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Super Smash Bros. Brawl
SSBB Cover
Super Smash Bros. symbol
North American box art
Developer(s) Game Arts
Sora Ltd.
Monolith Soft
HAL Laboratory
Publisher(s) Nintendo
Series Super Smash Bros.
Released JPJanuary 31, 2008
NAMarch 9, 2008
AUSJune 26, 2008
EUJune 27, 2008
Genre(s) Fighting, action, platformer
Mode(s) Single-player, multiplayer

Super Smash Bros. Brawl, often abbreviated SSBB or simply Brawl, is the third installment in the Super Smash Bros. series of crossover fighting games, developed by in conjunction by several video game developers, including Game Arts and HAL Laboratory, and published by Nintendo for the Wii console. Brawl was announced at a pre-E3 2005 press conference by Nintendo president and Chief Executive Officer Satoru Iwata. Masahiro Sakurai, director of the previous two games in the series, assumed the role of director for the third installment at the request of Iwata. It is the follow up to Super Smash Bros. Melee for the Nintendo GameCube and predecessor of Super Smash Bros. for Nintendo 3DS and Wii U. Game development began in October 2005 with a creative team that included collaborations with various second- and third-party Nintendo developers. The game was released on January 31, 2008 in Japan, March 9, 2008 in North America, June 26, 2008 in Australia, June 27, 2008 in Europe and April 29, 2010 in Korea.

Like its predecessors, the object of Brawl is to knock an opponent off the screen. It is a departure from traditional fighting games, notably in its simplified move commands and emphasis on ring outs over knockouts. It includes a more extensive single-player mode than its predecessors, known as The Subspace Emissary (SSE). This mode is a plot-driven, side-scrolling, beat 'em up featuring computer-generated cut scenes and playable characters from the game. Brawl also supported multiplayer battles with up to four combatants and was the first game of its franchise to feature online battles via the Nintendo Wi-Fi Connection prior to that service's defunct in May 20, 2014.

The game was met with generally positive reviews, with critics praising the game's entertainment value, despite issues relating to Brawl's loading times and graphics. The game's musical score, which was composed through a collaboration among 38 renowned video game composers, was lauded for its representation of different generations in gaming history. Brawl received an aggregate review score of 94% on Metacritic and 93.3% on GameRankings. It has sold a total of 12.14 million copies sold worldwide as of March 31, 2014.

In the Super Smash Flash series

After the success of the original Super Smash Flash, the demand for a sequel grew bigger for its creator, Cleod9, following the announcement of Super Smash Bros. Brawl in 2006. Despite the mixed reception of SSF, Cleod9 began working almost immediately on the sequel he gave the name of Super Smash Flash 2, which now would be strongly influenced by the then-unreleased Brawl. Mechanisms first introduced in Brawl such as the Smash Ball to perform Final Smashes or Battlefield's early design, were among the first features added into the game. Cleod9 promised to forbish all the flaws from the original SSF, incorporating the most reliable aspects of Brawl, as well, as its predecessor, Melee. The first SSF2 demo came around in the Christmas of 2007, almost one month prior Brawl's original Japanese release.

As developement grew bigger and Brawl's worldwide release during the first 6 months of 2008, more stuff got implemented into the game. Notably, several of characters of the playable roster were worked and sprited to resemble their appearances in Brawl; this became a big trend in the McLeodGaming community that a term called "brawlification" was coined to refer to those recolors done on pre-existing sprites sheets in order to make the character's color scheme resemble its Brawl counterpart, either by extracting the same hue from raw screenshots from Brawl or coming up with a similar color by itself. Because of the latter, the term went on misuse as several character were sprited from the ground without the need of doing a brawlification. Among the characters that use their design from Brawl and were sprited from the ground up include Fox, Captain Falcon, Meta Knight, Ness, Samus, Zero Suit Samus, Zelda, Sheik, Link, Jigglypuff and Marth.

While characters like Pikachu, Kirby and Yoshi's movesets are taken directly from Brawl. Other characters like Mario, Donkey Kong and Sonic have their movesets from Brawl, but with a few changes. Aside characters, several stages from Brawl were also included as "past stages", this is restricted but not limited to Distant Planet, Castle Siege, Shadow Moses Island and Green Hill Zone. Final Destination's original design and WarioWare, Inc. also use their layout from Brawl and bear very similar design but these two stages is not considered past stages given the tweaks they received from developers, such as a different background in final Destination or new microgames hazards in WarioWare, Inc.. Some items were also remodeled after their appearance in Brawl, for instance, the aforementioned Smash Ball, the Assist Trophy, the Capsule, the Home-Run Bat, the Fan, etc., all have their designs from Brawl.

Wario's still shares some of his move set from this game, but it has taken a massive overhaul.

Brawl's mod, Project M, also serves as a minor basis for SSF2's gameplay.

Isaac acted as an assist trophy for his appearance in this game. However, Isaac's design in this game helped influence his new updated appearance in SSF2.

See also

External links

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