Editing Super Smash Bros.
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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. | ||
{{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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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 ''{{iw|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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==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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**Not introduce at least one {{uv|Fire Emblem}} character. | **Not introduce at least one {{uv|Fire Emblem}} character. | ||
**Not show any magnifying of computer players when playing against a team in 1P mode, although the camera may ignore the said computer player's presence. | **Not show any magnifying of computer players when playing against a team in 1P mode, although the camera may ignore the said computer player's presence. | ||
*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== |