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|designer = [[Masahiro Sakurai]] | |designer = [[Masahiro Sakurai]] | ||
|released = '''[[Nintendo 64]]''':<br>{{Flag|Japan}} January 21, 1999<br>{{Flag|North America}} April 26, 1999<br>{{Flag|Europe}} November 19, 1999<br><br>'''[[iQue Player]]''':<br>{{Flag|China}} November 15, 2005<br><br>'''[[Virtual Console]]''':<br>{{Flag|Japan}} January 20, 2009<br>{{Flag|Europe}} June 12, 2009<br>{{Flag|North America}} December 21, 2009 | |released = '''[[Nintendo 64]]''':<br>{{Flag|Japan}} January 21, 1999<br>{{Flag|North America}} April 26, 1999<br>{{Flag|Europe}} November 19, 1999<br><br>'''[[iQue Player]]''':<br>{{Flag|China}} November 15, 2005<br><br>'''[[Virtual Console]]''':<br>{{Flag|Japan}} January 20, 2009<br>{{Flag|Europe}} June 12, 2009<br>{{Flag|North America}} December 21, 2009 | ||
|genre = {{ | |genre = {{s|wikipedia|Fighting game}}<br>[[wikipedia:Platform game|Platforming]] | ||
|modes = {{ | |modes = {{s|wikipedia|Single-player}}, {{s|wikipedia|multiplayer}} (2-4) | ||
|ratings = {{ | |ratings = {{s|wikipedia|ESRB}}: E<br>{{s|wikipedia|PEGI}}: 7<br>{{s|wikipedia|OFLC}}: G8+ | ||
|platform = [[Nintendo 64]]<br>[[iQue Player]]<br>[[Virtual Console]] | |platform = [[Nintendo 64]]<br>[[iQue Player]]<br>[[Virtual Console]] | ||
|media = 128 megabit {{iw|wikipedia|cartridge|electronics}}<br>256 megabit {{iw|wikipedia|cartridge|electronics}} (Europe)<br>[[wikipedia:Flash memory|Flash Card]] (China) | |media = 128 megabit {{iw|wikipedia|cartridge|electronics}}<br>256 megabit {{iw|wikipedia|cartridge|electronics}} (Europe)<br>[[wikipedia:Flash memory|Flash Card]] (China) | ||
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The game released in Japan on January 21st, 1999, in North America on April 26th, 1999 and in Europe on November 19th, 1999 for the [[Nintendo 64]]. Subsequently, it released on the [[iQue Player]] in China on November 15th, 2005. It was re-released on the [[Wii]] [[Virtual Console]] on January 20th, 2009 in Japan, a day before its 10-year anniversary, and later that year in Europe and North America, before becoming unavailable after the Wii Shop Channel shut down on January 30th, 2019. | The game released in Japan on January 21st, 1999, in North America on April 26th, 1999 and in Europe on November 19th, 1999 for the [[Nintendo 64]]. Subsequently, it released on the [[iQue Player]] in China on November 15th, 2005. It was re-released on the [[Wii]] [[Virtual Console]] on January 20th, 2009 in Japan, a day before its 10-year anniversary, and later that year in Europe and North America, before becoming unavailable after the Wii Shop Channel shut down on January 30th, 2019. | ||
''Super Smash Bros.'' received positive reviews, with most praise going to its multiplayer mode, while its single-player mode received some criticism. | ''Super Smash Bros.'' received positive reviews, with most praise going to its multiplayer mode, while its single-player mode received some criticism. The game has sold 5 million units worldwide as of 2001, making it the fifth best-selling Nintendo 64 game of all time. | ||
==Opening movie== | ==Opening movie== | ||
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When the opening movie starts, two random [[starter character]]s are placed by {{SSB|Master Hand}} on top of a desk, which shortly transitions to a scene resembling [[Peach's Castle]]. This process is repeated every time the opening movie is played. | When the opening movie starts, two random [[starter character]]s are placed by {{SSB|Master Hand}} on top of a desk, which shortly transitions to a scene resembling [[Peach's Castle]]. This process is repeated every time the opening movie is played. | ||
As the opening movie concludes, the figures of the four [[unlockable character]]s are flashed against a white background. If a character hasn't been unlocked, they will simply be shown as a silhouette; conversely, they will be revealed once unlocked. | As the opening movie concludes, the figures of the four [[unlockable character]]s are flashed against a white background. If a character hasn't been unlocked, they will simply be shown as a silhouette; conversely, they will be revealed once unlocked. | ||
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Finally, the opening movie segues into the title screen, a trend which would be followed by future installments, along with the [[announcer]] calling out the game's title. | Finally, the opening movie segues into the title screen, a trend which would be followed by future installments, along with the [[announcer]] calling out the game's title. | ||
<!--Before finding a higher quality video, make sure that it is captured directly from an N64 console and not taken from another source.--> | <!--Before finding a higher quality video, make sure that it is captured directly from an N64 console and not taken from another source.--> | ||
{{#widget:YouTube|id= | {{#widget:YouTube|id=piPJLPrqg0o}} | ||
==Fighters== | ==Fighters== | ||
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==Stages== | ==Stages== | ||
[[File:SSB64 Stage Select.png|thumb|200px|The stage select screen of ''Super Smash Bros.'']] | [[File:SSB64 Stage Select.png|thumb|200px|The stage select screen of ''Super Smash Bros.'']] | ||
The game features nine stages derived from each character's universe, exceptions being {{uv|EarthBound}} and {{uv|F-Zero}}. While most universes receive a single stage, {{uv|Mario}} uniquely has two instead: [[Peach's Castle]] and the only unlockable stage in the game, | The game features nine stages derived from each character's universe, exceptions being {{uv|EarthBound}} and {{uv|F-Zero}}. While most universes receive a single stage, {{uv|Mario}} uniquely has two instead: [[Peach's Castle]] and the only unlockable stage in the game, [[Mushroom Kingdom]]. The other stages consist of [[Congo Jungle]], [[Hyrule Castle]], [[Planet Zebes]], {{SSB|Yoshi's Island}}, {{SSB|Dream Land}}, [[Sector Z]], and [[Saffron City]] from {{uv|Donkey Kong}}, {{uv|The Legend of Zelda}}, {{uv|Metroid}}, {{uv|Yoshi}}, {{uv|Kirby}}, {{uv|Star Fox}}, and {{uv|Pokémon}} respectively Captain Falcon and Ness don't have there own stages. | ||
{{clr}} | {{clr}} | ||
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|[[File:YoshisStorySSB.png|180x180px|link=Yoshi's Island (SSB)]]<br>{{SSB|Yoshi's Island}}<br>{{symbol|yoshi|20px|suffix=preBrawl}} | |[[File:YoshisStorySSB.png|180x180px|link=Yoshi's Island (SSB)]]<br>{{SSB|Yoshi's Island}}<br>{{symbol|yoshi|20px|suffix=preBrawl}} | ||
|width="20%"|[[File:CongoJungle.png|180x180px|link=Kongo Jungle]]<br>[[Kongo Jungle|Congo Jungle]]<br>{{symbol|dk|20px|suffix=preBrawl}} | |width="20%"|[[File:CongoJungle.png|180x180px|link=Kongo Jungle]]<br>[[Kongo Jungle|Congo Jungle]]<br>{{symbol|dk|20px|suffix=preBrawl}} | ||
|width="20%"|[[File:HyruleCastleSSB.png|180x180px|link=Hyrule Castle]]<br>[[Hyrule Castle]]<br>{{symbol| | |width="20%"|[[File:HyruleCastleSSB.png|180x180px|link=Hyrule Castle]]<br>[[Hyrule Castle]]<br>{{symbol|zelda|20px}} | ||
|-style="vertical-align:bottom;" | |-style="vertical-align:bottom;" | ||
|width="20%"|[[File:PlanetZebesSSB.png|180x180px|link=Planet Zebes]]<br>[[Planet Zebes]]<br>{{symbol|metroid|20px|suffix=preBrawl}} | |width="20%"|[[File:PlanetZebesSSB.png|180x180px|link=Planet Zebes]]<br>[[Planet Zebes]]<br>{{symbol|metroid|20px|suffix=preBrawl}} | ||
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==Modes== | ==Modes== | ||
===1-Player=== | ===1-Player=== | ||
*[[1P Game]] | * [[1P Game]] | ||
*[[Training Mode]] | * [[Training Mode]] | ||
*[[Break the Targets]] | * [[Target Smash!|Break the Targets]] | ||
*[[Board the Platforms]] | * [[Board the Platforms]] | ||
===Multiplayer=== | ===Multiplayer=== | ||
*[[Versus Mode]] | * [[Versus Mode]] | ||
==Tournament play== | |||
{{Main|Tournament legal (SSB)}} | |||
Unlike its successors, ''Super Smash Bros.'' did not initially enjoy a large professional competitive scene in North America. However, interest in the game has been renewed in recent years with the popularity of its sequels. Players can play ''Super Smash Bros.'' online through {{iw|wikipedia|Kaillera}} using the [[Project64k]] emulator, and every year there are more and more in-person ''Super Smash Bros.'' [[tournament]]s due to an influx of new players. Tournaments are often paired with ''Melee'' and ''Ultimate'' events at large multi-game majors, or at smaller 64-only events. Unlike other ''Smash'' games, the most common tournament structure is a [[Tournament_rulesets_(SSB)#Waterfall_Bracket|waterfall bracket]], featuring multiple levels of round-robin pools feeding into a final double elimination bracket. | |||
The most common standard tournament rules are as follows<ref>Super Smash Con (2022-07-30). [https://supersmashcon.com/wp-content/uploads/2022/08/ssc-2022-rules.pdf Super Smash Con Official Rulebook 2022.] Retrieved 2023-07-06.</ref>: | |||
*Tournament matches are best of 3 or 5 games, with best of 5 usually reserved for the final bracket. | |||
*Games are 4 [[stock]] with an 8-minute time limit. The original game does not support time limits on stock matches, but [[mod|modded games]] and emulators can implement one. When playing on original hardware, an external timer is used at either player's request. | |||
*[[Items]] are disabled. | |||
*[[Handicap]]s are off. | |||
*[[Dream_Land#Super_Smash_Bros.|Dream Land]] is the only legal stage. | |||
*Pausing is forbidden, and results in forfeiting the game. | |||
*For the first game, characters are chosen double-blind - at the same time, so that neither player knows their opponent's character when picking. | |||
*Players may re-select [[Fighter|characters]] after each match. However, the loser of each match picks last (known as counterpicking). | |||
==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 ''{{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. Sakurai has since claimed that filling a game with preexisting characters is more welcoming to new players instead of bombarding them with many original characters they are unfamiliar with. Knowing full well that he would not receive permission to include their characters, Sakurai created a prototype of the game without sanction from Nintendo and did not inform them until he was sure the game was well-balanced.<ref name="Hobby"/> The prototype he presented featured [[Mario]], [[Donkey Kong]], [[Samus Aran]], and [[Fox McCloud]] as playable characters. The idea was later approved.<ref name="Hobby">{{cite web|url=http://iwataasks.nintendo.com/interviews/#/wii/ssbb/6/0|title=Iwata Asks: Super Smash Bros. Brawl|publisher=Nintendo|accessdate=2008-01-31}}</ref><ref>{{cite web|url=http://www.nintendo.co.jp/wii/interview/rsbj/vol7/index.html|title=社長が訊く『大乱闘スマッシュブラザーズX』|trans_title=Iwata Asks: Super Smash Bros. Brawl|publisher=Nintendo|language=Japanese|accessdate=2008-01-31}}</ref> Although never acknowledged by Sakurai or any developers behind ''Super Smash Bros.'', third party sources have identified [[Namco]]'s 1995 fighting game ''{{s|wikipedia|The Outfoxies}}'' as a possible inspiration.<ref>{{Cite news|url=https://www.destructoid.com/six-days-to-smash-bros-brawl-top-five-smash-bros-alternatives-71897.phtml|title=Six Days to Smash Bros. Brawl: Top Five Smash Bros alternatives|last=Holmes|first=Jonathan|date=March 3, 2008|work=Destructoid|archive-url=https://web.archive.org/web/20160304112703/http://www.destructoid.com/six-days-to-smash-bros-brawl-top-five-smash-bros-alternatives-71897.phtml|archive-date=March 4, 2016|url-status=live}}</ref><ref>{{Cite web|url=https://www.gamesradar.com/15-smash-bros-rip-offs-couldnt-outdo-nintendo/2/|title=15 Smash Bros. rip-offs that couldn't outdo Nintendo|last=Sullivan|first=Lucas|date=September 19, 2014|website=GamesRadar+|archive-url=https://web.archive.org/web/20171115002115/http://www.gamesradar.com/15-smash-bros-rip-offs-couldnt-outdo-nintendo/2/|archive-date=November 15, 2017|url-status=live}}</ref> | ||
Sakurai has since claimed that filling a game with preexisting characters is more welcoming to new players instead of bombarding them with many original characters they are unfamiliar with. Knowing full well that he would not receive permission to include their characters, Sakurai created a prototype of the game without sanction from Nintendo and did not inform them until he was sure the game was well-balanced.<ref name="Hobby"/> | |||
[[HAL Laboratory]] was assigned as primary developers, as Sakurai was employed by them at the time. While Sakurai and Iwata were initially the only developers, as other projects in HAL Laboratory either were finished or fell through, more employees were brought on the project to assist them. Multiple characters, including [[Marth]], [[King Dedede]], [[Bowser]], [[Mewtwo | [[HAL Laboratory]] was assigned as primary developers, as Sakurai was employed by them at the time. While Sakurai and Iwata were initially the only developers, as other projects in HAL Laboratory either were finished or fell through, more employees were brought on the project to assist them. Multiple characters, including [[Marth]], [[King Dedede]], [[Bowser]], and [[Mewtwo]] were planned to be playable at one point, but were all cut for various reasons. | ||
''Super Smash Bros.'' features music from Nintendo's most popular gaming franchises. While many tracks are new arrangements for the game, some songs attempt to directly emulate 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 [[Nintendo All-Star! Dairantō Smash Brothers OST|complete soundtrack]] was released on CD in Japan through Teichiku Records in 2001.<ref>{{cite web|url=http://www.soundtrackcentral.com/cds/supersmashbrothers_ost.htm|title=Nintendo All-Star! Dairanto Smash Brothers Original Soundtrack|publisher=Soundtrack Central|date=2002-01-17|accessdate=2008-04-16}}</ref> | ''Super Smash Bros.'' features music from Nintendo's most popular gaming franchises. While many tracks are new arrangements for the game, some songs attempt to directly emulate 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 [[Nintendo All-Star! Dairantō Smash Brothers OST|complete soundtrack]] was released on CD in Japan through Teichiku Records in 2001.<ref>{{cite web|url=http://www.soundtrackcentral.com/cds/supersmashbrothers_ost.htm|title=Nintendo All-Star! Dairanto Smash Brothers Original Soundtrack|publisher=Soundtrack Central|date=2002-01-17|accessdate=2008-04-16}}</ref> | ||
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}} | }} | ||
''Super Smash Bros.'' was a commercial success, selling 5 million copies worldwide with 2.93 million sold in the United States and 1.97 million copies sold in Japan. It was the 5th best selling game for the [[Nintendo 64]] | ''Super Smash Bros.'' was a commercial success, selling 5 million copies worldwide with 2.93 million sold in the United States and 1.97 million copies sold in Japan. It was the 5th best selling game for the [[Nintendo 64]]. Reviews were mostly positive, with many critics praising the game's addictive and fun multiplayer gameplay and simple controls, but it was criticized as well, mainly due to the game's lower amount of content and somewhat limited single-player mode. | ||
{{clr}} | {{clr}} | ||
==In competitive play== | ==In competitive play== | ||
{{main|Super Smash Bros. in competitive play}} | {{main|Super Smash Bros. in competitive play}} | ||
''Smash 64'' has always had a small, niche competitive scene relative to future entries. Unlike those entries, particularly ''Brawl'' and ''Smash 4'', the scene has increased in popularity over the years instead of falling off when the next entry releases. This is mostly due to the scene embracing [[Project64k|emulation]] and other unconventional methods of play quicker than the others, which allowed them to smoothly transition to online play, especially during the 2020 pandemic | ''Smash 64'' has always had a small, niche competitive scene relative to future entries. Unlike those entries, particularly ''Brawl'' and ''Smash 4'', the scene has increased in popularity over the years instead of falling off when the next entry releases. This is mostly due to the scene embracing [[Project64k|emulation]] and other unconventional methods of play quicker than the others, which allowed them to smoothly transition to online play, especially during the 2020 pandemic. The scene was also the first and currently most popular to run the [[Combo Contest]] due to the game engine allowing for great amounts of freedom in that department. The scene is also kept alive with [[mod]]s such as [[Smash Remix]], which expands on the game's content while keeping core elements intact. | ||
The community has constructed a set of [[tournament legal (SSB)|standard tournament rules]] to regulate tournament play. While rulesets may vary between different tournaments, generally universal gameplay rules include all matches being played via [[time]]d [[stock]] (four stocks and eight minutes), and restrictions on legal [[stage]]s. These regulations are enacted to ensure that gameplay at the highest level remains fair and interesting. | The community has constructed a set of [[tournament legal (SSB)|standard tournament rules]] to regulate tournament play. While rulesets may vary between different tournaments, generally universal gameplay rules include all matches being played via [[time]]d [[stock]] (four stocks and eight minutes), and restrictions on legal [[stage]]s. These regulations are enacted to ensure that gameplay at the highest level remains fair and interesting. | ||
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==Trivia== | ==Trivia== | ||
*This is the only ''Super Smash Bros.'' game to: | *This is the only ''Super Smash Bros.'' game to: | ||
**Release in the 1990s | **Release in the 1990s. | ||
**Be rated "E" for Everyone by the ESRB. | **Be rated "E" for Everyone by the ESRB. | ||
**Lack [[Home-Run Contest]] and [[Multi-Man Smash]] modes. | **Lack [[Home-Run Contest]] and [[Multi-Man Smash]] modes. | ||
**Use the phrases "Game Set" and "Time Up" for matches in all regions. | **Use the phrases "Game Set" and "Time Up" for matches in all regions. | ||
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**Have multiple [[crowd]] reactions for when a character recovers. | **Have multiple [[crowd]] reactions for when a character recovers. | ||
**Not introduce at least one {{uv|Fire Emblem}} character. | **Not introduce at least one {{uv|Fire Emblem}} character. | ||
*The starting eight characters are placed in the order of when they first appeared (as a whole) in their respective debut titles on the [[character selection screen]], starting with the oldest, [[Mario]] and [[Donkey Kong]], and ending with the most recent, [[Pikachu]]. This same order is used when listing the cast of the original ''Super Smash Bros.'' in later games, such as when organizing [[Trophy|trophies]] and [[fighter number]]s. This chronological ordering also applies to the four unlockable characters on the character selection screen, though this is only relative to each other and not the other characters. | |||
*The starting eight characters are placed in the order of when they first appeared (as a whole) in their respective debut titles on the character selection screen, starting with the oldest, [[Mario]] and [[Donkey Kong]], and ending with the most recent, [[Pikachu]]. This same order is used when listing the cast of the original ''Super Smash Bros.'' in later games, such as when organizing [[Trophy|trophies]] and [[fighter number]]s. This chronological ordering also applies to the four unlockable characters on the character selection screen, though this is only relative to each other and not the other characters. | |||
*''Super Smash Bros.'' marks the first appearance of [[Samus]], [[Kirby]], and [[Ness]] in 3D. | *''Super Smash Bros.'' marks the first appearance of [[Samus]], [[Kirby]], and [[Ness]] in 3D. | ||
**Additionally, this game is both Samus and Ness's only appearance on the [[Nintendo 64]]. | **Additionally, this game is both Samus and Ness's only appearance on the [[Nintendo 64]]. | ||
*This game has the fewest amount of [[unlockable character]]s with four. | *This game has the fewest amount of [[unlockable character]]s with four. | ||
*This game is one of two that uses 2D illustrations on the box art, alongside ''[[Super Smash Bros. Ultimate]]''. | *This game is one of two that uses 2D illustrations on the box art, alongside ''[[Super Smash Bros. Ultimate]]''. | ||
*This game is one of two ''Super Smash Bros.'' games to not feature | *This game is one of two ''Super Smash Bros.'' games to not feature Adventure Mode, the second being ''[[Super Smash Bros. 4]]''. | ||
*This game is one of two ''Super Smash Bros.'' games to not feature | *This game is one of two ''Super Smash Bros.'' games to not feature All-Star Mode, the second being ''Super Smash Bros. Ultimate''. | ||
*If the player achieves No Miss x11 at the end of [[1P Game|Classic Mode]] with a score over “01000000”, the announcer will say "Incredible!" instead of "Congratulations!" on the victory screen. | *If the player achieves No Miss x11 at the end of [[1P Game|Classic Mode]] with a score over “01000000”, the announcer will say "Incredible!" instead of "Congratulations!" on the victory screen. | ||
*Counting both versions of ''Super Smash Bros. 4'' as one game, this is the only game in the series with more fighters than stages. | |||
*Despite ''Super Smash Bros.'' having its own Australian version, the European version was used for Australia's Virtual Console. | *Despite ''Super Smash Bros.'' having its own Australian version, the European version was used for Australia's Virtual Console. | ||
* | *Although the iQue player has a built-in controller, a message, albeit in Chinese, exists dictating that the controller is not plugged in.<ref>{{cite web|url=https://tcrf.net/Super_Smash_Bros./Regional_Differences#No_Controller|title=No Controller}}</ref> | ||
==External links== | ==External links== | ||
*[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/ Official Japanese ''Super Smash Bros.'' website] | *[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/ Official Japanese ''Super Smash Bros.'' website] | ||
*[http://web.archive.org/web/19991117175759/http://smashbros.com/ Official English ''Super Smash Bros.'' website | *[http://web.archive.org/web/19991117175759/http://smashbros.com/ Official English ''Super Smash Bros.'' website (archived)] | ||
*[https://www.nintendo.co.jp/wii/vc/vc_dsb/index.html Official Japanese Virtual Console ''Super Smash Bros.'' website] | *[https://www.nintendo.co.jp/wii/vc/vc_dsb/index.html Official Japanese Virtual Console ''Super Smash Bros.'' website] | ||
*[https://www.nintendo.co.uk/Games/Nintendo-64/Super-Smash-Bros--269756.html Official European ''Super Smash Bros.'' game page] | *[https://www.nintendo.co.uk/Games/Nintendo-64/Super-Smash-Bros--269756.html Official European ''Super Smash Bros.'' game page] | ||
*[https | *[https://www.nintendo.com/games/detail/vq2LDXcejXQ2vNjNkcQAv6ylA5y9lMzu Official North American Virtual Console ''Super Smash Bros.'' game page] | ||
*[https://www.ique.com/games/12021.htm Official Chinese ''Super Smash Bros.'' website] | *[https://www.ique.com/games/12021.htm Official Chinese ''Super Smash Bros.'' website] | ||