And don’t miss, at Thursday, Oct 23, at 3PM (PT), a Super Smash Bros. For Wii U livestream, highlighting 50 must-see things from the game!

And don’t miss, at Thursday, Oct 23, at 3PM (PT), a Super Smash Bros. For Wii U livestream, highlighting 50 must-see things from the game!

Here’s the Rules Menu! Unlike in the 3DS version, all rules options on the Wii U version will be available from the start.

And all the icons:

Second pic, clockwise from the top-left corner: Rules, Time, Custom Fighters, Stage Choice, Damage Ratio and Handicap

Third pic, clockwise from the top-left corner: Stock Time Limit, Team Attack, Pause, SD Penalty, Damage Display and Score Display.

Also, some of those icons may indicate that you’ll actually fight at Wuhu Island in the Pilotwings stage, plus that Temple from Melee is once again back!

Throughout Super Smash Bros. History - Wario

Amazon reveals some Smash Wii U info

Amazon updated Smash Wii U’s product description, revealing some new info:

  • Stage Builder is back, and will be controlled with the GamePad
  • Master Hand and Crazy Hand created challenges you will tackle
  • A brand new board game mode

source

Throughout Super Smash Bros. History - Falco

Photo Studio is back on the Wii U version!
And Fatal Frame and The Last Story are getting trophies!

Photo Studio is back on the Wii U version!

And Fatal Frame and The Last Story are getting trophies!

Throughout Super Smash Bros. History - Ness

challengerapproaching:


Another interview with Sakurai has cropped up in Japanese magazines!  A kind Redditor was able to translate the key points from the text above for the public, which we’ve edited slightly for clarity:

Sakurai decided to make Smash Run 5 minutes long as he felt 4 minutes was too short, and 6 minutes was too long. Furthermore, 2 songs fit perfectly in a 5 minute time frame. (Pretty smart!) Sakurai compared this mode to something else he lead the development of: Air Battles in Kid Icarus: Uprising, which is also 5 minutes long.
The Wii U version has more modes, which is a large part of the reason the development time took longer. (Though debugging for this version is also a very large part of the cause as well.)
Some fighters had to be changed for various reasons. Lucario had to incorporate his Mega Form, Pit had to use weapons from his new game, and other characters changed for balance reasons.
They can add more tips via update, so there isn’t a concrete number on how many tips are in the game. (interesting that he decided to single this point out.  Could they be planning to overlap some of the tips between versions on the Wii U release?)
Sakurai really cares about music in games. (And it shows!  What a great selection.)
He states that on the Wii U version, you can use the 3DS as a controller, and the Gamecube controller too.  You can also transfer custom characters/Mii Fighters.
Sakurai chooses the PoTD 10 days in advance, and sometimes picks a theme on what to show.
Sakurai states that for the 3DS stage, Magicant, they made a full 3D model for Flying Man. But because the pixel version loaded faster and looked better, they went with that. (That’s really cool, and you can see that they included a picture of what Flying Man was going to look like in the screenshot above!)
Development is still ongoing, and it’s challenging. He’s glad a lot of people are enjoying the game and hopes they’re looking forward to the Wii U version too!

challengerapproaching:

Another interview with Sakurai has cropped up in Japanese magazines!  A kind Redditor was able to translate the key points from the text above for the public, which we’ve edited slightly for clarity:

  • Sakurai decided to make Smash Run 5 minutes long as he felt 4 minutes was too short, and 6 minutes was too long. Furthermore, 2 songs fit perfectly in a 5 minute time frame. (Pretty smart!) Sakurai compared this mode to something else he lead the development of: Air Battles in Kid Icarus: Uprising, which is also 5 minutes long.
  • The Wii U version has more modes, which is a large part of the reason the development time took longer. (Though debugging for this version is also a very large part of the cause as well.)
  • Some fighters had to be changed for various reasons. Lucario had to incorporate his Mega Form, Pit had to use weapons from his new game, and other characters changed for balance reasons.
  • They can add more tips via update, so there isn’t a concrete number on how many tips are in the game. (interesting that he decided to single this point out.  Could they be planning to overlap some of the tips between versions on the Wii U release?)
  • Sakurai really cares about music in games. (And it shows!  What a great selection.)
  • He states that on the Wii U version, you can use the 3DS as a controller, and the Gamecube controller too.  You can also transfer custom characters/Mii Fighters.
  • Sakurai chooses the PoTD 10 days in advance, and sometimes picks a theme on what to show.
  • Sakurai states that for the 3DS stage, Magicant, they made a full 3D model for Flying Man. But because the pixel version loaded faster and looked better, they went with that. (That’s really cool, and you can see that they included a picture of what Flying Man was going to look like in the screenshot above!)
  • Development is still ongoing, and it’s challenging. He’s glad a lot of people are enjoying the game and hopes they’re looking forward to the Wii U version too!

The iconic peripheral, R.O.B., is back as a unlockable fighter in Super Smash Bros. For Nintendo 3DS and Wii U! And with a new Final Smash!