Super Smash Bros. Unused Content REDUX | LOST BITS [TetraBitGaming]

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Published 2024-07-06
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Welcome back to another Lost Bits Redux video! Today we're revisiting one of the first Lost Bits video's I've ever made as we once again check out the original Super Smash Bros for the Nintendo 64. There's lots that I didn't cover in my original video including unused audio, graphics, debug features and more! Hope you enjoy!

Main Source:
tcrf.net/Super_Smash_Bros.

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Sections:
0:00 - Intro
0:48 - Pre-release changes
3:35 - Regional changes
6:18 - Unused Animations
8:36 - Unused Camera Angles
9:47 - Scrapped Screen Transitions
10:22 - Unused Audio
14:50 - Unused Graphics
19:12 - Hit Box Mode
20:55 - Debug Menus

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Music courtesy of:
‪@JamminSamMiller‬ - Stickerbush Symphony
‪@branflakes325‬ - Above the Clouds
‪@smashremix5540‬ - Final Destination (Brawl)

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#smashbros #lostbits #tetrabitgaming #tetrabit #unused #cutcontent #lostmedia #n64 #supersmashbros

All Comments (21)
  • @TetraBitGaming
    What's your favorite character in this game?? :_TetraKUP:
  • @MattTOB618
    2:18 Fun fact: because some of this unused audio was Captain Falcon's, they didn't need Ryō Horikawa to record any new audio for the next few games, meaning that it took until the announcement of Min Min in 2020 for them to bring back his voice actor. Yes, they brought Ryō back after over two decades just to record him slurping noddles.
  • @NezuChan
    One thing that always bugs me when anyone talks about the Smash prototype is Ryuoh. It's a place name. I'm not a fan of seeing it translated as Dragon King. We don't typically translate place names in other languages, so why here? It loses the nuance that the scenery of the background is actually Ryuoh-cho Japan. Satoru Iwata said in an Iwata Asks that he got the codename from the background. I wish people would at least acknowledge this when talking about early Smash. It's a little piece of the history that goes often unnoticed by non-Japanese speaking fans.
  • @N1NTENDUDE
    I didn’t know you were revisiting old lost bits episodes!!! That’s so cool!!
  • The free falling animations got used in the next games btw, it activates when you touch the ground for a split milisecond
  • @N8-PT
    The beta was called Ryuuo the Fighting Game. It’s named after the city in the stock photo and isn’t supposed to be literally translated to “dragon king”
  • It’s interesting that Sakurai was thinking about a photosensitivity toggle even all the way back then, shame it was never implemented.
  • @LilKiwi2240
    Dragon King is not exactly an accurate name for the game. Hal Labratory Office happened to be located in Ryōū, Japan. And Ryōū happens to translate roughly to Dragon King Essentially, the game was unlikely to ever really be called Dragon King. Put it this way, its like if a New York developer decided to make a fighting game, and used the name "New York, The Fighting Game"
  • @partyslime69
    One regional difference I've never seen anyone bring up is how Donkey Kong's name, when selected, is unchanged in the Japanese version, while the international version shortens it to DK. On the character select screen, the name is D. Kong.
  • @SorcererLance
    I'm not too surprised to learn Fox actually had some spoken lines of dialog that got cut out... not unlike what they did with him in Melee, but only keeping his "Mission Complete" victory line and his "come on" taunt, being the only English lines he ever says. I'm also not too surprised there were plans to have flashing effects like lots of other fighting games had like Marvel vs Capcom 2, but considering the timing of when Smash 64 came out, they likely had a change of heart after the whole infamous Pokemon anime episode with Porygon.
  • @ProperDev
    The blue spinning angry Kirby Cube has some MAD Windows 98 Screensaver vibes.
  • that fact nintendo still hasn't put the original smash bros is a crime. let me relive my childhood by playing classic mode 8 times with the exact same order of opponents to unlock mushroom kingdom!
  • @metashy344
    I'm surprised you didn't mentioned that both Samus and Luigi have missing hitboxes in their up air and dash attack respectively This can be reimplemented by altering a single bit of data in the game (apparently). What's really interesting is that in the next game this was kept as a choice for Samus, but Luigi still was not fixed or they did a really similar mistake with his dash attack. Anyway Great video!!!