Super Smash Bros. (universe): Difference between revisions

i feel there might be a little more to fix but... i tried :p
m (Banjo & Kazooie links. The vocabulary in this section looks really, erm, un-wiki-like, in my opinion; although I reckon someone would've fixed that by now if it was a problem, since this is such an important page..)
(i feel there might be a little more to fix but... i tried :p)
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==Franchise description==
==Franchise description==
{{main|Super Smash Bros. (series)}}
{{main|Super Smash Bros. (series)}}
During 1998, {{uv|Kirby}} series creator [[Masahiro Sakurai]], working at [[Nintendo]] second-party developer [[HAL Laboratory]], pursued an incidental interest in making a fighting game for four players. From the outset, he did not have any ideas and used exceedingly basic character designs. When he presented the concept (provisionally called ''[[Dragon King: The Fighting Game]]'') to his superior, [[Satoru Iwata]] - then the president of HAL Laboratory - Iwata helped Sakurai find ways to make the game original since many fighting games did not sell well, and Sakurai's first idea was to insert a wide variety of popular characters from different Nintendo franchises and have them fight in a crossover. Sakurai knew he would not receive permission to do this by asking, and therefore secretly created a prototype of the [[Nintendo 64]] fighter in advance and only informed his superiors of it after carefully balancing his first four character inclusions: [[Mario]], [[Donkey Kong]], [[Samus Aran]], and [[Fox McCloud]]. Fortunately, the idea was later approved, and Sakurai developed the game, ''[[Super Smash Bros.]]'', as a low-budget crossover fighter that was intended to be released exclusively in Japan. The finished product's nearly-unique spin on free-roaming, multi-directional fighting on two-dimensional platform-filled planes is said to have been inspired by an obscure 1994 arcade fighting game by [[Namco]] titled ''The Outfoxies''.
During 1998, {{uv|Kirby}} series creator [[Masahiro Sakurai]], working at [[Nintendo]] second-party developer [[HAL Laboratory]], pursued interest in making a fighting game for four players. From the outset, he did not have any ideas and used exceedingly basic character designs. When he presented the concept (provisionally called ''[[Dragon King: The Fighting Game]]'') to his superior, [[Satoru Iwata]] - then the president of HAL Laboratory - Iwata helped Sakurai find ways to make the game original since many fighting games did not sell well, and Sakurai's first idea was to insert a wide variety of popular characters from different Nintendo franchises and have them fight in a crossover. Sakurai knew he would not receive permission to do this by asking, and therefore secretly created a prototype of the [[Nintendo 64]] fighter in advance and only informed his superiors of it after carefully balancing his first four character inclusions: [[Mario]], [[Donkey Kong]], [[Samus Aran]], and [[Fox McCloud]]. Fortunately for him, the idea was approved, and Sakurai developed the game, ''[[Super Smash Bros.]]'', as a low-budget crossover fighter that was intended to be released exclusively in Japan. The finished product's nearly-unique spin on free-roaming, multi-directional fighting on two-dimensional platform-filled planes is said to have been inspired by an obscure 1994 arcade fighting game by [[Namco]] titled ''The Outfoxies''.


''Super Smash Bros.'' was released in Japan on January 21, 1999, and despite little promotion, the game was a surprise and breakout hit, ultimately selling nearly 2 million copies domestically and selling nearly 3 million copies in the United States after the logical decision was made to localize the game for international release. The game received mostly positive reviews and was praised both for being the most original fighting game on the market and for its simple-to-learn, accessible, and responsive multiplayer, with the primary focus of criticism being its lack of single-player content. It can easily be guessed that the game owed much of its popularity and success to its mix of fan-favorite aesthetics, characters, and music, with the most notable franchise represented being {{uv|Pokémon}}, which had recently reached the height of its initial explosion of worldwide popularity.
''Super Smash Bros.'' was released in Japan on January 21, 1999, and despite little promotion, the game was a surprise and breakout hit, ultimately selling nearly 2 million copies domestically, and after it was decided to localize the game, it was commercially successful internationally as well, selling nearly 3 million copies in the United States. Despite some criticism toward its single player, it received praise for its unique take on fighting games; its simple-to-learn, accessible, and responsive gameplay; and above all else its mix of fan-favorite aesthetics, characters, and music, particularly with {{uv|Pokémon}}, which had then reached the height of its initial explosion of worldwide popularity.


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]]. Sakurai described his lifestyle during this period as "destructive", working on the game for 13 straight months with no holidays and short weekends, and he found it to be the biggest project he worked on up to that point. Unlike the first game, which was an experimental venture, Sakurai felt great pressure to deliver a quality sequel that would be lauded as one of the system's premier titles. The game would also 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 {{uv|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 as 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 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 {{uv|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 five days 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 what was then 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 garnered criticism for its long loading times, its borderline unplayable online mode, and, among [[competitive]] players and even a few established ones, the general slower pace of the game compared to ''Melee'', with the absence of some advanced movement and attack mechanics and the introduction of mechanics such as hitstun canceling resulting in much more defensive gameplay. The game's Adventure Mode, [[The Subspace Emissary]], was also a major point of contention between those who found it to be a repetitive slog that took much away from what ''Brawl'' could have been and those who found it to be grand and the best part of the game, the latter of which became a particularly common viewpoint in the years following the game's launch. The introduction of random [[tripping]], however, was near universally despised due to it being a non-negotiable element of randomized chance that could singlehandedly dictate the outcome of a match. 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".


Immediately after Sakurai employed his redesign of the ''Kid Icarus'' series' aesthetic in the [[3DS]] title ''Kid Icarus: Uprising'', released in March 2012, he announced the beginning of development of the fourth installment in the ''Smash Bros.'' series, which would be a joint venture between Sora and [[Namco Bandai Games]] and would be co-directed with Yoshito Higuchi, who had previously directed and produced several games in Namco's ''Tales'' series. The first showcase of the project took place at the Nintendo Direct presentation preceding E3 2013, where it was shown that the series would, for the first time, develop and release a pair of titles simultaneously for separate platforms: {{for3ds}} and {{forwiiu}}. Prior to the showcase, Sakurai indicated that the games would receive a different development approach for measuring competitive character balance, and after the showcase, Sakurai confirmed the removal of randomized tripping while [[dashing]].
Immediately after Sakurai employed his redesign of the ''Kid Icarus'' series' aesthetic in the [[3DS]] title ''Kid Icarus: Uprising'', released in March 2012, he announced the beginning of development of the fourth installment in the ''Smash Bros.'' series, which would be a joint venture between Sora and [[Namco Bandai Games]] and would be co-directed with Yoshito Higuchi, who had previously directed and produced several games in Namco's ''Tales'' series. The first showcase of the project took place at the Nintendo Direct presentation preceding E3 2013, where it was shown that the series would, for the first time, develop and release a pair of titles simultaneously for separate platforms: {{for3ds}} and {{forwiiu}}. Prior to the showcase, Sakurai indicated that the games would receive a different development approach for measuring character balance, and after the showcase, Sakurai confirmed the removal of randomized tripping while [[dashing]]. In contrast to ''Melee'' and ''Brawl'', the game would not feature an Adventure Mode, as Sakurai felt the massive workload he undertook to develop the SSE was invalidated by people reuploading the cutscenes online: with this in mind, newcomers to the series from this point on would receive stylized video trailers announcing their introduction, a method that Sakurai found would benefit from being shared online.


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]]s 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 [[spirit]]s, 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 games received praise for building off of what was established by the series further, while helping to bridge the gap between ''Melee'' and ''Brawl'' players, on top of being able to be taken on the go for the first time with the 3DS version of the game. Both games were criticized for a perceived lack of content, and though being able to play ''Smash'' anywhere was praised, the 3DS' limited controls setup was not. Owing to being on less successful platforms, both games were less successful than ''Brawl'', with the Wii U version selling less than the 3DS version despite the former being preferred for tournament play.


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.
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]]s 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]], which otherwise would have taken up much development time, they were being removed in favor of [[spirit]]s, equippable items that augmented fighters, similar to [[stickers]] and [[equipment]] in previous games. Spirits also replace 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 not just the best selling title in the series and the fastest selling Nintendo game (the latter until ''Pokémon Sword and Shield'' a year later), but the single best selling fighting game of all time at over 22 million copies worldwide as of 2020.
 
The ''Super Smash Bros.'' series is a large departure from the traditional fighting game formula: instead of having two characters trade and block each other's blows until one's health meter is depleted, knock-outs in these games are strictly achieved by sending opponents hurtling away far enough off the stage that they cannot avoid coming into contact with [[blast line|one of the four linear boundaries]] 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 below out of 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 gameplay, 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. 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 [[sticker]]s, 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 [[sticker]]s, 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. for Nintendo 3DS / Wii U]]''''' (2014) is the first instance of the series releasing two separate versions of the game for different platforms on the 3DS and [[Wii U]], and there are content differences between versions such as stages. New franchises that have primary representation are {{uv|Animal Crossing}}, which previously received a great deal of content in ''Brawl'' but no playable character, the {{uv|Wii Fit}} line of fitness hardware and software, {{uv|Punch-Out!!}}, Monolith Soft's [[Xenoblade Chronicles (universe)|''Xenoblade Chronicles'' series]], the well-known NES classic, [[Duck Hunt (universe)|''Duck Hunt'']], the third-party [[Mega Man (universe)|''Mega Man'' franchise by Capcom]], and the third-party [[Pac-Man (universe)|''Pac-Man'' franchise by Namco]]. Furthermore, the [[Mii]] avatars that became available for use in Nintendo hardware and software in 2006 with the release of the Wii are playable as characters representative of the ''Smash Bros.'' series. After the game's release, additional downloadable content became available and brought back [[Mewtwo]] from ''Pokémon'' and [[Roy]] from ''Fire Emblem'', as well as [[Lucas]] from ''EarthBound''. In addition, three more third-party franchises joined the series, including [[Street Fighter (universe)|Capcom's ''Street Fighter'']], [[Bayonetta (universe)|SEGA & PlatinumGames' ''Bayonetta'']] and in a move that shocked the gaming industry, [[Final Fantasy (universe)|Square Enix's flagship series, ''Final Fantasy'']].   The 3DS version was released on September 13, 2014 (Japan), October 2, 2014 (Germany (stores only)), October 3, 2014 (Americas and Europe), and October 4, 2014 (Australia), while the Wii U version released on November 21, 2014 in the Americas, November 28, 2014 in Europe, November 29, 2014 in Australia, and December 6, 2014 in Japan.
*'''''[[Super Smash Bros. for Nintendo 3DS / Wii U]]''''' (2014) is the first instance of the series releasing two separate versions of the game for different platforms on the 3DS and [[Wii U]], and there are content differences between versions such as stages. New franchises that have primary representation are {{uv|Animal Crossing}}, which previously received a great deal of content in ''Brawl'' but no playable character, the {{uv|Wii Fit}} line of fitness hardware and software, {{uv|Punch-Out!!}}, Monolith Soft's [[Xenoblade Chronicles (universe)|''Xenoblade Chronicles'' series]], the well-known NES classic, [[Duck Hunt (universe)|''Duck Hunt'']], the third-party [[Mega Man (universe)|''Mega Man'' franchise by Capcom]], and the third-party [[Pac-Man (universe)|''Pac-Man'' franchise by Namco]]. Furthermore, the [[Mii]] avatars that became available for use in Nintendo hardware and software in 2006 with the release of the Wii are playable as characters representative of the ''Smash Bros.'' series. After the game's release, additional downloadable content became available and brought back [[Mewtwo]] from ''Pokémon'' and [[Roy]] from ''Fire Emblem'', as well as [[Lucas]] from ''EarthBound''. In addition, three more third-party franchises joined the series, including [[Street Fighter (universe)|Capcom's ''Street Fighter'']], [[Bayonetta (universe)|SEGA & PlatinumGames' ''Bayonetta'']] and in a move that shocked the gaming industry, [[Final Fantasy (universe)|Square Enix's flagship series, ''Final Fantasy'']]. The 3DS version was released on September 13, 2014 (Japan), October 2, 2014 (Germany (stores only)), October 3, 2014 (Americas and Europe), and October 4, 2014 (Australia), while the Wii U version released on November 21, 2014 in the Americas, November 28, 2014 in Europe, November 29, 2014 in Australia, and December 6, 2014 in Japan.


*'''''[[Super Smash Bros. Ultimate]]''''' (2018) is a title for the [[Nintendo Switch]]. This game features all previous veterans and also added the {{uv|Splatoon}} and Konami's {{uv|Castlevania}} universes to the list of universes with playable characters, including - for the first time ever in any Nintendo game - [[Ridley]] from ''Metroid''; for the first time after a decade-long absence, [[King K. Rool]] from the ''Donkey Kong Country'' series, [[Isabelle]] - who appeared in the previous game as an Assist Trophy - from ''Animal Crossing: New Leaf'', and [[Incineroar]] from ''Pokémon Sun & Moon'' as playable fighters. In addition, fighters who were previously known as clones were now given the new official name of ''echo'' fighters, with [[Princess Daisy|Daisy]] from ''Super Mario'', [[Chrom]] from ''Fire Emblem Awakening'', [[Ken Masters|Ken]] from ''Street Fighter'' and [[Dark Samus]] from ''Metroid Prime'' being added to the roster as Echo Fighters of [[Peach]], Roy, [[Ryu]], and [[Samus]], respectively. It will also have five DLC fighters featured as part of the [[Fighters Pass]], with a separate sixth character in the form of a generic [[Piranha Plant]] from the ''Mario'' franchise. At the 2018 Game Awards, [[Joker]] from the smash hit JRPG ''Persona 5'' was announced to be the first new downloadable challenger in the Fighter Pass, to be followed up at E3 2019 with the announcements of Hero in their many incarnations from the ''Dragon Quest'' series (with 4 in particular being playable) and Rare's iconic bird & bear duo, [[Banjo]] & [[Kazooie]]. At the September Direct, it was revealed that not only would SNK's unofficial mascot, [[Terry Bogard|Terry]] from ''Fatal Fury'' and ''King of Fighters'' join the battle as the 4th challenger pack in the Pass but also that more individual DLC fighters beyond the pass were now in development. During a January livestream, Byleth from ''Fire Emblem Three Houses'' was revealed as the final member of what is now referred to "Vol. 1" of the pass with confirmation of a second season dubbed Vol. 2 which will have six more fighters added by the end of 2021. During the March 2020 Nintendo Direct Mini, it was formally revealed that the first new challenger of Vol. 2 would be a character from ''ARMS'' but didn't say which fighter would be chosen to appear in ''Ultimate''. Then in a "Mr. Sakurai Presents" video on June 22nd, it was announced by popular demand that [[Min Min]] was revealed as the official fighter from ''[[ARMS]]'' as the opening newcomer of the Fighter Pass Vol. 2. Then, just nearly 3 and a half months later on October 1st, it was announced- much to the shock of the community- that [[Steve]] (along with [[Alex]], [[Zombie]], and [[Enderman]] as alternate skins) from the best selling video game of all time: ''Minecraft'' would join in the fun as the second newcomer of Vol. 2 with a ''Mr. Sakurai Presents'' presentation to go live two days afterwards on the 3rd. At the Game Awards 2020, it was announced that Cloud’s longtime archenemy, [[Sephiroth]] of ''Final Fantasy VII'' fame would be joining the roster sometime before the end of December 2020 with his own ''Mr. Sakurai Presents'' presentation on the 17th. At the beginning of the February 2021 Nintendo Direct, it was revealed that Rex's 2-in-1 partner from ''Xenoblade Chronicles 2'', [[Pyra]] and [[Mythra]] would be entering the battlefield by themselves come sometime in March 2021. The game launched worldwide on December 7, 2018.
*'''''[[Super Smash Bros. Ultimate]]''''' (2018) is a title for the [[Nintendo Switch]] released on December 7, 2018. This game features all previous veterans and also added the {{uv|Splatoon}} and Konami's {{uv|Castlevania}} universes to the list of universes with playable characters, including - for the first time ever in any Nintendo game - [[Ridley]] from ''Metroid''; for the first time after a decade-long absence, [[King K. Rool]] from the ''Donkey Kong Country'' series, [[Isabelle]] - who appeared in the previous game as an Assist Trophy - from ''Animal Crossing: New Leaf'', and [[Incineroar]] from ''Pokémon Sun & Moon'' as playable fighters. In addition, fighters who were previously known as clones were now given the new official name of ''echo'' fighters, with [[Princess Daisy]] from ''Super Mario'', [[Chrom]] from ''Fire Emblem Awakening'', [[Ken Masters]] from ''Street Fighter'' and [[Dark Samus]] from ''Metroid Prime'' being added to the roster as Echo Fighters of [[Peach]], Roy, [[Ryu]], and [[Samus]], respectively. It will also have five DLC fighters featured as part of the [[Fighters Pass]], with a separate sixth character in the form of a generic [[Piranha Plant]] from the ''Mario'' franchise. At the 2018 Game Awards, [[Joker]] from the smash hit JRPG ''Persona 5'' was announced to be the first new downloadable challenger in the Fighter Pass, to be followed up at E3 2019 with the announcements of Hero in their many incarnations from the ''Dragon Quest'' series (with 4 in particular being playable) and Rare's iconic bird & bear duo, [[Banjo]] & [[Kazooie]]. At the September Direct, it was revealed that not only would SNK's unofficial mascot, [[Terry Bogard]] from ''Fatal Fury'' and ''King of Fighters'' join the battle as the 4th challenger pack in the Pass but also that more individual DLC fighters beyond the pass were now in development. During a January livestream, Byleth from ''Fire Emblem Three Houses'' was revealed as the final member of what is now referred to "Vol. 1" of the pass with confirmation of a second season dubbed Vol. 2 which will have six more fighters added by the end of 2021. During the March 2020 Nintendo Direct Mini, it was formally revealed that the first new challenger of Vol. 2 would be a character from ''ARMS'' but did not say which fighter would be chosen to appear in ''Ultimate''. In a "Mr. Sakurai Presents" video on June 22nd, [[Min Min]] was revealed as the official fighter from ''[[ARMS]]'' and the opening newcomer of the Fighter Pass Vol. 2. 3 months later on October 1st, it was announced that [[Steve]] (along with [[Alex]], [[Zombie]], and [[Enderman]] as alternate skins) from ''Minecraft'', the best selling video game of all time would join as the second newcomer of Vol. 2, with a ''Mr. Sakurai Presents'' presentation to go live two days afterwards on the 3rd. At the Game Awards 2020, it was announced that Cloud’s archenemy, [[Sephiroth]] of ''Final Fantasy VII'' fame, would be joining the roster sometime before the end of December 2020 with his own ''Mr. Sakurai Presents'' presentation on the 17th. At the beginning of the February 2021 Nintendo Direct, Rex's 2-in-1 partner from ''Xenoblade Chronicles 2'', [[Pyra]] and [[Mythra]] would be entering the battlefield, eventually releasing on March 4, 2021.


==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==
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===Bosses===
===Bosses===
Like in the previous game, none of the game's characters aren't considered true "characters" in that they aren't selectable for play (without hacking, anyway). These all make specific appearances as single-player opponents.
Like in the previous game, none of the game's characters are considered true "characters" in that they cannot be selected for play without hacking. These all make specific appearances as single-player opponents.
*[[File:MasterHandIcon(SSBM).png|50px|right]]'''{{SSBM|Master Hand}}''': The "master of ceremonies" and "narrator" of the series returns in ''Melee'' as a "final boss" enemy like before, but it is no longer the only one. With a slightly redesigned look and some new moves, Master Hand is otherwise not much different as a final boss of the game's [[Classic Mode (SSBM)|"Classic" (Single-Player) Mode]], though he can perform some two-on-one moves with his newly introduced "twin", Crazy Hand.{{clear}}
*[[File:MasterHandIcon(SSBM).png|50px|right]]'''{{SSBM|Master Hand}}''': The "master of ceremonies" and "narrator" of the series returns in ''Melee'' as a "final boss" enemy like before, but it is no longer the only one. With a slightly redesigned look and some new moves, Master Hand is otherwise not much different as a final boss of the game's [[Classic Mode (SSBM)|"Classic" (Single-Player) Mode]], though he can perform some two-on-one moves with his newly introduced "twin", Crazy Hand.{{clear}}
*[[File:CrazyHandIcon(SSBM).png|50px|right]]'''{{SSBM|Crazy Hand}}''': The "twin brother" of Master Hand, Crazy Hand is a left hand and is a "hidden boss" in the game. It is described as the embodiment of a child who derives pleasure from destroying his creations, as opposed to Master Hand's will to play around. In the final bout of Classic mode on Normal, Hard, or Very Hard difficulty, when Master Hand has had over half of his hit points depleted, Crazy Hand will erratically enter the battle and join the fight against the player, making it a tougher two-on-one battle. Crazy Hand features at least three of his own unique attacks, and the two Hands will occasionally perform a special two-hand super attack together. If the player can beat both enemies in the match, the Crazy Hand KO bonus will be awarded. Both Hands can also be fought at [[Event 50: Final Destination Match]].{{clear}}
*[[File:CrazyHandIcon(SSBM).png|50px|right]]'''{{SSBM|Crazy Hand}}''': The "twin brother" of Master Hand, Crazy Hand is a left hand and is a "hidden boss" in the game. It is described as the embodiment of a child who derives pleasure from destroying his creations, as opposed to Master Hand's will to play around. In the final bout of Classic mode on Normal, Hard, or Very Hard difficulty, when Master Hand has had over half of his hit points depleted, Crazy Hand will erratically enter the battle and join the fight against the player, making it a tougher two-on-one battle. Crazy Hand features at least three of his own unique attacks, and the two Hands will occasionally perform a special two-hand super attack together. If the player can beat both enemies in the match, the Crazy Hand KO bonus will be awarded. Both Hands can also be fought at [[Event 50: Final Destination Match]].{{clear}}
*[[File:GigaBowserIcon(SSBM).png|50px|right]]'''[[Giga Bowser]]''': One of the most sensational entities in the ''Smash Bros.'' series, this colossus of a fighter is a gargantuan, power up version of the ''Mario'' character {{SSBM|Bowser}}, himself the heftiest fighter in the standard ''Melee'' roster. Giga Bowser, whose body is proportionally different to Bowser, has larger horns, and a frenzied expression on his face, is a hidden final boss in the game's Adventure Mode. At Normal difficulty or above, if the player gets to the final battle against Giant Bowser and defeats him in under 18 minutes, he will "revive" as Giga Bowser to rematch the player; defeating him will yield the Giga Bowser KO bonus and the Giga Bowser trophy. Giga Bowser receives an enormous handicap in his Adventure Mode appearance; he also appears in [[Event 51: The Showdown]], with less of a handicap.{{clear}}
*[[File:GigaBowserIcon(SSBM).png|50px|right]]'''[[Giga Bowser]]''': A gargantuan, powered up version of the ''Mario'' character {{SSBM|Bowser}}, himself the heftiest fighter in the standard ''Melee'' roster. Giga Bowser, whose body is proportionally different to Bowser, has larger horns, and a frenzied expression on his face, is a hidden final boss in the game's Adventure Mode. At Normal difficulty or above, if the player gets to the final battle against Giant Bowser and defeats him in under 18 minutes, he will "revive" as Giga Bowser to rematch the player; defeating him will yield the Giga Bowser KO bonus and the Giga Bowser trophy. Giga Bowser receives an enormous handicap in his Adventure Mode appearance; he also appears in [[Event 51: The Showdown]], with less of a handicap.{{clear}}


===Team Characters===
===Team Characters===
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[[File:MaleFightingWireFrameIcon(SSBM).png|40px|right]]
[[File:MaleFightingWireFrameIcon(SSBM).png|40px|right]]
[[File:FemaleFightingWireFrameIcon(SSBM).png|40px|right]]
[[File:FemaleFightingWireFrameIcon(SSBM).png|40px|right]]
*'''[[Fighting Wire Frames]]''': The spiritual successors to the Fighting Polygon Team, these easily KO'd opponents are just what their name suggests: pink wire-frame models of fighters without special talents. Their insides feature a vague skeletal and organ system, however, and a red ''Smash''-universe symbol resides where each Wire Frame's face should be. Unlike the Fighting Polygons, however, the Wire Frames come only in two varieties: Male and Female. Male Wire Frames feature the body structure and movement/attack style of {{SSBM|Captain Falcon}}/{{SSBM|Ganondorf}} while the females are the same with {{SSBM|Zelda}}. They appear in [[Adventure Mode]], [[Multi-Man Melee]], and some [[Event match]]es.{{clear}}
*'''[[Fighting Wire Frames]]''': The spiritual successors to the Fighting Polygon Team, pink wire-frame models of fighters without special talents. Their insides feature a vague skeletal and organ system, however, and a red ''Smash''-universe symbol resides where each Wire Frame's face should be. Unlike the Fighting Polygons, however, the Wire Frames come only in two varieties: Male and Female. Male Wire Frames feature the body structure and movement/attack style of {{SSBM|Captain Falcon}}/{{SSBM|Ganondorf}} while the females are the same with {{SSBM|Zelda}}. They appear in [[Adventure Mode]], [[Multi-Man Melee]], and some [[Event match]]es.{{clear}}


===Other NPCs===
===Other NPCs===
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*'''{{h1|Home-Run Stadium|In Melee}}''': This baseball stadium is the site of the [[Home-Run Contest]] mini-game. On an elevated platform, the [[Sandbag]] resides, and in ten seconds the character must damage it without knocking it off the platform, then use the nearby [[Home-Run Bat]] to send Sandbag flying east, where the distance traveled is recorded. The stage seems to stretch on endlessly to the east.
*'''{{h1|Home-Run Stadium|In Melee}}''': This baseball stadium is the site of the [[Home-Run Contest]] mini-game. On an elevated platform, the [[Sandbag]] resides, and in ten seconds the character must damage it without knocking it off the platform, then use the nearby [[Home-Run Bat]] to send Sandbag flying east, where the distance traveled is recorded. The stage seems to stretch on endlessly to the east.


Like the previous game, there are some environments that can be seen only through hacking. [[TEST]] is intriguing; it is a very wide white-ground stage with several aerial platforms shaped differently. Like the previous [[Kirby Beta Stage 2]], this is clearly the "testing ground" the developers used during development. The background actually features a photograph of a pub. Hidden in the game's [[debug menu]] are the titles of two other stages that crash the game when selected: [[10-2]] and [[DUMMY]]. DUMMY can be opened up with a special hack, however, and the stage reveals itself to be completely empty, black space without any death-line borders. For fun, some players like to hack in death lines and activate an infinite double-jumping hack to allow for a completely aerial bout.
Like the previous game, there are some environments that can be seen only through hacking. [[TEST]] is a very wide white-ground stage with several aerial platforms shaped differently, with the background being a photo of a bar used as a test for rendering graphics. The name indicates that it was used for testing, like the previous [[Kirby Beta Stage 2]]. Hidden in the game's [[debug menu]] are the titles of two other stages that crash the game when selected: [[10-2]] and [[DUMMY]]. DUMMY can be opened up with a special hack, however, and the stage reveals itself to be completely empty, black space without any death-line borders. For fun, some players like to hack in death lines and activate an infinite double-jumping hack to allow for a completely aerial bout.


===Items===
===Items===
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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]]. 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 are 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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*[[File:SandbagSSBB.jpg|50px|right]]'''[[Sandbag]]''': Sandbag reprises its role in the [[Home-Run Contest]], as well as appearing in the [[Online Practice Stage]], sometimes unofficially dubbed the "Wi-Fi Waiting Room". In both modes, it acts as it did in ''Melee'': immobile and living up to its name as a punching bag. In addition, it appears in the main modes of play as an item, which releases other items when hit - a property exploited in "[[CD Factories]]". Like all returnees, it has a more detailed model than it did in ''Melee''.{{clear}}
*[[File:SandbagSSBB.jpg|50px|right]]'''[[Sandbag]]''': Sandbag reprises its role in the [[Home-Run Contest]], as well as appearing in the [[Online Practice Stage]], sometimes unofficially dubbed the "Wi-Fi Waiting Room". In both modes, it acts as it did in ''Melee'': immobile and living up to its name as a punching bag. In addition, it appears in the main modes of play as an item, which releases other items when hit - a property exploited in "[[CD Factories]]". Like all returnees, it has a more detailed model than it did in ''Melee''.{{clear}}
*[[File:MasterHandBrawl.jpg|50px|right]]'''{{SSBB|Master Hand}}''': Reprises his role as the boss of the {{SSBB|Classic Mode}}, as well as making an appearance in [[Adventure Mode: The Subspace Emissary]]. Also serves as the "narrator" during matches.{{clear}}
*[[File:MasterHandBrawl.jpg|50px|right]]'''{{SSBB|Master Hand}}''': Reprises his role as the boss of the {{SSBB|Classic Mode}}, as well as making an appearance in [[Adventure Mode: The Subspace Emissary]]. Also serves as the "narrator" during matches.{{clear}}
*[[File:CrazyHand.jpg|50px|right]]'''{{SSBB|Crazy Hand}}''': Reprises his role as Master Hand's partner in classic mode, though he doesn't appear in the Subspace Emissary.{{clear}}
*[[File:CrazyHand.jpg|50px|right]]'''{{SSBB|Crazy Hand}}''': Reprises his role as Master Hand's partner in classic mode, though he does not appear in the Subspace Emissary.{{clear}}
*[[File:TabuuOfficial.png|50px|right]]'''[[Tabuu]]''': The final boss of the Subspace Emissary.
*[[File:TabuuOfficial.png|50px|right]]'''[[Tabuu]]''': The final boss of the Subspace Emissary.


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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}}.


===Fighters===
===Fighters===
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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]]
*'''[[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.{{clr}}
*'''[[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, a further transformation into an exploreable maze can potentially be encountered.{{clr}}


=== Fighting Team Characters ===
=== Fighting Team Characters ===
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=== Stages ===
=== Stages ===
*[[File:BattlefieldIconSSB4-U.png|75px|right|link=Battlefield (SSB4)]]'''{{SSB4|Battlefield}}''': Battlefield is returning in both the Wii U and Nintendo 3DS versions of the game. It has slightly different aesthetics and a completely different background from the ''Brawl'' version, while it maintains the day to night transitioning. Compared to the Wii U version, the 3DS version has simpler, less detailed textures and a different background.{{clr}}
*[[File:BattlefieldIconSSB4-U.png|75px|right|link=Battlefield (SSB4)]]'''{{SSB4|Battlefield}}''': Battlefield returns in both the Wii U and Nintendo 3DS versions of the game. It has slightly different aesthetics and a completely different background from the ''Brawl'' version, while it maintains the day to night transitioning. Compared to the Wii U version, the 3DS version has simpler, less detailed textures and a different background.{{clr}}
*[[File:FinalDestinationIconSSB4-U.png|75px|right|link=Final Destination (SSB4)]]'''{{SSB4|Final Destination}}''': Final Destination is also returning in both versions, complete with the usual psychedelic background imagery and single futuristic platform. A new feature is that Final Destination can take on the form of other stages in the game, adopting their overall aesthetics and music while retaining its basic single-platform layout.{{clr}}
*[[File:FinalDestinationIconSSB4-U.png|75px|right|link=Final Destination (SSB4)]]'''{{SSB4|Final Destination}}''': Final Destination also returns in both versions, complete with the usual psychedelic background imagery and single futuristic platform. A new feature is that Final Destination can take on the form of other stages in the game, adopting their overall aesthetics and music while retaining its basic single-platform layout.{{clr}}
*[[File:BigBattlefieldIconSSB4-U.png|75px|right|link=Big Battlefield]]'''[[Big Battlefield]]''': a largely expanded version of this game's rendition of the series ever-famous ''Battlefield'' stage is precisely designed for the all-new [[8-Player Smash]] mode used for the Wii U edition of ''Smash 4''. It can still be used for standard matches.
*[[File:BigBattlefieldIconSSB4-U.png|75px|right|link=Big Battlefield]]'''[[Big Battlefield]]''': a largely expanded version of this game's rendition of the series ever-famous ''Battlefield'' stage is precisely designed for the all-new [[8-Player Smash]] mode used for the Wii U edition of ''Smash 4''. It can still be used for standard matches.


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*'''[[Sandbag]]''': Sandbag returns as an item, working identically to ''Brawl''. He also returns to his role as Home-Run Contest Target and waiting room training dummy.
*'''[[Sandbag]]''': Sandbag returns as an item, working identically to ''Brawl''. He also returns to his role as Home-Run Contest Target and waiting room training dummy.
[[File:CapsuleTrophyWiiU.png|50px|right]]
[[File:CapsuleTrophyWiiU.png|50px|right]]
*'''[[Capsule]]''': The Capsule is back with a new design, being shorter in height with a greater width.
*'''[[Capsule]]''': Has a new design, being shorter in height with a greater width.
[[File:BarrelTrophyWiiU.png|50px|right]]
[[File:BarrelTrophyWiiU.png|50px|right]]
*'''[[Barrel]]''': The Barrel is back with a new design with a prize sticker and functions the same as in ''Brawl''.
*'''[[Barrel]]''': Has a new design with a prize sticker and functions the same as in ''Brawl''.
[[File:BlastBoxTrophyWiiU.png|50px|right]]
[[File:BlastBoxTrophyWiiU.png|50px|right]]
*'''[[Blast Box]]''': The Blast Box returns and functions the same as in ''Brawl''.
*'''[[Blast Box]]''': The Blast Box returns and functions the same as in ''Brawl''.
[[File:CrateTrophyWiiU.png|50px|right]]
[[File:CrateTrophyWiiU.png|50px|right]]
*'''[[Crate]]''': The Crate is back with a new design and functions the same as in ''Brawl''.
*'''[[Crate]]''': Has new design and functions the same as in ''Brawl''.
[[File:BeamSwordSSB4.png|x50px|right]]
[[File:BeamSwordSSB4.png|x50px|right]]
*'''[[Beam Sword]]''': The Beam Sword is back with a new design and functions the same as in ''Brawl''.
*'''[[Beam Sword]]''': Has a new design and functions the same as in ''Brawl''.
[[File:RollingCratesTrophyWiiU.png|50px|right]]
[[File:RollingCratesTrophyWiiU.png|50px|right]]
*'''Rolling Crate''': The Rolling Crate is back with a new design and functions the same as in ''Brawl''.
*'''Rolling Crate''': Has a new design and functions the same as in ''Brawl''.
[[File:SmashBallTrophyWiiU.png|50px|right]]
[[File:SmashBallTrophyWiiU.png|50px|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''.
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*'''Rolling Crate''': The Rolling Crate returns.
*'''Rolling Crate''': The Rolling Crate returns.
[[File:SSBUDrillArm.png|x50px|right]]
[[File:SSBUDrillArm.png|x50px|right]]
*'''[[Drill (item)]]''': The Drill (item) returns.
*'''[[Drill (item)]]''': The Drill item returns.
[[File:GooeyBombSSBU.png|50px|right]]
[[File:GooeyBombSSBU.png|50px|right]]
*'''[[Gooey Bomb]]''': The Gooey Bomb returns.
*'''[[Gooey Bomb]]''': The Gooey Bomb returns.
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