Super Smash Bros. (universe): Difference between revisions

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|developer        = [[HAL Laboratory]]<br>[[Intelligent Systems]]<br>[[Sora Ltd.]]<br>Game Arts<br>Monolith Soft<br>Paon<br>[[Bandai Namco]]
|developer        = [[HAL Laboratory]]<br>[[Intelligent Systems]]<br>[[Sora Ltd.]]<br>Game Arts<br>Monolith Soft<br>Paon<br>[[Bandai Namco]]
|publisher        = [[Nintendo]]
|publisher        = [[Nintendo]]
|distributor      =  
|distributor      =
|designer          = [[Masahiro Sakurai]]
|designer          = [[Masahiro Sakurai]]
|genres            = Fighting
|genres            = Fighting
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|firstinstallment  = ''[[Super Smash Bros.]]'' (1999)
|firstinstallment  = ''[[Super Smash Bros.]]'' (1999)
|latestinstallment = ''[[Super Smash Bros. Ultimate]]'' (2018)
|latestinstallment = ''[[Super Smash Bros. Ultimate]]'' (2018)
|interwiki        =  
|interwiki        =
|interwikiname    =  
|interwikiname    =
|interwikipage    =  
|interwikipage    =
}}
}}
The '''''Super Smash Bros.'' [[universe]]''' ({{ja|大乱闘スマッシュブラザーズ|Dairantō Sumasshu Burazāzu}}, ''Great Fray Smash Brothers'') refers to the collection of [[character]]s, [[stage]]s, and properties that are original to the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]. It is featured alongside other non-original licensed game characters and properties within ''Smash'' games. It is the universe of the ''Smash Bros.'' series in-and-of itself. The iconic [[Super Smash Bros. logo]] represents both the series and universe.  
The '''''Super Smash Bros.'' [[universe]]''' ({{ja|大乱闘スマッシュブラザーズ|Dairantō Sumasshu Burazāzu}}, ''Great Fray Smash Brothers'') refers to the collection of [[character]]s, [[stage]]s, and properties that are original to the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]. It is featured alongside other non-original licensed game characters and properties within ''Smash'' games. It is the universe of the ''Smash Bros.'' series in-and-of itself. The iconic [[Super Smash Bros. logo]] represents both the series and universe.
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Following the success of ''Super Smash Bros.'', Sakurai became the head of production for a sequel that was intended as a borderline launch title for the next Nintendo system, the [[GameCube]]. The game was in intensive development for 13 months and was considered by Sakurai to be the biggest project he had ever led up to that point, and Sakurai described his lifestyle during this period as "destructive", with no holidays and short weekends. Unlike the first game, which was an experimental venture, Sakurai felt great pressure to deliver a quality sequel that would undoubtedly be regarded as the system's undisputed killer app. Another priority for the development was that the game would exhibit an enormous graphical advancement beyond the Nintendo 64, and to this end, the game's opening FMV was developed by HAL in conjunction with three separate graphic houses in Tokyo. The game was released shortly after the GameCube's launch in both Japan and the United States near the end of 2001 as ''[[Super Smash Bros. Melee]]'', and received critical acclaim as both a strong fundamental improvement and a massive expansion of content over its predecessor. The game became the best-selling GameCube game, with more than seven million copies sold worldwide. By this point, the series' relevance as a potent advertisement vehicle for all of Nintendo's IPs represented within it, past and present, was apparent; the representation of [[Marth (SSBM)|two]] [[Roy (SSBM)|characters]] from the then-Japan-exclusive {{uv|Fire Emblem}} series, who were nearly cut out from international versions of ''Melee'', prompted Nintendo's future decision to release almost all subsequent installments of the series worldwide.
Following the success of ''Super Smash Bros.'', Sakurai became the head of production for a sequel that was intended as a borderline launch title for the next Nintendo system, the [[GameCube]]. The game was in intensive development for 13 months and was considered by Sakurai to be the biggest project he had ever led up to that point, and Sakurai described his lifestyle during this period as "destructive", with no holidays and short weekends. Unlike the first game, which was an experimental venture, Sakurai felt great pressure to deliver a quality sequel that would undoubtedly be regarded as the system's undisputed killer app. Another priority for the development was that the game would exhibit an enormous graphical advancement beyond the Nintendo 64, and to this end, the game's opening FMV was developed by HAL in conjunction with three separate graphic houses in Tokyo. The game was released shortly after the GameCube's launch in both Japan and the United States near the end of 2001 as ''[[Super Smash Bros. Melee]]'', and received critical acclaim as both a strong fundamental improvement and a massive expansion of content over its predecessor. The game became the best-selling GameCube game, with more than seven million copies sold worldwide. By this point, the series' relevance as a potent advertisement vehicle for all of Nintendo's IPs represented within it, past and present, was apparent; the representation of [[Marth (SSBM)|two]] [[Roy (SSBM)|characters]] from the then-Japan-exclusive {{uv|Fire Emblem}} series, who were nearly cut out from international versions of ''Melee'', prompted Nintendo's future decision to release almost all subsequent installments of the series worldwide.


During what became a seven-year hiatus for the ''Smash Bros.'' series, Sakurai left HAL Laboratory in 2003 to start his own company, [[Sora Ltd.]], so that he could create games separately from the sequel-heavy schedules of HAL. Meanwhile, Satoru Iwata succeeded Hiroshi Yamauchi as Nintendo's fourth president in 2002. At a pre-E3 2005 press conference, Iwata announced that the next installment of ''Super Smash Bros.'' was soon to be in development for its next console and would be a launch title that utilized the console's Wi-Fi based online capabilities. The announcement came as a surprise to Sakurai because he was not informed of Nintendo's intent to release another ''Smash Bros.'' game, and was only asked after the conference by Iwata to again serve as director; Sakurai agreed, and development of the third game began in October 2005. What followed was a development project handled by roughly 100 individuals working full time. The game was officially showcased at the E3 2006 conference as ''[[Super Smash Bros. Brawl]]'', but its actual release dates, set for early 2008, were well over a year after the [[Wii]] console's launch. Prior to release, among the most noteworthy and publicized inclusions in the game were a vastly redesigned {{SSBB|Pit}}, representing a revival of the long-dormant [[Kid Icarus (universe)|''Kid Icarus'' series]], and the first-ever inclusions of third-party characters in the series: {{SSBB|Solid Snake}} from {{uv|Metal Gear}}, which rumor claims series director [[Hideo Kojima]] had asked to be included in ''Melee'', and {{SSBB|Sonic}} from [[Sonic (universe)|his respective series]], satisfying a long-awaited crossover with historical rival mascot {{SSBB|Mario}}. ''Brawl'' had also encouraged an enormous amount of pre-release hype and speculation by regularly posting blog updates fivedays a week, detailing new features, characters, and other elements of the game on the official website, the "{{SSBB|Smash Bros. DOJO!!}}", for over eight months straight.  
During what became a seven-year hiatus for the ''Smash Bros.'' series, Sakurai left HAL Laboratory in 2003 to start his own company, [[Sora Ltd.]], so that he could create games separately from the sequel-heavy schedules of HAL. Meanwhile, Satoru Iwata succeeded Hiroshi Yamauchi as Nintendo's fourth president in 2002. At a pre-E3 2005 press conference, Iwata announced that the next installment of ''Super Smash Bros.'' was soon to be in development for its next console and would be a launch title that utilized the console's Wi-Fi based online capabilities. The announcement came as a surprise to Sakurai because he was not informed of Nintendo's intent to release another ''Smash Bros.'' game, and was only asked after the conference by Iwata to again serve as director; Sakurai agreed, and development of the third game began in October 2005. What followed was a development project handled by roughly 100 individuals working full time. The game was officially showcased at the E3 2006 conference as ''[[Super Smash Bros. Brawl]]'', but its actual release dates, set for early 2008, were well over a year after the [[Wii]] console's launch. Prior to release, among the most noteworthy and publicized inclusions in the game were a vastly redesigned {{SSBB|Pit}}, representing a revival of the long-dormant [[Kid Icarus (universe)|''Kid Icarus'' series]], and the first-ever inclusions of third-party characters in the series: {{SSBB|Solid Snake}} from {{uv|Metal Gear}}, which rumor claims series director [[Hideo Kojima]] had asked to be included in ''Melee'', and {{SSBB|Sonic}} from [[Sonic (universe)|his respective series]], satisfying a long-awaited crossover with historical rival mascot {{SSBB|Mario}}. ''Brawl'' had also encouraged an enormous amount of pre-release hype and speculation by regularly posting blog updates fivedays a week, detailing new features, characters, and other elements of the game on the official website, the "{{SSBB|Smash Bros. DOJO!!}}", for over eight months straight.


''Super Smash Bros. Brawl'' was critically and commercially successful upon release, garnering praise for its new focus on improved single-player content, an expanded and more varied cast, and one of the largest video game soundtracks in history, and became the fastest-selling game in Nintendo of America's history and a seller of over 10 million units total. However, the game also drew reviewer criticism for long loading times and a laggy online experience. Multiplayer aspects were controversial among the established player-base (such as the [[competitive]] circles of which had long been accustomed to the gameplay styles of ''Melee'') for a comparatively slower pace and scale of gravity, the removal of some advanced movement and attack mechanics, and a much heavier slant towards defensive gameplay. Most universally disliked was the game's inclusion of [[tripping]], a non-negotiable element of randomized chance that could easily dictate the outcome of a competitive match in a manner that rewarded luck over skill. In an interview two-and-a-half years after the release of ''Brawl'', Sakurai revealed that he himself retrospectively considered ''Melee'' to be "the sharpest game in the series."
''Super Smash Bros. Brawl'' was critically and commercially successful upon release, garnering praise for its new focus on improved single-player content, an expanded and more varied cast, and one of the largest video game soundtracks in history, and became the fastest-selling game in Nintendo of America's history and a seller of over 10 million units total. However, the game also drew reviewer criticism for long loading times and a laggy online experience. Multiplayer aspects were controversial among the established player-base (such as the [[competitive]] circles of which had long been accustomed to the gameplay styles of ''Melee'') for a comparatively slower pace and scale of gravity, the removal of some advanced movement and attack mechanics, and a much heavier slant towards defensive gameplay. Most universally disliked was the game's inclusion of [[tripping]], a non-negotiable element of randomized chance that could easily dictate the outcome of a competitive match in a manner that rewarded luck over skill. In an interview two-and-a-half years after the release of ''Brawl'', Sakurai revealed that he himself retrospectively considered ''Melee'' to be "the sharpest game in the series."
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A year after the release of the [[Nintendo Switch]] console, Sakurai started work on the next game in the series. His goal was to "make the impossible possible," by including all characters from the past games. When he announced his intentions to the boardroom of directors, the room fell silent. In March 2018, a teaser trailer was released in the middle of a Nintendo Direct presentation, featuring the [[Inkling|Inklings]] from the {{uv|Splatoon}} franchise. The game was formally announced as ''[[Super Smash Bros. Ultimate]]'' during E3 of the same year, showcasing all the previous fighters and the "Everyone Is Here" tagline, and revealing that Namco Bandai would again be the co-developer. The game was shown to have an increased focus on competitive play, while keeping it accessible for newcomers as well. During a Smash Direct showcase in October, Sakurai announced that [[trophies]] were quite tricky to program, and so they were being removed in favor of [[Spirits]], equippable items that augmented fighters, similar to [[stickers]] and [[equipment]] in the previous games. Spirits were also confirmed to be replacing Event matches, by augmenting opponents in ways similar to the depicted character, and the focus of the returning [[Adventure Mode: World of Light|Adventure Mode.]] ''Super Smash Bros. Ultimate'' ended up becoming one of the best-selling games in the series, and the fastest selling Nintendo game.
A year after the release of the [[Nintendo Switch]] console, Sakurai started work on the next game in the series. His goal was to "make the impossible possible," by including all characters from the past games. When he announced his intentions to the boardroom of directors, the room fell silent. In March 2018, a teaser trailer was released in the middle of a Nintendo Direct presentation, featuring the [[Inkling|Inklings]] from the {{uv|Splatoon}} franchise. The game was formally announced as ''[[Super Smash Bros. Ultimate]]'' during E3 of the same year, showcasing all the previous fighters and the "Everyone Is Here" tagline, and revealing that Namco Bandai would again be the co-developer. The game was shown to have an increased focus on competitive play, while keeping it accessible for newcomers as well. During a Smash Direct showcase in October, Sakurai announced that [[trophies]] were quite tricky to program, and so they were being removed in favor of [[Spirits]], equippable items that augmented fighters, similar to [[stickers]] and [[equipment]] in the previous games. Spirits were also confirmed to be replacing Event matches, by augmenting opponents in ways similar to the depicted character, and the focus of the returning [[Adventure Mode: World of Light|Adventure Mode.]] ''Super Smash Bros. Ultimate'' ended up becoming one of the best-selling games in the series, and the fastest selling Nintendo game.


The ''Super Smash Bros.'' series is a large departure from the traditional fighting game formula, where two characters trade and block each other's blows until one's health meter is reduced to zero; knock-outs in these games are strictly achieved by sending opponents hurtling away far enough off the stage with powerful attacks that they cannot avoid coming into contact with [[blast line|one of the four "out of bounds" screen borders]] surrounding the stage. Instead of a life bar that decreases, each character has a [[percent]]age-based [[damage]] meter that raises each time they are hit by an attack, which translates into all subsequent attacks incurred by that character [[knockback|sending them away]] farther than before. Every character is designed and intended to feel and play uniquely from the rest in terms of the different moves and movements they are capable of, among many other things about them, and when a character is sent flying away from the stage horizontally, they have the opportunity to [[recovery|return to the stage]] without falling off into the abyss below the stage with both a mid-air double jump and a [[Up special move|special move that constitutes a third jump]]. Many options are available to diversify casual play, such as [[items]] that may be picked up and used, [[stage|selectable stages]] that may feature their own dynamic hazards in their designs and layouts, and a large variety of different modes and settings for customizing matches.  
The ''Super Smash Bros.'' series is a large departure from the traditional fighting game formula, where two characters trade and block each other's blows until one's health meter is reduced to zero; knock-outs in these games are strictly achieved by sending opponents hurtling away far enough off the stage with powerful attacks that they cannot avoid coming into contact with [[blast line|one of the four "out of bounds" screen borders]] surrounding the stage. Instead of a life bar that decreases, each character has a [[percent]]age-based [[damage]] meter that raises each time they are hit by an attack, which translates into all subsequent attacks incurred by that character [[knockback|sending them away]] farther than before. Every character is designed and intended to feel and play uniquely from the rest in terms of the different moves and movements they are capable of, among many other things about them, and when a character is sent flying away from the stage horizontally, they have the opportunity to [[recovery|return to the stage]] without falling off into the abyss below the stage with both a mid-air double jump and a [[Up special move|special move that constitutes a third jump]]. Many options are available to diversify casual play, such as [[items]] that may be picked up and used, [[stage|selectable stages]] that may feature their own dynamic hazards in their designs and layouts, and a large variety of different modes and settings for customizing matches.


Many players and groups in the competitive playerbase and community for the series choose to play each game with very specific settings and disallow much of the available content in order to minimize luck as a factor. This leads to developed [[metagame]]s for each installment where [[Smasher|top-tier players]], often playing for prizes and prestige under [[Tournament legal|accepted professional rulesets]] defined by players that organize [[tournament|''Smash Bros.''-centered tournaments]] around the world, and regularly [[advanced technique|use precise skill and exploit game physics]] in order to compete. Like many games that allow for competitive play, such as {{uv|Pokémon}}, each character in each game's cast of playable characters is graded by the community on how much inherently "better" or "worse" it is in comparison to other characters in competitive environments, and these "[[tier list]]s" spawn much community debate of their own. A further point of contention is the practice of creating and distributing unofficial modifications that fix perceived flaws and degenerate aspects with the core game design and character balance. However, the most publicized mod for ''Super Smash Bros. Brawl'', [[Project M]], has since been featured alongside the official games themselves at national video gaming tournaments and events.
Many players and groups in the competitive playerbase and community for the series choose to play each game with very specific settings and disallow much of the available content in order to minimize luck as a factor. This leads to developed [[metagame]]s for each installment where [[Smasher|top-tier players]], often playing for prizes and prestige under [[Tournament legal|accepted professional rulesets]] defined by players that organize [[tournament|''Smash Bros.''-centered tournaments]] around the world, and regularly [[advanced technique|use precise skill and exploit game physics]] in order to compete. Like many games that allow for competitive play, such as {{uv|Pokémon}}, each character in each game's cast of playable characters is graded by the community on how much inherently "better" or "worse" it is in comparison to other characters in competitive environments, and these "[[tier list]]s" spawn much community debate of their own. A further point of contention is the practice of creating and distributing unofficial modifications that fix perceived flaws and degenerate aspects with the core game design and character balance. However, the most publicized mod for ''Super Smash Bros. Brawl'', [[Project M]], has since been featured alongside the official games themselves at national video gaming tournaments and events.
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*'''''[[Super Smash Bros.]]''''' (1999), for the Nintendo 64, introduces the [[Mario (universe)|''Super Mario'' franchise]] and designates two of its recurring characters, [[Donkey Kong]] and [[Yoshi]], as representatives of their [[Donkey Kong (universe)|own]] [[Yoshi (universe)|respective]] "subfranchises". It also represents {{uv|The Legend of Zelda}}, {{uv|Metroid}}, {{uv|Kirby}}, {{uv|Star Fox}}, and {{uv|Pokémon}} as primary franchises from the outset, and unlockable characters additionally represent the {{uv|F-Zero}} series and {{uv|EarthBound}}. The game features 12 playable characters total, and for each character, single-player content includes both a [[Target Smash!|target-smashing]] stage and a [[Board the Platforms|platforming stage]] that may be completed for setting time records.
*'''''[[Super Smash Bros.]]''''' (1999), for the Nintendo 64, introduces the [[Mario (universe)|''Super Mario'' franchise]] and designates two of its recurring characters, [[Donkey Kong]] and [[Yoshi]], as representatives of their [[Donkey Kong (universe)|own]] [[Yoshi (universe)|respective]] "subfranchises". It also represents {{uv|The Legend of Zelda}}, {{uv|Metroid}}, {{uv|Kirby}}, {{uv|Star Fox}}, and {{uv|Pokémon}} as primary franchises from the outset, and unlockable characters additionally represent the {{uv|F-Zero}} series and {{uv|EarthBound}}. The game features 12 playable characters total, and for each character, single-player content includes both a [[Target Smash!|target-smashing]] stage and a [[Board the Platforms|platforming stage]] that may be completed for setting time records.


*'''''[[Super Smash Bros. Melee]]''''' (2001), for the GameCube, introduces representation for the 1984 NES game {{uv|Ice Climber}} as an example of a defunct "retro" franchise, and unlockable characters introduce characters of the formerly-Japan-exclusive {{uv|Fire Emblem}} series and the historically-significant [[Game & Watch (universe)|Game & Watch handheld line]]. A total of 25 character choices on the select screen effectively allows a total of 26 playable characters in the game, due to the interchangeable characters {{SSBM|Sheik}} and {{SSBM|Zelda}}. A vast amount of new content is debuted, such as special modes and scenarios and an overarching collection aspect in the form of hundreds of [[trophies]] that may be earned and viewed at any time, complete with descriptions and a selection of games the basis for the trophy appeared in.  
*'''''[[Super Smash Bros. Melee]]''''' (2001), for the GameCube, introduces representation for the 1984 NES game {{uv|Ice Climber}} as an example of a defunct "retro" franchise, and unlockable characters introduce characters of the formerly-Japan-exclusive {{uv|Fire Emblem}} series and the historically-significant [[Game & Watch (universe)|Game & Watch handheld line]]. A total of 25 character choices on the select screen effectively allows a total of 26 playable characters in the game, due to the interchangeable characters {{SSBM|Sheik}} and {{SSBM|Zelda}}. A vast amount of new content is debuted, such as special modes and scenarios and an overarching collection aspect in the form of hundreds of [[trophies]] that may be earned and viewed at any time, complete with descriptions and a selection of games the basis for the trophy appeared in.


*'''''[[Super Smash Bros. Brawl]]''''' (2008), for the Wii, adds [[Wario]] and identifies him as from [[Wario (universe)|another subset of the ''Mario'' universe]], while debuting a massive redesign of [[Pit]] and the {{uv|Kid Icarus}} series and featuring the recent {{uv|Pikmin}} series as well. Unlockable characters introduce the first characaters from third-party franchises in the series, [[Solid Snake]] from [[Metal Gear (universe)|Konami's ''Metal Gear Solid'' franchise]] and [[Sonic the Hedgehog]] from [[Sonic (universe)|SEGA's series of the same name]], and also recognize the historically-significant [[R.O.B. (universe)|R.O.B. peripheral]] and give it a playable role. A total of 35 character choices on the select screen allows for a total of 39 playable characters in the game, and every character has an all-new "super attack" called a [[Final Smash]] that is typically made unavailable in competitive play. In addition to more of everything, such as another collection aspect in the form of [[Stickers]], the game introduces a lengthy single player adventure mode titled ''[[The Subspace Emissary]]'', which is the first instance of a ''Smash Bros.'' game telling a complete crossover narrative with its extensive cast.
*'''''[[Super Smash Bros. Brawl]]''''' (2008), for the Wii, adds [[Wario]] and identifies him as from [[Wario (universe)|another subset of the ''Mario'' universe]], while debuting a massive redesign of [[Pit]] and the {{uv|Kid Icarus}} series and featuring the recent {{uv|Pikmin}} series as well. Unlockable characters introduce the first characaters from third-party franchises in the series, [[Solid Snake]] from [[Metal Gear (universe)|Konami's ''Metal Gear Solid'' franchise]] and [[Sonic the Hedgehog]] from [[Sonic (universe)|SEGA's series of the same name]], and also recognize the historically-significant [[R.O.B. (universe)|R.O.B. peripheral]] and give it a playable role. A total of 35 character choices on the select screen allows for a total of 39 playable characters in the game, and every character has an all-new "super attack" called a [[Final Smash]] that is typically made unavailable in competitive play. In addition to more of everything, such as another collection aspect in the form of [[Stickers]], the game introduces a lengthy single player adventure mode titled ''[[The Subspace Emissary]]'', which is the first instance of a ''Smash Bros.'' game telling a complete crossover narrative with its extensive cast.
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==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==
The first game in the series, ''[[Super Smash Bros.]]'', can be said to feature much more than a standard universe's worth of content based on the universe introduced in the game itself, compared even to the [[Mario (universe)|''Mario'' universe]] - despite its lack of a playable character or a stage selectable in multiplayer.  
The first game in the series, ''[[Super Smash Bros.]]'', can be said to feature much more than a standard universe's worth of content based on the universe introduced in the game itself, compared even to the [[Mario (universe)|''Mario'' universe]] - despite its lack of a playable character or a stage selectable in multiplayer.


===Boss===
===Boss===
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[[File:BumperIconSSB.png|50px|right]]
[[File:BumperIconSSB.png|50px|right]]
*'''[[Bumper]]''': A unique item not seen in the sequel (but spiritually replaced by the [[Flipper]]), the thrown Bumper creates an obstacle on the ground that knocks back any opponent that touches it. The bumper, in response, slides in the opposite direction. If another opponent gets in its way, the process repeats.  The Bumper returned in ''Super Smash Bros. Brawl'' and all subsequent games.
*'''[[Bumper]]''': A unique item not seen in the sequel (but spiritually replaced by the [[Flipper]]), the thrown Bumper creates an obstacle on the ground that knocks back any opponent that touches it. The bumper, in response, slides in the opposite direction. If another opponent gets in its way, the process repeats.  The Bumper returned in ''Super Smash Bros. Brawl'' and all subsequent games.
[[File:RayGunIconSSB.png|50px|right]]  
[[File:RayGunIconSSB.png|50px|right]]
*'''[[Ray Gun]]''': This item is the standard projectile weapon, firing laser beams that do good knockback. ''Melee'' describes it as having originated in this game, contrary to the popular belief that it originates from the {{uv|Star Fox}} universe.
*'''[[Ray Gun]]''': This item is the standard projectile weapon, firing laser beams that do good knockback. ''Melee'' describes it as having originated in this game, contrary to the popular belief that it originates from the {{uv|Star Fox}} universe.
[[File:CrateIconSSB.png|50px|right]]
[[File:CrateIconSSB.png|50px|right]]
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Interesting to note: the emblem for this stage is not the normal Smash Bros. Emblem.
Interesting to note: the emblem for this stage is not the normal Smash Bros. Emblem.
{{clear}}
{{clear}}
*[[File:FinalDestinationIconSSBM.png|right|link=Final Destination (SSBM)]] '''{{SSBM|Final Destination}}''': The Master Hand's Residence arena returns as the "final battle arena" of the game. The flat, featureless platform is where many single-player boss encounters take place, and it is also among the most popular stages for use in [[Tournament legal|tournaments]]. It floats through outer space, then seems to travel through a wormhole where it will then appear in an earth-like world where landscapes are visible in the background.{{clear}}  
*[[File:FinalDestinationIconSSBM.png|right|link=Final Destination (SSBM)]] '''{{SSBM|Final Destination}}''': The Master Hand's Residence arena returns as the "final battle arena" of the game. The flat, featureless platform is where many single-player boss encounters take place, and it is also among the most popular stages for use in [[Tournament legal|tournaments]]. It floats through outer space, then seems to travel through a wormhole where it will then appear in an earth-like world where landscapes are visible in the background.{{clear}}


The following stages are more "mini-game"-centric stages featured as single-player content:
The following stages are more "mini-game"-centric stages featured as single-player content:
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[[File:Home Run Bat Melee Trophy.png|x50px|right]]
[[File:Home Run Bat Melee Trophy.png|x50px|right]]
*'''[[Home-Run Bat]]''': Returns from ''Smash'' essentially unaltered.
*'''[[Home-Run Bat]]''': Returns from ''Smash'' essentially unaltered.
[[File: Fan Melee Trophy.png|50px|right]]
[[File:Fan Melee Trophy.png|50px|right]]
*'''[[Fan]]''': Returns from ''Smash'' essentially unaltered.
*'''[[Fan]]''': Returns from ''Smash'' essentially unaltered.
[[File:Ssbmitemsraygun.jpg|50px|right]]
[[File:Ssbmitemsraygun.jpg|50px|right]]
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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
There were plenty of things introduced in the ''Smash Bros.'' series not introduced elsewhere appear in ''[[Super Smash Bros. Brawl]]''. Most prominent among them is a major single-player mode of the game called [[The Subspace Emissary]], a side-scrolling Adventure Mode game where characters contend with the machinations of an interdimensional force called the [[Subspace Army]]. Plus between ''Super Smash Bros. Melee'' and ''Super Smash Bros. Brawl'' there are three differences. None of the [[unlockable character]]s (if the Subspace Emissary method is not used) are unlocked on the stages {{SSBB|Battlefield}} or {{SSBB|Final Destination}} (as they're not considered home stages) except {{SSBB|Ganondorf}}. Super Smash Bros. universe stages on {{SSBB|Classic Mode}} only occur on the final two stages, and Battlefield and Final Destination are never fought in [[All-Star Mode]].  
There were plenty of things introduced in the ''Smash Bros.'' series not introduced elsewhere appear in ''[[Super Smash Bros. Brawl]]''. Most prominent among them is a major single-player mode of the game called [[The Subspace Emissary]], a side-scrolling Adventure Mode game where characters contend with the machinations of an interdimensional force called the [[Subspace Army]]. Plus between ''Super Smash Bros. Melee'' and ''Super Smash Bros. Brawl'' there are three differences. None of the [[unlockable character]]s (if the Subspace Emissary method is not used) are unlocked on the stages {{SSBB|Battlefield}} or {{SSBB|Final Destination}} (as they're not considered home stages) except {{SSBB|Ganondorf}}. Super Smash Bros. universe stages on {{SSBB|Classic Mode}} only occur on the final two stages, and Battlefield and Final Destination are never fought in [[All-Star Mode]].


===Characters===
===Characters===
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===Team characters===
===Team characters===
[[File:SPI-Fighting Alloy Team.png|50px|right]]
[[File:SSBU spirit Fighting Alloy Team.png|50px|right]]
*'''[[Fighting Alloy Team]]''': The spiritual successors to the first game's Fighting Polygon Team and ''Melee''{{'}}s Fighting Wire Frames. This time around, they come in four distinct types: Red Alloy, Blue Alloy, Yellow Alloy, and Green Alloy. Red and Blue Alloys have limited movesets taken from {{SSBB|Captain Falcon}} and {{SSBB|Zelda}} respectively, like the Fighting Wire Frames, while Yellow and Green Alloys have limited movesets taken from {{SSBB|Mario}} and {{SSBB|Kirby}} respectively. They only appear in the [[Multi-Man Brawl]] mode.
*'''[[Fighting Alloy Team]]''': The spiritual successors to the first game's Fighting Polygon Team and ''Melee''{{'}}s Fighting Wire Frames. This time around, they come in four distinct types: Red Alloy, Blue Alloy, Yellow Alloy, and Green Alloy. Red and Blue Alloys have limited movesets taken from {{SSBB|Captain Falcon}} and {{SSBB|Zelda}} respectively, like the Fighting Wire Frames, while Yellow and Green Alloys have limited movesets taken from {{SSBB|Mario}} and {{SSBB|Kirby}} respectively. They only appear in the [[Multi-Man Brawl]] mode.


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[[File:HRC.jpg|50px|right]]
[[File:HRC.jpg|50px|right]]
'''[[Home-Run Stadium]]''' returns in Brawl with the barrier glass.
'''[[Home-Run Stadium]]''' returns in Brawl with the barrier glass.
[[File:All-Star Rest Area Brawl.png|50px|right]]  
[[File:All-Star Rest Area Brawl.png|50px|right]]
'''[[All-Star Rest Area]]''' returns in Brawl, and also in Boss Battles Mode, with a new background and floating platforms for [[Heart Container]]s.
'''[[All-Star Rest Area]]''' returns in Brawl, and also in Boss Battles Mode, with a new background and floating platforms for [[Heart Container]]s.
[[File:Midair Stadium Brawl.png|50px|right]]
[[File:Midair Stadium Brawl.png|50px|right]]
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== In ''[[Super Smash Bros. 4]]'' ==
== In ''[[Super Smash Bros. 4]]'' ==
Aside from {{SSB4|Classic Mode}}'s final stage unchanged, in {{for3ds}} the [[unlockable character]] {{SSB4|Duck Hunt}} is the only unlockable character whose  
Aside from {{SSB4|Classic Mode}}'s final stage unchanged, in {{for3ds}} the [[unlockable character]] {{SSB4|Duck Hunt}} is the only unlockable character whose
unlock battle takes place on a ''Super Smash Bros.'' universe stage in that game, being {{SSB4|Battlefield}}.
unlock battle takes place on a ''Super Smash Bros.'' universe stage in that game, being {{SSB4|Battlefield}}.


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[[File:Master Fortress 2.png|50px|right]]
[[File:Master Fortress 2.png|50px|right]]
[[File:Master Core Source.png|50px|right]]
[[File:Master Core Source.png|50px|right]]
*'''{{SSB4|Master Hand}}''': The "grand master" of ''Smash Bros.'' returns mostly unchanged but with some new moves added to his arsenal including summoning card "floors" to lift the player up and out of the arena.  
*'''{{SSB4|Master Hand}}''': The "grand master" of ''Smash Bros.'' returns mostly unchanged but with some new moves added to his arsenal including summoning card "floors" to lift the player up and out of the arena.
*'''{{SSB4|Crazy Hand}}''': returns mostly unchanged from his ''Brawl'' counterpart.
*'''{{SSB4|Crazy Hand}}''': returns mostly unchanged from his ''Brawl'' counterpart.
*'''[[Master Core]]''': A brand new secret true final boss to {{SSB4-Wii U|Classic Mode}} made for this game. It takes on many forms, including a group of swords, a scorpion monster, and finally a shadow clone of the player's own character. In the Wii U version, the only way to defeat Master Core is called '''Master Fortress''', it has two waves.
*'''[[Master Core]]''': A brand new secret true final boss to {{SSB4-Wii U|Classic Mode}} made for this game. It takes on many forms, including a group of swords, a scorpion monster, and finally a shadow clone of the player's own character. In the Wii U version, the only way to defeat Master Core is called '''Master Fortress''', it has two waves.
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*'''Trophy Shop'''
*'''Trophy Shop'''
*'''Trophy Rush'''
*'''Trophy Rush'''
*'''Replay/Album/Records'''
*'''Replay/Album/Records'''
*'''StreetSmash'''
*'''StreetSmash'''
*'''Smash Tour: Map'''
*'''Smash Tour: Map'''
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*[[File:FinalDestinationIconSSBU.png|75px|right|link=Final Destination (SSBU)]]'''{{SSBU|Final Destination}}''': Final Destination also returns, with a revamped background that sends the stage hurtling through a black hole into darkness before a spacey background with voxel-based shapes appears, which eventually transitions back to the beginning. {{clr}}
*[[File:FinalDestinationIconSSBU.png|75px|right|link=Final Destination (SSBU)]]'''{{SSBU|Final Destination}}''': Final Destination also returns, with a revamped background that sends the stage hurtling through a black hole into darkness before a spacey background with voxel-based shapes appears, which eventually transitions back to the beginning. {{clr}}
*[[File:BigBattlefieldIconSSBU.png|75px|right|link=Big Battlefield (SSBU)]]'''{{SSBU|Big Battlefield}}''': Big Battlefield once again returns, having the same aesthetics as Battlefield.{{clr}}
*[[File:BigBattlefieldIconSSBU.png|75px|right|link=Big Battlefield (SSBU)]]'''{{SSBU|Big Battlefield}}''': Big Battlefield once again returns, having the same aesthetics as Battlefield.{{clr}}
*[[File:SSBU-Small-Battlefield.jpg|75px|right|link=Small Battlefield]]'''[[Small Battlefield]]''': A new version of Battlefield, with the same aesthetics but lacking a top platform. This stage is free DLC included with the [[List of updates (SSBU)#8.1.0|8.1.0]] update.{{clr}}
*[[File:SSBU-Small-Battlefield.jpg|75px|right|link=Small Battlefield]]'''[[Small Battlefield]]''': A new version of Battlefield, with the same aesthetics but lacking a top platform. This stage is free DLC included with the {{h2|List of updates (SSBU)|8.1.0}} update.{{clr}}


Single player mode is in Ultimate.
Single player mode is in Ultimate.
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=== Items ===
=== Items ===
[[File:SSBU spirit Sandbag.png|x50px|right]]
[[File:SSBU spirit Sandbag.png|x50px|right]]
*'''[[Sandbag]]''' returns in Ultimate even better in Home-Run Contest, the player hits the item out of this world.  
*'''[[Sandbag]]''' returns in Ultimate even better in Home-Run Contest, the player hits the item out of this world.
[[File:Ssbmitemsegg.jpg|50px|right]]
[[File:Ssbmitemsegg.jpg|50px|right]]
*'''[[Egg]]''' returns in Ultimate after it has been absent from both Brawl and Smash 4.
*'''[[Egg]]''' returns in Ultimate after it has been absent from both Brawl and Smash 4.
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[[File:Fakesmashball.png|50px|right]]
[[File:Fakesmashball.png|50px|right]]
*'''[[Fake Smash Ball]]''': A new item that looks nearly identical to a Smash Ball. When broken, it produces an X-shaped explosion that deals high damage and knockback to everyone caught in the blast.
*'''[[Fake Smash Ball]]''': A new item that looks nearly identical to a Smash Ball. When broken, it produces an X-shaped explosion that deals high damage and knockback to everyone caught in the blast.
[[File:SSBUSmashBall.png|x50px|right]]
[[File:SSBU spirit Smash Ball.png|x50px|right]]
*'''[[Smash Ball]]''': The Smash Ball returns and functions the same as in ''Brawl''.
*'''[[Smash Ball]]''': The Smash Ball returns and functions the same as in ''Brawl''.
[[File:SSBUHomeRunBat.png|50px|right]]
[[File:SSBUHomeRunBat.png|50px|right]]
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====Returning Remixes====
====Returning Remixes====
Remixes of tracks from previous ''Smash'' titles that are returning. There are 8 returning remixes in total.  
Remixes of tracks from previous ''Smash'' titles that are returning. There are 8 returning remixes in total.
*{{GameIcon|SSBB}}"'''Opening - Super Smash Bros. Melee (Brawl)'''": (1:48) A remix of the main theme from ''[[Super Smash Bros. Melee]]''. Returns from ''Brawl''.
*{{GameIcon|SSBB}}"'''Opening - Super Smash Bros. Melee (Brawl)'''": (1:48) A remix of the main theme from ''[[Super Smash Bros. Melee]]''. Returns from ''Brawl''.
*{{GameIcon|SSBB}}"'''Menu - Super Smash Bros. Melee (Brawl)'''": (1:54) A remix of the menu theme from ''Super Smash Bros. Melee''. Returns from ''Brawl''.
*{{GameIcon|SSBB}}"'''Menu - Super Smash Bros. Melee (Brawl)'''": (1:54) A remix of the menu theme from ''Super Smash Bros. Melee''. Returns from ''Brawl''.
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*{{GameIcon|SSBB}}"'''New Feature 2 - Super Smash Bros. Melee (Brawl)'''": (0:05)
*{{GameIcon|SSBB}}"'''New Feature 2 - Super Smash Bros. Melee (Brawl)'''": (0:05)
*{{GameIcon|SSBB}}"'''Battlefield - Super Smash Bros. Melee (Brawl)'''": (1:33) Despite being listed as the original track, it is actually a remix of the {{SSBM|Battlefield}} theme from ''Super Smash Bros. Melee''. Returns from ''Brawl''.
*{{GameIcon|SSBB}}"'''Battlefield - Super Smash Bros. Melee (Brawl)'''": (1:33) Despite being listed as the original track, it is actually a remix of the {{SSBM|Battlefield}} theme from ''Super Smash Bros. Melee''. Returns from ''Brawl''.
*{{gameIcon|ssbb}}"'''Credits - Super Smash Bros. (Brawl)'''": An electronic remix of of the credits theme from the original ''[[Super Smash Bros.]]''. Returns from ''Brawl''.  
*{{gameIcon|ssbb}}"'''Credits - Super Smash Bros. (Brawl)'''": An electronic remix of of the credits theme from the original ''[[Super Smash Bros.]]''. Returns from ''Brawl''.
*{{GameIcon|SSB4}}"'''Results Screen - Super Smash Bros. for 3DS / Wii U'''": (1:02) Plays on the [[results screen]], it's a remix of the [[character select screen]] theme from the original ''Super Smash Bros.''. Returns from ''Smash 4''.  
*{{GameIcon|SSB4}}"'''Results Screen - Super Smash Bros. for 3DS / Wii U'''": (1:02) Plays on the [[results screen]], it's a remix of the [[character select screen]] theme from the original ''Super Smash Bros.''. Returns from ''Smash 4''.
*{{GameIcon|SSB4}}"'''Battlefield - Super Smash Bros. Melee (for 3DS / Wii U)'''": (2:23) An orchestral remix of the Battlefield theme from ''Super Smash Bros. Melee''. Returns from ''Smash 4''.
*{{GameIcon|SSB4}}"'''Battlefield - Super Smash Bros. Melee (for 3DS / Wii U)'''": (2:23) An orchestral remix of the Battlefield theme from ''Super Smash Bros. Melee''. Returns from ''Smash 4''.
*{{GameIcon|SSB4}}"'''Credits - Super Smash Bros. (for 3DS / Wii U)'''": An orchestral arrangement of the credits theme from the original ''Super Smash Bros.''. Returns from ''Smash 4''.
*{{GameIcon|SSB4}}"'''Credits - Super Smash Bros. (for 3DS / Wii U)'''": An orchestral arrangement of the credits theme from the original ''Super Smash Bros.''. Returns from ''Smash 4''.
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