Unused content (SSB)

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

Dragon King: The Fighting Game[edit]

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 a few screenshots of Dragon King have been released, and no known video footage or working prototype has been released.[1]

Below are the only known images of the game.

Characters[edit]

Scrapped[edit]

  • Bowser was a highly requested character, with Shigeru Miyamoto claiming in an interview that he was cut late in development. Bowser later became playable starting in Melee.
  • King Dedede was playable at one point, but was scrapped due to lack of development time. King Dedede later became playable in Brawl.
  • Marth was considered to be playable, but he had to be scrapped due a lack of development time.[2] Marth later became playable in Melee.
  • Mewtwo was originally planned to be playable, but was scrapped due to lack of development time. Mewtwo later became playable in Melee.

Stages[edit]

Differences[edit]

  • Dream Land had considerably darker shades of green for the foliage, as well as much taller grass in the foreground and background.
  • Hyrule Castle had a considerably different color scheme, with the background having higher contrast and the castle itself being a shade of brown.
  • Saffron City's roofs had a considerably brighter pink texture.

Scrapped[edit]

Two stages have leftover data in Smash 64, and they can be accessed through use of the debug menu.

  • Small is assumed to be an early version of Dream Land, as it shares many of the same textures and models as the aforementioned stage, as well as a similar platform layout.
  • New is assumed to be an early prototype stage, even earlier than Small. It features an unusual layout, as well as a number of invisible walls, leading to frequent glitches involving movement.

Items[edit]

Initially, Crates lacked the Super Smash Bros. logo seen on the final versions' sides.

Gameplay[edit]

  • 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.[1] 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 two unused Announcer voice clips: "Are you ready?" and "Final Stage!" The latter is assumed to have been intended for use in the 1P Game, as the Announcer does not normally announce Master Hand's name.[3]
  • According to an interview with Miyamoto, a time attack mini-game mode was originally planned, but was scrapped later in development.[4] It is not known what sort of gameplay this mode would feature.

Aesthetics[edit]

  • 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, and the symbol for the Zelda series was a single, upside down triangle.

See also[edit]

References[edit]

  1. 1.0 1.1 Wii.com (Accessed on 9-18-08)
  2. http://www.sourcegaming.info/2015/12/13/sakurai-fe25/
  3. YouTube - Super Smash Bros. unused sounds (Accessed on 11-22-2009)
  4. http://www.sourcegaming.info/2015/04/29/shigesato-itois-smash-64-interview/
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