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Super Smash Bros. for Wii U

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Title Screen

Super Smash Bros. for Wii U

Also known as: Dairantou Smash Brothers for Wii U (JP)
Developers: Bandai Namco Studios, Sora
Publisher: Nintendo
Platform: Wii U
Released in JP: December 6, 2014
Released in US: November 21, 2014
Released in EU: November 28, 2014
Released in AU: November 29, 2014


AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of April 8, 2024) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Super Smash Bros. for Wii U is (technically) the fifth installment in Nintendo's best-selling series of fighting games, and would bring contemporary competitive Smash into a new age.

Also, Smash Tour.

Hmmm...
To do:
  • Similarly to Brawl and Melee, Mr. Game and Watch is modeled in 3D, then flattened as part of the "2D characters" code used in the Game and Watch level. Take some pictures of Mr. Game and Watch and his items in 3D.
  • Palutena has unused underdress textures.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
DevTextIcon.png
Model Conversion Logs
A small handful of model conversion logs.

Unused Content

SSB4WiiU MK A07GlideEnd.gif
Unused Animations
Loads of GIFs for the many unused animations.
SSB4WiiU-Luigi Hat.png
Unused Model Features
So much attention to detail.

Changed Versions

NotesIcon.png
Version Differences
A large number of differences exist between regions and revisions.

Unused Music

Game Over

Z51_J_GameOver

This song isn't used anywhere in the game. It would make sense for it to play when you choose to quit after losing in Classic mode, but the "Classic: Results (Fail)" theme plays instead.

M19_SMW_AshreyNoTheme

A newly composed remix of Ashley's Theme from WarioWare: Touched! - while this track is used in Japanese releases, it cannot be seen or played in-game in international releases, presumably due to it lacking an English voice track. It would later be included in all releases of Super Smash Bros. Ultimate.

TEST01-05

Five entries, presumably intended to test audio playback, but they contain no audio data whatsoever.

Tourney Mode Music

While they would eventually be used, various music tracks tied to the game's online tourney mode still existed totally unused in the base game's files, and so wouldn't be heard until the mode was eventually implemented in the 1.1.0 update, released July 30th, 2015. These tracks include:

  • Tournament: Registration
  • Tournament: Spectating
  • Tournament: Final Results

One track (internally labelled "CRS36_Tournament_Table") is included among these internally, but was repurposed for the Event Match menu in the base game, before eventually being used for its dedicated purpose.

Miiverse Exclusive Music

While they would eventually be used, various music tracks tied to the Miiverse stage still existed totally unused in the base game's files, and so wouldn't be heard until the stage's eventual release on June 14th, 2015. These tracks include:

  • Mario Paint Medley (new remix)
  • Nintendo Land Medley (new remix)
  • Wii Shop Channel (new remix)
  • Mii Plaza (new remix, could be heard in 3DS version)
  • Dark Lord (new remix, could be heard in 3DS version)
  • Save the World, Heroes! (new remix, could be heard in 3DS version)
  • Tomodachi Life (new remix, could be heard in 3DS version)
  • FreakyForms: Your Creations, Alive! Medley (new remix)
  • Title (Big Brain Academy) (Brawl Remix)
  • Title Theme (Nintendo Land) (original)
  • Final Results (Wii Party U) (original)

Unused Sounds

Narration

Round 1!

Round 2!

Round 3!

Round 4!

Final Round!

A set of early announcements correlating to the "Tourney" mode, which was planned to launch with the game, but wasn't added until patch 1.10. The unused announcements here are different to the clips used in-game, being grouped with the narration used in menus rather than the sound archive reserved for Tourney Mode, and announcements for quarterfinal and semifinal rounds are noticeably missing. Interestingly, the first three unused voice clips would later be used in Super Smash Bros. Ultimate, with "Round 4!" and "Final Round!" completely absent.

Clear!

This file could have been used in a variety of situations, but simply isn't used anywhere in the game.

Fighter Announcement Remnants

References exist in the "snd_se_narration_characall" archive pertaining to announcements for characters who were playable in Brawl, but removed in this game.
These include the Ice Climbers, Pokémon Trainer, Squirtle, Ivysaur, Wolf, Snake, and the Fighting Alloy Team (whose announcement in Brawl also went unused), as well as an unused entry for Lucas prior to him becoming a DLC fighter. All of these files contain no data, and are completely empty.

Character Voices

Keep in mind that with the exception of the "strong knockback", not including Link's, Captain Falcon's, and Jigglypuff's files (the former two are replaced and the latter not seen in the game and in the files), one of Meta Knight's voice clips, and one of Pikachu's voice clips (completely replaced rather than being kept), all of the unused files for characters reusing voices from Brawl are also unused here.

Kirby

kirby_copy_Palutena_01 ("Heavenly Light!")
kirby_copy_Palutena_02 ("Explosive Flame!")

In the final game, Kirby can only copy default neutral specials even if the character he swallows has a custom one equipped, meaning he can only acquire Palutena's Autoreticle. As a result, these adorable announcements of Heavenly Light and Explosive Flame go unused. There are two potential explanations for this: either Kirby was originally capable of copying custom specials, or it was not decided which of Palutena's specials would be the default until after the voice work was done.

Marth

Marth_002-004

Three clips of Marth which played whenever he successfully countered an attack in previous installments. Marth uses one of his generic yells when countering in this game, rendering these unique lines unused. These are still present in the game's sound test as sounds 22-24. In Roy's trailer, you can hear Marth saying the first clip above when he is countering.

Mewtwo

Mewtwo_win01_01

Mewtwo saying "Watashi wa makeru wake niwa ikanai", translating as "There is no way I can lose." Similarly to Melee, this voice clip is used in Japanese versions of the game in Mewtwo's victory poses, but is overwritten with files where Mewtwo doesn't talk in international releases.

Mewtwo_win02_01

Mewtwo saying "Watashi wa naze koko ni iru no ka... ?", which translates to "Why am I here... ?" Same situation as the above audio clip.

Mewtwo_win03_01

Mewtwo saying "Orokana.", which translates to... "Fool." Guess what happened here.

Rosalina & Luma

Rosetta_Attack07

Rosalina playfully yelling. Appears to have been intended as another generic attacking voice, and is likely a leftover from Mario Kart 7, where Rosalina's other voice files were imported from.

Wario

Wario_010

A groggy moan by the greedy porkster. In the previous game, this file was used when the effects of Wario's Final Smash (Wario-Man) ran out, and he reverted to his normal form. Under the same circumstances, Wario is silent in this game. This sound effect would later be re-used again in Super Smash Bros. Ultimate during Wario's Final Smash.

Corrin

Kamui_DamageFly01-2
Male Female




Both genders of Corrin have strong launch yells that are, for one reason or another, never used in-game (they remain silent when taking a high-knockback hit instead). Fortunately, they were used in Super Smash Bros. Ultimate. These clips can still be heard in the sound test.

Sound Effects

Hmmm...
To do:
Dig into this more explicitly.

Result_next

This is a leftover from the 3DS version, where it was used to accompany the "Ready for the Next Battle!" graphic on the post-match results screen. A different sound is used in the Wii U version.

Peach_Special_C2_L04

A bizarre sound present in Peach's sound effect bank. As "C" stands for Custom moves, and "L" is an abbreviation for a character's Down-B special move in the audio files, one may speculate that this was intended to be used for Light Veggie, the second variation of Peach's Vegetable special.

Sheik_Appear01

This sound was used in Brawl when Sheik teleported on-screen before a match started. As Sheik uses a different effect for her entrance here, this file was made redundant.

Pacman_Win3

A sound effect from Galaxian that was meant to be used for one of the results screen poses. Though, it doesn't seem to fit any of them, meaning this could've been from an early version of one of the poses.

Unused Custom Moves

One of the new gimmicks of the 3DS and Wii U Smash games is the fact that every special move of each character has received two alternate versions, called "Custom Moves". However, there were apparently plans for a third variation of each special move.

While most of them are non-functional versions of their regular special moves, there are some interesting exceptions:

  • Mario was allegedly supposed to get an alternate version of the FLUDD, which would deal electric damage.
  • Various Up Specials, like Ike's Aether or King Dedede's Super Dedede Jump, originally had a variant where they would fall to the ground slower. It's unknown if those versions really would deal no damage, or if that's just a case of missing data.
  • Most of the third variants of projectile specials, like most of Mega Man's specials or Bowser Jr.'s Neutral Special, do not spawn projectiles. In the case of these examples, this is an important fact, because these specials do have variants where the projectile uses a completely different model (like Mega Man's Metal Blade/Hyper Bomb/Shadow Blade or Bowser Jr's Cannon Ball being replaced with a small tornado).
  • Palutena's basic movement gets corrupted completely, so it's unknown how much has been done for her.
  • The third variant of Ness' PK Thunder strangely crashes the game. That's the only special move variant used by a non-DLC character that does such a thing.


Unused Move Properties

Lucas

A sourspot hitbox for Lucas' forward aerial attack exists in memory, but it is automatically disabled the same time it appears, and so cannot be activated under normal circumstances. The hitbox deals 6% and uses the "weak punch" sound effect used for a number of other attacks in the game.

Olimar

Bizarrely, Olimar's entrance animation has a hitbox; though, only the yellow Pikmin does damage. The hitbox also only appears if a custom down special is equipped. Why this is the case is unknown, since Olimar does not touch anybody during his entrance animation.

The hitbox has electric properties, and deals 16%.

Unused Stage Icons

Before the 1.0.8 patch that implemented the Miiverse stage, there were a few placeholder icons showing off an earlier version of the stage with thicker platforms and a darker background.

Unused Used (Version 1.0.8+)
SmashWiiUMiiverseIcon.png
SmashWiiUMiiverseIconNew.png
SmashWiiUMiiverseIconLg.png
SmashWiiUMiiverseIconLgNew.png
SmashWiiUMiiversePortrait.png
SmashWiiUMiiversePortraitNew.png
SmashWiiUMiiversePortraitBox.png
SmashWiiUMiiversePortraitBoxNew.png

Unused Files and Text

Development text

Hmmm...
To do:
Is it possible to enable?
Debug Menu
Root
+
<- (%d/%d) %s ->
[操作説明]
上下キーで選びAで決定
Bで上の階層へ戻る
[%02d/%02d].%s
コンピューター
なし
Next
Back
Rule
プレイヤー
ルール設定
ファイター
%dP:Setting
コンピューター
チーム黄 (WiiUのみ)
Level.%2d
次の画面に進む
前の画面に戻る
[%02d/%02d].%s
色替え1
色替え2
色替え3
チーム赤
チーム青
チーム緑
キャラクター選択
操作方法
ファイター色
チーム色
CPUの強さ

Text for a possible debug menu is present in the game executable.

Translation:

Debug Menu
Root
+
<- (%d/%d) %s ->
[Operational Instructions]
Use the Up and Down keys to select, and then confirm with A
Return to the top with B
[%02d/%02d].%s
Computer
None
Next
Back
Rule
Player
Rule settings
Fighter
%dP:Setting
Computer
Yellow Team (WiiU Only)
Level.%2d
Go to the next screen 
Return to the previous screen
[%02d/%02d].%s
Color Change 1
Color Change 2
Color Change 3
Red Team
Blue Team
Green Team
Character Selection
Operation Method
Fighter Color
Team Color
CPU Strength


** Havok libs built with version [

], used with code built with [

Product:hkp Key Code is invalid or is for a different product version.\nPlease contact Havok.com\nNo simulation possible.

Product:hkp Key Code has expired or is for a different product version.\nPlease contact Havok.com for an extension.\nNo simulation possible.

Havok-3.0.0

Havok-3.1.0

 is not registered. If this is a Havok class, make sure the class's product reflection is enabled near where hkProductFeatures.cxx is included. Otherwise, check your own class registration.

Packfile versioning support is not linked. Versioning packfiles at runtime was deprecated in Havok-7.0.0.\nTo do so requires linking some deprecated code from Source/Common/Compat/Deprecated\nIf you are using hkProductFeatures.cxx, ensure you do not define HK_EXCLUDE_FEATURE_SerializeDeprecatedPre700.\nNote that by default this pulls in a lot of code and data (mainly previous versions of hkClasses).\nSome extra effort is required to strip the unused code and data but it will still cost several hundred Kb.\nAlternatively, you can use Tools/PackfileConvert/AsseetCc2 to convert your packfiles the the latest version before loading.\n

[SDK+Havok:hkp_2012_2]

References to the Havok Engine, used when developing the game.

Build Date

EU
Oct 15 2014
20:37:23

Also present in the executable is the build date for the game. This would likely have been shown alongside the following string:

[INFO] CrossF build at %s %s.\n

Dummy Textures

SmashWiiU Dummy.png

A placeholder texture, found in the replace directory (used for character/stage/msc icons). If no suitable icon is found for character portraits (and apparently only character portraits), this is loaded instead...and as a result, it looks horribly stretched for the GamePad portraits (after all, it is pretty small...).

SSBWiiUDummyTexture.png

A generic placeholder texture found in the "util" ("stc_fig_blur_shadow_set") file, grouped together with the trophies and isolated to its own file. The name implies it was a placeholder spectral texture of some sort.

Empty 3DS Stages

Directories for two stages from the 3DS version are present with the rest of the stages: Mushroomy Kingdom (XMarioPast) and 3D Land (3DLand). The only file remaining in each directory is the item parameter file.

Nearly Empty Sound Priority Files

soundprioritytable_fighter
soundprioritytable_minigame

These nearly empty sound priority files, which are normally used to adjust music frequency of stages and the menu, point to an earlier build in which the music of other things could be adjusted. "sound_prioritytable_minigame" suggests that it could have been possible to adjust the frequency of certain songs with the various minigames (Target Blast, Home Run Contest, Trophy Rush) at some point. The exact nature of soundprioritytable_fighter is unknown.

Empty Sound Effects

snd_se_joucyu_00000000.idsp
snd_se_item_add_00000000_001.idsp
snd_se_narration_menu_00000000.idsp
snd_se_stageedit_00000000.idsp

Empty sound effects. Their filenames suggest certain points of interest, but their exact uses are unknown.

With the exception of the narration_menu, these sound effects were probably used throughout development. "joucyu" might be "常駐" in Japanese, which would make it a sound effect for a terminate and stay resident program.

Unused Boss Character Art

Virus

Out of all the unused boss character art, these are the most interesting. The Virus characters from the Dr. Mario series were apparently set to appear as bosses for a scrapped Dr. Mario-themed stage, which was sadly cut and left the Doc with no place to call home. The Viruses do appear as a Trophy, however, and this art does reuse the render.

(Source: [Random Talking Bush])

Others

Within the files for the character select screen art are the bosses. What use they exactly served during development is a mystery. Metal Face seems to be in a T-Pose, and all of the Master Core forms are present, including the Core itself. These kind of portraits, excluding Master Shadow and Master Fortress, would later appear as Spirits in Super Smash Bros. Ultimate.

Icons for the in-game health HUD. The other bosses use cropped versions of the portraits above, but these 3 are of interest. Master Core's icons are used in the 3DS version, but are heavily obscured due to the Swarm covering the lower screen.

The only unused icons on the roster itself: Master Hand, Crazy Hand, and the two as a team. There is also one for the Master Core.

Stock icons to go along nicely with the respective enemies. KOing Meta Ridley in Pyrosphere will simply have him revert to his normal form therefore making use of his default Brawl stock icon for some reason. Meta Ridley doesn't even have any other graphics relating to it, unlike regular Ridley, most likely a contributor to why this icon became unused. Getting KO credit for defeating Metal Face was a feature cut late in the game, as a tip exists stating that whoever finishes him off gets credit for the kill. Virus' placeholder icon uses an early (and very dark, for some reason) version of Kirby's icon where he has his mouth open, but in the final he is simply smiling. There also exists some Mii heads, one for each gender, a leftover from the 3DS version's E3 demo.

(Source: RandomTalkingBush, List of in-game tips)

Nice little nameplates to go with these characters (and some other unused ones too). chrn_11 (nameplate) files are used for the Character Select Screen, making the existence of these even weirder. Metal Face's nameplate is corrupted, for some reason.

Emblem References

ui_mark_db has multiple emblem references which are not used in either the 3DS or Wii U version. The first is rhythm, which is organized with the fighters. The second is Diary, which is organized with stage. Rhythm seems to refer to a character from the Rhythm Heaven series, and Diary may refer to a Swapnote stage. When examining the emblem texture files, it appears that the files were removed.

Other references are plankton and brainage. The former is removed, but brainage can be found.

The filename is mark_30_braintraining.nut. It's unknown whether these potential stages were planned for the 3DS or the Wii U versions of the game, as ui_mark_db has references to emblems that only appear in the 3DS version.

(Source: Source Gaming)

Extra Trophy Categories

There are four trophy categories that would probably appear in the Series Order:

Ice Climbers
Touch! Generations
nintendogs
Tomodachi Life

There is one trophy category that would appear in the Category Order:

Smash Tour

ui\replace\category\ctg_10\ctg_10_Ws.nut is the location of this icon.

The 3DS version also had trophy categories that were unused in its version. However, these trophy categories were later found to be series that had some sort of representation in the Wii U version.

(Source: Source Gaming)

Unused Masterpieces

SuperSmashBrosWiiU-SSB64MasterpieceLogo.png

All files inside soft_50 contain the game logos that is seen in-game. soft_50_SuperSmashBros.nut contains what appears to be a placeholder logo for the original Super Smash Bros. as all other Masterpiece games have their original game logo used.

The Masterpiece ROM files are placed in the soft folder of the data folder and have three folders inside them labeled gb, hvc and shvc which represent Game Boy, NES, and SNES respectively. As there is no folder for N64, which most likely would've been labeled as NUS, this shows that this is icon is the only remnant left of the demo.

SuperSmashBrosWiiU-UnusedFireEmblemMasterpieceLogo.png

The logo for the NES Fire Emblem: Shadow Dragon and the Blade of Light is also found inside ui\replace\soft\soft_50 under soft_50_FireEmblem.nut. This Masterpiece title exists in the Japanese version of the game, but was removed in the international releases since the original Fire Emblem never made an appearance outside Japan until the release of the Nintendo DS remake of Shadow Dragon.

Unlike Super Smash Bros., Fire Emblem contains files inside the soft_51 and soft_52 folders that contain the screencap of the game and a render of Marth respectively. However, the ROM file used for Fire Emblem, according to ui_soft_db is labeled as FA5.bin, is not in the game's data in the international versions of the game, but are most likely in the Japanese version of the game.

Unused Text

Unlocked the Gamer stage! Beware the mother's gaze!
Unlocked the Temple stage! Time to fight way above the clouds!

It seems that Gamer and Temple were unlockable stages at one point.

Choose Custom Build

A piece of text relating to the mysterious "Choose a build!" announcement in the 3DS version.

MASTER CORE
RANDOM
???
RIDLEY
FIGHTING Mii TEAM
Mii
YELLOW DEVIL

Unused battle portrait text for characters/things that don't have one.

???
Bomb
Crazy Hand
Enemy
Master Hand
Master Core

Master Hand
& Crazy Hand

Metal Face
Mii
Ridley
Sandbag
Fighting Mii Team
Yellow Devil

More enemy text, this time for the sound test. Fun. "Enemy" is an alternate version of the used text, "Enemies". What's even more bizarre is that a good portion of these characters don't even have voices. Why they're in here, we'll never know.

Additionally, there are several pieces of text relating to a 9th player/place, a character count that is not possible to have in the final release.

Internal Project Directory Structure

The main executable contains a file path that reveals the internal project's directory structure. Cafe is an SDK used for Wii U development.

Y:\Works\Projects\CrossCafeRomBuildBranche\project\crossapp_append_cafe\_Cafe\Release\cross_f.rpx.BUILD_TYPE.NDEBUG

Unused All-Star Preview Images

SSB4WiiU-Allstar f screen Rosetta.png SSB4WiiU-Allstar f screen Wiifit.png SSB4WiiU-Allstar f screen Bayonetta.png SSB4WiiU-Allstar f screen Shulk.png SSB4WiiU-Allstar f screen PitB.png SSB4WiiU-Allstar f screen Reflet.png SSB4WiiU-Allstar f screen Lucina.png SSB4WiiU-Allstar f screen Gekkouga.png SSB4WiiU-Allstar f screen Kamui.png

The 9 characters pictured above (Rosalina & Luma, Wii Fit Trainer, Bayonetta, Shulk, Dark Pit, Robin, Lucina, Greninja and Corrin) all have preview images intended to be used during All-Star mode similar to those seen in the 3DS version. However, all of these characters are fought in the first stage in this version, meaning they remain unseen.

Unused Stage Features

Stages often contain much more than can be seen with the standard camera, and the background features are surprisingly detailed.

While much of this off-screen level geometry is technically visible in reflections, things like the backs of buildings and the examples below can only be seen with camera hacking or the warp star camera glitch.

Gaur Plain

SmashWiiUGaurPlain.jpg

Part of the mountain on the left side of the stage continues under the ground. Impossible to see in normal gameplay.

GAMER

GAMER Oddity.jpg

One of the stage formations strangely has a sticker texture hidden in one of the platforms. Once again, impossible to see in normal gameplay.

Mario Galaxy

Hmmm...
To do:
Picture.

The insides of the Starshrooms have a fully textured and modeled interior, but they can not be seen normally without camera clipping.

The Great Cave Offensive

Normally Seen Underneath the Lava
Great Cave Offensive Used.jpg Great Cave Offensive Unused.jpg

There is a floor underneath one of the lava waves, but it is never uncovered. Additionally, one of the crystal bunches continues through a wall, which can't be seen either.

Oddities

Summit/La Cúspide?

SSBU LaCuspide.jpg

In version 1.0.0 (and reportedly in some versions of future updates) of the Spanish translation, the nameplate for the Temple stage says "La Cúspide", the Spanish name of Summit from Brawl. However, this appears to be fixed in some versions of the game to Templo, the correct name, and it displays the normal name in the results screen.

One of the Nintendo Directs also shows this incorrect name.

(Source: Original TCRF research)

R.O.B.'s "Broken" expressions

Hmmm...
To do:
  • Investigate exactly why this happens

Like with most fighters, R.O.B.'s facial expressions change depending on his current situation (standby, hurt, grabbed, etc.)... or at least they're supposed to. They work fine in modes that do not have battle intros before a match, but they can never be seen in traditional battles, meaning this bug has something to do with his model "breaking" during his intro animation.

SSB4WiiU-Rob Unused Expressions.gif

Mumkhar?

Strangely, Mumkhar is listed alongside a list of character names intended for the "Voices" section of the Sound Test in "ui\message\sound.msbt", despite not appearing anywhere in the game, even as a trophy. Given that he is grouped together with Shulk, Dunban, and Riki, it is plausible that he may once have been planned to appear as part of Shulk's Final Smash... although that in itself would be bizarre, as Mumkhar is never allied with Shulk at any point in Xenoblade Chronicles.

Notably, while Mumkhar is Metal Face's true identity, the latter has his own separate entry in the Sound Test, and is grouped alongside the rest of the "bosses" as opposed to the playable fighters.