Super Smash Bros.
Overview
Plunge headlong into battle with your favourite Nintendo characters. Super Smash Bros. on the Nintendo 64 pits the stars of all Nintendo’s biggest franchises against each other in the ultimate showdown. It’s a bumpin’, bruisin’, brawlin’ bash — the many worlds of Nintendo collide in the ultimate test of strength and skill.
Up to 4 players can choose their favourite characters — complete with signature attacks — and go at it in team battles and free-for-alls. Or venture out on your own to conquer the 14 stages of single-player mode. Either way, Super Smash Bros. is a no-holds-barred action-fest that’ll keep you coming back for more.
The game began life as a side project. HAL Laboratory’s Masahiro Sakurai and Satoru Iwata built a prototype called Kakuto-Gēmu Ryūō (“Dragon King: The Fighting Game”) which featured no Nintendo characters at all. Iwata pitched the idea of casting Nintendo’s mascots in the brawler, and the rest is history — the game launched a franchise that has run for over twenty-five years.
“Duke it out as your favorite Nintendo characters.”
Gameplay
Unlike traditional fighting games, Super Smash Bros. doesn’t involve depleting an opponent’s health bar. Players start each match at 0% damage, and the percentage rises as they take hits. The more damaged a player is, the further they get launched — and the aim is to knock your opponents clean off the screen, beyond what’s called the blast line. If you survive being launched, you return on a respawn platform that vanishes after a few seconds (or when you step off it). You’re invincible briefly after stepping off.
Time mode ends battles after a set timer. KOs count as points; getting KO’d subtracts a point. Highest score wins. If two or more players tie, the match goes to Sudden Death — tied players start at 300% damage, leaving them vulnerable to a one-hit KO. Bob-ombs start raining onto the stage if Sudden Death drags on too long.
Stock mode gives each player a fixed number of lives; lose your stock, lose the match. Sudden Death rules also apply on ties. Team Battles split players into red, green and blue teams who share stock — an eliminated team member can borrow a life from an ally by pressing Start, if the ally has at least two stock remaining. Team Attack is optional.
Game Modes
1P Game
The single-player journey. Pick a fighter, choose difficulty (Very Easy, Easy, Normal, Hard, Very Hard) and stock (1-5). Each stage has a 5-minute time limit by default. Beat each stage to earn bonuses for high-score purposes, and unlock characters along the way.
| Stage | Description |
|---|---|
| Stage 1 | Link is fought at Hyrule Castle. |
| Stage 2 | 18 Yoshis are fought at Yoshi’s Island, three at a time. |
| Stage 3 | Fox is fought in Sector Z. |
| Bonus 1 | Break the Targets! Smash all 10 within two minutes. |
| Stage 4 | Mario and Luigi are fought on Peach’s Castle. A random ally is assigned to the player. |
| Stage 5 | Pikachu is fought at Saffron City. |
| Stage 6 | Giant Donkey Kong is fought at Congo Jungle. Two random allies are assigned. |
| Bonus 2 | Board the Platforms! Touch all 10 platforms within two minutes. |
| Stage 7 | Eight Kirbies are fought in Dream Land — each with an ability copied from another fighter. |
| Stage 8 | Samus is fought on Planet Zebes. |
| Stage 9 | Metal Mario is fought on Meta Crystal. |
| Bonus 3 | Race to the Finish! Reach the white door in 60 seconds. |
| Stage 10 | 30 Fighting Polygons are fought on the Duel Zone, three at a time. |
| Final | Master Hand is fought at Final Destination. |
Options & Data: Toggle sound between mono and stereo, adjust the screen display, and wipe save data. European releases let you switch the language between English, French and German. Data shows VS records (KOs, TKOs, Self-Destructs) and damage stats per fighter, plus an unlockable Sound Test (clear Break the Targets AND Board the Platforms with every fighter).
Playable Characters
Super Smash Bros. launched with 12 playable characters drawn from across the Nintendo universe — eight default and four hidden. Four of them hail from the Super Mario franchise (Mario, Luigi, Donkey Kong and Yoshi), though DK and Yoshi each have their own series logo since they headline their own franchises. Every character has three special moves (Standard B, Up B, Down B), unique weight and speed, and a roster of basic attacks built around their game of origin.
Default Roster
Unlockable Characters
Opponents (1P Mode)
1P Game throws three categories of enemies at you that you can’t pick yourself — mass enemies that show up in numbers, and three named bosses.
Enemies
Fighting Polygons
Kirbys
Yoshis
Bosses
Giant Donkey Kong
Metal Mario
Master Hand
Stages
Eight default stages, one hidden, and three single-player-only arenas — each pulled from the home franchise of a different fighter.
Default Stages
Unlockable Stage
1P-Only Stages
Items
Items spawn at random — some are weapons, some are recovery, some are projectiles to throw. Frequency and type can be adjusted before each match.
Poké Ball Pokémon
When a Poké Ball is thrown, one of 13 first-generation Pokémon pops out and uses a signature move before disappearing. Some are battle-changing — others are basically useless gags. Catching Mew is worth a huge point bonus.
Stage Gimmicks & Hazards
Beyond the static stage layouts, most arenas have dynamic hazards — environmental threats that can decide the match.
Stage Cameos
One of the joys of Super Smash Bros. is spotting the dozens of background cameos drawn from the home franchise of each stage. None of these affect gameplay — they’re pure fan-service, included to make each arena feel inhabited. Here’s the complete catalogue.
References to Other Games
Super Smash Bros. is built from the ground up on cross-franchise fan service. Almost every alternate costume, every animation, every taunt is a callback to a specific Nintendo game. Here’s the complete list.
Donkey Kong (arcade, 1981)
- One of Mario’s alternate costumes is based on his original red-shirt/blue-overalls outfit from the arcade.
- One of Donkey Kong’s alt costumes uses the colour scheme of his arcade sprite.
- The Nintendo Power ad for SSB alludes to Mario and DK’s arcade rivalry, mentioning they hadn’t “duked it out” for over a decade.
Mario Bros. (1983)
- One of Mario’s alt costumes uses the colour scheme of Luigi’s artwork from this game.
Wrecking Crew (1985)
- One of Mario’s alts is based on Foreman Spike’s colour scheme.
- Another Mario alt is based on his outfit in the Wrecking Crew key artwork.
- One of Luigi’s alt costumes uses the colour scheme of his Wrecking Crew sprite.
Super Mario Bros. (1985)
- The Mushroom Kingdom stage features a flagpole and castle directly referencing the original SMB1 endings.
- One of Luigi’s alt costumes uses the colour scheme of his SMB1 sprite.
- Mario’s taunt is based on his SMB1 idle animation when transforming into Super Mario.
- The power-up and damage sound effects from SMB1 play during Mario’s taunt.
Super Mario Bros.: The Lost Levels (1986)
- The red Piranha Plants in the Mushroom Kingdom stage use their appearance from this game.
Super Mario World (1990)
- Luigi’s default costume is based on the colour scheme of his SMW sprite.
- Three of Yoshi’s alt costumes are based on the Red, Blue and Yellow Yoshis from this game.
Super Mario Land 2: 6 Golden Coins (1992)
- One of Mario’s alt costumes is based on the colour scheme of Wario from his Land 2 debut.
Mario Kart series
- The Nintendo Power ad alludes to both Super Mario Kart and Mario Kart 64 when noting that Nintendo’s cast had previously “raced go-karts”.
Donkey Kong (Game Boy, 1994)
- Two of Donkey Kong’s alt costumes are based on his Game Boy and Game Boy Color sprite colours.
Donkey Kong Country (1994)
- The Congo Jungle stage is based directly on Donkey Kong Country.
- Donkey Kong’s 1P Mode ending uses artwork from Donkey Kong Country.
- The Hand Slap move returns from DKC.
Super Mario World 2: Yoshi’s Island (1995)
- Two of Yoshi’s alt costumes are based on the Cyan and Pink Yoshis from Yoshi’s Island.
Super Mario 64 (1996)
- Mario and Yoshi’s default costumes are based on their in-game 3D models from SM64.
- Some of Mario’s moves are taken directly from SM64.
- Mario’s character portrait on the character select screen is based on his official SM64 smiling artwork.
- The Peach’s Castle stage is based on SM64.
- The Meta Crystal stage references the Metal Cap segments of SM64.
Yoshi’s Story (1997)
- The Yoshi’s Island stage is based on Yoshi’s Story (with the storybook-edge stage shape and pastel colours).
- Yoshi’s 1P Mode ending — where Yoshi gets trapped in a picture frame — references the plot of Yoshi’s Story, in which Baby Bowser curses Yoshi’s Island into a storybook.
Mario Party (1998)
- The Nintendo Power ad alludes to Mario Party when noting that Nintendo’s cast had previously “partied heartily”.
References in Later Games
Super Smash Bros. went on to influence its own sequels in turn — and beyond.
Paper Mario (2000)
- In both games, Fire Flowers emit fire instead of transforming Mario.
Super Smash Bros. Melee (2001)
- Yoshi’s Island, Congo Jungle (renamed Kongo Jungle), and Dream Land all return as stages — near-identical to their N64 originals.
- Metal Mario returns as an opponent in Classic Mode (Melee’s equivalent to 1P Game).
Super Smash Bros. for 3DS / Wii U (2014)
- Peach’s Castle, Hyrule Castle, and Dream Land all return in both versions.
- Kongo Jungle returns — Wii U version only.
- Two in-game conquests reference the original SSB roster: the “Spoilers!” conquest pits the original unlockables (Luigi, Jigglypuff, Ness, Captain Falcon) as a team, and “Smashing Since Before It Was Cool” features all 12 SSB64 fighters.
Super Smash Bros. Ultimate (2018)
- Peach’s Castle, Kongo Jungle, Hyrule Castle, Yoshi’s Island (under the wiki name “Super Happy Tree”), Dream Land, and Saffron City all return — all near-identical to their N64 originals.
- Mushroom Kingdom also returns, but redesigned to look closer to the actual Super Mario Bros. aesthetic.
- The starting roster of Ultimate consists of the same eight default fighters from the original Super Smash Bros. on N64.
Regional Differences
How to Play tutorial
The Japanese version’s “How to Play” tutorial video has Mario and Luigi’s on-screen movements slightly out of sync with the controls being shown. International versions tidied this up so the demonstration matches the control prompts — e.g. Luigi fast-falls correctly in international versions, the Fire Flower doesn’t fall off, and the brothers face each other when demonstrating jumps.
Saffron City
The Japanese version has a banner that reads “Got a Catch ’em All!” — missing the second T (with a space instead). International versions fixed this to “Gotta Catch ’em All!”. The font also appears to have been redrawn to accommodate the fix. Additionally, the main building reads “Silf” in Japan and was changed to “Silph” internationally — both nods to Silph Co. from Pokémon Red/Blue.
Character Sizes
Mario and Luigi were made slightly bigger in international versions (though Metal Mario stayed the same height). Kirby was made slightly smaller internationally.
1P Game balance
In the Japanese version of 1P Stage 1, on any difficulty except Hard, Link would stand still and not attack if his damage was below 21%. International versions removed this, making Link move and attack immediately. The Japanese version also has no congratulatory screens after completing the mode — international versions added them.
Point Yield
Almost every bonus award value was rebalanced between Japan and international. Most notable changes: Yoshi Rainbow jumped from 15,000 to 50,000 points; Pacifist doubled from 30,000 to 60,000; Heavy Damage nearly tripled from 10,000 to 28,000. Most completion bonuses scaled up roughly 75% — international Hard Clear awards 280,000 vs Japan’s 160,000.
Pre-Release & Unused Content
Bowser, Mewtwo and King Dedede were all planned as playable characters early in development but were cut from the final game. Bowser and Mewtwo would eventually make it in for Melee; Dedede had to wait until Brawl. The early version of Peach’s Castle also lacked the sign, bridge and sliding stone block that appear in the final stage.
Glitches
3D Wall-Roll Glitch
Pick Mario or Luigi, head to Hyrule Castle (or any stage with a straight wall), and keep rolling into the wall. Done correctly, Mario or Luigi will start moving towards the screen or away from it — producing a brief, broken 3D effect on what’s otherwise a 2D side-on stage.
Black Hole
All four players must be Link. At Hyrule Castle or any stage with a straight wall, all four Links walk to the right, fall into the canopy section, and run left against the wall until they’re inside each other. Let the game push them apart, then have all four throw bombs upwards weakly and rapidly. After just a few throws, the bombs collide with each other in mid-air and remain stuck — trapping all four Links in an infinite explosion.
PK Thunder Freeze
Requires two players — one Ness, one Fox. On Hyrule Castle or Sector Z (or any stage with a direct line between players), Ness fires PK Thunder at Fox’s Reflector. The Thunder bounces back at Ness, and Ness quickly bats it away again. If the PK Thunder grows two tails and reaches the edge of the screen, the N64 hardware can’t handle it and the game freezes.
Reception
Super Smash Bros. received broadly positive reviews, with the multiplayer praised universally and the single-player mode getting most of the criticism. Despite the early skepticism (a Nintendo crossover brawler was an unproven concept), the game’s success on the N64 launched one of Nintendo’s most successful franchises.
| Publication | Score | Quote |
|---|---|---|
| Nintendo Power | 7.7/10 | “SSB excels as a multiplayer game, offering endless rematches and shouting matches.” — Levi |
| IGN (Peer Schneider) | 8.5/10 | “I’ve been playing Smash Bros. since its Japanese release — and I still love the game. As it stands, Smash Bros. is an excellent choice for gamers looking for a worthy multiplayer smash ’em-up.” — Editors’ Choice |
| GameSpot (Jeff Gerstmann) | 7.5/10 | “The game is extremely simple to learn and reasonably easy to master. If you’ve got a crew of friends ready to pick a Nintendo character and throw down, then Super Smash Bros. is definitely worth a purchase.” |
| Metacritic | 79 | Aggregator score |
| GameRankings | 78.81% | Aggregator score |
Sales
Super Smash Bros. became a commercial smash hit and quickly earned Player’s Choice status (Nintendo’s budget reissue line). It’s the fifth best-selling Nintendo 64 game of all time, with 5.55 million copies sold worldwide as of December 31, 2009: 1.97 million in Japan, 2.93 million in North America, and 650,000 elsewhere.
Promotion
Slamfest ’99
A promotional event held at the MGM Grand Adventures Theme Park on April 24th, 1999, organised by Nintendo of America and Golin/Harris International. It featured a staged wrestling match between costumed mascots of Mario, Yoshi, Donkey Kong and Pikachu — the same costumes that appeared in the famous North American TV commercial. It was broadcast live on the event website and was rewatchable for several months via RealPlayer G2.
The “Happy Together” commercial
The North American commercial was produced by Leo Burnett Worldwide, directed by Mark Story (previously known for SNL’s “Ad Council” segments), and filmed at Golden Oak Ranch in California. It was the first commercial featuring mascot costumes by KCL Productions. The spot opens with Pikachu, Yoshi, Mario and Donkey Kong skipping through a sunflower field while “Happy Together” by The Turtles plays — then Mario kicks Yoshi in the leg, and all four explode into a brawl. The commercial was later reused in France and Germany.
Trivia & Easter Eggs
- The game started life as a side project by HAL Laboratory’s Masahiro Sakurai and Satoru Iwata, prototyped in their spare time. The original title was Kakuto-Gēmu Ryūō (“Dragon King: The Fighting Game”) and featured no Nintendo characters at all — it was just a generic fighting prototype.
- It was Iwata who pitched the idea of casting Nintendo characters to give the game “atmosphere”. Without that pitch, there might never have been a Smash Bros. franchise at all.
- The game had a tiny budget and almost no promotion. It was originally intended as a Japan-only release.
- Director Masahiro Sakurai has gone on to direct every Smash Bros. game since — through Melee, Brawl, 3DS/Wii U, and Ultimate.
- Super Smash Bros. is the fifth best-selling Nintendo 64 game of all time, behind only Mario Kart 64, Super Mario 64, GoldenEye 007, and Zelda: Ocarina of Time.
- The eight default characters from this game became the starting roster of Super Smash Bros. Ultimate — a deliberate callback to the original.
- In the Japanese version, the Saffron City background banner reads “Got a Catch ’em All!” — missing the second T. International versions fixed it to “Gotta Catch ’em All!”.
- Silph Co.’s building was labelled “Silf” in Japan and corrected to “Silph” internationally.
- Bowser, Mewtwo, and King Dedede were all planned as playable characters but cut from the final roster. Bowser and Mewtwo eventually made it into Melee; Dedede waited until Brawl.
- There are 12 final playable characters in the game — 8 default and 4 unlockable.
- Super Smash Bros. invented the now-iconic fighting-game mechanic of KO-by-damage-% instead of HP bars — you don’t die from damage, you die from being launched off the screen.
- It was erroneously listed as a Super Mario game by GameTrailers when they did their ten best Super Mario games rundown.
- IGN reviewer Peer Schneider, in his 8.5/10 review, made a wishlist of characters he hoped to see in a sequel: “Ganondorf, Wario, Toad, Meowth, Pit from Kid Icarus, Banjo-Kazooie — the list is endless.” Almost every one of those characters has since appeared as either a playable fighter or assist.
- GameSpot’s Jeff Gerstmann praised the music as “amazing”.
- There are 16+ background cameos hidden across the stages — Ridley on Planet Zebes, King Dedede in Dream Land, Lakitu Bro at Peach’s Castle, Necky in Congo Jungle, and many more. Almost every Pokémon background bird is a different species.
- Yoshi has a unique trait no other fighter has: his double jump grants full knockback immunity, letting him survive launches that would KO anyone else.
- Kirby can steal another fighter’s B special move by swallowing them — swallow Samus and Kirby gets a charged shot, swallow Mario and he gets fireballs.
- Captain Falcon was the only fighter without his own home stage — his unlock match takes place on Planet Zebes, since F-Zero had no representative stage. Ness has the same issue (EarthBound) and unlocks at Dream Land.
- The North American commercial uses “Happy Together” by The Turtles — an upbeat 1967 pop song that became indelibly linked to Smash Bros. in the minds of a generation of kids.
- A Slamfest ’99 promotional wrestling event was held in Las Vegas before launch, with costumed Mario, Yoshi, DK and Pikachu mascots fighting in the ring.
- The North American commercial was directed by Mark Story, who previously directed SNL’s “Ad Council” segments.
- The roster of 13 first-generation Poké Ball Pokémon includes the trash-tier joke pick: Goldeen, which does nothing but Splash uselessly. Catching Mew, by contrast, is worth a huge bonus.
- A Sound Test is unlockable — but requires you to clear Break the Targets! AND Board the Platforms! with every single fighter, including all four unlockables.
- The game’s Japanese title is Nintendō Ōru Sutā! Dairantō Sumasshu Burazāzu — literally “Nintendo All-Star! Great Fray Smash Brothers”.
- The Motion Sensor Bomb item is a crossover reference to Rare’s GoldenEye 007, also released on N64.
Videos
The full collection of Super Smash Bros. N64 TV commercials, including the iconic “Happy Together” sunflower-field spot.
Gameplay footage from Super Smash Bros. on the Nintendo 64.
































































