Unused content (SSB4): Difference between revisions

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(What? No asterisk for them.)
(→‎Gameplay differences: http://www.ssbwiki.com/List_of_Director%27s_Room_Miiverse_posts/Archive_3 avril 30 2014)
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*The pose that [[Zero Suit Samus (SSB4)|Zero Suit Samus]] performs for [[Paralyzer]] was from ''Brawl'' in early shots. It has changed since then.
*The pose that [[Zero Suit Samus (SSB4)|Zero Suit Samus]] performs for [[Paralyzer]] was from ''Brawl'' in early shots. It has changed since then.
*Many attacks and Final Smashes tend to do significantly more damage than the final version.
*Many attacks and Final Smashes tend to do significantly more damage than the final version.
*At one point in development, [[Super Leaf]] had been considered to allow characters to attack with their tail.


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Revision as of 19:13, June 1, 2015

The following features are beta elements from Super Smash Bros. 4.

Gameplay differences

When comparing the final game with earlier builds, some differences have been found:

  • Stale-move negation was not present in earlier demo versions of the game showcased during E3 2013.
  • In the E3 2014 demo build of Super Smash Bros. for 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 and Greninja's icons have different background colors in the final version.
  • In the first trailer of the game, Link can be seen with his old dash attack, which has since been changed.
  • In an early picture Link can be seen on the Spirit Train stage with the Spirit Tracks Link as the conductor, but in the final game, when Link is on the stage, Alfonzo would conduct the train.
  • Ike's Eruption originally had red flames. In the final game, however, it has blue flames.
  • In the E3 demo build, Luigi could wall-jump, but in the final game, he cannot.
  • Prior to Little Mac's reveal, screenshots and footage of the Boxing Ring stage featured brighter overall lighting compared with the final version of the stage.
  • As seen in Mega Man's reveal trailer and in the Developer Direct video, his Leaf Shield originally had much faster start-up.[1]
  • In Sonic's reveal trailer, his Spin Dash is shown to behave exactly like in Brawl, whereas in the final version, the short hop performed on release is much quicker.[2]
  • Windy Hill originally didn't feature the animal friends in the background.
  • In the Super Smash Bros. Direct, the Power Star Rosalina summons during her Final Smash stays at a constant size, whereas in the final game it grows gradually.
  • Also in the Super Smash Bros. Direct, Mega Man's Final Smash has a different animation, and it is slower. [3]
  • In the Super Smash Bros. Direct, Diddy Kong and Lucario's portraits alongside their damage meters use their Brawl artwork, presumably as a placeholder. The final game appropriately uses their SSB4 artwork.
  • In an early screenshot of Reset Bomb Forest, the image of Viridi that appears before the Reset Bomb is dropped is smaller and she has a pair of roses on her hairband.
  • Trophy Rush originally had a longer maximum time.
  • Ridley originally had a thinner neck and thinner limbs, as seen in the Smash Direct.
  • Fox Illusion had a more detailed "illusion" image.
  • The pose that Zero Suit Samus performs for Paralyzer was from Brawl in early shots. It has changed since then.
  • Many attacks and Final Smashes tend to do significantly more damage than the final version.
  • At one point in development, Super Leaf had been considered to allow characters to attack with their tail.

Aesthetic Differences

  • In the Super Smash Bros. Developer Direct, the designs of the Revival platforms and Capsules appeared unchanged from their appearance in Brawl, but they were changed in the final game.
  • In the Super Smash Bros. Developer Direct, Kirby used his voice clips from Brawl, but had new ones in the final game.
  • During the results screen, when the winning character's name is displayed, a sound is played; the E3 demo build of Super Smash Bros. for Wii U used the splash arts sound used for newcomers. The final build uses the same sound effect as Super Smash Bros. for 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 Smash Direct, songs in My 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 to be Super Smash Bros. for Wii U, while in the final it is The Legend of Zelda: Skyward Sword.
  • In the E3 2014 Smash 3DS trailer, character names originally had lowercase letters in Classic mode. In the final game, however, all letters are uppercase.
  • In the E3 2014 Smash 3DS trailer, Samus was listed in the Sound Test, however, 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 were wide open in the final game.
  • Kirby was originally less expressive when using moves such as Hammer Flip and Final Cutter. In the final game, he has "angry eyes", but he did not in pre-release screenshots.
  • During the E3 2014 Round Table, in which Pac-Man was first revealed, he had a placeholder victory theme, which differs from the final version.
  • In the E3 2014 demo, Pit's victory pose was taken 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 less fierce.
  • Mario originally had his mouth closed when performing his neutral aerial. In the final game, his mouth is open.
  • Link's old spin attack animation can be seen in the Villager trailer, at around 1:14. However, it is hard to notice, as the screen shakes violently.

Custom Moves

Some custom moves were awarded in the E3 demo build of Super Smash Bros. for 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[4]. 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 or crashing the game, and all except Mario's lacking any sort of hitboxes: a Fireball variant with ice properties, a Cape variant that deals very little damage but very much shield damage, and a F.L.U.D.D. variant that deals electric damage.

Scrapped elements

A major amount of content for SSB4, revealed in Famitsu or leaks, were either removed or revamped.

Tharja trophy

  • A trophy for the Fire Emblem: Awakening character Tharja was initially planned for the game, and the trophy was visible in leaked ESRB footage. Following the release of the game in Japan, however, Tharja's trophy was not found by players on Twitch, 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 a Dark Mage was likely considered too suggestive and revealing for Smash 4's intended E10+ rating, compared to Fire Emblem: Awakening's T rating. As the leaked images showed a counter of 686 and there were 685 trophies prior to Mewtwo's release in the final build, Tharja's trophy was the only such trophy removed.

Flying Men model

  • The Flying Men from Magicant were intended to be given unique three-dimensional models rather than the two-dimensional sprites they were given in the official release. In a weekly issue of Famitsu, Masahiro Sakurai stated that the sprites were used as to lessen the system requirements on the 3DS's hardware. An image of the Flying Man's 3D model also was featured in the column. It seems as though like the Tharja trophy, it was removed completely from the game as hacking reveals no further data of them.

Sounds

  • A sound clip was found in the files of the Wii U version features the Announcer saying "Super Smash Bros. for Wii U" at the end of the opening cinematic, in a similar vein to the announcers for Smash 64 and Melee respectively[5]. Xander Mobus even stated he was unsure why this was removed from the final version.
  • Unused files exist for Lucina saying "My turn!" or "You're mine!" that were meant to be used for Counter, similar to how Marth (pre-SSB4) would talk after making a successful counter. In the final build, the two simply grunt.

Masterpiece

  • The file SSB4\ui\replace\soft\soft_50\soft_50_SuperSmashBros.nut refers to a Masterpeice of the original Super Smash Bros. for the Nintendo 64, suggesting it was playable at one point. This would've been the only N64 Masterpiece in SSB4 and the first Masterpiece in both Brawl and SSB4 that was actually a game from the Smash Bros. series.

Unused text

  • Text exists in the Wii U version suggests that the Gamer and Temple stages were once unlockable.

Hidden icons

  • Separate character select icons for each Mii Fighter were found in the 3DS version's files. Oddly, the Mii Brawler icon is present in Prima Games' guide on page 292 in place of the regular Mii Fighter icon.

Planned characters

The Ice Climbers trophy.

Much like Brawl, SSB4 has a reasonable amount of unused character data. The reasons mainly include a combination of time constraints and hardware limitations. This is supported by the fact Sakurai himself stated this during a post-release interview [6]. 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. While the scrapped characters can theoretically be finished and released as DLC, it remains unknown if they will be, with Sakurai giving no direct answer on the matter.

Scrapped Characters

  • Ice Climbers - The Ice Climbers were originally planned to return as characters. While functional on the Wii U version, the Nintendo 3DS's technical specifications made it difficult to properly incorporate the two into the game. As Sakurai wished for the two games to have identical rosters, the Ice Climbers were ultimately removed from the game, though they do cameo as a trophy.
  • Rhythm Heaven character - Hacking has revealed icons of a Rhythm Heaven character. As Rhythm Heaven is, notably, one of few universes to not have a representation other than a Smash Run enemy and collectable trophies, this suggests that a character from Rhythm Heaven was planned to be include before being scrapped.
  • Alternate Characters - Sakurai has stated that Dark Pit, Dr. Mario, and Lucina were originally going to be alternate costumes for Pit, Mario, and Marth, respectively. They were promoted to full characters due to each character having a feature that made them unique: Dr. Mario with his pills and Dr. Tornado, along with his Down aerial, Dark Pit with his Electroshock Arm and Final Smash, and Lucina with her hitbox placement. In addition, Sakurai felt Dr. Mario's fans would be upset if he was reduced to a palette swap. Regarding the decision to make Lucina a fully fledged character, however, Sakurai stated in a Miiverse post that "whenever there is even a small difference in abilities, that character gets an actual roster slot."

Considered Characters

  • Takamaru - A report on GoNintendo states that Takamaru was briefly considered as a playable character, but didn't make the cut due to lack of fan familiarity, resulting in his assist trophy role.
  • Chrom - In an interview after the reveal trailer for Robin and Lucina, Sakurai has said he considered adding Chrom in the game. However, he instead chose Robin after realizing he would be made redundant by Marth and Ike. Chrom appears as part of Robin's Final Smash.

Planned stages

Hidden with the games files exist stages that were planned to be included in SSB4, but were taken down. For some stages, it remains unknown whether they were meant for the 3DS or Wii U version.

Some, apparently, were meant to have hazards or other elements. Within the game's data, there exists a file called SSB4\param\ui\ui_character_db, which refers to boss characters such as Ridley, the Yellow Devil and Metal Face.

Much like the characters, this content can be finished and used to be DLC, though this remains ambiguous.


Scrapped Stages:

  • Dr. Mario stage - Hidden inside the above file shows icons of an unused boss named Virus (which reference the main enemies in Dr. Mario). This implies that Dr. Mario was meant to have his own stage with a boss; however, no files have been found for a Dr. Mario stage yet.
  • Brain Age stage - Another file exists called mark_30_braintraining.nut, with "brain training" being the Japanese name for Brain Age. This suggests that a stage based off the series was meant to be included in the game.
  • "Plankton" - Plakton refers to Electroplankton, implying that Hanenbow or another stage from the game was meant to be in SSB4.
  • "Diary" - Diary refers to Swapnote (Nintendo Letter Box outside of the United States), a program for the 3DS (serving as a parallel to Pictochat for the DS). This is currently the only known file to be completely empty.


Unused Boss Icons

The file SSB4\param\ui\ui_character_db contains unused icons of bosses in the game (which include Virus). A majority of them belong to Master Core, who notably has its health shown on the 3DS version but not on the Wii U version. Given that a few stage bosses in Super Smash Bros. 4 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 it got killed (similar to how bosses from Super Smash Bros. Brawl had a health gauge in the Subspace Emissary and Boss Battle.)

Cross-version leftovers

Several unused gameplay elements can be found within the data of the 3DS version of the game, some of which ended up becoming integrated into the final build of the Wii U version. Among these elements include multiple Announcer clips for "Yellow team", "Master Orders", "Crazy Orders", and "Special Smash". The lattermost still exists in the 3DS version's Sound Test, as clip 84 for the Announcer. Also, along the unused clips there is one for "Smash World", which could be a Beta name for Smash Tour as it is the final name for said mode in at least one version (Spanish (NTSC and PAL) as "Mundo Smash"), as well as similar to the final name in Japanese: World Smash.

Beta names

Early in development, the song Saria's Song / Middle Boss Battle was named only "Saria's Song" without Middle Boss Battle in the title, the song Ballad of the Goddess / Ghirahim's Theme being referred to as just "Ballad of the Goddess", and Main Theme / Underworld Theme (The Legend of Zelda) being referred to as "Main Theme". It can be seen in this image. The reason is unknown.

References

See also