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One of Master Hand's attacks has him firing what appear to be golden versions of the Banzai Bill enemies from Super Mario World. These predate the first appearance of a Gold Bullet Bill in the Mario series 3 years later in Super Mario Sunshine. This would also mark one of the few times that one of Master Hand's attacks references another series outside of the Kirby franchise.
Gameplay with Gold Bullet Bill:
https://youtu.be/XHolq7ASZSg
Texture picture source:
https://smallmariofindings.tumblr.com/post/728385133352239104/mariowikicomfilessbbulletbillmodelpng
Super Mario Sunshine Gold Bullet Bill:
https://youtu.be/dU3tEAc1lbQ&t=604
https://youtu.be/XHolq7ASZSg
Texture picture source:
https://smallmariofindings.tumblr.com/post/728385133352239104/mariowikicomfilessbbulletbillmodelpng
Super Mario Sunshine Gold Bullet Bill:
https://youtu.be/dU3tEAc1lbQ&t=604
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Falco Lombardi, Slippy Toad and Peppy Hare were at one point considered for Fox's alternate costumes, before being scrapped in favor of generic recolours. Falco would eventually appear as a unique character in Super Smash Bros. Melee, and while Slippy and Peppy to date still have not appeared, alternate costumes that change a character outright would become a Smash feature starting in the 3DS and Wii U games, with Alph for Olimar and the Koopalings for Bowser Jr.
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When looking for additional characters based on pre-existing fighters to include in the tail-end of Super Smash Bros.' development, Masahiro Sakurai had considered including Clefairy from the Pokémon series as a derivative of Kirby's skeleton. Ultimately, he chose Jigglypuff, as he felt its personality stood out more as a weaker character likely to be defeated.
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Despite being boss characters in the game's 1P Mode, Giant Donkey Kong and Metal Mario are competitively considered some of the worst characters in the game and a clear downgrade from their root characters when modded into Vs. Mode.
Super Smash Bros. wiki articles:
https://www.ssbwiki.com/Giant_Donkey_Kong_(SSB)#In_competitive_play
https://www.ssbwiki.com/Metal_Mario_(SSB)#In_competitive_play
https://www.ssbwiki.com/Giant_Donkey_Kong_(SSB)#In_competitive_play
https://www.ssbwiki.com/Metal_Mario_(SSB)#In_competitive_play
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Mario and his Special Moves in this game are based off of the "Shoto" style of Fighting Game characters, most specifically the character Ryu from Street Fighter. For example, like Ryu, Mario has a Hadoken-like "fireball" attack with his Neutral Special (Fireball), A punching uppercut similar to the Shoryuken via his Up Special (Super Jump Punch), and a spinning tackle akin to Ryu's Tatsumaki Senpukyaku in the form of his Down Special (Mario Tornado). However, while Mario's moveset would change in later games to be less Shoto-esque, Ryu himself would be added into the Smash series and make his debut as a fighter in Super Smash Bros. for Nintendo 3DS and Wii U.
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The 3D portraits on the character select screen are based on character artwork from some of their home games. Mario's render is from Super Mario 64; Link's is from his artwork for The Legend of Zelda: Ocarina of Time; Donkey Kong's Donkey Kong Country artwork is the basis for his Smash portrait; Yoshi's comes from Japanese artwork for Yoshi's Island; Kirby's is from Kirby's Adventure artwork; Fox's is taken from Star Fox 64; Captain Falcon has a 3D realization of artwork from F-Zero X; Pikachu and Jigglypuff are 3D versions of Pokemon Red & Blue concept art; Samus Aran's comes from Super Metroid; Ness's is a redone done version of his EarthBound art; And Luigi's appears to be taken from Mario Kart 64.
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The game's official US website refers to the Bob-omb item as "Bomb Soldier".
subdirectory_arrow_right Super Smash Bros. Ultimate (Game)
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Contrary to popular belief, the Mushroom Kingdom stage in Super Smash Bros. does not use sprites or music from Super Mario Bros.. This can be seen in obvious ways, such as enemy sprites having complex shading that would be impossible in any NES game, let alone a title as early in the hardware's lifespan as Super Mario Bros., and multiple sprites being miscolored. It can also be seen in more subtle ways, such as the ground blocks being one pixel too tall on the bottom, and the outlines on the goal stair blocks being too thick. The background music, while an impressively close replica, uses subtly different instruments and is slightly slower in tempo.
In Super Smash Bros. Ultimate, the stage's graphics would be revised to more closely resemble Super Mario Bros., using graphics from Super Mario Maker, and the faux-8-bit Super Smash Bros. rendition of the overworld theme would be the sole battle song from that game to be absent, in favor of the original NES rendition of the song.
In Super Smash Bros. Ultimate, the stage's graphics would be revised to more closely resemble Super Mario Bros., using graphics from Super Mario Maker, and the faux-8-bit Super Smash Bros. rendition of the overworld theme would be the sole battle song from that game to be absent, in favor of the original NES rendition of the song.
Super Smash Bros. - Mushroom Kingdom Theme:
https://youtu.be/fap-71qX3Vg
Super Mario Bros. - Overworld Theme:
https://youtu.be/iy3qq7zc4EY
Super Smash Bros. - Mushroom Kingdom:
https://ssb.wiki.gallery/images/thumb/0/0c/MushroomKingdom64.jpg/1200px-MushroomKingdom64.jpg
The Spriter's Resource page:
https://www.spriters-resource.com/nes/supermariobros/
Super Smash Bros. Ultimate - Mushroom Kingdom 64:
https://www.reddit.com/r/smashbros/comments/9831q9/i_have_seemed_to_notice_that_the_ultimate/
https://youtu.be/fap-71qX3Vg
Super Mario Bros. - Overworld Theme:
https://youtu.be/iy3qq7zc4EY
Super Smash Bros. - Mushroom Kingdom:
https://ssb.wiki.gallery/images/thumb/0/0c/MushroomKingdom64.jpg/1200px-MushroomKingdom64.jpg
The Spriter's Resource page:
https://www.spriters-resource.com/nes/supermariobros/
Super Smash Bros. Ultimate - Mushroom Kingdom 64:
https://www.reddit.com/r/smashbros/comments/9831q9/i_have_seemed_to_notice_that_the_ultimate/
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In a 1999 interview with the game's director and designer Masahiro Sakurai published in Nice Games magazine vol.3, he was asked if he ran into trouble with getting permission to use Nintendo characters? He responded:
"The first person I asked for permission was Shigesato Itoi. Next was Shigeru Miyamoto. When he saw our work he said, “Hey, you’ve got Mario down pretty good!” The Pokemon characters took the longest to get permission, because their image is tightly supervised. I broached the subject with Pokemon Company president Tsunekazu Ishihara, but the impression I got from him was that it would probably be difficult. Satoshi Tajiri was more encouraging—he was like, “this looks cool!”"
"Personally, as the creator of Kirby, I understood how they felt: I would feel be really upset if Kirby was featured in a game that people ended up disliking, or if the people got his image and movements wrong. In fact, there had been times when I’d been kind of annoyed by the way Kirby was depicted in someone else’s illustration or as a game cameo. Smash Bros. was conceived, in part, as a reaction against that kind of sloppy handling. I imagine anyone who creates a character feels similarly protective, but Smash Bros. brought an unprecedented number of different characters together and it was of the utmost importance to us that we re-create their personalities and characteristics faithfully. I absolutely did not want to betray the original characters’ creators."
"Personally, as the creator of Kirby, I understood how they felt: I would feel be really upset if Kirby was featured in a game that people ended up disliking, or if the people got his image and movements wrong. In fact, there had been times when I’d been kind of annoyed by the way Kirby was depicted in someone else’s illustration or as a game cameo. Smash Bros. was conceived, in part, as a reaction against that kind of sloppy handling. I imagine anyone who creates a character feels similarly protective, but Smash Bros. brought an unprecedented number of different characters together and it was of the utmost importance to us that we re-create their personalities and characteristics faithfully. I absolutely did not want to betray the original characters’ creators."
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Marth was originally going to be part of the roster, but was scrapped due to time constraints. He later made his appearance in Super Smash Bros. Melee as an unlockable character.
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On Hyrule Castle, the Maxim Tomato item never appears, making the Heart Containers from The Legend of Zelda universe the only major healing item to appear. If it is the only item put on using the item switch, all boxes and capsules will either explode or be empty.
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The bedroom seen in the intro and in the scene shown after completing 1P Game has a door that is always completely unseen. Since the camera focuses mostly on the table where Master Hand puts the dolls on, the door stays hidden behind the camera.
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Captain Falcon and Samus share multiple attack animations.
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In the Japanese release, the attack sounds are real punching noises. It's likely this was changed to keep the game family-friendly.
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In the Mushroom Kingdom stage, pausing the game and looking off to the left or right of the stage to see outside of the standard gameplay field of view, it's possible to see walls with warnings signs reading "Danger" on them, warning the player of the stage's boundary. This appears in the stage in Super Smash Bros. Melee too.
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The banner in the background of Saffron City that says "Got a Catch 'em All!" in the Japanese version, missing the second T. This was changed to "Gotta catch 'em all!" in the Western releases. The font also appears to have been rewritten to accommodate this. Also, the Silph sign on the Building on the right is Romanised as Silf in the Japanese release.
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There is an unused sound of the announcer saying "draw game", suggesting this may be an early name for Sudden Death, or possibly that sudden death originally didn't exist.
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In the Japanese version, there is an unused voice clip of the announcer saying "Jigglypuff!", however Jigglypuff's Japanese name is Purin. This seems to hint that the developers planned to release the game in the west from the start, as Jigglypuff is the only character whose name is different in English and Japanese. This voice clip is also different than the one used in the international release of the game.
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