Super Smash Bros.[a] is a crossover platform fighting game series published by Nintendo. The series was created by Masahiro Sakurai, who has directed every game in the series. The series is known for its unique gameplay objective which differs from that of traditional fighters, in that the aim is to increase damage counters and knock opponents off the stage instead of depleting life bars.
The original Super Smash Bros. was released in 1999 for the Nintendo 64. The series achieved even greater success with the release of Super Smash Bros. Melee, which was released in 2001 for the GameCube and became the best selling game on that system. A third installment, Super Smash Bros. Brawl, was released in 2008 for the Wii. Although HAL Laboratory had been the developer for the first two games, the third game was developed through the collaboration of several companies. The fourth installment, Super Smash Bros. for Nintendo 3DS and Wii U, was released in 2014 for the Nintendo 3DS and Wii U, respectively. The 3DS installment was the first for a handheld platform. A fifth installment, Super Smash Bros. Ultimate, was released in 2018 for the Nintendo Switch.
Gameplay in the Super Smash Bros. series differs from many fighting games.[1] Instead of winning by depleting an opponent's life bar, players seek to launch their opponents off the stage and out of bounds. Characters have a damage total which rises as they take damage, represented by a percentage value that measures up to 999%. As a character's percentage rises, they suffer stronger knockback from enemy attacks.[2] To knock out an opponent, the player must knock that character outside the stage's boundaries in any direction.[3] When a character is launched off the stage, the character can attempt to "recover" by using jumping moves and abilities to return to the stage.[2] Some characters have an easier time recovering onto the stage than others due to their moves and abilities. Additionally, some characters vary in weight, with lighter characters being easier to launch than heavy characters.[4]
Another element in the Super Smash Bros. series is battle items, the abundance of which players can adjust before matches. There are conventional "battering items", with which a player may hit an opponent, such as a home-run bat or a beam sword; throwing items, including Bob-ombs and Koopa shells; and shooting items, either single-shot guns or rapid-fire blasters. Recovery items allow the user to reduce their damage percentage by varying amounts. Pok Balls are special items that release a random Pokmon onto the battlefield to temporarily assist the user. Brawl introduced the Assist Trophy item which serves a similar purpose; instead of releasing Pokmon, it summons a character from another series.[8] Brawl also introduces the Smash Ball, which when broken allows the fighter to perform a character-specific super attack known as a "Final Smash".[8]
The rules that can be used in a match vary depending on the game, but the two most commonly used settings across all games are Time and Stock. Time mode uses a point-based system in which fighters earn points for knocking out their opponents and lose points for being knocked out or self-destructing (i.e. falling out of the stage by themselves). The player with the highest score at the end of the set time limit wins the match. Stock mode, also known as Survival, uses a life-based system in which players are given a set number of lives, known as stock, with each fighter losing a life whenever they are knocked out, becoming eliminated if they run out of lives. The winner is the last fighter standing once all other fighters are eliminated or, if a time limit is applied to the match, the fighter with the most lives remaining once time runs out. In the event of a tie, a Sudden Death match takes place. Here, each of the tied fighters are given a starting damage percentage of 300%, making them easier to launch off the stage, and the last fighter standing will be declared as the winner. In some games this process is repeated if the match ends in another tie.
Gameplay using competitive Super Smash Bros. rules is usually played in Stock mode with a timer.[9] Items are turned off, and the only tournament-legal stages are those that do not feature hazards and other disruptive elements.[10]
Each game in the series has a number of playable characters (referred in the games as "fighters") taken from various gaming franchises, with over 80 in total across the series. Starting with Super Smash Bros. Brawl, characters from non-Nintendo franchises began to make playable appearances. In Super Smash Bros. for Nintendo 3DS and Wii U, players were able to customize existing fighters with altered movesets and abilities, as well as making their own Mii fighters that can be given three different fighting styles. There are also other non-playable characters that take the form of enemies, bosses, and summonable power-up items.
Super Smash Bros. features music from some of Nintendo's popular gaming franchises. While many are newly arranged for the game, some songs are taken directly from their sources. The music for the Nintendo 64 game was composed by Hirokazu Ando, who later returned as sound and music director in Melee. Melee also features tracks composed by Tadashi Ikegami, Shougo Sakai, and Takuto Kitsuta.[11] Brawl featured the collaboration of 38 contracted composers,[12] including Final Fantasy series composer Nobuo Uematsu, who composed the main theme.[13] Like in Brawl, Super Smash Bros. for Nintendo 3DS and Wii U featured many original and re-arranged tracks from various different gaming franchises from a variety of different composers and arrangers. Both versions have multiple musical tracks that can be selected and listened to using the returning "My Music" feature, including pieces taken directly from earlier Super Smash Bros. games. The 3DS and Switch games allow players to listen to their music from the sound menu while the system is in sleep/handheld mode.[14][15] Ultimate continued the trend of multiple composers and arrangers working on remixed tracks, having over 800 in total.[15][16]
Three soundtrack albums for the series have been released. An album with the original music for Super Smash Bros. was released in Japan by Teichiku Records in 2000.[17] In 2003, Nintendo released Smashing...Live!, a live orchestrated performance of various pieces featured in Melee by the New Japan Philharmonic.[18] A two-disc promotional soundtrack titled A Smashing Soundtrack was available for Club Nintendo members who registered both the 3DS and Wii U games between November 21, 2014, and January 13, 2015.[19]
Super Smash Bros. was developed by HAL Laboratory, an independent affiliate company, during 1998. It began as a prototype created by Masahiro Sakurai and Satoru Iwata in their spare time, Dragon King: The Fighting Game, and featured no Nintendo characters. However, Sakurai hit on the idea of including fighters from different Nintendo franchises in order to provide "atmosphere" which he felt was necessary for a home console fighting game, and his idea was approved.[20] 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.[21][22][23] The game had a small budget and little promotion, and was originally a Japan-only release, but its huge success saw the game released worldwide.[24] On October 20, 2022, Sakurai, who still had the prototype of Dragon King: The Fighting Game, demonstrated its gameplay, and its differences from the final product of Super Smash Bros.[25]
Super Smash Bros. was introduced in 1999 for the Nintendo 64. It was released worldwide after selling over a million copies in Japan.[26] It featured eight characters from the start (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu), with four unlockable characters (Luigi, Captain Falcon, Ness, and Jigglypuff), all of them created by Nintendo or one of its second-party developers.
In Super Smash Bros., up to four players can play in multiplayer (Versus) mode, with the specific rules of each match being predetermined by the players. There are two match types that can be chosen: Time, where the person with the most KOs at the end of the set time wins; and stock, where each player has a set number of lives and are eliminated from play when their lives are depleted.
This game's primary single-player mode, named "Classic Mode" in later series entries, features a series of predetermined opponents the player must defeat. Other single-player modes exist such as Training and several minigames, including "Break the Targets" and "Board the Platforms". All of these were included in the sequel, with the exception of "Board the Platforms".
There are nine playable stages in Versus mode, eight based on each of the starting characters (such as Princess Peach's Castle for Mario, Zebes for Samus, and Sector Z for Fox) and the unlockable Mushroom Kingdom, based around motifs from the original Super Mario Bros., even containing original sprites and the original version of the Overworld theme from that game.
A followup for the GameCube, Super Smash Bros. Melee, released in Japan and North America in late 2001, and in Europe and Australia in May 2002. It had a larger budget and development team than Super Smash Bros. did[27] and was released to much greater praise and acclaim among critics and consumers. Since its release, Super Smash Bros. Melee has sold more than 7 million copies and was the best selling game on the GameCube.[28] Super Smash Bros. Melee features 26 characters, of which 15 are available initially, more than doubling the number of characters in its predecessor. There are also 29 stages.
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