Super Smash Bros. Brawl

Super Smash Bros. Brawl, known in Japan as Dairantō Sumasshu Burazāzu Ekkusu (大乱闘スマッシュブラザーズX), often abbreviated as SSBB or simply as Brawl, is the third installment in the Super Smash Bros. series crossover fighting games, developed by an ad hoc development team consisting of Sora, Game Arts, and staff from other developers, and published by Nintendo for the Wii video game console.

Like its predecessors, the object of Brawl is to knock an opponent off the screen. It features a greatly expanded single-player mode known as The Subspace Emissary (SSE). This mode is a plot-driven, side-scrolling beat 'em up featuring FMV cut scenes and playable characters from the game. Like all Smash games, Brawl supports multiplayer battles with up to four combatants, but it is the first game of its franchise to feature online battles, via the Nintendo Wi-Fi Connection.

Classic Mode Rectangle
After winning a stage in classic mode, the game is supposed to zoom in on the character, and then partition them off into a rectangle with the game stats around them. Depending on what backend and settings are used, the rectangle either shows nothing but a green box or shows a partial view of the character. Enabling Real XFB fixes the issue, but results in low resolution and distorted graphics.

Master Pieces
Attempting to load a Master Piece will freeze the emulator, showing nothing but a black screen with FPS 0, VPS 60, and Speed 100%. This is because Dolphin has only partial support for in-game soft resets. The merger of ES_Launch in 3.5-268 does not fix this problem.

Saving Screenshots
With EFB to Texture, taking a screenshot with the in-game tools will no longer crash the game; but all that will be saved to the album is a garbled mess. You can fix this enabling EFB Copy to RAM. Or you could just use Dolphin's screenshot tool instead (default F9).

Controls
Brawl is capable of using both GameCube controllers and Wii Remotes at the same time. If you have a physical controller set to emulate both a GC Pad and a Wii Remote concurrently, the game will use both inputs and the physical controller will operate both player 1 and player 2 at the same time. To fix, disable one of the emulated controllers or move one of them to a second physical controller.

Subspace Emissary Videos
Many disc images of this game are DVD5 (4.7 GB) altered versions of the original DVD9 (8.5 GB) release. In these most of the videos are removed, resulting in black screens or the same video being repeated all the time when playing the Subspace Emissary. Following these videos, the character select screen may appear; however the names represent the characters for the next level. Dolphin cannot fix this problem; the only solution is to rip a full unaltered ISO.

Missing Effects with Mr. Game and Watch
Starting with, any time Mr. Game and Watch is on the screen, a number of glitches occur. Certain character's effects are simply gone, such as Pikachu's Fsmash and Ness's PK Fire. Furthermore, if Game and Watch goes past the edge of the screen appears in a bubble arrow, the stage will glitch, sometimes with only some effects missing, and other times with large sections of the stage going completely black. This odd glitch also keeps battle statistics from appearing, and randomly makes the pause screen vanish. D3D9 and OpenGL are affected but D3D11 is not, so use D3D11 to avoid this glitch. Or just avoid Mr. Game and Watch. See. Fixed by.

Audio Crackles
Audio randomly crackles and feeds-back when using the DSP HLE audio engine. The error is random, and its severity depends on the specific revision. Use the DSP LLE audio engine to avoid this. Fixed by the merger of New-AX-HLE 2.0 in.

Corrupt Stats
The post battle stats are corrupt. In random cases, the credits screen (after beating classic mode) may suffer from the same issue. Names above characters during matches are also corrupted. Set EFB Copy to RAM fix these issues. Fixed by.

Slow Cinematics
Starting at, some cinema scenes run very slowly and constantly crackle with DSP HLE. Setting the Framelimiter to 60 FPS will bring the speed back to normal, but the video will appear choppy. Use DSP LLE to avoid this problem. See. Fixed by.