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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 Pokémon 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."
subdirectory_arrow_right Super Smash Bros. Ultimate (Game)
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Attachment 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.
person Rocko & Heffer calendar_month September 25, 2023
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Attachment Charles Martinet is misspelled as Charles Martinee in the game's credits.
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Attachment According to an interview with Satoru Iwata, Masahiro Sakurai intended for the characters to use Final Smashes in this game. It was taken out due to hardware limitations. This concept was held off until Super Smash Bros. Brawl. Going in the debug menu you can find 3 sound files. 2 of them of Ness saying "PK" and "Starstorm!". The third is Captain Falcon saying "Come On!".
subdirectory_arrow_right Super Smash Bros. Melee (Game)
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Luigi's voice is just a pitch-altered version of Mario's.
person VinchVolt calendar_month April 1, 2013
Super Smash Bros. Mario voice clips:
https://www.youtube.com/watch?v=zUCzQhKRDis

Super Smash Bros. Luigi voice clips:
https://www.youtube.com/watch?v=J75GSANE_s4

Super Smash Bros. Mario voice clips:
https://www.youtube.com/watch?v=CFeZelm_w8A

Super Smash Bros. Melee Luigi voice clips:
https://www.youtube.com/watch?v=uKyMK9_sHzM
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Attachment In the character select screen, the characters (excluding unlockable characters) are placed in the order of when they first appeared in their respective titles, starting with the oldest, Mario and Donkey Kong, and leading to the most recent, Pikachu.
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Attachment While all other characters show their skeletons upon being hit with an electric attack, Samus's suitless outline becomes visible instead.
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Attachment Captain Falcon is the only playable character that doesn't use his own head for his stock life icon. Instead, he uses a Falcon.
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Captain Falcon's "Congratulations!" screen is the only one to use a pre-existing image from an original game, in this case, the first unlockable title screen from F-Zero X.
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Luigi takes his appearance from Super Mario World, having purple overalls rather than dark blue. However, this is not true of his artwork.
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When the Announcer introduces Metal Mario, his voice becomes slightly metallic. Although it may just be to place emphasis on Metal Mario's metal composition, the Announcer's voice sounds noticeably deeper and it does not change like that for any other character in Classic Mode.
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Captain Falcon has the most usable costumes in the game, with six. Most characters have four or five. Yoshi also has six, but only four are usable outside of hacking, as two only appear in the single player mode.
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It is impossible (at least without the use of a cheat device) to clear all eight digits in the points counter in 1P mode.
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Attachment The original prototype for Super Smash Bros. was a four-player fighting game designed by Masahiro Sakurai and programmed by Satoru Iwata tentatively called "Dragon King: The Fighting Game". The game was designed specifically for the Nintendo 64's joystick to see how it could be used in a multiplayer environment. The signature concept of Nintendo characters fighting each other was not initially present, but would soon be implemented as the first idea Sakurai thought of to make his game stand out, as fighting games did not sell well and most of his original concepts felt better suited for arcade fighting games rather than home-console fighting games. A subsequent prototype featuring Mario, Donkey Kong, Samus, and Fox as playable characters was then made without sanction from Nintendo's higher-ups and they were not informed of its existence until Sakurai was sure the game was well-balanced. When Iwata initially presented the idea of the game to Shigeru Miyamoto to gain approval for the use of Nintendo characters, he turned it down. However, Iwata did not tell Sakurai this and convinced him to pitch the prototype to Miyamoto anyway, which later got his approval.

Little is known about Dragon King's gameplay or design, and all information known about the game comes from interviews and a handful of images shown when the game was in an alpha stage. No gameplay footage has been demonstrated, and a working prototype has not been made publicly available. Images of the game, however, show that much of the core gameplay was similar to Super Smash Bros., featuring damage percents, arenas with platforms, and combatants that do not strictly have to face one another. The tall, thin build of the unnamed fighters and their kicking and punching techniques also appear to be relatively similar to that of Captain Falcon. The most widely-known stage background featured in the screenshots is a photo taken by Sakurai of a Ryūō-chō neighborhood in Yamanashi, Japan, which is where HAL Laboratory's headquarters are based, where the game was being developed, and what the prototype was named after. The "Ryūō" in Ryūō-chō means "Dragon King".
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According to a page on the Japanese Super Smash Bros. site, Mewtwo was planned to be playable, but was cut; Bowser and King Dedede are also mentioned as having been cut, though no other information is available.
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The Fighting Polygon Team is called Dummy Corps in the Japanese version.
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For some reason, the announcer says Fox differently in the Japanese version than in the International version, even though Fox is a character with no name differences in any region.
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Super Smash Bros. was developed with a low budget, had low publicity when it launched in Japan, and was even intended to be Japan-exclusive. However, the game's success prompted Nintendo to localize it for international audiences.
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Captain Falcon and Ness are the only playable characters who do not have a stage based on their respective franchises.
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In the background of the Mushroom Kingdom stage, Green Koopa Troopas can be seen walking back and forth across platforms. This contradicts every Mario game to date where Red Koopas turn when coming to an edge while Green Koopas will simply walk off the edge. This would later be corrected with the stage's reappearance in Super Smash Bros. Ultimate.
person Boyobmas calendar_month May 22, 2014
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