Super Smash Bros.
Super Smash Bros. | |
---|---|
Sora Ltd. (2008–present) | |
Publisher(s) | Nintendo |
Creator(s) | Masahiro Sakurai |
Platform(s) | |
First release | Super Smash Bros. January 21, 1999 |
Latest release | Super Smash Bros. Ultimate December 7, 2018 |
Super Smash Bros.
The original Super Smash Bros. was released in 1999 for the Nintendo 64. The series achieved even greater success with the release of Super Smash Bros. Melee, which was released in 2001 for the GameCube and became the best selling game on that system. A third installment, Super Smash Bros. Brawl, was released in 2008 for the Wii. Although HAL Laboratory had been the developer for the first two games, the third game was developed through the collaboration of several companies. The fourth installment, Super Smash Bros. for Nintendo 3DS and Wii U, was released in 2014 for the Nintendo 3DS and Wii U, respectively. The 3DS installment was the first for a handheld platform. A fifth installment, Super Smash Bros. Ultimate, was released in 2018 for the Nintendo Switch.
The series primarily features characters from various
Gameplay
Gameplay in the Super Smash Bros. series differs from many fighting games.
Controls are greatly simplified in comparison to other fighting games, with one button used for standard attacks and another used for special attacks.
Another element in the Super Smash Bros. series is battle items, the abundance of which players can adjust before matches. There are conventional "battering items", with which a player may hit an opponent, such as a
The rules that can be used in a match vary depending on the game, but the two most commonly used settings across all games are Time and Stock. Time mode uses a point-based system in which fighters earn points for knocking out their opponents and lose points for being knocked out or self-destructing (i.e. falling out of the stage by themselves). The player with the highest score at the end of the set time limit wins the match. Stock mode, also known as Survival, uses a life-based system in which players are given a set number of lives, known as stock, with each fighter losing a life whenever they are knocked out, becoming eliminated if they run out of lives. The winner is the last fighter standing once all other fighters are eliminated or, if a time limit is applied to the match, the fighter with the most lives remaining once time runs out. In the event of a tie, a Sudden Death match takes place. Here, each of the tied fighters are given a starting damage percentage of 300%, making them easier to launch off the stage, and the last fighter standing will be declared as the winner. In some games this process is repeated if the match ends in another tie.
Gameplay using competitive Super Smash Bros. rules is usually played in Stock mode with a timer.[9] Items are turned off, and the only tournament-legal stages are those that do not feature hazards and other disruptive elements.[10]
Characters
Each game in the series has a number of playable characters (referred in the games as "fighters") taken from various gaming franchises, with over 80 in total across the series. Starting with
Music
Super Smash Bros. features music from some of Nintendo's popular gaming franchises. While many are newly arranged for the game, some songs are taken directly from their sources. The music for the Nintendo 64 game was composed by Hirokazu Ando, who later returned as sound and music director in Melee. Melee also features tracks composed by Tadashi Ikegami, Shougo Sakai, and Takuto Kitsuta.[11] Brawl featured the collaboration of 38 contracted composers,[12] including Final Fantasy series composer Nobuo Uematsu, who composed the main theme.[13] Like in Brawl, Super Smash Bros. for Nintendo 3DS and Wii U featured many original and re-arranged tracks from various different gaming franchises from a variety of different composers and arrangers. Both versions have multiple musical tracks that can be selected and listened to using the returning "My Music" feature, including pieces taken directly from earlier Super Smash Bros. games. The 3DS and Switch games allow players to listen to their music from the sound menu while the system is in sleep/handheld mode.[14][15] Ultimate continued the trend of multiple composers and arrangers working on remixed tracks, having over 800 in total.[15][16]
Three soundtrack albums for the series have been released. An album with the original music for Super Smash Bros. was released in Japan by
Development
1999 | Super Smash Bros. |
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2000 | |
2001 | Melee |
2002 | |
2003 | |
2004 | |
2005 | |
2006 | |
2007 | |
2008 | Brawl |
2009 | |
2010 | |
2011 | |
2012 | |
2013 | |
2014 | for 3DS and Wii U |
2015 | |
2016 | |
2017 | |
2018 | Ultimate |
1998–1999: Super Smash Bros.
Super Smash Bros. was developed by HAL Laboratory, an independent affiliate company, during 1998. It began as a prototype created by Masahiro Sakurai and Satoru Iwata in their spare time, Dragon King: The Fighting Game, and featured no Nintendo characters. However, Sakurai hit on the idea of including fighters from different Nintendo franchises in order to provide "atmosphere" which he felt was necessary for a home console fighting game, and his idea was approved.[20] Although never acknowledged by Nintendo or any developers behind Super Smash Bros., third-party sources have identified Namco's 1995 fighting game The Outfoxies as a possible inspiration.[21][22][23] The game had a small budget and little promotion, and was originally a Japan-only release, but its huge success saw the game released worldwide.[24] On October 20, 2022, Sakurai, who still had the prototype of Dragon King: The Fighting Game, demonstrated its gameplay, and its differences from the final product of Super Smash Bros.[25]
Super Smash Bros. was introduced in 1999 for the
In Super Smash Bros., up to four players can play in multiplayer (Versus) mode, with the specific rules of each match being predetermined by the players. There are two match types that can be chosen: Time, where the person with the most KOs at the end of the set time wins; and stock, where each player has a set number of lives and are eliminated from play when their lives are depleted.
This game's primary single-player mode, named "Classic Mode" in later series entries, features a series of predetermined opponents the player must defeat. Other single-player modes exist such as Training and several minigames, including "Break the Targets" and "Board the Platforms". All of these were included in the sequel, with the exception of "Board the Platforms".
There are nine playable stages in Versus mode, eight based on each of the starting characters (such as
2000–2004: Super Smash Bros. Melee
A followup for the GameCube, Super Smash Bros. Melee, released in Japan and North America in late 2001, and in Europe and Australia in May 2002. It had a larger budget and development team than Super Smash Bros. did[27] and was released to much greater praise and acclaim among critics and consumers. Since its release, Super Smash Bros. Melee has sold more than 7 million copies and was the best selling game on the GameCube.[28] Super Smash Bros. Melee features 26 characters, of which 15 are available initially, more than doubling the number of characters in its predecessor. There are also 29 stages.
It introduced two new
There are also significantly more multiplayer modes and a tournament mode allowing for 64 different competitors whom can all be controlled by human players, although only up to four players can participate at the same time. Additionally, the game featured alternative battle modes, called "Special Melee", which allows players to make many different alterations to the battle, along with alternative ways to judge a victory, such as through collecting coins throughout the match.[2]
In place of Super Smash Bros.' character profiles, Melee introduced trophies (called "figures" in the Japanese version). The 293 trophies include three different profiles for each playable character, one unlocked in each single-player mode. In addition, unlike its predecessor, Melee contains profiles for many Nintendo characters who are either non-playable or do not appear in the game, as well as Nintendo items, stages, enemies, and elements.
HAL Laboratory developed Super Smash Bros. Melee, with Masahiro Sakurai as the head of production. The game was one of the first games released on the
2005–2010: Super Smash Bros. Brawl
At a pre-E3 2005 press conference, president of Nintendo at the time Satoru Iwata announced the next installment of Super Smash Bros. was not only already in development for their next gaming console, but hoped it would be a launch game with Wi–Fi compatibility for online play.[32] 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".[33] Although Iwata had said he was hoping for it to be a launch game, 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 October 2005,[34] when Nintendo opened a new office in Tokyo just for its production. Nintendo also enlisted outside help from various developer studios, mainly Game Arts. Sakurai also stated that these people had spent excessive amounts of time playing Super Smash Bros. Melee. This team was given 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 joined the project's development.[35][36]
On the game's official Japanese website, the developers explain reasons for making particular characters playable and explain why some characters were not available as playable characters upon release. Initially, the development team wanted to replace Ness with
At the Nintendo Media Conference at
On October 11, 2007, George Harrison of Nintendo of America announced that Super Smash Bros. Brawl would be released on February 10, 2008, in North America.[40] On January 15, 2008, the game's release was pushed back one week in Japan to January 31 and nearly a month in the Americas to March 9.[41] On April 24, 2008, it was confirmed by Nintendo of Europe that Brawl will be released in Europe on June 27.[42]
Although a third Super Smash Bros. game had been announced long before
Brawl also features compatibility with four kinds of controllers (the
Super Smash Bros. Brawl features a
2011–2014: Super Smash Bros. for Nintendo 3DS and Wii U
Director
At E3 2013, Sakurai stated that the tripping mechanic introduced in Brawl was removed, with him also stating that the gameplay was between the fast-paced and competitive style of Melee and the slower and more casual style of Brawl.
At
2015–2021: Super Smash Bros. Ultimate
In April 2014, Bandai Namco Entertainment posted a recruitment advertisement on a Japanese career job opportunity website. The recruitment page consisted of a listing for programmers for "Smash Bros. 6", which was expected to be released in 2015 for both the
On March 8, 2018, a teaser for the game was shown during a
The game was released worldwide on December 7, 2018; according to the review aggregator platform Metacritic, it received "universal critical acclaim" from critics and scored 93 out of 100.[87] In addition to all returning characters, the base game release adds 11 newcomers. Thirteen additional new characters are also available via downloadable content.[88]
Like Brawl, Ultimate features a story mode, known as World of Light. The plot revolves around the destruction of the Smash Bros. world at the hands of original villain Galeem. Initially only able to play as Kirby, who survived the attack, the player travels across the wasteland to rescue the other playable fighters, gathering "Spirits" (the remnants of the world's non-playable characters who aid the player in battle) along the way.
Future
In November 2021, Sakurai stated that the future of Super Smash Bros. is uncertain, and that there were no current plans for a Super Smash Bros. Ultimate sequel.[89]
Reception
This section needs expansion with: prose reception about Ultimate. You can help by adding to it. (February 2021) |
Game | Year | Sales (in millions) |
Metacritic (out of 100) |
---|---|---|---|
Super Smash Bros. | 1999 | 5.55[90] | 79[91] |
Melee | 2001 | 7.09[28] | 92[92] |
Brawl | 2008 | 13.32[93] | 93[94] |
for Nintendo 3DS
|
2014 | 9.63[95] | 85[96] |
for Wii U
|
2014 | 5.38[97] | 92[98] |
Ultimate | 2018 | 28.82[99] | 93[100] |
Reviews for the Super Smash Bros. series are usually positive. The multiplayer mode in every game is usually highly praised; however, single-player modes have not always been viewed as highly.
Super Smash Bros. received praise for its multiplayer mode. Nintendo Power listed the series as being one of the greatest multiplayer experiences in Nintendo history, describing it as infinitely replayable due to its special moves and close-quarters combat.[101] There were criticisms, however, such as the game's scoring being difficult to follow.[102] In addition, the single-player mode was criticized for its perceived difficulty and lack of features.
Super Smash Bros. Melee generally received a positive reception from reviewers, most of whom credited Melee's expansion of gameplay features from Super Smash Bros. Focusing on the additional features, GameSpy commented that "Melee really scores big in the 'we've added tons of great extra stuff' department." Reviewers compared the game favorably to Super Smash Bros. IGN's Fran Mirabella III stated that it was "in an entirely different league than the N64 version"; GameSpot's Miguel Lopez praised the game for offering an advanced "classic-mode" compared to its predecessor, while detailing the Adventure Mode as "really a hit-or-miss experience." Despite a mixed response to the single-player modes, most reviewers expressed the game's multiplayer mode as a strong component of the game. In their review of the game, GameSpy stated that "you'll have a pretty hard time finding a more enjoyable multiplayer experience on any other console."
Brawl received a perfect score from the Japanese magazine Famitsu. The reviewers praised the variety and depth of the single-player content,[103] the unpredictability of Final Smashes, and the dynamic fighting styles of the characters. Thunderbolt Games gave the game 10 out of 10, calling it "a vastly improved entry into the venerable series". Chris Slate of Nintendo Power also awarded Brawl a perfect score in its March 2008 issue, calling it "one of the very best games that Nintendo has ever produced". IGN critic Matt Casamassina, in his February 11 Wii-k in Review podcast, noted that although Brawl is a "solid fighter", it does have "some issues that need to be acknowledged", including "long loading times" and repetition in The Subspace Emissary.
Super Smash Bros. for 3DS and Super Smash Bros. for Wii U both garnered critical praise and were commercially successful, holding ratings of 85/100 and 92/100 on Metacritic and 86.10% and 92.39% on GameRankings.[104][96][105][106] Reviewers have particularly noted the large, diverse character roster, the improvements to game mechanics, and the variety of multiplayer options. Some criticisms in the 3DS version include a lack of single-player modes and issues concerning the 3DS hardware, such as the size of characters on the smaller screen when zoomed out and latency issues during both local and online multiplayer.[107][108] There were also reports of players damaging their 3DS Circle Pads while playing the game excessively.[109][110] The Wii U version's online play quality was mildly criticized for some inconsistency, but has overall been critically acclaimed. Daniel Dischoff of GameRevolution stated "It's true that Super Smash Bros. evolves every time with regard to new features, items, and characters to choose from. While your favorite character may not return or a few annoying pickups may force you to turn off items altogether, this represents the biggest leap forward Smashers have seen yet." Daniel Starky at GameSpot criticized the inconsistent online performance in the game, but still called it an "incredible game", noting "With the Wii U release, Smash Bros. has fully realized its goals." Jose Otero from IGN, praising the replayability of the game, states "Nearly every aspect of Smash Wii U seems fine-tuned not only to appeal to the nostalgia of long-time Nintendo fans, but also to be accessible to new players."
Sales
Super Smash Bros. sold 1.4 million copies in Japan,[111] and 2.3 million in the U.S.,[112] with a total of 5.55 million units worldwide.[90] Melee sold over 7 million units worldwide, becoming the best-selling GameCube game.[28] Brawl sold 1.524 million units in Japan as of March 30, 2008[update],[113] and sold 1.4 million units in its first week in the United States, becoming Nintendo of America's fastest selling game.[114] The 3DS version sold over a million copies in its first weekend on sale in Japan,[115] and has sold more than 9.63 million copies worldwide as of September 2021[update].[95] Super Smash Bros. for Wii U became the fastest-selling Wii U game to date, selling 3.39 million units worldwide within just two months of availability, beating the record previously held by Mario Kart 8.[116] As of September 2021, it has sold 5.38 million copies worldwide.[97] Super Smash Bros. Ultimate on Nintendo Switch has set new record highs for the series and for the system.[117][118] It sold an estimate of 5.6 million copies in global sales during its first week of launch, beating out records previously held by games such as Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, Super Mario Odyssey, and The Legend of Zelda: Breath of the Wild.[119] In Japan, Ultimate outsold the records held by Super Smash Bros. for Nintendo 3DS with 2.6 million copies sold in five weeks.[120] It is also the third best-selling game for the Nintendo Switch and the best-selling fighting game of all time, with 32.44 million copies sold worldwide as of September 30, 2023.[99]
Legacy
This section needs expansion. You can help by adding to it. (January 2023) |
Esports
The Super Smash Bros. series has been widely played as a
Notes
References
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External links
- Media related to Super Smash Bros. at Wikimedia Commons
- Official website