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In the game's files for Mario Circuit is textures for Toads Kart and Toad himself, this suggests that Toads would of raced instead.
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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Attachment According to Masahiro Sakurai, in an interview with Famitsu, the reason for the addition of the fighter Duck Hunt was for two reasons. The first reason was that he had an interest on adding them for a long time, but was also because of the uniqueness of the character. The second reason was because of the high sales of the game, and he deemed that the game was the high-selling shooting game in the USA.
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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Corrin from Fire Emblem Fates nearly didn't make it into the game because Super Smash Bros. creator Masahiro Sakurai thought that they had already included too many Fire Emblem characters.
However, Sakurai's team thought that Corrin would be a unique fighter and convinced him to include the character in the game.
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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The match end tune from Street Fighter II can be found in the game's files. However, a remix of this tune was used instead for Ryu's win theme. The unused tune was most likely a placeholder during development.
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In the game's files there is unused text that says:

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


This most likely meant the Temple and Gamer stages were going to be unlockable stages at one point.
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There is an unused Game Over jingle leftover in the game's files. The song is not used anywhere in the game.
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Despite R.O.B. having his grey and white palette in the American version instead of his red and white palette, his Final Smash trophy shows him with his Famicom color palette no matter what version of the game is being played.
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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Attachment If Little Mac accrues 100% of damage during a match, bruises and tape will appear on his face.
sell
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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The image of Mario and Luigi carrying gifts for Bayonetta is a possible reference to Bayonetta 2, in which Enzo carries Bayonetta's gift boxes in the game's opening cutscene.
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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The reveal trailer for Roy shows him taunting in front of the Spicy Curry item. This is actually a reference to a Japan-only Super Smash Bros. Melee photo contest. The winner was a photo called "The Ultimate Curry", which depicted Roy taunting in front of the Curry food item.
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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In the June 14th, 2015 Direct, Sakurai stated that the Suzaku Castle stage was the first in the series to have music that changes as the timer gets close to zero. This is false, as the Mushroom Kingdom stage of Super Smash Bros., and the Mushroom Kingdom and Mushroom Kingdom II stages of Super Smash Bros. Melee all have music that changes as the timer gets close to zero. It is however the first stage in the series that changes the music during stock battles when the last opponent standing or the player is down to their final life.
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The game contains an unused costume selection for Roy, which uses his default color palette without his cape and comes with a number of minor texture differences.
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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Attachment On page 292 of the Prima Guide for Super Smash Bros. 3DS / Wii U, it shows a beta image of the roster containing the Mii Brawler icon. Although the individual Mii fighters do not have their own icons in the final game, the unused icons for the Brawler as well as the Mii Swordfighter and Mii Gunner can still be found in the game's data.
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The Wii U version contains unused sounds of Kirby saying "Heavenly Light" and "Explosive Flame", both of which are Palutena's custom Neutral Specials, suggesting that he was originally intended to copy the custom standard specials of other characters.
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In the Japanese version, Wonder Pink's trophy had a different pose, and her legs and underwear were shaded to make it appropriate for the CERO rating.
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Attachment The emulated NES demos featured in the "Masterpiece" collection seem to run NES games at a higher quality than the actual Virtual Console versions they are promoting. This is most evident in how smooth and clear these demos look against the comparatively blurry VC ports.

This is likely due to Nintendo's improved emulation abilities rather than them purposefully trying to mislead fans, as the NES Virtual console was released very early in the Wii U's lifespan and likely used a system similar to that of the Wii.
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Underneath Link's hat, you can see fully modeled hair that cannot be seen under normal circumstances.
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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Attachment According to Masahiro Sakurai, in the November 2014 issue of GameInformer, the reason why Super Smash Bros. was released on two different consoles was because he was a “freelance game designer,” and that having a unique version of the game makes it fun.

"The first reason is that I think both portables and home consoles have their own traits that make them fun. I've gone into that in previous interviews, so I'll omit the details here.

One big reason for this approach is because I'm a freelance game designer ... I'm always going to be the center of any Smash Bros. project, but since I don't have my own personal studio, the staff changes in and out with each project. Changing development studios like this also means that you can't build out from the know-how and in-house assets you've accumulated over time.

As a development environment, it's different from a publisher that can work on fighting games, shooters, and open-world titles all at once. For us, even if things look the same, it's all completely different, completely built from scratch. If we started with a console project then moved on to the portable platform, once one team finished up their work, we'd have to wait and hand everything over to another team."
subdirectory_arrow_right Super Smash Bros. for Nintendo 3DS (Game)
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Attachment According to Masahiro Sakurai, in the November 2014 issue of GameInformer, the reason why both versions were released at different times was done to "keep the debugging schedules separate from each other:"

"The biggest reason was so we could keep the debug schedule separate from each other. Debugging a game this size is a major project involving hundreds of people, and since the two platforms offer pretty different content, we wanted to avoid conflicts during the debug stages. If we were hell-bent on a simultaneous day-and-date release, we would have wrapped up one title, put it on the back burner, and launched both games in 2015. But I doubt most people prefer that."
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Attachment For some strange reason, in the Spanish version of the Wii U game, the Temple stage is called "La Cúspide." "La Cúspide" means "Summit," and it's unknown whether the stage from Brawl would return, or just simply a translation mistake.

Some releases fixed this mistake, however, and the map is called "Templo" in those instances. (the correct Spanish name)
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