Unused content (SSB): Difference between revisions
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==''[[Dragon King: The Fighting Game]]''== | ==''[[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'' ({{ja|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.<ref>[http://us.wii.com/iwata_asks/ssbb/vol7_page1.jsp Wii.com] (Accessed on 9-18-08)</ref> | ''Super Smash Bros.'' was initially developed by [[Masahiro Sakurai]] and [[Satoru Iwata]] in their downtime, in a form titled ''Dragon King: The Fighting Game'' ({{ja|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.<ref name=iwataasks>[http://us.wii.com/iwata_asks/ssbb/vol7_page1.jsp Wii.com] (Accessed on 9-18-08)</ref> | ||
Below are the only known images of the game. | Below are the only known images of the game. | ||
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*[[Bowser]], who was the most wanted character in ''Smash 64'', and was later playable in the all following installments was, according to an [http://web.archive.org/web/20071005172351/http://www.miyamotoshrine.com/theman/interviews/111998.shtml interview] with Miyamoto, cut shortly late into development. | *[[Bowser]], who was the most wanted character in ''Smash 64'', and was later playable in the all following installments was, according to an [http://web.archive.org/web/20071005172351/http://www.miyamotoshrine.com/theman/interviews/111998.shtml interview] with Miyamoto, cut shortly late into development. | ||
*[[Mewtwo]] was originally planned to be playable, but was scrapped due to lack of development time. | *[[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 | *[[King Dedede]] was playable at one point, but was scrapped due to lack of development time and possibly hardware limitations. | ||
===Considered=== | ===Considered=== | ||
[[Marth]] was considered to be playable later in development, but was not possible due to lack of development time.<ref>http://www.sourcegaming.info/2015/12/13/sakurai-fe25/</ref> | |||
==Stages== | ==Stages== | ||
===Differences=== | ===Differences=== | ||
* | *[[Saffron City]] - the roofs of the buildings 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. | *[[Dream Land]] - had considerably darker shades of green, 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. | *[[Hyrule Castle]] - had a considerably different color scheme, with the background having higher contrast and the castle itself being a shade of brown. | ||
===Scrapped=== | ===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 {{SSB|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. | |||
<gallery> | <gallery> | ||
File:Dreamland beta.png|An older version of Dream Land. Note the darker coloration of the grass and trees. | File:Dreamland beta.png|An older version of Dream Land. Note the darker coloration of the grass and trees. | ||
File:ss_ssb_2.jpg|An older version of Saffron City, with considerably more pink and purple. | File:ss_ssb_2.jpg|An older version of Saffron City, with considerably more pink and purple. | ||
BetaHyruleCastleSSB.gif|An early version of Hyrule Castle. | BetaHyruleCastleSSB.gif|An early version of Hyrule Castle. | ||
File:super_smash_bros._kirby_beta.jpg|New | |||
SmallSSB.png|Small | |||
</gallery> | </gallery> | ||
==Items== | ==Items== | ||
Initially, [[Crate]]s lacked the Super Smash Bros. logo seen on the final versions' sides. | |||
<gallery> | <gallery> | ||
SSBBetaCrate.png|An early crate. | SSBBetaCrate.png|An early crate. | ||
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==Gameplay== | ==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''. <ref | *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''.<ref name=iwataasks/> While the sound effects of these Final Smashes are not accessible through normal play, they can be found through Debug Menu. These sounds include {{SSB|Ness}} yelling, "[[PK Starstorm]]!", {{SSB|Pikachu}} [[Volt Tackle|charging energy]], and {{SSB|Captain Falcon}} yelling [[Blue Falcon|"Come on!"]]. Other characters heard include {{SSB|Kirby}} and {{SSB|Link}}. | ||
*There are five unused Announcer voice clips: "Are you ready?", "Final Stage", etc. <ref>[http://youtube.com/watch?v=y_sVXdjakqU YouTube - Super Smash Bros. unused sounds] (Accessed on 11-22-2009)</ref> | *There are five unused Announcer voice clips: "Are you ready?", "Final Stage", etc. <ref>[http://youtube.com/watch?v=y_sVXdjakqU YouTube - Super Smash Bros. unused sounds] (Accessed on 11-22-2009)</ref> | ||
==Modes== | ==Modes== | ||
According to an interview with Miyamoto, a time attack mini-game mode was originally planned, but was scrapped later in development.<ref>http://www.sourcegaming.info/2015/04/29/shigesato-itois-smash-64-interview/</ref> | |||
==Aesthetics== | ==Aesthetics== |
Revision as of 03:40, July 16, 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
- Saffron City - the roofs of the buildings 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.
- Hyrule Castle - had a considerably different color scheme, with the background having higher contrast and the castle itself being a shade of brown.
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.
Items
Initially, Crates lacked the Super Smash Bros. logo seen on the final versions' sides.
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.[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 five unused Announcer voice clips: "Are you ready?", "Final Stage", etc. [3]
Modes
According to an interview with Miyamoto, a time attack mini-game mode was originally planned, but was scrapped later in development.[4]
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, and the symbol for the Zelda series was a single, upside down triangle.
See also
References
- ^ a b Wii.com (Accessed on 9-18-08)
- ^ http://www.sourcegaming.info/2015/12/13/sakurai-fe25/
- ^ YouTube - Super Smash Bros. unused sounds (Accessed on 11-22-2009)
- ^ http://www.sourcegaming.info/2015/04/29/shigesato-itois-smash-64-interview/