Super Smash Bros. Ultimate

Unused content (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Revision as of 13:55, September 21, 2024 by Prolyfic8 (talk | contribs)
Jump to navigationJump to search


An icon for denoting incomplete things.

The following is all unused content that is known to have been at least considered during development of Super Smash Bros. Ultimate before being altered, rejected, cut, or abandoned prior to the final release.

Fighters

Considered for the base game

  • Alucard - In a Famitsu interview, Masahiro Sakurai stated that Alucard was considered for the spot of the playable Castlevania character, due to him being arguably the most recognizable Castlevania protagonist, but he decided to go with Simon and Richter, feeling that fans would prefer the Belmonts, resulting in his Assist Trophy and cameo roles.[1]
  • Decidueye - In an interview with Nintendo Dream, Sakurai revealed that when deciding which new Gen 7 Pokémon would be playable, the decision came down to between Decidueye and Incineroar. He ended up choosing Incineroar, as Sakurai had a desire of creating a character with a professional wrestling-based moveset.[2][3]
  • Fighters from ARMS and Xenoblade Chronicles 2 - In an interview with Nintendo Dream, Sakurai confirms that due to Ultimate's playable roster being decided with the game's project plan finalization in December 2015, long before the announcement of both games in January 2017, no characters from either Xenoblade Chronicles 2 or ARMS could be made playable in the base game, resulting in Rex, Nia, Spring Man, and Ribbon Girl becoming Mii Fighter Costumes and spirits (with Spring Man also being present as an Assist Trophy).[citation needed] Both games would eventually get playable characters through the Fighters Pass Vol. 2 with Min Min and Pyra/Mythra.
  • Steve - After Steve was announced as a DLC fighter, former Minecraft production director Daniel Kaplan revealed that negotiations between Nintendo and Mojang for Steve to appear in Smash had been going on "at least" since 2015, suggesting the possibility of him being planned for the base game at one point.[4]

Considered as DLC

  • Slime - In a Dragon Quest XI S livestream interview, Sakurai had said he would have dropped Hero in favor of Slime if Square Enix had not allowed him to use the Hero.[5]
  • 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, poor development time left him with half of the alternative costumes to be re-colours of the previous four instead of fully implemented characters.
  • Ninjara - During Min Min's reveal on June 22nd, 2020, Sakurai mentioned that he considered either Min Min or Ninjara serving as the ARMS fighter. However, Min Min was ultimately picked over Ninjara for the spot on request from Kosuke Yabuki, the game's producer.
  • Rex - At one point in development, Rex was planned to fight alongside Pyra and Mythra similar to the Ice Climbers, but he was removed due to technical issues with the implementation of the idea, like getting both characters to move at the same time which was impossible to do, Sakurai also stated that Rex as the main fighter with Pyra/Mythra behind him was also too difficult.[6] Rex ended up being delegated to a supporting character, appearing in Pyra and Mythra's up taunt, Final Smash, and victory poses.
  • Heihachi Mishima - In Mr. Sakurai Presents "Kazuya", Sakurai revealed that Heihachi, who was previously considered to be playable in Super Smash Bros. 4, was almost chosen to be the Tekken fighter for Ultimate. Instead he chose Kazuya, as he thought that because Kazuya has the Devil Gene, there was a better potential moveset for him than his father.

Mii Fighters

  • An unused Mii with the codename “sordsman”[sic] exists in the game’s files. It appears identical to the default Mii Swordfighter, albeit with a red favorite color rather than royal blue. It was possibly intended to be a placeholder Mii for the default Mii Swordfighter.[7]

Stages

Differences

  • During the "Everyone is here!" segment of the E3 2018 Direct, the background of Fourside features a skyscraper with the text "Department" going down its facade. In the final release, the skyscraper is still present; however, the text is absent.
  • Lylat Cruise in the E3 2018 demo appears to use its stage select image from Super Smash Bros. for Wii U.
  • In Mr. Game & Watch's character trailer, he is seen climbing up a ladder in 75m. The stage appears to be identical to its Brawl and Wii U incarnations in this trailer, but in the final release, the stage's platforms are angled differently to make the "3D" effect seem less prominent and the stage has been recolored, to better reflect its appearance from its game of origin.
  • In one screenshot, Knuckles appears as an Assist Trophy on Green Hill Zone. In the final game, this is impossible and he will only appear on the stage as a background character.
  • A few stages' images have differences on the stage select screen in the August 8, 2018 Nintendo Direct from the final game.
    • 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.
    • 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.
    • 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 stage had at least 18 different conceptual designs settling on the final design.[8]
    • The stage originally had two flags like in Smash 4.
  • In 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.
  • Within the files for Garreg Mach Monastery, there are two files which have an unmapped portion—one for the Golden Deer and another for the Blue Lions—suggesting Ignatz and Sylvain respectively were planned to appear on the stage at some point in development. Sylvain has files for both color and material properties, whereas Ignatz has a file for material properties but his color file is solid grey.
  • Minecraft World's lighting was tweaked during development to make it fit with Minecraft's lighting engine instead of Ultimate's.[9]
  • Cloud Sea of Alrest was noticeably different between production and release, such as platforms having different textures, few models moved to the foreground, and cloud animations.[9]
  • Mishima Dojo:
    • The stage featured less details in both its inside and outside views during production. A desaturated filter was added in order to fix some details that were not visible due to the stage being set at night.[9]
    • The easter egg from Tekken 7 in Mishima Dojo was missing during production, being engraved names of Heihachi and Kazumi.[9]
  • Hollow Bastion:[10]
    • The stage had a different color shade for the waterfall, resembling ice.
    • Platforms and background structures featured less pronounced relief in both Hollow Bastion and its Dive to the Heart section. This includes less color shades for the foreground and darker or less details in the background.
    • The Dive to the Heart section had more gloom to its platform, making characters blends with the stained glass or their attacks blend with the main platform.

Considered

  • Mount Huji along with other areas from the Dragon Quest series were considered to be replacements for Yggdrasil's Altar during development.[11]
  • Small Battlefield was at the very least considered to have forms for every stage, similar to Battlefield and Ω forms.[12]
  • 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.[13] 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.

Removed

  • The Miiverse stage was intended to return, and a Rhythm Heaven stage was intended to be introduced. Looking into the ui_series_db.prc file, it includes Rhythm Heaven (rhythm) and Miiverse, this could be a carryover from Smash 4, and while the save file index for the list of series is in the same order as it was in Smash 4, they have two omissions, Brain Age (braintraining) and Swapnote (diary)[14]. Rhythm Heaven and Miiverse are in close proximity to other stage exclusive series in the parameters, this would suggest they were purposefully left over in the series database to be used for their own stages.
  • The Super Smash Bros. for Wii U iteration of Battlefield was used in the development environment of Ultimate. Although it is not present in its release, development screenshots on the stage have been shown on several occasions by Masahiro Sakurai, depicting the stage with Ultimate's lighting engine. It was used as a test stage as late as the development of Ultimate's final DLC character, Sora.[9][10][15] Besides the lighting being different and used as a test stage for that, there are noticeable differences between the two games.[16]

Gameplay

  • The Classic Mode route files for Pokémon Trainer and Mega Man each contain data specifying a 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, Ryu, Hero, Terry, Byleth, Steve, Pyra/Mythra, Kazuya, and Sora 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, Kazuya, and Sora 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.[17]
  • The usage of rollback netcode for online gameplay was considered, but was ultimately decided against due to each implementation attempt creating multiple side effects.[18]
  • 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 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 Bowser.[19]
  • 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: [20]
    • Cherries
    • Pears
    • Milk
    • Tea
    • Cola
    • Sushi
    • Tenshin
    • Corn Potage
    • Chocolate
    • Popcorn
    • Salad
    • Kiwi
    • Mont Blanc
    • Pasta
    • Grape
    • Candy
    • Lemon
    • Fried Egg
    • Apple
    • Roasted Chicken
    • Steak
    • Steamed Bun
    • Pizza
    • Pineapple
    • Doughnut
    • Cheese
    • Peach
  • In a similar case, Rodin has weapons he can never gift the player due to their spawn rate being set to "0". The following are weapons Rodin can never generate:
    • Fire Flower
    • Gust Bellows
    • Fire Bar
    • Golden Hammer
    • Hammer
    • Homerun Bat
    • Lip Stick
    • 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.
    • 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.
  • Out of the current 115 stages in Ultimate, only 59 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
    • Midgar
    • Mementos

Fighter movesets

  • In the E3 demo, Bayonetta was able to use After Burner Kick, Downwards After Burner Kick, and then gain another After Burner Kick before landing.[21]
  • In 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.
  • Smash attacks in the air were considered by Sakurai and the development team in the original plan for Ultimate, but were scrapped due to being too complicated to implement.[22] Min Min would eventually bring this concept exclusive to her.
  • Several characters have animation folders coming from the previous installments. Like with Lucina's, the folders have no animations inside.
  • While relatively minor, several characters who returned from Brawl to Smash 4 will briefly resume their idle animations from the latter game when using a dash attack or a tilt attack with a battery item (ie. Beam Sword, Home-Run Bat, etc.). This oddity can be seen by using the game's Frame-by-Frame feature in Camera mode.
  • Like in SSB4, characters that could glide in Brawl retain the code for it despite the mechanic being removed. However, newcomer Ridley has code for gliding despite not being able to. While the exact reason for why Ridley has gliding code in the first place remains unknown, further inspection reveals it is nearly identical to Charizard's, suggesting Ridley was created by 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).
  • Giga Bowser's move scripts frequently make calls for Final Smash variables, implying that the reason for Giga Bowser's character slot is that he was intended to act like his Brawl and Smash 4 appearances until late into development.
    • This is further implied by his Final Smash being an unfinished version of Bowser's Final Smash from Smash 4, even featuring a slightly different version of the green flash featured in the previous game.
  • Donkey Kong:
    • 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.
    • An unused model for 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.
  • Roy was briefly shown having a unique running animation in 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 SSB4 and sped up.
  • Olimar's Pikmin still have their pummel animation from Smash 4 and their Pikmin Chain animations from Brawl. They respectively go unused because Olimar now pummels on his own, and his up special was changed to Winged Pikmin in Smash 4.
  • 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. This is either a mistake due to copying asset folders from Link, or an indication that she was going to have a bow in her moveset referencing Fire Emblem Awakening and Fire Emblem Heroes.
  • Mega Man has animation folders for articles pertaining to his custom moves from Smash 4 such as Beat and Skull Barrier but they have no animations inside them.
  • 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.
  • Piranha Plant has some interesting aspects of its data:
    • Some of its data files are identical to Bowser Jr., suggesting the latter was used as a basis to create Piranha Plant.
    • Data 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 number 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 is leftover in Piranha Plant's animation folder.[23]
    • In Piranha Plant's reveal trailer, it is shown that its up special could be angled down; for unknown reasons, this feature was removed when it was released.
  • When Joker was initially datamined, his code implied that he would have a rapid jab as part of his moveset. However, in the final game, Joker's jab only goes up to three hits.
  • In Hero's reveal trailer, the MP cost of Psyche Up and Oomph are different than they are in the final game.
  • In Banjo & Kazooie's reveal trailer, the duo's down tilt can be seen launching an opponent vertically, rather than horizontally as in the actual game. Breegull Blaster also has a faster firing rate than in the actual game.
    • Additionally, the duo's forward and back aerials have flags for ending intangibility. However, as they lack a flag for starting intangibility, nothing happens in the final game.
  • Min Min:
    • Min Min has animations for an unused down special in her files; they depict her performing both an aerial and grounded version of Captain Falcon's down special, Falcon Kick, suggesting that Min Min was created by using Captain Falcon as a base. Her down aerial in the retail version, which is a dive kick, somewhat resembles the aerial version of Falcon Kick.
    • Min Min also has an unused dash attack hitbox that has reflection properties, suggesting she was planned to have two moves that reflect projectiles.[24]
  • Pyra/Mythra:
    • Mythra has unused carryover animations from Pyra, with an example of a carryover being Pyra's up special, Prominence Revolt.[25]
    • Rex has unused Final Smash animations for Burning Sword and Sacred Arrow, presumably meant to be used if the Final Smashes missed. These animations are static, and have no keyframes for expression.[26]
  • Kazuya has hitbox data for a rapid jab, but with no animation associated so it is unknown what it looked like. The hitbox data is unique, suggesting it wasn't carried over from a different character being used as a template; the rapid jab lifts the opponents off the ground, unlike the vast majority of rapid jab in Ultimate, while the finisher has unique knockback values, with high base knockback but low scaling. It's also unknown if this rapid jab replaced the 10-Hit Combo entirely, or could be transitioned from one of its hits, similarly to the Flash Punch Combo.[27]
  • Sora:
    • He has data for a reverse Counterattack strike, presumably suggesting that he was initially going to have a counter detection hitbox that covers his entire body, like most counterattacks. However, it lacks essential bone movement, leaving Sora in a T-pose when modded back in.[25]
    • Numerous animations and frames were tweaked for his moveset, including his Final Smash, throughout development.[10]

Game Modes

Music

  • The E3 reveal featured a version of Lifelight with different instruments, a faster pace and no lyrics. It was used in later trailers and advertisements (including post-launch DLC), but is absent in the actual game.
  • The Battlefield and Menu themes were redone between E3 and the game's release. While they stayed mostly the same, the E3 versions were created in a digital audio workshop on a computer, while the final versions were properly orchestrated.
  • In the E3 build, the Hammer's theme originally used the same music from the NES version of Donkey Kong that was used in the last two games, but the later builds and final version use a direct rip from the arcade version of Donkey Kong instead.
  • In the August 8, 2018 Nintendo Direct, several songs shown in the Sound Test had titles that were later altered prior to release:
    • Metroid:
      • "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 Super Smash Bros. for Wii U.
      • "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)".
    • Star Fox:
      • "Main Theme - Star Fox" was originally named "Star Fox - Main Theme".
      • "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.
    • The total number of 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 Simon and Richter's reveal trailer, the ending features a remixed version of the Stage Clear theme from 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 the E3 2018 demo Ridley had a slightly different victory theme, where instead of the chanting in the final game there is an ominous twinkling sound, seemingly an arrangement of the "Unknown Item Found" jingle from Metroid: Zero Mission.[29]
  • Sonic Rush is included inside the database of game titles used across Ultimate, suggesting Right There, Ride On was intended to return instead of being cut.
  • The original versions of both Aria of the Soul and Beneath the Mask (the former in its Persona 5 rendition) can be found in the game's files, despite both being remixed in the final release of Challenger Pack 1.
  • Internal number gaps from Fatal Fury's music suggests there are two cut songs, one from Real Bout Fatal Fury, and The King of Fighters '96. Real Bout Fatal Fury also has an unused entry inside of the game title database.
  • Additional Minecraft songs were planned, but their arrangements were left unfinished and not included in the final game.[30]
  • A 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.

Sounds

  • Several characters, such as Link, Ganondorf and Ike, use their old voice clips from Smash 4 in early footage of the game.
  • In the E3 trailer for the game, the part going over 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.[31]
  • 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.
  • 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 "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 Duo"), "Stamina Battle" and "Win!" (the Smashdown file) voice clips have ones for the Chinese and Korean versions, "Semifinals", "Daisy", "Dark Samus" and "Byleth" have ones for the Japanese version, and "Mii Swordfigher" have unused files that would be used for the female Miis and the victory screen in the languages with gendered nouns.[32]

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 Captain Falcon's soft "Yes!" and various short clips spoken by Peach and Luigi) removed altogether from their sound files (with the exception of a few voice clips of Snake, which are repurposed in the game); this is slightly odd, as these characters did not have any voice clips exclusive to their character customizations in Smash 4 (e.g. Palutena's Heavenly Light over Autoreticle) whatsoever; and despite Kirby, Pit, and Lucario (three of the characters who had unused voice clips in Brawl) having their voice clips re-recorded in Smash 4, the other characters' voice clips were left almost untouched (aside from one of Pikachu's voice clips and Link and Captain Falcon's heavy knockback voice clips).

  • Additionally 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"

Spirit Battles

For a list of unused Spirit Battles in the game, see Unused content (SSBU)/Spirit Battles.

Although every spirit in the game is obtainable, there are many that can never be battled, as they do not appear on the Spirit Board and cannot be battled in any other context (such as World of Light). This is true of every spirit that is an enhanced form, as well as many that can only be obtained by summoning. Most of these spirits have default placeholder battle data, but some of them are modified from the placeholder data to varying degrees. This indicates that it may have been intended for these battles to be accessible before they were cut from the game.

In addition to spirits whose battles cannot be accessed, there is data for "dummy" battles as well. These battles were likely used for testing during development and were not intended to become complete, accessible battles in the game.

Aesthetics

Artwork & alternate costumes

  • Two early versions of the Home Menu icon can be seen in promotional material prior to the final release. The earliest known icon is a generic Super Smash Bros. icon on a gray background. This icon was viewable for a short while on Nintendo's CDN servers and partially spotted on Nintendo Treehouse livestreams. Another early design was found in a datamine and is an edited version of a promotional image made as a placeholder before the final custom icon was created. This version notably depicts many more characters than the final version.
  • In the E3 2018 Demo:
    • Mario, Link (being just his shield), Pikachu, and Villager's portraits used their in-game models instead of their official artwork, with Mario being the most obvious.
    • Several of 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.
    • If Nana is chosen as the leader, both Ice Climbers will have all their voice clips swapped; Nana will use Popo's voice clips and vice versa.
    • Ridley's Meta Ridley and Mecha Ridley costumes were replaced by a black costume and a white costume respectively.
    • 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 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 Fire Emblem: Radiant Dawn outfit despite currently being in his Fire Emblem: Path of Radiance outfit.
  • Palutena, Shulk, and Falco’s character artworks were changed slightly between Ultimate's reveal and release.
  • In one of Luigi's screenshots on the website, the "L" on his cap for his 6th alternate costume, resembling Waluigi, was depicted as being green. This was changed back to purple as it was in Smash 4 for the final release of the game.
  • In one of 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 all of 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.
      • 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.
  • Mii costumes:
    • The Sans Outfit originally contained hands with individual fingers rather than being mitten-like,[33] with the change to the latter being requested by Toby Fox.[34] 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 center of its left orbit.[35] 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.
    • The Nakoruru and Ryo Sakazaki Outfit and Wig were originally based entirely on their appearance in The King of Fighters XIV.[36][37][38]
    • The Doom Slayer Outfit had a different color palette during development and a bigger helmet model.[9]
  • In a press material release, there is a render of Piranha Plant in its default red costume, but in a green Warp Pipe as opposed to a flower pot. In the final game, only Piranha Plant's even-numbered alternate costumes are all in pipes while the default and the other odd-numbered alts is always in a pot.
    • Similarly, artwork of the female Pokémon Trainer with Squirtle, Ivysaur, and Charizard in their default colors was shown prior to Ultimate's release, but the Pokémon use alternate colors in the actual game instead.
  • Originally, Erdrick was intended to be the default costume for Hero. Later on, the first costume would be taken by the Luminary.[39]
    • Following this change, some animations based on Akira Toriyama's combat movement seen in his works, like in the Dragon Ball franchise for example, were either scrapped or tweaked to be smoother with the Luminary, then followed by Solo and Eight.
  • Enderman has carrryover textures from Minecraft, such as its mouth textures.[40]
    • Tennis and Scottish Steve also have extra textures for their Final Smash texture sheet. Why these textures were placed is unknown.[41]
  • Sephiroth's Masamune had a different shade in his portraits during production, making it "sharper" in his final version.[9]
  • Pyra and Mythra's Pneuma alternative costume was darker during production.[9]
  • Few events UI and pictures were different during production.[9]

Final Smashes

  • During the segment of the Nintendo E3 Direct that focused on King Dedede, his eyes are normal colored while he is wearing his mask in Dede-Rush. In the final game, his eyes are yellow.
    • 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 Olimar's showcase trailer, no Bulborbs can be seen, although the bite marks and sound effects remain. This was later fixed.
  • Rosalina & Luma's Final Smash was still a Power Star in their character showcase trailer; in the final version of the game, it is instead a Grand Star, and the move was renamed to match the change.
  • 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 had a much brighter model than in the final game.
    • Conversely, during Piranha Plant's reveal trailer, Petey Piranha had a much darker model compared to the final game.
  • Zero Suit Samus' Zero Laser used a different appearance in the Nintendo E3 Direct than in the final game.
  • In 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 Young Link instead.
  • During the "Everyone is Here!" trailer, the E3 Demo and 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.
  • In Bowser's character data, there is an image of reticle with the character "" ("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.
  • 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 2018 Nintendo Direct, Lucas's PK Starstorm shared its background with Ness's. In the final game, the background resembles that of the one used during the Masked Man fight.
  • During her Final Smash in the E3 Direct, Zero Suit Samus' Final Smash portrait is in an unfinished state.

Movesets

  • In Luigi's character showcase trailer, 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 early footage of Ultimate, Lucina has her former idle pose animation from Smash 4, but in the final build, her idle pose matches Marth's new one.
  • An early screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from Smash 4 on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of Greenhouse.
  • In Pikachu's showcase trailer, Pikachu's attacks were not changed, but 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.
    • 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); due to backlash on social media against the negative stereotype, the game's day 1 patch, version 1.1.0, removed the feather from the design.
  • 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.
  • 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 identical to the one used in Link's side taunt is found within Link's game files, alongside the corresponding animation titled AppealS. This indicates that he may have once again been meant to have a fairy appear during his taunts. However, it could simply be a development leftover. In the retail version, the fairy taunt has been instead given to Young Link, with a similar model appearing.
  • Joker has an unused "results" mouth and teeth model, labeled Mouth_result, 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.
  • Lucas' bursts of PSI originally retained their pink-and-yellow color scheme from Smash 4 which is shown in pre-release screenshots, and his appearance in the panoramic "Everyone Is Here!" illustration, the color scheme would later be changed to a cyan-and-yellow color scheme in the released version of Ultimate.
  • Kirby has an unused model of the Keyblade, suggesting he was to have his own Keyblade when copying Sora's neutral special, Magic; Kirby instead produces a makeshift Keyblade matching the element being used. The model lacks some essential files, and even properly implementing them will not spawn it in game.[42]
  • Steve's tether grab, Fishing Rod, was tweaked in order to make it fit with its animation in Minecraft.[9]
  • Pyra and Mythra's moveset and movements had their angles tweaked in order to make them face and attack their opponents more evident.[9]
  • Mythra's Foresight did not have an afterimage once activated during development.[9]
  • In a YouTube video, Masahiro Sakurai showed various changes made to Sora before the final release:[10]
    • Sora's back jump animation was changed so his silhouette to look more energetic.
    • Sora's landing animation was changed to fixed an issue where Sora became misaligned.
    • The particle effects on the disappearing Keyblade during back throw was changed to be more subtle.
    • Hit 3 of Neutral Attack was altered so the Keyblade was not perpendicular to the screen.
    • Sakurai took pictures of a blank model to show how the forward aerial animations should be changed.
    • The forward aerial landing animation went through several animations to look more lively.
    • The layering of the down throw effects were altered to make the attack more readable.
    • Sakurai spent a long time tweaking Sora's clapping animation, wanting it to not be too stiff but also not too limp.
    • The shading effects on costume four were difficult to see, so the textures were altered to be more vibrant.
    • The eyes on costume 5 were initially too tall, and its facial expression while taking damage was not strong enough. There was also a small extraneous mark that was almost impossible to see.
    • Blizzaga was initially to light to be visible on some stages, so some dark elements were mixed in.
    • Sonic Blade had a bug where vertical mobility was significantly less than horizontal mobility. The move also erroneously had different poses between the grounded and aerial variants. The windup animation also felt sluggish and was shortened. The axis of rotation was also adjusted to Sora's center of mass.
    • The final hit of Aerial Sweep was changed to look like it was cutting through opponents.
    • The atmospheric elements of Sealing the Keyhole were reduced to be less distracting. Said elements were also increased when the door explodes to convey the impact better.
    • Sakurai made a rough drawing with his computer mouse showing how he wanted the final smash activation animation to look.
    • The Keyblade star effects had several layering issues and were too bunched up initially.
    • A close-up of Sora's model used during the reveal trailer is shown alongside the in-game model.
    • A screenshot that would go on to inspire Sora's Classic Mode ending image was shown.

Other

  • In the E3 demo, a fighter can get a star KO in Moray Towers. However, this cannot happen in the final game and the Boss Galaga item cannot spawn on the stage.
  • The E3 demo of the game did not feature the changes to victory themes seen in the final version of the 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.
    • 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, Ike did not speak during his victory poses.
  • In the World of Light trailer, the Fishman from The Legend of Zelda: The Wind Waker was named "Merman"; in the final game, however, it was corrected to Fishman.
  • 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. Mario and Bowser have different poses and appear in different corners, Link and Samus are present instead of Kirby and Pit, and the flaming Smash symbol in the background is smaller.
  • In Bowser's showcase video on the website, 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 properly has his eyes open and exaggerated.
  • In the segment of the Nintendo E3 Direct that introduced Daisy, she had fewer facial expressions compared to the final game.
  • In Luigi's showcase video, he uses the same smiling expression from Smash 4 when charging up his Green Missile, where in the final build, he sports an angry 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 wide open, his pupils are smaller than usual and his mouth shows a shocked expression instead of a frown, like in Smash 4.
  • Ness and 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. in the final game never takes battle damage and only his pained, green-eyed expressions from Brawl and Smash 4 still exist. The textures are also fully updated from Smash 4 despite not being used.
  • In King Dedede's showcase trailer and 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 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, 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 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.
  • 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.
  • In Samus' showcase video, Metroids would freeze like fighters in a chunk of ice. In the final game, they turn blue and plummet straight down.
  • In Jigglypuff's showcase video, Marth is shown using Shield Breaker and breaking Jigglypuff's shield, Star KOing 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.
  • An unused texture of Little Mac's thrown hoodie exists in the game files. This texture is slightly darker than the regular texture, and is specifically meant for costume 6 and 8, which do not throw a hoodie in the final release. The model associated with this texture is identical to the regular model.[43]
  • 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:
    • Ice Climbers, Squirtle, Ivysaur, Ike, Pac-Man, Inkling, and Ridley did not have any part of them sticking out of the damage meter in the demo.
    • Charizard's portrait in the demo had its claw sticking out of the damage meter while its ears did not, while the exact opposite happens in the final game.
    • Mewtwo's portrait was slightly larger in the demo.
    • 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.
  • 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 dashing.
  • Characters buried used their bury poses from Smash 4 and prior games in the demo.
  • Reeling was originally the same length as it used to be in every other Smash game before Ultimate. The final game speeds up the animation.
  • When respawning via the revival platform, Inkling would use their landing animation from a Super Jump while descending, perhaps as a reference to the original Splatoon.
  • The CGI part of Sephiroth's reveal trailer was tweaked in production to resemble more to the movie Final Fantasy VII: Advent Children. This includes colors being washed-out and the environment being slightly darker.[9]
  • Kazuya used the normal knockdown animation during production, before having his own animation sourced from the Tekken series.[9]
  • The game has functionality for changing the radar's color to red, green, blue, or white depending on the stage, but black is the only color used.
  • Unused file name strings revealed through a string dump prior to release were left in the data, it contained a Maya physics asset labeled Jane1_pony_hairSystemShape2.mchp, this file follows a Maya project file for Joker's Shujin Academy alternate costume.[44] Looking at the file name it would have been used for ponytail hair physics, this could have been for Ann Takamaki's cameo in Mementos with Jane being a misspelling of Ann's Japanese name "Anne". Due to no data or mention of Jane existing in the final game it is uncertain what the true purpose of this file was, or if it was related to Smash.


Unused series names

This is a list of game names that are listed alongside other series in the game's strings, yet no content from these games appear in the game itself.[45]

Unused game titles

This is a list of game titles located within the game file ui_gametitle_db.prc along with all other game titles (e.g. Mario Kart 64, linked to Mario Kart Series), yet go unused in the game itself with no text associated with them. Some of these titles might possibly be related to other unused content referenced in this article.

File Title in Ultimate's code Game Title Theories
ui_gametitle_paper_mario_rpg Unspecified Paper Mario game, though most likely referring to Paper Mario: The Thousand Year Door as its Japanese title is Paper Mario RPG.
ui_gametitle_paper_mario_sticker_star Paper Mario: Sticker Star.
ui_gametitle_mario_golf_64 Standalone version of Mario Golf 64. While Mario Golf 64 content appears in-game, it instead shares a title with Mario Tennis 64, internally named ui_gametitle_mario_tenis64_golf64.
ui_gametitle_mario_tennis_64 Standalone version of Mario Tennis 64. Same situation as Mario Golf 64.
ui_gametitle_mario_party10 Mario Party 10.
ui_gametitle_mario_party_star_rush Mario Party: Star Rush.
ui_gametitle_mario_kart_advance Standalone version of Mario Kart: Super Circuit. A small amount of Super Circuit content appears in the "Rainbow Road Medley" alongside Mario Kart DS and Mario Kart 7, all sharing the title ui_gametitle_mario_kart7_ds_advance.
ui_gametitle_mario_kart8_dx Mario Kart 8 Deluxe.
ui_gametitle_donkey_kong_jr Standalone version of Donkey Kong Jr. While Donkey Kong Jr. content appears in-game, it instead shares a title with Donkey Kong, internally named ui_gametitle_donkey_kong_kongjr.
ui_gametitle_donkey_kong3 Donkey Kong 3.
ui_gametitle_diddy_kong_racing_series Diddy Kong Racing series. This is possibly related to cut spirits from Diddy Kong Racing.
ui_gametitle_donkey_konga_series Donkey Konga series. While the Donkey Kong & Bongos spirit represents this series, it is instead categorized as belonging to Donkey Kong Jungle Beat.
ui_gametitle_legend_of_zelda_spirit_tracks The Legend of Zelda: Spirit Tracks. While this one does have a Zelda spirit from this game, it is instead categorized as belonging to "The Legend of Zelda Series."
ui_gametitle_yoshi_woolly_3ds Poochy & Yoshi's Woolly World.
ui_gametitle_star_fox_command Standalone version of Star Fox Command. While Star Fox Command content appears in-game, it instead shares a title with Star Fox 64, internally named ui_gametitle_star_fox64_fox_command.
ui_gametitle_fire_emblem_thracia_776 Fire Emblem: Thracia 776. This one interestingly has another game title shared with Fire Emblem: The Binding Blade named ui_gametitle_fire_emblem_emblem_binding_blade_thracia_776, but the actual text for it is just "Fire Emblem Series".
ui_gametile_robot_block Standalone version of Stack-Up. While Stack-Up content appears in-game, it instead share a title with Gyromite, internally named ui_gametitle_robot_block_robot_gyro.
ui_gametitle_robot_gyro Standalone version of Gyromite. Same situation as Stack-Up.
ui_gametitle_animal_crossing_plus Unspecified Animal Crossing game, though most likely referring to the three versions of the GameCube release, which were released in Japan as Doubutsu no Mori+.
ui_gametitle_animal_crossing_city Standalone version of Animal Crossing: City Folk. While City Folk content appears in-game, it instead shares a title with Animal Crossing: Wild World, internally named ui_gametitle_animal_crossing_city_crossing_wild.
ui_gametitle_animal_crossing_amiibo_festival Animal Crossing: amiibo Festival.
ui_gametitle_sonic_rush Sonic Rush. Possibly evidence that the music track "Right There, Ride On" was considered at some point.
ui_gametitle_mega_man6 Standalone version of Mega Man 6. While Mega Man 6 content appears in-game, it instead shares a title with Mega Man 4 and Mega Man 5, internally named ui_gametitle_megaman4_magaman5_megaman6.
ui_gametitle_castlevania_fcd Castlevania (Famicom), titled Akumajō Dracula in Japan. Possibly evidence that music directly sourced from the Famicom versions with different instrumentation were considered at one point.
ui_gametitle_castlevania_judgment Standalone version of Castlevania Judgment. While content from Judgment appears in-game, it is instead categorized as belonging to the Castlevania series.
ui_gametitle_castlevania_arcade Castlevania: The Arcade.
ui_gametitle_castlevania_harmony_of_despair Castlevania: Harmony of Despair.
ui_gametitle_skykid Standalone version of Sky Kid. While Sky Kid content appears in-game, it instead shares a title with Sky Kid Deluxe, internally named ui_gametitle_skykid_skykid_dx.
ui_gametitle_skykid_dx Standalone version of Sky Kid Deluxe. Same situation as Sky Kid.
ui_gametitle_yokai_dochuki Yokai Dochuki. Possibly evidence that the music track "Yokai Dochuki Retro Medley" was considered at some point.
ui_gametitle_dig_dug Dig Dug.
ui_gametitle_x_series X series.
ui_gametitle_tomodachi_life Tomodachi Collection, the Japan-exclusive first installment in the Tomodachi series.
ui_gametitle_tomodachi_life2 Tomodachi Life, the second installment in the Tomodachi series, hence the 2 in the title. While Tomodachi Life is used in-game, it instead uses the title ui_gametitle_tomodachi_life2_life.
ui_gametitle_snipperclips_series Snipperclips series.
ui_gametitle_real_bout Real Bout Fatal Fury.

See also

References

  1. ^ https://twitter.com/AllSourceGaming/status/1074578854134439936/
  2. ^ PushDustIn on Twitter: "Sakurai confirms in an interview: Decidueye was almost chosen for the new Pokémon spot"
  3. ^ 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...."
  4. ^ https://twitter.com/Kappische/status/1311773807175180296
  5. ^ Sakurai on Slime.
  6. ^ https://www.youtube.com/watch?v=XeDBCgDSiB4&t=414s
  7. ^ https://sites.google.com/view/miilibrary/NX/SmashUltimate/Sordsman
  8. ^ https://www.youtube.com/watch?v=V4wsGOOhnjY
  9. ^ a b c d e f g h i j k l m n Odds and Ends of Supervising [Graphics]
  10. ^ a b c d Odds and Ends of Supervising: Sora Edition [Graphics]
  11. ^ 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/
  12. ^ https://twitter.com/PushDustIn/status/1290823951518560256
  13. ^ Robert Sephazon on Twitter
  14. ^ Smash for Wii U and Brawl Emblem Order
  15. ^ https://twitter.com/Sora_Sakurai/status/1232500719527137283
  16. ^ https://twitter.com/Sora_Sakurai/status/1232863954407325701
  17. ^ https://twitter.com/Meshima_/status/1087194909705101312
  18. ^ https://twitter.com/PushDustIn/status/1301055140900737024
  19. ^ https://www.youtube.com/watch?v=Q6PthMfdBuc
  20. ^ Super Smash Bros. Ultimate on The Cutting Room Floor
  21. ^ https://twitter.com/SoraKibzu/status/1023587885914759169
  22. ^ https://twitter.com/PushDustIn/status/1455924991971631107
  23. ^ https://twitter.com/Meshima_/status/1091407461460758528
  24. ^ https://twitter.com/Meshima_/status/1280091688514383874
  25. ^ a b https://twitter.com/bahbe59/status/1671330816352198658
  26. ^ https://twitter.com/bahbe59/status/1673890495062261760
  27. ^ https://twitter.com/Ruben_dal/status/1419009775514255360
  28. ^ Update on the data-mined "convention" mode
  29. ^ https://www.youtube.com/watch?v=xDrzIIUbaTk
  30. ^ https://twitter.com/Sephazon/status/1321482733030289410
  31. ^ https://youtu.be/CBLnjibehdU?t=33
  32. ^ https://www.sounds-resource.com/nintendo_switch/supersmashbrosultimate/sound/16070/
  33. ^ https://twitter.com/Sora_Sakurai/status/1246633745907470336
  34. ^ https://twitter.com/tobyfox/status/1246774948171059201
  35. ^ https://twitter.com/firubiii/status/1170090085787807750
  36. ^ Masahiro Sakurai on Creating Games (August 16, 2024). Establishing Characters Through Their Design [Graphics]. YouTube. Retrieved on August 17, 2024.
  37. ^ Masahiro Sakurai (September 24, 2020). 桜井 政博 / Masahiro Sakurai on Twitter. Twitter. Retrieved on August 18, 2024.
  38. ^ RaitoADV (August 16, 2024). RaitoADV (1/5 SLOTS TAKEN) on Twitter. Twitter. Retrieved on August 18, 2024.
  39. ^ 桜井 政博 / Masahiro Sakurai on Twitter. Twitter (September 18, 2022). Retrieved on September 18, 2022.
  40. ^ https://youtu.be/0p4ul3NwvbI?t=680
  41. ^ https://youtu.be/0p4ul3NwvbI?t=642
  42. ^ https://twitter.com/zrksyd/status/1566484364090826752
  43. ^ Little Mac Hoodie differences
  44. ^ https://twitter.com/DrHyperCake/status/1098748513251291136
  45. ^ https://twitter.com/AltDeltas/status/1066276640324501504/