Super Smash Bros. | |
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North American box art
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Developer(s) | HAL Laboratory |
Publisher(s) | Nintendo |
Director(s) | Masahiro Sakurai |
Producer(s) |
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Composer(s) | Hirokazu Ando |
Series | Super Smash Bros. |
Platform(s) | Nintendo 64 |
Release | |
Genre(s) | Fighting |
Mode(s) | Single-player, multiplayer |
Aggregate scores | |
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Aggregator | Score |
GameRankings | 78.81% |
Metacritic | 79 of 100 |
Review scores | |
Publication | Score |
AllGame | |
Famitsu | 31 of 40 |
GameSpot | 7.5 of 10 |
IGN | 8.5 of 10 |
Nintendo Power | 7.7 of 10 |
Award | |
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Publication | Award |
IGN | Best Fighting Game |
Super Smash Bros. is a fighting video game developed by HAL Laboratory and published by Nintendo for the Nintendo 64 home video game console. It was released in Japan on January 21, 1999; in North America on April 26, 1999; and in Europe on November 19, 1999. Super Smash Bros. is the first game in the Super Smash Bros. series; its successor, Super Smash Bros. Melee, was released for the GameCube in 2001.
The game is a crossover between many different Nintendo franchises, including Mario, Donkey Kong, The Legend of Zelda, Metroid, Mother, F-Zero, Yoshi, Kirby, Star Fox and Pokémon. It received mostly positive reviews from the media and was commercially successful, selling over 5 million copies worldwide by 2001, with 2.93 million sold in the United States and 1.97 million copies sold in Japan.
The Super Smash Bros. series is a departure from many fighting games; instead of winning by depleting an opponent's life bar, Smash Bros. players seek to knock opposing characters off a stage. Each player has a damage total, represented by a percentage, which rises as damage is taken and can exceed 100%, with a maximum damage of 999%. As this percentage rises, the character can be knocked progressively farther by an opponent's attacks. To KO an opponent, the player must send that character flying off the edge of the stage, which is not an enclosed arena but rather an area with open boundaries, many suspended in an otherwise empty space. When knocked off the stage, a character may use jumping moves in an attempt to return; some characters have longer-ranged jumps and may have an easier time "recovering" than others. Additionally, characters have different weights, making it harder for heavier opponents to be knocked off the edge, but reciprocally harder for them to recover once sent flying.