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==Development==
==Development==
After development on ''{{iw|wikirby|Kirby Super Star}}'' wrapped in 1996, creator [[Masahiro Sakurai]] wanted to create another property. He developed two different prototypes concurrently: a stealth and exploration based RC robot adventure game, and a four player free-for-all fighting game with no health bars. A long-time fan of fighting games, particularly games developed by [[SNK]], he was interested in making a beginner friendly fighting game for four players. A specific inspiration for such an idea came from an experience at a local arcade where he had a winning streak on ''King of Fighters '95'' and felt pleased with himself, only to feel guilty upon realizing his opponent was a beginner and their partner. This inspired Sakurai to design a game that would be fun regardless of skill level.<ref>{{cite web | url = https://www.theguardian.com/games/2018/aug/08/super-smash-bros-ultimate-masahiro-sakurai-35-years-gaming-history-nintendo | title = From Kong to Kirby: Smash Bros' Masahiro Sakurai on mashing up 35 years of gaming history | first=Keza | last = MacDonald | date = August 8, 2018 | access-date = February 26, 2020 | work = The Guardian }}</ref> He also was concerned about combos pervading the fighting game genre and felt they invalidated the skills of those subjected to them. [[Command-input move]]s were also becoming increasingly complex, and Sakurai wanted controls that tested speed and reflexes instead of muscle memory, which culminated in [[tilt attack]]s and [[smash attack]]s that can be performable with a wide range of skill levels while still having a level of depth and strategy.<ref>{{cite web|url=https://www.youtube.com/watch?v=i3IOWaVDbx0|title=Super Smash Bros.|publisher=YouTube|date=2022-10-20|accessdate=2022-10-20}}</ref>
After development on the {{iw|wikirby|Kirby Super Star}} wrapped in 1996, creator [[Masahiro Sakurai]] wanted to create another property. He developed two different prototypes concurrently: a stealth and exploration based RC robot adventure game, and a four player free-for-all fighting game with no health bars. A long-time fan of fighting games, particularly games developed by [[SNK]], he was interested in making a beginner friendly fighting game for four players. A specific inspiration for such an idea came from an experience at a local arcade where he had a winning streak on ''King of Fighters '95'' and felt pleased with himself, only to feel guilty upon realizing his opponent was a beginner and their partner. This inspired Sakurai to design a game that would be fun regardless of skill level.<ref>{{cite web | url = https://www.theguardian.com/games/2018/aug/08/super-smash-bros-ultimate-masahiro-sakurai-35-years-gaming-history-nintendo | title = From Kong to Kirby: Smash Bros' Masahiro Sakurai on mashing up 35 years of gaming history | first=Keza | last = MacDonald | date = August 8, 2018 | access-date = February 26, 2020 | work = The Guardian }}</ref> He also was concerned about combos pervading the fighting game genre and felt they invalidated the skills of those subjected to them. [[Command-input move]]s were also becoming increasingly complex, and Sakurai wanted controls that tested speed and reflexes instead of muscle memory, which culminated in [[tilt attack]]s and [[smash attack]]s that can be performable with a wide range of skill levels while still having a level of depth and strategy.<ref>{{cite web|url=https://www.youtube.com/watch?v=i3IOWaVDbx0|title=Super Smash Bros.|publisher=YouTube|date=2022-10-20|accessdate=2022-10-20}}</ref>


His initial design for the game was called ''Kakuto-Geemu Ryuoh'' (''[[Dragon King: The Fighting Game]]''),<ref name="Hobby"/> which featured simple characters. After presenting the game to co-worker [[Satoru Iwata]], he helped Sakurai continue on with the project. Realizing that the RC game would take much longer to develop, he shelved the concept and went all in on this fighting game. Understanding that many fighting games did not sell well, Sakurai strove to make his game original.<ref name= Hobby/> After presenting a pre-alpha demo to HAL Laboratory, he was approached by a fellow employee who suggested the game should include famous Nintendo characters as a way to market the game.<ref name="Hobby"/> Initially hesitant about the idea, he was later convinced and began retooling his demo.  
His initial design for the game was called ''Kakuto-Geemu Ryuoh'' (''[[Dragon King: The Fighting Game]]''),<ref name="Hobby"/> which featured simple characters. After presenting the game to co-worker [[Satoru Iwata]], he helped Sakurai continue on with the project. Realizing that the RC game would take much longer to develop, he shelved the concept and went all in on this fighting game. Understanding that many fighting games did not sell well, Sakurai strove to make his game original.<ref name= Hobby/> After presenting a pre-alpha demo to HAL Laboratory, he was approached by a fellow employee who suggested the game should include famous Nintendo characters as a way to market the game.<ref name="Hobby"/> Initially hesitant about the idea, he was later convinced and began retooling his demo.  

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