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This is now Trivia. Moving


* AnimationLeadTime:
** Zelda still has her alter ego Sheik as an alternate form despite no game other than 1998's ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' at that point having her take on that appearance. However, Sheik returned because when ''Brawl'' entered development, 2006's ''VideoGame/TheLegendOfZeldaTwilightPrincess'' was still in early production and that team planned to have the character reappear.
** The game features basically no content from ''VideoGame/SuperMarioGalaxy'', which was released in November 2007, due to the two games having mostly-concurrent development cycles. It's only briefly mentioned in the game's Chronicle, and the game instead treats ''VideoGame/SuperMarioSunshine'' as the latest mainline ''Mario'' game. For the same reason, content on ''VideoGame/MetroidPrime3Corruption'' is nonexistent (only having a mention in the Chronicle), so the newest ''Metroid'' content in the game is as of ''VideoGame/MetroidPrime2Echoes'' (console, 2004) and ''VideoGame/MetroidPrimeHunters'' (handheld and overall, 2006).
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* FreezeFrameIntroduction: The game does a freeze frame intro to every character in "The Subspace Emissary" complete with a nameplate to tell us who they are.
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* HypocriticalHumor:
** [[VideoGame/MetalGear Snake's codec]] messages gives a lot of info when used.
--->'''Otacon:''' That blade in his hand is called the Master Sword, also known as the "Blade of Evil's Bane". He also has a whole arsenal of items at his disposal-- bombs and arrows, a shield, a boomerang and a Clawshot. He's a force to be reckoned with.\\
'''Snake:''' Gear is only useful when it is used at the right time and place. Just lugging a ton of it around doesn't do you any good.\\
'''Otacon:''' .... I... uh... I wouldn't be talking if I were you, Snake.\\
'''Snake:''' What's that supposed to mean?\\
'''Otacon:''' You tell me, Mr. Utility Belt.\\
'''Snake:''' ''[grumbles]''
** This dialogue in another Codec Conversation:
--->'''Snake:''' Colonel, there's [[Franchise/StarFox a guy]] in here who looks like a wolf.
--->'''Col. Campbell:''' You mean the fighter ''[[SpeciesSurname named]]'' Wolf.
--->'''Snake:''' "Wolf". Real imaginative name...
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** In Solo Event Match 26: "The Slow and Easy Life", [[VideoGame/EarthBound1994 Ness]] is used as the player's character to stand in for [[VideoGame/AnimalCrossing Villager]] -- who wouldn't appear properly until [[VideoGame/SuperSmashBrosForNintendo3DS the next game]] -- that's trying to listen to K.K. Slider's concert.

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** In Solo Event Match 26: "The Slow and Easy Life", [[VideoGame/EarthBound1994 Ness]] is used as the player's character to stand in for [[VideoGame/AnimalCrossing Villager]] -- who wouldn't appear properly until [[VideoGame/SuperSmashBrosForNintendo3DS [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU the next game]] -- that's trying to listen to K.K. Slider's concert.
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** In Solo Event Match 26: "The Slow and Easy Life", [[VideoGame/EarthBound1994 Ness]] is used as the player's character to stand in for [[VideoGame/AnimalCrossing Villager]] -- who wouldn't appear properly until [[VideoGame/SuperSmashBros4 the next game]] -- that's trying to listen to K.K. Slider's concert.

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** In Solo Event Match 26: "The Slow and Easy Life", [[VideoGame/EarthBound1994 Ness]] is used as the player's character to stand in for [[VideoGame/AnimalCrossing Villager]] -- who wouldn't appear properly until [[VideoGame/SuperSmashBros4 [[VideoGame/SuperSmashBrosForNintendo3DS the next game]] -- that's trying to listen to K.K. Slider's concert.
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* InstantArmor: Zero Suit Samus can use a Smash Ball to instantly assemble her PoweredArmor, damaging any nearby brawlers.
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* GrenadeTag:
** [[VideoGame/MetalGear Snake]] can plant a pack of C4 directly on an opponent for his Down Special if he's standing close enough to them (Rather then dropping it on the ground), then blow it up at will. Amusingly, the C4 pack can also transfer itself to other players if the victim touches them (Snake himself included).
** The [[StickyBomb gooey bomb]] (also introduced in this game) includes the transfer aspect, although the initial tagging is a throwing action.

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* BossRush: The Boss Battles mode allows the player to challenge all bosses from Subspace Emissary, plus Master Hand (who is TheUnfought in that mode) and Crazy Hand (who only appears in Classic Mode).

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* BossRush: BossRush:
**
The Boss Battles mode allows the player to challenge all bosses from Subspace Emissary, plus Master Hand (who is TheUnfought in that mode) and Crazy Hand (who only appears in Classic Mode).Mode).
** The final co-op Event Match consists of two players facing the game's entire playable roster, similar to All-Star Mode minus the breaks or recovery opportunities.
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Oops, forgot to remove a Trivia pothole


* ObviousRulePatch: The dev team discovered the "wavedashing" glitch[[note]] canceling out of a jump animation by air-dodging diagonally downward into the ground; this allows you to perform ground attacks while sliding forward[[/note]] pretty early in development, but [[ThrowItIn left it in]]. Then they discovered how much of a [[NoobBridge drastic gap]] it created between newcomers and veteran players, and it was one of the first things they removed from ''Brawl''. In addition, the physics were altered so that the ability to {{combo}} was taken out entirely.

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* ObviousRulePatch: The dev team discovered the "wavedashing" glitch[[note]] canceling out of a jump animation by air-dodging diagonally downward into the ground; this allows you to perform ground attacks while sliding forward[[/note]] pretty early in development, but [[ThrowItIn left it in]].in. Then they discovered how much of a [[NoobBridge drastic gap]] it created between newcomers and veteran players, and it was one of the first things they removed from ''Brawl''. In addition, the physics were altered so that the ability to {{combo}} was taken out entirely.
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* ObviousRulePatch: The dev team discovered the "wavedashing" glitch[[note]] canceling out of a jump animation by air-dodging diagonally downward into the ground; this allows you to perform ground attacks while sliding forward[[/note]] pretty early in development, but [[ThrowItIn left it in]]. Then they discovered how much of a [[NoobBridge drastic gap]] it created between newcomers and veteran players, and it was one of the first things they removed from ''Brawl''. In addition, the physics were altered so that the ability to {{combo}} was taken out entirely.
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* MechanicallyUnusualFighter:
** [[Franchise/{{Metroid}} Samus]], originally a standard fighter, received an alternate form in this game but cannot switch to it at will. Using her Final Smash breaks her Varia Suit and leaves her in the Zero Suit, who is faster and has more close-ranged attacks, just like Sheik. Using [[VideoGame/MetroidZeroMission Zero Suit Samus]]' Final Smash will regenerate the Varia Suit. Also like Sheik, holding down buttons before a match starts will turn the player into Zero Suit Samus without needing a Final Smash. Just like Zelda/Sheik, ''3DS/Wii U'' and ''Ultimate'' turned Samus into two separate characters and removed the transformation mechanic.
** The [[Franchise/{{Pokemon}} Pokémon Trainer]] is a step above Zelda and Samus as a three-form fighter; they can switch between Squirtle, Ivysaur, and Charizard at will with their down special. All three Pokémon tire out if used for too long at a time, encouraging continuous switching. Each Pokémon has basic ElementalRockPaperScissors weaknesses and resistances as well, though it ends up being FakeBalance (fire-element attacks are extremely common in the roster while grass-type and water-type damage is nearly nonexistent). The fourth game replaced the Trainer with just Charizard, but brought them back in ''Ultimate'' with the same mechanics minus the tiredness and element systems, making them the only multi-form fighter on the roster at launch.
** [[VideoGame/{{Pikmin}} Olimar/Alph]] is a MinionMaster whose majority of attacks are tied to his Pikmin; he has very few moves that deal damage when he's by himself. He can pull one of five types out of the ground with his neutral special, and can have up to six following him at once (three in ''3DS/Wii U'' and ''Ultimate''). Pikmin die if an opponent manages to hit them, so Olimar needs to recover them with his whistle if they get too far away. In later games, his recovery, Winged Pikmin, gets more effective when Olimar has fewer Pikmin.
** All of [[Franchise/{{Kirby}} Meta Knight's]] special moves double as recovery moves. Each one is so potent on their own — especially on top of his multiple jumps — that they render him helpless when completed, preventing players from chaining them together.
** [[Franchise/MetalGear Solid Snake]] has attacks with unusual timing to them, including an up special with extremely high recovery which makes him very vulnerable. His Grenades are projectiles that deal ScratchDamage if they hit his opponents, as their timed explosions are what causes any real damage, and his Remote Missiles are manually controlled. Originally in ''Brawl'', he had a very unconventional down smash, involving him planting a landmine that would either explode after a set amount of time or when someone got too close to it. As of ''Ultimate'', his down smash was changed.
** [[VideoGame/PokemonDiamondAndPearl Lucario]] grows stronger as he takes damage, increasing both his damage output and the size of his special moves' effects, making him a character all about managing risk and taking advantage of bad situations. While ''3DS/Wii U'' extended the increased knockback effect to every fighter through the new Rage mechanic, Lucario remains the only one whose moves deal more damage and behave differently because of it.
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* ArtificialStupidity:
** In general, CPU-controlleed characters have trouble with the idea that stages aren't always completely static. If the bottom of the stage is occupied by horizontally moving platforms, the computer-controlled characters will miss the platforms by a mile every single time.
** The AI can navigate custom stages fairly well... unless it has [[SpikesOfDoom spikes]]. [=CPUs=] don't quite seem to get the idea that spikes are bad, and it's not uncommon to see a CPU work their damage up hundreds higher than normal just bouncing on spikes. They only get the hint when they're about one inch away from them and unable to do anything about it.
** Trampolines. If you're on one side of a wall and the CPU is on the other, it will spend tons of time trying to jump over the wall, even if it's too high, despite there being a spring behind it which it could use to jump over the wall.
** It has trouble with the falling blocks, too - it doesn't seem to have any foresight, so it will often remain standing on a block until it's too low to reach the rest of the stage.
** The AI will constantly approach dangerous items only to roll away from them just before they get hurt.
** The AI will always perform an air dodge immediately after being struck in air, or being hit into the air, oblivious to there being a brief window of vulnerability as one ends. It's quite easy to juggle them to death by simply timing your attacks.
** Fox, Falco and Wolf have a habit of driving off the stage to their deaths when using their Final Smash. This is particularly common on Lylat Cruise, but can happen in a wide variety of other places as well.
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* TooAwesomeToUse:
** The Golden Hammers can automatically unlock a secret without having to do the challenge. In the few challenges that really are exceptionally difficult (beating Boss Battles on [[HarderThanHard Insane]], for example), you can't actually use the hammers in the first place, except in the [[RegionalBonus PAL versions]].
** The {{Heart Container}}s in Boss Battles. They completely heal you, but there are only three, and they can't be used mid-battle, which often results in death after deciding to try and tank an easy boss at high damage.

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* SwapFighter: A large amount of these characters (along with having Zelda and Shiek return from the previous game) have been introduced. In the previous two games, Samus was a standalone fighter like everybody else. In ''Brawl'', she becomes Zero Suit Samus after using her Final Smash with a changed moveset and can switch back to Power Suit Samus with the same method. The Pokémon Trainer invokes this trope by not actually being the fighter, but rather has you controlling his Pokémon which swap with down B in order of Squirtle, Ivysaur, and Charizard.

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* SwapFighter: A large amount of these characters (along with having Zelda and Shiek Sheik return from the previous game) have been introduced. In the previous two games, Samus was a standalone fighter like everybody else. In ''Brawl'', she becomes Zero Suit Samus after using her Final Smash with a changed moveset and can switch back to Power Suit Samus with the same method. The Pokémon Trainer invokes this trope by not actually being the fighter, but rather has you controlling his Pokémon which swap with down B in order of Squirtle, Ivysaur, and Charizard.Charizard.
* SwitchOutMove: Zelda can switch to Sheik and vice versa like in ''Melee''. ''Brawl'' also introduces the [[Franchise/{{Pokemon}} Pokémon Trainer]], who doesn't directly fight but sends out three Pokémon in a vein to their origin series. These Pokémon are Squirtle, Ivysaur, and Charizard, who play differently from each other, but the Trainer can switch them out using their Down Special, again like in their franchise. All three Pokémon have different weight classes, allowing players to make good use of combo moves utilizing their switch mechanic. Also in ''Brawl'', veteran fighter [[Franchise/{{Metroid}} Samus Aran]] gains an alternate form: her [[VideoGame/MetroidZeroMission Zero Suit self]]. While the armored version is slower and projectile-heavy, the Zero Suit version is faster and more melee-oriented. Samus can switch between armored and Zero Suit forms via Final Smash (although, while it's hard, armored Samus can also rapidly taunt to shed her armor).
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* {{Superboss}}: Extra doors appear in three stages after you beat Tabuu and complete the story; going inside them will pit you against Toon Link, Wolf, or Jigglypuff, depending on the level. However, you only have one chance to defeat them and their AI is much more aggressive than the characters you fought previously.

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** On Shadow Moses Island, Snake can contact Mei Ling, Otacon, or Colonel Roy Campbell ([[EasterEgg or Slippy Toad]]) via codec for information on each specific fighter. Though this is retained in ''Ultimate'', only the fighters that appeared in ''Brawl'' have calls [[ActorExistenceLimbo due to the death of Roy Campbell's Japanese voice actor in 2012]]; fighters added in ''for [=Nintendo 3DS and Wii U=]'' or later, as well as fighters that were present in ''Melee'' but absent from ''Brawl''[[note]]Mewtwo, Pichu, Roy, Dr. Mario, and Young Link[[/note]], will get no response.

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** On Shadow Moses Island, Snake can contact Mei Ling, Otacon, or Colonel Roy Campbell ([[EasterEgg or Slippy Toad]]) via codec for information on each specific fighter. Though this is retained in ''Ultimate'', only the fighters that appeared in ''Brawl'' have calls [[ActorExistenceLimbo due to the death of Roy Campbell's Japanese voice actor in 2012]]; 2012; fighters added in ''for [=Nintendo 3DS and Wii U=]'' or later, as well as fighters that were present in ''Melee'' but absent from ''Brawl''[[note]]Mewtwo, Pichu, Roy, Dr. Mario, and Young Link[[/note]], will get no response.


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* SpringJump: There's a variety of springs in the game, such as those you can put in custom stages, ones that are items, and Sonic's spring (appearing as one of his moves). Throughout the series, this is also Mario and Luigi's Up-B move though whereas Mario's goes to one side, Luigi's goes straight up. If timed right, it's also insanely strong.
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* ReverseGrip: [[VideoGame/KidIcarus Pit]] (as well as Dark Pit in ''4'' and ''Ultimate'') can split their bows into two swords. They hold one normally, while the other is held like this in order to speed up the reattaching process.

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* ScalingTheSummit: There's a level where Meta Knight and the Ice Climbers are racing against each other to see who reaches the summit of Glacial Peak first. When they reach the top, they meet Lucario and, after defeating it, [[PromotedToPlayable they add it to their team]].

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* ScalingTheSummit: There's a level where Meta Knight and the Ice Climbers are racing against each other to see who reaches the summit of Glacial Peak first. When they reach the top, they meet Lucario and, after defeating it, [[PromotedToPlayable [[DefeatMeansPlayable they add it to their team]].



* PromotedToPlayable: Charizard was one of the Pokémon summoned in the first two games before it became a playable character in ''Brawl'', Red made a cameo in the N64 game's intro before becoming playable as Pokémon Trainer and Wolf became playable in ''Brawl'' after making a cameo in Melee's intro. Also, [[TrueFinalBoss Giga Bowser]] from ''Melee'' becomes playable through [[Franchise/SuperMarioBros Bowser's]] Final Smash in ''Brawl''.

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* PromotedToPlayable: PromotedToPlayable:
** Wario, Meta Knight, Pit, Olimar, Squirtle (who doubles as the starting platform in Poké Floats) and King Dedede (who also appeared in the N64 installment as a background character in Kirby's stage) all appeared as trophies in ''Melee'' before becoming playable characters here.
**
Charizard was one of the Pokémon summoned in the first two games before it became a playable character in ''Brawl'', Red made a cameo in the N64 game's intro before becoming playable as Pokémon Trainer and Wolf became playable in ''Brawl'' after making a cameo in Melee's intro. Also, intro.
**
[[TrueFinalBoss Giga Bowser]] from ''Melee'' becomes playable through [[Franchise/SuperMarioBros Bowser's]] Final Smash in ''Brawl''.
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* MiniGameCredits: A roll call of characters/things in the game. It keeps track of your score, and you gain coins from shooting more targets which can be used elsewhere in-game. The actual credits, played after completing Subspace Emissary, are traditional for once, and [[SummerBlockbuster so long]] that any game with them would be unwieldy.
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* GustyGlade: There are a few areas on the outside of the [[CoolAirship Halberd]] whilst it is in the air.
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Crosswicking

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* GreekChorus:
** Along with the aforementioned Corneria calls, the Lylat Cruise stage has a similar sequence that can be performed by Fox, Falco, and Wolf. This is retained in ''for Wii U'' and ''Ultimate''.
** On Shadow Moses Island, Snake can contact Mei Ling, Otacon, or Colonel Roy Campbell ([[EasterEgg or Slippy Toad]]) via codec for information on each specific fighter. Though this is retained in ''Ultimate'', only the fighters that appeared in ''Brawl'' have calls [[ActorExistenceLimbo due to the death of Roy Campbell's Japanese voice actor in 2012]]; fighters added in ''for [=Nintendo 3DS and Wii U=]'' or later, as well as fighters that were present in ''Melee'' but absent from ''Brawl''[[note]]Mewtwo, Pichu, Roy, Dr. Mario, and Young Link[[/note]], will get no response.
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Crosswicking

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* FreeFallFight:
** The ''Franchise/FireEmblem'' stage "Castle Siege" has a portion where the floor falls out from under you and everyone seems to be falling into the basement. However, the floor is still there, just invisible (characters walk on it like any other platform).
** Subverted on Final Destination, which starts in space, goes through re-entry, and ultimately looks like it's on a collision course for the ground, before it whites out and starts over. Interestingly enough, the white out happens at exactly 5 minutes, which is how long you have to beat the boss fight, implying that you did crash.

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Some reorganization


* EvilKnockoff: Inside the [[TheVeryDefinitelyFinalDungeon Great Maze]], [[spoiler:the player has to defeat dark copies of most playable characters to advance and fight [[FinalBoss Tabuu]].]]



* DemotedToExtra: Pichu and Mewtwo were both playable characters in ''Melee'', but were demoted to trophies here. Dr. Mario, Young Link, and Roy have also been removed, but they're stickers instead of trophies.



* DemotedToExtra: Pichu and Mewtwo were both playable characters in ''Melee'', but were demoted to trophies here. Dr. Mario, Young Link, and Roy have also been removed, but they're stickers instead of trophies.



* EvilKnockoff: The Fighting Alloy Team, a group of metallic enemies coming in different colors: Red being based in Captain Falcon, blue based on Zelda, yellow based on Mario and green based on Kirby. Also, in The Subspace Emissary, has various copies of the playable cast made up of Shadow Bugs that the player fights with frequency. [[spoiler:Addditionally, inside the [[TheVeryDefinitelyFinalDungeon Great Maze]], the player requires to defeat dark copies of most playable characters to advance and fight [[FinalBoss Tabuu]].]]

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* EvilKnockoff: The Fighting Alloy Team, a group of metallic enemies coming in different colors: Red being based in Captain Falcon, blue based on Zelda, yellow based on Mario and green based on Kirby. Also, in The Subspace Emissary, has various copies of the playable cast made up of Shadow Bugs that the player fights with frequency. [[spoiler:Addditionally, inside the [[TheVeryDefinitelyFinalDungeon Great Maze]], the player requires to defeat dark copies of most playable characters to advance and fight [[FinalBoss Tabuu]].]]
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Crosswicking

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* ContinuingIsPainful: If you use a continue in the game, you'll get a 20,000-point penalty ''in addition'' to getting your score cut in half, making it a more serious blow to anyone going for a high score.
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Crosswicking

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* AnimationLeadTime:
** Zelda still has her alter ego Sheik as an alternate form despite no game other than 1998's ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' at that point having her take on that appearance. However, Sheik returned because when ''Brawl'' entered development, 2006's ''VideoGame/TheLegendOfZeldaTwilightPrincess'' was still in early production and that team planned to have the character reappear.
** The game features basically no content from ''VideoGame/SuperMarioGalaxy'', which was released in November 2007, due to the two games having mostly-concurrent development cycles. It's only briefly mentioned in the game's Chronicle, and the game instead treats ''VideoGame/SuperMarioSunshine'' as the latest mainline ''Mario'' game. For the same reason, content on ''VideoGame/MetroidPrime3Corruption'' is nonexistent (only having a mention in the Chronicle), so the newest ''Metroid'' content in the game is as of ''VideoGame/MetroidPrime2Echoes'' (console, 2004) and ''VideoGame/MetroidPrimeHunters'' (handheld and overall, 2006).

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No idea where I got this example from, as that trope doesn't exist, so I'm merging it with Loads And Loads Of Loading. Also removed a YMMV link


* LoadingData: The character [[Franchise/TheLegendOfZelda Zelda]] can transform into her disguised form, [[VideoGame/TheLegendOfZeldaOcarinaOfTime Sheik]], and the Franchise/{{Pokemon}} Trainer can switch his Pokémon. The game does not stop while loading the new character's model, but the loading is hidden by their transforming animation. During the animation, one can audibly hear the Wii loading data.
* LoadsAndLoadsOfLoading: Fights take a noticeably longer time to load, and some loading can even be experienced ''during'' the fights, such as Zelda and Sheik's transformation. This is especially noticeable in the All-Star Event Matches, where opponents can take up to seven seconds to spawn, counting from the beginning of the battle.

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* LoadingData: The LoadsAndLoadsOfLoading: Fights take a noticeably longer time to load, and some loading can even be experienced ''during'' the fights.[[note]]The character [[Franchise/TheLegendOfZelda Zelda]] can transform into her disguised form, form [[VideoGame/TheLegendOfZeldaOcarinaOfTime Sheik]], and the Franchise/{{Pokemon}} Trainer can switch his Pokémon. The game does not stop while loading the new character's model, but the loading is hidden by their transforming animation. During the animation, animation; in that process, one can audibly hear the Wii loading data.
* LoadsAndLoadsOfLoading: Fights take a noticeably longer time to load, and some loading can even be experienced ''during'' the fights, such as Zelda and Sheik's transformation.
data.[[/note]] This is especially noticeable in the All-Star Event Matches, where opponents can take up to seven seconds to spawn, counting from the beginning of the battle.



* UnexpectedShmupLevel: The game does this when you beat Classic or All-Star mode, like in ''Melee'' (not the case with Adventure Mode, however; it only uses standard credits). It also features the Coin Shooter minigame that lets you collect trophies and stickers, and is a [[SidetrackedByTheGoldSaucer great source of distraction]].

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* UnexpectedShmupLevel: The game does this when you beat Classic or All-Star mode, like in ''Melee'' (not the case with Adventure Mode, however; it only uses standard credits). It also features the Coin Shooter minigame that lets you collect trophies and stickers, and is a [[SidetrackedByTheGoldSaucer great source of distraction]].distraction.
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* TheManBehindTheMan: Taken to great lengths. [[spoiler:Wario was being directed by Bowser and Ganondorf, who also manipulate the Ancient Minister (who also directs the R.O.B. Squad), the forefront of the Subspace Army, which is created by manipulating Mr. Game & Watch), but in turn are being given orders by Master Hand, who is being manipulated by some weird energy being that resembles [[Comicbook/{{Watchmen}} Dr. Manhattan]] called Tabuu]].

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* TheManBehindTheMan: [[ExaggeratedTrope Taken to great lengths.lengths]]. [[spoiler:Wario was being directed by Bowser and Ganondorf, who also manipulate the Ancient Minister (who also directs the R.O.B. Squad), the forefront of the Subspace Army, which is created by manipulating Mr. Game & Watch), but in turn are being given orders by Master Hand, who is being manipulated by some weird energy being that resembles [[Comicbook/{{Watchmen}} Dr. Manhattan]] called Tabuu]].
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Crosswicking

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* UnexpectedShmupLevel: The game does this when you beat Classic or All-Star mode, like in ''Melee'' (not the case with Adventure Mode, however; it only uses standard credits). It also features the Coin Shooter minigame that lets you collect trophies and stickers, and is a [[SidetrackedByTheGoldSaucer great source of distraction]].
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Is now YMMV, so moving it there.


* RefrainFromAssuming: That oddly epic song that plays throughout the game is not called "Audi Famam Illius". The title ''actually is'' "Super Smash Bros. Brawl Main Theme."
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* HijackedByGanon: Subverted. It initially appears the the villains of the story are Bowser, The Ancient Minister, and Wario. Then it seems that Ganondorf is controlling Bowser and the Minister. [[spoiler:And then it seems that the Classic Mode boss, Master Hand, is behind Ganondorf, only for it to turn out that a new OriginalGeneration villain is behind Master Hand.]]

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* HijackedByGanon: Subverted. It initially appears the the villains of the story are Bowser, The Ancient Minister, and Wario. Then it seems that Ganondorf is controlling Bowser and the Minister. [[spoiler:And then it seems that the Classic Mode boss, Master Hand, is behind Ganondorf, only for it to turn out that a new OriginalGeneration villain is behind Master Hand.]]

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