Super Smash Bros. 4

Unused content (SSB4)

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The editor who added this tag elaborates:TCRF has tons of stuff that should be ported, categorised, sourced, etchttps://tcrf.net/Super_Smash_Bros._for_Nintendo_3DShttps://tcrf.net/Proto:Super_Smash_Bros._for_Nintendo_3DShttps://tcrf.net/Super_Smash_Bros._for_Wii_U

The following is allunused content that is known to have been at least considered during development ofSuper Smash Bros. 4 before being altered, rejected, cut, or abandoned prior to the final release.

Fighters[edit]

Much likeSuper Smash Bros. Brawl,SSB4 has a reasonable amount of unused fighter data. The reasons mainly include a combination of time constraints and hardware limitations. This is supported byMasahiro Sakurai stating this during a post-release interview[1]. However, he refused to give any sort of information on what other scrapped characters were, other than stating that characters unlikely to appear in new games in the foreseeable future were given lower priority. It is unknown whether any of thedownloadable characters were originally intended for the game's initial release.

Scrapped[edit]

  • Ice Climbers - The Ice Climbers were originally planned to return as characters. While reportedly functioning onSuper Smash Bros. for Wii U, theNintendo 3DS's technical specifications made it difficult to properly incorporate the two intoSuper Smash Bros. for Nintendo 3DS, as well as other characters with multiple models such asOlimar.[2] Sakurai stated in his Famitsu collection,Thoughts About Making the Video Games 2, that they even went as far as disabling effects such asgravity and removing joints in attempt to get the Ice Climbers working. Since Sakurai didn't want the Wii U version to have an exclusive character, the Ice Climbers were ultimately cut, but still appear in-game as atrophy andreturned inSuper Smash Bros. Ultimate.
  • Pokémon Trainer - In Sakurai'sThink About Making the Video Games 2, Sakurai states that 3DS hardware limitations made it impossible to implement Pokémon Trainer. He also stated that these hardware limitations led toZelda andSheik becoming separate characters, as was also the case withSamus andZero Suit Samus.[3]Squirtle andIvysaur were also cut, butCharizard would return as its own separate character.Pokémon Trainer,Squirtle, andIvysaur would later return inSuper Smash Bros. Ultimate, withCharizard brought back as one of the Trainer's Pokémon.
  • Rhythm Heaven character - Data mining has revealed an unused emblem reference for a potentialRhythm Heaven character.[4] The emblem reference appears in the emblem database onfor Wii U.Rhythm Heaven is, notably, one of the fewuniverses to not have a representation other than aSmash Run enemy and collectible trophies,[5] and the name suggests that a character fromRhythm Heaven was planned to be included before being scrapped at some point in development. TheGematsu leaks, which are commonly accepted to be a leak for an early planning stage of the game, state that thisRhythm Heaven character was to be theChorus Kids.
  • Alternate costume characters - Sakurai has stated thatDark Pit,Dr. Mario, andLucina were originally going to bealternate costumes forPit,Mario, andMarth, respectively. They were promoted to full characters due to either Sakurai wanting to add, or already having, a feature that made them unique[6]: Dr. Mario with hisMegavitamins,Dr. Tornado, anddown aerial; Dark Pit with hisElectroshock Arm andFinal Smash; and Lucina with her hitbox placement. In addition, Sakurai felt that Dr. Mario's fans would be upset if he behaved identically toMario. Regarding the decision to make Lucina a full-fledged character, however, Sakurai stated in aMiiverse post that "whenever there is even a small difference in abilities, that character gets an actual roster slot."
  • Alph - Information from interviews and Sakurai's design documents shows that Alph was next in line to get his own roster spot as a clone, and would use Rock Pikmin. He was scrapped possibly due to time constraints and instead, became an alternate costume for Olimar.[7]

Considered[edit]

  • Takamaru - In a Niconico interview, Sakurai states thatTakamaru was briefly considered as a playable character, but didn't make the cut due to his popularity being too low, resulting in hisAssist Trophy role.[8] AMii Swordfighter costume based on Takamaru appears as DLC.
  • MegaMewtwo - During development of the game, an appearance of Mewtwo'sMega Evolution was reportedly considered byMasahiro Sakurai but there is no confirmation if regular Mewtwo was considered for the base roster.[9]
  • Chrom - In Sakurai's weekly Famitsu Column after the reveal trailer forRobin andLucina, Sakurai stated that he considered adding Chrom in the game and even planned a moveset for him. However, he instead chose Robin, as he felt that Chrom would fight too similarly to Marth andIke (a similarity that was referenced in Robin'sPalutena's Guidance conversation).[10][11] Chrom appears as part ofRobin's Final Smash, and aMii Swordfighter outfit based off of him (the latter as DLC). He later became aplayable character inSuper Smash Bros. Ultimate as an Echo Fighter ofRoy.
  • Ridley - Ridley was briefly considered to be playable, but was decided against because Sakurai felt that scaling the character down, as well as other necessary changes like having to prevent him to be able to fly freely, would provide an inaccurate portrayal of his character.[12] Ridley was later added as a playable fighter inUltimate, shrunk down and without free flight.
  • Heihachi Mishima - In Sakurai'sThoughts About Making Video Games 2, Sakurai states that Heihachi was considered as being a playable character, but was decided against since his moves were too difficult to implement.[13] AMii Brawler costume based on Heihachi appears as DLC.Kazuya Mishima, anotherTekken character, was added as a DLC fighter inSuper Smash Bros. Ultimate, who was added over Heihachi due to the Devil Gene making Kazuya more unique[14].
  • OtherFinal Fantasy characters - While discussing potential candidates from theFinal Fantasy series to include inSSB4, Sakurai stated in an interview with Square Enix veteran Tetsuya Nomura that he could have included characters such asBartz Klauser fromFinal Fantasy V, orTerra Branford fromFinal Fantasy VI.[15] However, Sakurai ultimately said it was difficult to imagine aFinal Fantasy character to include that was notCloud, primarily owing to his design and iconic status.
  • Steve - After Steve was announced asa DLC fighter forSuper Smash Bros. Ultimate, formerMinecraft production director Daniel Kaplan revealed that negotiations betweenNintendo andMojang for Steve to appear inSmash had been going on "at least" since 2015, suggesting the possibility of him being planned forSmash 4 at one point.[16]

Other[edit]

  • Non-Specific Action Figure - While never stated to have been considered on any official end, former Nintendo employee andNintendo Week host Kit Ellis has suggested, possibly jokingly, that this character likely could have appeared inSmash if their short-lived meme status endured longer.[17]

Stages[edit]

Hidden with the games files exist stages that were planned to be included inSSB4, but were not implemented in the final release. For some stages, it remains unknown whether they were meant for the 3DS orWii U version.

Some of these stages were meant to havehazards orother elements, as the game's files depict file calledSSB4\param\ui\ui_character_db, which refers to boss characters such asRidley, theYellow Devil, andMetal Face.

Text exists infor Wii U which suggests that theGamer andTemple stages were once unlockable.

There exists unused files infor Wii U forMushroomy Kingdom and3D Land; however, the only files remaining in each directory is the item parameter file, meaning these files are mere remnants fromfor Nintendo 3DS.

Differences[edit]

  • Magicant - theFlying Men were intended to be given unique three-dimensional models as opposed to sprites. In a weekly issue of Famitsu, Sakurai stated that the sprites, adapted fromEarthBound, were used as to lessen the strain on the 3DS's hardware. An image of the Flying Man's 3D model was featured in the column. While the model itself was removed from the official game, it was later reworked as a paid DLC costume for theMii Brawler. InUltimate, even absent hardware limitations, the sprite versions of the Flying Men were preserved for Magicant's return.
  • Mario Circuit - Unused textures exist for a blueToad's model, suggesting that Toads were planned to appear as racers on the stage. However, as withRainbow Road andMario Circuit (Brawl), onlyShy Guys in theirStandard Karts appear instead.
  • Boxing Ring - hidden in the files of the 3DS version ofSuper Smash Bros. 4 is a screenshot of the Boxing Ring stage.[18] However, this image contains multiple differences from the final game: both Mario and Link's icons are ripped straight fromBrawl, the background is simpler and brighter, and the jumbotron is directly ripped from the arcade version ofSuper Punch-Out!! (Vodka Drunkenski and Little Mac's icons can just barely be seen at the top.). All these differences imply this screenshot is from one of the earliest, if not the earliest, builds ofSmash 4. This same image can be found in the data ofSuper Smash Bros. Ultimate, possibly as a carryover.
    • Interestingly, this image contains multiple errors: Mario is depicted as having 32% on the jumbotron, but he has 0% on the main screen; Link is shown on the jumbotron standing on the opposite side of Mario, but he is out of bounds on the actual stage; and the jumbotron seems to be projecting the same screen three times.
      • The screenshot also appears in the background during the original E3 trailer, right before Villager's reveal.
  • Super Mario Maker - in its announcement trailer, the fighters could move from the pink platforms they started on and interact with the invisible "unbuilt" stage before the cursor finished "building" it. In the final release of the stage, apre-match timer occurs while the stage is being built, preventing the fighters from interacting with it until built completely.
  • Spirit Train - in the 2013E3 presentation and press kits, the platform that occasionally goes over the train had birds carrying it. In the final release, the platform doesn't have anything attached to it.

Reworked[edit]

Removed[edit]

  • Dr. Mario stage - An unused boss character named "Virus" exists, with Virus a potential referenceto the ones fromDr. Mario. This implies that Dr. Mario was meant to have a home stage with a boss. Unused portraits for the Virus characters were found in the game, and the Virus uses the unused render for their trophy stance, further suggesting this. No files have been found for the stage.
  • Brain Age stage - A file calledmark_30_braintraining.nut exists, referencing the Japanese, British, and European name ofBrain Age, suggesting a stage based on the series was meant to be included in the game. However, the file itself is empty.
  • "Plankton" - A file called Plankton exists, suggesting that eitherHanenbow or another stage fromElectroplankton was to appear inSSB4. No files were found to reference plankton or Hanenbow; the only reference is in the emblem database, also raising the possibility that it is merely leftover data that was ported fromBrawl.
  • "Diary" - This stage could possibly refer to theSwapnote messaging application for the Nintendo 3DS, the Japanese name of which includes "Diary". The only reference to this is inside the emblem database, and no other files are present in the game.
  • Comparison of the unused 3D model and the EarthBound sprite.

    Comparison of the unused 3D model and the EarthBound sprite.

  • Wiiu toadfacebeta.png
  • Wiiu toadmodelbeta.png
  • Wiiu toadkartbeta.png
  • A beta version of Boxing Ring.

    A beta version of Boxing Ring.

  • A press release image of Spirit Train, with birds carrying a platform.

    A press release image of Spirit Train, with birds carrying a platform.

Gameplay[edit]

When comparing the final game with earlier builds, as well as viewing unused data left on the game disc/cartridge, some differences have been found:

  • Stale-move negation was not present in earlier demo versions of the game showcased duringE3 2013, though it could have simply just been turned off for the demo like it is for single-player modes in the final game.
  • In the firsttrailer of the game,Link can be seen with his olddash attack, which was later changed into an entirely new attack.
  • In the playableE3 2014 demo build,Luigi couldwall-jump, but in the final game he cannot for unknown reasons.
  • As seen inMega Man's reveal trailer and in the Developer Direct video, hisLeaf Shield originally had much faster start-up.[21]
  • In the Super Smash Bros. Developer Direct,Bowser can be seen performing his oldneutral attack animation, which was later changed into a new animation involving Bowser punching instead of swiping his claws.
  • InSonic's reveal trailer, hisSpin Dash is shown to behave exactly like inBrawl, whereas in the final version, the short hop performed on release is much quicker.[22]
  • In the Super Smash Bros. Direct and the E3 2014 demo, the Power StarRosalina summons duringher Final Smash stays at a constant size, whereas in the final game it grows gradually.
  • Also in the Super Smash Bros. Direct,Mega Man'sFinal Smash has a different animation, and it is slower.[23]
  • Trophy Rush originally had a longer maximum time.
  • Many attacks andFinal Smashes originally dealt significantly more damage and knockback than in the final version; for example in the E3 2013 demo,Mega Man's down smash was a multi-hitting attack that dealt over 40% uncharged, while the first hit ofMario's down smash was seen KOing Mega Man under 100% uncharged from the center ofBattlefield. A few attacks did less damage.
  • According to Nintendo Treehouse Staff,Bouncing Fish couldmeteor smash likeFlip Jump but this was removed in the final build.[24]
  • At one point in development, it had been considered to allow characters to attack with their tail while under theSuper Leaf's effect, similar to howRacoon andTanooki Mario can do it in theMario series.
  • Infor Nintendo 3DS, unused graphics exist for clearing stages 8 and 9 ofClassic Mode and/orAll-Star Mode. In the final game, only stages 1-7 are used.
  • Banana Peels used theirBrawl behavior.
  • Even when launched at extreme speeds,characters could still get Star KO'd and Screen KO'd. They could also getStar andScreen KO'd inSudden Death. In the final game, Star and Screen KOs cannot happen under these conditions.
  • X Bombs KO'd as early as 80%.
  • Mushroom Kingdom U andSkyloft featured Star KOs, whereas they cannot occur on these stages in the final game.
  • The vertical knockback cap found in the final game did not exist in early versions.
  • Roy has an unused attack animation still left in the game's files. The animation is very similar as Marth's second jab animation, suggesting that Roy was possibly going to have a consecutive neutral attack like Marth, although it is also possible that it was just a placeholder until Roy's new jab was made.
  • Rosalina originally had a different animation for her down smash.
  • Zelda was originally going to stilltransform intoSheik (and vice versa) for her down special move, but the idea was scrapped and replaced withPhantom Slash due to the limitations of the Nintendo 3DS's hardware whileSheik receivedBouncing Fish. A similar treatment was done to bothSamus andZero Suit Samus when their Final Smashes are concerned, andPokémon Trainer, where he is dropped in favor of hisCharizard operating on its own.Pokémon Trainer would later be re-implemented inSuper Smash Bros. Ultimate, in addition toPyra andMythra being introduced as new transformation characters.
  • Strangely, Olimar's entrance animation contains a hitbox; the Yellow Pikmin Olimar plucks has a hitbox that deals 16% and has electric properties. In normal gameplay it is impossible to hit anybody with this hitbox since all characters are stuck in their entrance animation at the start of the match, so its purpose is unknown.
  • Lucas' forward aerial has another sourspot hitbox that deals 6%. The hitbox still exists in the final game, but the game deletes it the frame it is loaded, making it impossible to land without the use of mods.
  • A screenshot of Trophy Rush with 3:21 left. This is impossible in the final version, as the maximum time possible is 2:30.

    A screenshot of Trophy Rush with 3:21 left. This is impossible in the final version, as the maximum time possible is 2:30.

  • The graphics for clearing stages 8 and 9, alongside stage 7, which is only used in All-Star Mode.

    The graphics for clearing stages 8 and 9, alongside stage 7, which is only used in All-Star Mode.

  • Roy's unused neutral attack animation.

    Roy's unused neutral attack animation.

  • Rosalina"s unused down smash animation.

    Rosalina"s unused down smash animation.

Aesthetics[edit]

  • In pre-release material, there are multiple instances of characters using animations or other aesthetics fromBrawl that were later replaced for the final release.
    • Ike'sEruption originally had red flames like in the previous title. In the final game, the flames are blue to match the source material.
    • In the Super Smash Bros. Direct, the damage meter portraits ofDiddy Kong andLucario use theirBrawl artwork, presumably as a placeholder. The final game appropriately uses theirSSB4 artwork.
    • The pose that Zero Suit Samus performs forParalyzer was taken fromBrawl in early shots. It has changed since then.
    • In the Super Smash Bros. Developer Direct, the designs of therevival platforms andCapsules appeared unchanged from their appearance inBrawl, but they were changed in the final game.
    • In the Super Smash Bros. Developer Direct, returning characters used their voice clips fromBrawl; some characters (Kirby and Fox just to name a few) have new ones in the final game.
    • Link'sSpin Attack animation from the previous game can be seen in the E3 2013 trailer, the latter at around 1:14. However, it is hard to notice, as the screen shakes violently. Addtionally, his previous idle stance can be seen in the E3 Developer Direct.
    • In the Super Smash Bros. Direct, Sheik could be seen with her standing idle animation fromBrawl.
    • InSonic's reveal trailer, his back aerial and up aerial each use theBrawl animations.
    • In an early screenshot ofPeach's new ribbon effect for herup smash, it produced thenormal effect on hit. In the final game, this attack uses thestab effect.
  • While some characters have always been mirrored onfor Wii U, some characters such as Bowser and Kirby have been seen facing away from the screen (akin toBrawl) onfor Nintendo 3DS in the Super Smash Bros. Developer Direct. This was fixed in the final version.
  • An early screenshot on the official website showsVillager using his up smash, with the firework canister having a simple red and white design. In the final game, it was changed to match the fountain fireworks from theAnimal Crossing games. Villager also did not panic upon its usage.
    • Another early screenshot on the official website shows Villager usingNess' up taunt. This suggest that Ness was a template for designing Villager, with the animation highly presumed as a placeholder.
  • Similarly, an early screenshot on the official website showsDonkey Kong using his down taunt, with his eyes being normal and his mouth not opening. In the final game, his eyes shrink, and his mouth makes its more iconic shape, forming a more humorous expression.
  • In the E3 2014 demo build offor Nintendo 3DS, the character select screen displayed the names of the characters under their icons. In the final version, only the icons are displayed.
    • Fox andGreninja's icons have different background colors in the final version.
  • In an early picture, Link can be seen on theSpirit Train stage with theSpirit Tracks Link as the conductor. By the time of the April 2014 Nintendo Direct and the final release, it was changed so that Alfonzo will conduct the train if either variant of Link is on the stage.
  • Prior toLittle Mac's reveal, screenshots and footage of theBoxing Ring stage featured brighter overall lighting compared to the final version of the stage.
  • Windy Hill Zone originally didn't feature the animal friends in the background.
  • In an early screenshot ofReset Bomb Forest, the image ofViridi that appears before the Reset Bomb is dropped is smaller and she has a pair of roses on her hairband.
  • Ridley originally had a thinner neck and thinner limbs, as seen in the Smash Direct.
  • Fox Illusion had more detailed after images.
  • During the results screen, when the winning character's name is displayed, a sound is played; the E3 demo build offor Wii U used the splash art sound from the newcomer trailers. The final build uses the same sound effect asfor Nintendo 3DS.
  • In an early trailer, both the Smash and Team Smash selections in For Fun mode had the additional heading "For Fun" upon each of them. These headings are absent in the final version.
  • In the April 2014 Direct, thefor Wii U's "With Anyone" menu header is shorter, the "For Fun" and "For Glory" text is larger, slightly different character and item renders are used, "For Fun" includes Pikmin, and lacks the description text at the bottom.
  • In the Smash Direct, songs inMy Music are labeled with "Arrangement". In the final game, however, they are labeled with "Remix".
  • On the same image, the stage location for Skyloft is stated erroneously to beSuper Smash Bros. for Wii U, while in the final it isThe Legend of Zelda: Skyward Sword.
  • In the E3 2014for Nintendo 3DS trailer, character names originally had lowercase letters in Classic Mode. In the final game, all letters are uppercase.
  • In the E3 2014for Nintendo 3DS trailer, Samus was listed in theSound Test, but in the final game she is not listed.
  • The trophy for Rayman originally had an eye partly open in a Director's Room post. Both eyes are wide open in the final game.
  • Kirby was originally less expressive as seen in pre-release screenshots of him using moves such as Hammer Flip and Final Cutter. In the final game, he was given more emotions such having an angry face.
  • Luigi was also less expressive, as his eyes can be seen open during his dash attack in Pac-Man's trailer. His down taunt also was identical toBrawl in regards to emotional expression before changed to a variety of comical emotions.
  • During the E3 2014 Round Table, in whichPac-Man was first revealed, he had it placeholdervictory theme, which differs from the final version.
  • In the E3 2014 demo, Pit's victory pose was shown at a different angle than in the final game.
    • His clapping animation was also different.
  • Little Mac's trailer showed him using his down taunt with a more fierce expression on his face. In the final build, his mouth is slightly misplaced and his expression is more of a smug look.
  • Mario originally had his mouth closed when performing his neutral aerial. In the final game, his mouth is open.
  • In Mega Man's reveal trailer, he only had three emotions (normal, mouth open, and hurt); he has now been changed to better express feelings of anger and happiness. Also, he was originally shown to blink, but doesn't do so in the final game.
  • At E3 2014, the playeroriginally had to press L, R, and X to start a match; in the final game, the player just has to press L and R.
  • At E3 2014, the large preview on the stage select screen showed the stage's game of origin on the top right corner of the preview. In the final game, it was moved to the top left corner.
  • Some characters' Screen KOs were changed for the final release, most notably with Pit, who showed no expression when he was Screen KO'd. Screen KOs were also changed to be less dynamic, this can be seen with characters such asPikachu, who cannot have a sideways position when Screen KO'd in the final release.
  • The background of the stage did not fade away when Olimar usedEnd of Day.
  • Greninja's KO voice clips and its high knockback voice clips were swapped for the final release.
  • Characters only occasionally used their KO voice clips, other times, it's just the KO sound effect.
  • Blast KOs had a much smaller explosion.
  • Spiny Shells flipped slowly instead of spinning.
  • Stock icons were originally to the bottom right of thedamage meter (and deplete from left to right), in the final game they are on the bottom left (and deplete from right to left).
  • When characters get KO'd and "-1" pops up, this animation was much faster than in the final release.
  • ACrash Bombercan be seen exploding on a Screen KO'd character.
  • TheDamage meter had a different animation upon the corresponding character being damaged.
  • In Lucas' trailer video, he uses a different voice clip when using his forward smash, which is the one used when using a smash attack with aBeam Sword.
  • Note that the names under the character selection slots are not present in the final versions of for Nintendo 3DS. Also note Greninja and Fox's different background colors on the screen.

    Note that the names under the character selection slots are not present in the final versions offor Nintendo 3DS. Also note Greninja and Fox's different background colors on the screen.

  • Villager's original up smash design.

    Villager's original up smash design.

  • Villager using Ness' Up Taunt.

    Villager using Ness' Up Taunt.

  • Ike's red-flamed Eruption.

    Ike's red-flamed Eruption.

  • Link on Spirit Train with the Spirit Tracks Link as the conductor. Alfonzo would instead be the conductor in the final version if Link and/or Toon Link are present.

    Link on Spirit Train with theSpirit Tracks Link as the conductor. Alfonzo would instead be the conductor in the final version if Link and/or Toon Link are present.

  • The My Music menu as it appeared the April 2014 Nintendo Direct.

    The My Music menu as it appeared the April 2014Nintendo Direct.

  • An early screenshot of the Boxing Ring, showing off brighter overall lighting.

    An early screenshot of the Boxing Ring, showing off brighter overall lighting.

  • A more finalized screenshot of the stage, with darker lighting.

    A more finalized screenshot of the stage, with darker lighting.

  • Windy Hill Zone without the animal friends in the background.

    Windy Hill Zone without the animal friends in the background.

  • Viridi with roses on her headband.

    Viridi with roses on her headband.

  • Shadow of Ridley's old model.

    Shadow of Ridley's old model.

  • The more detailed Fox Illusion.

    The more detailed Fox Illusion.

  • Zero Suit Samus's Paralyzer pose before it was altered.

    Zero Suit Samus's Paralyzer pose before it was altered.

  • The capsule before its redesign.

    The capsule before its redesign.

  • An early screenshot of Peach's up smash with the new ribbon effect. Notice the lack of the stab effect.

    An early screenshot of Peach's up smash with the new ribbon effect. Notice the lack of thestab effect.

  • Beta Classic Mode screen with lowercase letters in Zelda's name.

    Beta Classic Mode screen with lowercase letters in Zelda's name.

  • Rayman's trophy when it initially appeared.

    Rayman's trophy when it initially appeared.

  • Rayman's trophy in the final version.

    Rayman's trophy in the final version.

  • Pre-release screenshots of Kirby showed him as less expressive when using some moves.

    Pre-release screenshots of Kirby showed him as less expressive when using some moves.

  • Samus listed in the Sound Test.

    Samus listed in the Sound Test.

  • Mario performing his neutral aerial with his mouth closed.

    Mario performing his neutral aerial with his mouth closed.

  • The stage select screen in the E3 2014 demo. Note the placement of the Skyward Sword logo.

    The stage select screen in the E3 2014 demo. Note the placement of the Skyward Sword logo.

  • An early version of the Screen KO. Note Pit's expression is different from the final release.

    An early version of the Screen KO. Note Pit's expression is different from the final release.

  • The "With Anyone" menu in the April 2014 Direct.

    The "With Anyone" menu in the April 2014 Direct.

  • The "With Anyone" menu in the final release.

    The "With Anyone" menu in the final release.

Sounds[edit]

  • In the E3 2013 Developer Direct, several music pieces appeared that were replaced with remixes. Those being Menu (Melee), Gerudo Valley (while both appear in the Wii U version, are replaced with remixes in the 3DS version), Full Steam Ahead, Bathtime Theme, 3D Land Overworld Theme, and The City (Day).
  • Some sound files were found that had Kirby call out all three ofPalutena's neutral special moves, suggesting either Kirby was planned to be able to copy customs, or Palutena's default custom hadn't been decided.[25] Eventually, his voice clips forExplosive Flame andHeavenly Light would become unused as he cannot copy custom moves. He will, however, use Olimar/Alph's custom side special moves for copying their neutral special. A voice clip forPK Freeze also went unused for a while as it was not Ness's default special, but ended up being used uponLucas being added.
  • A sound clip was found in the files of the Wii U version features theannouncer saying"Super Smash Bros. for Wii U" at the end of the opening cinematic, in a similar vein to the announcers forSmash 64 andMelee respectively.[26] Xander Mobus even stated he was unsure why this was removed from the final version.[27]
  • Unused files exist forLucina saying "My turn!" or "You're mine!" that were meant to be used forCounter and Marth's exclamations from previous games upon countering. In the final build, the two simply grunt; however, after the 1.0.8 patch, Lucina will speak upon countering.
  • The sound effect that played during Sheik's entrance inBrawl exists as an unused file infor Wii U.
  • Likewise,Captain Falcon,Meta Knight,Ike,Luigi,Mario,Peach,Pikachu,Sheik, andZelda have their unused voice clips fromBrawl infor Wii U; this is likely due to their voice files being directly ported fromBrawl. These unused sound fromBrawl have since been deleted inUltimate.
    • Likewise, only Link and Captain Falcon's "heavy ouch" voices fromBrawl and Pikachu's unused victory cry were deleted after being directly ported. Since release, Link and Captain Falcon have completely new "heavy ouch" voices.
  • References exist in the "snd_se_narration_characall" archive pertaining to leftover announcements for characters who were playable inBrawl, but cut from the roster such as theIce Climbers,Pokémon Trainer,Squirtle,Ivysaur,Wolf,Snake and alsoLucas prior to becoming a DLC fighter.
    • All of these files contain no data however.
  • Similarly to the entireBrawl cast,Corrin has two "heavy ouch" voices for both gender, but in the final build, Corrin is silent when receiving high knockback due to coding error. These were eventually repurposed forUltimate.
  • The "Forest Stage" track fromKirby Air Ride was found in the April 16th, 2015 patch on the 3DS version, along with the music forDream Land, indicating it was meant to be thealternate music on that stage. While it is indeed used as a My Music option on the Wii U version, it is absent from the 3DS where it was originally found, with a remix of "Ice Cream Island" fromKirby's Adventure taking its place.
  • There are sound clips of the announcer saying "Mii Brawler", "Mii Swordfighter" and "Mii Gunner", in the files, as theMii Fighters were likely supposed to be separate fighters. However, in the final game, he only says "Mii". The sounds were later used inUltimate. There are also voice clips for "Clear", similar toBrawl's (also unused) "Stage Clear" clip, as well as alternate voice clips for theTourney mode, with the announcer saying "Round 4" and "Final round". The latter was also reused forUltimate as well, albeit only "Round 1", "Round 2" and "Round 3" clips.

Minor elements[edit]

A major amount of content for SSB4, revealed inFamitsu orleaks, were either removed or revamped.

Scrapped mode features[edit]

  • Co-op play forSmash Run (3DS) was planned, but had to be scrapped due to limitations with the hardware.
    • Co-op power-ups for Smash Run were also planned.
  • Special rule-sets for8-Player Smash were planned, similar to the online mode Light vs. Dark inKid Icarus: Uprising.

Custom Moves[edit]

  • Somecustom moves were awarded in the E3 demo build offor Nintendo 3DS. Only neutral and side specials were awarded, but they were presented as up and down special moves, respectively.
  • Hacking has revealed that characters were intended to have three custom move options for each special, instead of two in the final game[28]. Through hacking these scrapped custom moves can be accessed, though they're significantly incomplete, lacking sounds, visual effects, animations, some of them even freezing the character orcrashing the game, and all except Mario's lacking any sort ofhitboxes: aFireball variant with ice properties (like Luigi's Iceballs), aCape variant that deals very little damage but very much shield damage, and aF.L.U.D.D. variant that deals electric damage.

Tharja trophy[edit]

A trophy for theFire Emblem Awakening characterTharja was initially planned for the game, and the trophy was visible inleaked ESRB footage. Following the release of the game in Japan, however, Tharja's trophy was not found by players onTwitch, and later hacking showed that there was no data for the trophy in the final game, suggesting that it was removed some time after the ESRB footage. The reason for the removal of Tharja's trophy is considered to be related to the game's rating; her outfit as aDark Mage was likely considered too suggestive and revealing forSSB4's intendedE10+ rating, compared toFire Emblem Awakening'sT rating. As the leaked images showed a counter of 686 and there were 685 trophies prior toMewtwo's release in the final build, Tharja's trophy was the only such trophy removed.

  • Tharja's scrapped trophy.

    Tharja's scrapped trophy.

Super Smash Bros. Masterpiece[edit]

There is an unused file consisting of text that refers to aMasterpiece of the originalSuper Smash Bros. for the Nintendo 64, suggesting it was playable at one point. This would've been the only N64 Masterpiece inSSB4 and the first Masterpiece in bothBrawl andSSB4 that was actually a game from theSmash Bros. series.

  • The unused text

    The unused text

Hidden icons[edit]

  • Separate character select icons for eachMii Fighter were found in the 3DS version's files. The Mii Brawler icon is present in Prima Games' guide on page 292 in place of the regular Mii Fighter icon.
  • Various stage-like preview icons for All-Star Mode,Home-Run Contest,Trophy Rush, andTarget Blast were found in the 3DS and Wii U version's files. A Smash Run icon and a zoomed in version of the Battlefield icon can be found in the 3DS version's files.
  • AMiiverse preview icon exists within the Wii U version's files with a darker background.
  • The zoomed in Battlefield icon.

    The zoomed in Battlefield icon.

  • The Battlefield icon as seen in the game.

    The Battlefield icon as seen in the game.

  • The Smash Run icon in the 3DS version.

    The Smash Run icon in the 3DS version.

  • The All-Star Mode icon in the 3DS version.

    The All-Star Mode icon in the 3DS version.

  • The All-Star Mode icon in the Wii U version.

    The All-Star Mode icon in the Wii U version.

  • The Trophy Rush icon in the 3DS version.

    The Trophy Rush icon in the 3DS version.

  • The Trophy Rush icon in the Wii U version.

    The Trophy Rush icon in the Wii U version.

  • The Home-Run Contest icon in the 3DS version.

    The Home-Run Contest icon in the 3DS version.

  • The Home-Run Contest icon in the Wii U version.

    The Home-Run Contest icon in the Wii U version.

  • The Target Blast icon in the 3DS version.

    The Target Blast icon in the 3DS version.

  • The Target Blast icon in the Wii U version.

    The Target Blast icon in the Wii U version.

  • The Miiverse icon with the darker background.

    The Miiverse icon with the darker background.

  • The Miiverse icon as seen in the game.

    The Miiverse icon as seen in the game.

Unused boss icons[edit]

The fileSSB4\param\ui\ui_character_db contains unused icons of bosses in the game (which includes Virus of theDr. Mario series).[29] A majority of them belong toMaster Core, who notably has its health shown onfor Nintendo 3DS but not onfor Wii U. Given that a few stage bosses inSSB4 can take damage (namely the aforementioned bosses), these icons suggest that at one point, a player could see how much more damage a boss could take before its defeat, similar to how bosses fromBrawl had a health gauge in theSubspace Emissary andBoss Battle. The Master Giant and Master Beast artworks were later used as Spirit artworks forSuper Smash Bros. Ultimate.

Unused boss animations[edit]

Interestingly, in the bosses folder, an unused set of strings and attack animations for Petey Piranha have been found in the code (though the animations are only present in the files of the Wii U version).

Even more curiously, there are no leftover models, textures, sounds or parameters with which these animations would correspond to, as only the animations appear to remain in the game. The lack of leftover assets would appear to imply that Petey Piranha was scrapped at a very early stage in development.[30]

Cross-version leftovers[edit]

Several unused gameplay elements can be found within the data offor Nintendo 3DS, some of which ended up becoming integrated into the final build offor Wii U.

  • Announcer clips for "8-Player Smash", "Yellow team", "Master Orders", "Crazy Orders", "Special Smash", "Grab the coins", "Event Match" and "Tourney". The "Special Smash" clip still exists infor Nintendo 3DS'sSound Test, as clip 84 for the Announcer. There is also a "Boss battle" voice clip, which eventually used forSmash Tour when a boss appears.
  • Amidst the unused clips is a sound clip for "Smash World", which could be a beta name for Smash Tour as "Smash World" is the final name for said mode in at least one version offor Wii U (as the Spanish-language releases for North American and European territories incorporate the term "Mundo Smash"), as well as being similar to the mode's final name in Japanese, "World Smash". The same name was later used for theSmash World app.

Music titles[edit]

Song titles did not seem finalized until late into development. Early in development, the song "Saria's Song / Middle Boss Battle" was named only "Saria's Song" without "Middle Boss Battle" in the title. "Ballad of the Goddess / Ghirahim's Theme" was simply referred to as "Ballad of the Goddess". "Main Theme / Underworld Theme (The Legend of Zelda)" was just referred to as "Main Theme". These can all be seen inthis image. The reason is unknown. Ballad of the Goddess / Ghirahim's Theme would eventually get renamed to simply Ballad of the Goddess inUltimate.

It can also be noted that the words "Arrangement" in the image were changed to say "Remix" in the final game.

See also[edit]

References[edit]

  1. ^http://www.reddit.com/r/smashbros/comments/2qvwwp/really_long_japanese_interview_with_sakurai_needs
  2. ^http://www.sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464
  3. ^http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/
  4. ^http://www.sourcegaming.info/2015/01/26/smash-4-wii-u-data-discoveries
  5. ^The order of the emblem
  6. ^http://www.sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464
  7. ^Plucky Little Guys: Olimar and Alph in Smash 4
  8. ^http://www.sourcegaming.info/2015/03/22/mewtwo-dlc-takamaru-and-sakurais-nico-nico-appearance/
  9. ^Sakurai Considering Mewtwo for Next Smash Bros. Games
  10. ^http://www.sourcegaming.info/2015/06/28/sakurais-famitsu-column-vol-457-abilities-unlike-any-other/
  11. ^PushDustIn (2014-06-04). Chrom Almost Had His Day. Source Gaming. Retrieved on 2018-04-19.
  12. ^http://sourcegaming.info/2016/04/29/duflupdate/
  13. ^https://sourcegaming.wordpress.com/2015/06/26/800
  14. ^https://www.youtube.com/watch?v=iMy8Ah4eQ8g
  15. ^Sakurai x Nomura: Creator Interview 2016 (Part One) - Source Gaming
  16. ^https://twitter.com/Kappische/status/1311773807175180296
  17. ^https://www.youtube.com/watch?v=Xz-OMA4uTaI
  18. ^https://twitter.com/smb123w64gb/status/807102913705177090/photo/1
  19. ^http://sourcegaming.info/2016/05/11/sakuraifanmisconception505/
  20. ^http://sourcegaming.info/2016/05/11/sakuraifanmisconception505/
  21. ^Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013
  22. ^Super Smash Bros. - Sonic Joins the Battle! (Nintendo 3DS/Wii U)
  23. ^Super Smash Bros. Direct 4.8.2014
  24. ^https://youtube.com/watch?v=sHYakDYtI98
  25. ^http://orangerob.tumblr.com/post/100877071708/kirby-saying-the-english-versions-of-copy-moves
  26. ^https://www.youtube.com/watch?v=RSQugPCvRsg
  27. ^https://twitter.com/XanderMobusVO/status/540454795795263489?s=09
  28. ^http://smashboards.com/threads/unused-animations-for-custom-moves-found.385685/
  29. ^https://tcrf.net/Super_Smash_Bros._for_Wii_U#Virus
  30. ^https://tcrf.net/Super_Smash_Bros._for_Wii_U/Unused_Animations#Petey_Piranha

External links[edit]