Super Smash Bros. Brawl
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{{Future game}}
{{Title|''Super Smash Bros. Brawl''}}
{{ArticleIcons|brawl=yes|featured=yes}}{{Cquote|''They're back. Stronger than ever. And they've brought friends. Lots of them.''|cite=North American commercial}}
{{Redirect|''Brawl''|the game mode|Versus Mode}}
{{Infobox Game
{{Infobox Game
| title       = Super Smash Bros. Brawl
|title = Super Smash Bros. Brawl
| image       = [[Image:SSBB Cover.jpg|250px|SSBB]]
|image = {{tabber|width=250px|title1=American boxart|content1=[[File:SSBB Cover.jpg |250px]]|title2=Japanese boxart|content2=[[file:SSBB-cover-japan.jpg|250px]]|title3=PAL boxart (limited edition)|content3=[[file:SSBB Limited Edition.jpg |250px]]}}
| caption      = Official box art for ''Super Smash Bros. Brawl''.
|developer = [[Sora Ltd.|Sora]]<br>[[HAL Laboratory]]<br>[[Game Arts]]<br>[[Monolith Soft]]<br>[[Paon]]<br>[[Intelligent Systems]]
| developer    = "The<!--PLEASE do not change this to Sora or Hal, Sakurai refers to it as "The Studio"--> Studio"<ref name="famitsu">{{Cite web |url=http://web.archive.org/web/20060717223706/www.smashbros.com/en/story/page_3.html |title=Masahiro Sakurai's Thoughts About Games |accessdate=2007-09-12 |author=[[Masahiro Sakurai]] |work=Famitsu |publisher=Smashbros.com |pages=pp. 1, 3, 4}}</ref>
|publisher = [[Nintendo]]
| publisher   = [[Nintendo]]
|platform = [[Wii]]
| distributor  =  
|designer = [[Masahiro Sakurai]] (director) Kazushige Nojima (scenario writer)<ref name="IwataAsksSubspace">{{cite web|last= Sakurai|first= Masahiro |interviewer = Satoru Iwata |title= Iwata Asks: Super Smash Bros. Brawl |url=http://us.wii.com/iwata_asks/ssbb/vol4_page2.jsp |format=Transcript |program= Wii.com |accessdate=2008-04-11}}</ref>
| designer     = [[Masahiro Sakurai]] (director) Kazushige Nojima (scenario writer)<ref name="IwataAsksSubspace"/>
|engine = [[Havok]]
| engine       =
|released = {{Flag|Japan}} January 31, 2008<br>{{Flag|North America}} March 9, 2008<br>{{Flag|Australia}} June 26, 2008<ref>{{Cite web |url=http://games.nintendo.com.au/title.php?id=1143 |title=Super Smash Bros. Brawl at Nintendo Australia |accessdate=2007-06-20 |date=2006-05-12 |publisher=[[Nintendo]]}}</ref><br>{{Flag|Europe}} June 27, 2008<ref>{{Cite web |url=http://ms.nintendo-europe.com/e32007/enGB/pr_releaselist.html |title=Upcoming Nintendo titles for Wii and Nintendo DS across Europe |publisher=Nintendo-Europe |accessdate=2007-07-11}}</ref><ref>{{Cite news |url=http://www.nintendo-europe.com/NOE/en/GB/news/article.do?elementId=Fyu4YOmOJP1c4ewdiPJkW2VHfwfh-ZgK |title=Look who is attending the Brawl! |publisher=[[Nintendo]] |date=2007-10-10 |accessdate=2007-10-10}}</ref><br>{{Flag|South Korea}} April 29, 2010
| version      =  
|genre = [[wikipedia:Fighting game|Fighting]], [[wikipedia:Platform game|Platform]]
| released     = [[Image:Flag of Japan.svg|22px|Japan]] January 31, 2008<br />[[Image:Flag of the United States.svg|22px|USA]]/[[Image:Flag of Canada.svg|22px|Canada]] March 9, 2008<br />[[Image:Flag of Europe.svg|22px|Europe]] Early 2008<ref>{{Cite web |url=http://ms.nintendo-europe.com/e32007/enGB/pr_releaselist.html |title=Upcoming Nintendo titles for Wii and Nintendo DS across Europe |publisher=Nintendo-Europe |accessdate=2007-07-11}}</ref><ref>{{Cite news |url=http://www.nintendo-europe.com/NOE/en/GB/news/article.do?elementId=Fyu4YOmOJP1c4ewdiPJkW2VHfwfh-ZgK |title=Look who is attending the Brawl! |publisher=[[Nintendo]] |date=2007-10-10 |accessdate=2007-10-10}}</ref><br />[[Image:Flag of Australia.svg|22px|Australia]] TBA<ref>{{Cite web |url=http://games.nintendo.com.au/title.php?id=1143 |title=Super Smash Bros. Brawl at Nintendo Australia |accessdate=2007-06-20 |date=2006-05-12 |publisher=[[Nintendo]]}}</ref>
|modes = Single player, Multiplayer, Online multiplayer<ref name="Online">{{Cite web |url=http://www.smashbros.com/wii/en_us/gamemode/wi-fi/wi-fi01.html |title=Wi-Fi Play |accessdate=2007-09-18 |date=2007-09-18 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
| genre       = [[Wikipedia:Fighting game|Fighting game]]
|ratings = {{vgratings|CERO=A|ESRB=T|OFLCA=PG|PEGI=12+}}
| modes       = Single player, Multiplayer, Online multiplayer<ref name="Online">{{Cite web |url=http://www.smashbros.com/en_us/gamemode/wi-fi/wi-fi01.html |title=Wi-Fi Play |accessdate=2007-09-18 |date=2007-09-18 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
|platforms = [[Wii]]
| ratings     = [[Wikipedia:Entertainment Software Rating Board|ESRB]]: Teen (T)
|media = [[Wikipedia:Nintendo optical discs|Wii Optical Disc]] (Double-layer)
| platforms   = [[Wii]]
|requirements = 128 free blocks of memory in the Wii System Memory
| media       = [[Wikipedia:Nintendo optical discs|Wii Optical Disc]]
|input = [[Wii Remote]], [[Nunchuk]], [[Classic Controller]], [[GameCube controller]]<ref name="four control">{{Cite web |url=https://www.smashbros.com/wii/en_uk/gamemode/various/various01.html |title=Four Kinds of Control |accessdate=2007-06-08 |date=2007-06-08 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
| requirements =  
| input       = [[Wii Remote]], [[Nunchuk]], [[Classic Controller]], [[GameCube controller]]<ref name="four control">{{Cite web |url=http://www.smashbros.com/en_uk/gamemode/various/various01.html |title=Four Kinds of Control |accessdate=2007-06-08 |date=2007-06-08 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
}}
}}
'''''Super Smash Bros. Brawl''''' ({{ja|大乱闘スマッシュブラザーズX|Dairantō Sumasshu Burazāzu Ekkusu}}, ''Great Fray Smash Brothers X''), often shortened to "'''''SSBB'''''" or "'''''Brawl'''''" ({{ja|スマブラX|Sumabura ekkusu}}), is the third installment in the ''{{b|Super Smash Bros.|series}}'' series published by [[Nintendo]]. The game was directed by [[Masahiro Sakurai]], who also created the two preceding ''Super Smash Bros.'' games, and was developed by an ad hoc development team consisting of [[Sora Ltd.|Sora]], [[Game Arts]], and staff from other developers. The game released for [[Wii]] on January 31st, 2008 in Japan, March 9th, 2008 in North America, June 26th, 2008 in Australia, and June 27th, 2008 in Europe. The game requires 128 free blocks of memory in the Wii System Memory. A limited edition release of the game came with an extra cardboard sleeve depicting all of the characters available by default, and came with two postcards, providing a biopic on {{SSBB|Zero Suit Samus}} and {{SSBB|Zelda}}, giving a short summary of them, and showing images of their special moves.


[[Image:SSBB Logo.jpg|thumb|left|Brawl's logo]]
''Brawl'' is fundamentally similar to its predecessors ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', being a fighting game that contains characters with simple movesets and an emphasis on movement and ringouts. However, ''Brawl'' introduced many elements that would become standard in later installments, such as a stage builder and support for online play through the [[Nintendo Wi-Fi Connection]].<ref name="Wi-Fi Play">{{cite web|url= http://www.smashbros.com/wii/en_us/gamemode/wi-fi/wi-fi01.html|title=Wi-Fi Play|author=Sakurai, Masahiro|date=2007-11-16|publisher=Smash Bros. DOJO!!|accessdate=2008-04-22}}</ref> No data, except some vault data, can be copied to an SD Card or transferred onto another Wii. If the player does not create a save file when they start, they are unable to play via Nintendo Wi-Fi Connection, and vault data will not be saved. However, as of May 20, 2014, the Nintendo Wi-Fi Connection has been shut down, therefore making it impossible for anyone to play ''Brawl'' online without hacking. While some characters were cut from ''Melee'', many more were introduced, including third-party characters for the first time in the series.


'''''Super Smash Bros. Brawl''''' (大乱闘 スマッシュ ブラザーズ X, D''airantō Sumasshu Burazāzu Ekkusu'', ''Great Fray Smash Brothers X'')<ref>{{Cite web |date=2006-05-18 |last=Gantayat |first=Anoop |url=http://wii.ign.com/articles/709/709205p1.html |title=Sakurai Talks Smash Brothers Brawl |publisher=IGN |accessdate=2007-06-19}}</ref> is the third installment in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]] published by [[Nintendo]] to be released on the [[Wii]]. ''Brawl'', as with the other games in the series, features a diverse roster of characters from Nintendo and its second parties to fight in various kinds of matches. However, ''Brawl'' is the first ''Super Smash Bros.'' game to feature third-party characters. Most of the game's music is made up of arranged versions of pieces that originated in previously released Nintendo video games; though some play exactly as they did in their original games, others are arranged by one of 36 renowned video game composers.
Most of the game's musical score is made up of newly-arranged versions of pieces that originated in earlier video games starring the characters featured in ''Brawl'', with the remainder taken directly from the original games. The new arrangements were composed in a collaboration between 38 renowned video game composers<ref name="Musicians">{{cite web |url=http://www.smashbros.com/wii/en_us/music/music01.html |title=The Musicians |accessdate=2011-01-16 |last=Sakurai |first=Masahiro |date="May 22 Tue. 2007"|publisher=[[Smash Bros. DOJO!!]]}}</ref> and has been critically acclaimed for its representation of different generations in gaming history.<ref name=GameRevolution>{{cite web|url=http://www.gamerevolution.com/review/wii/super_smash_bros_brawl|title= Super Smash Bros. Brawl Review at Game Revolution .|first=Chris|last=Hudak|accessdate=2008-04-21|publisher=Game Revolution}}</ref>


As with its predecessors, ''Super Smash Bros. Brawl'' is a departure from traditional fighting games, notably in its simplified move commands and its emphasis on ring outs over [[knockout]]s. ''Brawl'' will include a deeper single player mode than its predecessors; known as [[The Subspace Emissary]], this mode is a side-scroller featuring ''Brawl''s playable characters. The storyline of this mode involves characters persevering under the weight of their own personal histories. ''Brawl'' supports multiplayer battles with up to four combatants and is the first game in its franchise to support online battles through [[Nintendo Wi-Fi Connection]].  
''Brawl'' received universal acclaim, with praise centered on its entertainment value despite issues relating to its content loading times, and its musical score was lauded for its representation of different generations in gaming history.


==Gameplay==
==Opening movie==
Following the style of its predecessors, ''Brawl'' uses a battle system different from that of typical fighting games. Choosing from a variety of characters, one to four players fight on various stages, trying to knock their opponents off the screen. Instead of using health bars like standard fighting games, percentage displays are employed. These start at zero percent, and increase as the characters take damage up to 999%. As a character's percentage goes up, the character flies farther back when hit. When a character is knocked beyond a stage's boundary and disappears from the screen, the character loses either a life or a point depending on the mode of play.<ref>{{Cite web |url=http://www.smashbros.com/en_us/howto/basic/basic01.html |title=The Basic Rules |accessdate=2007-08-11 |date=2007-05-22 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> The game can be played using the [[Wii Remote]] on its side, the [[Wii Remote]] and [[Nunchuk]] together, the [[Classic Controller]], or the [[GameCube controller]], for a total of four possible control styles.<ref name="four control"/> Players will also be able to create profiles with personalised button configurations for each control method along with their chosen username.<ref>{{Cite web |url=http://www.smashbros.com/en_uk/gamemode/various/various02.html |title=Names |accessdate=2007-08-11 |date=2007-06-28 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
The CGI [[opening movie]] of ''Super Smash Bros. Brawl'' utilizes [[List of cutscenes in the Subspace Emissary|scenes]] from [[The Subspace Emissary]], along with lots of selections of [[Versus Mode]] matches, as opposed to featuring unique footage in the manner of the game's predecessor, ''[[Super Smash Bros.]]'' (''[[Super Smash Bros. Melee]]'' used footage from its E3 trailer).


[[Image:SSBB Gameplay.jpg|thumb|left|250px|[[Mario]], [[Yoshi]], [[Ike]], and [[Wario]] preparing to fight. The damage meter now displays the name, image and series symbol of the character.]]
{{#widget:YouTube|id=JBuEcxmZqPw}}
The characters can fight each other with a variety of attacks. Each move is prompted with the press of a button in conjunction with a tilt of the control stick or a press of the D-pad, depending on the mode of control. In addition to basic attacks, such as punches and kicks, characters have access to more powerful [[smash attack]]s. Each character also has four character-specific special moves, which often have unique effects beyond damaging an opponent. The game introduces the ability to perform character-specific [[Wikipedia:Super (fighting games)|super attack]]s, referred to as "[[Final Smash]]" moves. Final Smashes are significantly more powerful than regular attacks, having a wide variety of effects that range from nearly unavoidable blasts to temporary transformations. These abilities may be performed upon destroying a [[Smash Ball]]. When the Smash Ball has been successfully broken by a character, they will produces a Final Smash. However, should you wait too long to use it and sustain too much damage, the ability will be lost and a Smash Ball will be knocked out of the character to resume flying about the stage.<ref name="E3 2006" /><ref name="Final Smash">{{Cite web |url=http://www.smashbros.com/en_us/howto/basic/basic02.html |title=What is a Final Smash? |accessdate=2007-06-21 |date=2007-05-29 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>


The stages are arenas that are mostly based on levels from ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''. Although they are three-dimensional, characters cannot move freely along the z-axis. Stages range from floating platforms to moving areas where the characters have to keep up. Each stage has a boundary that cannot be passed, or the character will be "[[Knockout|KO'd]]", thus losing a life. As in ''Super Smash Bros. Melee'', ''Brawl'' introduces new stages. Many stages will undergo elaborate changes while battles take place, such as a cycling day-to-night system in the [[Battlefield]] stage,<ref name="Battlefield">{{Cite web |url=http://www.smashbros.com/en_us/stages/stage01.html |title=Battlefield |accessdate=2007-06-21 |date=2007-05-22 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com |quote=On Battlefield, the main platform will not change... But then evening comes... And then comes night. You can brawl til dawn!}}</ref> a season system in the [[Yoshi's Island]] stage,<ref name="Yoshi's Island">{{Cite web |url=http://www.smashbros.com/en_us/stages/stage03.html |title=Yoshi's Island |accessdate=2007-06-21 |date=2007-06-12 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com |quote=The highlight of this stage is its seasonal changes, as it goes from spring to summer to fall and then winter.}}</ref> and destructible platforms in the [[Skyworld]] stage.<ref name="Skyworld">{{Cite web |url=http://www.smashbros.com/en_us/stages/stage08.html |title=Skyworld |accessdate=2007-08-02 |date=2007-08-02 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com |quote=The floor’s crumbling construction makes it easy to shatter...}}</ref>
==Fighters==
[[File:Character Selection - Super Smash Bros. Brawl.png|thumb|left|300px|The [[character selection screen]] of ''Super Smash Bros. Brawl'' with all characters unlocked.]]
[[File:SSBBcast.png|thumb|300px|The entire cast, as they appear in the ending; excluding {{SSBB|Zero Suit Samus}} and {{SSBB|Sheik}}, the transformations of {{SSBB|Samus}} and {{SSBB|Zelda}}, respectively.]]
[[File:SSBBLineupBack.png|thumb|bottom|300px|A back view of all the fighters in the previous image during the Opening Movie.]]


''Brawl'' also allows you to create your own stages using a variety of options in a mode called "[[Stage Builder]]." You can save your stages onto an SD card to overcome the limitations of the internal memory. You can also send your stages to friends you have registered on your friends list. Through Nintendo Wi-Fi Connection, players will be able to submit their creations daily to Nintendo and receive a daily stage from the service.<ref name="Stage Builder">{{Cite web |url=http://www.smashbros.com/en_us/gamemode/various/various09.html |title=Stage Builder |accessdate=2007-10-29 |date=2007-10-29 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
The cast of 35 playable characters (39 if [[Zelda]], [[Sheik]], [[Samus]], [[Zero Suit Samus]], [[Squirtle]], [[Ivysaur]] and [[Charizard]] are all treated as separate without counting the trainer himself) includes 20 (21 including Sheik) returning veterans from ''Melee'' and 15 newcomers (18 including transformations). Of these, 21 are [[starter character]]s (25 if the seven transformation characters above are all treated as separate) and the other 14 need to be [[unlockable character|unlocked]]. Many of the returning characters have been updated or refined since their last appearance, either in terms of appearance, fighting capabilities, or both. For example, Link and Fox have taken on new designs from more recent titles, while [[Samus Aran]] has gained the ability to change into a new form, [[Zero Suit Samus]], by using her [[Final Smash]] or by the player pressing a certain button after picking Samus and before picking a stage.


The characters can make use of a variety of items, ranging from projectiles to melee weapons. Each item has a different effect on the characters around it. While many items return from previous ''Super Smash Bros.'' games, some are making their debut in ''Brawl''. Two varieties of items, [[Assist Trophy|Assist Trophies]]<ref name="AT">{{Cite web |url=http://www.smashbros.com/en_us/items/assist/assist01.html |title=What are Assist Trophies? |accessdate=2007-07-02 |date=2007-08-13 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> and [[Poké Ball]]s,<ref name="PokéBall">{{Cite web |url=http://www.smashbros.com/en_us/items/mball/mball01.html |title=What are Poké Balls? |accessdate=2007-06-05 |date=2007-08-13 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> summon guest characters and [[Pokémon]], respectively, that generally assist the summoner. They cannot be controlled by players and are usually invincible.<ref name="Goroh">{{Cite web |url=http://www.smashbros.com/en_us/items/assist/assist02.html |title=Samurai Goroh |accessdate=2007-07-02 |date=2007-08-13 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com |quote=By the way, the majority of Assist Trophies are invincible. Trying to fight back is useless, so just run away.}}</ref>
Five characters do not return from ''Melee'': {{uv|Super Mario}}'s [[Dr. Mario]], {{uv|The Legend of Zelda}}'s [[Young Link]], {{uv|Pokémon}}'s [[Mewtwo]] and [[Pichu]], and {{uv|Fire Emblem}}'s [[Roy]]. Of these, only Mewtwo was not a moveset [[clone]]; and it is assumed to have been the furthest into development of the cut characters due to having the most unused code out of the cut veterans. Except for the ''Mario'' series, each of these series' gained new characters added to the roster: [[Toon Link]] for ''The Legend of Zelda'', [[Pokémon Trainer]] (who controls [[Squirtle]], [[Ivysaur]], and [[Charizard]]) and [[Lucario]] for ''Pokémon'', and [[Ike]] for ''Fire Emblem''.


===The Subspace Emissary===
Several franchises already represented in the ''Super Smash Bros.'' series gain additional character slots, with the {{uv|Kirby}} universe the biggest gainer, as both [[King Dedede]] and [[Meta Knight]] make their playable ''Super Smash Bros.'' debuts. Otherwise, {{uv|EarthBound}} sees [[Lucas]] join, the {{uv|Star Fox}} franchise adds [[Wolf O'Donnell|Wolf]], and the {{uv|Donkey Kong}} universe adds [[Diddy Kong]], while {{uv|Metroid}} has Samus' aforementioned "Zero Suit" form, which originally debuted in ''[[Metroid: Zero Mission]]'', added as a transformation for its sole character.
{{Main|The Subspace Emissary}}
''Super Smash Bros. Brawl'' will feature a new Adventure Mode titled "The Subspace Emissary." This mode will feature unique character storylines along with numerous side scrolling levels and multiple bosses to fight, as well as cut scenes explaining the storyline. The Subspace Emissary features a new group of antagonists called the [[Subspace Army]], who are lead by the [[Ancient Minister]]. Some of these enemy characters appeared in previous Nintendo video games, such as [[Petey Piranha]] from the ''Mario'' series and a squadron of [[R.O.B.]]s based on classic Nintendo hardware. The Subspace Emissary also boasts a number of original enemies, such as the [[Roader]], a robotic unicycle; the [[Bytan]], a one-eyed ball-like creature which can replicate itself if left alone; and the [[Primid]], enemies that come in many variations.<ref>{{Cite web |url=http://www.smashbros.com/en_us/gamemode/modea/modea06.html |title=The Enemies From Subspace |accessdate=2007-09-19 |date=2007-09-19 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> The Subspace Emissary emphasizes character development, with individual characters persevering under the weight of their personal histories.<ref name="subspace">{{cite web |url=http://www.smashbros.com/en_us/gamemode/modea/modea02.html |title=What is the Subspace Emissary? |accessdate=2007-08-11 |date=2007-08-03 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> Though primarily a single-player mode, The Subspace Emissary will allow for cooperative multiplayer. There are five difficulty levels for each stage, and there will be a method of increasing your characters' power during the game, which is claimed to be "a method that has not been seen before".<ref name="team">{{Cite web |url=http://www.smashbros.com/en_us/gamemode/modea/modea07.html |title=Team |accessdate=2007-10-05 |date=2007-10-05 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>


===Classic===
New character slots which go to Nintendo series previously unrepresented include [[Pit]], the first appearance of the {{uv|Kid Icarus}} series since the 1991 Game Boy game ''{{s|Wikipedia|Kid Icarus: Of Myths and Monsters}}''; [[Wario]], originally a ''Mario'' spin-off but long launched into [[Wario (universe)|a franchise of his own]]; [[Captain Olimar]] from the {{uv|Pikmin}} series; and the NES accessory [[R.O.B.]]
{{Main|Classic mode}}
Keeping consistent with its predecessors, ''Brawl'' will include a [[Classic mode]]. This mode is semi-randomly generated and consists of numerous stages. Each stage features an arena from a particular series, such as ''[[wikipedia:The Legend of Zelda (series)|The Legend of Zelda]]'' or ''[[wikipedia:Pokémon video game series|Pokémon]]''. Several stages also have a unique battle condition, such as a metal opponent or a two-on-two team battle.<ref name="classic">{{Cite web |url=http://www.smashbros.com/en_us/gamemode/various/various11.html |title=Classic |work=[[Smash Bros. DOJO!!]] |date=2007-10-30 |accessdate=2007-10-30 |publisher=Smashbros.com}}</ref>


===Stadium===
Finally, main protagonist [[Solid Snake]] of the {{uv|Metal Gear}} franchise, and [[Sonic the Hedgehog]] from [[Sonic (universe)|his eponymous series]] become the first third-party characters to appear in a ''Super Smash Bros.'' game.
{{Main|Stadium}}
{{clr}}
As in ''Melee'', ''Brawl'' features objective-oriented minigames in the [[Stadium]]. The [[Home-Run Contest]] mode is one of these features. In Home-Run Contest, the player must beat the [[Sandbag]] to deal as much damage as possible in ten seconds, then strike it with a [[Home-Run Bat]] to send it as far as possible. Updated from ''Melee'', some Stadium Mode minigames feature cooperative or even competitive multiplayer.<ref>{{Cite web |url=http://www.smashbros.com/en_us/gamemode/various/various08.html |title=STADIUM: Home-Run Contest |accessdate=2007-10-17 |date=2007-10-16 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> Returning from the two previous games is the [[Target Smash!]] minigame, in which you must break 10 targets as quickly as possible. Departing from previous incarnations of this mode, you can only access five different maps, whereas the previous ''Super Smash Bros.'' games featured one unique map per character. Items will also be available.<ref name="targets"/>
{{SSBB character table}}


===Versus Mode===
==Collectibles==
{{Main|Versus Mode}}
{{Main|Trophy|List of trophies|Sticker|List of stickers (complete list)|CD|Coins (collectible)}}
[[Special Melee]] from the previous game returns as [[Special Brawl]]. In this mode, you will be able to battle in matches using special rules for a greater level of customization. Whereas previously standard options such as "[[Giant Melee]]" or "[[Invisible Melee]]" were available, you will now be able to select as many options as you like for a single match.<ref>{{Cite web |url=http://www.smashbros.com/en_uk/gamemode/various/various04.html |title=Special Brawl |accessdate=2007-09-13 |date=2007-09-13 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
The number of [[Trophies]], statuettes of Nintendo characters and objects which can be collected in-game, was almost doubled from ''Melee''.<ref name="Trophies">{{Cite web |url=http://www.smashbros.com/wii/en_us/gamemode/various/various05.html |title=Trophies |accessdate=2007-10-24 |date=2007-09-24 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>  A related feature was the introduction of [[sticker]]s, small pieces of Nintendo artwork which can be picked up from offline and online matches, along with the Smash Service's "Spectator Mode." Stickers also make an appearance in the single-player and multiplayer modes, such as the Stadium mode. Stickers also act as a sort of enhancement to the characters' abilities when using attacks in [[Adventure Mode: The Subspace Emissary]].<ref name="Stickers">{{Cite web |url=http://www.smashbros.com/wii/en_us/gamemode/various/various03.html |title=Stickers |accessdate=2007-10-24 |date=2007-08-15 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>.  Through the [[Trophy Hoard]] and [[Sticker Album]], players can place trophies and stickers onto virtual backgrounds and take snapshots, all of which is recorded into the Wii's internal hard drive or onto SD cards depending on the player's choosing. From this point, these virtual items can be sent to other players via Nintendo Wi-Fi Connection, "WiiConnect24".<ref name="Trophies"/><ref name="Stickers"/>


Another returning game type, Tourney mode, formerly Tournament mode, enables players to create an elimination-based tournament with a large number of CPU or human opponents. [[Masahiro Sakurai]] has stated that the development team is still working on this mode to make it "fun for everyone".<ref>{{Cite web |url=http://www.smashbros.com/en_us/gamemode/various/various06.html |title=Tourney Mode |accessdate=2007-09-28 |date=2007-09-28 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
The inclusion of a new ''Super Smash Bros.'' element, collectable [[CD]]s, which, when obtained, offer new music selections for playable stages. Although this can add more variety to the music played on a stage, the music selection will always be at random. However, the player can adjust how often a track can be played from the options menu. <ref name="My Music">{{Cite web |url=http://www.smashbros.com/wii/en_us/music/music08.html |title=My Music |accessdate=2007-10-28 |date=2007-09-07 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>


===Nintendo Wi-Fi Connection===
By completing stages in {{SSBB|Classic Mode}}<ref name="classic">{{Cite web |url=http://www.smashbros.com/wii/en_us/gamemode/various/various11.html |title=Classic |work=[[Smash Bros. DOJO!!]] |date=2007-10-30 |accessdate=2007-10-30 |publisher=Smashbros.com}}</ref>, [[All-Star Mode]] and The Subspace Emissary, coins can be earned. The coins can be used to play the [[Coin Launcher]] to win more stickers or trophies, to "pay" for [[Continue]]s in Classic and All-Star Mode, to bet on the outcome of [[Spectator Mode]] matches and to choose stages in online play.
{{Main|Nintendo Wi-Fi Connection}}
[[Image:Wi-fi02 071116a.jpg|thumb|right|A Wi-Fi battle in action at The Halberd]]
''Super Smash Bros. Brawl'' allows players to play against distant opponents through the use of [[Nintendo Wi-Fi Connection]]. Online multiplayer games can be played either with registered friends or with other random participants. The players' nicknames will be displayed during multiplayer matches. Additionally, the players can converse with up to four phrases that are set by the player beforehand. The four phrases will appear in speech bubbles above the characters when the corresponding direction of the directional pad is pressed. They will be coupled with the characters' taunts. It has been emphasized that these names and phrases will not be displayed in random-player matches. While waiting for a match to start online, players may practice fighting against the Sandbag. Players may also send snapshots or video replays of battles and other aspects of the game to their registered Wii Friends.<ref name="targets"/> Other Wi-Fi services are }}</ref>set to be available, but these functions are currently unknown.<ref name="Online"/> Some other gameplay modes, such as the Home-Run Contest, can be also played using [[Nintendo Wi-Fi Connection]].<ref name="Conference">{{cite web |url=http://au.wii.ign.com/articles/826/826130p1.html |title=Nintendo Conference 2007 Fall |accessdate=2007-10-10 |date=[[2007-10-09]] |author=Anoop Gantayat |publisher=IGN }}</ref> In addition, snapshots may be taken at any point during the battles while the game is paused and can be sent to friends through [[Nintendo Wi-Fi Connection]].<ref>{{cite web |url=http://www.smashbros.com/en_us/gamemode/various/various07.html |accessdate=2007-10-12 |title=Taking Snapshots| date=[[2007-10-12]] |work=Smash Bros. DOJO!! |publisher=Smashbros.com}}</ref> Video replay footage can also be captured in certain game modes, including Brawl and Target Smash! modes, and sent to friends in the same manner.<ref name="targets">{{cite web |url=http://www.smashbros.com/en_us/gamemode/various/various09.html |title=STADIUM: Target Smash!|accessdate=2007-10-24|author=Sakurai, Masahiro|date=2007-10-24 |work=Smash Bros. DOJO!! |publisher=Smashbros.com}}</ref>


==Characters==
===Masterpieces===
{{Main|List of characters in the Super Smash Bros. series|List of characters in Super Smash Bros. Brawl}}  
{{Main|Masterpieces}}
''Brawl'' introduces "Masterpieces", time-limited [[Virtual Console]] game demonstrations, to the ''Super Smash Bros.'' series. The international release has twelve such games available, each of which features one or more of the playable characters from ''Brawl''. Seven games are available for play to begin with, with five more unlockable by completing [[Challenges]], which range from Mario's debut in ''{{b|Donkey Kong|game}}'' to the critically acclaimed late [[Nintendo 64]] title ''[[The Legend of Zelda: Ocarina of Time]]''. The time-limits on each individual play last between 30 seconds (''Donkey Kong''), to five minutes (''Ocarina of Time'').


[[Image:Brawl_Poster.jpg|thumb|right|300px|All the playable characters excluding Zero Suit Samus, Shiek, Ness, Jigglypuff and Lucario]]
The Japanese release has two additional Masterpieces not included in the international releases — the SNES games ''Mother 2'' (known as ''{{b|EarthBound|game}}'' in its US release) and ''[[Fire Emblem: Monsho no Nazo]]''.
The cast of characters includes various returning characters from ''Melee'' and a variety of newcomers. Some returning characters have been updated or refined since their last appearance, either in terms of appearance, fighting capabilities, or both. For example, [[Link]] and [[Fox McCloud]] have taken on new designs from more recent titles, while [[Samus Aran]] has gained the ability to change into a new form, [[Zero Suit Samus]], by using her [[Final Smash]].


Some previously represented series have had more characters added to ''Brawl''. [[Diddy Kong]] from the ''[[wikipedia:Donkey Kong (series)|Donkey Kong]]'' series and [[Ike]] from the ''[[wikipedia:Fire Emblem|Fire Emblem]]'' series will make their first appearance in the ''Smash Bros.'' series, preceded by [[Donkey Kong]] in the case of Diddy Kong and both [[Marth]] and [[Roy]] in the case of Ike.  
===Music===
{{Main|My Music|Music (SSBB)|Super Smash Bros. Brawl Main Theme}}
On May 22, 2007, Sakurai revealed a list of 38 composers providing the musical score for the game. In his accompanying statement, Sakurai said that he had asked the composers, who come from a variety of companies and have written music for first, second, and third-party games, "to listen to an elite selection of Nintendo music and arrange several of their favorite songs."<ref name="Musicians"/>


Other newcomers are the first to represent their series. These include characters such as [[Pit]], representing the ''[[wikipedia:Kid Icarus (series)|Kid Icarus]]'' series for the first time since the 1991 [[Wikipedia:Game Boy|Game Boy]] game ''[[Wikipedia:Kid Icarus: Of Myths and Monsters|Kid Icarus: Of Myths and Monsters]]''; [[Wario]], from Nintendo's highly successful ''[[wikipedia:WarioWare (series)|WarioWare]]'' and ''[[Wikipedia:Wario Land|Wario Land]]'' series and an occasional antagonist of Mario's. [[Pikmin & Olimar|Captain Olimar]] also makes an appearance from the [[Wikipedia:Pikmin (series)|Pikmin]] series into Brawl. [[Solid Snake]], the main protagonist of the ''[[wikipedia:Metal Gear (series)|Metal Gear]]'' franchise, and [[Sonic the Hedgehog]] are the first third-party characters to appear in a ''Super Smash Bros.'' game.
Each of the game stages have multiple musical tracks which players can listen to using the new "My Music" feature, including some songs that were taken directly from other games without any modification or special arrangement. This feature also allows the player to adjust the frequency of how often a music track is played on a given stage. Collecting [[CD]]s expands the range of music available.<ref name="My Music"/>


===Characters included so far:===
==Stages==
{{Main|Stage}}
[[File: Stage Select Brawl.png|thumb|300px|The ''Brawl'' Stages screen in ''Brawl''.]]
[[File: Stage Select Brawl Melee Stages.png|thumb|300px|The ''Melee'' Stages screen in ''Brawl''.]]
''Brawl'' features many stages that can be fought on. Most of them are new, but a few return from ''Melee''. On some stages, such as Shadow Moses Island, [[Smash Taunt]]s can be performed. ''Brawl'' also has an option to create custom stages with the [[Stage Builder]].
{{clrl}}
{{SSBB stage table}}


'''Newcomers:'''
==Development==
At the pre-E3 2005 press conference, the president of Nintendo, [[Satoru Iwata]], announced the next installment of ''Super Smash Bros.'' was not only already in development for their next gaming console, but would be a launch title with Wi-Fi compatibility for playing online.<ref name="E3 2005">{{Cite web |last=Casamassina |first=Matt |date=2005-05-17 |url=http://wii.ign.com/articles/670/670552p1.html |title=E3 2005: ''Smash Bros.'' For Revolution |publisher=IGN |accessdate=2006-05-03}}</ref> The announcement was unexpected to the creator of the ''Super Smash Bros.'' series, [[Masahiro Sakurai]]. Back in 2003, he had left [[HAL Laboratory]], the company that was in charge with the franchises' development and was never informed of this announcement despite the fact shortly after resigning from the company, Iwata said if a new game was to be made, he would be in charge. It was not until after the conference Sakurai was called to Satoru Iwata's room on the top floor of a Los Angeles hotel where he was told by Iwata, "We'd like you to be involved in the production of the new ''Smash Bros.'', if possible near the level of director".<ref name="director">{{Cite web |url=http://cube.ign.com/articles/667/667525p1.html |title=''Smash Bros. Revolution'' Director Revealed|author=IGN Staff |accessdate=2007-06-21 |date=2005-11-16 |publisher=IGN}}</ref> Although originally announced to be a launch title, Sakurai stated "I decided to become director. And as of May, 2005, I was the only member of the new Smash Bros. development team". Iwata would later admit that, had Sakurai declined the role of director, he would have released a remastered version of ''Melee'' for Wii with added [[online]] capablilities.<ref>[https://www.youtube.com/watch?v=dXpFTHtlmCo&t Super Smash Bros. Brawl [Game Concepts]]</ref> Development of the game did not actually start until late 2005, and just for its production, Nintendo opened a new office in Tokyo at the beginning of October 2005, dubbed the Takadanobaba office.<ref>[https://www.youtube.com/watch?v=RDrNWAHaKfI=37s Super Smash Bros. Ultimate [Game Concepts]]</ref> Sakurai's new company, [[Sora Ltd.]], was put in charge of the project and [[Game Arts]] was chosen as a lead developer, with other companies like [[Monolith Soft]] and [[Paon]] having significant hands in production. Sakurai has stated that the teams he chose had spent excessive amounts of time playing ''Melee'', and thus had a deep mechanical knowledge of the series. The team had access to all the original material and tools from the development of ''Melee'', courtesy of HAL Laboratory. This was the first team Sakurai was involved in that exceeded 100 members.


- [[Pit]]
''Brawl'' was absent from Nintendo's Wii showing at its 2006 Pre-E3 press conference. The next day, on May 10, 2006, its first official trailer was unveiled at E3 and at the After-Hours Press Conference, Nintendo officially revealed the game under the name of ''Super Smash Bros. Brawl''. In an interview with IGN, Sakurai said the Wii's motion sensing features might not be included because, "we found that trying to implement too much motion-sensory functionality can get in the way of the game."<ref name="E3 2006">{{Cite web |last=Casamassina |first=Matt |coauthors=Peer Schneider |date=2006-05-10 |url=http://wii.ign.com/articles/707/707504p1.html |title=E3 2006: Super Smash Bros. Brawl |publisher=IGN |accessdate=2006-08-01}}</ref> As far as [[Nintendo Wi-Fi Connection|Wi-Fi]] play is concerned, Sakurai stated his plan was to include Wi-Fi connection compatibility and online functionality, he goes on to say "one of the primary reasons ''Super Smash Bros. Brawl'' was created was that Nintendo, when taking Wii online, wanted to have Smash Bros. to do that".<ref name="E3 2006"/> However, as stated on the Japanese version of the ''Smash Bros.'' website, "there would be many hurdles to cross," and an online ranking system is unlikely to be implemented.<ref name="Joystiq">{{Cite web |url=http://www.joystiq.com/2006/06/05/sakurai-reveals-new-smash-bros-brawl-details/ |title=Sakurai reveals new Smash Bros. Brawl details |accessdate=2007-06-21 |last=Miller |first=Ross |date=2006-06-05 |publisher=Joystiq}}</ref> During a test play between Sakurai and {{s|wikipedia|Hideo Kojima}}, creator of the ''Metal Gear'' series, Kojima stated that the game felt complete and that Nintendo "could put it out right now and it would sell millions of copies."<ref>{{Cite web |url= http://www.1up.com/do/newsStory?cId=3159049 |title=Kojima's Played Super Smash Bros. Brawl |accessdate=2007-06-21 |last=Dormer |first=Dan |date=2007-04-27 |publisher=1up.com}}</ref> Starting May 22, 2007, the site had updates every weekday until shortly after ''Brawl''{{'}}s release. Throughout October 18-22, 2007 at the first Entertainment for All Expo show in Los Angeles, California, Nintendo hosted a ''Super Smash Bros. Brawl'' tournament.<ref>{{Cite web |url=http://wii.advancedmn.com/article.php?artid=10866 |title=Super Smash Bros. Brawl and Mario Galaxy Playable at E for All |accessdate=2007-10-21 |last=Wirgler |first=Matthew |date=2007-10-09 |publisher=Advance Media Network}}</ref>


- [[Wario]]
At the Nintendo Media Conference at E3 2007, it was announced by Nintendo of America president {{s|wikipedia|Reggie Fils-Aime}} that ''Brawl'' would be released on December 3, 2007 in the Americas.<ref name="E3 conference 2007">{{Cite web |url=http://wii.ign.com/articles/803/803335p1.html |title=Nintendo E3 2007 Press Conference |publisher=IGN |last=Casamassina |first=Matt |date=2007-07-11 |accessdate=2007-07-11}}</ref> However, just two months before its anticipated December release, the development team asked for more time to work on the game. During the Nintendo Conference on October 10, 2007, Nintendo of Japan president Iwata announced the delay, saying:


- [[Zero Suit Samus]]
{{cquote|In order to fine tune Smash Bros., with this unprecedented game depth, we have decided that we have to take a little more time to complete the game than we announced before. We are sorry for the fans that are already anxiously waiting for the launch, but we would like to launch this game on January 24th, 2008 in Japan. As for the North American launch, we will review that too, and our local subsidiaries will make their own announcements.<ref>{{Cite web|url=http://www.irwebcasting.com/071010/53/f078bbc3f8/main/index_hi.htm|title=Nintendo Conference Fall 2007|accessdate=2007-10-11|date=2007-10-10 |format=mpg|publisher=E-news.co.jp}}</ref>}}


- [[Ike]]
On October 11, 2007, George Harrison of Nintendo of America announced that ''Brawl'' would be released on February 10, 2008 in North America.<ref>{{Cite web|url=http://wii.ign.com/articles/826/826579p1.html|title=Smash Release Date Confirmed|accessdate=2007-10-14}}</ref> The North American version of the game was later delayed a second time to March 9th.<ref>{{Cite web|url=http://smashboards.com/news/articles/457/brawl-delayed-again|title=Brawl Delayed Again|date=2008-01-15}}</ref> Nintendo issued a warning statement regarding ''Brawl'' causing issues with some [[Wii]] systems. Due to the sheer size of the game files, double-layer discs were used to fit the entire game physically. This would cause the disc to be unreadable if the lens of the disc drive became contaminated. Nintendo offered a free repair service to those that experienced this issue.<ref>{{Cite web|url=https://web.archive.org/web/20081223052430/http://www.nintendo.com/consumer/repair/repair_form_us_ssbb.jsp|title=Wii disc drive lens repair request form|accessdate=2022-7-1}}</ref>


- [[Pokémon Trainer]]
Following the release of the game in Japan, a bug was discovered in the game. This bug causes the game to display an error message when it starts, however, players can close the error message and play the game as usual. A replacement program was created to address this issue.


- [[Diddy Kong]]
===Inclusion of characters===
Sakurai stated that he did not want to emphasize Japan-only characters;<ref name="thirdparty">{{Cite web|url=http://www.1up.com/do/newsStory?cId=3151198 |title=Super Smash Bros. Brawl Details|accessdate=2007-09-13|last=Klepek|first=Patrick|date=2006-06-05|publisher=1UP}}</ref> in ''Brawl''{{'}}s cast, only [[Lucas]] had not appeared outside of Japan (although [[Marth]] had only previously only appeared internationally in ''Super Smash Bros. Melee'', rather than his home franchise). Sakurai also stated there would be no more than three third-party characters;<ref name="thirdparty" /> these characters were [[Solid Snake]] and [[Sonic the Hedgehog]]. The inclusion of Konami-created character Solid Snake may seem to conflict with the ''Super Smash Bros.'' paradigm — to only include characters from games made by Nintendo and its second parties — but Sakurai said Hideo Kojima "practically begged" for Snake to be included in ''Melee'', which did not happen because the game was too far in development. This in turn led to his appearance in the following game instead.<ref>{{Cite web|url=http://kotaku.com/gaming/nintendo/e306-super-smash-bros-brawl-qa-173071.php|title=E306: Super Smash Bros. Brawl Q&A|accessdate=2007-09-18|last=Mcwhertor|first=Michael|date=2006-05-11|publisher=Kotaku}}</ref> Similarly, Lucas was intended to be used in ''Melee'', but was left out due to the constant delay and eventual cancellation of [[wikibound:EarthBound 64|''Mother 3'' on the Nintendo 64]] at the time.<ref>{{Cite web|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0717/index.html|title=速報スマブラ拳: Ness|accessdate=2007-10-21|publisher=[[Nintendo]]|language=Japanese}}</ref>


- [[Meta Knight]]
Japanese fans were asked to submit their desired characters and musical themes via a forum on the game's official Japanese site, with some possibly appearing in the game. Likewise, fans from other countries were asked to submit ideas on Nintendo's official forums.<ref name="character poll">{{Cite web|date=2006-05-11|url=http://wii.ign.com/articles/707/707671p1.html|title=E3 2006: Fans Asked to Fill Smash Bros. Roster|publisher=IGN|accessdate=2006-05-11}}</ref>


- [[Snake]]
Suggestions were no longer being taken as of June 9, 2006. In August 2006, Sakurai and Miyamoto stated that Nintendo was negotiating rights to other third-party characters.<ref>{{Cite web|url=http://wii.qj.net/Sakurai-and-Miyamoto-Comment-on-Sonic-s-Popularity/pg/49/aid/62240|title=Sakurai and Miyamoto Comment on Sonic's Popularity|accessdate=2007-08-04|author=Rushan S.|date=2006-08-17|work=Nintendo Wii News|publisher=QJ.NET|quote=Nintendo hopes that Snake's appearance in Super Smash Bros. Brawl will encourage other publishers to allow their characters to join the Smash Bros. line-up, and is already actively negotiating for the rights to include at least one other non-Nintendo character.}}</ref> The most requested third-party character, Sega's [[Sonic the Hedgehog]], was announced to be in the game on October 10, 2007.<ref>{{Cite web|url=http://www.smashbros.com/wii/en_us/characters/sonic.html|title=Sonic The Hedgehog|accessdate=2007-10-10|date=2007-10-10|work=[[Smash Bros. DOJO!!]]|publisher=Smashbros.com}}</ref>


- [[Lucas]]
==Trailers==
{{Main|Super Smash Bros. Brawl Trailers}}
Several different trailers for ''Brawl'' were released before the game came out. The original trailer was shown at E3 2006 on May 11, 2006 and revealed Pit, Meta Knight, Zero Suit Samus, Wario and Solid Snake as new playable characters, alongside the return of Mario, Link, Samus, Pikachu and Kirby. A second trailer was shown at the Nintendo World 2006 convention in December, and revealed Fox's return as a playable character. A third trailer was shown at the October 10, 2007 Nintendo Press Conference, which revealed Sonic as a playable character. A final trailer showcasing ''Brawl''{{'}}s adventure mode, the Subspace Emissary, was released on Friday, December 21, 2007. This trailer revealed that Ike and the Ice Climbers would appear in this mode, among other things.


- [[Sonic]]
==Reception==
 
{{Reviews
- [[King Dedede]]
|title=''Brawl'' reviews
 
|1UP = A<ref name="GameScore">{{cite web|url=http://www.1up.com/do/reviewPage?cId=3166844&p=44&sec=REVIEWS|title=Super Smash Bros. Brawl Review|date=2008-03-07|first=James|last=Mielke|accessdate=2008-05-16|publisher=1UP.com}}</ref>
- [[Pikmin & Olimar]]
|Edge = 9 of 10<ref name="Edge">{{cite book|url= http://www.next-gen.biz/index.php?option=com_content&task=view&id=9575&Itemid=51|title= Super Smash Bros. Brawl Review|author=Edge staff|year=2008|month=April|journal=Edge|issue=187|pages=84–85}}</ref>
 
|EuroG = 9 of 10<ref name="euroReview">{{cite web|url=http://www.eurogamer.net/article.php?article_id=128676&page=1|title=Eurogamer Super Smash Bros. Brawl Review|first=Tom|last=Bramwell|accessdate=2008-03-27|publisher=Eurogamer}}</ref>
- [[Lucario]]
|Fam = 40 of 40<ref name="Famscore">{{cite news|url=http://www.1up.com/do/newsStory?cId=3165462|title=Famitsu Gives Smash Bros. Brawl a Perfect Score|author=Gray, Brian|publisher=[http://www.1up.com/ 1up.com]|date=2008-01-16|accessdate=2008-04-27}}</ref>
 
|GT = 9.4 of 10<ref name="GameTrailersReview">{{cite web|url=http://www.gametrailers.com/player/31663.html|title=GameTrailers Super Smash Bros. Brawl Review|accessdate=2008-03-09|publisher=GameTrailers}}</ref>
'''Veteran Fighters:'''
|IGN = 9.5 of 10<ref name="IGNReview">{{cite web|url=http://wii.ign.com/articles/856/856580p1.html|title=IGN Super Smash Bros. Brawl Review|first=Matt|last=Casamassina|accessdate=2008-03-04|publisher=IGN}}</ref>
 
|NP = 10 of 10<ref name="NPBrawl">{{Cite news|date=March 2008|magazine=Nintendo Power|publisher=Future US|volume=226|title=Simply Smashing|last=Slate|first=Chris|pages=82–83}}</ref>
- [[Mario]]
|NGamer=93<!--The link shows a score of 9.3/10, but this is CVG.com's method of scoring - NGamer itself scores with solid numbers. Check its article.--><ref name="ngamer">{{cite web|url=http://www.computerandvideogames.com/article.php?id=183358|title=Ngamer&nbsp;— Review: Super Smash Bros. Brawl|accessdate=2008-02-26|first=Matthew|last=Castle|work=NGamer}}</ref>
 
|ONM = 95%<ref name="ONMReview">{{cite web|url=http://www.officialnintendomagazine.co.uk/article.php?id=4885|title=Wii Review: Super Smash Bros.|first=Martin|last=Mathers|date=2008-06-26|accessdate=2008-10-02|publisher=Official Nintendo Magazine}}</ref>
- [[Link]]
|MC = 93/100 (81 reviews)<ref name="metacritic">{{cite web|url=https://www.metacritic.com/game/super-smash-bros-brawl/|title=Super Smash Bros. Brawl (wii: 2008): Reviews|accessdate=2008-04-23|publisher=Metacritic}}</ref>
 
|GR = 92.84% (78 reviews)<ref name="gr">{{cite web|url=http://www.gamerankings.com/wii/928518-super-smash-bros-brawl/index.html|title=Super Smash Bros. Brawl Reviews|accessdate=2010-10-25|publisher=Game Rankings}}</ref>
- [[Kirby]]
|TTR = 3.85/4 (56 reviews)<ref name="ttr">{{cite web|url=http://games.toptenreviews.com/reviews/g27302.htm|title=TopTenReviews – Super Smash Bros. Brawl|publisher=TopTenReviews|accessdate=2008-07-09}}</ref>
 
|award1Pub = GameSpot
- [[Pikachu]]
|award1 = Best Fighting Game<ref name="Gamespotfighting">{{cite web|url=http://www.gamespot.com/best-of-2008/genre-awards/index.html?page=4|title=Gamespot: Best Fighting Game of the Year|publisher=GameSpot|accessdate=2009-02-23}}</ref>
 
}}
- [[Fox]]
''Super Smash Bros. Brawl'' received critically positive reviews and sold successfully. In the United States, the game sold 874,000 units on launch day and 1.4 million units in its first week to become the fastest-selling video game in Nintendo of America's history, according to Nintendo. The game has sold 10.79 million units worldwide as of March 2012 according to Nintendo, which made it the best selling game in the series and best selling fighting game at the time. ''Super Smash Bros. Brawl'' is currently the 8th best selling game for the [[Wii]] and sold 13.32 million units worldwide as of March 31, 2020<ref>{{cite web|url=https://www.nintendo.co.jp/ir/en/finance/software/wii.html|title=IR Information:Top Selling Title Sales Unit|publisher=Nintendo|accessdate=2023-12-29}}</ref>, and was only surpassed as the best selling in the series and best selling fighting game by its own sequel, ''Super Smash Bros. Ultimate'', in 2019. ''Brawl'' currently holds an aggregate review score of 92.84% on Gamerankings and a score of 93/100 on Metacritic. Despite this, British publication NGamer received criticism for awarding a 93% rating to ''Brawl'', with readers deeming the score too low, especially in comparison to Official Nintendo Magazine's 95% rating. ''Brawl'' has reviews with ratings equal or slightly better than ''Melee''. The game's multiplayer was received excellently, but single player, while noted as superior to ''Melee''{{'}}s, was still only average.
 
- [[Samus]]
 
- [[Zelda]]
 
- [[Bowser]]
 
- [[Donkey Kong]]
 
- [[Yoshi]]
 
- [[Peach]]
 
- [[Ice Climbers]]


- [[Sheik]]
Gamespot awarded ''Brawl'' best fighting game of 2008, beating competitors such as ''{{iw|wikipedia|Soul Calibur IV}}'', and ''{{iw|wikipedia|Blazblue: Calamity Trigger}}''. While ''{{iw|wikipedia|Street Fighter IV}}'' technically released in arcades in 2008, it was excluded from running due to not having a home console release until 2009.
{{clr}}


- [[Ness]]
==Changes from ''[[Super Smash Bros. Melee]]''==
===Gameplay===
*Generally, ''Brawl''{{'}}s gameplay engine functions much like ''Super Smash Bros.'' as the game plays slower: every veteran has a slower [[falling speed]] and [[gravity]], [[L-canceling]] has been removed, [[dash]]ing barely increases forward momentum in midair, and characters must wait a slightly longer amount of time before being able to meteor cancel.
**As a result, many veterans were generally heavily [[nerf]]ed due to the decreased or removed abilities while a few, particularly the low and bottom tiers of ''Melee'' at the time of ''Brawl''{{'}}s release, generally benefited from the new physics and were [[buff]]ed.
*The [[air dodge]] no longer involves characters shifting in a direction; instead, characters continue on whatever path they were moving before the air dodge without inducing the [[helpless]] state. This gives characters more options in the air, but makes [[wavedash]]ing impossible.
*The amount of time a launched character is forced to stay in [[hitstun]] is significantly decreased; it can be [[hitstun canceling|cancelled]] with an air dodge or an aerial after a short amount of time, making true [[combo]]s less common, and can even be done to the point of [[momentum canceling|slowing down or even cancelling their momentum]] while still suffering from knockback, allowing characters to survive for much longer than before.
*Some characters now have unique [[meteor cancel]] windows: while the universal meteor cancel window is 25 frames for most characters, those with tether recoveries only (such as {{SSBB|Ivysaur}}) have a smaller delay in meteor canceling, while characters that use wings for multiple jumps (such as {{SSBB|Meta Knight}}) must wait for longer. The only exception to this rule is {{SSBB|Wolf}}, who oddly has a 60 frame delay before being able to meteor cancel despite not having multiple jumps. Additionally, attempting to meteor cancel with a jump before this window of time will result in a 40-frame penalty where the character cannot meteor cancel.
*The knockback formula has been changed to include a character's gravity. This results in a character's falling speed having a much smaller effect on their vertical endurance. An example can be seen in {{SSBB|Fox}}: despite having the highest accelerated falling speed, he has the 5th worst vertical endurance out of the cast, unlike in ''Melee,'' where his vertical endurance was the 6th best, as his high gravity now causes him to sustain more knockback.
*The calculation of knockback no longer ignores [[stale move negation]], resulting in moves losing significantly more knockback the more they are staled. This requires players to preserve their KO options more carefully, but makes certain moves able to combo into themselves more effectively.
*The window for [[dash-dancing]] is so small it loses almost all its usefulness.
*[[Tether recovery|Tether recoveries]] are generally less useful than the [[wall-grapple|wall-grappling]] they replaced; they only aim for ledges as opposed to walls, and can be very easily [[edgehog]]ged, however they do not render the user helpless barring a few special move tethers.
*Characters must wait a short amount of time before being able to move after grabbing a ledge.
*[[Shieldstun]] has been drastically decreased, with an increased [[perfect shield]] window.
*It only takes 7 frames to drop [[shield]], making the game more defensively-focused.
*Some characters have the [[dash attack canceled up smash]] that improves their approach.
*A new move called the [[Final Smash]] has been introduced, activated by hitting a [[Smash Ball]].
*There is a [[landing lag glitch]] on not all but several characters that causes the character when they land to be inflicted with the landing lag of a helplessness-inducing [[special move]], if they grabbed the edge during the move, or after using the move before landing.
*Characters can grab a [[ledge]] with their back facing it, and most recovery moves (though not all of them) also cancel for the character to grab the edge, making recovery easier and more flexible, as well as lowering the effectiveness of attacks that turn the opponent around, such as Mario's [[Cape]]. Additionally, using any up special move (with [[Quick Attack|two]] [[Spin Attack|exceptions]]) no longer expends the character's double jump, allowing characters to use it after an up special move if they are hit out of it in the air without having used the double jump prior.
*Edge teching is no longer possible, as well as [[ledge canceling]] attacks. Characters can now air dodge while [[tumbling]], so [[teching]] itself is harder to perform, and has become generally less useful due to the reduced hitstun and momentum canceling.
*Knockback that doesn't cause tumbling can no longer be [[directional influence]]d.
*Characters can now randomly [[trip]], and they have a [[floor attack]] for when they do so.
*[[Buffer]]ing implemented: characters can now perform actions by inputting them at least 10 frames before they can actually be executed.
*[[Spike]]s no longer exist, as the trajectory range for a [[meteor smash]] has been increased, and all attacks with a downwards angle fall into this range.
*The [[footstool jump]] allows characters to bounce off of other characters' heads while sending the opponent downward; it acts like a meteor smash, though the footstool jump is not a true meteor smash.
*[[Perfect Shield]]ing no longer reflects projectiles during the first 2 frames of activation, instead the projectiles either disappear or redirect at an angle depending on the projectile.
*Fighters no longer experience a period of [[intangibility]] between the period of their shield is broken and them hitting the ground and entering their stunned animation. This slightly increases the window in which a fighter can be attacked when their shield is broken, as well as making it possible to use windboxes to push opponents offstage while falling to the ground to be stunned. However, it also enables players to save teammates who are tumbling to their death due to being forced over the ledge after their shield broke.
*Characters [[Floor recovery|knocked down on the floor]] now enter a flopping animation upon hit by a weak attack, which does not give them any [[invincibility]] frames until they can get up, enabling [[lock]]s.
*[[Crouch]]ing cannot cancel dashes, and [[crouch cancel]]ing no longer reduces knockback.
*[[Smash attack]]s are easier to angle, as the player can now just hold up or down during the forward smash to angle it.
*Characters now conserve forward momentum when [[dash grab]]bing opponents.
*[[Pummel]]s now deal variable damage from 1% to 3% depending on the character, rather than all dealing 3%, and have variable speeds depending on their strength: while characters like {{SSBB|Mario}} pummel as slow as in the previous game while dealing more damage per pummel, others like {{SSBB|Kirby}} can pummel very quickly, dealing less damage per pummel.
*Some characters can [[crawl]], while others can [[glide]] or [[wall cling]], and every character can [[swim]] in water instead of falling through it.
*Some characters can [[grab release|grab release-combo]] other characters.
*[[Moonwalking]] has been removed.
*[[CPU]]s, while still having exploitable flaws, have gained an AI increase in general, choosing more alternatives with attacks and having quick dodging techniques of 1 frame reaction, among other improved behaviors.
*Grabbing a character does not restore their [[midair jump]](s).
*[[Short hop]]ping is at least 1 frame easier for all characters compared to ''Melee''.
*[[Smash Taunt]]s do not end if the user flinches; they have to be KO'd to end it early.
*Up smashes can be performed while running without needing to [[jump cancel]], known as a [[slide smash]].
*Characters can now [[pivot grab]].
*[[Glancing blow]]s no longer deal damage, and a few sparks will show up to indicate one.
*All characters now have three taunts instead of one, have unique [[on-screen appearances]], and the announcer counting down before the match begins which return from the original ''[[Super Smash Bros.]]''
*[[Item]]s can now be grabbed during [[dash attack]]s, [[aerial attack]]s and air dodges.
*[[Poison Mushroom|Shrinking]] and [[Super Mushroom|growing]] animations have been added for every character.
*The [[C-stick]] no longer throws battering items, enabling smash attacks.
*[[Share stock|Life stealing]] is now done by pressing the [[A button|A]] and [[B button|B]] buttons simultaneously, instead of [[Start button|start]].
*[[On-screen appearance]]s return from ''[[Super Smash Bros.|Smash 64]]'' in VS mode.


- [[Jigglypuff]]
===Game modes===
*[[List of bonuses|Bonuses]] have been removed, with only a few being awarded at the end of [[Classic Mode (SSBB)|Classic]] and [[All-Star]] modes depending on the player's progress.
*Outside of the main game, players can build [[custom stage]]s and save [[snapshot]]s and [[replay]]s.
*The [[Sound Test]] is now available at the start. However, certain sounds and music have to be unlocked.
*Melee's {{SSBM|Adventure Mode}} has been replaced by [[The Subspace Emissary]].
*[[Event match]]es have selectable difficulties.
*All fighters now have a trophy based on their Final Smashes, which can be obtained by clearing All-Star mode in their respective users, replacing the "Smash" fighter trophies from ''Melee''.
*The Race to the Finish bonus game has been removed, with the repeat of the bonus game Target Smash being revamped.
*Target Test is now known as "[[Target Smash!]]!", and it now has selectable difficulties, though there are now only five stages for all characters, rather than every character having their own stage, like in the previous two games.
*The [[Home-Run Contest]] puts a temporary shield around the platform.
**All of the four modes above can also be played in co-op, and players could also play [[Wi-Fi|online]] in various modes.
*[[Special Brawl]]s' effects can now be combined rather than all appearing in different modes. Other special effects have also been added.
*Collectible [[sticker]]s have been added, which can be collected on matches to then be used in the Subspace Emissary. The Lottery for trophies has also been replaced with the [[Coin Launcher]]. Players can now take snapshots of both trophies and stickers.
*In one-player game modes, the [[C-stick]] acts the same as in multiplayer modes: instead of [[Camera|zoom]]ing, it is used as how the player has configured it, the default function being uncharged [[smash attack]]s.
*Any wins, losses, KOs, and other things performed by CPU characters do not count in the records.
*Players can now configure personalized [[controls]] for [[name]]s.


- [[Ganondorf]]
===Aesthetic===
*The menus are significantly reorganized and color-coded.
*Along with the new opening, the [[announcer]] no longer announces the game's title, though there are unused sound files suggesting they originally would've.
*Character noises have been mostly overhauled:
**"Pain yells" are reliant on how long a character is in stun (instead of being reliant on how much knockback the character receives), and each character has two (or one in [[Ness]]'s and [[Lucas]]'s case) or none at all.
**Characters no longer have a single noise for being [[KO]]'d horizontally or falling; each character now has two (this is most notable with {{SSBB|Pit}} and {{SSBB|Ivysaur}}) or again, none at all. Additionally, most characters have multiple noises for their aerial attacks and tilts (all of them are shared; {{SSBB|Donkey Kong}}, for example, can make the same noises when executing his down tilt as when executing his up aerial).
**Characters only make one sound when doing smash attacks ({{SSBB|Mario}}'s "Yeeha!" heard when he does his [[up smash]] is among the easiest to notice).
**[[Star KO]] screams now play simultaneously with tumbling animations, consistent with Blast KOs. Previously, screams played much earlier than tumbling animations in ''Smash 64'' and slightly earlier in ''Melee''.
*Visually, most characters appear much less saturated and have more realistic, detailed textures, even if it doesn't match with their appearances in other games. This is easily noticeable with {{SSBB|Mario}}, {{SSBB|Luigi}}, {{SSBB|Peach}}, {{SSBB|Yoshi}}, {{SSBB|Kirby}}, {{SSBB|Pikachu}}, {{SSBB|Ness}} and the {{SSBB|Ice Climbers}}.


- [[Captain Falcon]]
==In competitive play==
{{main|Super Smash Bros. Brawl in competitive play}}
''Brawl'' represented a turning point in the competitive [[tournament]] scene. The gripes many top level players had with the many changes from ''Melee'' caused a schism in the [[community]], where many chose to not bother transitioning and stay playing ''Melee''. The scene then split into ''Melee'' players and players of the latest release, which somewhat remains to this day.


==Collectibles==
''Brawl'' itself had a respectable competitive run, being featured at prestigious events like [[Major League Gaming]] and [[EVO]]. The game also has a vibrant [[mod]]ding scene, with several having their own niche competitive scene. Mods like [[Project M]] even grew to eclipse the very game it modded in later years. However, ''Brawl'' quickly dropped in popularity after the release of its successor, {{forwiiu}}, and now exists as a small niche community.
Returning from ''Melee'' are [[trophies]], statuettes of Nintendo characters and objects that can be collected in the game. These trophies give a brief history of the object it shows.<ref name="Trophies">{{Cite web |url=http://www.smashbros.com/en_us/gamemode/various/various05.html |title=Trophies |accessdate=2007-10-24 |date=2007-09-24 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> In addition to trophies, players will now be able to collect [[sticker]]s of Nintendo artwork.<ref name="Stickers">{{Cite web |url=http://www.smashbros.com/en_us/gamemode/various/various03.html |title=Stickers |accessdate=2007-10-24 |date=2007-08-15 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> Players will be able to place stickers and trophies onto virtual backgrounds and record snapshots, which can be sent to other players via Nintendo Wi-Fi Connection.<ref name="Trophies"/><ref name="Stickers"/> Another new item appearing in the game will be CDs, which, when obtained, will offer new music choices for playable stages.<ref name="My Music">{{Cite web |url=http://www.smashbros.com/en_us/music/music08.html |title=My Music |accessdate=2007-10-28 |date=2007-09-07 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> By completing stages in the Classic mode, coins can be earned.<ref name="classic" /> However, the purpose of these is currently unknown


==Development==
The community has constructed a set of [[tournament legal (SSBB)|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]] (three 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.
At the pre-E3 2005 press conference, the president of Nintendo, [[wikipedia:Satoru Iwata|Satoru Iwata]], announced the next installment of ''Super Smash Bros.'' was not only already in development for their next gaming console, but would be a launch title with Wi-Fi compatibility for online play.<ref name="E3 2005">{{Cite web |last=Casamassina |first=Matt |date=2005-05-17 |url=http://wii.ign.com/articles/670/670552p1.html |title=E3 2005: ''Smash Bros.'' For Revolution |publisher=IGN |accessdate=2006-05-03}}</ref> The announcement was unexpected to the creator of the ''Super Smash Bros.'' series, [[wikipedia:Masahiro Sakurai|Masahiro Sakurai]]. Back in 2003, he had left [[HAL Laboratory]], the company that was in charge with the franchises' development and was never informed of this announcement despite the fact shortly after resigning from the company, Iwata said if a new game was to be made, he would be in charge. It was not until after the conference Sakurai was called to Satoru Iwata's room on the top floor of a Los Angeles hotel where he was told by Iwata, "We'd like you to be involved in the production of the new ''Smash Bros.'', if possible near the level of director".<ref name="director">{{Cite web |url=http://cube.ign.com/articles/667/667525p1.html |title=''Smash Bros. Revolution'' Director Revealed|author=IGN Staff |accessdate=2007-06-21 |date=2005-11-16 |publisher=IGN}}</ref> Although originally announced to be a launch title, Sakurai stated "I decided to become director. And as of May, 2005, I was the only member of the new Smash Bros. development team". Development of the game never actually started until late 2005, and just for its production, Nintendo opened a new office in Tokyo at the beginning of October 2005. Nintendo also enlisted outside help from a company who, at that point in time, just finished development of a major title. Sakurai also stated that these people had spent excessive amounts of time playing ''Melee''. This team will have access to all the original material and tools from the development of ''Melee'', courtesy of HAL Laboratory. Also, several ''Smash Bros.'' staff members that reside around the area of the new office have joined up on the project's development.<ref name="devteam">{{Cite web |url=http://wii.ign.com/articles/673/673532p1.html |title=Sakurai Elaborates on Smash Bros. Revolution |accessdate=2007-06-21 |last=Gantayat |first=Anoop |date=2005-12-05 |publisher=IGN}}</ref><ref name="famitsu"/>


[[Image:Mario and Sonic in Brawl.jpg|250px|left|thumb|[[Sonic the Hedgehog|Sonic]] fighting with [[Mario]] on the [[Lylat Cruise]] stage.]]
==Staff==
''Brawl'' was absent from Nintendo's Wii showing at its 2006 Pre-E3 press conference. The next day, on May 10, 2006, its first official trailer was unveiled at E3 and at the After-Hours Press Conference, Nintendo officially revealed the game under the name of ''Super Smash Bros. Brawl''. In an interview with IGN, Sakurai said the Wii's motion sensing features might not be included because, "we found that trying to implement too much motion-sensory functionality can get in the way of the game."<ref name="E3 2006">{{Cite web |last=Casamassina |first=Matt |coauthors=Peer Schneider |date=2006-05-10 |url=http://wii.ign.com/articles/707/707504p1.html |title=E3 2006: Super Smash Bros. Brawl |publisher=IGN |accessdate=2006-08-01}}</ref> As far as [[Nintendo Wi-Fi Connection|Wi-Fi]] play is concerned, Sakurai stated his plan was to include Wi-Fi connection compatibility and online functionality, he goes on to say "one of the primary reasons ''Super Smash Bros. Brawl'' was created was that Nintendo, when taking Wii online, wanted to have Smash Bros. to do that".<ref name="E3 2006"/> However, as stated on the Japanese version of the ''Smash Bros.'' website, "there would be many hurdles to cross," and an online ranking system is unlikely to be implemented.<ref name="Joystiq">{{Cite web |url=http://www.joystiq.com/2006/06/05/sakurai-reveals-new-smash-bros-brawl-details/ |title=Sakurai reveals new Smash Bros. Brawl details |accessdate=2007-06-21 |last=Miller |first=Ross |date=2006-06-05 |publisher=Joystiq}}</ref> During a test play between Sakurai and [[wikipedia:Hideo Kojima|Hideo Kojima]], creator of the ''Metal Gear'' series, Kojima stated that the game feels complete and that Nintendo "could put it out right now and it would sell millions of copies."<ref>{{Cite web |url= http://www.1up.com/do/newsStory?cId=3159049 |title=Kojima's Played Super Smash Bros. Brawl |accessdate=2007-06-21 |last=Dormer |first=Dan |date=2007-04-27 |publisher=1up.com}}</ref> Starting May 22, 2007, the site has had updates every weekday. Throughout October 18-22, 2007 at the first Entertainment for All Expo show in Los Angeles, California, Nintendo hosted a ''Super Smash Bros. Brawl'' tournament.<ref>{{Cite web |url=http://wii.advancedmn.com/article.php?artid=10866 |title=Super Smash Bros. Brawl and Mario Galaxy Playable at E for All |accessdate=2007-10-21 |last=Wirgler |first=Matthew |date=2007-10-09 |publisher=Advance Media Network}}</ref>
{{main|List of staff (SSBB)}}


At the Nintendo Media Conference at E3 2007, it was announced by Nintendo of America president [[wikipedia:Reggie Fils-Aime|Reggie Fils-Aime]] that ''Brawl'' would be released on December 3, 2007 in the Americas.<ref name="E3_conference 2007">{{Cite web |url=http://wii.ign.com/articles/803/803335p1.html |title=Nintendo E3 2007 Press Conference |publisher=IGN |last=Casamassina |first=Matt |date=2007-07-11 |accessdate=2007-07-11}}</ref> However, just 2 months before its anticipated December release, the development team asked for more time to work on the game. During the Nintendo Conference on October 10, 2007, Nintendo of Japan president Iwata announced the delay, saying:
==Gallery==
<center>
<gallery>
SSBB-cover-PAL.jpg|PAL cover art
NP222Cover.jpg|''Super Smash Bros. Brawl'' as featured on the cover of Nintendo Power issue #222.
SSBB Logo (US).png|The game's logo.
BrawlTitle.png|The English title screen.
DSBXTitle.png|The Japanese title screen.
</gallery>
</center>


{{cquote|In order to fine tune Smash Bros., with this unprecedented game depth, we have decided that we have to take a little more time to complete the game than we announced before. We are sorry for the fans that are already anxiously waiting for the launch, but we would like to launch this game on January 24th, 2008 in Japan. As for the North American launch, we will review that too, and our local subsidiaries will make their own announcements.<ref>{{Cite web |url=http://www.irwebcasting.com/071010/53/f078bbc3f8/main/index_hi.htm |title=Nintendo Conference Fall 2007 |accessdate=2007-10-11 |date=2007-10-10 |format=mpg |publisher=E-news.co.jp}}</ref>}}
==Trivia==
 
*''Brawl'' introduced the most new base-game [[fighter]]s (18) and [[stage]]s (31).
On October 11, 2007, George Harrison of Nintendo of America announced that ''Brawl'' would be released on February 10, 2008 in North America.<ref>{{Cite web |url=http://wii.ign.com/articles/826/826579p1.html |title=Smash Release Date Confirmed |accessdate=2007-10-14}}</ref> Apparently, the American English game was delayed again to March 9th. <ref>{{Cite web |url=http://smashboards.com/news/articles/457/brawl-delayed-again |title=Brawl Delayed Again |date=2008-01-15}}</ref>
**It also has the most unlockable stages, with 12.
 
*The ''Brawl'' menu was designed to be very similar to the menu in ''{{s|wikirby|Kirby Air Ride}}'', including the [[Challenges]] Checklist.
===Music===
*''Brawl'' was the first [[Wii]] appearance for [[Kirby]], [[Meta Knight]], [[King Dedede]], and [[Olimar]].
:See Also: ''[[My Music]]''
*''Brawl'' is the only ''Smash'' game to:
On May 22, 2007, Sakurai revealed a list of 36 composers providing music for the game. Sakurai stated that he has asked the composers, who come from a variety of companies and have written music for first, second, and third-party games, "to listen to an elite selection of Nintendo music and arrange several of their favorite songs."<ref>{{Cite web |url=http://www.smashbros.com/en_us/music/music01.html |title=The Musicians |accessdate=2007-09-14 |date=2007-04-27  |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref> The game's various stages will have multiple musical tracks which players can listen to using the new "My Music" feature, including some songs that were taken directly from other games without any modification or special arrangement. This feature also allows the player to select the likelihood of how often a song gets played during a stage. It is possible to unlock more songs on this feature by collecting CDs, also mentioned in this update.<ref name="My Music"/>
**Neither introduce nor have any playable full [[clones]].
 
**Have no gameplay differences between different versions of the game. ''[[Smash 64]]'' and ''[[Melee]]'' had gameplay changes between [[List of regional version differences (disambiguation)|regional releases]], ''Melee'' was [[List of regional version differences (SSBM)|re-released]] with gameplay changes between NTSC versions, and ''[[Smash 4]]'' and ''[[Ultimate]]'' had gameplay changes between [[Patch (disambiguation)|patch updates]].
===Inclusion of characters===
**Not feature any stages that debuted in ''Smash 64''.
[[Image:SolidSnakeandMarioinBrawl.jpg|right|250px|thumb|[[Solid Snake]] with his trademark cardboard box and [[Mario]] on the [[Delfino Plaza]] stage.]]
**Not introduce a new ''Mario'' series fighter (discounting sub-universes).
Sakurai has stated that he may not want to put much emphasis on Japan-only characters.<ref name="thirdparty">{{Cite web |url=http://www.1up.com/do/newsStory?cId=3151198 |title=Super Smash Bros. Brawl Details |accessdate=2007-09-13 |last=Klepek |first=Patrick |date=2006-06-05 |publisher=1UP}}</ref> However, the ''[[wikipedia:Fire Emblem|Fire Emblem]]'' series characters were enjoyed internationally thanks to their inclusion in ''Melee'', and additional characters from Japan-only games are confirmed for ''Brawl''. Sakurai also said that third-party characters will amount to one or two at the most, aside from Snake.<ref name="thirdparty" /> The inclusion of Konami-created character Solid Snake may seem to conflict with the ''Super Smash Bros.'' paradigm &mdash; to only include characters from games made by Nintendo and its second parties &mdash; but Sakurai said Hideo Kojima "practically begged" for Snake to be included in ''Melee'', which did not happen since the game was too far in development. This in turn led to his appearance in the following game instead.<ref>{{Cite web |url=http://kotaku.com/gaming/nintendo/e306-super-smash-bros-brawl-qa-173071.php |title=E306: Super Smash Bros. Brawl Q&A |accessdate=2007-09-18 |last=Mcwhertor |first=Michael |date=2006-05-11 |publisher=Kotaku}}</ref> Similarly, [[Lucas]] from ''[[Wikipedia:Mother 3|Mother 3]]'' was intended to be used in ''Melee'', but was left out because ''Mother 3'' was delayed.<ref>{{Cite web |url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0717/index.html
**Not introduce a new Generation I [[Poké Ball]] Pokémon. It does, however, bring back [[Meowth]], who was absent from ''Melee''.
|title=速報スマブラ拳: Ness |accessdate=2007-10-21 |publisher=[[Nintendo]] |language=Japanese}}</ref>
**Have an Asian language (namely Korean) dub the announcer.
 
Japanese fans were asked to submit their desired characters and musical themes via a forum on the game's official Japanese site, with some possibly appearing in the game. Likewise, fans from other countries were asked to submit ideas on Nintendo's official forums.<ref name="character poll">{{Cite web |date=2006-05-11 |url=http://wii.ign.com/articles/707/707671p1.html |title=E3 2006: Fans Asked to Fill Smash Bros. Roster |publisher=IGN |accessdate=2006-05-11}}</ref>
Suggestions were no longer being taken as of June 9, 2006. In August 2006, Sakurai and Miyamoto stated that Nintendo was negotiating rights to other third-party characters.<ref>{{Cite web |url=http://wii.qj.net/Sakurai-and-Miyamoto-Comment-on-Sonic-s-Popularity/pg/49/aid/62240 |title=Sakurai and Miyamoto Comment on Sonic's Popularity |accessdate=2007-08-04 |author=Rushan S. |date=2006-08-17 |work=Nintendo Wii News |publisher=QJ.NET |quote=Nintendo hopes that Snake's appearance in Super Smash Bros. Brawl will encourage other publishers to allow their characters to join the Smash Bros. line-up, and is already actively negotiating for the rights to include at least one other non-Nintendo character.}}</ref> The most requested third-party character, Sega's [[Sonic the Hedgehog]], was announced to be in the game on October 10, 2007.<ref>{{Cite web |url=http://www.smashbros.com/en_us/characters/sonic.html |title=Sonic The Hedgehog |accessdate=2007-10-10 |date=2007-10-10 |work=[[Smash Bros. DOJO!!]] |publisher=Smashbros.com}}</ref>
 
==Trailers==
:{{main|SSBB Trailers|l1=Super Smash Bros. Brawl Trailers}}
Thus far, different 4 trailers have been made for Brawl. The original trailer revealing Solid Snake as a playable character was shown at E3 2006 on May 11, 2006. The second trailer revealing Fox returning as a character was shown at the Nintendo World 2006 convention in December. The third trailer revealing Sonic as a playable character was shown as the October 10, 2007 Nintendo Press Conference. Finally a trailer was released of SSBB's adventure mode, the Subspace Emissary, on Friday December 21, 2007. It revealed that Ike and the Ice Climbers will appear in this mode among other things.


==References==
==References==
Line 173: Line 238:


==External links==
==External links==
*[[Wikipedia:Super Smash Bros. Brawl|Wikipedia's ''Super Smash Bros. Brawl'' article]]
*[https://www.smashbros.com/wii/ Official ''Super Smash Bros. Brawl'' website]
*[http://www.smashbros.com/ Official ''Super Smash Bros.'' website]
*[https://www.nintendo.com/consumer/gameslist/manuals/Wii_Super_Smash_Brawl.pdf Official PDF-file instruction manual] for ''Super Smash Bros. Brawl'' <small>(English)</small>


{{SSBSeries}}
{{SSBBMenus}}


[[Category:Games]]
[[Category:Games]]
[[Category:Super Smash Bros. Brawl| ]]
[[Category:Super Smash Bros. universe]]
[[Category:Wii]]
[[Category:Super Smash Bros. series]]
[[es:Super Smash Bros. Brawl]]

Latest revision as of 21:25, October 20, 2024

They're back. Stronger than ever. And they've brought friends. Lots of them.
—North American commercial
"Brawl" redirects here. For the game mode, see Versus Mode.
Super Smash Bros. Brawl
SSBB Cover.jpg
SSBB-cover-japan.jpg
SSBB Limited Edition.jpg
Developer(s) Sora
HAL Laboratory
Game Arts
Monolith Soft
Paon
Intelligent Systems
Publisher(s) Nintendo
Designer(s) Masahiro Sakurai (director) Kazushige Nojima (scenario writer)[1]
Engine Havok
Released Japan January 31, 2008
North America March 9, 2008
Australia June 26, 2008[2]
Europe June 27, 2008[3][4]
South Korea April 29, 2010
Genre(s) Fighting, Platform
Mode(s) Single player, Multiplayer, Online multiplayer[5]
Ratings CERO: A
ESRB: T
OFLC: PG
PEGI: 12+
Platform(s) Wii
Media Wii Optical Disc (Double-layer)
System requirements 128 free blocks of memory in the Wii System Memory
Input methods Wii Remote, Nunchuk, Classic Controller, GameCube controller[6]

Super Smash Bros. Brawl (大乱闘スマッシュブラザーズX, Great Fray Smash Brothers X), often shortened to "SSBB" or "Brawl" (スマブラX), is the third installment in the Super Smash Bros. series published by Nintendo. The game was directed by Masahiro Sakurai, who also created the two preceding Super Smash Bros. games, and was developed by an ad hoc development team consisting of Sora, Game Arts, and staff from other developers. The game released for Wii on January 31st, 2008 in Japan, March 9th, 2008 in North America, June 26th, 2008 in Australia, and June 27th, 2008 in Europe. The game requires 128 free blocks of memory in the Wii System Memory. A limited edition release of the game came with an extra cardboard sleeve depicting all of the characters available by default, and came with two postcards, providing a biopic on Zero Suit Samus and Zelda, giving a short summary of them, and showing images of their special moves.

Brawl is fundamentally similar to its predecessors Super Smash Bros. and Super Smash Bros. Melee, being a fighting game that contains characters with simple movesets and an emphasis on movement and ringouts. However, Brawl introduced many elements that would become standard in later installments, such as a stage builder and support for online play through the Nintendo Wi-Fi Connection.[7] No data, except some vault data, can be copied to an SD Card or transferred onto another Wii. If the player does not create a save file when they start, they are unable to play via Nintendo Wi-Fi Connection, and vault data will not be saved. However, as of May 20, 2014, the Nintendo Wi-Fi Connection has been shut down, therefore making it impossible for anyone to play Brawl online without hacking. While some characters were cut from Melee, many more were introduced, including third-party characters for the first time in the series.

Most of the game's musical score is made up of newly-arranged versions of pieces that originated in earlier video games starring the characters featured in Brawl, with the remainder taken directly from the original games. The new arrangements were composed in a collaboration between 38 renowned video game composers[8] and has been critically acclaimed for its representation of different generations in gaming history.[9]

Brawl received universal acclaim, with praise centered on its entertainment value despite issues relating to its content loading times, and its musical score was lauded for its representation of different generations in gaming history.

Opening movie[edit]

The CGI opening movie of Super Smash Bros. Brawl utilizes scenes from The Subspace Emissary, along with lots of selections of Versus Mode matches, as opposed to featuring unique footage in the manner of the game's predecessor, Super Smash Bros. (Super Smash Bros. Melee used footage from its E3 trailer).

Fighters[edit]

The character selection screen of Super Smash Bros. Brawl with all characters unlocked.
The entire cast, as they appear in the ending; excluding Zero Suit Samus and Sheik, the transformations of Samus and Zelda, respectively.
A back view of all the fighters in the previous image during the Opening Movie.

The cast of 35 playable characters (39 if Zelda, Sheik, Samus, Zero Suit Samus, Squirtle, Ivysaur and Charizard are all treated as separate without counting the trainer himself) includes 20 (21 including Sheik) returning veterans from Melee and 15 newcomers (18 including transformations). Of these, 21 are starter characters (25 if the seven transformation characters above are all treated as separate) and the other 14 need to be unlocked. Many of the returning characters have been updated or refined since their last appearance, either in terms of appearance, fighting capabilities, or both. For example, Link and Fox have taken on new designs from more recent titles, while Samus Aran has gained the ability to change into a new form, Zero Suit Samus, by using her Final Smash or by the player pressing a certain button after picking Samus and before picking a stage.

Five characters do not return from Melee: Super Mario's Dr. Mario, The Legend of Zelda's Young Link, Pokémon's Mewtwo and Pichu, and Fire Emblem's Roy. Of these, only Mewtwo was not a moveset clone; and it is assumed to have been the furthest into development of the cut characters due to having the most unused code out of the cut veterans. Except for the Mario series, each of these series' gained new characters added to the roster: Toon Link for The Legend of Zelda, Pokémon Trainer (who controls Squirtle, Ivysaur, and Charizard) and Lucario for Pokémon, and Ike for Fire Emblem.

Several franchises already represented in the Super Smash Bros. series gain additional character slots, with the Kirby universe the biggest gainer, as both King Dedede and Meta Knight make their playable Super Smash Bros. debuts. Otherwise, EarthBound sees Lucas join, the Star Fox franchise adds Wolf, and the Donkey Kong universe adds Diddy Kong, while Metroid has Samus' aforementioned "Zero Suit" form, which originally debuted in Metroid: Zero Mission, added as a transformation for its sole character.

New character slots which go to Nintendo series previously unrepresented include Pit, the first appearance of the Kid Icarus series since the 1991 Game Boy game Kid Icarus: Of Myths and Monsters; Wario, originally a Mario spin-off but long launched into a franchise of his own; Captain Olimar from the Pikmin series; and the NES accessory R.O.B.

Finally, main protagonist Solid Snake of the Metal Gear franchise, and Sonic the Hedgehog from his eponymous series become the first third-party characters to appear in a Super Smash Bros. game.

Veterans (21)
Mario (SSBB)
Mario
Mario (universe)
Luigi (SSBB)
Luigi
Mario (universe)
Peach (SSBB)
Peach
Mario (universe)
Bowser (SSBB)
Bowser
Mario (universe)
Yoshi (SSBB)
Yoshi
Yoshi (universe)
Donkey Kong (SSBB)
Donkey Kong
Donkey Kong (universe)
Link (SSBB)
Link
The Legend of Zelda (universe)
Zelda (SSBB)Sheik (SSBB)
Zelda/Sheik
The Legend of Zelda (universe)
Ganondorf (SSBB)
Ganondorf
The Legend of Zelda (universe)
Samus (SSBB)
Samus
Metroid (universe)
Kirby (SSBB)
Kirby
Kirby (universe)
Fox (SSBB)
Fox
Star Fox (universe)
Falco (SSBB)
Falco
Star Fox (universe)
Pikachu (SSBB)
Pikachu
Pokémon (universe)
Jigglypuff (SSBB)
Jigglypuff
Pokémon (universe)
Captain Falcon (SSBB)
Captain Falcon
F-Zero (universe)
Ness (SSBB)
Ness
EarthBound (universe)
Ice Climbers (SSBB)
Ice Climbers
Ice Climber (universe)
Marth (SSBB)
Marth
Fire Emblem (universe)
Mr. Game & Watch (SSBB)
Mr. Game & Watch
Game & Watch (universe)
Newcomers (18)
Diddy Kong (SSBB)
Diddy Kong
Donkey Kong (universe)
Toon Link (SSBB)
Toon Link
The Legend of Zelda (universe)
Zero Suit Samus (SSBB)
Zero Suit Samus
Metroid (universe)
Meta Knight (SSBB)
Meta Knight
Kirby (universe)
King Dedede (SSBB)
King Dedede
Kirby (universe)
Wolf (SSBB)
Wolf
Star Fox (universe)
Pokémon Trainer (SSBB)Squirtle (SSBB)Ivysaur (SSBB)Charizard (SSBB)
Pokémon Trainer (Squirtle, Ivysaur, Charizard)
Pokémon (universe)
Lucario (SSBB)
Lucario
Pokémon (universe)
Lucas (SSBB)
Lucas
EarthBound (universe)
Ike (SSBB)
Ike
Fire Emblem (universe)
Pit (SSBB)
Pit
Kid Icarus (universe)
Wario (SSBB)
Wario
Wario (universe)
Olimar (SSBB)
Olimar
Pikmin (universe)
R.O.B. (SSBB)
R.O.B.
R.O.B. (universe)
Snake (SSBB)
Snake
Metal Gear (universe)
Sonic (SSBB)
Sonic
Sonic the Hedgehog (universe)

Bold denotes unlockable characters.

Collectibles[edit]

The number of Trophies, statuettes of Nintendo characters and objects which can be collected in-game, was almost doubled from Melee.[10] A related feature was the introduction of stickers, small pieces of Nintendo artwork which can be picked up from offline and online matches, along with the Smash Service's "Spectator Mode." Stickers also make an appearance in the single-player and multiplayer modes, such as the Stadium mode. Stickers also act as a sort of enhancement to the characters' abilities when using attacks in Adventure Mode: The Subspace Emissary.[11]. Through the Trophy Hoard and Sticker Album, players can place trophies and stickers onto virtual backgrounds and take snapshots, all of which is recorded into the Wii's internal hard drive or onto SD cards depending on the player's choosing. From this point, these virtual items can be sent to other players via Nintendo Wi-Fi Connection, "WiiConnect24".[10][11]

The inclusion of a new Super Smash Bros. element, collectable CDs, which, when obtained, offer new music selections for playable stages. Although this can add more variety to the music played on a stage, the music selection will always be at random. However, the player can adjust how often a track can be played from the options menu. [12]

By completing stages in Classic Mode[13], All-Star Mode and The Subspace Emissary, coins can be earned. The coins can be used to play the Coin Launcher to win more stickers or trophies, to "pay" for Continues in Classic and All-Star Mode, to bet on the outcome of Spectator Mode matches and to choose stages in online play.

Masterpieces[edit]

Main article: Masterpieces

Brawl introduces "Masterpieces", time-limited Virtual Console game demonstrations, to the Super Smash Bros. series. The international release has twelve such games available, each of which features one or more of the playable characters from Brawl. Seven games are available for play to begin with, with five more unlockable by completing Challenges, which range from Mario's debut in Donkey Kong to the critically acclaimed late Nintendo 64 title The Legend of Zelda: Ocarina of Time. The time-limits on each individual play last between 30 seconds (Donkey Kong), to five minutes (Ocarina of Time).

The Japanese release has two additional Masterpieces not included in the international releases — the SNES games Mother 2 (known as EarthBound in its US release) and Fire Emblem: Monsho no Nazo.

Music[edit]

On May 22, 2007, Sakurai revealed a list of 38 composers providing the musical score for the game. In his accompanying statement, Sakurai said that he had asked the composers, who come from a variety of companies and have written music for first, second, and third-party games, "to listen to an elite selection of Nintendo music and arrange several of their favorite songs."[8]

Each of the game stages have multiple musical tracks which players can listen to using the new "My Music" feature, including some songs that were taken directly from other games without any modification or special arrangement. This feature also allows the player to adjust the frequency of how often a music track is played on a given stage. Collecting CDs expands the range of music available.[12]

Stages[edit]

Main article: Stage
The Brawl Stages screen in Brawl.
The Melee Stages screen in Brawl.

Brawl features many stages that can be fought on. Most of them are new, but a few return from Melee. On some stages, such as Shadow Moses Island, Smash Taunts can be performed. Brawl also has an option to create custom stages with the Stage Builder.

Brawl stages (31)
Battlefield (SSBB)
Battlefield
Super Smash Bros. (universe)
Final Destination (SSBB)
Final Destination
Super Smash Bros. (universe)
Delfino Plaza
Delfino Plaza
Mario (universe)
Mushroomy Kingdom
Mushroomy Kingdom
Mario (universe)
Mario Circuit (SSBB)
Mario Circuit
Mario (universe)
Luigi's Mansion
Luigi's Mansion
Mario (universe)
Mario Bros.
Mario Bros.
Mario (universe)
Yoshi's Island (SSBB)
Yoshi's Island
Yoshi (universe)
Rumble Falls
Rumble Falls
Donkey Kong (universe)
75m
75m
Donkey Kong (universe)
Bridge of Eldin
Bridge of Eldin
The Legend of Zelda (universe)
Pirate Ship
Pirate Ship
The Legend of Zelda (universe)
Norfair
Norfair
Metroid (universe)
Frigate Orpheon
Frigate Orpheon
Metroid (universe)
Halberd
Halberd
Kirby (universe)
Lylat Cruise
Lylat Cruise
Star Fox (universe)
Pokémon Stadium 2
Pokémon Stadium 2
Pokémon (universe)
Spear Pillar
Spear Pillar
Pokémon (universe)
Port Town Aero Dive
Port Town Aero Dive
F-Zero (universe)
New Pork City
New Pork City
EarthBound (universe)
Summit
Summit
Ice Climber (universe)
Castle Siege
Castle Siege
Fire Emblem (universe)
Flat Zone 2
Flat Zone 2
Game & Watch (universe)
Skyworld
Skyworld
Kid Icarus (universe)
WarioWare, Inc.
WarioWare, Inc.
Wario (universe)
Distant Planet
Distant Planet
Pikmin (universe)
Shadow Moses Island
Shadow Moses Island
Metal Gear (universe)
Green Hill Zone
Green Hill Zone
Sonic the Hedgehog (universe)
Smashville
Smashville
Animal Crossing (universe)
PictoChat
PictoChat
Nintendo DS (universe)
Hanenbow
Hanenbow
Electroplankton (universe)
Super Smash Bros. Melee Melee stages (10)
Rainbow Cruise
Rainbow Cruise
Mario (universe)
Yoshi's Island (SSBM)
Yoshi's Island
Yoshi (universe)
Jungle Japes
Jungle Japes
Donkey Kong (universe)
Temple
Temple
The Legend of Zelda (universe)
Brinstar
Brinstar
Metroid (universe)
Green Greens
Green Greens
Kirby (universe)
Corneria
Corneria
Star Fox (universe)
Pokémon Stadium
Pokémon Stadium
Pokémon (universe)
Big Blue
Big Blue
F-Zero (universe)
Onett
Onett
EarthBound (universe)

Bold denotes unlockable stages.

Development[edit]

At the pre-E3 2005 press conference, the president of Nintendo, Satoru Iwata, announced the next installment of Super Smash Bros. was not only already in development for their next gaming console, but would be a launch title with Wi-Fi compatibility for playing online.[14] The announcement was unexpected to the creator of the Super Smash Bros. series, Masahiro Sakurai. Back in 2003, he had left HAL Laboratory, the company that was in charge with the franchises' development and was never informed of this announcement despite the fact shortly after resigning from the company, Iwata said if a new game was to be made, he would be in charge. It was not until after the conference Sakurai was called to Satoru Iwata's room on the top floor of a Los Angeles hotel where he was told by Iwata, "We'd like you to be involved in the production of the new Smash Bros., if possible near the level of director".[15] Although originally announced to be a launch title, Sakurai stated "I decided to become director. And as of May, 2005, I was the only member of the new Smash Bros. development team". Iwata would later admit that, had Sakurai declined the role of director, he would have released a remastered version of Melee for Wii with added online capablilities.[16] Development of the game did not actually start until late 2005, and just for its production, Nintendo opened a new office in Tokyo at the beginning of October 2005, dubbed the Takadanobaba office.[17] Sakurai's new company, Sora Ltd., was put in charge of the project and Game Arts was chosen as a lead developer, with other companies like Monolith Soft and Paon having significant hands in production. Sakurai has stated that the teams he chose had spent excessive amounts of time playing Melee, and thus had a deep mechanical knowledge of the series. The team had access to all the original material and tools from the development of Melee, courtesy of HAL Laboratory. This was the first team Sakurai was involved in that exceeded 100 members.

Brawl was absent from Nintendo's Wii showing at its 2006 Pre-E3 press conference. The next day, on May 10, 2006, its first official trailer was unveiled at E3 and at the After-Hours Press Conference, Nintendo officially revealed the game under the name of Super Smash Bros. Brawl. In an interview with IGN, Sakurai said the Wii's motion sensing features might not be included because, "we found that trying to implement too much motion-sensory functionality can get in the way of the game."[18] As far as Wi-Fi play is concerned, Sakurai stated his plan was to include Wi-Fi connection compatibility and online functionality, he goes on to say "one of the primary reasons Super Smash Bros. Brawl was created was that Nintendo, when taking Wii online, wanted to have Smash Bros. to do that".[18] However, as stated on the Japanese version of the Smash Bros. website, "there would be many hurdles to cross," and an online ranking system is unlikely to be implemented.[19] During a test play between Sakurai and Hideo Kojima, creator of the Metal Gear series, Kojima stated that the game felt complete and that Nintendo "could put it out right now and it would sell millions of copies."[20] Starting May 22, 2007, the site had updates every weekday until shortly after Brawl's release. Throughout October 18-22, 2007 at the first Entertainment for All Expo show in Los Angeles, California, Nintendo hosted a Super Smash Bros. Brawl tournament.[21]

At the Nintendo Media Conference at E3 2007, it was announced by Nintendo of America president Reggie Fils-Aime that Brawl would be released on December 3, 2007 in the Americas.[22] However, just two months before its anticipated December release, the development team asked for more time to work on the game. During the Nintendo Conference on October 10, 2007, Nintendo of Japan president Iwata announced the delay, saying:

In order to fine tune Smash Bros., with this unprecedented game depth, we have decided that we have to take a little more time to complete the game than we announced before. We are sorry for the fans that are already anxiously waiting for the launch, but we would like to launch this game on January 24th, 2008 in Japan. As for the North American launch, we will review that too, and our local subsidiaries will make their own announcements.[23]

On October 11, 2007, George Harrison of Nintendo of America announced that Brawl would be released on February 10, 2008 in North America.[24] The North American version of the game was later delayed a second time to March 9th.[25] Nintendo issued a warning statement regarding Brawl causing issues with some Wii systems. Due to the sheer size of the game files, double-layer discs were used to fit the entire game physically. This would cause the disc to be unreadable if the lens of the disc drive became contaminated. Nintendo offered a free repair service to those that experienced this issue.[26]

Following the release of the game in Japan, a bug was discovered in the game. This bug causes the game to display an error message when it starts, however, players can close the error message and play the game as usual. A replacement program was created to address this issue.

Inclusion of characters[edit]

Sakurai stated that he did not want to emphasize Japan-only characters;[27] in Brawl's cast, only Lucas had not appeared outside of Japan (although Marth had only previously only appeared internationally in Super Smash Bros. Melee, rather than his home franchise). Sakurai also stated there would be no more than three third-party characters;[27] these characters were Solid Snake and Sonic the Hedgehog. The inclusion of Konami-created character Solid Snake may seem to conflict with the Super Smash Bros. paradigm — to only include characters from games made by Nintendo and its second parties — but Sakurai said Hideo Kojima "practically begged" for Snake to be included in Melee, which did not happen because the game was too far in development. This in turn led to his appearance in the following game instead.[28] Similarly, Lucas was intended to be used in Melee, but was left out due to the constant delay and eventual cancellation of Mother 3 on the Nintendo 64 at the time.[29]

Japanese fans were asked to submit their desired characters and musical themes via a forum on the game's official Japanese site, with some possibly appearing in the game. Likewise, fans from other countries were asked to submit ideas on Nintendo's official forums.[30]

Suggestions were no longer being taken as of June 9, 2006. In August 2006, Sakurai and Miyamoto stated that Nintendo was negotiating rights to other third-party characters.[31] The most requested third-party character, Sega's Sonic the Hedgehog, was announced to be in the game on October 10, 2007.[32]

Trailers[edit]

Several different trailers for Brawl were released before the game came out. The original trailer was shown at E3 2006 on May 11, 2006 and revealed Pit, Meta Knight, Zero Suit Samus, Wario and Solid Snake as new playable characters, alongside the return of Mario, Link, Samus, Pikachu and Kirby. A second trailer was shown at the Nintendo World 2006 convention in December, and revealed Fox's return as a playable character. A third trailer was shown at the October 10, 2007 Nintendo Press Conference, which revealed Sonic as a playable character. A final trailer showcasing Brawl's adventure mode, the Subspace Emissary, was released on Friday, December 21, 2007. This trailer revealed that Ike and the Ice Climbers would appear in this mode, among other things.

Reception[edit]

Brawl reviews
Publication Score
1UP.com A[33]
Edge Magazine 9 of 10[34]
Eurogamer 9 of 10[35]
Famitsu 40 of 40[36]
Gametrailers 9.4 of 10[37]
IGN 9.5 of 10[38]
NGamer 93[39]
Nintendo Power 10 of 10[40]
Official Nintendo Magazine 95%[41]
Compilations of multiple reviews
Metacritic 93/100 (81 reviews)[42]
Game Rankings 92.84% (78 reviews)[43]
TopTenReviews 3.85/4 (56 reviews)[44]
Awards
Best Fighting Game[45]

Super Smash Bros. Brawl received critically positive reviews and sold successfully. In the United States, the game sold 874,000 units on launch day and 1.4 million units in its first week to become the fastest-selling video game in Nintendo of America's history, according to Nintendo. The game has sold 10.79 million units worldwide as of March 2012 according to Nintendo, which made it the best selling game in the series and best selling fighting game at the time. Super Smash Bros. Brawl is currently the 8th best selling game for the Wii and sold 13.32 million units worldwide as of March 31, 2020[46], and was only surpassed as the best selling in the series and best selling fighting game by its own sequel, Super Smash Bros. Ultimate, in 2019. Brawl currently holds an aggregate review score of 92.84% on Gamerankings and a score of 93/100 on Metacritic. Despite this, British publication NGamer received criticism for awarding a 93% rating to Brawl, with readers deeming the score too low, especially in comparison to Official Nintendo Magazine's 95% rating. Brawl has reviews with ratings equal or slightly better than Melee. The game's multiplayer was received excellently, but single player, while noted as superior to Melee's, was still only average.

Gamespot awarded Brawl best fighting game of 2008, beating competitors such as Soul Calibur IV, and Blazblue: Calamity Trigger. While Street Fighter IV technically released in arcades in 2008, it was excluded from running due to not having a home console release until 2009.

Changes from Super Smash Bros. Melee[edit]

Gameplay[edit]

  • Generally, Brawl's gameplay engine functions much like Super Smash Bros. as the game plays slower: every veteran has a slower falling speed and gravity, L-canceling has been removed, dashing barely increases forward momentum in midair, and characters must wait a slightly longer amount of time before being able to meteor cancel.
    • As a result, many veterans were generally heavily nerfed due to the decreased or removed abilities while a few, particularly the low and bottom tiers of Melee at the time of Brawl's release, generally benefited from the new physics and were buffed.
  • The air dodge no longer involves characters shifting in a direction; instead, characters continue on whatever path they were moving before the air dodge without inducing the helpless state. This gives characters more options in the air, but makes wavedashing impossible.
  • The amount of time a launched character is forced to stay in hitstun is significantly decreased; it can be cancelled with an air dodge or an aerial after a short amount of time, making true combos less common, and can even be done to the point of slowing down or even cancelling their momentum while still suffering from knockback, allowing characters to survive for much longer than before.
  • Some characters now have unique meteor cancel windows: while the universal meteor cancel window is 25 frames for most characters, those with tether recoveries only (such as Ivysaur) have a smaller delay in meteor canceling, while characters that use wings for multiple jumps (such as Meta Knight) must wait for longer. The only exception to this rule is Wolf, who oddly has a 60 frame delay before being able to meteor cancel despite not having multiple jumps. Additionally, attempting to meteor cancel with a jump before this window of time will result in a 40-frame penalty where the character cannot meteor cancel.
  • The knockback formula has been changed to include a character's gravity. This results in a character's falling speed having a much smaller effect on their vertical endurance. An example can be seen in Fox: despite having the highest accelerated falling speed, he has the 5th worst vertical endurance out of the cast, unlike in Melee, where his vertical endurance was the 6th best, as his high gravity now causes him to sustain more knockback.
  • The calculation of knockback no longer ignores stale move negation, resulting in moves losing significantly more knockback the more they are staled. This requires players to preserve their KO options more carefully, but makes certain moves able to combo into themselves more effectively.
  • The window for dash-dancing is so small it loses almost all its usefulness.
  • Tether recoveries are generally less useful than the wall-grappling they replaced; they only aim for ledges as opposed to walls, and can be very easily edgehogged, however they do not render the user helpless barring a few special move tethers.
  • Characters must wait a short amount of time before being able to move after grabbing a ledge.
  • Shieldstun has been drastically decreased, with an increased perfect shield window.
  • It only takes 7 frames to drop shield, making the game more defensively-focused.
  • Some characters have the dash attack canceled up smash that improves their approach.
  • A new move called the Final Smash has been introduced, activated by hitting a Smash Ball.
  • There is a landing lag glitch on not all but several characters that causes the character when they land to be inflicted with the landing lag of a helplessness-inducing special move, if they grabbed the edge during the move, or after using the move before landing.
  • Characters can grab a ledge with their back facing it, and most recovery moves (though not all of them) also cancel for the character to grab the edge, making recovery easier and more flexible, as well as lowering the effectiveness of attacks that turn the opponent around, such as Mario's Cape. Additionally, using any up special move (with two exceptions) no longer expends the character's double jump, allowing characters to use it after an up special move if they are hit out of it in the air without having used the double jump prior.
  • Edge teching is no longer possible, as well as ledge canceling attacks. Characters can now air dodge while tumbling, so teching itself is harder to perform, and has become generally less useful due to the reduced hitstun and momentum canceling.
  • Knockback that doesn't cause tumbling can no longer be directional influenced.
  • Characters can now randomly trip, and they have a floor attack for when they do so.
  • Buffering implemented: characters can now perform actions by inputting them at least 10 frames before they can actually be executed.
  • Spikes no longer exist, as the trajectory range for a meteor smash has been increased, and all attacks with a downwards angle fall into this range.
  • The footstool jump allows characters to bounce off of other characters' heads while sending the opponent downward; it acts like a meteor smash, though the footstool jump is not a true meteor smash.
  • Perfect Shielding no longer reflects projectiles during the first 2 frames of activation, instead the projectiles either disappear or redirect at an angle depending on the projectile.
  • Fighters no longer experience a period of intangibility between the period of their shield is broken and them hitting the ground and entering their stunned animation. This slightly increases the window in which a fighter can be attacked when their shield is broken, as well as making it possible to use windboxes to push opponents offstage while falling to the ground to be stunned. However, it also enables players to save teammates who are tumbling to their death due to being forced over the ledge after their shield broke.
  • Characters knocked down on the floor now enter a flopping animation upon hit by a weak attack, which does not give them any invincibility frames until they can get up, enabling locks.
  • Crouching cannot cancel dashes, and crouch canceling no longer reduces knockback.
  • Smash attacks are easier to angle, as the player can now just hold up or down during the forward smash to angle it.
  • Characters now conserve forward momentum when dash grabbing opponents.
  • Pummels now deal variable damage from 1% to 3% depending on the character, rather than all dealing 3%, and have variable speeds depending on their strength: while characters like Mario pummel as slow as in the previous game while dealing more damage per pummel, others like Kirby can pummel very quickly, dealing less damage per pummel.
  • Some characters can crawl, while others can glide or wall cling, and every character can swim in water instead of falling through it.
  • Some characters can grab release-combo other characters.
  • Moonwalking has been removed.
  • CPUs, while still having exploitable flaws, have gained an AI increase in general, choosing more alternatives with attacks and having quick dodging techniques of 1 frame reaction, among other improved behaviors.
  • Grabbing a character does not restore their midair jump(s).
  • Short hopping is at least 1 frame easier for all characters compared to Melee.
  • Smash Taunts do not end if the user flinches; they have to be KO'd to end it early.
  • Up smashes can be performed while running without needing to jump cancel, known as a slide smash.
  • Characters can now pivot grab.
  • Glancing blows no longer deal damage, and a few sparks will show up to indicate one.
  • All characters now have three taunts instead of one, have unique on-screen appearances, and the announcer counting down before the match begins which return from the original Super Smash Bros.
  • Items can now be grabbed during dash attacks, aerial attacks and air dodges.
  • Shrinking and growing animations have been added for every character.
  • The C-stick no longer throws battering items, enabling smash attacks.
  • Life stealing is now done by pressing the A and B buttons simultaneously, instead of start.
  • On-screen appearances return from Smash 64 in VS mode.

Game modes[edit]

  • Bonuses have been removed, with only a few being awarded at the end of Classic and All-Star modes depending on the player's progress.
  • Outside of the main game, players can build custom stages and save snapshots and replays.
  • The Sound Test is now available at the start. However, certain sounds and music have to be unlocked.
  • Melee's Adventure Mode has been replaced by The Subspace Emissary.
  • Event matches have selectable difficulties.
  • All fighters now have a trophy based on their Final Smashes, which can be obtained by clearing All-Star mode in their respective users, replacing the "Smash" fighter trophies from Melee.
  • The Race to the Finish bonus game has been removed, with the repeat of the bonus game Target Smash being revamped.
  • Target Test is now known as "Target Smash!!", and it now has selectable difficulties, though there are now only five stages for all characters, rather than every character having their own stage, like in the previous two games.
  • The Home-Run Contest puts a temporary shield around the platform.
    • All of the four modes above can also be played in co-op, and players could also play online in various modes.
  • Special Brawls' effects can now be combined rather than all appearing in different modes. Other special effects have also been added.
  • Collectible stickers have been added, which can be collected on matches to then be used in the Subspace Emissary. The Lottery for trophies has also been replaced with the Coin Launcher. Players can now take snapshots of both trophies and stickers.
  • In one-player game modes, the C-stick acts the same as in multiplayer modes: instead of zooming, it is used as how the player has configured it, the default function being uncharged smash attacks.
  • Any wins, losses, KOs, and other things performed by CPU characters do not count in the records.
  • Players can now configure personalized controls for names.

Aesthetic[edit]

  • The menus are significantly reorganized and color-coded.
  • Along with the new opening, the announcer no longer announces the game's title, though there are unused sound files suggesting they originally would've.
  • Character noises have been mostly overhauled:
    • "Pain yells" are reliant on how long a character is in stun (instead of being reliant on how much knockback the character receives), and each character has two (or one in Ness's and Lucas's case) or none at all.
    • Characters no longer have a single noise for being KO'd horizontally or falling; each character now has two (this is most notable with Pit and Ivysaur) or again, none at all. Additionally, most characters have multiple noises for their aerial attacks and tilts (all of them are shared; Donkey Kong, for example, can make the same noises when executing his down tilt as when executing his up aerial).
    • Characters only make one sound when doing smash attacks (Mario's "Yeeha!" heard when he does his up smash is among the easiest to notice).
    • Star KO screams now play simultaneously with tumbling animations, consistent with Blast KOs. Previously, screams played much earlier than tumbling animations in Smash 64 and slightly earlier in Melee.
  • Visually, most characters appear much less saturated and have more realistic, detailed textures, even if it doesn't match with their appearances in other games. This is easily noticeable with Mario, Luigi, Peach, Yoshi, Kirby, Pikachu, Ness and the Ice Climbers.

In competitive play[edit]

Brawl represented a turning point in the competitive tournament scene. The gripes many top level players had with the many changes from Melee caused a schism in the community, where many chose to not bother transitioning and stay playing Melee. The scene then split into Melee players and players of the latest release, which somewhat remains to this day.

Brawl itself had a respectable competitive run, being featured at prestigious events like Major League Gaming and EVO. The game also has a vibrant modding scene, with several having their own niche competitive scene. Mods like Project M even grew to eclipse the very game it modded in later years. However, Brawl quickly dropped in popularity after the release of its successor, Super Smash Bros. for Wii U, and now exists as a small niche community.

The community has constructed a set of standard tournament rules to regulate tournament play. While rulesets may vary between different tournaments, generally universal gameplay rules include all matches being played via timed stock (three stocks and eight minutes), and restrictions on legal stages. These regulations are enacted to ensure that gameplay at the highest level remains fair and interesting.

Staff[edit]

Main article: List of staff (SSBB)

Gallery[edit]

Trivia[edit]

  • Brawl introduced the most new base-game fighters (18) and stages (31).
    • It also has the most unlockable stages, with 12.
  • The Brawl menu was designed to be very similar to the menu in Kirby Air Ride, including the Challenges Checklist.
  • Brawl was the first Wii appearance for Kirby, Meta Knight, King Dedede, and Olimar.
  • Brawl is the only Smash game to:
    • Neither introduce nor have any playable full clones.
    • Have no gameplay differences between different versions of the game. Smash 64 and Melee had gameplay changes between regional releases, Melee was re-released with gameplay changes between NTSC versions, and Smash 4 and Ultimate had gameplay changes between patch updates.
    • Not feature any stages that debuted in Smash 64.
    • Not introduce a new Mario series fighter (discounting sub-universes).
    • Not introduce a new Generation I Poké Ball Pokémon. It does, however, bring back Meowth, who was absent from Melee.
    • Have an Asian language (namely Korean) dub the announcer.

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External links[edit]