Super Smash Bros. Ultimate
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
|This game is receiving new content, by way of Expansion Packs and/or Downloadable Content.|
Be aware that any unused content you find may become used in the future. If this does happen, please specify as such!
In Super Smash Bros. Ultimate, EVERYONE AND (almost) EVERYWHERE IS HERE!
- 1 Subpages
- 2 Unused Series Names
- 3 Unused Assist Parameters
- 4 Unused Models
- 4.1 DK
- 4.2 Link
- 4.3 Mr. Game & Watch
- 4.4 Dragonite (Unused Poké Ball Summon)
- 4.5 Unused Textures
- 4.6 Unused Animations
- 5 Unused Graphics
- 6 Unused Audio
- 7 Unused Stage-Related Data
- 8 Unused Character-Related Data
- 9 Internal Project Name
- 10 Unused Strings
- 11 Oddities
| Version Differences|
BUG FIXES. SO MANY BUG FIXES.
Unused Series Names
Devil's Third Jet Force Gemini Blast Corps
Nexon now owns the rights to Devil's Third and released Devil's Third Online for Windows, as a result causing Nintendo to shut down the servers for the Wii U version. Blast Corps and Jet Force Gemini are both Rare-developed Nintendo 64 titles, but the company and rights to all its original IPs are now owned by Microsoft. Though now that Banjo-Kazooie, also coming from a Rare-developed title, have been announced as playable, content from those games could appear in the future.
Unused Assist Parameters
Inside the param files for Assist Trophies characters are some various parameters that are rendered unused due to either their chance of happening being set to "0" or for other reasons.
Kawasaki will drop one of a number of different food items before he leaves the battlefield after being spawned. Inside Generate_Param_Assist.prc, every food item in the game is defined to be spawnable, however the following food items will never be spawned as their chance of being dropped are set to "0".
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
With the way param files are set up in the game, it's unlikely that this was simply a case of copied over data. More likely, it may have originally been planned for Kawasaki to give the player any food item in the game before it was decided to only have him gift the player baked foods and meals.
Similar to Kawasaki, Rodin will gift the player a weapon item before he leaves the match after attacking. However, rather than have every item in the game defined for him in Generate_Param_Assist.prc, Rodin only pulls from a small list of battering and projectile weapons. The following items are set to be spawnable, but have their spawn rate set to "0".
Fire Flower Gust Bellows Fire Bar Golden Hammer Hammer Homerun Bat Lip Stick Star Rod
Since Rodin is known for giving Bayonetta mostly guns rather than melee weapons, the developers may have decided to reduce the amount of melee weapons so they didn't outnumber the projectile weapons.
Donkey Kong's bongo drums! While they were used for DK's Konga Beat Final Smash in Brawl and Smash 4, in Ultimate Donkey Kong received a new Final Smash based off of Donkey Kong Jungle Beat. The bongos still live on in two-dimensional form through the "Donkey Kong & Bongos" Spirit.
Interestingly, the bongo drums have had their textures upgraded since the Wii U installment, despite not being used at all.
A model of the fairy which appeared in the previous game when Link used his side taunt, completely unchanged from its appearance there. Link boasts a different, fairy-free side taunt in this game, and is consequently the only Link to not be accompanied by a fairy. It also retains its sole animation from the previous games, titled AppealS.
Mr. Game & Watch
All of Mr. Game & Watch's costumes were altered in the 1.1.0 patch to remove a stereotypical Native American headdress from a model used during his forward smash. However, the unaltered set of costumes, headdress intact, are still present in the game, labelled as c00-c07_original.
Dragonite (Unused Poké Ball Summon)
Dragonite, who appears in the Kalos Pokémon League stage, has another model in the folder for Poké Ball Pokémon, indicating that it was originally going to be summonable too, like Scizor. Intriguingly, this model has been modified slightly from the Dragonite model seen on Kalos Pokémon League, with a different, upscaled set of textures, and shading more in line with the assets newly created for Ultimate.
R.O.B.'s battle damage textures from Smash 4 remain unused. Similar to DK's bongo drums, the textures have been upgraded since the last installment, now with twice the resolution.
Yoshi's crafted costume appears alongside other color schemes used in his Stampede Final Smash, though no Crafted Yoshis can actually be seen in the stampede itself. (Note that these Yoshis use a different file than the playable character himself)
Zelda's Phantom (used in her Down Special move, Phantom Slash) has multiple animations from the previous game which are no longer used, as the move was reworked with a completely new set of animations. SpecialLwAttack, PhantomAttackAirS, PhantomAttackAirL, and PhantomAttackAirMax still exist in the Phantom's animation bank, despite not being used anywhere.
Zero Suit Samus
Animation archives involving Zero Suit Samus' Paralyzer & Plasma Whip contain leftover animations corresponding to attacks which previously involved those weapons, but which no longer do as of Ultimate. These include AttackS4S (which was also unused in Smash 4) and ThrowF, as well as a blank animation known as Whirlpool.
All 3 of Pokémon Trainer's Pokémon have animations for clapping on the results screen when losing a match. (titled Lose) However, as the actual Trainer appears on the results screen unaccompanied in this situation, they are never used at any point even if you hack the solo version of the Pokemon to be playable.
All 5 Pikmin variations have 2 unused animations, labelled SpHiCliffWait and SpHiConnect. Both are leftovers from Olimar's Up Special move from Brawl (Pikmin Chain), and also remained unused in the previous game, as Olimar had received a new Up Special by then in the form of Winged Pikmin.
Piranha Plant has an animation for a 2nd midair jump, titled JumpAerialF2, in line with characters like Charizard and Ridley, who have a similar ability. However, Piranha Plant is only able to jump once while in midair. Note that in situations where Spirits that allow multiple midair jumps are equipped, the double jump animation would be re-used, so this animation isn't used in those situations either.
Bowser Jr. Leftovers
This character has several of Bowser Jr's animations erroneously included in its own animation bank. These include:
- Attack3Hi/Attack3Lw (angled versions of Bowser Jr's forward tilt)
- Attack4Hi/Attack4Lw (angled variations of Bowser Jr's forward smash)
Kirby, like in Smash 4, has unused animation for his inhale mouth.
In Ultimate, character expressions are different models and they swap, so Kirby's inhale expression can never be seen with animations that aren't his neutral B (Inhale).
Quirky smiles can be seen here and there on different animations, like with his side B (Hammer), shown below.
All 3 variations of the Mii Fighter (Brawler, Swordfighter, and Gunner) have an unused animation labelled MenuPose. The animation is a leftover from the previous game, and was a pose used for each Mii types' render on the character select screen, but a different pose (labelled MenuPose2) is used in Ultimate, more closely matching the new official renders for each Mii.
Giga Bowser, normally fought as a boss in Classic and World of Light, actually has an expansive animation bank, containing the majority of his animations from when he could be controlled by the player in Bowser's Final Smash from previous games. Interestingly, various animations (such as those for his dash attack, down tilt, neutral aerial, down aerial, and all of his grabs) have been removed to correspond with his new role as a boss, but many more animations still exist for situations Giga Bowser would normally never experience even when controlled by the player in the past, such as flinching, getting knocked over, electrified, and even having his shield broken!
The animations used in Brawl & Smash 4 when Bowser's Final Smash activates and ends (FinalStart and FinalEnd) still exist in Giga Bowser's animation bank too, in spite of the changes made to Bowser's Final Smash in Ultimate.
Early Boxing Ring Screenshot
Located in the texture files for Boxing Ring (in the stc_vision_1_set directory) is a fascinating screenshot depicting Mario and Link on an incredibly early incarnation of the Boxing Ring stage.
The graphic (a lower resolution version of which can also be found in the 3DS prequel ) appears to display one of the earliest existing builds of Smash 4, as various assets, including the timer and Mario & Link's character portraits, are re-used from Brawl, the jumbotron uses a graphic ripped directly from Super Punch-Out!!, and the HUD, audience, textures, and lighting are all in an incredibly primitive state.
Placeholder Giga Bowser Reticle
Located in Bowser's character files is a placeholder reticle for his Final Smash, Giga Bowser Punch. The Japanese translates to "temporary".
Aria of the Soul (Persona 5)
A direct rip of Aria of the Soul from Persona 5, labelled "ps10_p5_subetenohitono_tamashiinouta". A newly arranged medley based on renditions of the theme from various Persona games is used instead, incorporating elements from this version of the song.
Beneath the Mask
A direct rip of Beneath the Mask in Persona 5, appropriately labelled "ps11_p5_beneath_themask_original". This theme, like Aria of the Soul above, would instead receive an energetic new arrangement made specifically for Smash Bros.
Unused Sound Effects
A battering sound which normally is used when Jigglypuff connects with its Pound special move, but the filename of which references the recurring Fan item (known as "Harisen" in Japanese). However, the Fan is not present in the game at all, indicating it was once possibly considered to be included following its absence in the previous game but was removed for unknown reasons. Notably, this sound effect is different from the sound used by the Fan in previous games.
Unused Stage-Related Data
Home-Run Contest Leftovers
The mode Home-Run Contest, which appeared in every Smash game since Melee, is mentioned several times in the game’s code.
Labo VR Unused Stage Data
While there are 103 stages in the game, only 52 of them can be viewed in Labo VR mode. However, if you mod the game to make all the stages playable, it becomes apparent that Sakurai's team at least planned to have a few more of the stages playable. For many of the normally unplayable stages, the camera parameters are undefined leaving the camera stuck to the center of the stage. But for some of the stages, their camera parameters ARE properly defined allowing you to move around the stage freely in VR.
The following stages have properly defined camera data for the Labo VR mode:
75M Midgar Mementos
Unused Character-Related Data
Compare Piranha Plant's and Joker's early parameters in 1.0.0 to their final parameters. EX: Piranha Plant used to be lighter and slower.
Boss Giga Bowser
The version of Giga Bowser used for its boss fight is unlike any other boss in the game, as it internally is classified as a fighter and he has placeholder data of camera content, a Kirby copy ability, a Final Smash, a result screen, and even alternate costumes! This seems to be a leftover from when it originally appeared as Bowser's Final Smash in Brawl and 4.
By hacking Giga Bowser into the match as a fighter, he appears to work with a full-on moveset and can be knocked back like in Melee, before 2.0.0, winning as him outside of a team battle goes to the result screen briefly and crashes the game.
Placeholder Character Parameter Entry
Present in the fighter_param directory is an entry pertaining to a playable character who is not otherwise present in the game:
Placeholder entries corresponding to Piranha Plant and Joker, with very different sets of parameters compared to those on the characters upon release, also existed in the retail version of the game, labelled fighter_kind_packun and fighter_kind_jack. As the DLC Fighter Hero's Japanese name, "Yuusha" (勇者), can be translated directly into English as "Brave", it's likely that it referred to Hero.
Of note, the parameter files for brave were added alongside the v1.1.0 update, whereas the aforementioned placeholder parameters for Piranha Plant and Joker were present in the game's initial release. The entries for both jack and brave were removed as of the 2.0.0 update, but Joker was made playable in the 3.0.0 update, with his internal name matching the jack label identified in previous versions of the game.
A reference to brave is found in another LVD file.
Placeholder Fighter Slots
A whopping 30 placeholder character slots existed in the files of the character selection screen at launch before being removed in the 2.0.0 Update. There are also a slightly smaller 16 placeholder character slots in the files for the World of Light.
Even though there are only six known DLC fighters (Piranha Plant, Joker from Persona 5, the Hero from Dragon Quest XI, Banjo-Kazooie, and two that have been announced as coming but not yet revealed), it is unknown if the game will receive 24 or 10 more DLC fighters after the six currently-announced ones, but it's more likely that these slots were meant for future-proofing.
Ditto Final Smash, Entrance, and Victory Pose model leftovers
Ditto material data exists for Final Smashes, Victory Pose models, and entrances, but Ditto cannot do any of those. Even if Ditto breaks a Smash Ball, it'll be given to the player who had summoned Ditto.
A reference to what it seems to be a leftover from the fighter ending movies used since Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. for Wii U.
Internal Project Name
Super Smash Bros. Ultimate is referred to internally as "Cross2", as a continuation of the previous game's internal name "Cross".
Find more unused strings within this text dump.
2018/09/30 20:53:29 2018/10/05 18:36:15 2018/10/06 23:41:27
The earliest date appears in most audio files, while the later dates suggests that there were one or more revisions with several audio files and/or new audio files added. The times at the ends of the dates vary from file to file.
In every soundbank file, the string Sound Forge Pro 11.0 can be found. This is most likely the program the sound team used to create the game's sounds.
Autodesk Maya 2016 strings
Leftover strings from the PC version of Autodesk Maya 2016.
Individual Mii Fighter Victory Themes
Since all three Mii Fighter types are defined as separate fighters in the game's data, they each have code to have unique victory themes. However, in their parameter files, all three are only directed to use the same victory music file, z00_f_miifighter, leaving this functionality unused.
Charizard Victory Theme
Charizard has his own victory theme in z59_f_lizardon like in SSB4. While it is technically still used by the fire dragon itself, the theme is identical to the other Pokemon victory themes. Pokemon Trainer, Squirtle, and Ivysaur all use z28_f_ptrainer indicating that Charizard's victory theme could be an early development leftover before Charizard was added back to Pokemon Trainer.
|The Super Smash Bros. series|
|Nintendo 64||Super Smash Bros.|
|GameCube||Super Smash Bros. Melee|
|Wii||Super Smash Bros. Brawl|
|Nintendo 3DS||Super Smash Bros. for Nintendo 3DS|
|Wii U||Super Smash Bros. for Wii U|
|Nintendo Switch||Super Smash Bros. Ultimate|