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Unused content (SSB): Difference between revisions

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==Aesthetics==
==Aesthetics==
*The placeholder question mark boxes for the unlockable characters on the character select screen were initially colored instead of the ordinary grey silhouettes with fiery backgrounds that appear in the final game; these coloured boxes matched the player number colours of red, blue, yellow, and green. *The [[series symbol]] for the {{uv|Yoshi}} series was originally not supposed to have spots on the egg.
*The placeholder question mark boxes for the unlockable characters on the character select screen were initially colored instead of the ordinary grey silhouettes with fiery backgrounds that appear in the final game; these coloured boxes matched the player number colours of red, blue, yellow, and green. The [[series symbol]] for the {{uv|Yoshi}} series was originally not supposed to have spots on the egg.
<gallery>
<gallery>
File:ss_ssb_1.jpg|The original character select screen.
File:ss_ssb_1.jpg|The original character select screen.

Revision as of 15:13, April 7, 2016

The following unused content is known from the development of Super Smash Bros..

Dragon King: The Fighting Game

Super Smash Bros. was initially developed by Masahiro Sakurai and Satoru Iwata in their downtime, in a form titled Dragon King: The Fighting Game (格闘ゲーム竜王, Kakuto-Gēmu Ryūō), which lacked Nintendo characters. Sakurai, however, felt that the game could not provide the proper atmosphere on a home console without Nintendo characters, and they were soon added and the game was redesigned and renamed. Only five known images of Dragon King exist; no known video footage or working prototypes are known to exist.[1]

Below are the only known images of the game.

Characters

Scrapped

  • Bowser, who was the most wanted character in Smash 64, and was later playable in the all following installments was, according to an interview with Miyamoto, cut shortly late into development.
  • Mewtwo was originally planned to be playable, but was scrapped due to lack of development time.
  • King Dedede was playable at one point, but was scrapped due to lack of development time and (possibly) hardware limitations.

Considered

  • Marth was considered to be playable later in development, but was not possible due to lack of development time.[2]

Stages

Differences

  • The roofs of buildings in Saffron City had a considerably brighter pink texture on the insides of them.
  • Dream Land had considerably darker shades of green, as well as much taller grass in the foreground and background.

Scrapped

  • In the final game, two early stages, referred to as Small and New in the debug menu, are only playable with a GameShark; their intended use is unknown, but because they share textures and a background with Dream Land it has been assumed that the two were meant to be other Kirby stages, or were testing stages before Dream Land's design was finalized. Another odd note about these stages is that both of them contain invisible walls. In Dream Land Beta 1, it is also possible to go through the stage, as similar to Congo Jungle. This causes some glitched movement, however.

Gameplay

  • A talk between Masahiro Sakurai and Satoru Iwata states that Sakurai intended to add Final Smashes in the game. While he did record some dialogue for them, limitations of the Nintendo 64 prevented their inclusion; Final Smashes later became a reality nine years later with the release of Brawl. [3] While the sound effects of these Final Smashes are not accessible through normal play, they can be found through Debug Menu. These sounds include Ness yelling, "PK Starstorm!", Pikachu charging energy, and Captain Falcon yelling "Come on!". Other characters heard include Kirby and Link.
  • There are five unused Announcer voice clips: "Are you ready?", "Final Stage", etc. [4]

Modes

  • According to this interview with Miyamoto, a time attack mini-game mode was originally planned, but was scrapped later in development.

Aesthetics

  • The placeholder question mark boxes for the unlockable characters on the character select screen were initially colored instead of the ordinary grey silhouettes with fiery backgrounds that appear in the final game; these coloured boxes matched the player number colours of red, blue, yellow, and green. The series symbol for the Yoshi series was originally not supposed to have spots on the egg.

See also

References