Dragon Roost Island
    Source: The Legend of Zelda: The Wind Waker
    Plays in: Pirate Ship
    Unlock: Unlock Toon Link.
    
    This track is taken directly from the Dragon Roost Island area in The Legend
    of Zelda: The Wind Waker. No changes have been made.
    ___________________________________
    The Great Sea
    Source: The Legend of Zelda: The Wind Waker
    Plays in: Pirate Ship
    Unlock: Unlock Toon Link.
    
    This track is taken directly from when you're sailing in the Great Sea in The
    Legend of Zelda: The Wind Waker. No changes have been made.
    ___________________________________
    Tal Tal Heights
    Arrangement Supervisor: Yusuke Takahama
    Source: The Legend of Zelda: Link's Awakening
    Plays in: Pirate Ship
    Unlock: Clear All-Star on Easy difficulty.
    
    This is a dance mix-style medley of the overworld theme in the Game Boy series
    for The Legend of Zelda and the Tal Tal Heights BGM found in Link's Awakening.
    Strings and brass mainly play the track's melody, all set to electronic drums
    and other special effects are also included.
    ___________________________________
    Song of Storms
    Arrangement Supervisor: Tsukasa Masuko
    Source: The Legend of Zelda: Ocarina of Time
    Plays in: Pirate Ship
    Unlock: Clear "The Pirate Airship" Event.
            (Do Event No.37 on any difficulty)
    
    This is an arranged medley of various themes found in The Legend of Zelda:
    Ocarina of Time. In order of appearance:
    
    -Song of Storms (more in like to the Windmill at Karkariko Village; the sound
                     itself feels as if taken from keyboards later on)
    -Ganondorf's theme (played with strong timpani, low brass and strings)
    -Serenade of Water (seems to be kept in its original form)
    ___________________________________
    Gerudo Valley
    Source: The Legend of Zelda: Ocarina of Time
    Plays in: Pirate Ship
    Unlock: Unlock Toon Link.
    
    This track is taken directly from the Gerudo Valley area in The Legend of
    Zelda: Ocarina of Time. No changes have been made.
    ___________________________________
    Molgera Battle
    Source: The Legend of Zelda: The Wind Waker
    Plays in: Pirate Ship
    Unlock: Unlock Toon Link.
    
    This track is taken directly from the boss battle theme against Molgera in The
    Legend of Zelda: The Wind Waker. No changes have been made.
    ___________________________________
    Village of the Blue Maiden
    Source: The Legend of Zelda: Four Swords Adventure
    Plays in: Pirate Ship
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Pirate
            Ship stage to have this CD appear through normal gameplay.
    
    This track is taken directly from the Village of the Blue Maiden area after it
    has been restored in The Legend of Zelda: Four Swords Adventure. No changes
    have been made.
    ___________________________________
    Termina Field
    Source: The Legend of Zelda: Majora's Mask
    Plays in: Pirate Ship
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Pirate
            Ship stage to have this CD appear through normal gameplay.
    
    This track is taken from the Termina Field area in The Legend of Zelda:
    Majora's Mask. No changes have been made.
    ___________________________________
    ========
    Metroid
    ========
    Main Theme (Metroid)
    Arrangement Supervisor: Kenji Yamamoto
    Narration: Jay Ward
    Source: Metroid (but really, from Metroid Prime Pinball)
    Plays in: Norfair
    
    This track is taken directly from the BGM for the Pirate Frigate table in
    Metroid Prime Pinball. At the beginning of the track however, there are
    vocals, which will only run through once in the whole track:
    
    "Samus is under fire!
     She's sent on an emergency directive.
     Join the fight!"
    ___________________________________
    Ending (Metroid)
    Arrangement Supervisor: Tsukasa Masuko
    Source: Metroid
    Plays in: Norfair
    Unlock: Brawl on the Norfair stage 10 times.
    
    This is an arrangement of the ending sequence for Metroid. Strong brass and
    strings mainly drive this piece, and is supported by percussion as well in a
    march-style arrangement. A pretty faithful recreation of the ending theme, if
    you ask me.
    ___________________________________
    Norfair
    Arrangement Supervisor: Yuzo Koshiro
    Source: Metroid
    Plays in: Norfair
    Unlock: Obtain a CD through normal gameplay.
    
    This is mostly an electronica arrangement of the Norfair BGM in Metroid. This
    unique-sounding track makes use of various synths, sound effects, and other
    random noises. It's really hard for me to even really describe this piece due
    to its unique nature, but give this song a playback and it'll grow on you,
    trust me. This is one of my personal favorites.
    ___________________________________
    Theme of Samus Aran, Space Warrior
    Arrangement Supervisor: Masato Kouda
    Source: Super Metroid
    Plays in: Norfair
    
    This is an arrangement of the theme that plays during the credits for Super
    Metroid. This is a very powerful-sounding piece that has brass, strings, and
    percussion that drive the first portion of the track, and later on, winds in
    the softer portion before looping back at the beginning of the piece.
    
    (thanks to Mars Jenkar for correcting me that the arrangement is actually from
     the credits sequence!)
    ___________________________________
    Vs. Ridley
    Arrangement Supervisor: Yusuke Takahama
    Source: Super Metroid
    Plays in: Frigate Orpheon
    
    A heavy-metal rearrangement of the Ridley boss fight theme from Super Metroid.
    With relentless guitar squeals and riffs, heavy drumming, and keyboards, this
    track is best described by Sakurai:
    
    "In the original game, most of the places where you heard this song were the
    sites of fierce battles.
    
    As such, this arrangement features a suitable sense of cruelty and tension.
    It’s magnificent!"
    
    ...How right you are.
    ___________________________________
    Vs. Parasite Queen
    Source: Metroid Prime
    Unlock: Obtain a CD through normal gameplay.
    Plays in: Frigate Orpheon
    
    This track is taken directly from the Parasite Queen theme from Metroid Prime.
    No changes have been made.
    ___________________________________
    Opening / Menu (Metroid Prime)
    Arrangement Supervisor: Kenji Yamamoto
    Narration: Jay Ward
    Source: Metroid Prime
    Plays in: Frigate Orpheon
    
    This track is comprised of two parts; the title screen of Metroid Prime with
    vocals, and the data selection screen (but actually more closer to the credits
    sequence) from the same game. The only changes were the addition of vocals,
    which only runs through once, as well as a guitar riff near the middle of
    the piece:
    
    "In the reaches of space,
     below the surface of the Planet Zebes,
     Samus Aran faced the Space Pirates.
     She destroyed their operation,
     wiped out the parasites called 'Metroids'
     and defeated Mother Brain.
    
     But the Pirates were far from finished..."
    
    (thanks to Jake X for the extra information about the credits!)
    ___________________________________
    Sector 1
    Arrangement Supervisor: Minako Hamano
    Source: Metroid Fusion
    Plays in: Frigate Orpheon
    
    The tempo in this arrangement is faster than that of the original composition,
    which is taken from the game's intro sequence and the Sector 1 (SRX) area.
    Strings mainly play the track's melody.
    ___________________________________
    Vs. Meta Ridley
    Source: Metroid Prime
    Plays in: Frigate Orpheon
    
    This track is taken directly from the battle theme against Meta Ridley in
    Metroid Prime. No changes have been made, and I'm glad that there weren't any.
    ___________________________________
    Multiplayer (Metroid Prime 2)
    Source: Metroid Prime 2
    Plays in: Frigate Orpheon
    Unlock: Brawl on the Frigate Orpheon stage 10 times.
    
    This track is taken directly from the music that plays during multiplayer
    battles in Metroid Prime 2. In turn, this is a sped-up, hard techno
    arrangement of the vegetation portion of Brinstar from Super Metroid.
    ___________________________________
    ===============
    Yoshi's Island
    ===============
    Obstacle Course
    Arrangement Supervisor: Shota Kageyama
    Source: Super Mario World 2: Yoshi's Island
    Plays in: Yoshi's Island
    
    Accented chords and steel drums along with piano, brass and winds make up the
    core of this track, taken from stages such as 1-5 Hop! Hop! Donut Lifts. Of
    note is that just before this song loops back to the beginning, an electric
    guitar plays the opening to the final boss battle theme.
    
    An interesting item to note is that, when the season changes to fall and
    winter on the stage, the track itself changes to an arrangement that does not
    have the same level of intensity as the other arrangement. This arrangement
    relies on soft synths and chimes, along with harmonica and soft strings.
    ___________________________________
    Ending (Yoshi's Story)
    Arrangement Supervisor: Masafumi Takada
    Source: Yoshi's Story
    Plays in: Yoshi's Island
    
    This is an arranged version of the ending sequence for Yoshi's Story. Where
    the original composition had a slow tempo designed to make the player
    remember the summary of the story world-by-world, this arrangement retains the
    unique style of the game's soundtrack itself and incorporates whimsical sound
    effects and rather ingenious percussion. The singing Yoshis are even present!
    ___________________________________
    Yoshi's Island
    Arrangement Supervisor: Noriyuki Iwadare
    Source: Super Mario World 2: Yoshi's Island
    Plays in: Yoshi's Island
    
    This may not seem familiar at first, but after the low brass fanfare, the
    BGM for stages such as 1-1 Make Eggs, Throw Eggs plays. Though the track is
    mostly led by brass, harmonica becomes a key instrument in the bridge and as
    an accompanying instrument.
    ___________________________________
    Flower Field
    Arrangement Supervisor: Asuka Ohta
    Source: Yoshi Touch & Go
    Plays in: Yoshi's Island
    Unlock: Obtain a CD through normal gameplay.
    
    This is an arrangement of one of the many stage themes found through Yoshi
    Touch & Go, usually played while in open areas once Baby Mario reaches the
    ground. This light-hearted piece makes use of various happy-sounding sound
    effects, with saxophones playing through the main melody.
    ___________________________________
    Wildlands
    Arrangement Supervisor: Shogo Sakai
    Source: Yoshi's Island DS
    Plays in: Yoshi's Island
    
    Banjo? Yes indeed! The BGM for stages such as 1-2 in Yoshi's Island DS are
    set against a banjo somewhat reminiscent of Super Mario World. Whereas the
    original composition sounded a bit too timid, this arrangement really brings
    out what the piece should have been. Wind instruments primarily play the main
    melody, from harmonicas to pan flutes. There's even a ukelele playing a
    minute into the piece as well! The piece is mostly set against light
    percussion and banjo.
    ___________________________________
    ======
    Kirby
    ======
    Meta Knight's Revenge
    Arrangement: Noriyuki Idaware
    Source: Kirby Super Star
    Plays in: Halberd
    
    This is actually a jazz arrangement of all the Halberd stages in the Revenge
    of Meta-Knight game in Kirby Super Star. Fast-paced, with saxophones being the
    main force behind this piece, and both drums and synths backing up the whole
    piece keep the intensity.
    ___________________________________
    The Legendary Air Ride Machine
    Arrangement Supervisor: Shogo Sakai
    Source: Kirby Air Ride
    Plays in: Halberd
    Unlock: Clear the "Dragoon Strike" Event.
            (Do Event No.13 on any difficulty)
    
    To be honest, I don't find a lot of differences between this and the original
    composition other than the volume levels of certain instruments at certain
    portions. This is an arrangement of the theme in Kirby Air Ride when you
    collect ALL three pieces of the Dragoon to perform the machine itself.
    ___________________________________
    Gourmet Race
    Arrangement Supervisor: Motoi Sakuraba
    Source: Kirby Super Star
    Plays in: Halberd
    
    A classic. This is from the Gourmet Race game in Kirby Super Star, in a speed
    metal arrangement. Electric guitar plays the main melody and adds several
    riffs in section transitions along with rhythm guitar, while drums are played
    at high tempo. Keyboards are also used in this piece as well.
    ___________________________________
    Butter Building
    Arrangement: Jun Fukuda
    Source: Kirby's Adventure
    Plays in: Halberd
    
    From what starts off with a strange synth jingle, it then accompanies acoustic
    guitar which then shortly gives way to electric guitar to continue the piece.
    The track then quickly changes to the second part of the Green Greens level
    theme, but gives the focus back to the main song itself before it loops. One
    of my favorites.
    ___________________________________
    King Dedede's Theme
    Arrangement Supervisor: Yoko Shimomura
    Source: Kirby's Dream Land
    Plays in: Halberd
    Unlock: Clear "The Hammer of the King" Event.
            (Do Event No.15 on any difficulty)
    
    Though the source may be listed as from Kirby's Dream Land, this particular
    arrangement is really from the boss fight against King Dedede in Kirby's
    Dream Land 3. A fast-paced piece that incorporates a bubbly mix of synths
    along with the whole ensemble taking portions of the main melody. Definitely
    keeps the familiar style found in music from the Kirby series.
    ___________________________________
    Squeek Squad Theme
    Arrangement: Hirokazu Tanaka, ex
    Source: Kirby: Squeek Squad
    Plays in: Halberd
    Unlock: Obtain a CD through normal gameplay.
    
    This is an arrangement of the theme that plays when you are being pursued by
    a member of the Squeek Squad after obtaining one of the bigger treasures in a
    level. 
    ___________________________________
    Vs. Marx
    Arrangement: Yasunori Mitsuda
    Source: Kirby Super Star
    Plays in: Halberd
    Unlock: Obtain a CD through normal gameplay.
    
    This is an arrangement of the true final boss fight in this game, found in the
    Milky Way Wishes scenario of Kirby Super Star. The opening of this arrangement
    does not include the fast-paced percussion unlike in the original piece, and
    doesn't get its tempo sped up until much later in the piece at the Green
    Greens arrangement portion. Noticeable changes include the use of the full
    ensemble, from the small, seemingly lighthearted flute and mallet percussion
    portion to the electric guitar that plays the Green Green arrangement. A final
    flourish from the ensemble proudly blasts the final portion of the Green
    Greens, which isn't actually found in the original composition.
    ___________________________________
    0˛ Battle
    Arrangement: Koji Hayama
    Source: Kirby 64: The Crystal Shards
    Plays in: Halberd
    Unlock: Collect more than 5,000 coins in Coin matches.
    
    This is another arrangement of the final boss battle theme from Kirby 64, and
    like most of the Kirby arrangements found here, it's has a heavy rock feel to
    it, just like its original composition. Strings are now replaced by electric
    guitar and synths...and there's yelling...LOTS of yelling. Overall, the melody
    remains unchanged, and that's a good thing too.
    ___________________________________
    Boss Theme Medley
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Kirby Series
    Plays in: Halberd
    
    As with most other newly arranged Kirby tracks, this one is also made of win,
    fast rock, and an excellent medley of several boss themes from the Kirby
    series. In order of appearance:
    
    (thanks to Hsieh Willis for corrections in the listing!)
    
    -Kirby's Adventure (closer to the GBA remake Nightmare In Dreamland)
    -Kirby's Dream Land 2
    -Kirby Super Star
    -Mini-boss theme from Kirby Squeek Squad
    -Mini-boss theme from Kirby and the Amazing Mirror
    -Kirby Squeek Squad (the fight theme with any boss that Daroach sends out)
    ___________________________________
    Checker Knights
    Source: Kirby Air Ride
    Plays in: Halberd
    
    This track is taken directly from the BGM of the Checker Knights course in
    Kirby Air Ride. No changes have been made.
    ___________________________________
    Forest / Nature Area
    Source: Kirby & The Amazing Mirror
    Plays in: Halberd
    
    This track is taken directly from the forest area of Rainbow Route in Kirby &
    The Amazing Mirror. No changes have been made and yes, it means perfectly
    emulated 16-bit sound.
    ___________________________________
    Frozen Hillside
    Source: Kirby Air Ride
    Plays in: Halberd
    Unlock: Brawl on the Halberd stage 10 times.
    
    This track is taken directly from the BGM of the Frozen Hillside course in
    Kirby Air Ride. No changes have been made.
    ___________________________________
    =========
    Star Fox
    =========
    Space Armada
    Arrangement: Kenji Ito
    Source: Star Fox
    Plays in: Lylat Cruise
    
    This is an arrangement of the Space Armada level in the original Star Fox.
    It still pretty much retains the "battle" feel of the original track, which
    I think is great. Sweeping strings, brass, and sharp percussion is what'll
    keep you hooked to this piece.
    ___________________________________
    Corneria
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Star Fox
    Plays in: Lylat Cruise
    Unlock: Obtain a CD through normal gameplay.
    
    A great techno arrangement of the Corneria BGM in the first Star Fox game on
    the SNES. The piece opens up with the soft introduction set against a bass
    kick in the background and crescendos into accented organ notes and into the
    main melody. The melody itself is driven by guitars along with the same organ
    accents, and transfers over to horns just before the breakdown part. The piece
    then loops back right after that section. One of my favorites.
    ___________________________________
    Main Theme (Star Fox)
    Arrangement: Seiji Momoi
    Source: Star Fox
    Plays in: Lylat Cruise
    
    Strangely enough, this is an arrangement of the music that plays when the
    credits roll when you beat the game, and no, this does not include Out Of This
    Dimension's credits, since that's just the level clear music. Anyways, this
    has the same execution as that of Space Armada, adding winds to the ensemble.
    ___________________________________
    Main Theme (Star Fox 64)
    Arrangement Supervisor: Yusuke Takahama
    Source: Star Fox 64
    Plays in: Lylat Cruise
    
    Err...a dance mix of SF64's theme? More likely than you think, and it is just
    that. The original came from certain cutscenes in the game, such as the
    opening to Corneria, the first level. Most of the instruments used here are
    all electronic, but there's a noticeable guitar solo later on in the track.
    ___________________________________
    Area 6
    Arrangement Supervisor: Hajime Wakai
    Source: Star Fox 64
    Plays in: Lylat Cruise
    
    This is an arrangement of the BGM for the Area 6 Defense Station ("Through the
    Middle") level in Star Fox 64. Still keeping with the "battle" feel, sharp
    percussion drives this piece, along with light strings that play the main
    melody.
    ___________________________________
    Area 6 Ver. 2
    Arrangement Supervisor: Hajime Wakai
    Source: Star Fox 64
    Plays in: Lylat Cruise
    Unlock: Obtain a CD through normal gameplay.
    
    This is another arrangement of the BGM for the Area 6 Defense Station
    ("Through the Middle") level in Star Fox 64. This arrangement however makes
    use of synthesized electronic sounds that remain close to the original
    composition.
    ___________________________________
    Star Wolf
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Star Fox 64
    Plays in: Lylat Cruise
    
    Brilliant addition, mind you. This is an arrangement of the Star Wolf theme in
    Star Fox 64, where you battle them on certain levels such as Fortuna and
    Venom, through the "hard" path. This piece still retains the intensity it had
    way back in its original composition, with brass being the main force and
    percussion being as sharp as ever.
    ___________________________________
    Star Wolf (Star Fox: Assault)
    Source: Star Fox: Assault
    Plays in: Lylat Cruise
    Unlock: Clear "The Wolf Hunts The Fox" Event on Hard difficulty.
            (Do Event No.38 on Hard)
    
    This track is taken directly from the battle with Team Star Wolf in "Sargasso
    Space Zone: Hostilities Revisited" in Star Fox: Assault. No changes have been
    made.
    ___________________________________
    Space Battleground
    Source: Star Fox: Assault
    Plays in: Lylat Cruise
    
    This track is taken directly from the BGM of the first part of "Fortuna: A New
    Enemy" in Star Fox: Assault. No changes have been made.
    ___________________________________
    Break Through The Ice
    Source: Star Fox: Assault
    Plays in: Lylat Cruise
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the BGM of the "Fichina: Into The Storm"
    level in Star Fox: Assault. No changes have been made. It is also interesting
    to note that this is also an arranged version of the Fichina and Sector Z BGMs
    in Star Fox 64.
    ___________________________________
    ========
    Pokémon 
    ========
    Pokémon Main Theme
    Arrangement: Seiji Momoi
    Source: Pokémon
    Plays in: Pokémon Stadium 2
    
    Electric guitar starts this piece, but switches over to the ensemble as it
    goes into this well-known piece. Some parts here, such as the portion where
    the piece flourishes seems to be adapted from the Melee arrangement as well.
    ___________________________________
    Road to Viridian City (From Pallet Town / Pewter City)
    Arrangement Supervisor: Shogo Sakai
    Source: Pokémon
    Plays in: Pokémon Stadium 2
    Unlock: Clear the "Go! Triple Finish!" Event.
            (Do Event No.8 on any difficulty)
    
    I'll admit, I was really surprised to see that this medley was included in the
    game. From a march-like opening that features a happy-sounding arrangement of
    Route 1 quickly becomes a faster one backed with electric guitar and a drum
    set. The piece pulls off a nice decrescendo into a group of acoustic guitars
    playing a portion of the Viridian City BGM before looping back to the
    beginning of the piece.
    ___________________________________
    Pokémon Center
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Pokémon
    Plays in: Pokémon Stadium 2
    Unlock: Get 200 different stickers.
    
    Yes, I was surprised to see this as well, and to say the least, this track
    lived up to my expectations on how it would sound like: a concerto arrangement
    that showcases many solos in the wind section as well as a short one for
    piano. Near the end, the piece somewhat swells up to serve as a transition
    back to the beginning of the piece. If you haven't figured it out already,
    this is an arrangement of the Pokémon Center BGM found primarily in the Game
    Boy and DS versions.
    ___________________________________
    Pokémon Gym / Evolution
    Arrangement: Kenichi Okuma
    Source: Pokémon
    Plays in: Pokémon Stadium 2
    
    Sweeping strings and brass begin this piece, before mellowing the level down
    for brass to play the music that plays while your character is in a Gym. This
    goes on for one loop then switches over to the jingle which starts the
    evolution theme (and the Safari Zone in R/B/Y/FR/LG) with electric guitar,
    electric bass, and drumset added to the ensemble before looping to the
    beginning of the Gym melody.
    ___________________________________
    Wild Pokémon Battle! (Ruby / Sapphire)
    Arrangement Supervisor: Shogo Sakai
    Source: Pokémon Ruby / Sapphire
    Plays in: Pokémon Stadium 2
    
    Brass is what leads the main melody to this somewhat intense piece, with
    strings backing up the piece. This is taken from a wild Pokémon encounter in
    the Ruby, Sapphire, and Emerald Versions. Not much to say here because the
    instrumentation sounds very close to its original composition, had it been
    transformed from 16-bit sound to this, which of course does it beautifully.
    ___________________________________
    Victory Road
    Arrangement: Motoi Sakuraba
    Source: Pokémon Ruby / Sapphire
    Plays in: Spear Pillar
    Unlock: Clear "The Aura Is With Me" Event.
            (Do Event No.25 on any difficulty)
    
    Oh yes, a hard rock arrangement of the Victory Road that sounds almost NOTHING
    like its original composition in terms of instrumentations. Gone are the bell
    hits, fanfare-like horns, and winds in exchange for guitar wails, aggressive
    drums, and keyboards that balance out the sound as a whole. You can be sure
    to thank Sakuraba for bringing his style and making this piece similar to his
    battle themes from other games.
    ___________________________________
    Dialga / Palkia Battle at Spear Pillar!
    Arrangement Supervisor: Takahiro Nishi
    Source: Pokémon Diamond / Pearl
    Plays in: Spear Pillar
    Unlock: Clear "The Aura Is With Me" Event.
            (Do Event No.25 on any difficulty)
    
    Piano and wind effects open up this piece before drums kick in along with
    synths that lead into an arrangement of the Dialga or Palkia battle theme
    in Diamond or Pearl, respectively. This piece itself is similar to other DS
    themes that made the cut in the sense that though most of the instrumentation
    has remained, that instrumentation received a more "live" sound to them. Of
    course, there remain several differences, such as the removal of several
    cymbal crashes during a certain piano melody. An arranged portion of the Spear
    Pillar area music also makes an appearance, sounding possibly even more
    ominous than the original composition. As soon as it reaches where it would
    loop, the piece returns to finish the rest of the battle theme until it loops
    again to the beginning.
    ___________________________________
    Wild Pokémon Battle! (Diamond / Pearl)
    Arrangement: Yuka Tsujiyoko
    Source: Pokémon Diamond / Pearl
    Plays in: Spear Pillar
    Unlock: Clear "The Aura Is With Me" Event.
            (Do Event No.25 on any difficulty)
    
    Not quite as upbeat as its original composition, and that's already evident
    at the opening fanfare. This arrangement of the battle theme for a wild
    encounter is mainly comprised of low brass and strings along with a drum set
    that isn't as prominent throughout the piece as the original. The bass line
    feels more pronounced in this arrangement, and still has the same composition
    from the original as well. Note that some of the piano parts from the original
    has been replaced by synth effects.
    ___________________________________
    Team Galactic Battle!
    Arrangement: Masato Kouda
    Source: Pokémon Diamond / Pearl
    Plays in: Spear Pillar
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Spear
            Pillar stage to have this CD appear through normal gameplay.
    
    There may be two Team Galactic battle themes (Galactic Grunt and Galactic
    Admin), but this arrangement is more similar to the Galactic Grunt
    arrangement. This piece uses higher-pitched synths and a drum machine to give
    the piece a sort of drum'n'bass feel. Electric guitar can also be heard at
    certain points in the piece as well.
    ___________________________________
    Route 209
    Arrangement Supervisor: Shogo Sakai
    Source: Pokémon Diamond / Pearl
    Plays in: Spear Pillar
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Spear
            Pillar stage to have this CD appear through normal gameplay.
    
    This is an arrangement of the daytime version of the Route 209 theme from
    Diamond and Pearl, as the nighttime version has a higher pitch, and that the
    daytime version and this arrangement have just about the same pitch. This
    piece still retains a mellow feel, with keyboards being the main instruments
    used in this piece, and is supported by much higher-sounding trumpets,
    strings, and a drumset. Not quite exactly the best piece to battle on Spear
    Pillar with, but as a stand-alone piece, this is one of my favorites.
    ___________________________________
    =======
    F-Zero
    =======
    Mute City
    Arrangement: Yasumi Fukuda
    Source: F-Zero
    Plays in: Port Town Aero Dive
    
    A piano and some electronic sounds begin this piece, but then moves into the
    Mute City BGM, played in a heavy rock style with electric guitars, bass, and
    drumset. A guitar solo comprises the latter half of this piece before it loops
    back to the melody and to the beginning. I'll say this right now however: it's
    a shame that there's no Port Town arrangement of any sort, even though the
    stage IS Port Town. Oh well.
    ___________________________________
    Fire Field
    Arrangement Supervisor: Yusuke Takahama
    Source: F-Zero
    Plays in: Port Town Aero Dive
    Unlock: Clear the "Come On, Blue Falcon" Event.
            (Do Event No.24 on any difficulty)
    
    As if the original composition wasn't already "hard rock" enough for its time,
    this arrangement cranks it way more than just a notch. The piece is comprised
    of a lead guitar, rhythm guitar, drumsets, and warm pads that also serve as
    keyboards for various effects as well. Don't expect the intensity of this
    piece to let up as well, not even through the blazing guitar solo at the
    half-time breakdown!
    ___________________________________
    White Land
    Arrangement Supervisor: Arata Iyoshi
    Source: F-Zero
    Plays in: Port Town Aero Dive
    
    My jaw dropped the moment I heard this piece play while watching one of those
    live streams of Brawl gameplay. This piece is just as fast-paced as its
    original, right from the start with the keyboard. Electric guitar plays the
    main melody, as expected, backed with keyboard, synths, bass, and drums. A
    bridge is added as well at the end of the first run through the main melody
    with a short keyboard solo before looping back to the beginning of the main
    melody. And yes, this piece is an arranged version of the White Land BGM in
    F-Zero, before I forget to write it.
    ___________________________________
    Car Select
    Source: F-Zero X
    Plays in: Port Town Aero Dive
    Unlock: Obtain a CD though normal gameplay.
    
    This track is taken directly from the car selection theme in F-Zero X. No
    changes have been made.
    ___________________________________
    Dream Chaser
    Source: F-Zero X
    Plays in: Port Town Aero Dive
    Unlock: Brawl on the Port Town Aero Dive stage 10 times.
    
    This track is taken directly from the BGM for the Silence circuits in F-Zero
    X. No changes have been made.
    ___________________________________
    Devil's Call in Your Heart
    Source: F-Zero X
    Plays in: Port Town Aero Dive
    
    This track is taken directly from the BGM for the Devil's Forest circuits in
    F-Zero X. No changes have been made.
    ___________________________________
    Climb Up! And Get The Last Chance!
    Source: F-Zero X
    Plays in: Port Town Aero Dive
    
    This track is taken directly from the BGM for the White Land circuits in
    F-Zero X. No changes have been made.
    ___________________________________
    Brain Cleaner
    Source: F-Zero GX
    Plays in: Port Town Aero Dive
    
    This track is taken directly from the BGM for when you watch the replay after
    a race in F-Zero GX. No changes have been made.
    ___________________________________
    Shotgun Kiss
    Source: F-Zero GX
    Plays in: Port Town Aero Dive
    
    This track is taken directly from the BGM for all of the Casino Palace (Vegas
    Palace) circuits in F-Zero GX. No changes have been made, and this is another
    one of those rips that I'm glad it wasn't altered.
    ___________________________________
    Planet Colors
    Source: F-Zero GX
    Plays in: Port Town Aero Dive
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the BGM for all of the Green Plant circuits
    in F-Zero GX. No changes have been made.
    ___________________________________
    ====================
    EarthBound (Mother)
    ====================
    Porky's Theme
    Arrangement Supervisor: Shogo Sakai
    Source: Mother 3
    Plays in: New Pork City
    
    Beginning with a really evil-sounding fanfare leading to winds that seem to
    signal the incoming presence of Porky (Pokey), this piece depends heavily on
    deep brass sound and powerful percussion backed by strings and winds.
    Intensity is the key point in this piece, and it shows just that as well. A
    great piece, indeed.
    ___________________________________
    Unfounded Revenge / Smashing Song of Praise
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Mother 3
    Plays in: New Pork City
    
    This is actually an arrangement of two songs in Mother 3 that have been put
    together into one track. The first song, Unfounded Revenge, is the battle
    theme when fighting the Scary Evil Womanizing Pig. The second song, Smashing
    Song of Praise, is the battle theme when fighting the Mecha-Gorilla. For boss
    battle themes, they sure seem light-hearted, and they sound even more cheerful
    in this arrangement!
    ___________________________________
    Mother 3 Love Theme
    Arrangement Supervisor: Shogo Sakai
    Source: Mother 3
    Plays in: New Pork City
    Unlock: Obtain a CD through normal gameplay.
    
    Some soft synths that lead a bass line as well as a percussion line open the
    way for this arrangement of the main theme for Mother 3. In contrast to the
    soft, almost sad mood the original, this almost seems upbeat...that is, until
    the bridge which leads back to the beginning of the piece. Expect to hear
    the main melody being juggled around organ, flute, and guitar. Piano will be
    the main force behind the bridge, supported by strings and a guitar flourish
    before the loop back to the beginning.
    ___________________________________
    You Call This a Utopia?!
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Mother 3
    Plays in: New Pork City
    Unlock: Obtain a CD through normal gameplay.
    
    This arrangement of the New Pork City BGM omits the first set of drum rolls,
    and paves the way to a small, techno-like arrangement that still contains a
    full ensemble of brass and strings. Most of the instrumentation here has been
    given a more "live" sound, with much higher-sounding brass and stronger
    accents. The drum machine sounds appears in different sections of the piece as
    well.
    ___________________________________
    Humoresque of a Little Dog
    Arrangement: Masato Kouda
    Source: Mother
    Plays in: New Pork City
    
    Yes, this is also in Earthbound (Mother 2) and Mother 3. The store theme, in a
    hillbilly-style arrangement. Yes, I know the track itself already had banjos,
    but the tempo... Anyways, as you can probably imagine, banjos, drums,
    whimsical sound effects, and whistling. One of the strangest rearrangements on
    the entire list, if you ask me...
    ___________________________________
    Snowman
    Arrangement Supervisor: Shogo Sakai
    Source: Mother
    Plays in: New Pork City
    Unlock: Obtain a CD through normal gameplay.
    
    An iconic Mother piece that appears in ALL three games at different points.
    Most gamers probably know this in EarthBound as the theme when playing as Jeff
    in Winters. A rather creepy-sounding choir opens a light-hearted winter-themed
    piece played by slow drums, soft bass guitar that supports the pan flute that
    plays the main melody of the song itself.
    ___________________________________
    ============
    Fire Emblem
    ============
    Fire Emblem Theme
    Arrangement Supervisor: Shogo Sakai
    Lyrics Supervisor: Masahiro Sakurai
    Lyrics Translaton: Taro Yamashita
    Soprano: Oriko Takahashi / Tenor: Ken Nishikiori
    Source: Fire Emblem: Shadow Dragons and the Blade of Light
    Plays in: Castle Siege
    
    What else is there to say? Here's the Fire Emblem theme, orchestrated and sung
    in Latin by a choir. Also, some time after the first verse, an arranged
    version of the theme when an enemy unit attacks one of your units plays, then
    continues to the next verse.
    
    Lyrics (English translated):
    Fire Emblem, companions walk
    The endless path together.
    
    In the wavering shadow of spite,
    Our home is faced by the oncoming spear,
    Engulfed in flames.
    
    I keep that unforgettable day in my heart
    And now rise up together with my companions.
    
    Fire Emblem, our bond shall be never broken.
    
    We hold fast to protect tomorrow
    And the one who awaits our return.
    
    Fire Emblem, light gathers on the flag we unfurl.
    
    Fire Emblem, we gaze upon the multitude of stars,
    Gripping our blades.
    
    If we do not bring light to the darkness in these lands,
    The shooting stars will soar over a wasteland.
    
    Fire Emblem, on whom does the morning sun shine
    As she climbs over the edge of battle?
    ___________________________________
    With Mila's Divine Protection (Celica Map 1)
    Arrangement: Noriyuki Iwadare
    Source: Fire Emblem Gaiden
    Plays in: Castle Siege
    
    This is an arranged version of the map theme when you first play as Celica
    from Fire Emblem Gaiden, sans the opening fanfare. This sounds almost like
    it's in the style of flamenco in the beginning of the track, making use of
    castanets and a distinct acoustic guitar playing style. The guitar's melody is
    then switched over to strings, and leads to a new electric bass solo before
    the track loops.
    ___________________________________
    Attack
    Arrangement: Kenji Ito
    Source: Fire Emblem
    Plays in: Castle Siege
    
    16-bit sound comes to life in this piece. "Strike," the player attack theme
    begins this piece, but then after the melody loops twice, the piece then
    transitions into "Rise to the Challenge," one of the boss battle themes. This
    piece is mostly led by brass and backed by strings and drumset.
    ___________________________________
    Preparing to Advance
    Arrangement: Yuka Tsujiyoko
    Source: Fire Emblem: The Sacred Stones
    Plays in: Castle Siege
    
    This is an arrangement of the preparations screen before every chapter from
    Fire Emblem: The Sacred Stones. Brass starts the fanfare which leads into the
    main melody, played by strings accompanied by multiple mallet percussion
    instruments, cymbals, and low brass. Snare drum also comes in on several parts
    throughout the piece, providing a "march" feel to the piece itself. Winds then
    come in at the latter sections of the piece before it loops.
    ___________________________________
    Winning Road - Roy's Hope
    Arrangement: Yuka Tsujiyoko
    Source: Fire Emblem: The Binding Blade
    Plays in: Castle Siege
    Unlock: Obtain a CD through normal gameplay.
    
    Well, the introduction itself is new, but the piece is still the same, albeit
    with a MUCH more lively performance. This is an arrangement of the theme when
    you are about to win the current chapter from not only FE6, but from FE7 (Fire
    Emblem on the GBA outside Japan) as well. As you can expect, strings and horns
    dominate the piece, and is supported by light winds as well as percussion.
    ___________________________________
    Shadow Dragon Medley
    Arrangement Supervisor: Keigo Ozaki
    Source: Fire Emblem: Shadow Dragons and the Blade of Light
    Plays in: Castle Siege
    Unlock: Obtain a CD through normal gameplay.
    
    A very interesting medley that's comprised of various tracks found in the
    first Fire Emblem game. All of these have been given their own treatment, from
    concerto, to techno, and back to an upbeat concerto again, in that order. Now,
    which pieces are those?
    
    -The COMPUTER phase for the early chapters.
    -The prologue to each chapter (trippy techno/dance arrangement!)
    -The PLAYER phase from the early chapters.
    ___________________________________
    Ike's Theme
    Source: Fire Emblem: Radiant Dawn
    Plays in: Castle Siege
    Unlock: Have Ike join you in The Subspace Emissary.
    
    This track is taken directly from Ike's theme in Fire Emblem: Radiant Dawn. No
    changes have been made.
    ___________________________________
    Against the Dark Knight
    Source: Fire Emblem: Path of Radiance
    Plays in: Castle Siege
    
    This track is taken directly from the battle theme against the Black Knight in
    Fire Emblem: Path of Radiance. No changes have been made.
    ___________________________________
    Crimean Army Sortie
    Source: Fire Emblem: Path of Radiance
    Plays in: Castle Siege
    
    This track is taken directly from one of the map themes in Fire Emblem: Path
    of Radiance. No changes have been made.
    ___________________________________
    Power-Hungry Fool
    Source: Fire Emblem: Path of Radiance
    Plays in: Castle Siege
    Unlock: Brawl on the Castle Siege stage 10 times.
    
    This track is taken directly from Oliver's theme in Fire Emblem: Path of
    Radiance. No changes have been made.
    ___________________________________
    Victory Is Near
    Source: Fire Emblem: Path of Radiance
    Plays in: Castle Siege
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the theme when the player is about to win
    the chapter in Fire Emblem: Path of Radiance. No changes have been made.
    ___________________________________
    ===========
    Kid Icarus
    ===========
    Underworld
    Arrangement Supervisor: Shogo Sakai
    Source: Kid Icarus
    Plays in: Skyworld
    
    Starting off with a brass fanfare of the title screen theme, this song then
    flourishes into the underworld area BGM, dominated by strings and backed up
    by brass and flute. The underworld theme goes on for a bit, but the music
    that plays when you encounter a Grim Reaper then plays, accompanied by conga
    drums. The theme then plays the game over theme, then loops to the beginning
    of the underworld theme.
    ___________________________________
    Skyworld
    Arrangement Supervisor: Arata Iyoshi
    Source: Kid Icarus
    Plays in: Skyworld
    
    This is an arrangement of the Stage 2-x BGM from Kid Icarus, and this is also
    an error, as Stage 2-x is known as the Overworld, not Skyworld. This piece 
    starts with a flourish of the ensemble, the main melody instantly plays,
    accompanied by an acoustic guitar. Winds mostly dominate this piece, and
    switching roles with strings as well.
    
    (thanks to Etienne D. and Hsieh Willis for pointing out the error in the
     title!)
    ___________________________________
    Title (Kid Icarus)
    Arrangement: Kenji Ito
    Source: Kid Icarus
    Plays in: Skyworld
    Unlock: Obtain a CD through normal gameplay.
    
    A beautiful arrangement of the title screen theme that completely transforms
    minimalistic 8-bit sound into a flourishing concerto piece for a huge ensemble
    containing light, joyful winds, loud brass and strings, and supported by some
    percussion. The final sections just before the loop to the beginning was
    definitely something that took me by surprise!
    ___________________________________
    Kid Icarus Original Medley
    Source: Kid Icarus
    Plays in: Skyworld
    
    Nothing but 8-bit goodness here, as this track is a medley of several BGM in
    Kid Icarus. Below is the order of the tracks played in the piece:
    
    -Title screen (played only once)
    -Stage 1-1 and similar levels (starting point when the track loops)
    -Stage 1-4 and similar levels
    -Stage clear
    -Stage 2-1 and similar levels
    -Stage 3-1 and similar levels
    -Final stage
    -Game over theme
    ___________________________________
    ================
    WarioWare, Inc.
    ================
    WarioWare, Inc.
    Arrangement Supervisor: Keigo Ozaki
    Source: WarioWare, Inc.: Mega Microgame$
    Plays in: WarioWare, Inc.
    
    This is a an arrangement of the mode select theme from WarioWare, Inc.: Mega
    Microgame$. The piece itself keeps most of the original electronic pieces
    used in the original game, as well! A great example of a cleaned-up transition
    from the GBA cartridge.
    ___________________________________
    WarioWare, Inc. Medley
    Arrangement Supervisor: Ryoji Yoshitomi
    Source: WarioWare, Inc.: Mega Microgame$
    Plays in: WarioWare, Inc.
    
    This is a medley of several themes found in the game. All of these retain most
    of the instrumentation used from the GBA. In order of appearance:
    
    -The intro to 9-Volt's games
    -Boss stage for Jimmy (the Punch-Out!! game)
    -The theme for Dribble & Spitz's games
    -The toilet scene from the introduction to Dr. Crygor's games
    -The intro for the second set of Wario's games
    -The jingle for the news report in the intro and ending sequences
    -The mode select screen
    ___________________________________
    Ashley's Song
    Arrangement Supervisor: Tomoko Sasaki
    Vocals: Emily McIntosh, Terry Lauber, James Cowan
    Source: WarioWare: Touched!
    Plays in: WarioWare, Inc.
    
    From the creepy original found in WarioWare: Touched! comes this new...well,
    jazz arrangement of Ashley's Theme. Yes, I know, the vocalist doing Ashley's
    voice isn't supposed to help make the song even more happier...but oh well, at
    least the music doesn't sound too bad. Jazz-style drumming along with loud
    brass and keyboard (playing organ) along with mallet percussion make this
    piece sound a little more cheery.
    
    Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
    (thanks, enigmaopoeia!)
    ___________________________________
    Ashley's Song (JP)
    Arrangement Supervisor: Tomoko Sasaki
    Vocals: Tomoko Sasaki and the Small Circle of Friends
    Source: Sawaru Meido in Wario
    Plays in: WarioWare, Inc.
    
    This is the Japanese vocal version of Ashley's Song.
    
    Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
    (thanks, enigmaopoeia!)
    ___________________________________
    Mike's Song
    Arrangement Supervisor: Masafumi Takada
    Vocals: Terry Lauber, James Cowan
    Source: WarioWare: Touched!
    Plays in: WarioWare, Inc.
    Unlock: Obtain a CD through normal gameplay.
    
    Like Ashley's Song, this arrangement has made a dramatic change from its
    original composition. Now in the style of rock-and-roll from the early 50's,
    and this is evident in the Elvis Presley-style vocals for Mike instead of the
    robot that he is. Some scat singing can also be heard as well as very lively
    mallet percussion, guitars, and drums form this piece.
    
    Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
    (thanks, enigmaopoeia!)
    ___________________________________
    Mike's Song (JP)
    Arrangement Supervisor: Masafumi Takada
    Vocals: Jun Fukuda and ghm sound team
    Source: Sawaru Meido in Wario
    Plays in: WarioWare, Inc.
    Unlock: Obtain a CD through normal gameplay.
    
    This is the Japanese vocal version of Mike's Song.
    
    Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
    (thanks, enigmaopoeia!)
    ___________________________________
    Mona Pizza's Song
    Arrangement Supervisor: Takahiro Nishi
    Vocals: Christina Peyser, Nate Bihidorff, Andy Hartpence
    Source: WarioWare: Twisted!
    Plays in: WarioWare, Inc.
    
    This is Mona's level music found in WarioWare: Twisted! This also happens to
    be a live arrangement of the original, giving it a more fresh sound and adding
    instruments such as guitars and synths.
    
    Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
    (thanks, enigmaopoeia!)
    ___________________________________
    Mona Pizza's Song (JP)
    Arrangement Supervisor: Takahiro Nishi
    Vocals: Gakkie & Kubocci
    Source: Mawaru Meido in Wario
    Plays in: WarioWare, Inc.
    
    This is the Japanese vocal version of Mona Pizza's Song.
    
    Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
    (thanks, enigmaopoeia!)
    ___________________________________
    =======
    Pikmin
    =======
    Main Theme (Pikmin)
    Source: Pikmin
    Plays in: Distant Planet
    
    This track is taken directly from the title screen theme of Pikmin. No changes
    have been made.
    ___________________________________
    World Map (Pikmin 2)
    Arrangement Supervisor: Yasunori Mitsuda
    Source: Pikmin 2
    Plays in: Distant Planet
    
    This is an arrangement of the world map theme in Pikmin 2. The flute that
    played the main melody in the original composition has been replaced with a
    bagpipe, but the flute returns to be the main instrument playing the melody to
    the latter half of the track before it loops. A very light-hearted and
    soothing piece to listen to.
    ___________________________________
    Stage Clear / Title (Pikmin)
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Pikmin
    Plays in: Distant Planet
    
    This is an arrangement of two themes put into one track. The stage clear
    theme from Pikmin plays first, led by a light-hearted flute solo, but then
    changes to the title screen theme, set to a "jungle" beat.
    ___________________________________
    Forest of Hope
    Source: Pikmin
    Plays in: Distant Planet
    
    This track is taken directly from the Forest Of Hope area in Pikmin. The bongo
    rhythm that appears in the background after the track loops once is taken from
    when enemies are nearby in Pikmin. This rhythm disappears after this loop and
    reappears every other loop.
    
    (thanks to Tom Malina for the info!)
    ___________________________________
    Ai no Uta
    Source: Pikmin
    Plays in: Distant Planet
    
    Also known as the Song of Love in Pikmin, this is taken directly from the
    commercials that appeared in Japan for Pikmin.
    
    Lyrics (romanized Japanese by James McCawley, from
            http://chudahscorner.com/lyrics/index.php?catalog=TOCT-4345&id=1):
    Hikko nukarete, anata dake ni tsuite iku
    Kyou mo hakobu, tatakau, fueru, soshite taberareru
    
    Hotta kasarete, mata atte, nagerarete
    Demo watashitachi anata ni shitagai tsukushimasu
    
    Sorosoro asonjaou kana
    Sotto dekakete miyoukanante
    Aa aa ano sora ni
    Koi to ka, shinagara
    
    Iron na inochi ga ikiteiru kono hoshi de
    Kyou mo hakobu, tatakau, fueru, soshite taberareru
    
    Hikko nukarete, atsumatte, tobasarete
    Demo watashitachi aishitekure to wa iwanai yo
    
    Sorosoro asonjaou kana
    Motto ganbatte miyoukanante
    
    Aa aa ano sora ni
    Koi to ka, shinagara
    
    Chikara awasete, tatakatte, taberarete
    Demo watashitachi anata ni shitagai tsukushimasu
    
    Tachi mukatte, damatte, tsuitette
    Demo watashitachi aishitekure to wa iwanai yo
    ___________________________________
    Ai no Uta (French Version)
    Source: Pikmin
    Plays in: Distant Planet
    Unlock: Hit 37,500 ft. combined with all fighters' Home-Run Contest records.
    
    As the title says, this is Ai no Uta, but with French lyrics.
    ___________________________________
    Tane no Uta
    Source: Pikmin 2
    Plays in: Distant Planet
    Unlock: Obtain a CD through normal gameplay.
    
    Also known as the "Seed Song," like Ai no Uta, this track is taken directly
    from the commercials that appeared in Japan for Pikmin 2.
    
    If anyone has the romanized Japanese lyrics for this song, please do send it
    in! Thanks!
    ___________________________________
    Environmental Noises
    Arrangement Supervisor: Takaro Nishi
    Source: Pikmin
    Plays in: Distant Planet
    
    You'll be sure to get a kick out of this one. This track is basically
    comprised of nothing but the environmental sounds in Pikmin. Birds tweeting,
    crickets chirpring, it's all here!
    ___________________________________
    ================
    Animal Crossing
    ================
    Title (Animal Crossing)
    Arrangement Supervisor: Kazumi Totaka
    Source: Animal Crossing (but really, from Animal Crossing: Wild World)
    Plays in: Smashville
    
    Yeah, there's a mistake there. But anyways, this is an arranged version of the
    title screen from Animal Crossing: Wild World. Whereas the original
    composition is more quiet, this new arrangement brings out the sound with a
    flourish in the beginning that leads to a more light-hearted feel, with
    acoustic guitar playing out more and adding a drum beat, synths, mallet
    percussion, accordion, and whistles.
    ___________________________________
    Go K.K. Rider!
    Arrangement Supervisor: Keigo Ozaki
    Source: Animal Crossing
    Plays in: Smashville
    
    This is an arranged version of one of K.K. Slider (Totakeke)'s many, many
    songs that you can request from him. His voice is also preserved in this one,
    and brass and harmonica providing most of the main melody while being backed
    by strings.
    ___________________________________
    2:00 a.m.
    Arrangement: Tomoko Sasaki
    Source: Animal Crossing
    Plays in: Smashville
    Unlock: Obtain a CD through normal gameplay.
    
    This is a remix of a remix! This is an arrangement of the 2:00 a.m. theme in
    Animal Crossing as done by K.K. Slider on the Animal Crossing Sound CD ~ Keke
    Choice! Mix. With a sped-up tempo from the original re-arrangement (does that
    even make sense?), a bass guitar line and jazz-like drumming is what keeps the
    song going even until electric guitar joins in. Other effects such as
    distorting K.K.'s voice and adding howling sound effects are added as well.
    
    The original re-arrangement can be found on the CD here:
    
    http://www.otaku.com/cgi-bin/itemview.asp?itemid=68324R&referer=froogle
    ___________________________________
    Town Hall and Tom Nook's Store
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Animal Crossing: Wild World
    Plays in: Smashville
    
    The Town Hall theme plays first, followed by Tom Nook's store. This appears to
    be taken straight from the game itself, but given a newer, rich sound.
    ___________________________________
    The Roost
    Arrangement Supervisor: Kazumi Totaka
    Source: Animal Crossing: Wild World
    Plays in: Smashville
    
    This is the theme for The Roost Cafe in Animal Crossing: Wild World. Like the
    Town Hall and Tom Nook's Store track, this appears to be taken straight from
    the cartridge and given a more rich sound. There is an intro sequence added to
    this piece, however.
    ___________________________________
    =========
    Nintendo
    =========
    I just have to say that I enjoyed working on this section the most. Why? It
    prompted me to play and re-play games for the nostalgia factor. Then again,
    that's how I felt throughout this guide also. =)
    ___________________________________
    Ice Climber
    Arrangement Supervisor: Toshiyuki Sudo
    Source: Ice Climber
    Plays in: Summit
    
    This is an arrangement of the Ice Climber piece found in Melee. Starts off
    with somewhat indecipherable voice samples along with a piano playing the
    title screen/bonus round theme. The tempo then speeds up as electric guitar
    takes over, but once the sleigh bells ring, the tempo slows down and the
    main level theme is played before it loops back to the beginning. Also, like
    Sakurai wrote, the different phrases of the song goes along with the
    changing atmosphere of the level. However, the music will eventually desync
    with the stage. If only it were that easy to do with the Ice Climbers...
    
    Just kidding.
    ___________________________________
    Balloon Trip
    Arrangement: Koji Hayama
    Source: Balloon Fight
    Plays in: Summit
    
    No, it's no longer 8-bit anymore, as it was in Melee, but the sound effect of
    a balloon being inflated certainly makes way for an interesting arrangement of
    the Balloon Trip mode and Bonus Rounds from Balloon Fight. This arrangement is
    comprised of mostly synths backed by drumset.
    ___________________________________
    Shin Onigashima
    Arrangement: Masafumi Takada
    Source: Shin Onigashima
    Plays in: Summit
    
    One of the surprise tracks that made my jaw drop open. A really great opening
    guitar riff leads to a speed metal arrangement of the main theme of the game,
    which was originally modeled off of on early Japanese folk music. Fast guitar
    work and loud riffs from the lead guitarist backed with equally fast drumming
    and bass may this track something for rock-lovers to listen to.
    ___________________________________
    Clu Clu Land
    Arrangement Supervisor: Keigo Ozaki
    Source: Clu Clu Land
    Plays in: Summit
    Unlock: Hit 1,200 ft. in Home-Run Contest.
    
    This medley arrangement really reminds me of rag-time music for some reason,
    and probably because it is. This arrangement is comprised of several themes
    from Clu Clu Land:
    
    -The stage start jingle
    -The stage theme
    -The theme when time is about to run out
    -The stage end results
    -The bonus stage theme (which sounds something from a 3D Sonic game)
    -The sound effect when Bubbles moves at the end of a round
    ___________________________________
    Mario Bros.
    Arrangement Supervisor: Shogo Sakai
    Source: Mario Bros.
    Plays in: Mario Bros.
    Unlock: Clear the "Wario Bros." Event.
            (Do Event No.19 on any difficulty)
    
    The track starts off with the Round Start jingle then flourishes into a light-
    hearted arrangement of the title screen of Mario Bros. The Round Start jingle
    is then played by strings only (which is also saying that if you haven't
    realized it yet, it's taken from Mozart's Eine kleine Nachtmusik) before the
    track loops back.
    ___________________________________
    Gyromite
    Arrangement: Kenichi Okuma
    Source: Gyromite
    Plays in: Mario Bros.
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Mario
            Bros. stage to have this CD appear through normal gameplay.
    
    Ah, another piece that has been given a slightly incorrect title. This piece
    is a medley of various themes from Stack-Up (Robot Block), but even still,
    there is at least one part that is from Gyromite...which is also from Stack-
    Up anyways.
    
    -The Test mode (Stack-Up and Gyromite both share the same theme)
    -The title screen theme
    -The Memory game opening jingle
    -The Direct game opening jingle
    
    The four parts above are repeated once, then continues on to the Bingo game
    theme before it loops back to the very beginning.
    
    This piece makes use of many, many synths and keyboard sounds to create that
    "robotic" feel; a mixture of techno with lively drumming.
    
    (thanks to Etienne D. for pointing out the information on this piece!)
    ___________________________________
    Famicom Medley
    Source: Family Computer Series
    Plays in: Mario Bros.
    Unlock: Clear the "Wario Bros." Event.
            (Do Event No.19 on any difficulty)
    
    This is a medley containing several portions of music from well-known Famicom
    titles to grace the platform. In all of their 8-bit glory:
    
    -Super Mario Bros. 3: Hammer Bros. Battle Theme (00:00 - 00:03)
    -Wrecking Crew: Bonus Stage (00:03 - 00:21)
     [Also the title screen for the puzzle game Wrecking Crew '98]
    -Excitebike: Title Screen (00:21 - 00:29)
    -Punch Out!!: Ending pt.1 (00:29 - 00:45)
    -Soccer: Soccer Game (00:45 - 00:57)
    -Devil World: Title Screen (00:57 - 01:07)
    -Punch Out!!: Ending pt.2 (01:07 - 01:16)
    -Joy Mech Fight: Menu & Character Menu Screen (01:16 - 01:30)
    -Duck Hunt: Title Screen (01:30 - 01:34)
    -Donkey Kong Jr.: Title Screen (01:34 - 01:47)
    -Famicom Tantei Club II: Title Screen (01:47 - 01:55)
    -Urban Champion: Winner!! (01:55 - 02:04)
    
    (special thanks go to CiprianoMcDohl, KitaKitKeru, extremejon, DarkDraconis,
     Syykawtik, and toma13 on the SSBB General Board at GameFAQs for their help!)
    ___________________________________
    Power-Up Music
    Source: Wrecking Crew
    Plays in: Mario Bros., Golden Hammer
    Unlock: Clear the "Wario Bros." Event.
            (Do Event No.19 on any difficulty)
    
    This track is taken from when Mario acquires the golden hammer in Wrecking
    Crew. No changes have been made.
    ___________________________________
    Douchuumen (Nazo no Murasamejo)
    Source: Nazo no Murasamejo
    Plays in: Mario Bros.
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Mario
            Bros. stage to have this CD appear through normal gameplay.
    
    This track is taken from the main level theme of Nazo no Murasamejo. No
    changes have been made.
    ___________________________________
    Flat Zone 2
    Composer: Kenichi Okuma
    Source: Game & Watch Gallery
    Plays in: Flat Zone 2
    Unlock: Unlock Mr. Game & Watch.
    
    This is another original composition that borrows many elements from the Game
    And Watch series of handhelds, mainly the sound effects. Various beeps, the
    trademark clock alarm and more can be heard in this unique track. The track
    itself is also influenced by atmospheric electronica, from the synth pads in
    the beginning, to the guitar-sounding effects for the main portion of the
    track.
    ___________________________________
    Chill (Dr. Mario)
    Arrangement: Masaaki Iwasaki
    Source: Dr. Mario
    Plays in: Flat Zone 2
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Flat
            Zone 2 stage to have this CD appear through normal gameplay.
    
    Since Fever was already re-arranged in Melee, it made sense that Chill would
    make the cut in the soundtrack. But this re-arrangement of the other BGM for
    Dr. Mario sounds just plain trippy. Making use of mostly keyboards, sound
    effects used in the original game, and maybe an electric guitar and a trumpet,
    this piece will definitely be one that'll make you go, "What the..." in a
    mixed surprise and joy.
    ___________________________________
    PictoChat
    Composition Supervisor: Shogo Sakai
    Source: PictoChat
    Plays in: PictoChat
    
    Well now, we have a very strange piece on our hands. This is actually a piece
    written solely for the stage, in the same manner as how Flat Zone has its own
    BGM. With a piano, and drum machine providing a steady beat, this piece also
    incorporates various Wii and DS sound effects, such as the main menu jingle on
    the Wii, and the clicking when characters are being typed out.
    ___________________________________
    Mii Channel
    Source: Mii Channel
    Plays in: PictoChat
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the Mii Channel preview screen leading to
    the Mii Channel theme itself. The only change that has been made to this piece
    is the opening jingle, which sounds lower than the original version.
    ___________________________________
    Wii Shop Channel
    Source: Wii Shop Channel
    Plays in: PictoChat
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the BGM to the Wii Shop Channel. No changes
    have been made.
    ___________________________________
    Shaberu! DS Cooking Navi
    Arrangement Supervisor: Toshiyuki Sudo
    Source: Shaberu! DS Cooking Navi
    Plays in: PictoChat
    Unlock: Obtain a CD through normal gameplay.
    
    Currently headed for an international release under the title "Cooking Guide:
    Can't Decide What To Eat?", this piece is taken from the title screen theme of
    the game. The piece starts with the jingle when you are about to read a
    recipe, along with a voice sample ("Let's have a brawl!") which then gives way
    to a faster jazz arrangement of the main theme. More voice samples are
    included in a short section along with sound effects where as if someone is
    actually cooking before it loops back to the beginning.
    ___________________________________
    Brain Age: Train Your Brain in Minutes a Day
    Source: Brain Age: Train Your Brain in Minutes a Day
    Plays in: PictoChat
    
    This track is taken directly from the title screen theme and the mode select
    and calendar screen theme. No changes have been made.
    ___________________________________
    Opening Theme (Wii Sports)
    Source: Wii Sports
    Plays in: PictoChat
    
    This is a medley of several themes used in Wii Sports. The track opens with
    the flourish from when a round is about to start in Boxing, then switches to
    the title screen theme. After that, the game select screen theme is played
    before it loops back to the beginning.
    ___________________________________
    Charge! (Wii Play)
    Source: Wii Play
    Plays in: PictoChat
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the Charge! game in Wii Play. No changes
    have been made.
    ___________________________________
    Lip's Theme (Panel de Pon)
    Arrangement: Masafumi Takada
    Source: Panel de Pon
    Plays in: PictoChat
    Unlock: Obtain a CD through normal gameplay.
    
    This is an arrangement of Lip's theme in Panel de Pon, which can be found in
    several modes such as the Tutorial, and Score Attack when using Lip. Whereas
    the original composition felt like rushing the player, this one seems to take
    things at a leisurely pace. Instrumentation has been given a huge overall in
    comparison to its original composition on the Super Famicom, implementing a
    huge number of synthesized instruments along with a drumset for support. Makes
    things a bit more lively too, if you ask me.
    ___________________________________
    Tetris: Type A
    Arrangement Supervisor: Yoko Shimomura
    Source: Tetris
    Plays in: Luigi's Mansion
    Unlock: Use Luigi 3 times in brawls.
            (Unlock Luigi's Mansion, it comes with the stage.)
    
    Surprised? I sure was as well! This is an orchestral arrangement of Type A
    from none other than Tetris! A huge flourish in the beginning softens down to
    a clarinet playing the first few familiar notes of the theme, to be then
    accompanied by a violin, to the whole ensemble playing the theme! Percussion
    becomes a bit technical in the second part, and the recognizable piano from
    Yoko Shimomura comes in and stays throughout the piece from then on.
    Definitely something to listen to!
    
    According to Mars Jenkar, Type A also happens to be based off of a well-known
    Russian folk song titled, "Korobeiniki." This song was written in 1861 by
    Nikolai Alekseevich Nekrasov.
    
    Taervis also writes, "The song can also be spelled 'Korobelnike,' and is well
    performed by the Red Choir. On another note, the song is also performed in a
    court dance known as 'Korobushka,' where the song is played faster and faster
    after each round until the musicians can't play it or the couples dancing it
    can no longer continue. Reminds you of how the music in Tetris speeds up if
    you aren't doing well, no?"
    
    (thanks for the info!)
    ___________________________________
    Tetris: Type B
    Arrangement: Masafumi Takada
    Source: Tetris
    Plays in: Luigi's Mansion
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Luigi's
            Mansion stage to have this CD appear through normal gameplay.
    
    If Type A made the cut, so can Type B! However, this does not sound remotely
    close to Shimomura's orchestral arrangement of Type A, but rather a lively
    piece that makes heavy use of acoustic guitars. Voice samples are featured and
    even the original composition from the Game Boy makes a short appearance as
    well! This piece will sound out of place at Luigi's Mansion, but just as
    something to listen to, it's pretty catchy.
    
    It is of note that while Type A and Type C's music are taken from real-world
    compositions (Korobeiniki and French Suite No. 3 in B Minor respectively),
    the origins of Type B are still unknown. Perhaps it's just an original
    composition made for the game.
    ___________________________________
    Title (3D Hot Rally)
    Arrangement Supervisor: Kentaro Ishizaka
    Source: Famicom Grand Prix II: 3D Hot Rally
    Plays in: Mario Circuit
    Unlock: Clear Target Smash level 5.
    
    This is a pretty great-sounding rock arrangement of the title screen theme
    from 3D Hot Rally. It may sound a bit mellow at the start, but it quickly
    gives way to guitar riffs, a rock beat from drumset, and is also accompanied
    by strings in certain parts of the track before looping to the beginning.
    A great piece if you give it a shot and listen to it.
    ___________________________________
    Tunnel Scene (X)
    Arrangement Supervisor: Yusuke Takahama
    Source: X
    Plays in: Lylat Cruise
    Unlock: Obtain a CD through normal gameplay.
    
    This is an arrangement of a BGM from X that is played when your ship passes
    through a warp tunnel to arrive at different areas on the main map. This is
    notably played during the tunnel navigation in the first mission as well. This
    is definitely one of my favorite pieces here, mainly because of the huge work
    done in transforming Game Boy music into a track filled with modern effects
    that truly convey that environment of exploring (and perhaps combating the
    dangers) of outer space.
    ___________________________________
    Mario Tennis / Mario Golf
    Arrangement: Motoi Sakuraba
    Source: Mario Tennis / Mario Golf
    Plays in: Mario Circuit
    
    Two themes combined into one track! A flourishing fanfare opens the way for
    the Mario Tennis theme to play first, keeping most of the same sound from its
    numerous incarnations intact. The Mario Golf theme then plays about a minute
    into the piece, and is now also modeled with the same intensity that is
    carried over from the Mario Tennis portion of the track. Brass mainly drives
    the melody in Mario Tennis, while steel drums, winds, and strings have the
    melody in Mario Golf. Hard-hitting percussion is constant throughout the
    piece, along with some piano as well.
    ___________________________________
    Marionation Gear
    Arrangement: Masafumi Takada
    Source: Chosoju Mecha MG
    Plays in: Norfair
    
    This is an arrangement of one of the battle themes of this mecha fighter game
    which pretty much keeps most of the elements that are found in its original
    composition from the DS cartridge. The piece starts off with a catchy piano
    melody is set against a complex drum rhythm that soon switches over to an
    electric guitar solo complete with fast single-note progressions. Pianos
    return along with strings that act as a counter to the piano. Synths are also
    present, and if you've played games like Custom Robo, then you know what kind
    of synths to expect here. This track works so well on this stage, believe it
    or not.
    ___________________________________
    Title (Big Brain Academy)
    Arrangement Supervisor: Toru Minegishi
    Source: Big Brain Academy
    Plays in: Distant Planet
    
    This is an arrangement of the title screen theme for Big Brain Academy. The
    Dr. Lobe vocal sound effect is kept intact, but the music has been given a
    more upbeat and cheerier tone. Synths are the main force behind the music
    here, and is supported by drums.
    ___________________________________
    Golden Forest (1080° Snowboarding)
    Source: 1080° Snowboarding
    Plays in: Port Town Aero Dive
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the Golden Forest stage BGM in 1080°
    Snowboarding. No changes have been made.
    ___________________________________
    Battle Scene / Final Boss (Golden Sun)
    Arrangement: Motoi Sakuraba
    Source: Golden Sun: The Lost Age
    Plays in: Norfair
    Unlock: Obtain a CD through normal gameplay.
    
    This is another one of those tracks that surprised me with its inclusion in
    Brawl. This particular piece is an arranged medley of Felix's battle theme and
    the Doom Dragon's battle theme in Golden Sun: The Lost Age. The piece opens
    with the fanfare jingle to the Doom Dragon playing first, but then switching
    to Felix's battle theme soon after. After the battle theme ends, the Doom
    Dragon battle theme continues, and the track will continue to loop back to the
    beginning of the Doom Dragon battle theme from then on. For all of his other
    re-arrangements, Sakuraba's signature style of fast-paced rock is extremely
    evident here, and I like it.
    ___________________________________
    Excite Truck
    Source: Excite Truck
    Plays in: Mario Circuit
    Unlock: Clear Target Smash level 2 in under 19 seconds.
    
    This track is taken directly from the Fiji circuit BGM in Excite Truck. No
    changes have been made.
    ___________________________________
    ===========
    Metal Gear
    ===========
    MGS4 ~Theme of Love~ Smash Bros. Brawl Version
    Arrangement Supervisor: Akihiro Honda
    Source: Metal Gear Solid 4: Guns of the Patriots
    Plays in: Shadow Moses Island
    
    This is an arrangement of the now well-known "Love Theme" from Metal Gear
    Solid 4. The dreary, sorrowful tone that the original composition set has been
    transformed into a fast-paced, intense piece reminiscent of way too many
    action films. The vocals have been taken out in favor of a violin solo, and
    the intensity of this arrangement really shines in the percussion section as
    well as the entire orchestra's fortissimo dynamics at certain points in the
    piece. Definitely one of my favorites.
    ___________________________________
    Encounter
    Arrangement: Yasufumi Fukuda
    Source: Metal Gear Solid
    Plays in: Shadow Moses Island
    
    This is an arranged version of when an enemy unit spots you (the ALERT phase).
    With a full orchestra, this sure sounds different from the original
    arrangement. Nonetheless, this is still a great piece.
    ___________________________________
    Theme of Tara
    Arrangement Supervisor: Takahiro Nishi
    Source: Metal Gear (MSX2)
    Plays in: Shadow Moses Island
    
    The opening fanfare in monaural sound (mono sound) is taken from when Snake
    successfully intrudes Outer Heaven via underwater insertion. The main theme
    then plays in stereo sound, and is taken from the first area of the game. This
    arrangement happens to be made in a similar style to that of the Metal Gear
    Solid series, where the pieces have the feeling of suspense. Aside from using
    western-style guitar playing and deep brass, there's even a ticking time bomb
    sound effect!
    ___________________________________
    Battle in the Base
    Source: Metal Gear Solid 3: Snake Eater
    Plays in: Shadow Moses Island
    
    This track is taken directly from the music that plays when you have been
    spotted in the Graniny Gorki and Groznyj Grad areas (the ALERT phase). No
    changes have been made.
    
    (thanks to TheFinalBoss and malfoy30 for the correction!)
    ___________________________________
    Yell "Dead Cell"
    Source: Metal Gear Solid 2: Sons of Liberty
    Plays in: Shadow Moses Island
    
    This track is taken directly from the music that plays when you fight the
    Dead Cell members, such as Vamp, in Metal Gear Solid 2: Sons of Liberty. No
    changes have been made.
    ___________________________________
    Cavern
    Source: Metal Gear Solid
    Plays in: Shadow Moses Island
    
    This track is taken directly from when you make your escape from the cell
    after the DARPA chief is killed in Metal Gear Solid. No changes have been
    made.
    ___________________________________
    Snake Eater (Instrumental)
    Source: Metal Gear Solid 3: Snake Eater
    Plays in: Shadow Moses Island
    Unlock: Brawl on the Shadow Moses Island stage 15 times.
    
    This track is taken directly from the main theme of Metal Gear Solid 3: Snake
    Eater. This is the instrumental version that plays during the final boss
    battle, when the ten-minute time limit begins to run out. No other changes
    have been made.
    
    (thanks to TX 55 for the correction!)
    ___________________________________
    Theme of Solid Snake
    Source: Metal Gear 2: Solid Snake
    Plays in: Shadow Moses Island
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the introduction sequence that features the
    credits for Metal Gear 2: Solid Snake on the MSX2. No changes have been made.
    ___________________________________
    Calling to the Night
    Source: Metal Gear Solid Portable Ops
    Plays in: Shadow Moses Island
    Unlock: Obtain a CD through normal gameplay.
    
    This track is taken directly from the ending theme for Metal Gear Solid
    Portable Ops. This arrangement loops back to the immediate beginning as soon
    as the song finishes the last stanza.
    
    Lyrics:
    Through the night, to the day,
    when everything is gone.
    Carry the soul away from the dryness.
    
    In the sun we see,
    fighting over lives.
    All our dreams and wishes
    we send home for safe keeping.
    Fighting for what’s right.
    
    Calling to the night, to dream,
    forgain in the light,
    waiting for a storm to rise.
    Feel the isolation fleeting.
    Calling to the night,
    to be,
    or not to be fighting here.
    Leaving without you,
    leaving my soul behind.
    Calling to the night,
    corners of golden crown fade with time.
    
    Calling to the night,
    for us,
    for every single life.
    All the ashes of men remain
    as a perfect memory.
    Calling to the night...
    
    But the heart will remain,
    as a silhouette of time.
    Hear the ringing echoes
    in the splitting horizon,
    calling to the night...
    ___________________________________
    ===================
    SONIC THE HEDGEHOG
    ===================
    Green Hill Zone
    Source: SONIC THE HEDGEHOG (1991)
    Plays in: Green Hill Zone
    Unlock: Unlock Sonic
    
    This track is taken directly from the Green Hill Zone BGM in the first Sonic
    the Hedgehog game. No changes have been made.
    ___________________________________
    Angel Island Zone
    Arrangement Supervisor: Jun Senoue
    Source: SONIC THE HEDGEHOG 3
    Plays in: Green Hill Zone
    Unlock: Unlock Sonic
    
    This is an arrangement of the Angel Island Zone Act 1 BGM made specifically
    for this game. This track makes full use of the rock style used in recent 3D
    Sonic games, incorporating fast drums, synths taken from the original
    composition, and bass guitar lines that are audible enough to support the
    signature guitar playing style of Jun Senoue.
    
    Also, this particular track can also be found as a bonus track on the True
    Blue: The Best of Sonic the Hedgehog CD entitled, "Angel Island Zone (SSBB
    Remix)."
    ___________________________________
    Scrap Brain Zone
    Source: SONIC THE HEDGEHOG (1991)
    Plays in: Green Hill Zone
    Unlock: Unlock Sonic
    
    This track is taken directly from the Scrap Brain Zone BGM in the first Sonic
    the Hedgehog game. No changes have been made.
    ___________________________________
    Emerald Hill Zone
    Source: SONIC THE HEDGEHOG 2
    Plays in: Green Hill Zone
    Unlock: Unlock Sonic
    
    This track is taken directly from the Emerald Hill Zone BGM in Sonic the
    Hedgehog 2. No changes have been made.
    ___________________________________
    Sonic Boom
    Source: SONIC THE HEDGEHOG CD
    Plays in: Green Hill Zone
    Unlock: Unlock Sonic
    
    This track is taken directly from the main theme of Sonic CD, "Sonic Boom,"
    which appears notably in the opening movie of the game. The only change made
    to this track was that this track continuously loops.
    
    Lyrics:
    If you're strong, you can fly,
    you can reach the other side of the rainbow.
    It's alright, take a chance,
    'cause there is no circumstance
    that you can't handle.
    (When you use your mind!)
    
    Sonic boom, sonic boom, sonic boom!
    (Trouble keeps you running faster!)
    Sonic boom, sonic boom, sonic boom!
    (Save the planet from disaster!)
    
    Through the dark, to the light,
    it's a super sonic flight,
    gotta keep it goin'!
    
    Sonic boom, sonic boom, sonic boom!
    (Trouble keeps you running faster!)
    Sonic boom, sonic boom, sonic boom!
    (Save the planet from disaster!)
    Sonic boom, sonic boom, sonic boom!
    (Spinnin' through the world in motion!)
    Sonic boom, sonic boom, sonic boom!
    (Save the planet from disaster!)
    ___________________________________
    Super Sonic Racing
    Source: SONIC R
    Plays in: Green Hill Zone
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Green
            Hill Zone stage to have this CD appear through normal gameplay.
    
    This is taken directly from the Radiant Emerald Zone BGM when using Super
    Sonic in Sonic R. The only change here is that when after the bridge finishes,
    the track immediately loops to the first verse, whereas it would continue to
    finish with the chorus.
    
    Lyrics:
    Come on run away;
    you don't have to stay.
    You're running out of time,
    but you're doing fine.
     
    So stay on track
    and don't look back.
    Just feel the haste;
    come on now race!
     
    Everybody Super Sonic racing!
    Try to keep your feet right on the ground!
    When you're Super Sonic racing,
    there's no time to look around!
    With just Super Sonic racing,
    running to the point of no return!
    Everybody Super Sonic racing!
    Come on let the fire burn!
    
    Everybody, everybody, everybody!
     
    Don't you know?
    We really have to go
    to a place
    where you can feel my heart just race!
    ___________________________________
    Open Your Heart
    Source: SONIC ADVENTURE
    Plays in: Green Hill Zone
    Unlock: Unlock Sonic
    
    This is a shortened version of the main theme for Sonic Adventure and the
    music that plays when fighting the first portion of Perfect Chaos. This track
    consists of the first verse, chorus, and guitar solo before looping to the
    beginning.
    
    Lyrics:
    Thunder, rain, and lightning.
    Danger, water rising.
    Clamour, sirens wailing.
    It's such a bad sign...
    
    Shadows of dark creatures.
    Steel clouds floating in the air.
    People run for shelter.
    "What's gonna happen to us?!"
    
    All the steps we take,
    all the moves we make,
    all the pain at stake.
    I see the chaos for everyone,
    "Who are we, what can we do?"
    You and I are the same in the way that
    we have our own styles that we won't change
    Yours is filled with evil and mine's not;
    there is no way I can lose!
    
    Can't hold on much longer...
    (But I will never let go!)
    I know it's a one-way track...
    (Tell me now how long this'll last!)
    I'm not gonna think this way...
    (Nor will I count on others!)
    Close my eyes and feel it burn...
    (Now I see what I've gotta do!)
    
    Open your heart and you will see!
    ___________________________________
    Live & Learn
    Source: SONIC ADVENTURE 2
    Plays in: Green Hill Zone
    Unlock: Unlock Sonic
    
    This is a shortened version of the main theme for Sonic Adventure 2 and the
    music that plays when fighting The Finalhazard. This track consists of the
    first verse, chorus, and the guitar solo before looping to the beginning.
    
    Lyrics:
    Can you feel life movin' through your mind?
    Ooooh, looks like it came back for more!
    Yeaaaaaah!
    Can you feel time slippin' down your spine?
    Ooooh, you try and try to ignore!
    Yeaaaaaah!
    
    But you can hardly swallow
    your fears and pain,
    when you can't help but follow!
    It puts you right back where you came!
    
    Live and learn!
    Hanging on the edge of tomorrow!
    Live and learn!
    From the works of yesterday!
    Live and learn!
    If you beg or if you borrow!
    Live and learn!
    You may never find your way!
    
    Whoa, whoa, whoa
    Oh yeah!
    ___________________________________
    Sonic Heroes
    Source: SONIC HEROES
    Plays in: Green Hill Zone
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Green
            Hill Zone stage to have this CD appear through normal gameplay.
    
    This is a shortened version of the main theme for Sonic Heroes. The
    arrangement found in this game is comprised of the first few verses, the
    chorus, and the bridge before looping to the beginning of the first verse.
    
    Lyrics (thanks to Tom Malina for providing them!):
    What comes up, must come down;
    Yet my feet don't touch the ground!
    See the world spinnin' upside down!
    A mighty crash without a sound!
    
    I can feel your every rage;
    Step aside I'll turn the page;
    Breakin' through your crazy maze;
    Like a laser beam, my eye's on you!
    
    Watch me rule the night away!
    Watch me save the day!
    Feel my storm is gettin' close.
    Headed your way!
    
    Sonic Heroes! (Sooonic Heee-roes!)
    Bind you; Confine you; defying your reign!
    Sonic Heroes! (Sooonic Heee-roes!)
    Setting the stage for a heroes' parade!
    
    You can bet there ain't no doubt, as the words spill from the mouth:
    Of a Heee-roe!
    I can chase another day, fight you all the way!
    Like a hero!
    
    And together, we stand strong, no matter how!
    No one can bring us down!
    Heeee-eeey!
    
    Sonic Heroes! (Sooonic Heee-roes!)
    Bind you; Confine you; defying your reign!
    Sonic Heroes! (Sooonic Heee-roes!)
    Setting the stage for a heroes' parade!
    ___________________________________
    Right There, Ride On
    Source: SONIC RUSH
    Plays in: Green Hill Zone
    Unlock: Obtain a CD through normal gameplay. You must first unlock the Green
            Hill Zone stage to have this CD appear through normal gameplay.
    
    This is taken directly from the BGM for Act 1 of the Leaf Storm Zone in Sonic
    Rush. No changes have been made.
    
    Lyrics (thanks to Tom Malina for providing them!):
    Ohhh! Ohhh!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there,
    Ride on!
    
    Right there! Ohhh, ohh! Ride on!
    Right there! Ohhh, ohh! Ride on!
    Right there! Ohhh, ohh! Ride on!
    Right right, right right there!
    
    Ohhh ohhh!
    
    Ride On!
    
    Right there!
    Right there!
    Right there!
    Right there!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there,
    ride on!
    
    Ohhh ohhh!
    
    Right, right, right right, right!
    Right, right, right right, right!
    Right, right, right right, right! (Ohhh ohh!)
    Right, right, right right, right! (Ohhh ohh!)
    There, there, there there, there! (Ohhh ohh!)
    Right, right, right right, right! (Ohhh ohh!)
    
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there, ride on!
    Right there,
    ride oooonnnnn!
    ___________________________________
    HIS WORLD (Instrumental)
    Source: SONIC THE HEDGEHOG (2006)
    Plays in: Green Hill Zone
    Unlock: Brawl on the Green Hill Zone stage 10 times.
    
    This isn't actually found in the original game, per se, but this instrumental
    is taken directly from the trailers found in E3 2K6 and many Xbox 360 demo
    stands in stores such as Best Buy and GameStop. No changes have been made.
    ___________________________________
    Seven Rings In Hand
    Source: Sonic and the Secret Rings
    Plays in: Green Hill Zone
    Unlock: Unlock Sonic
    
    This is a shortened version of the main theme for Sonic and the Secret Rings
    and the music that plays when fighting Alf Layla wa-Layla. The arrangement
    found in this game is comprised of different portions from the original
    composition.
    
    Lyrics (thanks to Tom Malina for providing them!):
    Make-beliefs reborn
    Myths in minds re-thought
    Question all that's known
    Legends blurred and torn
    
    Make-beliefs reborn (Make-beliefs reborn)
    Myths in mind re-thought (Myths in mind re-thought)
    Question all that's known (Question all that's known)
    Legends blurred and torn (Legends blurred and torn) (Blurred and torn)
    
    No such thing as fate for those who speed
    A path out of time instead of just living it
    So many things need a push or pull to begin
    Un-free to move unless another hand gets in
    
    Be it all the same it's never the same
    Just like that just nothing it all just means
    Nothing it all just means
    
    If all as is then it's never as is
    Back to fact make real of all that seems
    Make real of all that seems
    
    Seven rings in hand speed through nights with feet in sand
    Seven rings in hand wonders all under command
    Seven rings in hand wild with just one single hand
    Seven rings in hand arrowed hearts catch fire now
    
    Seven rings in hand
    Nights with feet in sand
    Seven rings in hand
    Seven rings in hand
    
    Make-beliefs reborn (Make-beliefs reborn)
    Myths in mind re-thought (Myths in mind re-thought)
    Question all that's known (Question all that's known)
    Legends blurred and torn (Legends blurred and torn) (Blurred and torn)
    ___________________________________
    ===============
    Victory Themes
    ===============
    While I wasn't originally planning on including these, several e-mails from
    readers pretty much convinced me to add this section. So I figured, "why not?"
    ___________________________________
    
    ______________________________________________________________________________
                               |VI. My Music Listings|
                                ---------------------
    
    This section shows the specific selections for each stage.
    ____________
    Battlefield
    ------------
    Battlefield
    Menu (Super Smash Bros. Melee)
    Battlefield Ver.2
    Battlefield (Melee)
    Multi-Man Melee 1 (Melee)
    __________________
    Final Destination
    ------------------
    Final Destination
    Credits (Super Smash Bros.)
    Opening (Super Smash Bros. Melee)
    Final Destination (Melee)
    Giga Bowser (Melee)
    ______________
    Delfino Plaza
    --------------
    Delfino Plaza
    Title / Ending (Super Mario World)
    Main Theme (New Super Mario Bros.)
    Ricco Harbor
    Main Theme (Super Mario 64)
    ________________
    Luigi's Mansion
    ----------------
    Luigi's Mansion Theme
    Castle / Boss Fortress (Super Mario World / SMB 3)
    Airship Theme (Super Mario Bros. 3)
    Tetris: Type A
    Tetris: Type B
    __________________
    Mushroomy Kingdom
    ------------------
    (Ground)
    Ground Theme (Super Mario Bros.)
    Ground Theme 2 (Super Mario Bros.)
    Gritzy Desert
    
    (Underground)
    Underground Theme (Super Mario Bros.)
    Underwater Theme (Super Mario Bros.)
    Underground Theme (Super Mario Land)
    ______________
    Mario Circuit
    --------------
    Mario Circuit
    Luigi Circuit
    Waluigi Pinball
    Rainbow Road
    Mario Tennis / Mario Golf
    Excite Truck
    Title (3D Hot Rally)
    _____________
    Rumble Falls
    -------------
    Jungle Level Ver.2
    Jungle Level
    King K. Rool / Ship Deck 2
    Bramble Blast
    Battle for Storm Hill
    DK Jungle 1 Theme (Barrel Blast)
    The Map Page / Bonus Level
    ________________
    Bridge of Eldin
    ----------------
    Main Theme (The Legend of Zelda)
    Ocarina of Time Medley
    Title (The Legend of Zelda)
    The Dark World
    Hidden Mountain & Forest
    Hyrule Field Theme
    Main Theme (Twilight Princess)
    The Hidden Village
    Midna's Lament
    ____________
    Pirate Ship
    ------------
    Dragon Roost Island
    The Great Sea
    Tal Tal Heights
    Song of Storms
    Gerudo Valley
    Molgera Battle
    Village of the Blue Maiden
    Termina Field
    ________
    Norfair
    --------
    Main Theme (Metroid)
    Ending (Metroid)
    Norfair
    Theme of Samus Aran, Space Warrior
    Battle Scene / Final Boss (Golden Sun)
    Marionation Gear
    ________________
    Frigate Orpheon
    ----------------
    Vs. Ridley
    Vs. Parasite Queen
    Opening / Menu (Metroid Prime)
    Sector 1
    Vs. Meta Ridley
    Multiplayer (Metroid Prime 2)
    _______________
    Yoshi's Island
    ---------------
    Obstacle Course
    Ending (Yoshi's Story)
    Yoshi's Island
    Flower Field
    Wildlands
    ________
    Halberd
    --------
    Meta Knight's Revenge
    The Legendary Air Ride Machine
    Gourmet Race
    Butter Building
    King Dedede's Theme
    Squeek Squad Theme
    Vs. Marx
    0˛ Battle
    Boss Theme Medley
    Checker Knights
    Forest / Nature Area
    Frozen Hillside
    _____________
    Lylat Cruise
    -------------
    Space Armada
    Corneria
    Main Theme (Star Fox)
    Main Theme (Star Fox 64)
    Area 6
    Area 6 Ver. 2
    Star Wolf
    Star Wolf (Star Fox: Assault)
    Space Battleground
    Break Through The Ice
    Tunnel Scene (X)
    __________________
    Pokémon Stadium 2
    ------------------
    Pokémon Main Theme
    Road to Viridian City (From Pallet Town / Pewter City)
    Pokémon Center
    Pokémon Gym / Evolution
    Wild Pokémon Battle! (Ruby / Sapphire)
    _____________
    Spear Pillar
    -------------
    Victory Road
    Dialga / Palkia Battle at Spear Pillar!
    Wild Pokémon Battle! (Diamond / Pearl)
    Team Galactic Battle!
    Route 209
    ____________________
    Port Town Aero Dive
    --------------------
    Mute City
    Fire Field
    White Land
    Car Select
    Dream Chaser
    Devil's Call in Your Heart
    Climb Up! And Get The Last Chance!
    Brain Cleaner
    Shotgun Kiss
    Planet Colors
    Golden Forest (1080° Snowboarding)
    Mach Rider (Melee)
    _____________
    Castle Siege
    -------------
    Fire Emblem Theme
    With Mila's Divine Protection (Celica Map 1)
    Attack
    Preparing to Advance
    Winning Road - Roy's Hope
    Shadow Dragon Medley
    Ike's Theme
    Against the Dark Knight
    Crimean Army Sortie
    Power-Hungry Fool
    Victory is Near
    Fire Emblem (Melee)
    ________________
    WarioWare, Inc.
    ----------------
    WarioWare, Inc.
    WarioWare, Inc. Medley
    Ashley's Song
    Ashley's Song (JP)
    Mike's Song
    Mike's Song (JP)
    Mona Pizza Song
    Mona Pizza Song (JP)
    _______________
    Distant Planet
    ---------------
    Main Theme (Pikmin)
    World Map (Pikmin 2)
    Stage Clear / Title (Pikmin)
    Forest of Hope
    Ai no Uta
    Ai no Uta (French Version)
    Tane no Uta
    Environmental Noises
    Title (Big Brain Academy)
    ___________
    Smashville
    -----------
    Title (Animal Crossing)
    Go K.K. Rider!
    2:00 a.m.
    Town Hall and Tom Nook's Store
    The Roost
    
    During K.K. Slider's concert (more info in IX. Not In The Sound Test!):
    K.K. Condor
    K.K. Cruisin'
    K.K. Gumbo
    K.K. Western
    DJ K.K.
    Rockin' K.K.
    ______________
    New Pork City
    --------------
    Porky's Theme
    Unfounded Revenge / Smashing Song of Praise
    Mother 3 Love Theme
    You Call This a Utopia?!
    Humoresque of a Little Dog
    Snowman
    _______
    Summit
    -------
    Ice Climber
    Balloon Trip
    Shin Onigashima
    Clu Clu Land
    Icicle Mountain (Melee)
    _________
    Skyworld
    ---------
    Underworld
    Skyworld
    Title (Kid Icarus)
    Kid Icarus Original Medley
    ____
    75m
    ----
    Donkey Kong
    Opening (Donkey Kong)
    25m BGM
    ____________
    Mario Bros.
    ------------
    Mario Bros.
    Gyromite
    Famicom Medley
    Power-Up Music
    Douchuumen (Nazo no Murasamejo)
    ____________
    Flat Zone 2
    ------------
    Flat Zone 2
    Chill (Dr. Mario)
    Flat Zone (Melee)
    __________
    PictoChat
    ----------
    PictoChat
    Mii Channel
    Wii Shop Channel
    Brain Age: Train Your Brain in Minutes a Day
    Opening Theme (Wii Sports)
    Charge! (Wii Play)
    Shaberu! DS Cooking Navi
    Lip's Theme (Panel de Pon)
    Dr. Mario (Melee)
    ____________________
    Shadow Moses Island
    --------------------
    MGS4 ~Theme of Love~ Smash Bros. Brawl Version
    Encounter
    Theme of Tara
    Battle in the Base
    Yell "Dead Cell"
    Cavern
    Snake Eater (Instrumental)
    Theme of Solid Snake
    Calling to the Night
    ________________
    Green Hill Zone
    ----------------
    Green Hill Zone
    Angel Island Zone
    Scrap Brain Zone
    Emerald Hill Zone
    Sonic Boom
    Super Sonic Racing
    Open Your Heart
    Live & Learn
    Sonic Heroes
    Right There, Ride On
    HIS WORLD (Instrumental)
    Seven Rings in Hand
    _______
    Temple
    -------
    Great Temple / Temple
    Temple (Melee)
    _______________________
    Yoshi's Island (Melee)
    -----------------------
    Yoshi's Island (Melee)
    Super Mario Bros. 3 (Melee)
    _____________
    Jungle Japes
    -------------
    Jungle Japes (Melee)
    Kong Jungle (Melee)
    ______
    Onett
    ======
    Mother (Melee)
    Mother 2 (Melee)
    _________
    Corneria
    ---------
    Corneria (Melee)
    Venom (Melee)
    _______________
    Rainbow Cruise
    ---------------
    Rainbow Cruise (Melee)
    Princess Peach's Castle (Melee)
    _____________
    Green Greens
    -------------
    Green Greens (Melee)
    Fountain of Dreams (Melee)
    _________
    Big Blue
    ---------
    Big Blue (Melee)
    Mute City (Melee)
    _________
    Brinstar
    ---------
    Brinstar (Melee)
    Brinstar Depths (Melee)
    ________________
    Pokémon Stadium
    ----------------
    Pokémon Stadium (Melee)
    Battle Theme (Melee)
    Poké Floats (Melee)
    _____
    Menu
    -----
    NOTE: To access the Menu's My Music, go to the Melee Stages, and you'll see a
          space there that when selected, will pull up the Menu's My Music.
    
    Menu 1
    Menu 2
    Menu (Melee)
    Super Smash Bros. Brawl Main Theme
    ______________________________________________________________________________
                              |VII. Audio Rip Listings|
                               -----------------------
    
    I dedicate this section to Black_Knight, Skunk, DarkShadowRage, Plankton614,
    Chernabogue54 and many other posters from the forums at ffshrine.org for their
    work in tagging the game's audio rip. The listing below is used with
    permission from Black_Knight.
    
    This is the listing for the game's audio rip. If you happen to have stumbled
    across the rip itself and somehow have incomplete tags, then this is the place
    where you can go to.
    
    Before you start, here's instructions from Black_Knight on how to navigate
    this list:
    
    "Composer is the original artist who created it. Artist is the arranger for
    the Brawl Remix. An astrix denotes that it's the original track. And it's
    listed by the tracklist from the rip, (A01 and so forth) and there are some
    empty spots where there wasn't a track. So don't sweat it if it looks
    incomplete."
    
    The aforementioned missing tracks will be covered in X. The Cut Tracks.
    
    Mario Bros.
    A01 - Ground Theme - Super Mario Bros.
    (Composer: Koji Kondo, Artist: Koji Kondo)
    
    A02 - Underground Theme - Super Mario Bros.
    (Composer: Koji Kondo, Artist: Kentaro Ishizaka)
    
    A03 - Underwater Theme - Super Mario Bros.
    (Composer: Koji Kondo, Artist: Shogo Sakai)
    
    A04 - Underground Theme ~Easton Kingdom~ - Super Mario Land
    (Composer: Hirokazu Tanaka, Artist: Koji Hayama)
    
    A05 - Airship Theme - Super Mario Bros. 3
    (Composer: Koji Kondo, Artist: Motoi Sakuraba)
    
    A06 - Castle / Boss Fortress - Super Mario World / SMB3
    (Composer: Koji Kondo, Artist: Yusuke Takahama)
    
    A07 - Title / Ending - Super Mario World
    (Composer: Koji Kondo, Artist: Shota Kageyama)
    
    A08 - Main Theme - New Super Mario Bros.
    (Composer: Koji Kondo, Artist: Shogo Sakai)
    
    A09 - Luigi's Mansion Theme - Luigi's Mansion
    (Composer: Kazumi Totaka, Shinobu Tanaka, Artist: Shogo Sakai)
    
    A10 - Gritzy Desert - Mario & Luigi: Partners in Time
    (Composer: Yoko Shimomura, Artist: Yoko Shimomura)
    
    A13 - Delfino Plaza* - Super Mario Sunshine
    (Composer: Koji Kondo and Shinobu Tanaka)
    
    A14 - Ricco Harbor* - Super Mario Sunshine
    (Composer: Koji Kondo and Shinobu Tanaka)
    
    A15 - Bob-Omb Battlefield* - Super Mario 64
    (Composer: Koji Kondo)
    
    A16 - Ground Theme Ver.2 - Super Mario Bros.
    (Composer: Koji Kondo, Artist: Masaaki Iwasaki)
    
    A17 - Mario Bros. - Mario Bros.
    (Composer: Hirokazu Tanaka, Artist: Shogo Sakai)
    
    A20 - Mario Circuit - Super Mario Kart
    (Composer: Soyo Oka, Taro Bando, Artist: Yusuke Takahama)
    
    A21 - Luigi Circuit - Mario Kart 64
    (Composer: Kenta Nagata, Artist: Yasufumi Fukuda)
    
    A22 - Waluigi Pinball - Mario Kart DS
    (Composer: Shinobu Tanaka, Artist: Kentaro Ishizaka)
    
    A23 - Rainbow Road* - Mario Kart Double Dash!!
    (Composer: Shinobu Tanaka and Kenta Nagata)
    
    
    Donkey Kong
    
    B01 - Jungle Level - Donkey Kong Country
    (Composer: David Wise, Artist: Kentaro Ishizaka)
    
    B02 - The Map Page / Bonus Level* - Donkey Kong Country
    (Composer: Eveline Fischer and David Wise)
    
    B03 - Opening - Donkey Kong
    (Composer: Yukio Kaneoka, Artist: Shota Kageyama)
    
    B04 - Donkey Kong - Donkey Kong
    (Composer: Yukio Kaneoka, Artist: Hirokazu Tanaka ex.)
    
    B05 - King K.Rool / Ship Deck 2 - Donkey Kong Country
    (Composer: David Wise, Artist: Shogo Sakai)
    
    B06 - Bramble Blast - Donkey Kong Country 2: Diddy's Kong Quest
    (Composer: David Wise, Artist: Michiko Naruke)
    
    B07 - Battle for Storm Hill* - Donkey Kong Jungle Beat
    (Composer: Mahito Yokota)
    
    B08 - Jungle Level Ver. 2 - Donkey Kong Country
    (Composer: David Wise, Artist: Motoi Sakuraba)
    
    B09 - 25m Theme* - Donkey Kong
    (Composer: Yukio Kaneoka)
    
    B10 - DK Jungle 1 Theme* - Donkey Kong: Barrel Blast 
    
    
    The Legend of Zelda
    
    C01 - Title - The Legend of Zelda
    (Composer: Koji Kondo, Artist: Shogo Sakai)
    
    C02 - Main Theme - The Legend of Zelda
    (Composer: Koji Kondo, Artist: Yuzo Koshiro)
    
    C03 - Great Temple / Temple - The Legend of Zelda II: The Adventure of Link
    (Composer: Akito Nakatsuka, Artist: Shogo Sakai)
    
    C04 - The Dark World - The Legend of Zelda: A Link to the Past
    (Composer: Koji Kondo, Artist: Arata Iiyoshi)
    
    C05 - Hidden Mountain & Forest - The Legend of Zelda: Link to the Past
    (Composer: Koji Kondo, Artist: Shota Kageyama)
    
    C07 - Tal Tal Heights - The Legend of Zelda: Link's Awakening
    (Composer: Yuichi Ozaki, Kazumi Totaka, Minako Hamano, Kazue Ishikawa,
     Artist: Yusuke Takahama)
    
    C08 - Hyrule Field Theme - The Legend of Zelda: Ocarina of Time
    (Composer: Koji Kondo, Artist: Yutaka Iraha)
    
    C09 - Ocarina of Time Medley (Zelda's Lullaby, Sun's Song, Song of Storms,
          Epona's Song, Song of Time, Saria's Song) - The Legend of Zelda:
          Ocarina of Time
    (Composer: Koji Kondo, Artist: Michiko Naruke)
    
    C10 - Song of Storms (Windmill, Ganonorf's Theme, Serenade of Water) - The
          Legend of Zelda: Ocarina of Time
    (Composer: Koji Kondo, Artist: Tsukasa Masuko)
    
    C11 - Molgera Battle* - The Legend of Zelda: The Wind Waker
    (Composer: Koji Kondo, Kenta Nagata, Hajime Wakai, and Toru Minegishi)
    
    C12 - Restored Village of the Blue Maiden* - The Legend of Zelda: Four Swords
          Adventures
    (Composer: Asuka Ohta)
    
    C13 - Gerudo Valley* - The Legend of Zelda: Ocarina of Time
    (Composer: Koji Kondo)
    
    C14 - Termina Field Theme* - The Legend of Zelda: Majora's Mask
    (Composer: Koji Kondo)
    
    C15 - Dragon Roost Island* - The Legend of Zelda: The Wind Waker
    (Composer: Kenta Nagata)
    
    C16 - The Great Sea* - The Legend of Zelda: The Wind Waker
    (Composer: Koji Kondo, Kenta Nagata, Hajime Wakai, and Toru Minegishi)
    
    C17 - Main Theme* - The Legend of Zelda: Twilight Princess
    (Composer: Koji Kondo, Toru Minegishi and Asuka Ota)
    
    C18 - Hidden Village* - The Legend of Zelda: Twilight Princess
    (Composer: Koji Kondo, Toru Minegishi and Asuka Ota)
    
    C19 - Midna's Desperate Hour* - The Legend of Zelda: Twilight Princess
    (Composer: Koji Kondo, Toru Minegishi and Asuka Ota)
    
    
    Metroid
    
    D01 - Main Theme (Brinstar, with voice) - Metroid/Metroid Prime Pinball
    (Composer: Hirokazu Tanaka, Artist: Kenji Yamamoto, Jay Ward)
    
    D02 - Norfair - Metroid
    (Composer: Hirokazu Tanaka, Artist: Yuzo Koshiro)
    
    D03 - Ending - Metroid
    (Composer: Hirokazu Tanaka, Artist: Tsukasa Masuko)
    
    D04 - Vs. Ridley - Super Metroid
    (Composer: Minako Hamano, Artist: Yusuke Takahama)
    
    D05 - Theme of Samus Aran, Space Warrior - Super Metroid
    (Composer: Kenji Yamamoto, Artist: Masato Kouda)
    
    D06 - Sector 1 - Metroid Fusion
    (Composer: Minako Hamano, Artist: Minako Hamano)
    
    D07 - Opening / Menu (with voice) - Metroid Prime
    (Composer: Kenji Yamamoto, Artist: Kenji Yamamoto, Jay Ward)
    
    D08 - Vs. Parasite Queen* - Metroid Prime
    (Composer: Kenji Yamamoto)
    
    D09 - Vs. Meta-Ridley* - Metroid Prime
    (Composer: Kenji Yamamoto)
    
    D10 - Multiplayer* - Metroid Prime 2: Echoes
    (Composer: Kenji Yamamoto)
    
    
    Yoshi
    
    E01 - Ending - Yoshi's Story
    (Composer: Kazumi Totaka, Artist: Masafumi Takada)
    
    E02 - Obstacle Course - Yoshi's Island
    (Composer: Koji Kondo, Artist: Shota Kageyama)
    
    E03 - Yoshi's Island
    (Composer: Koji Kondo, Artist: Noriyuki Iwadare)
    
    E05 - Flower Garden - Yoshi Touch & Go
    (Composer: Asuka Ohta and Toru Minegishi, Artist: Asuka Ota)
    
    E06 - Wildlands - Yoshi's Island DS
    (Composer: Yutaka Minobe and CHAMY.Ishi, Artist: Shogo Sakai)
    
    E07 - Obstacle Course Ver.2 - Yoshi's Island
    (Composer: Koji Kondo)
    
    
    Kirby
    
    F01 - Legendary Air Ride Machine - Kirby Air Ride*
    (Composer: Jun Ishikawa, Hirokazu Ando, Shogo Sakai, and Tadashi Ikegami,
     Artist: Shogo Sakai)
    
    F02 - King Dedede's Theme - Kirby's Dream Land
    (Composer: Jun Ishikawa, Artist: Yoko Shimomura)
    
    F03 - Boss Theme Medley - Kirby Series
    (Composer: Jun Ishikawa, Hirokazu Ando, Dan Miyakawa, Tadashi Ikegami, Shogo
     Sakai, 
     Artist: Kentaro Ishizaka)
    
    F04 - Butter Building - Kirby's Adventure
    (Composer: Jun Ishikawa, and Hirokazu Ando, Artist: Jun Fukuda)
    
    F05 - Gourmet Race - Kirby Super Star
    (Composer: Jun Ishikawa and Dan Miyakawa, Artist: Motoi Sakuraba)
    
    F06 - Meta Knight's Revenge - Kirby Super Star
    (Composer: Jun Ishikawa and Dan Miyakawa, Artist: Noriyuki Iwadare)
    
    F07 - Vs. Marx - Kirby Super Star
    (Composer: Jun Ishikawa and Dan Miyakawa, Artist: Yasunori Mitsuda)
    
    F08 - Zero Two - Kirby 64: The Crystal Shards
    (Composer: Jun Ishikawa and Hirokazu Ando, Artist: Koji Hayama)
    
    F09 - Forest / Nature Area* - Kirby & The Amazing Mirror
    (Composer: Atsuyoshi Isemura and Hironobu Ingaki)
    
    F10 - Checker Knights* - Kirby Air Ride
    (Composer: Akira Miyagawa)
    
    F11 - Frozen Hillside* - Kirby Air Ride
    (Composer: Jun Ishikawa, Hirokazu Ando, Shogo Sakai, and Tadashi Ikegami)
    
    F12 - Squeak Battle - Kirby: Squeak Squad
    (Composer: Jun Ishikawa, Hirokazu Ando, Tadashi Ikegami, Shogo Sakai,
     Artist: Hirokazu Tanaka ex.)
    
    
    Star Fox
    
    G01 - Main Theme - Star Fox
    (Composer: Hajime Hirasawa, Artist: Seiji Momoi)
    
    G02 - Corneria - Star Fox
    (Composer: Hajime Hirasawa, Artist: Kentaro Ishizaka)
    
    G03 - Main Theme - Star Fox 64
    (Composer: Koji Kondo, Hajime Wakai, Artist: Yusuke Takahama)
    
    G04 - Area 6 - Star Fox 64
    (Composer: Koji Kondo, Hajime Wakai, Artist: Hajime Wakai)
    
    G05 - Star Wolf - Star Fox 64
    (Composer: Koji Kondo, Hajime Wakai, Artist: Kentaro Ishizaka)
    
    G07 - Space Battleground* - Star Fox: Assault
    (Composer: Yoshie Arakawa, Yoshinori Kanemoto)
    
    G08 - Break Through the Icefield* - Star Fox: Assault
    (Composer: Yoshie Arakawa, Yoshinori Kanemoto)
    
    G09 - Star Wolf* - Star Fox: Assault
    (Composer: Koji Kondo, Hajime Wakai,
     Artist: Yoshie Arakawa, Yoshinori Kanemoto)
    
    G10 - Space Armada - Star Fox
    (Composer: Hajime Hirasawa, Artist: Kenji Ito)
    
    G11 - Area 6 Ver.2 - Star Fox 64
    (Composer: Koji Kondo, Hajime Wakai, Artist: Hajime Wakai)
    
    
    Pokémon
    
    H01 - Pokémon Main Theme - Pokémon
    (Composer: Junichi Masuda, Artist: Seiji Momoi)
    
    H02 - Pokémon Center Theme - Pokémon
    (Composer: Junichi Masuda, Artist: Kentaro Ishizaka)
    
    H03 - Route 1 / Viridian City - Pokémon
    (Composer: Junichi Masuda, Artist: Shogo Sakai)
    
    H04 - Pokémon Gym / Evolution - Pokémon
    (Composer: Junichi Masuda, Artist: Kenichi Okuma)
    
    H05 - Wild Pokémon Battle! - Pokémon Ruby / Sapphire
    (Composer: Junichi Masuda, Artist: Shogo Sakai)
    
    H06 - Elite 4 Building - Pokémon Ruby / Sapphire
    (Composer: Go Ichinose, Artist: Motoi Sakuraba)
    
    H07 - Wild Pokémon Battle! - Pokémon Diamond / Pearl
    (Composer: Junichi Masuda, Artist: Yuka Tsujiyoko)
    
    H08 - Dialga/Palkia Battle! / Spear Pillar - Pokémon Diamond / Pearl
    (Composer: Junichi Masuda, Artist: Takahiro Nishi)
    
    H09 - Team Galactic Battle! - Pokémon Diamond / Pearl
    (Composer: Junichi Masuda, Artist: Masato Kouda)
    
    H10 - Route 209 (Night) - Pokémon Diamond / Pearl
    (Composer: Hitomi Sato, Artist: Shogo Sakai)
    
    
    F-Zero
    
    I01 - Mute City - F-Zero
    (Composer:Yumiko Kanki, Artist: Yasufumi Fukuda)
    
    I02 - White Land - F-Zero
    (Composer:Yumiko Kanki, Artist: Arata Iiyoshi)
    
    I03 - Fire Field - F-Zero
    (Composer:Yumiko Kanki, Artist: Yusuke Takahama)
    
    I04 - Car Select* - F-Zero X
    (Composer: Taro Bando)
    
    I05 - Dream Chaser ~Silence~* - F-Zero X
    (Composer: Taro Bando, Hajime Wakai)
    
    I06 - Devil's Call in Your Heart ~Devil's Forest~* - F-Zero X
    (Composer: Taro Bando, Hajime Wakai)
    
    I07 - Climb Up! And Get The Last Chance! ~White Land~* - F-Zero X
    (Composer: Taro Bando, Hajime Wakai)
    
    I08 - Brain Cleaner ~Replay~* - F-Zero GX 
    (Composer: Hidenori Shoji)
    
    I09 - Shotgun Kiss ~Vegas Palace/Casino Palace~* - F-Zero GX
    (Composer: Hidenori Shoji)
    
    I10 - Planet Colors ~Green Plant~* - F-Zero GX
    (Composer: Hidenori Shoji)
    
    
    Fire Emblem
    
    J02 - Fire Emblem Theme - Fire Emblem: Shadow Dragons and the Blade of Light
    (Composer: Yuka Tsujiyoko,
     Artist: Shogo Sakai, Taizo Takemoto, Oriko Takahashi, Ken Nishikiori)
    
    J03 - Shadow Dragon Medley - Fire Emblem: Shadow Dragons and the Blade of
                                              Light
    (Composer: Yuka Tsujiyoko, Artist: Keigo Ozaki)
    
    J04 - With Mila's Divine Protection (Celica Map 1) - Fire Emblem Gaiden
    (Composer: Yuka Tsujiyoko, Artist: Noriyuki Iwadare)
    
    J06 - Preparing to Advance - Fire Emblem: The Sacred Stones
    (Artist: Yuka Tsujiyoko)
    
    J07 - Winning Road ~Roy's Hope - Fire Emblem: Sword of Seals
    (Composer: Yuka Tsujiyoko, Artist: Kentaro Ishizaka)
    
    J08 - Attack - Fire Emblem: Blazing Sword
    (Composer: Yuka Tsujiyoko, Artist: Kenji Ito)
    
    J09 - Against the Dark Knight* - Fire Emblem: Path of Radiance
    
    J10 - Crimean Army Sortie* - Fire Emblem: Path of Radiance
    
    J11 - Powerhungry Fool* - Fire Emblem: Path of Radiance
    
    J12 - Victory Is Near* - Fire Emblem: Path of Radiance
    
    J13 - Ike's Theme* - Fire Emblem: Radiant Dawn
    
    
    Mother / Earthbound
    
    K01 - Snowman - EarthBound (Mother)
    (Composer: Hirokazu Tanaka, Artist: Shogo Sakai)
    
    K05 - Humoresque of a Little Dog - Mother
    (Composer: Hirokazu Tanaka, Artist: Masato Kouda)
    
    K07 - Porky's Theme - Mother 3
    (Composer: Shogo Sakai, Artist: Shogo Sakai)
    
    K08 - Mother 3 Love Theme - Mother 3
    (Composer: Shogo Sakai, Artist: Shogo Sakai)
    
    K09 - Unfounded Revenge / Smashing Song of Praise - Mother 3
    (Composer: Shogo Sakai, Artist: Kentaro Ishizaka)
    
    K10 - Isn't It Utopia?! - Mother 3
    (Composer: Shogo Sakai, Artist: Kentaro Ishizaka)
    
    
    Pikmin
    
    L01 - World Map - Pikmin 2
    (Composer: Hajime Wakai, Artist: Yasunori Mitsuda)
    
    L02 - Forest of Hope* - Pikmin
    (Composer: Hajime Wakai, Artist: Hajime Wakai)
    
    L03 - Environmental Noises - Pikmin
    (Composer: Hajime Wakai, Artist: Takahiro Nishi)
    
    L04 - Ai no Uta (Japanese Version)* - Pikmin
    (Composer: Strawberry Flower, Artist: Strawberry Flower)
    
    L05 - Tane no Uta* - Pikmin 2
    (Composer: Strawberry Flower, Artist: Strawberry Flower)
    
    L06 - Main Theme* - Pikmin
    (Composer: Hajime Wakai, Artist: Hajime Wakai)
    
    L07 - Stage Clear / Title - Pikmin
    (Composer: Hajime Wakai, Artist: Kentaro Ishizaka)
    
    L08 - Ai no Uta (French CM Version)* - Pikmin
    (Composer: Strawberry Flower, Artist: Strawberry Flower)
    
    
    WarioWare
    
    M01 - WarioWare, Inc. - WarioWare, Inc.: Mega Microgame$
    (Artist: Keigo Ozaki)
    
    M02 - WarioWare, Inc. Medley - WarioWare, Inc.: Mega Microgame$
    (Artist: Ryoji Yoshitomi)
    
    M03 - Mona Pizza's Song (Japanese Version) - Mawaru Meido in Wario
    (Artist: Takahiro Nishi, Gakkie & Kubocci)
    
    M04 - Mona Pizza's Song (English Version) - WarioWare: Twisted!
    (Artist: Takahiro Nishi, Christina Peyser, Nate Bihldorff, Andy Hartpence)
    
    M05 - Mike's Song (Japanese Version) - Sawaru Meido in Wario
    (Artist: Masafumi Takada)
    
    M06 - Mike's Song (English Version) - WarioWare: Touched!
    (Artist: Masafumi Takada, Terry Lauber, James Cowan)
    
    M07 - Ashley's Song (Japanese Version) - Sawaru Meido in Wario
    (Composer: Masaru Tajima, Artist: Tomoko Sasaki, TOKIOHEIDI Chorus)
    
    M08 - Ashley's Song (English Version) - WarioWare: Touched!
    (Composer: Masaru Tajima, Artist: Tomoko Sasaki, Emily McIntosh, Terry Lauber,
               James Cowan)
    
    M09 - Crazy Cars - WarioWare, Inc.: Mega Microgame$
    
    M10 - Sole Man - WarioWare, Inc.: Mega Microgame$
    
    M11 - Arrow Space - WarioWare, Inc.: Mega Microgame$
    
    M12 - Kitty Cover - WarioWare, Inc.: Mega Microgame$
    
    M13 - Crack Down- WarioWare, Inc.: Mega Microgame$
    
    M15 - Blowin' Up - WarioWare: Touched!
    
    M16 - Lose Your Marble - WarioWare: Touched!
    
    M17 - The Maze That Pays* - WarioWare, Inc.: Mega Microgame$
    
    M18 - Misc. MicroGame$ Song 2 - WarioWare: Twisted!
    
    
    Animal Crossing
    
    N01 - Title - Animal Crossing
    (Artist: Kazumi Totaka)
    
    N02 - Go K.K. Rider! - Animal Crossing
    (Composer: Toru Minegishi, Artist: Keigo Ozaki)
    
    N03 - 2:00 AM - Animal Crossing: Wild World
    (Artist: Tomoko Sasaki)
    
    N05 - The Roost - Animal Crossing: Wild World 
    (Artist: Kazumi Totaka)
    
    N06 - Town Hall and Tom Nook's Store - Animal Crossing: Wild World 
    (Artist: Kentaro Ishizaka)
    
    N07 - K.K. Cruisin'* - Animal Crossing
    
    N08 - K.K. Western* - Animal Crossing
    
    N09 - K.K. Gumbo* - Animal Crossing
    
    N10 - Rockin' K.K.* - Animal Crossing
    
    N11 - DJ K.K.* - Animal Crossing
    
    N12 - K.K. Condor* - Animal Crossing
    
    
    Kid Icarus
    
    P01 - Underworld - Kid Icarus
    (Composer: Hirokazu Tanaka, Artist: Shogo Sakai)
    
    P02 - Title - Kid Icarus
    (Composer: Hirokazu Tanaka, Artist: Kenji Ito)
    
    P03 - Skyworld - Kid Icarus
    (Composer: Hirokazu Tanaka, Artist: Arata Iiyoshi)
    
    P04 - Kid Icarus Original Medley* - Kid Icarus 
    (Composer: Hirokazu Tanaka)
    
    
    NES Classics
    
    Q01 - Famicom Medley* 
    (Composer: Koji Kondo, Hirokazu Tanaka, Soyo Oka, Kenji Yamamoto,
               Akito Nakatsuka, Yukio Kaneoka Hideaki Shimizu)
    
    Q02 - Stack-Up & Gyromite
    (Composer: Hirokazu Tanaka, Artist: Kenichi Okuma)
    
    Q04 - Chill - Dr. Mario 
    (Composer: Hirokazu Tanaka, Artist: Masaaki Iwasaki)
    
    Q05 - Clu Clu Land
    (Composer: Akito Nakatsuka, Artist: Keigo Ozaki)
    
    Q06 - Balloon Trip - Balloon Fight
    (Composer: Hirokazu Tanaka, Artist: Koji Hayama)
    
    Q07 - Ice Climber 
    (Composer: Akito Nakatsuka, Artist: Toshiyuki Sudo)
    
    Q08 - Shin Onigashima
    (Composer: Koji Kondo, Artist: Masafumi Takada)
    
    Q09 - Title - Famicom Grand Prix II: 3D Hot Rally
    (Composer: Soyo Oka, Hiroaki Suga and Hideki Kanazashi, 
     Artist: Kentaro Ishizaka)
    
    Q10 - Type A - Tetris
    (Composer: Nikolai Alekseevich Nekrasov, Artist: Yoko Shimomura)
    
    Q11 - Type B - Tetris
    (Artist: Masafumi Takada)
    
    Q12 - Tunnel Scene - X
    (Composer: Kazumi Totaka, Artist: Yusuke Takahama)
    
    Q13 - BGM B: Power-Up* - Wrecking Crew
    (Composer: Hirokazu Tanaka)
    
    Q14 - Along the Way* - Nazo no Murasamejou
    (Composer: Koji Kondo)
    
    
    Nintendo DS, Wii & Various other Games
    
    R02 - PictoChat
    (Composer: Shogo Sakai)
    
    R03 - Electroplankton
    
    R04 - Flat Zone 2 - Game & Watch
    (Composer: Kenichi Okuma, Artist: Kenichi Okuma)
    
    R05 - Mario Golf / Mario Tennis 
    (Composer: Motoi Sakuraba, Artist: Motoi Sakuraba)
    
    R06 - Lip's Theme - Panel de Pon
    (Artist: Masafumi Takada)
    
    R07 - Marionation Gear - Chosoju Mecha MG
    (Artist: Masafumi Takada)
    
    R08 - Title - Big Brain Academy
    (Composer: Kenta Nagata, Artist: Toru Minegishi)
    
    R09 - Golden Forest* - 1080° Snowboarding
    (Composer: Kenta Nagata)
    
    R10 - Mii Channel 
    (Composer: Kazumi Totaka, Artist: Shogo Sakai)
    
    R11 - Wii Shop Channel*
    (Composer: Kazumi Totaka)
    
    R12 - Battle Scene / Final Boss Battle - Golden Sun: The Lost Age
    (Composer: Motoi Sakuraba, Artist: Motoi Sakuraba)
    
    R13 - Shaberu! DS Cooking Navi
    (Artist: Tokiyushi Sudo)
    
    R14 - Excite Truck*
    (Composer: Kenji Yamamoto, Masaru Tajima)
    
    R15 - Brain Age: Train Your Brain in Minutes a Day* 
    (Composer: Minako Hamano, Akito Nakatsuka)
    
    R16 - Opening Theme - Wii Sports*
    (Composer: Kazumi Totaka)
    
    R17 - Cow Racing - Wii Play*
    (Composer: Ryo Nagamatsu, Shinobu Tanaka)
    
    
    Metal Gear
    
    S02 - Encounter - Metal Gear Solid
    (Composer: KCE Japan Sound Team, Artist: Yasufumi Fukuda)
    
    S03 - Theme of Tara - Metal Gear (MSX2) 
    (Artist: Takahiro Nishi)
    
    S04 - Yell "Dead Cell"* - Metal Gear Solid 2: Sons of Liberty 
    (Composer: Norihiko Hibino, Artist: Norihiko Hibino)
    
    S05 - Snake Eater (Instrumental)* - Metal Gear Solid 3: Snake Eater 
    (Composer: Norihiko Hibino, Artist: Norihiko Hibino)
    
    S06 - MGS4 [Theme of Love] Smash Bros. Brawl Version - 
          Metal Gear Solid 4: Guns of the Patriots
    (Composer: Nobuko Toda, Artist: Akihiro Honda)
    
    S07 - Cavern - Metal Gear Solid
    (Composer: KCE Japan Sound Team)
    
    S08 - Battle in the Base* - Metal Gear Solid 3: Snake Eater
    (Composer: Norihiko Hibino, Artist: Norihiko Hibino)
    
    S10 - Opening Theme* - Metal Gear 2: Solid Snake
    (Composer: Masahiro Ikariko)
    
    S11 - Calling to the Night - Metal Gear Solid: Portable Ops
    (Composer: Norihiko Hibino and Akihiro Honda, Artist: Natasha Farrow)
    
    
    Sonic the Hedgehog
    
    U01 - Green Hill Zone* - Sonic the Hedgehog
    (Composer: Masato Nakamura)
    
    U02 - Scrap Brain Zone* - Sonic the Hedgehog
    (Composer: Masato Nakamura)
    
    U03 - Emerald Hill Zone* - Sonic the Hedgehog 2
    (Composer: Masato Nakamura)
    
    U04 - Angel Island Zone - Sonic The Hedgehog 3
    (Composer: Jun Senoue (according to Smash Dojo "SEGA"), Artist: Jun Senoue)
    
    U06 - Sonic Boom (Intro Version)* - Sonic CD US Version
    (Interpreter: Pastiche, Composers: Spencer Nilsen & David Young)
    
    U07 - Super Sonic Racing* - Sonic R
    (Interpreter: TJ Davis, Composer: Richard Jacques)
    
    U08 - Open Your Heart* - Sonic Adventure
    (Interpreter: Crush 40, Composer: Jun Senoue, Kenichi Tokoi)
    
    U09 - Live and Learn* - Sonic Adventure 2
    (Interpreter: Crush 40, Composer: Jun Senoue)
    
    U10 - Sonic Heroes* - Sonic Heroes
    (Interpreter: Crush 40, Composer: Jun Senoue)
    
    U11 - Right There, Ride On* - Sonic Rush
    (Composer: Hideki Nagamuna)
    
    U12 - His World (Instrumental)* - Next Gen Sonic the Hedgehog
    (Composer: Tomoya Ohtani)
    
    U13 - 7 Rings in Hand* - Sonic and the Secret Rings
    (Interpreter: Steve Conte, Composer: Kenichi Tokoi)
    
    
    Super Smash Bros. and Victory Themes
    
    T01 - Credits - Super Smash Bros. Melee
    
    T02 - Menu - Super Smash Bros. Melee
    (Artist: Motoi Sakuraba)
    
    T03 - Opening - Super Smash Bros. Melee
    
    T05 - Vs. Master Hand - Super Smash Bros. Brawl
    
    Super Smash Bros. Melee
    W01 - Princess Peach's Castle - Super Smash Bros. Melee
    W02 - Rainbow Cruise - Super Smash Bros. Melee
    W03 - Jungle Japes - Super Smash Bros. Melee
    W04 - Brinstar Depths - Super Smash Bros. Melee
    W05 - Yoshi's Island - Super Smash Bros. Melee
    W06 - Fountain of Dreams - Super Smash Bros. Melee
    W07 - Green Greens - Super Smash Bros. Melee
    W08 - Corneria - Super Smash Bros. Melee
    W09 - Pokémon Stadium - Super Smash Bros. Melee
    W10 - Poké Floats - Super Smash Bros. Melee
    W11 - Big Blue - Super Smash Bros. Melee
    W12 - Mother - Super Smash Bros. Melee
    W13 - Icicle Mountain - Super Smash Bros. Melee
    W14 - Flat Zone - Super Smash Bros. Melee
    W15 - Super Mario Bros. 3 - Super Smash Bros. Melee
    W16 - Battle Theme from Pokémon Gold - Super Smash Bros. Melee
    W17 - Fire Emblem - Super Smash Bros. Melee
    W18 - Mach Rider - Super Smash Bros. Melee
    W19 - Mother 2 - Super Smash Bros. Melee
    W20 - Dr. Mario - Super Smash Bros. Melee
    W21 - Battlefield - Super Smash Bros. Melee
    W23 - Multi-Man Melee - Super Smash Bros. Melee
    W24 - Temple - Super Smash Bros. Melee
    W25 - Final Destination - Super Smash Bros. Melee
    W26 - Kongo Jungle - Super Smash Bros. Melee
    W27 - Brinstar - Super Smash Bros. Melee
    W28 - Venom - Super Smash Bros. Melee
    W29 - Mute City - Super Smash Bros. Melee
    W30 - Menu 1 - Super Smash Bros. Melee
    W31 - Giga Bowser - Super Smash Bros. Melee
    
    Super Smash Bros. Brawl General Themes
    X01 - Super Smash Bros. Brawl Main Theme
    (Composer: Nobuo Uematsu, Artist: Shogo Sakai, Taizo Takemoto, Oriko
               Takahashi, Ken Nishikiori)
    
    X02 - Menu 1
    X03 - Menu 2 - Super Smash Bros. Melee
    X04 - Battlefield
    X05 - Final Destination
    X06 - Classic: Results Screen for Master Hand
    X07 - WiFi Practice Stage
    X08 - Brawl: Results Screen
    X09 - Tournament Setup
    X10 - Tournament Bracket - Super Smash Bros. Melee
    X11 - Tournament End
    X13 - Classic: Results Screen
    X15 - Stage Editor
    X16 - Home-Run Contest
    X17 - Main Theme Remix
    X18 - Melee Theme Remix
    X19 - Trophy Collection
    X20 - Sticker Collection / Album / Chronicle
    X21 - Coin Launcher
    X22 - Classic Mode Clear
    X23 - Stage Builder
    X24 - Long Silence
    X25 - Battlefield Ver. 2
    X26 - Target Smash!!
    X27 - Staff Roll
    
    Subspace Emissary
    Y01 - Subspace Emissary ~ Adventure Map
    Y02 - Subspace Emissary ~ Step: Plains
    Y03 - Subspace Emissary ~ Step: Cave
    Y04 - Subspace Emissary ~ Danger Ahead
    Y05 - Subspace Emissary ~ Boss Battle Theme 1
    Y07 - Subspace Emissary ~ Boss Battle Theme 2 (Final Boss)
    Y08 - Subspace Emissary ~ Save Point
    Y09 - DK Island Swing (Subspace Emissary Version) - Donkey Kong Country
    Y10 - Airship Fortress (Subspace Emissary Version) - Super Mario Bros. 3
    Y11 - Data Selection Screen (Subspace Emissary Version) - Metroid Prime
    Y13 - Brinstar (Subspace Emissary Version) - Metroid
    Y14 - Subspace Emissary ~ Step: Machine
    Y15 - Subspace Emissary ~ Subspace Area
    Y16 - Subspace Emissary ~ Ambient Sounds
    Y17 - Subspace Emissary ~ Results Screen
    
    Victory Themes and Jingles
    Z01 - Victory! (Super Mario Bros.)
    Z02 - Victory! (Donkey Kong)
    Z03 - Victory! (The Legend of Zelda)
    Z04 - Victory! (Metroid)
    Z05 - Victory! (Yoshi)
    Z06 - Victory! (Kirby)
    Z07 - Victory! (Star Fox)
    Z08 - Victory! (Pokémon)
    Z10 - Victory! (F-Zero)
    Z11 - Victory! (Mother)
    Z16 - Victory! (Ice Climbers)
    Z17 - Victory! (Fire Emblem)
    Z18 - Victory! (Game & Watch)
    Z21 - Victory! (Wario)
    Z22 - Victory! (Meta Knight)
    Z23 - Victory! (Kid Icarus)
    Z25 - Victory! (Pikmin)
    Z35 - Victory! (R.O.B. / Robot)
    Z46 - Victory! (Metal Gear)
    Z47 - Victory! (Sonic the Hedgehog)
    Z50 - Continue?
    Z51 - Game Over
    Z54 - Trophy Obtained!
    Z55 - New Playable Character!
    Z56 - Coins Obtained
    Z57 - Special Message
    Z58 - Stage or Game Mode Unlocked!
    
    ______________________________________________________________________________
                          |VIII. Quick Guide to Unlockables|
                           --------------------------------
    This section shows how the unlockable songs are obtained...along with a basic
    explanation on how to achieve some challenges. I'm not going to go in-depth on
    the explanations, because there's other guides that will suit your needs. =)
    
                                   =================
                                    Game Mode Clear
                                   =================
    Clear The Subspace Emissary to unlock these tracks:
    
    Boss Battle
    Step: Subspace
    Step: Subspace Ver.2
    Step: Subspace Ver.3
    Boss Battle Song 2
    Credits
    
    Clear All-Star Mode to unlock this track:
    All-Star Rest Area
    
    
                                     ============
                                      Challenges
                                     ============
    DO NOT WASTE ANY OF YOUR GOLDEN HAMMERS FOR THESE!!! They're all easy enough
    to achieve...because I even provide strategies! Yeah!
    
    
    0˛ Battle - Collect more than 5,000 coins in Coin Matches:
    Easiest thing is to create a Coin Harvester custom stage. Don't know what that
    is? Here's a quick ASCII diagram:
    
    2                Key:
    B CCCCCC         B - Block
    BXB              C - Conveyer Belt
    B1B              X - Fall-Away Block (under Features)
    B#B              1 - Player 1
    BBB              2 - Player 2
    
    Now, you must get Player 1 under the block when it regenerates. If done right,
    Player 1 should only be trapped in that small space, with the spikes causing
    the character to release and gain coins. Consider also setting a ten minute
    time limit on the match just to make sure Player 1 gets well over 5000 coins
    in one go.
    
    
    Ai no Uta (French Version) - Hit 37,500 ft. combined with all fighters'
                                 Home-Run Contest records:
    Bat throwing is your friend. I average at least 1,500 per character doing
    this.
    
    
    Clu Clu Land - Hit 1,200 ft. in Home-Run Contest:
    Classic method of doing this is pick Yoshi, do his aerial Down+A on the
    Sandbag until it hits near 100% damage, and swing away. You can also do the
    bat-throw method, for you advanced HRC users out there.
    
    
    Credits (Super Smash Bros.) - Clear Classic on Hard difficulty:
    Hard difficulty in Brawl translates to Normal difficulty in Melee. Have fun!
    
    
    Dream Chaser - Brawl on the Port Town Aero Dive stage 10 times.
    
    
    Ending (Metroid) - Brawl on the Norfair stage 10 times.
    
    
    Excite Truck - Clear Target Smash level 2 in under 19 seconds:
    This one's a bit of a toughie. You're best off seeing a video run of this
    level. I cleared this one with Fox.
    
    
    Fire Field - Clear the "Come On, Blue Falcon" Event:
    Make sure that you're right next to a R.O.B. when executing Falcon's FS.
    PROTIP: You can hit both of them at the same time!
    
    
    Frozen Hillside - Brawl on the Halberd stage 10 times.
    
    
    Great Temple / Temple - Clear "Advent of the Evil King" Event on Hard
                            difficulty:
    Yeah, this one's a bit of a toughie as well. Concentrate on one opponent at a
    time, and if you have to, stay in the ditch at the middle of the level.
    Remember that Ganondorf plays quite differently from how he was in Melee.
    
    
    Hidden Mountain & Forest - Clear the "Dark Link Duel" Event on Hard
                               difficulty:
    Two words: PROJECTILE SPAM!
    
    
    HIS WORLD (Instrumental) - Brawl on the Green Hill Zone stage 10 times.
    
    
    Icicle Mountain (Melee) - Clear Classic on Normal difficulty:
    Normal difficulty in Brawl translates to Easy difficulty in Melee. Have fun!
    
    
    Ike's Theme - Have Ike join you in The Subspace Emissary:
    Clear The Battlefield Fortress stage in The Subspace Emissary.
    
    
    King Dedede's Theme - Clear "The Hammer of the King" Event:
    Do this on Easy if you have to. Just clear it!
    
    
    The Legendary Air Ride Machine - Clear the "Dragoon Strike" Event:
    Do this on Easy if you have to. Just clear it!
    PROTIP: You can hit all enemies at the same time when aimed right!
    
    
    Mach Rider (Melee) - Defeat 50 enemies in Endless Brawl:
    A few moves you might want to try are Link's Up+B and Donkey Kong's Down+B.
    
    
    Main Theme (Super Mario 64) - Play 50 hours of brawls:
    This one seems to confuse a LOT of people because the instructions are so
    ambiguous.
    
    You NEED to have AT LEAST 50 HOURS IN EITHER VS. PLAY TIME OR COMBINED VS.
    PLAY TIME TO CLEAR THIS CHALLENGE, NOT POWER ON TIME. The easiest way to do
    this is to clock 50 hours for Combined Vs. Play Time. How? Remember the CHEAP
    way of unlocking Mewtwo in Melee? Yeah, do that.
    
    But for those of you that don't know that trick, Combined Vs. Play Time is
    multiplied by how many human-controlled players are in a Brawl.
    
    Let's say that a given Brawl lasts for one minute:
    
    -If there is one human player in the Brawl, then it's only one minute.
    -If there are two human players in the Brawl, then that minute is multiplied
     by two, making it two minutes.
    -If there are three human players in the Brawl, then that minute is multiplied
     by three, making it three minutes.
    -If there are four players in the Brawl, then that minute is multiplied by
     four, making it four minutes.
    
    Here's the method:
    1. Set up a 1-stock Brawl, no time limit, with as many controllers present for
       the match as possible.
    2. Go to either Final Destination or Battlefield, or any stage that DOES NOT
       HAVE ANY STAGE HAZARDS.
    3. Leave it right there, UNPAUSED!
    4. Go get a snack, some sleep, leave it on overnight or something...
    5. When you think that enough time has accumulated, simply have all the
       characters Self-Destruct, which will leave you with a winner!
    6. ?????
    7. PROFIT!
    
    My setup? Two Gamecube wired controllers, and two Wiimotes. The Wiimotes will
    automatically shut off, but never fear, IT STILL COUNTS TOWARDS THE TIME!
    
    Whew! That was tough!
    
    
    Menu 2 - Unlock all playable characters:
    This will take quite a while, no matter which method you choose to go through
    with. I unlocked everyone else other than R.O.B., Jigglypuff, Toon Link, and
    Wolf on 3/9/08, playing for 12 hours straight and only using the alternate
    methods (i.e. reflect 5 projectiles) only. Talk about hardcore...
    
    
    Multi-Man Melee 1 (Melee) - Clear 100-Man Brawl in under 4 minutes:
    Same tactics as for Mach Rider (Melee). However, I used Marth for this
    challenge, and cleared it in 2:59:30 by being aggressively smart.
    
    
    Multiplayer (Metroid Prime 2) - Brawl on the Frigate Orpheon stage 10 times.
    
    
    Pokémon Center - Get 200 different stickers:
    The CD Factory custom stage is not just for CDs, it's for stickers too! ABUSE
    IT!
    
    
    Power-Hungry Fool - Brawl on the Castle Siege stage 10 times.
    
    
    Princess Peach's Castle (Melee) - Unlock all Melee stages:
    Unlock Jungle Japes, Big Blue, Green Greens, and Pokémon Stadium.
    
    
    Road to Viridian City (From Pallet Town / Pewter City) - Clear the "Go! Triple
                                                             Finish!" Event:
    Do this on Easy if you have to. Just clear it!
    
    
    Snake Eater (Instrumental) - Brawl on the Shadow Moses Island stage 15 times.
    
    
    Song of Storms - Clear "The Pirate Airship" Event:
    Rack up as much damage as you can on the Yoshis while you're still at sea.
    When you are in the tornado, attempt to KO them there, because you'll only
    stay in the sky for a few moments before falling back down to the sea. Do this
    on Easy if you have to. Just clear it!
    
    
    Star Wolf (Star Fox: Assault) - Clear "The Wolf Hunts The Fox" Event on Hard
                                    difficulty:
    You have two lives. Take one out with each, but make sure you don't run out of
    lives! Good luck!
    
    
    Tal Tal Heights - Clear All-Star on Easy difficulty:
    Just clear it! You can do it!
    
    
    Title (3D Hot Rally) - Clear Target Smash level 5:
    Take your time in doing this.
    
    
    Underwater Theme (Super Mario Bros.) - Brawl on the Mushroomy Kingdom stage 10
                                           times.
    
                                   ==============
                                    Random Drops
                                   ==============
    Quite possibly the frustrating part. These are the songs that can be unlocked
    by collecting a CD:
    __________________
    Super Smash Bros.
    ------------------
    Opening (Super Smash Bros. Melee)
    Kong Jungle (Melee)
    Brinstar Depths (Melee)
    Fountain of Dreams (Melee)
    Venom (Melee)
    Poké Floats (Melee)
    Mute City (Melee)
    Super Mario Bros. 3 (Melee)
    Mother 2 (Melee)
    Menu (Melee)
    Final Destination (Melee)
    Giga Bowser (Melee)
    __________________
    Super Mario Bros.
    ------------------
    Main Theme (New Super Mario Bros.)
    Ricco Harbor
    Ground Theme 2 (Super Mario Bros.)
    Underground Theme (Super Mario Land)
    Castle / Boss Fortress (Super Mario World / SMB 3)
    ___________
    Mario Kart
    -----------
    Rainbow Road
    ____________
    Donkey Kong
    ------------
    Bramble Blast
    ____________________
    The Legend of Zelda
    --------------------
    Title (The Legend of Zelda)
    The Hidden Village
    Midna's Lament
    Village of the Blue Maiden
    Termina Field
    ________
    Metroid
    --------
    Norfair
    Vs. Parasite Queen
    _______________
    Yoshi's Island
    ---------------
    Flower Field
    ______
    Kirby
    ------
    Squeek Squad Theme
    Vs. Marx
    _________
    Star Fox
    ---------
    Corneria
    Area 6 Ver.2
    Break Through The Ice
    ________
    Pokémon
    --------
    Team Galactic Battle!
    Route 209
    _______
    F-Zero
    -------
    Car Select
    Planet Colors
    ____________________
    EarthBound (Mother)
    --------------------
    Mother 3 Love Theme
    You Call This a Utopia?!
    Snowman
    ____________
    Fire Emblem
    ------------
    Winning Road - Roy's Hope
    Shadow Dragon Medley
    Victory Is Near
    ___________
    Kid Icarus
    -----------
    Title (Kid Icarus)
    ________________
    WarioWare, Inc.
    ----------------
    Mike's Song
    Mike's Song (JP)
    _______
    Pikmin
    -------
    Tane no Uta
    ________________
    Animal Crossing
    ----------------
    2:00 a.m.
    _________
    Nintendo
    ---------
    Gyromite
    Douchuumen (Nazo no Murasamejo)
    Chill (Dr. Mario)
    Mii Channel
    Wii Shop Channel
    Shaberu! DS Cooking Navi
    Charge! (Wii Play)
    Lip's Theme (Panel de Pon)
    Tetris: Type B
    Tunnel Scene (X)
    Golden Forest (1080° Snowboarding)
    Battle Scene / Final Boss (Golden Sun)
    ___________
    Metal Gear
    -----------
    Theme of Solid Snake
    Calling to the Night
    ________________
    Green Hill Zone
    ----------------
    Super Sonic Racing
    Sonic Heroes
    Right There, Ride On
    
    ...whew!
    
                                    ===============
                                     Stage Unlocks
                                    ===============
    These songs come with certain unlockable stages.
    ________________
    Luigi's Mansion
    ----------------
    Luigi's Mansion Theme
    Airship Theme (Super Mario Bros. 3)
    Tetris: Type A
    ____________
    Pirate Ship
    ------------
    Dragon Roost Island
    The Great Sea
    Gerudo Valley
    Molgera Battle
    _____________
    Spear Pillar
    -------------
    Victory Road
    Dialga / Palkia Battle at Spear Pillar!
    Wild Pokémon Battle! (Diamond / Pearl)
    ____
    75m
    ----
    Donkey Kong
    Opening (Donkey Kong)
    25m BGM
    ____________
    Mario Bros.
    ------------
    Mario Bros.
    Famicom Medley
    Power-Up Music
    ____________
    Flat Zone 2
    ------------
    Flat Zone 2
    Flat Zone (Melee)
    ________________
    Green Hill Zone
    ----------------
    Green Hill Zone
    Angel Island Zone
    Scrap Brain Zone
    Emerald Hill Zone
    Sonic Boom
    Open Your Heart
    Live & Learn
    Seven Rings in Hand
    
    ...and that's the end of this section!
    ______________________________________________________________________________
                             |IX. Not In The Sound Test!|
                              --------------------------
    First of all, I'd like to thank Brian Kent for bringing to my attention the
    fact that there are several tracks that I would've completely missed out on
    covering were it not for him. Thanks!
    
    Now, THERE ARE SOME SONGS THAT WILL NOT SHOW UP IN THE SOUND TEST! Why? I
    don't even know the answer to that, but it's just not there. This section
    covers the tracks that even though you will have most likely heard through
    gameplay, THERE IS NO WAY THAT YOU CAN ACQUIRE THEM AS CDs...well, other than
    sailing the seven seas of data, but let's not get into that, shall we?
    
    And no, I'm not talking about the so-called "cut" tracks, either. See the next
    section for that.
    
                            =================================
                             Totakeke/K.K. Slider's Concert!
                            =================================
    Yep, the man (or should I say, dog) himself shows up in Smashville just as how
    you would find him in the Animal Crossing games, usually starting at 8PM on
    Saturdays. You'll notice that he's playing at a concert in the stage's
    background, playing several songs from the Animal Crossing on the Gamecube
    (or probably the original on the N64). These are the following songs that he
    can play at random:
    
    -K.K. Condor
    -K.K. Cruisin'
    -K.K. Gumbo
    -K.K. Western
    -DJ K.K.
    -Rockin' K.K. (also plays in Event #26)
    
    These songs are taken directly from the original game, including his vocals
    and all! If you're a big fan of Animal Crossing, I definitely recommend paying
    Smashville a visit when your Wii's clock is between 8PM-12AM. If you happen to
    live in an area that has Daylight Savings Time, remember to adjust the clock
    on your Wii. I learned that the hard way, trust me.
    
                             ============================
                              WarioWare, Inc. Minigames!
                             ============================
    Below are each of the minigames where you can find the source of the few
    minigames that you can play on the WarioWare, Inc. stage.
    
    These minigame tracks will only and ONLY play when the current stage music is
    WarioWare, Inc. also.
    
    (thanks to Brian Kent for compiling this list!)
    
    Crazy Cars - WarioWare, Inc.: Mega Microgame$
    Sole Man - WarioWare, Inc.: Mega Microgame$
    Arrow Space - WarioWare, Inc.: Mega Microgame$
    Kitty Cover - WarioWare, Inc.: Mega Microgame$
    Crack Down - WarioWare, Inc.: Mega Microgame$
    Blowin' Up - WarioWare: Touched!
    Lose Your Marble - WarioWare: Touched!
    The Maze That Pays - WarioWare, Inc.: Mega Microgame$
    
    As for the Taunt! minigame, while that isn't found in any WarioWare game to
    date, the music is taken from several minigames in WarioWare, Inc.: Mega
    Microgame$ such as the Butterfly Stroke minigame.
    
    therewster1996 also writes that the track is also called Jimmy T. Thanks!
    
    
                                    ===============
                                     Classic Mode!
                                    ===============
    These ones...I'm not quite sure why they were omitted...
    
    Vs. Master Hand - This is an arrangement of Brawl's Final Destination, but
                      instead of the crescendo fanfare, the introduction which has
                      Master Hand (and maybe along with Crazy Hand) laughing is
                      set against an eerie opening. The piece then starts to where
                      the vocals begin, and loops to the opening of the original
                      composition for Brawl.
    Game Clear! - Same fanfare as the Classic: Results Screen, but mellow piano
                  is only heard for the main part of the piece. Great exit after
                  defeating Master Hand...or even along with Crazy Hand.
    Trophification - This is a little music box arrangement of a portion of the
                     main theme that plays during the sequence where the trophy of
                     your character is added to the collection of other character
                     trophies.
    Ending - This is a new arrangement of the theme in Melee for the small
             cinematic that plays after the credits roll.
    
                               ========================
                                The Subspace Emissary!
                               ========================
    Believe it or not, certain tracks heard in The Subspace Emissary are edits of
    several tracks that you can hear in the Sound Test. Below are those tracks and
    origins:
    
    Jungle Level - Found at the start of The Jungle stage.
    Airship Theme (Super Mario Bros. 3) - Found during fights against characters
                                          with the Shadow Bugs (violet characters)
    Underworld - This is a slower, more maestoso arrangement of the Underworld
                 track found during the scene where Pit receieves Palutena's Bow.
    Fire Emblem Theme - This is a different arrangement of the Fire Emblem theme
                        itself, found during the cutscene when you first see
                        Marth.
    Luigi's Mansion Theme - A western-style arrangement of this track appears in
                            the cutscene where you first see Luigi and King
                            Dedede.
    Opening / Menu (Metroid Prime) - Found in certain areas of The Research
                                     Facility stage. This version DOES NOT contain
                                     the narration/vocals, but starts at the Menu
                                     portion of the track.
    Main Theme (Metroid) - Found in certain areas of The Research Facility stage.
                           This version DOES NOT contain the narration/vocals.
    Game Clear! - Has a slightly longer fanfare than Game Clear! for Classic, but
                  instead of a piano portion for the main part of the piece, an
                  eerie ambience occupies the space. Quite fitting after defeating
                  the final boss, if you ask me.
    Ambience - Well, not quite exactly what I'd call ambience, but this is just
               the wind that can be heard in the beginning of the Sea of Clouds
               stage, when you're still on the Halberd.
    Credits - Pretty much the same as the one heard in the Sound Test, but there's
              a little violin solo at the end. (thanks to NES Boy for the info!)
    Sorrow - I don't really have a name for this, but this is a sorrowful
             arrangement of the Super Smash Bros. Brawl main theme. This plays in
             "The Sorrow of the Ancient Minister", "The R.O.B. Army Rallies", and
             "Ganondorf Takes Command" cutscenes. (thanks to NES Boy for the
             info!)
    
                                   ===============
                                    Miscellaneous
                                   ===============
    Cruel, Cruel Brawl:
    
    Who would've thought that Cruel Brawl itself would have its own music? The
    fact that this track isn't included in the Sound Test boggles my mind.
    
    Anyway, "Cruel Brawl" is an arrangement of the main theme for Brawl, played
    with trilling strings and accenting brass and percussion. This is most likely
    composed in this style to keep the player on the edge of their seat as they
    attempt to defeat as many "super" Alloys as they can.
    
    
    How To Play!:
    
    In Movies, under Data in the Main Menu, you'll find that there is indeed a How
    To Play! video. Music was given a little more instrumentation this time, but
    it still remains as intense as ever.
    
    
    Starman and Hammer (thanks to threwster1996):
    
    These two tunes are still available in their 8-bit glory whenever someone
    picks up either a Starman or the regular Hammer.
    
    
    And that's it!
    ______________________________________________________________________________
                                 |X. The Cut Tracks|
                                  -----------------
    
    My apologies, this section is still under construction. Expect to see coverage
    of the tracks that were cut, but found deep in the game's data. I'm sure some
    of you already know what's coming here, so stay tuned!
    ______________________________________________________________________________
                             |XI. Credits and Disclaimer|
                              --------------------------
    
    Many, many, many, thanks to these folks for helping me in so many different
    ways! I would've sounded quite monotonous if I kept writing "Thank you!" after
    each and every one of these people, but I am truly sincere about the
    appreciation I have for these people who have helped me out over the course of
    the writing of this guide. Thanks again!
    
    Nintendo, HAL Laboratory, et al.: For producing, polishing, publishing,
                                      delaying, and releasing this great game!
    
    GameFAQs: For hosting the guide itself. Thanks goes to CJayC, SBAllen and the
              rest of the moderation staff!
    
    enigmapoeia from GameFAQs: For allowing me permission to link to his guide
                               with the lyrics to the WarioWare songs.
    
    CiprianoMcDohl, KitaKitKeru, extremejon, DarkDraconis, Syykawtik, and toma13
    from the SSBB General Board at GameFAQs:
    For helping me figure out what was included in the Famicom Medley.
    
    TX 55 from GameFAQs: For the info on the Snake Eater (Instrumental) track.
    
    Black_Knight, Skunk, DarkShadowRage, Plankton614, Chernabogue54 and the many
    other members of ffshrine.org who helped to compile and tag the release of the
    game's audio rip.
    
    Black_Knight and redshift71388: For the info on Electroplankton. I even got
                                    myself a copy of the game. =)
    
    TheFinalBoss and malfoy30 from GameFAQs: For correcting me and confirming the
                                             error for the source of Battle in the
                                             Base.
    
    NES Boy: For pointing out that I switched the titles for "Jungle Level" and
             "Jungle Level Ver. 2" and additions in IX. Not In The Sound Test.
    
    Jake X and Adrian Hirst: For correcting me in that "Opening / Menu (Metroid
                             Prime)" is more adapted from the slight
                             re-arrangement found in the game's credits sequence.
    
    JefJacques7: For e-mailing me a pretty sweet-looking edit of the Super Smash
                 Bros. logo! Thanks!
    
    therewster1996: For pointing out the Starman and Hammer themes which weren't
                    in the Sound Test.
    
    Brian Kent: The reason why I created section IX. Not In The Sound Test! =)
    
    Hsieh Willis: For his corrections on the Boss Theme Medley from Kirby and the
                  Skyworld naming error.
    
    Mars Jenkar: For his contributions including the correction on the info for
                 Theme of Samus Aran, Space Warrior, and the additional info on
                 the origins of Tetris: Type A. Hope you like the Unlockables
                 guide. ;)
    
    Kaz Flores Ríos: For incorporating my guide into the Music (SSBB) article at
                     Super Smash Bros. Wiki.
    
    Grace Cichy: For providing her own translation to the Super Smash Bros. Brawl
                 Main Theme.
    
    Etienne D.: For sending me the info on Gyromite as well as the Skyworld naming
                error.
    
    Taervis: For providing even more info on the origin behind Tetris: Type A.
    
    Breen: For pointing out the inclusion of Bolero of Fire in the Ocarina of Time
           Medley.
    
    Tom Malina: For providing the lyrics to several Sonic vocal tracks, as well as
                corrections on my descriptions on several tracks.
    
    Mike Biggie: For providing the info that CDs can be acquired through Spectator
                 Mode.
    
    Chudah from Chudah's Corner (http://www.chudahscorner.com/) and James
    McCawley:
    For granting me permission to link to her site and for romanizing the lyrics
    to Ai no Uta, respectively.
    
    The SSBB Brawl Message Boards at GameFAQs: How are you all? MIDOINITRITE?
    
    You, the reader: Thank you for reading this guide! Enjoy the music!
    
    Disclaimer:
    
    ©2008 Nintendo / HAL Laboratory, Inc.
    Characters:
    ©Nintendo / HAL Laboratory, Inc. / Pokémon. / Creatures Inc. / GAME FREAK inc.
    SHIGESATO ITOI / APE inc. / INTELLIGENT SYSTEMS / Konami Digital
    Entertainment Co., Ltd. / SEGA
    ______________________________________________________________________________
                          |XII. Contact and Copyright Info|
                           -------------------------------
    
    This FAQ/Walkthrough is © Copyright 2008 by Luigi Ng (BlackIce27). No part of
    this document can be changed or altered without the author's permission. Feel
    free to use this guide for personal reasons ONLY. Any individual who violates
    this is subject to punishment to the fullest extent through copyright
    violations.
    
    This FAQ can be seen on ONLY, and ONLY the following sites:
    
    www.gamefaqs.com
    www.gamespot.com (links to gamefaqs.com FAQs)
    www.neoseeker.com
    
    !!Contact me at ragingaznfighter@aim.com for corrections and tips to submit.!!
    
    ...or you could catch me around the SSBB General Board at GameFAQs.
    ______________________________________________________________________________
    
    END OF DOCUMENT