Editing Unused content (SSBU)
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{{articleIcons|ultimate=y}} | {{articleIcons|ultimate=y}} | ||
The following '''[[unused content]]''' is known from the development of ''[[Super Smash Bros. Ultimate]]''. | |||
The following | |||
==Fighters== | ==Fighters== | ||
===Considered for the base game=== | ===Considered for the base game=== | ||
*[[Alucard]] - In a Famitsu interview, [[Masahiro Sakurai]] stated that Alucard was considered | *[[Alucard]] - In a Famitsu interview, [[Masahiro Sakurai|Sakurai]] stated that Alucard was briefly considered as a playable character, due to a lot of players probably being most familiar with him. However, he instead chose [[Simon]] and [[Richter]], feeling that fans would probably prefer one of the Belmonts, resulting in his [[Assist Trophy]] and [[Palutena's Guidance|cameo]] roles.<ref>https://twitter.com/AllSourceGaming/status/1074578854134439936/</ref> | ||
*{{pkmn|Decidueye}} - In an interview with Nintendo Dream, Sakurai revealed that | *{{pkmn|Decidueye}} - In an interview with Nintendo Dream, Sakurai revealed that Decidueye was almost chosen to be the playable Generation VII Pokémon, but he chose [[Incineroar]] instead, as he wanted to create a character with a professional wrestling-based moveset.<ref>[https://twitter.com/PushDustIn/status/1087124581867958273 PushDustIn on Twitter: "Sakurai confirms in an interview: Decidueye was almost chosen for the new Pokémon spot"]</ref><ref>[https://twitter.com/AllSourceGaming/status/1062726902341746691 Source Gaming on Twitter: "Sakurai wanted to pick a newcomer to represent content from a newer game. With Ultra Sun and Moon, a Pokémon 'slot' was left opened. Eventually after some consideration, they went with Incineroar. Sakurai says he wanted to try making a pro wrestler...."]</ref> | ||
*Fighters from {{uv|ARMS}} and ''Xenoblade Chronicles 2'' - In an interview with Nintendo Dream, Sakurai confirms that due to | *Fighters from ''{{uv|ARMS}}'' and ''Xenoblade Chronicles 2'' - In an interview with Nintendo Dream, Sakurai confirms that due to the base roster being completed prior to the announcement of both games in January 2017, no fighters from neither ''Xenoblade Chronicles 2'' nor ''ARMS'' could be added in the base game, resulting in [[Rex]], [[Nia]], [[Spring Man]], and [[Ribbon Girl]] becoming [[Alternate costume (SSBU)/Mii Fighter|Mii Fighter Costumes]] and [[spirit]]s (with Spring Man also being present as an Assist Trophy).<ref>http://www.japanesenintendo.com/post/182181277319</ref> Both games would eventually get fighters through the {{h2|Fighter Pass|Fighters Pass Vol. 2}} with {{SSBU|Min Min}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}. | ||
===Considered as DLC=== | ===Considered as DLC=== | ||
*[[Slime]] - In a [https://www.youtube.com/watch?v=szGPHfQ4BBM ''Dragon Quest XI S'' livestream interview], Sakurai had said he would have | *[[Slime]] - In a [https://www.youtube.com/watch?v=szGPHfQ4BBM ''Dragon Quest XI S'' livestream interview], Sakurai had said he would have been fine with a [[Slime]] being a playable ''Dragon Quest'' fighter had Square Enix not allowed him to use the [[Hero]], which was his first choice.<ref> https://web.archive.org/web/20190928174302/https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/</ref> | ||
*Other ''Dragon Quest'' protagonists as alternative character costumes for the Hero - in the same ''Dragon Quest XI S'' livestream interview, Sakurai wanted to include eight different character alternative costumes for the Hero; however, | *Other ''Dragon Quest'' protagonists as alternative character costumes for the Hero - in the same ''Dragon Quest XI S'' livestream interview, Sakurai wanted to include eight different character alternative costumes for the Hero; however, time constraints left him with half of the alternative costumes to be recolors of the previous four instead.<ref> https://web.archive.org/web/20190928174302/https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/</ref> | ||
*[[Ninjara]] - During Min Min's reveal on June 22nd, 2020, Sakurai mentioned that he | *[[Ninjara]] - During {{SSBU|Min Min}}'s reveal on June 22nd, 2020, Sakurai mentioned that he initially was thinking of either her or Ninjara to serve as the {{uv|ARMS}} fighter. Min Min eventually beat out Ninjara for the spot on request from Kosuke Yabuki, the game's producer. | ||
*[[Rex]] - At one point in development, Rex was | *[[Rex]] - At one point in development, Rex was going to fight alongside Pyra and Mythra similar to the {{SSBU|Ice Climbers}}, but it was later scrapped due to technical issues with the implementation of the idea.<ref>https://www.youtube.com/watch?v=XeDBCgDSiB4&t=414s</ref> Rex ended up being delegated to a supporting character, appearing in Pyra and Mythra's up taunt, Final Smash, and victory poses. | ||
*[[Heihachi Mishima]] - | *[[Heihachi Mishima]] - Heihachi, who was [[Unused content (SSB4)|previously considered]] as a potential fighter for ''SSB4'', was once again briefly considered once it was decided to add a {{uv|Tekken}} character to ''Ultimate'', but was ultimately passed over for his son {{SSBU|Kazuya}} due to the better moveset potential granted by the latter's [[Devil Kazuya|devil gene]]. | ||
==Stages== | ==Stages== | ||
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*A few stages' images have differences on the stage select screen in the August 8, 2018 Nintendo Direct from the final game. | *A few stages' images have differences on the stage select screen in the August 8, 2018 Nintendo Direct from the final game. | ||
**{{SSBU|Battlefield}}'s image is zoomed in more in the final game. | **{{SSBU|Battlefield}}'s image is zoomed in more in the final game. | ||
**[[Spear Pillar]] in the Direct depicts the green hue that normally appears when [[Cresselia]] is present, but doesn't actually have any Pokémon in the image, while the final game depicts the image with the purple hue with [[Palkia]] in the background. | **[[Spear Pillar]] in the Direct depicts the green hue that normally appears when [[Cresselia]] is present, but doesn't actually have any Pokémon in the image, while the final game depicts the image with the purple hue with [[Palkia]] in the background. | ||
**[[Reset Bomb Forest]]'s image is zoomed out more in the final game. | **[[Reset Bomb Forest]]'s image is zoomed out more in the final game. | ||
**The position of the clouds in [[Onett]]'s image are in slightly different spots in the final game. | **The position of the clouds in [[Onett]]'s image are in slightly different spots in the final game. | ||
**A few elements of the [[Princess Peach's Castle]] and [[Town and City]] stages are in slightly different spots in the final game. | **A few elements of the [[Princess Peach's Castle]] and [[Town and City]] stages are in slightly different spots in the final game. | ||
*Battlefield | *The Battlefield stage went through 18 different designs before settling on the final design.<ref>https://www.youtube.com/watch?v=V4wsGOOhnjY</ref> | ||
*The Battlefield stage originally had two flags like in ''Smash 4''. | |||
*In {{SSBU|Banjo & Kazooie}}'s reveal trailer, Gruntilda can briefly be seen flying around [[Spiral Mountain]] on her broomstick in a static, unanimated pose, as opposed to the final game in which she jovially bounces around as she flies in the background. | *In {{SSBU|Banjo & Kazooie}}'s reveal trailer, Gruntilda can briefly be seen flying around [[Spiral Mountain]] on her broomstick in a static, unanimated pose, as opposed to the final game in which she jovially bounces around as she flies in the background. | ||
===Considered=== | ===Considered=== | ||
*Mount Huji along with other areas from the ''Dragon Quest'' series were considered to be replacements for [[Yggdrasil's Altar]] during development.<ref>https://nintendoeverything.com/sakurai-and-yuji-horii-on-how-hero-made-it-into-smash-bros-yggdrasils-altar-was-almost-scrapped-initially-just-luminary-and-erdrick/</ref> | *Mount Huji along with other areas from the ''Dragon Quest'' series were considered to be replacements for [[Yggdrasil's Altar]] during development.<ref>https://nintendoeverything.com/sakurai-and-yuji-horii-on-how-hero-made-it-into-smash-bros-yggdrasils-altar-was-almost-scrapped-initially-just-luminary-and-erdrick/</ref> | ||
*[[Small Battlefield]] was at the very least considered to have forms for every stage, similar to [[Battlefield form|Battlefield]] and [[Ω form|Ω]] forms.<ref>https://twitter.com/PushDustIn/status/1290823951518560256</ref> | *[[Small Battlefield]] was at the very least considered to have forms for every stage, similar to [[Battlefield form|Battlefield]] and [[Ω form|Ω]] forms.<ref>https://twitter.com/PushDustIn/status/1290823951518560256</ref> | ||
*[[Masahiro Sakurai]]'s original concept for Minecraft World was to include a level editor that would allow stages built in ''Minecraft'' to be imported and played in ''Ultimate''. The concept was abandoned early on, as technical issues made it impossible.<ref>[https://twitter.com/Sephazon/status/1321481979108282368 Robert Sephazon on Twitter]</ref> Minecraft World's texture sheet shows multiple textures that go unused, such as carved pumpkin blocks, gold and diamond blocks, and the command block. These unused textures may be related to Sakurai's original concept. | *[[Masahiro Sakurai]]'s original concept for [[Minecraft World]] was to include a level editor that would allow stages built in ''Minecraft'' to be imported and played in ''Super Smash Bros. Ultimate''. The concept was abandoned early on, as technical issues made it impossible.<ref>[https://twitter.com/Sephazon/status/1321481979108282368 Robert Sephazon on Twitter]</ref> Minecraft World's texture sheet shows multiple textures that go unused, such as carved pumpkin blocks, gold and diamond blocks, and the command block. These unused textures may be related to Sakurai's original concept. | ||
<gallery> | <gallery> | ||
Unused Fourside Grand Department Store.jpg|The background of Fourside with the unused Grand Department Store. | Unused Fourside Grand Department Store.jpg|The background of Fourside with the unused Grand Department Store. | ||
Minecraft_World_Texture_Sheet.png|The texture sheet for the blocks used in Minecraft World | Minecraft_World_Texture_Sheet.png|The texture sheet for the blocks used in Minecraft World. | ||
</gallery> | </gallery> | ||
==Gameplay== | ==Gameplay== | ||
*The {{SSBU|Classic Mode}} route files for {{SSBU|Pokémon Trainer}} and {{SSBU|Mega Man}} each contain data specifying a [[Hit points|stamina]] HP value of 120, but have stamina mode disabled. This implies that these fighters' Classic Mode routes may have once been planned to use stamina battles. In the final game, {{SSBU|Ryu}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Steve}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, {{SSBU|Kazuya | *The {{SSBU|Classic Mode}} route files for {{SSBU|Pokémon Trainer}} and {{SSBU|Mega Man}} each contain data specifying a [[Hit points|stamina]] HP value of 120, but have stamina mode disabled. This implies that these fighters' Classic Mode routes may have once been planned to use stamina battles. In the final game, {{SSBU|Ryu}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Steve}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, and {{SSBU|Kazuya}} are the only fighters whose routes uses stamina battles, with a HP value of 150 for Ryu, Hero, Terry, and Pyra/Mythra, while Byleth, Steve, and Kazuya start with 100. | ||
*In an interview, Sakurai stated that he had planned to lower the run speed for a campy playstyle. However, it was eventually scrapped because he believed it was nearly impossible to tell what was campy.<ref>https://twitter.com/Meshima_/status/1087194909705101312</ref> | *In an interview, Sakurai stated that he had planned to lower the run speed for a campy playstyle. However, it was eventually scrapped because he believed it was nearly impossible to tell what was campy. <ref>https://twitter.com/Meshima_/status/1087194909705101312</ref> | ||
*The usage of [[wikipedia:GGPO|rollback netcode]] for online gameplay was considered, but was ultimately decided against due to each implementation attempt creating multiple side effects.<ref>https://twitter.com/PushDustIn/status/1301055140900737024</ref> | *The usage of [[wikipedia:GGPO|rollback netcode]] for online gameplay was considered, but was ultimately decided against due to each implementation attempt creating multiple side effects.<ref>https://twitter.com/PushDustIn/status/1301055140900737024</ref> | ||
*Unlike other bosses, [[Giga Bowser]] can be used as a fighter with the works of hacking, many unused elements can be found for him like a {{SSBU|Kirby}} [[copy ability]], a full moveset (albeit without access to certain moves), and many other elements that go unused. With all this in mind, it seems that Giga Bowser was ported over from ''Smash 4'' where he was a transformation Final Smash for {{SSB4|Bowser}}. | *Unlike other bosses, [[Giga Bowser]] can be used as a fighter with the works of hacking, many unused elements can be found for him like a {{SSBU|Kirby}} [[copy ability]], a full moveset (albeit without access to certain moves), and many other elements that go unused. With all this in mind, it seems that Giga Bowser was ported over from ''[[Super Smash Bros. 4]]'' where he was a transformation Final Smash for {{SSB4|Bowser}}. [https://www.youtube.com/watch?v=Q6PthMfdBuc] | ||
*Chef Kawasaki, after being summoned (assuming at least one person is trapped in his attack), will always leave behind a food item before disappearing. However, inside the folder "Generate_Param_Assist.prc", there are some food items Chef Kawasaki can never generate due to spawn rate being set to "0", despite them all being defined to be spawnable. The reason for this is not yet known. The following are food items Chef Kawasaki can never spawn: <ref>[https://tcrf.net/Super_Smash_Bros._Ultimate ''Super Smash Bros. Ultimate'' on The Cutting Room Floor]</ref> | *Chef Kawasaki, after being summoned (assuming at least one person is trapped in his attack), will always leave behind a food item before disappearing. However, inside the folder "Generate_Param_Assist.prc", there are some food items Chef Kawasaki can never generate due to spawn rate being set to "0", despite them all being defined to be spawnable. The reason for this is not yet known. The following are food items Chef Kawasaki can never spawn: <ref>[https://tcrf.net/Super_Smash_Bros._Ultimate ''Super Smash Bros. Ultimate'' on The Cutting Room Floor]</ref> | ||
**Cherries | **Cherries | ||
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**Lip Stick | **Lip Stick | ||
**Star Rod | **Star Rod | ||
*Dragonite, despite already having a model used in the [[Kalos Pokémon League]] stage, has a different model that can be found in the folder that contains Poké Ball Pokemon in the game files. This version of Dragonite has upscaled textures and shading that makes it look more in line with the assets created for ''Ultimate''. Due to this, it can be assumed that Dragonite was once going to be a summonable Pokémon, but was cut from the game for unknown reasons. | *Dragonite, despite already having a model used in the [[Kalos Pokémon League]] stage, has a different model that can be found in the folder that contains Poké Ball Pokemon in the game files. This version of Dragonite has upscaled textures, and shading that makes it look more in line with the assets created for ''Ultimate''. Due to this, it can be assumed that Dragonite was once going to be a summonable Pokémon, but was cut from the game for unknown reasons. | ||
**Another Pokémon, Scizor, has a case similar to this. However, unlike Dragonite, Scizor can actually be summoned (unless the player is on the Kalos Pokémon League stage, in which case it can never be summoned). | **Another Pokémon, Scizor, has a case similar to this. However, unlike Dragonite, Scizor can actually be summoned (unless the player is on the Kalos Pokémon League stage, in which case it can never be summoned). | ||
*Leftover data implies that [[Ditto]] was originally meant to have an entrance, victory pose(s), and perform Final Smashes. However, Ditto cannot do any of these things in the final game. | *Leftover data implies that [[Ditto]] was originally meant to have an entrance, victory pose(s), and perform Final Smashes. However, Ditto cannot do any of these things in the final game. | ||
*Out of the current | *Out of the current 114 stages in ''Ultimate'', only 52 stages can be viewed using the Nintendo Labo VR headset. However, modding the game to make all stages playable in VR reveals that some of the unavailable stages have defined camera parameters, implying that they were intended to be played in VR mode, but aren't available in the final version of the update. The current stages confirmed to have working camera parameters are: | ||
**75m | **75m | ||
**Midgar | **Midgar | ||
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===Fighter movesets=== | ===Fighter movesets=== | ||
*In the E3 demo, {{SSBU|Bayonetta}} was able to use [[Heel Slide|After Burner Kick]], Downwards After Burner Kick, and then gain another After Burner Kick before landing. | *In the E3 demo, {{SSBU|Bayonetta}} was able to use [[Heel Slide|After Burner Kick]], Downwards After Burner Kick, and then gain another After Burner Kick before landing. [https://twitter.com/SoraKibzu/status/1023587885914759169] | ||
*An unused model for {{SSBU|Donkey Kong}}'s bongo drums can be found in the game files. Donkey Kong used bongo drums in [[Konga Beat]], his Final Smash in ''Brawl'' and ''Smash 4'', and due to its updated design and textures (despite not being used), it can be assumed that Konga Beat was meant to return for ''Ultimate''. However, Donkey Kong has a new Final Smash in ''Ultimate'', that being [[Jungle Rush]]. | |||
*In {{SSBU|Pac-Man}}’s character trailer, he is shown able to actually ''attack'' the water from his [[Fire Hydrant]], making it completely disappear. However, this is impossible to do in the final game, as the water functions exactly how it did in the previous game. | *In {{SSBU|Pac-Man}}’s character trailer, he is shown able to actually ''attack'' the water from his [[Fire Hydrant]], making it completely disappear. However, this is impossible to do in the final game, as the water functions exactly how it did in the previous game. | ||
**Also in his character trailer, it is shown that attacking the trampoline would turn it green, and it would also put enemies into a helpless state when they jumped on it (regardless of the current level). Both of these changes were removed in the final game. | **Also in his character trailer, it is shown that attacking the trampoline would turn it green, and it would also put enemies into a helpless state when they jumped on it (regardless of the current level). Both of these changes were removed in the final game. | ||
* | *Datamining Piranha Plant's character data (before its official release) reveals that it was originally supposed to have three jumps instead of the standard 2. The parameter that controls its max amount of jumps, "jump_count_max", had its number decreased from 3 to 2 in the day one patch for ''Ultimate''. The animation for the third jump can still be found in Piranha Plant's animation folder.<ref>https://twitter.com/Meshima_/status/1091407461460758528</ref> | ||
* | **In Piranha Plant's reveal trailer, it is shown that its up special could be angled down, but when it was released, this feature was removed. | ||
* | *When Joker was initially datamined, his code implied that he would have a [[neutral attack|rapid jab]] as part of his moveset. However, in the final game, Joker's jab only goes up to three hits. | ||
* | *In {{SSBU|Hero}}'s reveal trailer, the MP cost of [[Command Selection|Psyche Up]] and [[Command Selection|Oomph]] are different than they are in the final game. | ||
*{{SSBU|King K. Rool}} was originally supposed to take damage when successfully using [[Gut Check]]. The move's code has a parameter called "damage_mul_special_lw", and on frame 7, the game requests a damage number to calculate. However, the parameter's multiplier is set to 0, which causes the damage to never actually occur. Notably, the Techniques menu lists Gut Check as a move using [[Belly Super Armor]]. A possible alternative explanation is that the parameter is instead a way to have the move use the same clanging sound effect as Belly Super Armor, with the damage parameter being set to 0 in order to prevent K. Rool from taking damage. | |||
*{{SSBU|Donkey Kong}} originally had his opponent facing the same direction as him while using his forward throw. In the final game, the opponent is held so that they are facing away from him instead. | |||
*{{SSBU|Donkey Kong}} | *King K. Rool's forward aerial and back aerial have flags for ending intangibility. However, as they lack a flag for starting intangibility, nothing happens in the final game. | ||
*{{SSBU|Roy}} was originally going to have a different running animation, as seen at the beginning of his character trailer. Additionally, it sounds noticeably slower than it currently does, indicating that at one point, Roy's running speed may have been either unchanged or even slowed down. It was eventually replaced by his original run from ''Smash 4'' and sped up. | |||
* | *{{SSBU|Olimar}}'s Pikmin still have their pummel animation from ''[[Smash 4]]'' and their [[Pikmin Chain]] animations from ''[[Brawl]]''. They go unused because Olimar pummels on his own and his up special was changed to [[Winged Pikmin]] in ''Smash 4''. | ||
*{{SSBU|Roy}} was | *Like in ''Smash 4'', characters that could [[glide]] in ''Brawl'' still retain the code for it despite it being removed. However, Ridley, a newcomer, has code for being able to glide despite him not being able to. It's not exactly sure why Ridley has the code in the first place, but upon further inspection, the code for the glide is nearly identical to {{SSBU|Charizard}}'s, suggesting Ridley was made using Charizard as a base, and that the code for gliding was a carryover. However, this would result in a T-pose due to the lack of animation (although the "trans" bone does move). | ||
*{{SSBU|Olimar}}'s Pikmin still have their pummel animation from ''Smash 4'' and their [[Pikmin Chain]] animations from ''[[Brawl]]''. They | *Min Min has an unused down special animation left in her animation files, both an aerial and grounded version. The animations resembles Captain Falcon's [[Falcon Kick]], suggesting that Min Min used Captain Falcon as a base. She also has an unused dash attack hitbox that has [[reflection]] properties, suggesting Min Min was planned to have two moves that reflect projectiles.<ref>https://twitter.com/Meshima_/status/1280091688514383874</ref> | ||
*{{SSBU|R.O.B.}} retained his scripts for [[Super Diffusion Beam]] despite having his Final Smash changed. | *{{SSBU|R.O.B.}} retained his scripts for [[Super Diffusion Beam]] despite having his Final Smash changed. | ||
*Lucina has animation folders labelled "bow" and "bowarrow" but have no animations inside each. | *{{SSBU|Lucina}} has animation folders labelled "bow" and "bowarrow" but have no animations inside each. It is unknown what these would have been used for. | ||
<gallery> | <gallery> | ||
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MinMinUnusedSpecialLw.gif|The unused down special animation for Min Min. | MinMinUnusedSpecialLw.gif|The unused down special animation for Min Min. | ||
MinMinUnusedSpecialAirLw.gif|Aerial version of the unused down special animation for Min Min. | MinMinUnusedSpecialAirLw.gif|Aerial version of the unused down special animation for Min Min. | ||
</gallery> | </gallery> | ||
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**[[List of SSBU Music (Metroid series)|''Metroid'']]: | **[[List of SSBU Music (Metroid series)|''Metroid'']]: | ||
***"Opening/Menu - Metroid Prime" was originally named "Metroid Prime: Opening/Menu". | ***"Opening/Menu - Metroid Prime" was originally named "Metroid Prime: Opening/Menu". | ||
***"Multiplayer - Metroid Prime 2: Echoes" was originally named "Multiplayer (Metroid Prime 2: Echoes)", as it was in {{forwiiu}}. | ***"Multiplayer - Metroid Prime 2: Echoes" was originally named "Multiplayer (Metroid Prime 2: Echoes)", as it was in {{forwiiu}}. | ||
***"Main Theme - Metroid Prime: Federation Force" was originally named "Splash Screen (Metroid Prime: Federation Force)". | ***"Main Theme - Metroid Prime: Federation Force" was originally named "Splash Screen (Metroid Prime: Federation Force)". | ||
***"Magmoor Caverns - Metroid: Samus Returns" was originally named "Area 1 - 5 Torrid Zone (Metroid: Samus Returns)". | ***"Magmoor Caverns - Metroid: Samus Returns" was originally named "Area 1 - 5 Torrid Zone (Metroid: Samus Returns)". | ||
**[[List of SSBU Music (Star Fox series)|''Star Fox'']]: | **[[List of SSBU Music (Star Fox series)|''Star Fox'']]: | ||
***"Main Theme - Star Fox" was originally named "Star Fox - Main Theme". | ***"Main Theme - Star Fox" was originally named "Star Fox - Main Theme". | ||
***"Corneria - Star Fox" was originally named "Corneria (Star Fox)". | ***"Corneria - Star Fox" was originally named "Corneria (Star Fox)". | ||
***"Main Theme - Star Fox 64 (64)","Main Theme - Star Fox 64 (Melee)", and "Main Theme - Star Fox 64 (Brawl)" were originally titled "Star Fox 64 - Main Theme (64)", "Star Fox 64 - Main Theme (Melee)", and "Star Fox 64 - Main Theme (Brawl)", respectively. | ***"Main Theme - Star Fox 64 (64)","Main Theme - Star Fox 64 (Melee)", and "Main Theme - Star Fox 64 (Brawl)" were originally titled "Star Fox 64 - Main Theme (64)", "Star Fox 64 - Main Theme (Melee)", and "Star Fox 64 - Main Theme (Brawl)", respectively. | ||
**The total number of [[List of SSBU Music (Pac-Man series)|''Pac-Man'']] tracks was shown as 13 during the Direct, but there are only 11 tracks in the final game. Incidentally, two ''Pac-Man'' music tracks were cut between ''Smash 4'' and ''Ultimate'', implying that those two tracks were originally going to return. | **The total number of [[List of SSBU Music (Pac-Man series)|''Pac-Man'']] tracks was shown as 13 during the Direct, but there are only 11 tracks in the final game. Incidentally, two ''Pac-Man'' music tracks were cut between ''Smash 4'' and ''Ultimate'', implying that those two tracks were originally going to return. | ||
*In {{SSBU|Simon}} and {{SSBU|Richter}}'s reveal trailer, the ending features a remixed version of the Stage Clear theme from {{uv|Castlevania}}; it differs slightly from the ''Castlevania'' [[victory theme]] heard in the final game, in that it lacks the electric guitar, implying the remix heard in the trailer is an earlier version of the victory theme. | *In {{SSBU|Simon}} and {{SSBU|Richter}}'s reveal trailer, the ending features a remixed version of the Stage Clear theme from {{uv|Castlevania}}; it differs slightly from the ''Castlevania'' [[victory theme]] heard in the final game, in that it lacks the electric guitar, implying the remix heard in the trailer is an earlier version of the victory theme. | ||
*The original versions of both {{SSBUMusicLink|Persona|Aria of the Soul}} and {{SSBUMusicLink|Persona|Beneath the Mask}} (the former in its ''Persona 5'' rendition) can be [https://tcrf.net/Super_Smash_Bros._Ultimate#Persona found] in the game's files, despite both being remixed in the final release of Challenger Pack 1. | *The original versions of both {{SSBUMusicLink|Persona|Aria of the Soul}} and {{SSBUMusicLink|Persona|Beneath the Mask}} (the former in its ''Persona 5'' rendition) can be [https://tcrf.net/Super_Smash_Bros._Ultimate#Persona found] in the game's files, despite both being remixed in the final release of Challenger Pack 1. | ||
*Additional {{uv|Minecraft}} songs were planned, but their arrangements were left unfinished and not included in the final game.<ref>https://twitter.com/Sephazon/status/1321482733030289410</ref> | *Additional {{uv|Minecraft}} songs were planned, but their arrangements were left unfinished and not included in the final game.<ref>https://twitter.com/Sephazon/status/1321482733030289410</ref> | ||
*A [https://youtu.be/vsY0pdCW9N0?t=1822 slightly-abridged version of One-Winged Angel] plays during ''Mr. Sakurai Presents "Sephiroth"'' in the final stage of Sephiroth's Classic Mode demonstration, missing a small portion of the opening verses. This quirk is not present in the official release; all in-game appearances of the track including Sephiroth's Classic Mode route use the full, unabridged version. | *A [https://youtu.be/vsY0pdCW9N0?t=1822 slightly-abridged version of One-Winged Angel] plays during ''Mr. Sakurai Presents "Sephiroth"'' in the final stage of Sephiroth's Classic Mode demonstration, missing a small portion of the opening verses. This quirk is not present in the official release; all in-game appearances of the track including Sephiroth's Classic Mode route use the full, unabridged version. | ||
**This is also the case with Advent: One-Winged Angel in Sephiroth’s [https://youtu.be/IGoKlq_d9aw/ reveal trailer]. | |||
<gallery> | <gallery> | ||
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==Sounds== | ==Sounds== | ||
*In the E3 trailer for the game, the part going over [[Perfect Shield|Perfect Shielding]] still uses the old Perfect Shield sound effect from ''[[Super Smash Bros. 4]]''. In the final game, this sound was replaced with a more audible sound. | |||
*In the E3 trailer for the game, the part going over [[Perfect Shield|Perfect Shielding]] still uses the old Perfect Shield sound effect from ''Smash 4''. In the final game, this sound was replaced with a more audible sound. | *When a character is KO'd, a *foowish* sound effect is played when the game brings up the remaining stocks. However, in the King K. Rool vs Snake video posted by Nintendo UK the sound effect is completely different, being a *bleep* instead. [https://youtu.be/CBLnjibehdU?t=33] | ||
*When a character is KO'd, | |||
*In Wolf's character showcase video, his Blaster makes a considerably different sound than it does in the final game. | *In Wolf's character showcase video, his Blaster makes a considerably different sound than it does in the final game. | ||
**Additionally, his sound effects of his Wolfen during his on-screen appearance is taken directly from Fox's. | **Additionally, his sound effects of his Wolfen during his on-screen appearance is taken directly from Fox's. | ||
*In the Hero's trailer, the voice clip used for Eight's down smash was instead used for his dash attack. Likewise, the voice clip used for Erdrick's up smash was instead used as one of his generic attack grunts. | *In the Hero's trailer, the voice clip used for Eight's down smash was instead used for his dash attack. Likewise, the voice clip used for Erdrick's up smash was instead used as one of his generic attack grunts. | ||
*The voice clips for "{{SSBU|Mewtwo}}", "Excellent!", "Nice Call!", "Nailed it!", "Way to go!", and "[[Home-Run Contest]]" have louder files for the PAL versions (in a similar vein to "[[Duck Hunt (SSBU)|Duck Hunt Duo]]"), "[[Stamina Mode|Stamina Battle]]" and "Win!" (the [[Smashdown]] file) voice clips have ones for the Chinese and Korean versions, "[[Tourney (SSBU)|Semifinals]]", "{{SSBU|Daisy}}", "{{SSBU|Dark Samus}}" and "{{SSBU|Byleth}}" have ones for the Japanese version, and "Mii Swordfigher" have unused files | *The voice clips for "{{SSBU|Mewtwo}}", "Excellent!", "Nice Call!", "Nailed it!", "Way to go!", and "[[Home-Run Contest]]" have louder files for the PAL versions (in a similar vein to "[[Duck Hunt (SSBU)|Duck Hunt Duo]]"), "[[Stamina Mode|Stamina Battle]]" and "Win!" (the [[Smashdown]] file) voice clips have ones for the Chinese and Korean versions, "[[Tourney (SSBU)|Semifinals]]", "{{SSBU|Daisy}}", "{{SSBU|Dark Samus}}" and "{{SSBU|Byleth}}" have ones for the Japanese version, and "Mii Swordfigher" have an unused files would be used for the female Miis and the victory screen in the languages with gendered nouns.<ref>https://www.sounds-resource.com/nintendo_switch/supersmashbrosultimate/sound/16070/</ref> | ||
===Oddities=== | ===Oddities=== | ||
Compared to previous games, ''Ultimate'' has significantly fewer unused voice clips. Characters whose voice clips are ported over from ''Brawl'' have almost all of their unused voice clips (such as {{SSBU|Captain Falcon}}'s soft "Yes!" and various short clips spoken by {{SSBU|Peach}} and {{SSBU|Luigi}}) removed altogether from their sound files (with the exception of a few voice clips of {{SSBU|Snake}}, which are repurposed in the game); this is slightly odd, as these characters did not have any voice clips exclusive to their [[character customization]]s in ''Smash 4'' (e.g. {{SSB4|Palutena}}'s [[Heavenly Light]] over [[Autoreticle]]) whatsoever; and despite {{SSB4|Kirby}}, {{SSB4|Pit}} | Compared to previous games, ''Ultimate'' has significantly fewer unused voice clips. Characters whose voice clips are ported over from ''[[Super Smash Bros. Brawl]]'' have almost all of their unused voice clips (such as {{SSBU|Captain Falcon}}'s soft "Yes!" and various short clips spoken by {{SSBU|Peach}} and {{SSBU|Luigi}}) removed altogether from their sound files (with the exception of a few voice clips of {{SSBU|Snake}}, which are repurposed in the game); this is slightly odd, as these characters did not have any voice clips exclusive to their [[character customization]]s in ''Smash 4'' (e.g. {{SSB4|Palutena}}'s [[Heavenly Light]] over [[Autoreticle]]) whatsoever; and despite {{SSB4|Kirby}}, {{SSB4|Pit}} and {{SSB4|Lucario}} (three of the characters who had unused voice clips in ''Brawl'') had their voice clips re-recoded in ''Smash 4'', the other characters' voice clips were left almost untouched (aside from one of {{SSB4|Pikachu}}'s voice clip and {{SSB4|Link}} and {{SSB4|Captain Falcon}}'s heavy knockback voice clips). | ||
*Additionally {{SSBU|Ice Climbers}} have an "Unused Light knockback and Heavy Knockback". When Popo is the leader they vocalize their medium and heavy knockback based on a small probability. Both are missing a light knockback and 1 heavy knockback which goes unused in ''Brawl''. When Nana is the leader, she doesn't vocalize any of her light, medium, teetering or heavy knockback clips. This could be an oversight, essentially making them have "Unused Knockback yells" | *Additionally {{SSBU|Ice Climbers}} have an "Unused Light knockback and Heavy Knockback". When Popo is the leader they vocalize their medium and heavy knockback based on a small probability. Both are missing a light knockback and 1 heavy knockback which goes unused in ''[[Super Smash Bros. Brawl]]''. When Nana is the leader, she doesn't vocalize any of her light, medium, teetering or heavy knockback clips. This could be an oversight, essentially making them have "Unused Knockback yells" | ||
==Spirit Battles== | ==Spirit Battles== | ||
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==Aesthetics== | ==Aesthetics== | ||
===Artwork & [[ | ===Artwork & [[Alternate costume]]s=== | ||
*{{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Falco}}’s character artworks were changed slightly between ''Ultimate''{{'}}s reveal and release. | *{{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Falco}}’s character artworks were changed slightly between ''Ultimate''{{'}}s reveal and release. | ||
*In one of {{SSBU|Wario}}'s screenshots on the website, his overalls were depicted as having golden buttons as opposed to their usual white. This was changed back for the final release of the game. | *In one of {{SSBU|Wario}}'s screenshots on the website, his overalls were depicted as having golden buttons as opposed to their usual white. This was changed back for the final release of the game. | ||
*In one of {{SSBU|Luigi}}'s screenshots on the website, the "L" on his cap for his 6th alternate costume was depicted as being green. This was changed back to purple as it was in ''Brawl'' for the final release of the game. | |||
*In all of {{SSBU|Wolf}}'s screenshots excluding the last one, Wolf's default costume had his jacket and gloves a darker shade purple, the straps behind his right shin guard being colored white, and the soles of his boots being red compared to his color scheme in the final build. | *In all of {{SSBU|Wolf}}'s screenshots excluding the last one, Wolf's default costume had his jacket and gloves a darker shade purple, the straps behind his right shin guard being colored white, and the soles of his boots being red compared to his color scheme in the final build. | ||
**Both shinguard straps have been changed in the final build as it's now colored purple instead of black. This change is not present on his artwork. | **Both shinguard straps have been changed in the final build as it's now colored purple instead of black. This change is not present on his artwork. | ||
***This also applies to all of his alternate costumes minus the seventh variant, where the straps are colored differently between the artwork and the in-game model. | ***This also applies to all of his alternate costumes minus the seventh variant, where the straps are colored differently between the artwork and the in-game model. | ||
* | *In the E3 demo, {{SSBU|Mario}}, {{SSBU|Link}} (being just his shield), {{SSBU|Pikachu}}, and {{SSBU|Villager}}'s portraits used their in-game models instead of their official artwork, with Mario being the most obvious. | ||
*In the E3 demo of the game, several of {{SSBU|Sonic}}'s alternate costumes, strangely, used varying shades of blue instead of other colors (like white and purple). These were changed back for the final release of the game as well. | |||
* | *In the E3 demo, if Nana is chosen as the leader, both {{SSBU|Ice Climbers}} will have all their voice clips swapped; Nana will use Popo's voice clips and vice versa. | ||
* | *In the segment in which Ike uses [[Great Aether]] from his character showcase trailer, there is an error in which his portrait displays him in his ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'' outfit despite currently being in his ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' outfit. | ||
*{{SSBU|Ridley}}'s [[Meta Ridley]] and Mecha Ridley costumes were replaced by a black costume and a white costume respectively in the E3 demo. | |||
*In a press material release, there is a render of {{SSBU|Piranha Plant}} in its default red costume, but in a green | *In the E3 Demo, the male Pokémon Trainer’s 7th palette swap had a lighter skin tone than in the final game. The same is the case for Villager's 7th and 8th palette swaps. | ||
*In a press material release, there is a render of {{SSBU|Piranha Plant}} in its default red costume, but in a green pipe as opposed to a pot. In the final game, only Piranha Plant's 2nd, 4th, 6th, and 8th alternate costumes are all in pipes while the default is always in a pot. | |||
* | *Similarly, artwork of the female Pokémon Trainer with {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, and {{SSBU|Charizard}} in their default colors was shown prior to ''Ultimate'''s release, but the Pokémon use alternate colors in the actual game instead. | ||
*An unused string revealed through a string dump prior to release hinted that one of Joker's alternate costumes was meant to have a ponytail and possibly represent another female character<ref>https://twitter.com/DrHyperCake/status/1098748513251291136</ref>. The string does not appear in the finalized {{SSBU|3.0.0}} update. | |||
*[[ | *The [[Sans]] Outfit originally contained hands with individual fingers rather than being mitten-like,<ref>https://twitter.com/Sora_Sakurai/status/1246633745907470336</ref> with the change to the latter being requested by Toby Fox.<ref>https://twitter.com/tobyfox/status/1246774948171059201</ref> The same model also demonstrates a noticeable glow effect on the Sans Mask and Gaster Blaster's eyes compared to the final game. | ||
*The Sans Mask contains a blank texture mapped to the centre of its left orbit.<ref>https://twitter.com/firubiii/status/1170090085787807750</ref> Its location suggests it was intended to host Sans' glowing eye that appears throughout his fight in ''Undertale'', whenever he influences the player's SOUL. | |||
* | |||
<gallery> | <gallery> | ||
SSBUWebsiteWario4.jpg|Wario with golden buttons. | SSBUWebsiteWario4.jpg|Wario with golden buttons. | ||
SSBUWebsiteLuigi6.jpg|Luigi with a green L in his 6th alternate costume. | SSBUWebsiteLuigi6.jpg|Luigi with a green L in his 6th alternate costume. | ||
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Piranha_Plant_Unused_Render.png|Piranha Plant's unused render, showing it in a pipe. | Piranha_Plant_Unused_Render.png|Piranha Plant's unused render, showing it in a pipe. | ||
sans_old_model.jpeg|The Sans Outfit's original model. | sans_old_model.jpeg|The Sans Outfit's original model. | ||
</gallery> | </gallery> | ||
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**Additionally, in that same scene, Bowser has a different model when he is stuck onto the cage than in the final game. | **Additionally, in that same scene, Bowser has a different model when he is stuck onto the cage than in the final game. | ||
*While [[End of Day]] is being used in {{SSBU|Olimar}}'s showcase trailer, no [[Bulborb]]s can be seen, although the bite marks and sound effects remain. This was later fixed. | *While [[End of Day]] is being used in {{SSBU|Olimar}}'s showcase trailer, no [[Bulborb]]s can be seen, although the bite marks and sound effects remain. This was later fixed. | ||
* | *[[Power Star]] was still a {{s|mariowiki|Power Star}} in {{SSBU|Rosalina & Luma}}'s character showcase trailer; in the final version of the game, it is instead a {{s|mariowiki|Grand Star}}, and the move was renamed to match the change. | ||
*{{SSBU|Wolf}}'s character showcase trailer briefly features his Final Smash, [[Team Star Wolf]]. However, the background in the trailer is significantly different than what is featured in the final game; in the final game, the background is more akin to the background in [[Team Star Fox]]. | *{{SSBU|Wolf}}'s character showcase trailer briefly features his Final Smash, [[Team Star Wolf]]. However, the background in the trailer is significantly different than what is featured in the final game; in the final game, the background is more akin to the background in [[Team Star Fox]]. | ||
*In the Nintendo E3 Direct, Bowser's showcase trailer, and the E3 Demo, [[Giga Bowser Punch|Giga Bowser]] had a much brighter model than in the final game. | *In the Nintendo E3 Direct, Bowser's showcase trailer, and the E3 Demo, [[Giga Bowser Punch|Giga Bowser]] had a much brighter model than in the final game. | ||
**Conversely, during Piranha Plant's reveal trailer, | **Conversely, during Piranha Plant's reveal trailer, [[Petey Piranha]] had a much darker model compared to the final game. | ||
*{{SSBU|Zero Suit Samus}}' | *{{SSBU|Zero Suit Samus}}' {{b|Zero Laser|Zero Suit Samus}} used a different appearance in the Nintendo E3 Direct than in the final game. | ||
*In {{SSBU|Toon Link}}'s characer showcase trailer, his version of [[Triforce Slash]] reused the same sound effects as in ''Smash 4''. In the final game, Toon Link uses new sound effects for Triforce Slash while the ''Smash 4'' sound effects are used by {{SSBU|Young Link}} instead. | *In {{SSBU|Toon Link}}'s characer showcase trailer, his version of [[Triforce Slash]] reused the same sound effects as in ''Smash 4''. In the final game, Toon Link uses new sound effects for Triforce Slash while the ''Smash 4'' sound effects are used by {{SSBU|Young Link}} instead. | ||
*During the "Everyone is Here!" trailer, the E3 Demo and {{SSBU|Cloud}}'s character showcase trailer, the camera as Cloud was readying the final strike of [[Omnislash]] was similar to ''Smash 4'', where it would zoom in on Cloud while rapidly shaking. In the final game, the camera remains still while this is happening and is more zoomed out to see the victims. | *During the "Everyone is Here!" trailer, the E3 Demo and {{SSBU|Cloud}}'s character showcase trailer, the camera as Cloud was readying the final strike of [[Omnislash]] was similar to ''Smash 4'', where it would zoom in on Cloud while rapidly shaking. In the final game, the camera remains still while this is happening and is more zoomed out to see the victims. | ||
*The textures for the Yoshi colors used in the Final Smash [[Stampede!]] uses a completely different file than Yoshi himself. Interestingly, those textures also include a ''Crafted World'' Yoshi, just like the playable character himself. This indicates that a ''Crafted World'' Yoshi is supposed to appear in the Final Smash, however, for unexplained reasons it never appears, implying that ''Crafted World'' Yoshi was cut from the Final Smash. | *The textures for the Yoshi colors used in the Final Smash [[Stampede!]] uses a completely different file than Yoshi himself. Interestingly, those textures also include a ''Crafted World'' Yoshi, just like the playable character himself. This indicates that a ''Crafted World'' Yoshi is supposed to appear in the Final Smash, however, for unexplained reasons it never appears, implying that ''Crafted World'' Yoshi was cut from the Final Smash. | ||
*In Bowser's character data, there is an image of reticle with the character "{{ja|仮|Kari}}" ("Temporary") placed twice on it, indicating that this reticle was a placeholder for Bowser's Final Smash [[Giga Bowser Punch]]. | *In Bowser's character data, there is an image of reticle with the character "{{ja|仮|Kari}}" ("Temporary") placed twice on it, indicating that this reticle was a placeholder for Bowser's Final Smash [[Giga Bowser Punch]]. | ||
*When Ridley performs [[Plasma Scream]] in his reveal trailer, he screams just before firing the attack. He doesn't do this in the final game, however. | *When Ridley performs [[Plasma Scream]] in his reveal trailer, he screams just before firing the attack. He doesn't do this in the final game, however. | ||
*In the E3 gameplay, if the opponents reaches 100% damage or higher by the end of Ridley’s Final Smash, they will be screen KOed. In the final game, this was changed to an [[instant KO]]. | *In the E3 gameplay, if the opponents reaches 100% damage or higher by the end of Ridley’s Final Smash, they will be screen KOed. In the final game, this was changed to an [[instant KO]]. | ||
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===Movesets=== | ===Movesets=== | ||
*In Luigi's character showcase trailer, {{SSBU|Dr. Mario}} is seen using Mario's updated animation for [[Cape]] rather than his own new and unique animation when using [[Super Sheet]], and his sheet is on his right hand, completely unanimated. | *In Luigi's character showcase trailer, {{SSBU|Dr. Mario}} is seen using Mario's updated animation for [[Cape]] rather than his own new and unique animation when using [[Super Sheet]], and his sheet is on his right hand, completely unanimated. | ||
*In his own trailer, Dr. Mario is using his old animation for his down special, [[Dr. Tornado]]. In the final game, he spreads out his arms with his hands open. | *In his own trailer, Dr. Mario is using his old animation for his down special, [[Dr. Tornado]]. In the final game, he spreads out his arms with his hands open. | ||
*In early footage of ''Ultimate'', Lucina has her former idle pose animation from '' | *In early footage of ''Ultimate'', {{SSBU|Lucina}} has her former idle pose animation from ''SSB4'', but in the final build, her idle pose matches {{SSBU|Marth}}'s new one. | ||
* | *During Roy’s character showcase video, he had a different running animation. In the final game, his running animation is instead the one from ''Super Smash Bros. 4.'' | ||
*In {{SSBU|Pikachu}}'s showcase trailer, Pikachu's attacks were not changed, but {{SSBU|Mr. Game & Watch}} is shown using his former forward smash animation from ''Smash 4''. In the final game, however, he uses his design from the [[Game & Watch]] game ''Fire Attack''. | *In {{SSBU|Pikachu}}'s showcase trailer, Pikachu's attacks were not changed, but {{SSBU|Mr. Game & Watch}} is shown using his former forward smash animation from ''[[Super Smash Bros. 4]]''. In the final game, however, he uses his design from the [[Game & Watch]] game ''Fire Attack''. | ||
** | **Perhaps more notoriously, the design for the attack originally used the original depiction of the attackers from ''Fire Attack'', based on stereotypical Native Americans (as could be seen with the feather on Mr. Game & Watch's head); this created backlash from the Native American community, and the design was changed to remove the feather in a day-one patch. | ||
*During Wolf's character showcase video in the E3 Direct, [[Wolf Flash]] lacked any visual effects. | *During Wolf's character showcase video in the E3 Direct, [[Wolf Flash]] lacked any visual effects. | ||
**Additionally, during his character showcase video, his down smash had a different visual effect along while the bayonet on his blaster lacked any effects. | **Additionally, during his character showcase video, his down smash had a different visual effect along while the bayonet on his blaster lacked any effects. | ||
*In Fox's character showcase video, his Reflector has a more cyanish color than it does in previous iterations. In the final game, it is a much darker blue. | *In Fox's character showcase video, his Reflector has a more cyanish color than it does in previous iterations. In the final game, it is a much darker blue. | ||
*An unused model of a fairy | *An unused model of a fairy is found within {{SSBU|Link}}'s game files, indicating that he may have once again been meant to have a fairy appear during his taunts. However, it could simply be a development leftover from previous entries. | ||
*Joker has an unused "results" mouth and teeth model | *Joker has an unused "results" mouth and teeth model, implying he was supposed to talk, or move his mouth in some way during his victory poses. However, there are no bones for the mouth and jaw attached to the rig. | ||
**While Joker does talk during his victory poses, it's only after the player accesses the [[results screen]], when he is off-screen. | **While Joker does talk during his victory poses, it's only after the player accesses the [[results screen]], when he is off-screen. | ||
<gallery> | <gallery> | ||
Fire Attack (G&W).jpg|Mr. Game and Watch's infamous feather removed in the day one patch. | Fire Attack (G&W).jpg|Mr. Game and Watch's infamous feather removed in the day one patch. | ||
Fox SSBU Beta Reflector.png|Fox's Reflector in his character showcase trailer. | Fox SSBU Beta Reflector.png|Fox's Reflector in his character showcase trailer. | ||
</gallery> | </gallery> | ||
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*The E3 demo of the game did not feature the changes to [[victory theme]]s seen in the final version of the game. | *The E3 demo of the game did not feature the changes to [[victory theme]]s seen in the final version of the game. | ||
**In the demo, the victory theme would start playing much sooner than in the final game. | **In the demo, the victory theme would start playing much sooner than in the final game. | ||
**Ridley had a different victory theme in the E3 demo than the one heard in the final game. The most significant difference is that the E3 version ends with a mysterious harp arpeggio, reminiscent of the Unknown Item acquisition jingle from ''Metroid: Zero Mission''. | **{{SSBU|Ridley}} had a different victory theme in the E3 demo than the one heard in the final game. The most significant difference is that the E3 version ends with a mysterious harp arpeggio, reminiscent of the Unknown Item acquisition jingle from ''Metroid: Zero Mission''. | ||
**Additionally, on the victory screen, the announcer says "Ice Climbers '''wins'''!", where in the final build, he says "Ice Climbers '''win'''!" due to their name being plural. | **Additionally, on the victory screen, the announcer says "Ice Climbers '''wins'''!", where in the final build, he says "Ice Climbers '''win'''!" due to their name being plural. | ||
*In the E3 demo, {{SSBU|Ike}} did not speak during his victory poses. | *In the E3 demo, {{SSBU|Ike}} did not speak during his victory poses. | ||
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*In early footage, the main menu has a few visual differences from the final game. The highlight box when selecting a mode has a white glow instead of a colored outline matching the corresponding mode, the background of the Vault section uses dots instead of diagonal lines, the background of the Games and More section uses thicker circles, the background of the Online section uses a simpler wave effect, and the button to access the Nintendo eShop is not available. | *In early footage, the main menu has a few visual differences from the final game. The highlight box when selecting a mode has a white glow instead of a colored outline matching the corresponding mode, the background of the Vault section uses dots instead of diagonal lines, the background of the Games and More section uses thicker circles, the background of the Online section uses a simpler wave effect, and the button to access the Nintendo eShop is not available. | ||
*In early footage, the image that appears in the top right when selecting the "Smash" option in the Smash menu is different from the final game. {{SSBU|Mario}} and {{SSBU|Bowser}} have different poses and appear in different corners, {{SSBU|Link}} and {{SSBU|Samus}} are present instead of {{SSBU|Kirby}} and {{SSBU|Pit}}, and the flaming Smash symbol in the background is smaller. | *In early footage, the image that appears in the top right when selecting the "Smash" option in the Smash menu is different from the final game. {{SSBU|Mario}} and {{SSBU|Bowser}} have different poses and appear in different corners, {{SSBU|Link}} and {{SSBU|Samus}} are present instead of {{SSBU|Kirby}} and {{SSBU|Pit}}, and the flaming Smash symbol in the background is smaller. | ||
*In {{SSBU|Bowser}}'s showcase video on the website, {{SSBU|Olimar}} is [[Screen KO]]'d by Bowser's [[Final Smash]], [[Giga Bowser Punch]], and is shown with his eyes closed during the Screen KO. In the final game, Olimar's Screen KO animation | *In {{SSBU|Bowser}}'s showcase video on the website, {{SSBU|Olimar}} is [[Screen KO]]'d by Bowser's [[Final Smash]], [[Giga Bowser Punch]], and is shown with his eyes closed during the Screen KO. In the final game, Olimar's Screen KO animation has his eyes open and exaggerated. | ||
*In the segment of the Nintendo E3 Direct that introduced {{SSBU|Daisy}}, she had fewer facial expressions compared to the final game. | *In the segment of the Nintendo E3 Direct that introduced {{SSBU|Daisy}}, she had fewer facial expressions compared to the final game. | ||
*In {{SSBU|Luigi}}'s showcase video, he uses the same | *In {{SSBU|Luigi}}'s showcase video, he uses the same grinning expression from ''Smash 4'' when charging up his [[Green Missile]], where in the final build, he sports an angrier expression. | ||
**The final pose of his up taunt also sports a different expression, with Luigi closing his eyes and frowning with his mouth open. In the final build, his eyes are | **The final pose of his up taunt also sports a different expression, with Luigi closing his eyes and frowning with his mouth open. In the final build, his eyes are open, his pupils are smaller than usual and his mouth shows a shocked expression instead of a frown. | ||
*{{SSBU|Ness}} and {{SSBU|Lucas}} reuse their less detailed eye animations from | *{{SSBU|Ness}} and {{SSBU|Lucas}} reuse their less detailed eye animations from Smash 4 in their showcase videos. | ||
*Just like in ''Smash 4'', there are textures that imply R.O.B. was supposed to receive battle damage (indicated by cracks on his body) from taking too much damage. However, R.O.B | *Just like in ''Smash 4'', there are textures that imply R.O.B. was supposed to receive battle damage (indicated by cracks on his body) from taking too much damage. However, R.O.B in the final game never takes battle damage and only his pained expressions from ''Smash 4'' still exist. The textures are also fully updated from ''Smash 4'' despite not being used. | ||
*In {{SSBU|King Dedede}}'s showcase trailer and [[:File:SSBUWebsiteKingDedede4.jpg|a screenshot]], he has his eyes wide open when crouching like in Smash 4. This is changed in the final game, where he slightly closes his eyes more in a humorously seductive manner. | *In {{SSBU|King Dedede}}'s showcase trailer and [[:File:SSBUWebsiteKingDedede4.jpg|a screenshot]], he has his eyes wide open when crouching like in Smash 4. This is changed in the final game, where he slightly closes his eyes more in a humorously seductive manner. | ||
*In {{SSBU|Meta Knight}}'s showcase video, he closes his eyes upon using his | *In {{SSBU|Meta Knight}}'s showcase video, he closes his eyes upon using his [[up taunt]], but in the final game, they are open, like in ''Brawl'' and ''Smash 4''. | ||
*In the E3 demo, {{SSBU|Fox}}'s on-screen appearance has him facing away from the camera when facing left. | *In the E3 demo, {{SSBU|Fox}}'s on-screen appearance has him facing away from the camera when facing left. | ||
*During the "Everyone is here!" segment of the E3 2018 Direct, Zelda is briefly seen having a third idle pose, which is identical to an idle from the last game with her crossing her arms. This was removed in the final build. | *During the "Everyone is here!" segment of the E3 2018 Direct, Zelda is briefly seen having a third idle pose, which is identical to an idle from the last game with her crossing her arms. This was removed in the final build. | ||
*During Bowser's segment of the E3 2018 Direct, Link had a surprised expression when Screen KO'd, which included him blushing. This was changed in the final build where he winces without the blush mark on his face. | *During Bowser's segment of the E3 2018 Direct, Link had a surprised expression when Screen KO'd, which included him blushing. This was changed in the final build where he winces without the blush mark on his face. | ||
**Additionally, his screen KO'd pose was exactly the same as the one he has but mirrored. The pose was unmirrored in the final build. | **Additionally, his screen KO'd pose was exactly the same as the one he has but mirrored. The pose was unmirrored in the final build. | ||
*Early footage of Young Link in the E3 2018 Direct and character showcase video shows that the belt around his sheath lacked back-face culling, as it disappears when seen from the inside. This was fixed in the initial release of the game. | *Early footage of Young Link in the the E3 2018 Direct and character showcase video shows that the belt around his sheath lacked back-face culling, as it disappears when seen from the inside. This was fixed in the initial release of the game. | ||
*In the data, ''Blast Corps'', ''Jet Force Gemini'', ''Devil's Third'', and ''Monster Hunter Generations Ultimate'' are listed as series names. Despite this, no content from any of these games appears whatsoever in the final game.<ref>https://twitter.com/AltDeltas/status/1066276640324501504/</ref> | |||
*In Samus' showcase video, {{b|Metroid|creature}}s would freeze like fighters in a chunk of ice. In the final game, they turn blue and plummet straight down. | *In Samus' showcase video, {{b|Metroid|creature}}s would freeze like fighters in a chunk of ice. In the final game, they turn blue and plummet straight down. | ||
*In {{SSBU|Jigglypuff}}'s showcase video, {{SSBU|Marth}} is shown using [[Shield Breaker]] and breaking Jigglypuff's shield, [[Star KO]]ing it due to its unique shield jump. This event cannot happen in the final unmodded game, due to the sheer amount of knockback always causing the Blast KO explosion instead. This suggests this limit that previously existed in ''Smash 4'' was removed in early versions of ''Ultimate'' before being added back again. | *In {{SSBU|Jigglypuff}}'s showcase video, {{SSBU|Marth}} is shown using [[Shield Breaker]] and breaking Jigglypuff's shield, [[Star KO]]ing it due to its unique shield jump. This event cannot happen in the final unmodded game, due to the sheer amount of knockback always causing the Blast KO explosion instead. This suggests this limit that previously existed in ''Smash 4'' was removed in early versions of ''Ultimate'' before being added back again. | ||
*In the demo, Pokémon Trainer's name only took up one line on the character selection screen. In the American and PAL versions of the final game, even if the character selection screen has the same amount of characters as the demo, his name will always take up two lines. | *In the demo, Pokémon Trainer's name only took up one line on the character selection screen. In the American and PAL versions of the final game, even if the character selection screen has the same amount of characters as the demo, his name will always take up two lines. | ||
*Several of the [[damage meter]] icons were slightly modified between the demo and the final game: | *Several of the [[damage meter]] icons were slightly modified between the demo and the final game: | ||
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** While the demo showed the entirety of ''Advent Children'' Cloud's left shoulder in the portrait, the final game does strangely cuts part of it off. | ** While the demo showed the entirety of ''Advent Children'' Cloud's left shoulder in the portrait, the final game does strangely cuts part of it off. | ||
**Sonic, Charizard, Ridley, and Inkling's portrait placements were positioned slightly higher than in the final game while Ice Climbers was placed lower. | **Sonic, Charizard, Ridley, and Inkling's portrait placements were positioned slightly higher than in the final game while Ice Climbers was placed lower. | ||
*In pre-release promotional material for Banjo & Kazooie such as their reveal trailer and images on the official ''Super Smash Bros.'' website, when compared to the final game the duo (more noticeably Kazooie) appear to have less expressive, ostensibly placeholder default facial expressions when using certain moves or [[dash]]ing. | *In pre-release promotional material for {{SSBU|Banjo & Kazooie}} such as their reveal trailer and images on the official ''Super Smash Bros.'' website, when compared to the final game the duo (more noticeably Kazooie) appear to have less expressive, ostensibly placeholder default facial expressions when using certain moves or [[dash]]ing. | ||
<gallery> | <gallery> | ||
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Unused ROB Battledmg Ultimate.png|Unused battle damage textures for R.O.B. | Unused ROB Battledmg Ultimate.png|Unused battle damage textures for R.O.B. | ||
</gallery> | </gallery> | ||
==See also== | ==See also== |