Super Smash Bros. series
Competitive.png

Community: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
 
(11 intermediate revisions by 5 users not shown)
Line 2: Line 2:
A '''community''' is a group or groups of people that are drawn together and connected through shared interests and/or goals. A community is typically defined by having a clear method of joining, definable values all members abide by, and a sense of exclusivity with distinctions between members and non-members. Various sub-communities can also form under a larger community for those that exist under the same mission statement but diverge in specific values.  
A '''community''' is a group or groups of people that are drawn together and connected through shared interests and/or goals. A community is typically defined by having a clear method of joining, definable values all members abide by, and a sense of exclusivity with distinctions between members and non-members. Various sub-communities can also form under a larger community for those that exist under the same mission statement but diverge in specific values.  


Naturally, the ''Super Smash Bros.'' series has a community and several sub-communities. Some significant sections of the community include [[tournament]]s, message boards, social media sites, journalism sites, modding teams{{ref|Modders}} and information repositories like [[SmashWiki:About|SmashWiki]] itself.  
The ''Super Smash Bros.'' series, like most other large video game franchises, has a community and several sub-communities. Significant sections of the community include [[tournament]]s, message boards, social media sites, journalism sites, hacking sites{{ref|Modders}}, and information repositories like [[SmashWiki:About|SmashWiki]] itself.  
   
   
==History==
==History==
The history of the ''Smash'' community goes as far back as the series itself, as there were always groups of dedicated fans around the world that came together over the love of the game. However, these groups were small and fragmented due to no easy forms of communication before the widespread use of the internet and documentation being sparce due to a lack of foresight. While websites like Nintendojo were posting articles at the time and [[Nintendo]] themselves were dabbling with using the internet, the infrastructure was not there yet.  
The community's history dates back to the release of the original ''[[Super Smash Bros.]]'' back in 1999. The game, initially intended as a Japanese exclusive, quickly became a breakthrough hit, and after the game was released overseas, it became a global success, with fans across the world coming together over their shared interest in the game. Such groups got together just to play the game, either casually or competitively, and the latter would eventually begin a burgeoning tournament scene. However, these groups were small and fragmented due to no easy forms of global communication before the widespread adoption of the internet, and there was little interest in documenting such groups. While websites like Nintendojo were posting articles at the time and [[Nintendo]] themselves had occasionally used the internet, there was no infrastructure for people to congregate and get in touch without hassle.


This started to change in the early 2000’s with the creation of [[Smashboards]] and [[GameFAQs]], which became major intersections for playing and discussing the ''Super Smash Bros.'' franchise. Larger tournaments also started to pop up around this time, with [[Matt Deezie]]’s short lived but influential [[Tournament Go]] series often considered a turning point. The competitive scene continued to grow with ''Melee''{{'}}s inclusion in professional tournament circuits such as MLG in 2006 and again at [[EVO]] in 2007{{ref|Melee@MLG}}.
This started to change in the early 2000s with the creation of Smash World Forums (now [[SmashBoards]]) and [[GameFAQs]], which became major intersections for playing and discussing the ''Super Smash Bros.'' franchise. In Japan, sites such as Smarber-Garden and XMS were major avenues for its players to communicate{{ref|EarlyHistory}}. Larger tournaments also started to pop up around this time, with [[Matt Deezie]]’s short lived but influential [[Tournament Go]] series often considered a turning point. The competitive scene continued to grow with ''Melee''{{'}}s inclusion in professional tournament circuits such as MLG in 2006 and again at [[EVO]] in 2007{{ref|Melee@MLG}}.
The creation of social media sites like [[Facebook]], [[YouTube]], and later [[Twitter]] and [[Twitch]] further expanded the community, as the ability to connect with mainstream culture was easier than ever. This also turned figureheads of the community into celebrities, particularly well known competitive players. There are also instances of the entire community coming together to achieve a shared goal, with instances including the creation of the [[Global Smasher Compendium]] (now discontinued), a successful petition for ''Melee'' to be broadcast at EVO{{ref|EvoPetition}}, and the first unofficial community census in 2013.


Nintendo themselves have also directly participated with the community they helped create and indirectly cultivate. Early examples include many members submitting [[Target Smash!]] and [[Home-Run Contest]] high [[score]]s as well user-generated content to the ''[[Brawl]]'' Smash Bros. [[Dojo]]!! while it was still being updated. Many tournaments have also been officially endorsed and sponsored by Nintendo. The community is also partly responsible for some of the changes seen in newer ''Smash Bros.'' titles such as the inclusion of the third party characters {{SSBB|Sonic}} in ''[[Brawl]]'', {{SSB4|Mega Man}} and {{SSB4|Bayonetta}} in ''[[Smash 4]]'' and {{SSBU|Sora}} in ''[[Ultimate]]''  by submitting requests and participating in polls.
The creation of social media sites like [[Facebook]], [[YouTube]], and later [[Twitter]] and [[Twitch]], further expanded the community, as the ability to connect became easier than ever. This also turned figureheads of the community into celebrities, particularly well known competitive players. There were also instances of the entire community coming together to achieve a shared goal, with instances including the creation of the [[Global Smasher Compendium]] (now discontinued), a successful petition for ''Melee'' to be broadcast at EVO{{ref|EvoPetition}}, and the first unofficial community census in 2013.


Today, the ''Smash'' series has an incredibly large and diverse community behind it, arguably the largest community for any fighting game. Tournaments of many types and sizes frequently occur around the world, all games have their own active modding scenes, and discussions about the countless topics related to the series never seem to end. There are many proposed reasons as to why the community is so strong. A commonly accepted theory is that the series itself is generally inviting to players of all skill levels with its large roster and simple to use but difficult to master gameplay. The fact that it is also a crossover series means that several pre-established communities come together and form a sense of camaraderie around sharing their own favorite series. Another theory is that the community has always been grassroots in nature, forming and growing by their own without the help of any outside entity. While there are pros and cons to this situation, it gave the community an amount of resilience and ingenuity few others can claim to have.
Nintendo themselves have also interacted with the community. Early examples include many members submitting [[Target Smash!]] and [[Home-Run Contest]] high [[score]]s as well user-generated content to the ''[[Brawl]]'' Smash Bros. [[Dojo]]!! while it was still being updated. Many tournaments have also been officially endorsed and sponsored by Nintendo. The community itself began partly being responsible for some of the changes and advents in later ''Smash Bros.'' titles, perhaps most notably with the Super Smash Bros. Fighter Ballot, an official poll to allow fans to directly vote for characters they wanted to see in the series. The Ballot went on to influence a number of roster choices, such as [[Bayonetta]] in ''[[SSB4]]'' and [[Sora]] in ''[[Ultimate]]''.


==Controversies==
Today, the ''Smash'' series has an incredibly large and diverse community behind it, arguably the largest community for any fighting game, and one of the few without major intervention from an outside entity. Tournaments of many types and sizes frequently occur around the world, all games have their own active modding scenes, and fans frequently discuss various topics relating to ''Smash'' for long periods of time. The community's growth and strength is commonly attributed to the series' fundamental nature as a crossover fighting game with a large volume of icons across gaming and its easy to pick up but difficult to master gameplay, allowing players across the gaming spectrum to come together regardless of their skill. It being a crossover also readily allows pre-established communities to come together and form a sense of camaraderie around sharing their own favorite series.
Like most other communities, the ''Smash'' scene has seen its fair share of controversies and hardships both minor and major. While the causes and effects have varied wildly in type and severity, they have all shaped the scene into what it is today.
 
==Relationship with Nintendo==
Nintendo has had historically rocky relationships with those that play their games competitively, but it is considered especially cumbersome with the competitive ''Smash'' community, due in part to series creator Masahiro Sakurai disliking the high entry floors that many fighting games are known for. Sakurai's decision to make ''Brawl'' a slower and more casual-friendly game compared to ''Melee'' was a particularly divisive issue, as many had come to relish how technical ''Melee'' gameplay had become. Many also accused him of being hypocritical, feeling that making a game enjoyable at all skill levels did not involve intentionally excluding a significant group of fans to attract others. Other fans believed it to be a necessary sacrifice due to the fact that the games' casual fanbase greatly out-scopes the game's competitive fanbase, pointing to ''Brawl'' becoming the best-selling fighting game, a title it held for over ten years, as evidence that it was overall the better decision.
 
Nintendo at first largely stayed out of competitive ''Smash'' affairs, only sponsoring and licensing a select few events throughout the years. As such, the community has developed a decentralized, grassroots approach to running tournaments, which has proven to be successful and is even considered one of its strengths, for it allows the community to work together to overcome adversity that comes their way. For instance, after the shutdown of {{Trn|Apex 2015}}'s original venue, players, spectators, and organizers alike worked together to avoid having to cancel the tournament altogether, ultimately succeeding once they were able to secure a new venue with the help of [[Twitch]]. This has also had the effect of creating hesitance to Nintendo getting further involved with the community, which many feel is a necessary step for ''Smash'' to become a legitimate eSport.
 
2013 marked the first major feud between the community and Nintendo when ''Melee'' was added to the main stage of {{Trn|EVO 2013}}, after ''Melee'' fans created the largest donation pool of any contender at over $94,000. Nintendo contacted EVO three days before the start of the event and issued a shutdown of {{Trn|EVO 2013}}'s ''Melee'' tournament livestream, which was itself a compromise made with EVO's organizers when Nintendo attempted to cancel the tournament entirely. The swift backlash that followed eventually caused Nintendo to reverse its decision hours later and allowed the tournament to proceed with impunity. This tournament, which is credited for raising interest in the ''Smash'' tournament scene, also led many companies and eSports organizations to turn their attention to ''Smash'', with them beginning to offer sponsorships for tournaments and players. ''Melee'' was featured at several EVO tournaments afterward, and ''Smash'' tournaments in general began drawing in more entrants than other traditional fighting games.
 
Nintendo subsequently increased their involvement with the scene, first by inviting several top players to the {{Trn|Super Smash Bros. Invitational}} at [[E3 2014]], then by offering partnerships with several major tournaments throughout the next few years, allowing ''Super Smash Bros. 4'' to thrive during its heyday. Although warmly welcomed by many community members, the community for ''[[Project M]]'', a [[mod]] of ''Brawl'' that intended to make the game more competitively friendly and began drawing more entrants than ''Brawl'' itself, did not feel the same way, for they were averse to letting Nintendo get involved if it mean they could not play their preferred ''Smash'' title in tournament again{{fact}}. Ultimately, ''Project M'' faced numerous {{H2|Project M|legal issues}} and eventually suspended development entirely, with members of the team saying it was done out of fear for legal ramifications of making a gray market product. Modders in general also did not want Nintendo getting further involved given their long history of taking down fan games and hacking projects lest they undergo a legal injunction.
 
During these times, the tournament scene continued to grow, especially with the release of ''Super Smash Bros. Ultimate'', which holds the record for largest ''Smash'' tournament at 3,534 entrants at {{Trn|EVO 2019}}. Thus, a movement began in earnest to make ''Smash'' a proper eSport, which would allow for even bigger tournaments with higher prize pools. Although the increased sponsorship revenue made this likely, many in the community argued it would never happen until Nintendo themselves began funding tournaments. Since 2019,<ref>{{cite web|url=https://www.dexerto.com/apex-legends/ea-extremely-strict-rules-apex-legends-events-revealed-577623/|title=Apex Legends Tournament Guidelines Article|publisher=Dexerto|date=April 26, 2019|author=Connor Bennett}}</ref> various esports titles, such as those made by [[Capcom]] and Electronic Arts, have been receiving community guidelines for their tournament scenes.<ref>{{cite web|url=https://archive.capcomprotour.com/community-license/|title=Capcom Pro Tour Community Licence Guidelines|publisher=Capcom}}</ref><ref>{{cite web|url=https://www.ea.com/games/fifa/compete/fgs-21/community-tournament-guidelines|title=FIFA 2021 Tournament Guidelines|publisher=Electronic Arts}}</ref> This is in response to a rise in eSports industry trends, with China notably seeing eSports grow beyond traditional sports in popularity and seeing government support.<ref>{{cite web|url=https://www.technologyreview.com/2023/10/04/1080767/esports-china-asian-games-tencent/|title=MIT Technology Review on East Asian esports|publisher=Technology Review}}</ref> As such, Nintendo's increased involvement was seen as a signal that they were slowly working their way into doing so, especially with the release of the competitively oriented {{Uv|Splatoon}} games.
 
A significant blow to the idea of Nintendo supporting competitive ''Smash'' came with the announcement of the EVO Japan 2020 prize pool. In contrast to the other games which had large monetary prize pools, the top prize for ''Ultimate'' was a Nintendo Switch Pro Controller, with Nintendo president Shuntaro Furukawa saying that Nintendo had no intention of giving tournaments large prize pools<ref>[https://www.videogameschronicle.com/news/nintendo-ceo-explains-decision-not-to-offer-esports-prize-money/ Video Games Chronicle - Nintendo president explains decision not to offer esports prize money]</ref>. Many players realized that Nintendo was less interested in supporting the tournament scene and more interested in using it as a marketing tool{{fact}}, emboldening the grassroots side of the scene, which intended on running the scene regardless of what Nintendo had to say about it.
 
In November of 2020, Nintendo ordered the [[cancellation of The Big House Online]] over its use of [[Project Slippi]] in the ''Melee'' tournament. This was heavily criticized by the community, with them arguing that Slippi was the only safe way to facilitate a ''Melee'' tournament amidst the [[COVID-19 pandemic]]. After an anonymous "informed ''Smash'' insider" published a [https://www.twitlonger.com/show/n_1srfu4r Twitlonger] explaining Nintendo's history of inhibiting the ''Smash'' community, many other players and organizers came out with their own stories about their troubles with Nintendo, ultimately causing "#SaveSmash" to trend on Twitter. It even bled over into other communities, with a notable example being the finals of an official ''Splatoon'' tournament livestream being canceled likely due to several members having nametags that reference the movement in some way. This caused most of the teams to simply walk out and join a fan-made tournament, canceling the official finals. Many came to the consensus that letting Nintendo get involved would only hurt the community; as such, the announcement of the {{Trn|Panda Cup}}, an officially licensed North American circuit created with the partnership of Nintendo and [[Panda]], was met with equal parts excitement and skepticism. The latter mindset was further emboldened by the [[cancellation of Smash World Tour 2022]] after Nintendo refused to issue them a license to operate. Although Nintendo did not explicitly order its cancellation, the organizers interpreted their refusal to issue a license, and the fact they were not on the Panda Cup, as a legal threat and took what they believed was the safest course of action.
 
In October 2023, Nintendo released the [[Nintendo Community Tournament Guidelines]], a series of guidelines placing restriction on small, non-profit tournaments run without a formal license. The announcement resulted in controversy in the community, with many accusing Nintendo for continuing to exert unnecessary control over the tournament scene. Some points of contention included the ban on unofficial accessories, inhibiting those with disabilities that use modified or custom controllers to play the game; the inability to provide attendees with comestible items; and the attendance cap of 200. The guidelines nevertheless developed many defenders, particularly those who saw it as setting standards that many other game companies had done for their competitive titles years prior, or merely as Nintendo filling up holes in their intellectual property protection. Several Japanese tournament organizers found ways to work with the guidelines, with {{Sm|Nojinko}}, head of the {{Trn|Sumabato|series}} series, being able to secure licenses for the next ten Sumabato events within a day of the guidelines releasing.
 
==Incidents==
The ''Smash'' community has been the subject of several incidents, minor and major, each with varying consequences on the scene as a whole.


===Classic Vs. Modern===
===Classic Vs. Modern===
Throughout the early 2000’s, ''[[Super Smash Bros. Melee]]'' was honed and mastered as a fast paced, highly technical game that involves exploiting the game to increase the skill ceiling to a level no one could have predicted. When ''[[Super Smash Bros. Brawl]]'' released as a deliberately slower, more casual friendly game with most exploits removed, it was immediately met with a mixed reception by the competitive scene. The quality of both titles aside, a vocal group showed disdain towards the new title and took these changes as a sign that they were not welcome or approved by [[Nintendo]]. This created a major schism in the community between those that preferred to stick with what they already had and preferred and those that moved forward along with Nintendo. While this divide has partially repaired since then with future titles attempting to create gameplay that acted as a compromise between the two styles and both sides praising the games for doing so, animosity between the two camps still exists and may never fully heal.
Throughout the early 2000’s, ''[[Super Smash Bros. Melee]]'' was honed and mastered as a fast paced, highly technical game that involved exploiting the game's mechanics to increase the skill ceiling to a level far beyond what most fans conceived and what the developers intended. When ''[[Super Smash Bros. Brawl]]'' released as a slower, more casual friendly game with many exploits utilized frequently in competitive ''Melee'' either nerfed or entirely absent, it was immediately met with a mixed reception by the competitive scene. Many interpreted the game's radical differences from its predecessor as a sign that the developers did not approve of competition at all and were solely targeting the casual fanbase. The release of ''Brawl'' also prompted those who disapproved of an entry level fighting game like ''Smash'' getting a tournament scene to voice their disapproval, feeling that competition went against the "spirit" of the game. Another major point of contention in these discussions surrounds statements by series creator [[Masahiro Sakurai]], who regretted how ''Melee'' became the antithesis of the entry level platform fighter he wanted to create, thus choosing to deliberately tone the exploitability of the game down to better suit his vision. Thus, those that moved to playing ''Brawl'' and those that stuck to playing ''Melee'' became divided, and frequently argued whether Sakurai's intentions were reasonable or misguided; such debates popped up numerous times on almost every forum or social media site that discussed ''Smash'' for several years.


===Community Vs. Nintendo===
These debates cropped up again with the announcement of ''[[Super Smash Bros. 4]]'', which the developers claimed would aim to strike a balance between the styles of ''Melee'' and ''Brawl''; while the decision to balance the two styles was lauded, discussion centered on which one of the styles it should lean more towards, or if it should attempt to strike a "golden mean" between them. The release of the game resulted in the discussion shifting to one between ''Melee'' and ''SSB4'', culminating in ''Melee'' players jeering at the game during Grand Finals at {{Trn|Apex 2015}}. While this divide has died down since then with ''[[Super Smash Bros. Ultimate]]'' praised by both sides as a good compromise between the two styles, and the two camps have even agreed to work together at times, animosity between them still remains.
While the ''Smash'' community was created on a mutual passion for a series they cherish, Nintendo has not always shown the same amount of love and respect in return. While the times the company has supported the scene have been acknowledged and appreciated, these instances are relatively sparce compared to the opposite situation.
[[Masahiro Sakurai]] himself has voiced his disappointment in how the ''Melee'' metagame developed over time, specifically pointing out that he believes the game became too technical and reliant on exploits to be enjoyed. This opinion is what inspired the drastic gameplay changes to ''Brawl'', as he wanted a game that everyone can enjoy regardless of skill level. As mentioned above, this put off many fans that like the technical aspect of ''Melee'', who also pointed the hypocrisy of his “enjoyable at all skill levels” by intentionally excluding a significant group of fans to attract others. Sakurai’s efforts paid off in the long term, as ''Brawl'' became the best-selling fighting game for over ten years at 13.32 million units sold, but his actions did contribute to the aforementioned schism.


An early example of Nintendo directly butting heads with the community happened at [[EVO]] 2013. After a massive push to add ''Melee'' as a main stage event, fans created the largest donation pool of any contender at over $94,000. However, Nintendo contacted EVO three days before the start of the event and blocked the game from being played. The swift and immediate backlash from this decision was intense enough for Nintendo to reverse their decision and ''Melee'' enjoyed a main stage presence for several years afterwards.
===Community regulation===
Although the community's decentralized, grassroots approach to running tournaments has often been considered one of the community's strengths, for it allows the community to work together to overcome adversity that comes their way, it has also meant that regulating the community and setting standards is extremely difficult. The [[Unity Ruleset Committee]], which attempted to unite the heavily fragmented ''Brawl'' community by imposing a single ruleset and issuing infractions for undesired behavior, was often criticized for being too strict and only inflaming the problems they were meant to solve. Their attempt to ban the controversial {{SSBB|Meta Knight}}, who many players argued was [[broken]] for warping the metagame almost entirely around him, resulted in even more controversy; tournament organizers in regions with many Meta Knight players chose to ignore the URC's decisions to allow Meta Knight players to join and thus earn more profit, while other regions adopted the ban due to having very few Meta Knight players to speak of. The fracturing that the ban caused ultimately led to the URC to collapse and disband, leaving the decision of rulesets to each individual tournament organizer.


Nintendo has particularly gone after the modding and emulation communities, frequently forcing community members to take down passion projects, whether they can enforce those demands or not. The highest profile example is [[Project M]], a mod that gained significant traction in the competitive scene, to the point of major tournaments hosting brackets specifically for the mod. The mod ceased active development on December 1, 2015, with members of the team saying it was done out of fear for legal ramifications of making a gray market product.
The lack of a regulatory body has also enabled many undesired behaviors, such as substance abuse<ref>{{cite web|url=https://twitter.com/Smashbro_Z/status/1062501637724418048|title=Z on X|date=November 14, 2018|publisher=Twitter}}</ref>, to infest the community. The [[SSB Code of Conduct Panel]] was created in 2018 to impose punishments for players caught engaging in these behaviors, although they too would be embroiled in controversy for their handling of these situations. For instance, they recommended the unbanning of {{Sm|Mafia}}, who had been accused of sexual harassment<ref>https://web.archive.org/web/20170712214240/http://www.twitlonger.com/show/n_1sq18m8</ref>, after he sought therapy and self-remedies to better himself<ref>https://www.twitlonger.com/show/n_1sqpn8k</ref>. The recommendation was roundly criticized by the community, and a panel of 23 tournament organizers appealed to keep him banned<ref>https://twitter.com/SSBConductPanel/status/1088839277138583552</ref>. The panel ultimately disbanded in December 2020 after the misconduct allegations published in July of that year, which themselves were seen as a symptom of the community's continued lack of regulation, left them overwhelmed, with them claiming it would take them years to sort through all the claims<ref>https://www.twitlonger.com/show/n_1srgobs</ref>. An attempt by tournament organizer Cagt to keep problematic people out of tournaments with the Global Ban Database also fell apart in 2022 over issues he had in managing it.


A more recent example is the incident with the [[cancellation of The Big House Online]]. Before the tournament could begin, Nintendo wrote a cease-and-desist letter to the venue, forcing the event to be shut down. The reason given was that the online aspect forced the ''Melee'' bracket to resort to emulators like [[Dolphin]] and [[Project Slippi]], which Nintendo openly disapproves of. This spawned #FreeMelee, and later #SaveSmash, to trend across the internet with enough traction to be picked up by famous influencers and news outlets. It even bled over into other communities, with a notable example being the finals of an official ''Splatoon'' tournament livestream being canceled likely due to several members having nametags that reference the movement in some way. This caused most of the teams to simply walk out and join a fan-made tournament, canceling the official finals.
As ''Smash'' continued to grow as an eSport, many fans believed the community needed to find some way of addressing these issues or Nintendo would do it themselves, which eventually occurred with the publishing of the Nintendo Community Tournament Guidelines, sparking further controversy.


===Widespread DDoS attacks on community sites===
===Widespread DDoS attacks on community sites===
On 4 May 2011 Smashboards had its index page replaced by an automated script that exploited vBulletin software. A replacement page with a looping video and an announcement that the site had been hacked was the only consequence.{{ref|vBExploit}}
On 4 May 2011, Smashboards had its index page replaced by an automated script that exploited vBulletin software. A replacement page with a looping video and an announcement that the site had been hacked was the only consequence.{{ref|vBExploit}}
 
On August 15, 2013, All is Brawl came under a sustained [[Wikipedia:Denial-of-service_attack|distributed denial-of-service attack]] (DDoS attack). Other sections from the "All is" network were affected as well. The following day, SmashBoards suffered an intrusive attack that led to a reset that lost the forum roughly 10 hours of data. On August 25, Smashboards went down, initially reporting that it was experiencing server issues{{ref|DDoS1}} and later confirmed that the site was also under a sustained DDoS attack{{ref|DDoS2}}. It is unknown if the SmashBoards intrusion on August 15 is related to its DDoS attack on August 25. On August 27, the ''[[Project M]]'' website became the third site to go down as a result of a DDoS attack.
 
All three sites remained mostly unresponsive until August 28, when SmashBoards briefly went back up before trying the CloudFlare anti-DDoS service. [[AlphaZealot]] reported that owners from each site were working together to find a solution. {{ref|DDoS3}} ''Project M'' webmaster [[Warchamp7]] later told video game blog site Kotaku that "the only viable solution to the problem at this moment is expensive and not something we can easily pursue", but added there were plans to mitigate the attacks if they continued{{ref|DDoS4}}.
 
By September 2013, all three sites were functional again, though while SmashBoards and the Project M website came out relatively unscathed, the DDoS attack dealt significant damage to AiB's aging website that was already in notoriously poor condition, playing a part in accelerating the site's ongoing decline and eventual shutdown. The perpetrator behind the DDoS attack remains unknown, though it is believed to have been someone with a vendetta against the competitive ''Smash'' community, given the targeting of the two primary competitive Smash hubs at the time and the website for the mod created with a heavily competitive-centric focus.


On August 15, 2013, All is Brawl came under a sustained [[Wikipedia:Denial-of-service_attack|distributed denial-of-service attack]] (DDoS attack). Other sections from the "All is" network were affected as well. The following day, Smashboards suffered an intrusive attack that led to a reset that lost the forum roughly 10 hours of data. On August 25, Smashboards went down, initially reporting that it was experiencing server issues{{ref|DDoS1}} and later confirmed that the site was also under a sustained DDoS attack{{ref|DDoS2}}. It is unknown if the Smashboards intrusion on August 15 is related to its DDoS attack on August 25. On August 27, the ''[[Project M]]'' website became the third site to go down as a result of a DDoS attack. For unknown reasons [[SSBWiki]] was spared throughout the ordeal.
===Sexual misconduct allegations===
{{main|2020 Super Smash Bros. sexual misconduct allegations}}
Starting in July 2020 and continuing through to 2021, numerous people came forward and accused not only several notable community members of abusing their power to prey on those that could not stand up for themselves, particularly women and children, but also the community as a whole for working in a way that enables and protects said abusers, actively making it difficult for victims to speak up through peer pressure. Many of the accused have since been banned and ousted from the community and its events. When it became clear that these behaviors were happening for a long time, many questioned who else in the community knew these incidents were happening and for how long, causing distrust and skepticism to grow within the community.


All three sites remained mostly unresponsive until August 28, when Smashboards briefly went back up before trying the CloudFlare anti-DDoS service. [[AlphaZealot]] reported that owners from each site were working together to find a solution. {{ref|DDoS3}} ''Project M'' webmaster [[Warchamp7]] later told video game blog site Kotaku that "the only viable solution to the problem at this moment is expensive and not something we can easily pursue," but added there were plans to mitigate the attacks if they continued{{ref|DDoS4}}.
After the initial wave, the community began taking steps to ensure these incidents would not happen again, mainly by encouraging more avenues of communication and a proper procedure in the event that another incident did occur. A committee was created to oversee these changes, but they were quickly disbanded as they proved ineffective in actually enforcing them. Several tournament directors, meanwhile, began attempting to restructure their events and brackets to help keep people away from potential threats.


By September 2013, all three sites were functional again, though while Smashboards and the Project M website came out relatively unscathed, the DDoS attack dealt significant damage to AiB's aging website that was already in notoriously poor condition, playing a part in accelerating the site's ongoing decline and eventual shutdown. The perpetrator behind the DDoS attack remains unknown to this day, though it's believed to have been someone with a vendetta against the competitive Smash community, given the targeting of the two primary competitive Smash hubs at the time and the website for the mod created with a heavily competitive-centric focus.
===Panda Cup conspiracy allegations===
===Sexual Misconduct Allegations===
{{See also|Team:Panda|Tournament:Panda Cup#Controversy|Tournament:Smash World Tour 2022#Behind-the-scenes and cancellation|Cancellation of Smash World Tour 2022}}
Throughout 2020, numerous victims came forward and accused not only several notable community members of abusing their power to prey on those that could not stand up for themselves, particularly women and children, but also the community as a whole for working in a way that enables and protects said abusers, actively making it difficult for victims to speak up through peer pressure.


Many abusers have since been banned and ousted from the community and its events. When it became clear that these behaviors were happening for a long time, many questioned who else in the community knew these incidents were happening and for how long, creating a sense of distrust and skepticism among community members.  
In November, 2022, the then upcoming and highly anticipated tournament [[Smash World Tour]] suddenly [https://medium.com/@smashworldtour/smash-world-tour-official-statement-f568a3d135c8 announced] that their tournament would be canceled at the last minute. Their reasons for doing so were that despite productive conversations with Nintendo months earlier claiming they would not be shut down, the company came to them and said they will not grant an official license for the tournament and, in response to if SWT can still run their tournament without a license, Nintendo stated "those times are over." SWT took this as an indirect threat of legal action if they continued and felt forced to shut themselves down. Due to not receiving a license and being barred from receiving any license in 2023, SWT organizer [[VGBootCamp]] also shut down all of their major 2023 tournaments, including Glitch: Duel of Fates and Double Down. While Nintendo spoke to Kotaku defending themselves by stating they did not specifically request the tournament to be shut down, SWT would rebutt with written evidence to back their claims.


While these allegations are still ongoing, there have been steps to prevent situations like this from happening again. Several tournaments are attempting to restructure their brackets to make sure potential victims are not exposed to potential threats. A committee was created to oversee these changes, but they were quickly disbanded as they proved ineffective in actually enforcing what they set out to do. Most importantly, the door has been opened for more open communication within the community and proper procedure should another incident occur.
In the same document, SWT also explained the involvement of esports organization Panda, specifically CEO Alan Bunney, in this situation. Unlike SWT, their own Panda Cup was officially licensed and sponsored by Nintendo. Panda Cup had an exclusivity clause where all tournaments participating in their circuit could only participate with them and no one else. The document claimed that throughout 2022, Alan would approach tournaments that expressed interest in joining SWT and tried to convince them to join the Panda Cup instead. If they refused, Alan would insinuate that Nintendo might shut them down in the near future, which happened several times. This implies that Alan had convinced Nintendo to follow his orders and used them as a protection racket to monopolize the competitive scene. The highest profile example is [[Beyond the Summit]] refusing to surrender the broadcasting rights despite direct threats from Alan, forcing Panda to lift their exclusivity clause. Many other tournament organizers came out to corroborate these allegations, including Panda themselves confirming the incident with BTS. Alan also stepped down as CEO of Panda while still being a majority share holder. Alan then made a [https://medium.com/@alan_43400/my-statement-3a66fd37978a personal response] detailing his side of the story that was widely criticized and rebutted by many members of the community. This saga caused a majority of  Panda sponsored individuals to cut ties with the organization or vow to cut ties when their contract expires, resulting in a brain drain and putting the future of the organization into question.


==See also==
==See also==
Line 52: Line 76:
==References==
==References==
# {{note|Modders}} [http://forums.kc-mm.com/index.php The Kitty Corp Meow Mix Forums]
# {{note|Modders}} [http://forums.kc-mm.com/index.php The Kitty Corp Meow Mix Forums]
# {{note|EarlyHistory}} [https://bignokh.com/2017/01/26/smash-history-the-early-ages-2001-2003/ Smash History: The Early Ages (2001-2003)] by EdwinBudding, 26 January 2017
# {{note|Melee@MLG}} [http://www.nintendoworldreport.com/news/12909 Super Smash Bros. Melee at Evolution 2007]
# {{note|Melee@MLG}} [http://www.nintendoworldreport.com/news/12909 Super Smash Bros. Melee at Evolution 2007]
# {{note|EvoPetition}} [http://shoryuken.com/2013/07/09/changes-to-evo-2013-smash-schedule/ Update: Smash is Back!! Changes to the Evo 2013 Schedule]
# {{note|EvoPetition}} [http://shoryuken.com/2013/07/09/changes-to-evo-2013-smash-schedule/ Update: Smash is Back!! Changes to the Evo 2013 Schedule]

Latest revision as of 00:57, November 15, 2023

A community is a group or groups of people that are drawn together and connected through shared interests and/or goals. A community is typically defined by having a clear method of joining, definable values all members abide by, and a sense of exclusivity with distinctions between members and non-members. Various sub-communities can also form under a larger community for those that exist under the same mission statement but diverge in specific values.

The Super Smash Bros. series, like most other large video game franchises, has a community and several sub-communities. Significant sections of the community include tournaments, message boards, social media sites, journalism sites, hacking sites[1], and information repositories like SmashWiki itself.

History[edit]

The community's history dates back to the release of the original Super Smash Bros. back in 1999. The game, initially intended as a Japanese exclusive, quickly became a breakthrough hit, and after the game was released overseas, it became a global success, with fans across the world coming together over their shared interest in the game. Such groups got together just to play the game, either casually or competitively, and the latter would eventually begin a burgeoning tournament scene. However, these groups were small and fragmented due to no easy forms of global communication before the widespread adoption of the internet, and there was little interest in documenting such groups. While websites like Nintendojo were posting articles at the time and Nintendo themselves had occasionally used the internet, there was no infrastructure for people to congregate and get in touch without hassle.

This started to change in the early 2000s with the creation of Smash World Forums (now SmashBoards) and GameFAQs, which became major intersections for playing and discussing the Super Smash Bros. franchise. In Japan, sites such as Smarber-Garden and XMS were major avenues for its players to communicate[2]. Larger tournaments also started to pop up around this time, with Matt Deezie’s short lived but influential Tournament Go series often considered a turning point. The competitive scene continued to grow with Melee's inclusion in professional tournament circuits such as MLG in 2006 and again at EVO in 2007[3].

The creation of social media sites like Facebook, YouTube, and later Twitter and Twitch, further expanded the community, as the ability to connect became easier than ever. This also turned figureheads of the community into celebrities, particularly well known competitive players. There were also instances of the entire community coming together to achieve a shared goal, with instances including the creation of the Global Smasher Compendium (now discontinued), a successful petition for Melee to be broadcast at EVO[4], and the first unofficial community census in 2013.

Nintendo themselves have also interacted with the community. Early examples include many members submitting Target Smash! and Home-Run Contest high scores as well user-generated content to the Brawl Smash Bros. Dojo!! while it was still being updated. Many tournaments have also been officially endorsed and sponsored by Nintendo. The community itself began partly being responsible for some of the changes and advents in later Smash Bros. titles, perhaps most notably with the Super Smash Bros. Fighter Ballot, an official poll to allow fans to directly vote for characters they wanted to see in the series. The Ballot went on to influence a number of roster choices, such as Bayonetta in SSB4 and Sora in Ultimate.

Today, the Smash series has an incredibly large and diverse community behind it, arguably the largest community for any fighting game, and one of the few without major intervention from an outside entity. Tournaments of many types and sizes frequently occur around the world, all games have their own active modding scenes, and fans frequently discuss various topics relating to Smash for long periods of time. The community's growth and strength is commonly attributed to the series' fundamental nature as a crossover fighting game with a large volume of icons across gaming and its easy to pick up but difficult to master gameplay, allowing players across the gaming spectrum to come together regardless of their skill. It being a crossover also readily allows pre-established communities to come together and form a sense of camaraderie around sharing their own favorite series.

Relationship with Nintendo[edit]

Nintendo has had historically rocky relationships with those that play their games competitively, but it is considered especially cumbersome with the competitive Smash community, due in part to series creator Masahiro Sakurai disliking the high entry floors that many fighting games are known for. Sakurai's decision to make Brawl a slower and more casual-friendly game compared to Melee was a particularly divisive issue, as many had come to relish how technical Melee gameplay had become. Many also accused him of being hypocritical, feeling that making a game enjoyable at all skill levels did not involve intentionally excluding a significant group of fans to attract others. Other fans believed it to be a necessary sacrifice due to the fact that the games' casual fanbase greatly out-scopes the game's competitive fanbase, pointing to Brawl becoming the best-selling fighting game, a title it held for over ten years, as evidence that it was overall the better decision.

Nintendo at first largely stayed out of competitive Smash affairs, only sponsoring and licensing a select few events throughout the years. As such, the community has developed a decentralized, grassroots approach to running tournaments, which has proven to be successful and is even considered one of its strengths, for it allows the community to work together to overcome adversity that comes their way. For instance, after the shutdown of Apex 2015's original venue, players, spectators, and organizers alike worked together to avoid having to cancel the tournament altogether, ultimately succeeding once they were able to secure a new venue with the help of Twitch. This has also had the effect of creating hesitance to Nintendo getting further involved with the community, which many feel is a necessary step for Smash to become a legitimate eSport.

2013 marked the first major feud between the community and Nintendo when Melee was added to the main stage of EVO 2013, after Melee fans created the largest donation pool of any contender at over $94,000. Nintendo contacted EVO three days before the start of the event and issued a shutdown of EVO 2013's Melee tournament livestream, which was itself a compromise made with EVO's organizers when Nintendo attempted to cancel the tournament entirely. The swift backlash that followed eventually caused Nintendo to reverse its decision hours later and allowed the tournament to proceed with impunity. This tournament, which is credited for raising interest in the Smash tournament scene, also led many companies and eSports organizations to turn their attention to Smash, with them beginning to offer sponsorships for tournaments and players. Melee was featured at several EVO tournaments afterward, and Smash tournaments in general began drawing in more entrants than other traditional fighting games.

Nintendo subsequently increased their involvement with the scene, first by inviting several top players to the Super Smash Bros. Invitational at E3 2014, then by offering partnerships with several major tournaments throughout the next few years, allowing Super Smash Bros. 4 to thrive during its heyday. Although warmly welcomed by many community members, the community for Project M, a mod of Brawl that intended to make the game more competitively friendly and began drawing more entrants than Brawl itself, did not feel the same way, for they were averse to letting Nintendo get involved if it mean they could not play their preferred Smash title in tournament again[citation needed]. Ultimately, Project M faced numerous legal issues and eventually suspended development entirely, with members of the team saying it was done out of fear for legal ramifications of making a gray market product. Modders in general also did not want Nintendo getting further involved given their long history of taking down fan games and hacking projects lest they undergo a legal injunction.

During these times, the tournament scene continued to grow, especially with the release of Super Smash Bros. Ultimate, which holds the record for largest Smash tournament at 3,534 entrants at EVO 2019. Thus, a movement began in earnest to make Smash a proper eSport, which would allow for even bigger tournaments with higher prize pools. Although the increased sponsorship revenue made this likely, many in the community argued it would never happen until Nintendo themselves began funding tournaments. Since 2019,[1] various esports titles, such as those made by Capcom and Electronic Arts, have been receiving community guidelines for their tournament scenes.[2][3] This is in response to a rise in eSports industry trends, with China notably seeing eSports grow beyond traditional sports in popularity and seeing government support.[4] As such, Nintendo's increased involvement was seen as a signal that they were slowly working their way into doing so, especially with the release of the competitively oriented Splatoon games.

A significant blow to the idea of Nintendo supporting competitive Smash came with the announcement of the EVO Japan 2020 prize pool. In contrast to the other games which had large monetary prize pools, the top prize for Ultimate was a Nintendo Switch Pro Controller, with Nintendo president Shuntaro Furukawa saying that Nintendo had no intention of giving tournaments large prize pools[5]. Many players realized that Nintendo was less interested in supporting the tournament scene and more interested in using it as a marketing tool[citation needed], emboldening the grassroots side of the scene, which intended on running the scene regardless of what Nintendo had to say about it.

In November of 2020, Nintendo ordered the cancellation of The Big House Online over its use of Project Slippi in the Melee tournament. This was heavily criticized by the community, with them arguing that Slippi was the only safe way to facilitate a Melee tournament amidst the COVID-19 pandemic. After an anonymous "informed Smash insider" published a Twitlonger explaining Nintendo's history of inhibiting the Smash community, many other players and organizers came out with their own stories about their troubles with Nintendo, ultimately causing "#SaveSmash" to trend on Twitter. It even bled over into other communities, with a notable example being the finals of an official Splatoon tournament livestream being canceled likely due to several members having nametags that reference the movement in some way. This caused most of the teams to simply walk out and join a fan-made tournament, canceling the official finals. Many came to the consensus that letting Nintendo get involved would only hurt the community; as such, the announcement of the Panda Cup, an officially licensed North American circuit created with the partnership of Nintendo and Panda, was met with equal parts excitement and skepticism. The latter mindset was further emboldened by the cancellation of Smash World Tour 2022 after Nintendo refused to issue them a license to operate. Although Nintendo did not explicitly order its cancellation, the organizers interpreted their refusal to issue a license, and the fact they were not on the Panda Cup, as a legal threat and took what they believed was the safest course of action.

In October 2023, Nintendo released the Nintendo Community Tournament Guidelines, a series of guidelines placing restriction on small, non-profit tournaments run without a formal license. The announcement resulted in controversy in the community, with many accusing Nintendo for continuing to exert unnecessary control over the tournament scene. Some points of contention included the ban on unofficial accessories, inhibiting those with disabilities that use modified or custom controllers to play the game; the inability to provide attendees with comestible items; and the attendance cap of 200. The guidelines nevertheless developed many defenders, particularly those who saw it as setting standards that many other game companies had done for their competitive titles years prior, or merely as Nintendo filling up holes in their intellectual property protection. Several Japanese tournament organizers found ways to work with the guidelines, with Nojinko, head of the Sumabato series, being able to secure licenses for the next ten Sumabato events within a day of the guidelines releasing.

Incidents[edit]

The Smash community has been the subject of several incidents, minor and major, each with varying consequences on the scene as a whole.

Classic Vs. Modern[edit]

Throughout the early 2000’s, Super Smash Bros. Melee was honed and mastered as a fast paced, highly technical game that involved exploiting the game's mechanics to increase the skill ceiling to a level far beyond what most fans conceived and what the developers intended. When Super Smash Bros. Brawl released as a slower, more casual friendly game with many exploits utilized frequently in competitive Melee either nerfed or entirely absent, it was immediately met with a mixed reception by the competitive scene. Many interpreted the game's radical differences from its predecessor as a sign that the developers did not approve of competition at all and were solely targeting the casual fanbase. The release of Brawl also prompted those who disapproved of an entry level fighting game like Smash getting a tournament scene to voice their disapproval, feeling that competition went against the "spirit" of the game. Another major point of contention in these discussions surrounds statements by series creator Masahiro Sakurai, who regretted how Melee became the antithesis of the entry level platform fighter he wanted to create, thus choosing to deliberately tone the exploitability of the game down to better suit his vision. Thus, those that moved to playing Brawl and those that stuck to playing Melee became divided, and frequently argued whether Sakurai's intentions were reasonable or misguided; such debates popped up numerous times on almost every forum or social media site that discussed Smash for several years.

These debates cropped up again with the announcement of Super Smash Bros. 4, which the developers claimed would aim to strike a balance between the styles of Melee and Brawl; while the decision to balance the two styles was lauded, discussion centered on which one of the styles it should lean more towards, or if it should attempt to strike a "golden mean" between them. The release of the game resulted in the discussion shifting to one between Melee and SSB4, culminating in Melee players jeering at the game during Grand Finals at Apex 2015. While this divide has died down since then with Super Smash Bros. Ultimate praised by both sides as a good compromise between the two styles, and the two camps have even agreed to work together at times, animosity between them still remains.

Community regulation[edit]

Although the community's decentralized, grassroots approach to running tournaments has often been considered one of the community's strengths, for it allows the community to work together to overcome adversity that comes their way, it has also meant that regulating the community and setting standards is extremely difficult. The Unity Ruleset Committee, which attempted to unite the heavily fragmented Brawl community by imposing a single ruleset and issuing infractions for undesired behavior, was often criticized for being too strict and only inflaming the problems they were meant to solve. Their attempt to ban the controversial Meta Knight, who many players argued was broken for warping the metagame almost entirely around him, resulted in even more controversy; tournament organizers in regions with many Meta Knight players chose to ignore the URC's decisions to allow Meta Knight players to join and thus earn more profit, while other regions adopted the ban due to having very few Meta Knight players to speak of. The fracturing that the ban caused ultimately led to the URC to collapse and disband, leaving the decision of rulesets to each individual tournament organizer.

The lack of a regulatory body has also enabled many undesired behaviors, such as substance abuse[6], to infest the community. The SSB Code of Conduct Panel was created in 2018 to impose punishments for players caught engaging in these behaviors, although they too would be embroiled in controversy for their handling of these situations. For instance, they recommended the unbanning of Mafia, who had been accused of sexual harassment[7], after he sought therapy and self-remedies to better himself[8]. The recommendation was roundly criticized by the community, and a panel of 23 tournament organizers appealed to keep him banned[9]. The panel ultimately disbanded in December 2020 after the misconduct allegations published in July of that year, which themselves were seen as a symptom of the community's continued lack of regulation, left them overwhelmed, with them claiming it would take them years to sort through all the claims[10]. An attempt by tournament organizer Cagt to keep problematic people out of tournaments with the Global Ban Database also fell apart in 2022 over issues he had in managing it.

As Smash continued to grow as an eSport, many fans believed the community needed to find some way of addressing these issues or Nintendo would do it themselves, which eventually occurred with the publishing of the Nintendo Community Tournament Guidelines, sparking further controversy.

Widespread DDoS attacks on community sites[edit]

On 4 May 2011, Smashboards had its index page replaced by an automated script that exploited vBulletin software. A replacement page with a looping video and an announcement that the site had been hacked was the only consequence.[5]

On August 15, 2013, All is Brawl came under a sustained distributed denial-of-service attack (DDoS attack). Other sections from the "All is" network were affected as well. The following day, SmashBoards suffered an intrusive attack that led to a reset that lost the forum roughly 10 hours of data. On August 25, Smashboards went down, initially reporting that it was experiencing server issues[6] and later confirmed that the site was also under a sustained DDoS attack[7]. It is unknown if the SmashBoards intrusion on August 15 is related to its DDoS attack on August 25. On August 27, the Project M website became the third site to go down as a result of a DDoS attack.

All three sites remained mostly unresponsive until August 28, when SmashBoards briefly went back up before trying the CloudFlare anti-DDoS service. AlphaZealot reported that owners from each site were working together to find a solution. [8] Project M webmaster Warchamp7 later told video game blog site Kotaku that "the only viable solution to the problem at this moment is expensive and not something we can easily pursue", but added there were plans to mitigate the attacks if they continued[9].

By September 2013, all three sites were functional again, though while SmashBoards and the Project M website came out relatively unscathed, the DDoS attack dealt significant damage to AiB's aging website that was already in notoriously poor condition, playing a part in accelerating the site's ongoing decline and eventual shutdown. The perpetrator behind the DDoS attack remains unknown, though it is believed to have been someone with a vendetta against the competitive Smash community, given the targeting of the two primary competitive Smash hubs at the time and the website for the mod created with a heavily competitive-centric focus.

Sexual misconduct allegations[edit]

Starting in July 2020 and continuing through to 2021, numerous people came forward and accused not only several notable community members of abusing their power to prey on those that could not stand up for themselves, particularly women and children, but also the community as a whole for working in a way that enables and protects said abusers, actively making it difficult for victims to speak up through peer pressure. Many of the accused have since been banned and ousted from the community and its events. When it became clear that these behaviors were happening for a long time, many questioned who else in the community knew these incidents were happening and for how long, causing distrust and skepticism to grow within the community.

After the initial wave, the community began taking steps to ensure these incidents would not happen again, mainly by encouraging more avenues of communication and a proper procedure in the event that another incident did occur. A committee was created to oversee these changes, but they were quickly disbanded as they proved ineffective in actually enforcing them. Several tournament directors, meanwhile, began attempting to restructure their events and brackets to help keep people away from potential threats.

Panda Cup conspiracy allegations[edit]

In November, 2022, the then upcoming and highly anticipated tournament Smash World Tour suddenly announced that their tournament would be canceled at the last minute. Their reasons for doing so were that despite productive conversations with Nintendo months earlier claiming they would not be shut down, the company came to them and said they will not grant an official license for the tournament and, in response to if SWT can still run their tournament without a license, Nintendo stated "those times are over." SWT took this as an indirect threat of legal action if they continued and felt forced to shut themselves down. Due to not receiving a license and being barred from receiving any license in 2023, SWT organizer VGBootCamp also shut down all of their major 2023 tournaments, including Glitch: Duel of Fates and Double Down. While Nintendo spoke to Kotaku defending themselves by stating they did not specifically request the tournament to be shut down, SWT would rebutt with written evidence to back their claims.

In the same document, SWT also explained the involvement of esports organization Panda, specifically CEO Alan Bunney, in this situation. Unlike SWT, their own Panda Cup was officially licensed and sponsored by Nintendo. Panda Cup had an exclusivity clause where all tournaments participating in their circuit could only participate with them and no one else. The document claimed that throughout 2022, Alan would approach tournaments that expressed interest in joining SWT and tried to convince them to join the Panda Cup instead. If they refused, Alan would insinuate that Nintendo might shut them down in the near future, which happened several times. This implies that Alan had convinced Nintendo to follow his orders and used them as a protection racket to monopolize the competitive scene. The highest profile example is Beyond the Summit refusing to surrender the broadcasting rights despite direct threats from Alan, forcing Panda to lift their exclusivity clause. Many other tournament organizers came out to corroborate these allegations, including Panda themselves confirming the incident with BTS. Alan also stepped down as CEO of Panda while still being a majority share holder. Alan then made a personal response detailing his side of the story that was widely criticized and rebutted by many members of the community. This saga caused a majority of Panda sponsored individuals to cut ties with the organization or vow to cut ties when their contract expires, resulting in a brain drain and putting the future of the organization into question.

See also[edit]

References[edit]

  1. ^  The Kitty Corp Meow Mix Forums
  2. ^  Smash History: The Early Ages (2001-2003) by EdwinBudding, 26 January 2017
  3. ^  Super Smash Bros. Melee at Evolution 2007
  4. ^  Update: Smash is Back!! Changes to the Evo 2013 Schedule
  5. ^  Smashboards was hacked
  6. ^  Smashboards' Facebook announcement on server issues
  7. ^  Smashboards' Facebook announcement acknowledging a DDoS attack
  8. ^  The Great Smash DDoS of 2013 by AlphaZealot on Reddit
  9. ^  Top Smash Bros. Fan Sites Knocked Offline, Hackers Blamed on Kotaku, 28 August 2013