Fighting

Super Smash Bros Brawl [Wii – Beta/Unused Stuff]

Super Smash Bros. Brawl was developed by Sora and published by Nintendo for the Wii in 2008. Development of the game began in October 2005, when Nintendo opened a new office in Tokyo just for its production. Nintendo enlisted outside help from various developer studios, including Game Arts, whose developing team spent excessive amounts of time playing Super Smash Bros. Melee. They were also given access to all the original material and tools from the development of Melee, courtesy of HAL Laboratory. In addition, several Smash Bros. staff members that reside in the area of the new office joined the project’s development. [Info from Wikipedia]

The design of the mines that Snake can use was changed in the final version. In the beta, some of the “character emblems” had the original Super Smash Bros. Melee character emblems/icons.

Also, texture hackers who have searched through the disk have reported there being “battle damaged” versions of a bunch of the characters, meaning there was to be a damage system similar to Soul Calibur 4. For example, the Ike damaged model had a cracked sword and for Captain Falcon, an unused exists of a damaged version of his helmet, and if you check the model, you can see his eye in the same side of the damage.

Some unused CD Tropy’s Textures were also found, but we dont know what they were meant for.

On the file called: “training_info_en.msbin” inside, it contains an unused speed: “2x”

Some Masterpieces wasn’t used on the USA/PAL version and on Japanese too, there was to have:
-Donkey Kong Country (for all the languages) [Maybe could not use about copyrights]
-Fire Emblem USA (even the game title) is translated.
-Earthbound (of course english, if it was Japanese, it would be Mother)

I noticed one thing on the original game itself, you know that you can change the music on the menu right? Check this:

Gabrielwoj found an file with the stage icons at the left (the game have an configuration to make the effects) and I saw one thing…
See again, on the stage icon, it’s written above: “SELECT GAME”, at the Final release, it’s: “SELECT MODE”…

There are a lot of unused things, maybe, from test modes [Info from MarioWiki]
Gabriel found a lots of unused stuff on the ISO:
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This one just remember a save file image, well, It’s possible to see an Mario coming on the first stage of the Subspace Emissary

Who did played Melee, knows that, it’s the Mario Stock icon from Melee on Brawl! But one thing weird, this sprite is on the results screen PAC (the file with much things of SSBB), maybe for other tests…

Okay, this is weird, it’s an image that says : BOSS 1, and it is Giga Bowser… Some kind of more TESTS? Also, this image is on most files of the ISO, in the stock icons from other characters, better saying.

MENU! But some kind of sprite? Don’t really know about that, but some background changed when in development?

An stage called Select, I think it was to be on the Custom Stages screen…

THIS IS SMALL! Some other stadium event what was removed, only did rested his palette, an purple pixel (also on the movies folder, there is an another what is totally transparent and one what have some misplaced pixels)

Found on the Tournament file, I have no idea what it could’ve been used for.
It is a screenshot of an early build of the game, possibly used in some sort of move in-game, or just, was left on the disc, by, accident,,,,,,,.
Link have a Ordon Sword unused texture on the fighter folder (from Twilight Princess) [Info from MarioWiki]

Other things that never made the cut were:

  • Fox’s animation had him holding a gun, instead of moving his hands as if he was drinking something like tea.
  • Shadow Moses Island had an outside part of it, too- it had a great view of the mountains and some white platforms.
  • Ridley was an Assist Trophy, not a boss.
  • Songs such as Sonic- You Can Do Anything and Forest Maze were originally in the game.
  • The developers intended on making Snake a bit more muscular.
  • Rosalina was once an AT
  • Green Hill Zone’s old name was Emerald Hill
  • Link’s hair was longer in the beta
  • During Brawl’s development, the graphics were going to be a little better than they are in the final (More polygons)
  • During the time, Mario used his Super Mario Sunshine voices before the new recordings with Link using voices directly from Twilight Princess (No, SSBB and TP’s Voice Recordings Are Different)
  • All Characters, Including more, were done by E3 2006 (Said in Iwata Asks)
  • Blade Knight, Bonkers, and Mech Cannon were found as unused enemies. (Possibly left over from the Kirby game)
  • 38 Extra trophies were found in the disc data. (Example- Dread Kong is one of these)
  • In Delfino Plaza, it was possible to fight on the beach area beside the lighthouse. (Shown in “Sonic Joins the Brawl!” Promo)

—Some sound effects still exist in the BRSAR (the main file for the voices/sound effects), like the character voice for Mewtwo, a swallowed Giga Bowser (and possibly Wario Man, or like Wario’s Final Smash Thing) with Kirby, narrator saying all the modes (like DATA, WiFI, etc), some unused voice clips/unused sounds from some of the characters (Ex: Ike’s voice thing saying [Voice: Catch’ ya]), all of them have nothing, it just has the name, only the exception with the character voices (i.e. the example of Ike)—
BETA ENEMIES

ef_arrians.pac
ef_bladeknight.pac (Blade Knight)
ef_blossa.pac
ef_blowm.pac
ef_bonkers.pac (Bonkers)
ef_brontoburt.pac (Bronto Burt)
ef_byushi.pac
ef_dyeburn.pac
ef_gunnatter.pac
ef_karon.pac (Dry Bones)
ef_kyan.pac
ef_met.pac (Buzy Beetle)
ef_ploum.pac
ef_siralamos.pac (Possibly the giant fish at Summit)
ef_torista.pac
ef_whauel.pac (Could be an unused whale enemy)
ef_wiiems.pac

BETA FIGHTERS (To clear it up)

ef_dixie.pac (Dixie Kong)
ef_dr_mario.pac (Dr. Mario)
ef_mewtwo.pac (Mewtwo)
ef_pra_mai.pac (Either Random Box or Plusle and Minun)
ef_roy.pac (Roy from Fire Emblem)
ef_toon_zelda.pac (Toon Zelda from Wind Waker)
ef_toon_sheik.pax (Tetra or Toon Sheik)

More infos: Smash Bros Brawl removed characters

Also, gabrielwoj found two messed up THP Videos (from The Subspace Emissary) on the movies folder:

With the first video, it’s the part of Meta Knight/Lucario/Snake’s… But they are glitched, no sound and different size… There are dead pixels at the screen, at the end, it will be correct, but when it rolls, it has the image from before… It was possibly some sort of Test Video Thing Forthegameitself. In the second video, it’s small clip/a very short clip, it’s the first time the “box” appears at the subspace emissary, in this Snake’s part. It is also mostly the same as the original clip in the final product released thing, but the “dead” pixels are with the other pallets, the video itself too.

Some other strange prototypes of Subspace Emissary videos have been found on movie folder of the disc files of the SSBB iso:
I want to thank Susumu for translating them:
*The ssbb logo at the bottom is written: Super Smash Bros Brawl: The Subspace Emissary


^As on the translation, the Chapter 16-02LZ may is Link and Zelda, which Link found Zelda in Subspace Emissary, which have been turned, at image at the bottom says about link but starts with 16-02MZ (Mario and Zelda)


^SAMPLE, maybe for easier video construction…

Into some of those THPS, they have some images, which they only have 0.1 frame second, which is very hard to see it:

^Maybe for Chapter 03-02 (Notes: No Shadow, strange poses, what happened with Kirby’s mouth?. It looks they are floating and there is an the thing an black circle at the top) [but on the files: 16-02MZ/16-02LZ]

^Maybe for Chapter 20-01 (but on the files: 05-01) (Notes: Looks very close to the original [or is the original, when Peach and Kirby is attacked by Halberd {but it don’t have image from Zelda}])

^Mirrored version from above (found on 05-00) [The only differences is the Kirby mouth and the shading]

[spoiler /Original Japanese Images/ /hide the Original Japanese Images/]


[/spoiler]

Thanks to Randy355, Shade3c, Adriel, DRMARIOX, Grahamx227,tgarciao, gabrielwoj and Susumu (I made some Grammatical correction here. Hahz lolz.
(for the THP’s Translation) for the contributions!

Images:

Videos:

 

Super Smash Bros [Beta – N64]

smash64logo.jpg

Super Smash Bros. was developed by HAL Laboratory, a Nintendo second-party developer, during 1998. It began life as a prototype created by Masahiro Sakurai and Satoru Iwata in their spare time titled Kakuto-Gēmu Ryūō or Kakuto-Geemu Ryuoh (格闘ゲーム竜王 ?, lit. “Dragon King: The Fighting Game”), and originally featured no Nintendo characters. However, Sakurai hit on the idea of including fighters from different Nintendo franchises in order to provide “atmosphere” which he felt was necessary for a home console fighting game, and his idea was approved. The game had a small budget and little promotion, and was originally a Japan-only release, but its huge success saw the game released worldwide. [Info from Wikipedia]

Below you can read the “Iwaka Ask” chat about Smash Bros:

Iwata: Because we don’t often have the opportunity to sit down and talk about Smash Bros., I’d like to use the last part of this interview to turn back the clock and talk about the start of this series, beginning in 1999 with the Nintendo 64 title Super Smash Bros. You and I were responsible for developing this prototype.

Sakurai: Right. We called it “Kakuto-Geemu Ryuoh” (Dragon King: The Fighting Game)

Iwata: At that point in time, we weren’t utilizing any Nintendo characters, and while you handled the planning, specs, design, modeling and movement, I worked on programming all by myself. In some respects, it was the ultimate handcrafted project.

Sakurai: Right. I mean, we didn’t know at the time that we would be able to use Nintendo characters.

Iwata: In retrospect, the main reason I undertook the project was to build a 4-player game that utilized the N64’s unique 3D joystick. What were your reasons?

Sakurai: Well, I wanted to offer an alternative to the two-dimensional fighting games that were crowding out the market. I also wanted to see if it was possible to make an interesting 4-player game that offered a new experience every time you play. Simply put, I was aiming to design a 4-player battle royal.

Iwata: I seem to remember “4-player Battle Royal” being written on the cover of the project planning document.

Sakurai: Right. I hadn’t given it a title yet.

Iwata: We hadn’t even come up with the codename Ryuoh yet. I think we ended up using Ryuoh because we happened to use scenery from the Ryuoh-cho neighborhood, the location of HAL Laboratory in Yamanashi Prefecture, as the background for the game.

Thanks to Adriel for the contribution!

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[Source: Iwata Ask]

Rumors say that in the beta concept of Super Smash Bros. 64, Pit, Bowser, Peach, Mewtwo, Meowth and King Dedede were going to be playable characters, but was taken out due to limits in the hardware. It should be noted though that Meowth and King Dedede appeared in the game as a Poke Ball Pokemon and as a background character, respectivly.

Two beta Kirby stages are only playable with a GameShark. The stages have strange elements, such as invisible barriers. A working Dream Land stage can be viewed in the “How to Play” tutorial, which itself can be seen by waiting on the title screen. Also, in the character select, the question mark boxes were supposed to be colored and Saffron City also had pink with purple on the rooftops, the smash ball were supposed to be introduce in this game. [Info from Mariowiki]

Beta Images:

Screen 1: There is no sign or bridge or sliding stone block
Screen 2: a pink floor that was later changed
Screen 3: Just some beta textures shown on Hyrule Castle

Thanks to 8PM and Deep Game Research for the contributions!

Videos:

 

Forever Dragonz [N64 – Cancelled]

foreverdragonzlogo.jpg

Forever Dragonz is a cancelled one-on-one fighting game that was in development by Software Creations for the Nintendo 64, produced & designed by Haydn Dalton. The game had many original ideas (at the time). Characters could be knocked through elements of the enviroment (like a stunt scene in a movie, later to be done by Dead or Alive).

Software Creations were also attempting to have larger, multi-levelled arenas rather than the small “ring” based fighters seen in the arcades and the PSX. They also wanted the ability to tailor characters and update elements of their fighting abilities, betting on fights and swapping fighter characters with friends. Technically it was a challenging title. Software Creations motion captured a set of moves and spent months just getting it to work without crazy rotations affecting the character model’s limbs, but sadly in the end  Forever Dragonz never saw the light of day.

Thanks a lot to Haydn Dalton for the great contribution!

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Chanbara Fighter – Master of Puppets [N64 – Cancelled]

chambarafightlogo.jpg

Originally announced in 1999, this promising fighting game developed by Bottom Up, unfortunately, was never released. It appears that the software house was closed down a few months later, leaving some incomplete projects for the Nintendo 64, including this Chanbara Fighter. The game should have been a classic fighting game 1 VS 1, but with an interesting super deformed cartoon style. It was possible to chose between a chef, a warrior, a crazy old man and many more. In Chanbara Fighter we would have been able to play in arenas with the background built to resemble a sheet of paper, hand-drawn by a child.

Each character used its own weapon to combat, for example, the chef used a frying pan while the old man had a stick. Chanbara was practically a mix of Super Smash Bros and Soul Calibur! The controls of the game were just as bizarre as its characters:  we would have moved our avatar with the D-Pad, while fighting by moving the analog stick (or the yellow C buttons). There were few good fighting game on the N64 and it’s a shame that this project was cancelled. Chanbara Fighter could have been a very interesting game and maybe even a lot of fun.

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