Super Smash Bros.
Developer(s)HAL Laboratory
Publisher(s)Nintendo
Director(s)Masahiro Sakurai
Producer(s)
Programmer(s)Yoshiki Suzuki
Artist(s)Tsuyoshi Wakayama
Composer(s)Hirokazu Ando
SeriesSuper Smash Bros.
Platform(s)Nintendo 64, iQue Player
ReleaseNintendo 64
iQue Player
  • CHN: November 15, 2005
Genre(s)Fighting
Mode(s)Single-player, multiplayer

Super Smash Bros.[a] (also called Super Smash Bros. 64 or Smash 64) is the first video in the Super Smash Bros. series. It was developed by HAL Laboratory and published by Nintendo for the Nintendo 64 game console. It was first released in Japan on January 21, 1999, in North America on April 26, 1999,[1][2] and in Europe on November 19, 1999.

The game is a crossover between several different Nintendo franchises, including Mario, The Legend of Zelda, Star Fox, Yoshi, Donkey Kong, Metroid, F-Zero, Mother, Kirby, and Pokémon. Characters and locations from these franchises are present in the game, and allows players to use each character's unique skills and the stage's hazards to inflict damage, get health back, and ultimately knock opponents off the stage.

Super Smash Bros. received mostly positive reviews upon its release. It was a commercial success, selling over five million copies worldwide by 2001,[3] with 2.93 million sold in the United States and 1.97 million sold in Japan.[4][5] It was given an Editors' Choice award from IGN for the "Best Fighting Game",[6] and also became a Nintendo 64 Player's Choice title. The game spawned a series of sequels for each successive Nintendo console, starting with Super Smash Bros. Melee which was released for the GameCube in 2001.

Gameplay

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The Super Smash Bros. series is a departure from the general genre of fighting games; instead of depleting an opponent's life bar, Smash Bros. players must knock opposing characters off a stage. Each player has a damage total, represented by a percentage, which rises as the damage is taken and can reach maximum damage of 999%. As this percentage rises, the character is knocked farther by attacks. To knock out (KO) an opponent, the player must send that character flying off the edge of the stage, which is not an enclosed arena but rather an area with open boundaries.[7] When knocked off the stage, a character may use jumping moves in an attempt to return; some characters have longer-ranged jumps and may have an easier time "recovering" than others.[8] Additionally, characters have different weights, making it harder for heavier opponents to be knocked off the edge, but harder for them to recover once sent flying.

Unlike games such as Street Fighter and Tekken, which require players to memorize complicated button-input combinations, Super Smash Bros. uses the same control combinations to access all moves for all characters.[9] Characters are able to move freely, which differs from other fighting games. The game focuses more on aerial and platforming skills than other fighting games, with larger, more dynamic stages rather than a simple flat platform. Smash Bros. also implements blocking and dodging mechanics. Grabbing and throwing other characters is also possible.

Various weapons and power-ups can be used in battle to inflict damage, recover health, or dispense additional items. They fall randomly onto the stage in the form of items from Nintendo franchises, such as Koopa shells, hammers, and Poké Balls.[10] The nine multiplayer stages are locations taken from or in the style of Nintendo franchises, such as Planet Zebes from Metroid and Sector Z from Star Fox. Although stages are rendered in three dimensions, players move within a two-dimensional plane. Stages are dynamic, ranging from simple moving platforms to dramatic alterations of the entire stage. Each stage offers unique gameplay and strategic motives, making the chosen stage an additional factor in the fight.

In the game's single-player mode, the player battles a series of computer-controlled opponents in a specific order, attempting to defeat them with a limited number of lives in a limited amount of time. While the player can determine the difficulty level and the number of lives, the series of opponents never changes. If the player loses all of their lives or runs out of time, they can continue at the cost of a loss of overall points. This mode is referred to as Classic Mode in sequels.[11] The single-player mode also includes two minigames, "Break the Targets" and "Board the Platforms", in which the objective is to break each target or board multiple special platforms, respectively. A "Training Mode" is also available in which players can manipulate the environment and experiment against computer opponents without the restrictions of a standard match.

Up to four people can play in multiplayer mode, which has specific rules predetermined by the players. Stock and timed matches are two of the multiplayer modes of play.[12] This gives each player a certain number of lives or a selected time limit, before beginning the match with a countdown. Free-for-all or team battles are also a choice during matches using stock or time. A winner is declared once time runs out, or if all players except one or a team have lost all of their lives. A multiplayer game may also end in a tie if two or more players have the same score when the timer expires, which causes the round to end in sudden death. During sudden death, all fighters are given 300% damage and the last fighter standing will win the match.

Characters

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The game includes twelve playable characters from popular Nintendo franchises.[13] Characters have a symbol appearing behind their damage meter corresponding to the series to which they belong, such as a Triforce behind Link's and a Poké Ball behind Pikachu's. Furthermore, characters have recognizable moves derived from their original series, such as Samus's charged blasters and Link's arsenal of weapons.[14] Eight characters are initially playable, and four additional characters can be unlocked by meeting specific criteria.

The character art featured on the game's box art and instruction manual is in the style of a comic book, and the characters are portrayed as toy dolls that come to life to fight. This style has since been omitted in later games, which feature trophies instead of dolls and in-game models rather than hand-drawn art.[15]

Development

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Super Smash Bros. was developed by HAL Laboratory, a Nintendo second-party developer, during 1998. Masahiro Sakurai was interested in making a fighting game for four players. As he did not yet have any original ideas, his first designs were of simple base characters. He made a presentation of what was then called Kakutō Gēmu Ryūō (格闘ゲーム竜王, Dragon King: The Fighting Game)[16] to co-worker Satoru Iwata, who helped him continue. Sakurai understood that many fighting games did not sell well and that he had to think of a way to make his game original.[16] His first idea was to include famous Nintendo characters and put them in a fight.[16] Knowing he would not get permission, Sakurai made a prototype of the game without sanction from Nintendo and did not inform them until he was sure the game was well-balanced.[16] The prototype he presented featured Mario, Donkey Kong, Samus and Fox as playable characters.[17] The idea was later approved.[16][18] Although never acknowledged by Nintendo or any developers behind Super Smash Bros., third-party sources have identified Namco's 1995 fighting game The Outfoxies as a possible inspiration,[19][20][21] with Sakurai also crediting the idea of making a beginner-friendly fighting game to an experience in which he handily defeated a couple of casual gamers on The King of Fighters '95 in an arcade.[22]

Multiple characters were planned for the game but were cut during development at some point, including Marth, King Dedede, Bowser, and Mewtwo. All of these characters were added to later games.[23]

Super Smash Bros. features music from some of Nintendo's popular gaming franchises. While many are newly arranged for the game, some pieces are taken directly from their sources. The music for Super Smash Bros. was composed by Hirokazu Ando, who later returned as sound and music director for Super Smash Bros. Melee. A complete soundtrack was released on CD in Japan through Teichiku Records in 2000.[24]

Reception

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Reception
Aggregate scores
AggregatorScore
GameRankings79%[25]
Metacritic79/100[26]
Review scores
PublicationScore
AllGame     [27]
EGM8.625/10[b]
Famitsu31/40[30][31]
Game Informer8.5/10[32]
GameRevolutionB[33]
GameSpot7.5/10[12]
IGN8.5/10[6]
Jeuxvideo.com16/20[34]
N64 Magazine90%[35]
Next Generation     [36]
Nintendo Power7.7/10[25]
Award
PublicationAward
IGNBest Fighting Game

Super Smash Bros. has received positive reviews. Much of the praise went to the game's multiplayer mode,[12][6][27][37] music,[12] its originality,[37] and the game being easy to be skilled at.[12][27]

However, criticisms of the game were its scoring, which is difficult to follow, as well as the lack of features and single-player mode's perceived difficulty.

The game was a commercial success. It sold 1.97 million copies in Japan,[5] and 2.93 million in the United States as of 2008.[4] It became a Nintendo 64 Player's Choice title.

There were criticisms, however, such as the game's scoring being difficult to follow[38] and the single-player mode's perceived difficulty and lack of features,[6] with GameSpot's former editorial director, Jeff Gerstmann, noting the single-player game "won't exactly last a long time".[12]

See also

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  1. Known in Japan as Nintendo All Star! Dai Rantō Smash Brothers (ニンテンドウオールスター!大乱闘 (だいらんとう)スマッシュブラザーズ, Nintendō ōru sutā! Dai rantō sumasshu burazāzu)
  2. Super Smash Bros., in Electronic Gaming Monthly's review, was scored by three critics 8.5/10, another one 9/10.[28]

References

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  1. 1.0 1.1 1.2 "Super Smash Bros". IGN. IGN Entertainment, Inc. Archived from the original on January 22, 2016. Retrieved September 1, 2013.
  2. 2.0 2.1 "Super Smash Bros". GameSpot. CBS Interactive Inc. Archived from the original on September 1, 2013. Retrieved September 1, 2013.
  3. Anthony JC. "Super Smash Bros. Melee". N-Sider. Archived from the original on January 23, 2008. Retrieved June 17, 2008.
  4. 4.0 4.1 "US Platinum Game Chart". The Magic Box. Archived from the original on January 6, 2007. Retrieved December 7, 2006.
  5. 5.0 5.1 "Japan Platinum Game Chart". The Magic Box. Archived from the original on December 13, 2007. Retrieved June 17, 2008.
  6. 6.0 6.1 6.2 6.3 Schneider, Peer (April 27, 1999). "Super Smash Bros. Review". IGN. Archived from the original on May 12, 2008. Retrieved April 26, 2008.
  7. "The Basic Rules". Smash Bros. DOJO!!. Smashbros.com. May 22, 2007. Archived from the original on April 13, 2012. Retrieved April 15, 2008.
  8. "You Must Recover!". Smash Bros. DOJO!!. Smashbros.com. June 6, 2007. Archived from the original on March 2, 2012. Retrieved April 15, 2008.
  9. Peer Schneider (April 27, 1999). "Super Smash Bros. review". IGN. Archived from the original on February 7, 2012. Retrieved April 16, 2008.
  10. "Smash Bros. DOJO!!". Archived from the original on March 18, 2008.
  11. Sakurai, Masahiro (October 30, 2007). "Classic". Smashbros.com. Archived from the original on April 30, 2008. Retrieved June 1, 2008.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Gerstmann, Jeff (February 18, 1999). "Super Smash Bros. Review". GameSpot. Archived from the original on July 25, 2008. Retrieved April 26, 2008.
  13. Mirabella III, Fran; Peer Schenider; Craig Harris. "Guides: Super Smash Bros. Melee–Characters". IGN. Archived from the original on January 10, 2011. Retrieved December 22, 2007.
  14. Mirabella III, Fran; Peer Schenider; Craig Harris. "Guides: Super Smash Bros. Melee–Samus Aran". IGN. Archived from the original on January 31, 2009. Retrieved December 22, 2007.
  15. Sakurai, Masahiro (September 24, 2007). "Trophies". Smashbros.com. Archived from the original on May 3, 2008. Retrieved June 5, 2008.
  16. 16.0 16.1 16.2 16.3 16.4 "Iwata Asks: Super Smash Bros. Brawl". Nintendo. Archived from the original on December 17, 2019. Retrieved January 31, 2008.
  17. "The Man who made Mario fight". Hobby Consoles (202): 22. 2008.
  18. "社長が訊く『大乱闘スマッシュブラザーズX』" [Iwata Asks: Super Smash Bros. Brawl] (in Japanese). Nintendo. Archived from the original on January 26, 2011. Retrieved January 31, 2008.
  19. Burns, Ed (November 22, 2012). "The Outfoxies". Hardcore Gaming 101. Archived from the original on April 22, 2018.
  20. Holmes, Jonathan (March 3, 2008). "Six Days to Smash Bros. Brawl: Top Five Smash Bros alternatives". Destructoid. Archived from the original on March 4, 2016.
  21. Sullivan, Lucas (September 19, 2014). "15 Smash Bros. rip-offs that couldn't outdo Nintendo". GamesRadar+. Archived from the original on November 15, 2017.
  22. MacDonald, Keza (August 8, 2018). "From Kong to Kirby: Smash Bros' Masahiro Sakurai on mashing up 35 years of gaming history". The Guardian. Archived from the original on September 20, 2019. Retrieved February 26, 2020.
  23. Soma (April 29, 2016). "The Definitive List of Unused Fighters in Smash". Source Gaming. Archived from the original on June 12, 2020. Retrieved June 12, 2020.
  24. "Nintendo All-Star! Dairanto Smash Brothers Original Soundtrack". Soundtrack Central. January 17, 2002. Archived from the original on October 11, 2008. Retrieved April 16, 2008.
  25. 25.0 25.1 "Super Smash Bros. for Nintendo 64". GameRankings. CBS Interactive. Archived from the original on December 11, 2018. Retrieved November 1, 2018.
  26. "Super Smash Bros. for Nintendo 64 Reviews". Metacritic. CBS Interactive. Archived from the original on November 5, 2013. Retrieved July 14, 2013.
  27. 27.0 27.1 27.2 Penniment, Brad. "Super Smash Bros. > Review". Allgame. Archived from the original on December 1, 2014. Retrieved May 9, 2008.
  28. "Super Smash Bros". Electronic Gaming Monthly. No. 119. June 1999. p. 131. Retrieved July 5, 2021.
  29. Conlin, Shaun. "Super Smash Bros". The Electric Playground. Archived from the original on February 27, 2005. Retrieved July 5, 2021.
  30. ニンテンドウ64 - ニンテンドウオールスター!大乱闘スマッシュブラザーズ. Weekly Famitsu. No.915 Pt.2. Pg.32. June 30, 2006.
  31. "Famitsu Scores Smash Bros". IGN. November 14, 2001. Archived from the original on March 20, 2012. Retrieved April 26, 2008.
  32. "Super Smash Bros. Review". Archived from the original on October 7, 2000.
  33. Dr. Moo. "Super Smash Brothers". GameRevolution. Archived from the original on January 5, 2000. Retrieved July 5, 2021.
  34. Kornifex (December 13, 1999). "Super Smash Bros Test". Jeuxvideo.com (in French). Archived from the original on May 3, 2021. Retrieved July 5, 2021. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; May 1, 2021 suggested (help)
  35. Bickham, Jes (May 1999). "Smash Bros". N64 Magazine. No. 28. pp. 74–75. Retrieved July 5, 2021.
  36. "Finals". Next Generation. No. 54. Imagine Media. June 1999. p. 94.
  37. 37.0 37.1 Weir, Dale (July 5, 1999). "Game Critics Review". GameCritics.com. Archived from the original on February 25, 2012. Retrieved May 9, 2008.
  38. "Game Critics Review". gamecritics.com. Archived from the original on February 25, 2012.
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Template:Super Smash Bros. series


Category:1990s fighting video games Category:Crossover video games Category:HAL Laboratory games Category:IQue games Category:Nintendo 64 games Category:Nintendo video games Category:1999 video games Category:Video games about toys Category:Video games with 2.5D graphics Category:Super Smash Bros. Category:Virtual Console games Category:Virtual Console games for Wii Category:Multiplayer and single-player video games Category:Video games developed in Japan Category:Video games scored by Hirokazu Ando Category:Esports games Category:Video games directed by Masahiro Sakurai