Venusaur |
"Bana!" |
"Venusaur!"
Some Pokémon who can be summoned from a PokéBall, as well as those who emerges from the door in the Silph Co. building in Saffron City have different voices due to their regionally different names, like Jigglypuff. Every other Pokémon's cry was left alone, either because they didn't actually make a noise resembling their name, because their Japanese name was the same as their English one, or because they didn't have an English anime voice yet.
Attack Sounds
Japan International
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The sounds for attacks that hit someone sounds like high-pitched punches and slaps. These have been changed to small explosion sounds, and deeper "punch" sounds. The sound of the Japanese version are still present in the other two versions, available in the game's system debug menu as FGM no. 142 to 147.
Japan International
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Luigi's Super Jump Punch when sweetspotted and Jigglypuff's Rest use a normal strong attack sound, but it was changed to the sound used in Ness' side smash and Home-Run Bat if they hit someone. Every Smash Bros. game after this uses the "PING!" sound in all releases.
Beam Sword
Japan International
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The Beam Sword has totally different sounds. It sounded very similar to a lightsaber from the Star Wars trilogy which were changed, probably due to copyright. The same happened in Super Smash Bros. Melee.
How to Play
In the Japanese version, the on-screen movements for the "How to Play" tutorial video are less refined than in international versions and are often performed slightly out of sync with the controls shown directly below. International versions made the gameplay sync up more smoothly with the instructions as a result.
Some of the differences in the "How to Play" tutorial video include:
- Luigi does not fast-fall after jumping in the Japanese version.
- Luigi fights back more in the Japanese version.
- Luigi does not taunt after Mario grabs the ledge in the Japanese version.
- The Fire Flower does not fall off in the Japanese version.
- Luigi hits Mario by throwing the Fire Flower when they are showing off how to use items in the Japanese version.
- Mario and Luigi do not face each other when they are showing off how to jump in the Japanese version.
- Mario and Luigi dash sooner when they are showing off how to move in the Japanese version.
- Luigi techs while Mario is showing off the power moves in the Japanese version.
- Luigi does not duck before jumping in the Japanese version.
Break the Targets!
- At the very top of Link's Break the Targets stage, the platform that Link can stand on with the 3 targets above was placed to be lower in the NTSC release, possibly due to Link's jump height and his up-special height being changed.
Character sizes
- Mario and Luigi were made a little bigger in the international versions, though Metal Mario remained the same height.
- Kirby is a little smaller in the international versions.
1P Game
- In the Japanese version for Stage 1, on any difficulty settings except for Hard, Link would stand and not attack for a few seconds (excluding floor attacks) if his damage was below 21%. This was changed so that he moves and attacks immediately after the match has started.
- The Japanese version only shows the opening movie after completing the mode while all other versions have congratulations screens.
Point yield
The point yield for most of the bonuses were altered between the Japanese and international versions.
Bonus
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Japanese
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International
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Normal bonuses
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(Time remaining bonus [excludes bonus stages])
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(100 per second)
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(50 per second)
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Booby Trap
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8,000
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12,000
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Bumper Clear
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3,000
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11,000
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Comet Mystic
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7,000
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10,000
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Hawk
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10,000
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18,000
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Heartthrob
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8,000
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17,000
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Heavy Damage
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10,000
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28,000
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Item Strike
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10,000
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20,000
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Item Throw
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10,000
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16,000
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Jackpot
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5,000
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3,330
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Judo Warrior
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4,000
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5,000
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Last Second
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10,000
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8,000
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Lucky 3
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8,000
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9,990
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Mew Catch
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8,000
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15,000
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Mystic
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6,000
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7,000
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No Damage
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10,000
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15,000
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No Item
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5,000
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1,000
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No Miss
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1,500
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5,000
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Pacifist
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30,000
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60,000
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Pokémon Finish
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8,000
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11,000
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Shield Breaker
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5,000
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8,000
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Shooter
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5,000
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12,000
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Smash Mania
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3,000
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3,500
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Smash-less
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3,000
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5,000
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Speedster
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8,000
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10,000
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Star Clear
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8,000
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12,000
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Star Finish
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2,000
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10,000
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Trickster
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8,000
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11,000
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Vegetarian
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5,000
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9,000
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Stage-specific bonuses
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Yoshi Rainbow
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15,000
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50,000
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ARWING Clear
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3,000
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4,000
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Bros. Calamity
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12,000
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25,000
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Good Friend
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5,000
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8,000
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True Friend
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30,000
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25,000
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DK Defender
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7,000
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10,000
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Kirby Ranks
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12,000
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25,000
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Acid Clear
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1,000
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1,500
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No Damage
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10,000
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15,000
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Perfect
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10,000
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30,000
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Completion bonuses
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No Damage Clear
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300,000
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400,000
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No Miss Clear
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40,000
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70,000
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Speed Demon
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60,000
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80,000
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Speed King
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20,000
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40,000
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Very Easy Clear
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40,000
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70,000
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Easy Clear
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80,000
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140,000
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Normal Clear
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120,000
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210,000
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Hard Clear
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160,000
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280,000
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Very Hard Clear
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200,000
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350,000
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Gameplay
Universal mechanics
- The distance traveled by Smash DI is 40% longer, allowing the defender to get out of combos much easier and making it so multi-hitting attacks are less reliable.
- All attacks have 1 extra frame of hitlag. The exact formula was changed from
⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋ to ⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋
- The shieldstun formula has changed from
d * 1.75 + 3 (rounded up) to d * 1.62 + 4 (rounded down). This essentially means that most attacks have slightly reduced shieldstun unless they deal 1%, 2%, 4% or 5%.
- The momentum slide has been removed for all characters.
Aesthetics
- Beam Sword given an altered sound to sound less like a lightsaber, presumably to prevent copyright infringement.
- Title screen changed from 'Dairantou Smash Brothers' to "Super Smash Bros." and has a brighter logo.
- The punch and kick sound effects are completely different. The Japanese version has more violent hitting sounds, while the US/PAL versions have Bowling ball-like hitting sounds. Other hit sounds effects such as the "Slash" and Ping sound effects remain unchanged, although some moves had their hit sound effects changed.
- The narrator has a few re-recorded lines in the Western version; samples such as "Fox", "Board The Platforms", and "Break the Targets" are spoken bolder and clearer. The re-recorded samples have a slightly different echo effect than the Japanese originals.
- All of the crowd cheers were re-recorded to sound American and reflect the characters' American names.
- Stage Select screen has a rough English translation for stage names placed over the series icon in the Japanese version, this was removed in the US version.
- The sign on the side of the Silph Co. headquarters building in Saffron City reads "Silph" in the US version as opposed to the Japanese version's "Silf"; in addition, the banner on the background building to the left, which contained the typo "Got a Catch 'em All!", was corrected to "Gotta Catch 'em All!".
- Captain Falcon runs faster (70 → 75).
- Captain Falcon keeps less horizontal momentum from a grounded jump (0.35 → 0.31).
- Captain Falcon has reduced jump power (grounded: 25 → 24; midair: 0.95 → 0.9).
- Captain Falcon's falling speed was increased (60 → 66), improving his endurance but making him more susceptible to combos.
- Falcon Dive covers less distance.
- Donkey Kong is slightly heavier (0.84 → 0.83). In later Smash games' terms, this would be 138 → 141
- Clean back aerial has increased base knockback (0 → 10).
- Down aerial deals more knockback (10 (base), 80 (scaling) → 15/90).
- Opponents require six less button inputs to escape from forward throw.
- Spinning Kong has more vertical lift (676.32 → 809.72).
- Down tilt deals 2% more damage (10% → 12%) and has increased base knockback (0 → 25).
- Down smash has a horizontal knockback angle instead of a vertical knockback angle (70° → 25°), making it worse for combos but better at edge guarding.
- Down smash deals less knockback (30 (base), 100 (scaling) → 35/80).
- Blaster deals more damage (5% → 6%).
- Blaster's angle has been altered (361° → 10°).
- Blaster has decreased set knockback (5 → 1).
- Fire Fox deals 3% more damage (13% → 16%) and has increased knockback (65 (base), 50 (scaling) → 60/60).
- Fire Fox now launches opponents vertically (361° → 80°).
- Fire Fox no longer has invincibility frames.
- Reflector has an increased reflection multiplier (1.5x → 1.8x).
- Jigglypuff has all new voice clips due to its name change from "Purin" to "Jigglypuff".
- Jigglypuff has a different blinking pattern while taunting.
- Taunt has less ending lag (FAF 67 → 61).
- Down smash has more range on both sides as its foot hitboxes have been repositioned to cover the space past Jigglypuff's feet rather than its legs (x offset: 100 → 200).
- Rest deals more damage (14% → 20%) and knockback (20 (base), 140 (scaling) → 60/120), significantly improving its KO potential.
- Rest now makes the ping sound effect when it connects rather than a heavy kick sound.
- Kirby is about 3% smaller (0.94 → 0.91) This gives his attacks less range but also makes him harder to hit (granted he has not performed the bigger Kirby glitch).
- Rolls are shorter (without the bigger Kirby glitch) due to Kirby's smaller size.
- Neutral attack's second hit now uses a weak punch sound instead of a medium punch sound.
- Neutral attack's loop hits launch opponents at a slightly lower angle (70° → 65°).
- Neutral attack's loop hits have smaller hitboxes (90u → 50u) and the far hitbox has been moved closer to Kirby (x offset: 200 → 165).
- Up and down smash both deal 2% less damage (18% (up)/20% (down) → 16%/18%) and have decreased base knockback (24 (up)/40 (down) → 20/30).
- Up aerial deals less damage on the clean and mid hits (12% (clean)/9% (mid) → 10%/8%).
- Up aerial has a smaller hitbox (150u → 105u).
- Forward throw sends at a higher, more diagonal angle (45° → 70°), granting it vertical KO ability but hindering its horizontal KO potential and hindering its ability to set up edgeguards.
- Forward throw has increased base knockback (80 → 100).
- Forward throw has gained a collateral hit when Kirby lands.
- Kirby releases opponents from forward throw later (frame 56 → 58), decreasing its ending lag.
- Final Cutter covers less distance when used on the ground (without the bigger Kirby glitch) due to Kirby's smaller size.
- Stone deals 2% less damage (22% → 20%) and has decreased knockback scaling (78 → 70).
- Link walks slightly slower (0.4 → 0.37).
- Link's gravity is higher (3.2 → 3.4). While this does improve his vertical endurance and his ability to land, it also makes him more susceptible to combos and more notably, it reduces the height of his jumps and his Spin Attack, hindering his recovery.
- Link's shield size is slightly larger (260 → 280).
- Up tilt deals 5% less damage (15% → 10%), hindering its KO potential and significantly reducing its shieldstun, making it much less safe when shielded. It also sends opponents at a more horizontal angle (90° → 79°), removing its ability to combo into itself at low percents for easy combos.
- However, this improves its combo potential at higher percents.
- Up tilt has smaller hitboxes (120u/90u → 100u/80u) and the far hitbox has been moved closer to Link (z offset: 260 → 240).
- Up smash's first two hits deal 1% damage (8% (hit 1)/4% (hit 2) → 7%/3%) making it deal 2% less damage overall (24% → 22%).
- Down aerial deals 2% less damage (18% → 16%), and has lower base knockback (30 → 25), hindering its KO potential and reducing its shieldstun.
- Down aerial's tip has a smaller hitbox (180u → 150u).
- Spin Attack grants less height due to Link's higher gravity.
- Bombs deal less damage when they explode (8% → 5%).
- Bombs deal more damage when thrown (4% → 5%).
- Bombs deal more knockback when they explode, improving their combo potential.
- Luigi is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.
- Luigi's head hurtbox dimensions are marginally smaller ({155,200,150} → {155,160,150}).
- Air Speed is reduced (26.0 → 22.5).
- Rolls travel farther due to Luigi's larger size.
- Forward Throw does more damage (12% → 16%), making it much stronger despite its reduced base knockback (80 → 70).
- Back Throw does less damage (16% → 12%), hindering its KO potential despite its increased base knockback (70 → 80).
- Fireballs deal less knockback (22 (base), 50 (scaling) → 10/25) and have a shorter duration (frames 16-104 → 16-94).
- Fire Jump Punch's grounded sweetspot deals less knockback (100 (base), 78 (scaling) → 90/80), hindering its KO potential despite its altered angle (80° → 90°).
- Aerial Fire Jump Punch's sweetspot deals more damage (24% → 25%) and has more knockback scaling (78 → 80).
- Aerial Fire Jump Punch's sourspot deals less damage (2% → 1%).
- Super Jump Punch covers more distance due to Luigi's larger size.
- Mario is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.
- Mario's head hurtbox dimensions are marginally smaller ({148,160,138} → {148,140,138}).
- Rolls travel farther.
- Fireballs deal more damage (6% → 7%).
- Fireballs travel a longer distance.
- Fireballs deal less knockback (22 (base), 50 (scaling) → 10/25).
- Super Jump Punch covers more distance.
- Up tilt deals less damage (8% → 7%) and has increased base knockback (70 → 80), hindering its combo potential when stale.
- Up tilt's angle has been altered (96° → 100°) improving its combo potential.
- Forward smash deals less damage (20% → 18%) and has decreased knockback scaling (67 → 65).
- Forward smash has an increased reflection multiplier (1.5x → 1.8x).
- Up smash's clean hit deals less damage (19% → 17%) and sends opponents at a less favorable angle (105° → 110°) hindering its KO potential despite its increased base knockback (0 → 20).
- However, these changes improve its combo potential.
- Mid and late up smash deal less damage (17% (mid)/14% (late) → 15%/13%) with the mid hit also sending opponents at a less favorable angle (90° → 78°).
- Down smash deals less damage (21% → 19%).
- Up aerial deals 2% less damage (17% → 15%) and has decreased knockback scaling (120 → 110), hindering its KO and shield pressuring potential.
- However, these changes improve its combo potential.
- Up aerial has a smaller hitbox (190u → 175u).
- PK Fire deals more damage (2% (fire & pillar) → 7% (fire), 3% (pillar), 16% → 25% (total)).
- PK Fire travels a shorter distance.
- PK Thunder 2 deals less damage (35% → 30%) and knockback (50 (base), 100 (scaling) → 40/84).
- PK Thunder 2 has a smaller hitbox (200u → 150u).
- PK Thunder 2 has a shorter duration (frames 1-28 → 1-18), less invincibility (frames 1-17 → 1-9), and more landing lag (30 frames → 42).
- Neutral attack has decreased base knockback (8 → 4).
- Up angled forward tilt deals more damage (9% → 11%).
- Down angled forward tilt deals less damage (10% → 9%).
- Dash attack has higher base knockback (20 → 40).
- Forward smash's late hit's hitboxes have been repositioned and it has gained a third hitbox which reaches further out, increasing its range.
- Clean Thunder Jolt deals more damage (8% → 10%).
- Thunder Jolt has a longer duration (98/99 frames → 118/119).
- Thunder Jolt deals less knockback (30 (base), 50 (scaling) → 50/30 (clean), 20/50 → 10/20 (late)).
- The second hit of neutral attack now has a medium punch sound instead of a heavy punch.
- Up smash has increased base knockback (10 → 22).
- Up smash's near hitbox is larger (185u → 200u), allowing it to hit grounded opponents more reliably.
- Up smash's hitboxes have a longer duration, except for the last hitbox (2 frames → 3).
- Altogether, these changes make up smash connect more reliably, especially at lower percents.
- Grounded Screw Attack has fewer invincibility frames on startup (frames 1-11 → 1-5 frames).
- Screw Attack's loop hits now have a weak kick sound instead of a medium kick.
- Yoshi's double-jump has increased armor (110 → 140).
- Yoshi's double-jump has increased horizontal velocity (0.35 → 0.4).
- Yoshi has increased air speed (40 → 44).
- Yoshi has increased falling speed (55 → 58).
- Yoshi has increased gravity (2.7 → 2.8).
- Up tilt and down tilt now have a medium kick sound rather than a heavy kick.
- Down smash deals 1% more damage (13% → 14%) and launches opponents at a lower angle (35° → 30°), improving its KO and edgeguarding potential.
NTSC-U to PAL (AUS) changes
Aesthetics
- Kirby Super Star referred to as Kirby's FAN PAK ('FAN' being a typo); Kirby's Fun Pak was the official PAL region title for Kirby Super Star
- Star Fox referred to as STARWING; Starwing was the game's official PAL region title
- Star Fox 64 referred to as LYLATWARS; Lylat Wars was the game's official PAL region title
Gameplay
- Link's air speed has been reduced (31 → 27).
- Link's Midair Jump Multiplier was given a very slight decrease (0.9 → 0.85).
- Link's starting horizontal air velocity multiplier for his midair jump was also given a slight decrease (0.35 → 0.34).
- Link's fast falling speed was significantly increased (102 → 110).
- Samus' air speed has been reduced (28 → 26).
- Back aerial has reduced knockback scaling (145 → 130).
- Down aerial has smaller hitboxes (125u/140u → 110u/125u).
- Forward tilt has smaller hitboxes (100u/100u → 80u/80u).
- Forward tilt's foot hitbox has been repositioned closer to Fox's foot (x offset: 140 → 120), giving it less range.
- Up tilt has increased base knockback (10 → 15).
- Late forward smash deals more damage (18% → 20%).
- Down aerial deals more damage (13% → 14%).
- Thunder deals more damage (12% (thunderbolt)/16% (shockwave) → 14%/18%).
- Down aerial has smaller hitboxes (180u/180u → 170u/170u).
- Down aerial auto-cancels later (frame 33 → 40).
- Rest has a much smaller hitbox (130u → 60u).
PAL (AUS) to PAL (EUR) changes
General
- The language can be set to English, French, or German. When set to French or German, the announcer is replaced with a French/German announcer.
- When the language is set to German, the German announcer does not have separate voice clips for "Captain Falcon", "Computer Player" or "Team Battle". Instead, the English announcer voice clips are used.
- When the language is set to German, the German actor does not have a separate voice clip for "Goldeen". Instead, the English actor voice clip is used.
Gameplay
- Link's air speed was significantly increased (27 → 37).
- Link's air acceleration is higher (0.04 → 0.05).
- Link's Midair Jump Multiplier was given a very slight increase (0.85 → 0.88).
- Link is significantly heavier (0.96 → 0.9).
- In Later Smash games' terms: 108 → 122
- Forward smash deals more damage (20% (clean)/12% (late) → 24%/14%), improving its KO potential and increasing its shieldstun.
- Jigglypuff has all new voice clips when the game is set to French or German due to its name change from "Jigglypuff" to "Rondoudou" and "Pummeluff" respectively. It also has new crowd cheers to reflect the name differences.
Stage names
NTSC-U to iQue Player (China) changes
The iQue Player release of Super Smash Bros. is based off of the NTSC-U release. As such, any changes introduced in the Australian and European PAL releases were not retained.
Aesthetics
- The Nintendo 64 logo when booting up the game has been replaced by the iQue logo.
- The animation for the game's title on the title screen has not properly been updated to account for the different logo. As a result, 任天堂 (lit. Nintendo) and 明星 (lit. Stars) are moved to the sides when 大乱斗 (lit. Smash Bros) pops in the middle, only to abruptly pop up above 大乱斗 when the animation ends.
- The copyright information on the title screen has been updated to add a copyright for iQue as well as update the year from "1999" to "1999-2005." Additionally, the copyright text uses a different, larger font.
- The Nintendo 64 controller used for the icon for 1P Mode and the Nintendo 64 console used for the icon for VS Mode have been replaced by the iQue Player controller and the iQue Player Multiplayer Box respectively.
- Most of the background text has been translated into Chinese.
- The "No Controller" screen has been changed to show the iQue Player controller instead of a Nintendo 64 controller. Despite this, it's impossible to see this screen under normal circumstances in the iQue release due to the console being built into the controller.
- The "Works" section of the bios in the "Characters" section of the Data menu was completely removed. This is likely because many of the games referenced were not officially released in China.
- On the character select screen for Training Mode, the window for the CPU character is red instead of gray.
- Many of the Poké Ball Pokémon had their voices replaced with their Chinese equivalents.
- In Sector Z, the Star Fox logo on the Great Fox has been translated to "星际火狐" (lit. Star Fox). This is in line with a change also done in the iQue version of Star Fox 64.
- In Saffron City, the banner on the background building was changed to "抓,抓,抓!!!" (lit. Catch, Catch, Catch!!!).
- The Pokémon that come out of the door on the Silph Co. building had their voices replaced with their Chinese equivalents.
- The credits have three additions made to it.
- TOP-SIGHT International Co., Ltd. was added under Special Thanks for "Chinese Pokémon Voices." This replaces the credit to 4Kids Productions in the NTSC-U credits.
- iQue Engineering was added under a new section for Chinese Localization. Shooting their name in the credits gives the location of their headquarters in Suzhou, China.
- At the very end of the credits, there are two additional lines that create the sentence "This staff credits are based on the original N64.[sic]"
- With the exception of Link and Fox, the congratulations screens for every character had been changed to replace the English text with Chinese text.
Gameplay
- Jigglypuff has new voice lines to reflect its Chinese name, 胖丁.
- Despite the CSS and any other relevant text properly changing its name, the announcer still calls it Jigglypuff.
Stage names
See also
References
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