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Super Smash Bros. for Wii U
|Super Smash Bros. for Wii U|
This game has hidden development-related text.
This game has a prerelease article
Super Smash Bros. for Wii U is (technically) the fifth installment in Nintendo's best-selling series of fighting games. The game features a plethora of awesome new features!
And Smash Tour.
- 1 Subpages
- 2 Unused Music
- 3 Unused Sounds
- 3.1 Character Voices
- 3.1.1 Kirby
- 3.1.2 Marth
- 3.1.3 Mewtwo
- 3.1.4 Rosalina & Luma
- 3.1.5 Wario
- 3.1.6 Corrin
- 3.2 Sound Effects
- 3.3 Unused Narration
- 3.4 Fighter Announcement Remnants
- 3.1 Character Voices
- 4 Unused Custom Moves
- 5 Unused Move Properties
- 6 Unused Stage Icons
- 7 Unused Files and Text
- 8 Unused Model Features
- 9 Unused Stage Features
- 10 Oddities
| Model Conversion Logs|
A small handful of model conversion logs.
| Unused Animations|
Loads of GIFs for the many unused animations.
| Version differences|
A large number of differences exist between regions and revisions.
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 it doesn't.
Keep in mind that with the exception of the "strong knockback", not including Ganon's, Captain Falcon's, and Jigglypuff's files, and one of Meta Knight's voice clips, all of the unused files for characters reusing voices from Brawl are also unused here.
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.
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 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 saying "Watashi wa naze koko ni iru no ka... ?", which translates to "Why am I here... ?" Same situation as the above audio clip.
Mewtwo saying "Orokana.", which translates to... "Fool." Guess what happened here.
Rosalina & Luma
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.
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.
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). These clips can still be heard in the sound test.
Dig into this more explicitly.
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.
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.
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.
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 NarrationRound 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.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.
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.
Replace the videos with new ones. The current ones were removed by Nintendo.
While most of them are nonfunctional 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
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.
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+)|
Unused Files and Text
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...).
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
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
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.
Within the files for the character select screen art are the bosses. What use they exactly served during development is a mystery, but they're there. Metal Face seems to be in a T-Pose, and all of the Master Core forms are present, including the Core itself.
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.
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.
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.
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:
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.
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.
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.
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.
Unused All-Star Preview Images
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 Model Features
Xenoblade trophies (Fiora, Mumkhar, Sharla, Melia, etc.) all have their gameplay textures unused, but included in the model.
The model for the Assist Trophy Skull Kid has various features that aren't used in any way. His face, complete with a modeled beak, is still present under the mask. There is even texture space dedicated to it, located in the bottom right corner of the model's texture.
In the top-right corner of the texture is texturing for a pipe instrument, much like the one used by the generic Skull Kids in Ocarina of Time. The Assist Trophy does not use any sort of instrument, as the assist trophy is based on the Skull Kid from Majora's Mask.
The eyes on Majora's Mask are rigged to the base hat bone rather than the head bone like the rest of the mask.
Captain Falcon's face texture contains some unused mapping for his eyes, ears, and brow – they're also included on the normal map, naturally. This mapping is a remnant of an earlier version of Falcon's head, where they modeled his complete face. In the final, they ended up deleting the face geometry covered up by his helmet for efficiency reasons.
In Brawl, a similar texture also went unused.
Behold, his confused expression.
King Dedede Textures
An early Dedede texture that was edited from his Brawl one. Some of the painted-on shading has been edited out, making leeway for a normal map to do more of the work. It was also darkened and hue shifted.
While most parts of the texture isn't used in any way, one of the 2 parts for the fur on his coat and hat uses that texture, to give that fuzzy feeling. Same with the skin part of the head and body, and the feet.
Roll's undergarments are modeled and textured, but are censored in the final game for obvious reasons. For contrast, Peach's are censored even in the texture, while Roll's are not.
Blue Falcon Image
Hidden in the alpha channel of one of the Blue Falcon's textures is... a picture of the Blue Falcon. The particular image used is one of the official renders from F-Zero GX.
Prince of Sablé's Blade
If you look at the the Prince of Sablé's side, you'll notice he carries a sheathed sword. He doesn't actually pull it out for any of his attacks, since he only uses his Frog and Snake forms. Despite this, the sword's whole blade is modeled, just hidden behind his sheath.
Its design is consistent with its appearance in the prince's official artwork, with the triangle shape at its base.
Wonderful 101 Trophy Textures
All of The Wonderful 101 Trophies use textures lifted straight from their game of origin, meaning that their real eyes are still present under their masks. In addition to the eyes present on the face texture, everyone except Wonder-Red and Wonder-Yellow have textures and meshes for their real eyes (and even then, Wonder-Red's eyes are completely blank), but there is no way to see them in the trophy viewer. One of the textures for Wonder-Green's gun includes an alternate facial expression for him, which goes completely unused.
All 3 of Marth's trophies contain the texture for his sword/sheath from Brawl. Technically, this is used for a very small and hard to notice couple of polygons present on the end of the blade for whatever reason, and were removed from the character model itself.
Unused Roy Skin
There's an extra Roy color slot that goes unused, labeled c08. The model itself is his default costume minus the cape and headband part at the back of his head. In addition, there are some minor differences between their textures, including lower resolution hair and an earlier version of the body. (The differences on the latter might be hard to notice, but they become clear once you switch between the images.)
Comparison of both costume's front:
Comparison of both costume's back:
Comparison of both costume's face:
R.O.B has an interesting alternate texture showing cracks on his body (on the bottom left). This is never used and might be like Brawl's case where fighters were supposed to have battle damage (though in that game, the cracks were not present in the textures - this is a new addition). In the final game, only Little Mac shows battle damage. Perhaps more characters were planned to have this aesthetic?
R.O.B also has unused expressions. From the curry eyes to the hurt eyes, they're all made. While these expressions are used in single-player modes, they are broken in modes where R.O.B's battle intro is showed, i.e everything else. The reason why is because the model.mta for R.O.B seems to break when showing R.O.B's intro, and as a result it doesn't tell the game to make them appear and disappear, which is odd...
Luigi has an unused "result" head mesh. Normally, for most if not all characters, it's used to make the lips and eyelids move via bones, but in the final game, only the regular expressions are used and swapped and the lip movements aren't fluid. How lazy.
Luigi's hat also has an underside, a leftover from Brawl...And it seems not much was changed, as it also reuses the low-quality textures from that game.
Unused Stage Features
In Super Smash Bros. for Wii U, 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.
Part of the mountain on the left side of the stage continues under the ground. Impossible to see in normal gameplay.
One of the stage formations strangely has a sticker texture hidden in one of the platforms. Once again, impossible to see in normal gameplay.
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|
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.
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.
|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|