The Origins of Super Smash Bros. — Game Design

Spectral
GamingLinkMedia
Published in
3 min readMay 3, 2019

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Masahiro Sakurai and Satoru Iwata are the original creators of the prototype for Super Smash Bros, but do you know how it was begun?

Sakurai and Iwata during their time working in HAL Laboratory were developing a new fighting game called Kakuto-Geemu Ryuoh. Sakurai handled the planning, design, modelling and movement while Iwata handled the programming which was his specialty. The main goal of the project was to build a 4-player game utilizing the control stick of the Nintendo 64 while also finding ways to make the game distinct from other fighting games at the time.

Sakurai wanted the game to be used on consoles. He knew that to give the proper feeling of being a gaming world it would require immediately being recognized by the players as one. So seeing as how he knew that the Nintendo lineup of character were already established this was the obvious choice.

The first step required going to see Nintendo about using the characters. At the time usage of an all-star lineup of characters wasn’t something that gaming companies wanted to risk so they had their concerns about approving the idea. Shigeru Miyamoto himself is reported to having refused to let HAL Laboratory use the characters. This of course was bad news but Iwata told Sakurai to just go ahead and use the characters to create a prototype anyways.

Once the prototype was completing using Mario, Donkey Kong, Samus and Fox, Iwata took it to Miyamoto. Miyamoto was impressed and green lit the project. Though this came with a handicap to other Nintendo releases. The development team were given minimal resources, minimal promotion and was locked to Japan.

As you can see Sakurai and Iwata made a risky attempt to prove their concept of a fighting game was viable and would have staying power in the market. Their massive success in Japan showed Miyamoto and Nintendo that the potential was real and from there Super Smash Bros was sent forward for international release. Eventually reaching the pinnacle of Super Smash Bros Ultimate that we have today.

Philip Terry Graham, EB Games Expo 2015 — Super Smash Bros. Nintendo Stage, CC0 1.0

There you have it. Two rogues HAL Laboratory employees pitched a game idea which was rejected. But they went ahead unapproved using characters they were not allowed to use to create a working prototype. Showed it to Miyamoto and proved it was a solid concept. Was released in Japan to unexpected high praise and finally made it’s way into the international market because it was a success.

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Spectral
GamingLinkMedia

Content creator specializing in in-depth, beginner-friendly walkthroughs and let's plays of simulation, JRPG, and RPG games.