Super Smash Bros. is now available on both Wii U and Nintendo 3DS around the world, meaning that fans can double dip or opt for their preferred system wherever they are. Though full-on cross-play isn't possible, there is some connectivity between the versions — for transferring characters or using the 3DS as a Wii U controller — and Masahiro Sakurai has always maintained that mechanically (beyond aesthetics) both versions play the same way. Though there's an obvious gulf in visuals and resolution, these similarities — as demonstrated by Digital Foundry — are remarkable.
We'll summarise more detail below, but let's kick off with the Digital Foundry side-by-side comparison video, which shows slow-motion animations across both versions.
Visual changes between the two are many, but what's remarkable is just what remains the same. In pairing shots for our head-to-head video, animation frame data for each character is almost entirely identical between platforms. From the range of Little Mac's charged punch to the duration of Link's upward smash, every move on 3DS locks to the Wii U timings - making it a handy companion for those practicing on the go.
There are exceptions, we notice, such as the slight lengthening to the cool-down on Zero Suit Samus' side smash on Wii U. However, where most moves translate directly from handheld to the big screen, this close pairing only highlights a drastic upgrade to character rigging on Wii U. Alongside the bumped clothing detail for characters like Shulk, sharp polygonal corners are rounded. Up-close during victory poses, this noticeably gives way to more complex jaw structures on character's like Fox, and also a curl to Donkey Kong's fingers.
As was already known, the Wii U version runs at native 1080p, with the 3DS version the standard 400x240 which is, nevertheless, given some impressive effects on the portable. Importantly for the fighter, framerate performance is shown to be pretty much as expected to those that have been playing the games — very smooth and solid, with tiny and occasional dips.
When it comes to frame-rate metrics, Nintendo's record is very sturdy in recent efforts like Super Mario 3D World and Mario Kart 8. And in line with Smash Bros. series tradition, both 3DS and Wii U confidently strike the 60fps target with full v-sync engaged. As a general rule, both hold to this grade of performance near perfectly in most instances.
For the home console release, we do see minor hiccups that bear passing mention. These are plucked from a range of scenarios, such as the crashing of a metal rig above the Boxing Ring stage, initiating a final smash move, and also landing a knockout blow. Barring the first, the resulting blips are rarely consequential to the flow of play. In fact, even eight player matches throw up little the Wii U can't resolve at a full 60fps update - only taking the faintest dip to 58fps in our tests on claiming a smash ball.
Given it's a full 1080p title as well, all signs point to a very well optimised Wii U rendition, with just a few rough edges. Performance on 3DS is less robust meanwhile, but still impressive. A 60fps line is held almost to a tee, but with odd, single frames dropping throughout battles on Final Destination and Battlefield stages. Thankfully, this still gives it the perceptual effect of 60fps, where the screen's smaller size makes it easier to miss these occasional, missed frames.
Nintendo's handheld also has issues with heavy build-ups of alpha effects - though final smashes are tightly optimised. Case in point: a 54fps drop is recorded for one fiery finishing move on the Yellow Devil boss, while Fox's final Smash barely makes a dent. The frequency of such frame-rate hits is controlled, however, with the 3DS reducing its item drop rate to match the Wii U's lower settings. On balance, it makes these lurches unusual, but puts a ceiling on the chaos that might emerge during frenzied four player bouts.
In an era where so many games boast of a smooth 30FPS, it's pleasing to see Nintendo maintain its priorities at another level. The final analysis is one of praise for developers Sora and Bandai Namco, for achieving beautiful results on Wii U while utilising every scrap of available power in the 3DS.
It's all too easy to pluck a winner from the two when placed side-by-side, of course, especially in blowing the handheld version up to matching scale. Rather, it instead magnifies our respect for co-developers Sora Ltd. and Bandai Namco, whose agenda is clearly set on extracting the best from 3DS and Wii U hardware.
Even with visual cutbacks, the 3DS produces a beautiful, fully stereoscopic 3D rendition of the game at a near perfect 60fps - an impressive feat for a handheld. The level selection, most of which is unique to the platform, is also crafted around the smaller screen size. Skyboxes are drawn closer, textures are enlarged to improve visibility, the colour palette is exaggerated, and characters are even given an (optional) black outline to help players keep track of the action.
At its heart, and despite using two very different tiers of polygonal detail, the 3DS and Wii U also share the exact same animation frame data for each character. The Wii U no doubt offers the premium visual set though, and eight player stages like The Great Cave Offensive thrive on its ability to output at a native 1920x1080. A slew of other visual upgrades are also brought to light at this resolution - including an enhanced lighting model, dynamic shadows, upgraded texture maps and even reworked stage backgrounds.
Whether or not this is the definitive release for the competitive scene, its technical faculties have to be admired. Smash Bros. on 3DS and Wii U is a labour of love from Sakurai and his team, realising characters from all corners of the industry at previously unseen levels of detail. Presented with stereoscopic 3D in your hands, or at a crisp 1080p for couch play, it's a success for Nintendo fans of either persuasion.
What do you think of the visuals and performance of these two versions of Super Smash Bros.? Have you been impressed by what the developers achieved?
[source eurogamer.net]
Comments 25
Well, i can say one thing, they were smart to release them at different times at least for me as I would not have bought both if they were released at the same time.
It just shows everyone the love and hard work Sakurai and his team put into this title.But still both version keep a solid 60 fps!That's amazing!
Wii U might not match the strength of it's closest competitors but it still has the ability to push out some amazing game visuals. Can't wait to see what's next. 2015 seems like a wallet killing year and 2016 still has some promise. After all, Retro has to be working on something.
"Honey? I seem to have dropped my jaw on the floor. Would you mind helping me find it?"
Nice!
They weren't bluffing when they said that Smash will run at 60 fps. It's good to see the hard work that Sakurai and the team have put in for Smash, it's truly outstanding.
@Iggly This is simply the result of a game being in development for more than just a year.
And you can see that this was a love project and not a quick cash in. Basically, this is why im generally biased towards Nintendo. They simply havent abandoned the concept of polishing a game, even if it might take a bit longer.
@TheRealThanos Pretty sure these guys were also impressed by the performance Super Mario 3D World and Super Mario Kart 8.
MAN they really did an amazing job with these games, I'm so happy with both purchases! And they may be my new favorite games
I love both! They are amazing. Its hard to go from Wii u to 3ds graphically, but the 3ds is priceless for portability. I'm playing it on a layover right now. Man, I'd have died if i knew my 64 fav would evolve so back in the day.
@TheRealThanos
To be fair they were very complimentary about MK8 and Mario 3D World while praising the Wii U ports of Bayonetta, Rayman legends, Need for Speed Most Wanted and Trine 2 as the definitive versions.
The games really do keep the bar set. Can't say they set the bar cause Nintendo has been maintaining this level of quality for a while now
1080p/60fps
Guess that's why Nintendo won "developer" of the year award Friday night.
I tend not to get hung up on stuff like this but it is nice for Ntinedo fans in random forums to have something to hold up in defense of the "underpowered" Wii U.
@electrolite77 Well, for MK8 it was "it's only 59 fps when using CPU players and that repeated 59th frame can't be unseen". Smash Wii U occasionally drops to 58 fps in 8-player Smash, but they say it doesn't matters for gameplay.
58 fps... 60 fps... can you even notice the difference lol
@rjejr What about fun? Other consoles could never bring the joy of playing Nintendo Land with 4 friends.
But yeah, I know what you meant...
the wii u version it doesn't surprise me. It has to be at the highest standard. The 3ds is the version that blows me away. It plays the same as its console counterpart. That's even more impressive. And I know that one will get the most use in my house. We have 3 3ds' now, 1 for each of us "boys". Smash wii u is for kids for Xmas, but I've been playing it at night without them knowing. Thanks a lot Nintendo.
@TheGreatBrawler no. I can understand saying you can see the difference between 60 and 45...but 58 and 60. Give me a break. I can't without my pc monitoring it while playing a game.
@Donutman You would be able to tell if the movement in the game was linear and constant, like for example in MK8. There you can easily see when it drops frames (60 to 59) because of that and because vsync is engaged and a frame can't simply tear - you gotta wait for the entire screen redraw to finish. In Smash you won't ever be able to tell the difference because of how erratic the movement is on the screen.
That said, Smash will hopefully put a sock in the mouth of those who keep telling us that Wii U is a past generation system that is unable to sustain even 30 fps at sub-HD resolutions because of it's lacking hardware rather than simple layziness of the developers.
Digital Foundry actually thinks a Wii U game is 1080p and 60fps? There's a shock
Wow. Amazing.
I hate the fact that my 3DS still isn't in shape to play Super Smash Bros. Having it sent to be repaired will have to wait until after Christmas, and even then it seems I might not be able to have it done because I bought it at terrible online store that I don't trust and I will not let them touch my 3DS XL ever.
@kensredemption
I disagree.... Owning also a Ps4 I can say that it's first party games I tried: Infamous Second Son, Killzone, Driveclub all run supersmooth and their graphic is an excellent showcase for the console power.
@sevex They were somewhat, but they still had a fair bit of (uncalled for/unnecessary) criticism, and this verdict is more positive in comparison.
@electrolite77 Yeah, I know. But those were damn near impossible to deny, because they are solid experiences (if we forget about the glitches in NFS Most Wanted for a moment. Then again: of course that wasn't a first party title) Obviously I was making a sarcastic joke, but if you look at the big picture, it truly does seem that (compared to other platforms) they are quite critical of Nintendo's games in general, even though Nintendo is the ONLY company that is leading in ways of optimizing software on their own hardware and squeezing every ounce of juice out of it to show others how it's done.
With the advent of the Wii U & 3DS we are now also starting to see some patches and updates on Nintendo systems, but in general they are still the least faulty publisher in the entire industry, so to be splitting hairs about a drop of 1 to 2 frames every second is totally ridiculous to say the least and it's hardly relevant in actual gameplay, which they also confirmed themselves.
Needless to say that it should actually be the other way around since we're talking about 8 player games here, so a drop of ONLY two frames per second is bloody damn marvelous in any sane person's book.
It's not like they offer us multiplayer with the frame rate cut in half as well as a major drop in overall resolution, like so many other companies on other platforms seem to be struggling with...
@Kifa It is virtually impossible for most people (let's say 99.9999%) to see a stutter of one frame in every sixty, seeing as your eye would have to be able to notice a sixtieth of a second EVERY second. Good luck with that without any technical aids. Drops are quite easily noticeable when the difference is 15 frames or more for most people and between 5 to 10 for the people that know where to look, but anything between 1 to 3 is as good as unnoticeable.
@arnoldlayne83 Those games are pretty entertaining in their own right (although I would argue that Drive Club is a poor man's Forza Horizon and is definitely trumped by Project CARS) but all of them drop resolution when going to multiplayer mode into somewhere around 900p instead of the promised native 1080p and that is mainly because of them not being able to keep a steady frame rate otherwise, so they have to make a trade off there with resolution for frame rate. Now I couldn't give a damn about a game not being 1080p as long as it looks nice and plays great, but if you are unable to deliver what you promised, then you shouldn't advertise what you haven't been able to achieve; in the case of Killzone the promised 1080p is even mentioned on the game's box, but it actually doesn't achieve it on screen. Prior to their release, the next gen systems promised us not only 1080p native resolution but also a rock solid 60fps for ALL games, yet on both counts they don't deliver in all but a handful of them, and no one back then ever said that those numbers would only be attainable in single player mode... (and there are more than enough games that even manage to fall short there)
I'm impressed with how much effort and love Sakurai and his team put into these games. It's outstanding.
I absolutely hope I get Smash Bros. for Wii U for Christmas this year... Until then, I'll be settling it in 3D.
What's weird to me is that some big titles on PS4 and Xbox One have been reported to display 30 frames per second. If the Wii U can do this, then I know the other two consoles should have no problems doing it. That's not to say all games on those consoles are like that, but still.
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