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Super Smash Bros. Brawl, known in Japan as Dairantō Smash Brothers X (大乱闘スマッシュブラザーズX, lit. "Great Melee Smash Brothers X"), is a fighting game for the Wii. It is the third game in the Super Smash Bros. series, preceded by Super Smash Bros. and Super Smash Bros. Melee. The game was designed by Masahiro Sakurai, who also created the preceeding Super Smash Bros. games, and developed by a team especially created for it. The game uses a game engine called Havok that mainly focuses on the game physics.[3]

After a planned release date of December 3rd, 2007 in North America, all regions had their release dates pushed back. It was then slated for release on February 10, 2008 in North America, and January 24, 2008 for Japan. However on January 15, 2008, it was then delayed to January 31, 2008 for Japan[4] and March 9, 2008 for North America.[5] It was released in Australia on June 26, 2008 and in Europe on June 27, 2008.[1]

Following the release of the game in Japan, a bug was discovered in the game which displays an error message every time it starts,[6] though players are able to close it and play the game as usual. There has been a replacement program.[2] The game requires 128 blocks of Wii internal memory.[7] Also, the game data can't be copied, so players are not able to transfer the data onto another Wii, but players can still send replays, snapshots, and custom stages onto other Wii systems.

There are several The Legend of Zelda features in the game, but not to the extent of the Mario franchise. Link reprises his role as one of the default playable fighters for a third time. However, Young Link was not retained, in favor of Toon Link, an iteration of Link based on his appearances in The Wind Waker and Phantom Hourglass. Princess Zelda and Ganondorf return from Super Smash Bros. Melee as playable fighters as well.

Gameplay

A new battle mechanic is the Final Smash, which can be used only by collecting a Smash Ball. Also, players are able to walk and jump while using projectile-shooting items, like the Super Scope.

As a new feature in the game, certain characters can crawl. These characters are: Bowser, Diddy Kong, Ivysaur, Lucario, Luigi, Pikachu, Sheik, Solid Snake, Squirtle, Wario, Yoshi, Mario and Zero Suit Samus

A new technique called the Footstool Jump is introduced. It allows players to jump on an opposing player's head, and spring up by pressing the jump button at the right time. Players are be able to perform Meteor Smashes by doing this as well. The Tether Recovery is a returning tactic in the game. It allows players to grab onto ledges, using chain-like items, such as a Plasma Whip or a Hookshot. Gliding is also a technique in this game, available only to characters with wings. When used, players are able to glide across the stage, and be able to control the way they fly. They can direct themselves upwards, or downwards, depending on the direction the "movement" button is pointed in.

Another feature not present in the past two games is Slipping. Any character can slip. The feature has no upside for the player that slips, only creating their opponents a chance to batter them. Players can slip when trying to run suddenly, going down slopes, or even slipping on a Banana Peel.

The game also features three different Taunts for each character, while the past games only featured one taunt. Snake is the only character that has all identical taunts.

The game can be controlled with one of the four controlling methods:

DefaultWiiRemote DefaultNunchuk
Wii Remote (turned on its side) Wii Remote + Nunchuk
DefaultClassic DefaultGameCube
Wii Classic Controller Nintendo GameCube Controller

There are a few differences between the controller methods. The Wii Remote + Nunchuk Attachment has a special feature, the Shake Smash, allowing the player to execute Smash Attacks into the direction they shake the controller to. The Classic Controller, Wii Remote + Nunchuk Attachment and the GameCube controller also have a function which disables the jump by tapping the control stick upwards. This makes it easier to execute attack moves upwards, but forces the player to use different buttons for jumping (C or D-Pad Up on the Nunchuk, or X/Y on the Classic and GameCube controller).

The execution of standard combos has been made easier; For many characters, the A button does no longer have to be hit repeatedly, but it is enough to hold it down for the character to start a combo attack. The effects, however, usually differ.

Players are able to set their own button configuration rather than have to play with the default configuration. The configuration can be saved on the Wii Remote's internal memory, allowing to take them to a friend's and play with one's own button configuration there. The Player is able to insert names, up to five letters, as in Super Smash Bros. Melee. While previously names were only a gimmick, they now also save the player's controlling options to avoid having to select the control method again each time.

Playable fighters

A complete list of fighters and their descriptions are on the Fighters sub-page.
The entire cast

The entire cast

With 35 playable characters, Super Smash Bros. Brawl has ten more characters than the previous installment, Super Smash Bros. Melee. 21 characters are available from the start, while the other fourteen need to be unlocked to become playable. Other than Toon Link, the only four other characters from the previous game who aren't playable are Pichu, Dr. Mario, Mewtwo, and Roy. Additionally, Super Smash Bros. Brawl is the first game to feature third-party characters as playable characters: Sonic and Solid Snake. The Special Moves and Final Smash for each character are listed on the right-side column.

Five of the playable fighters are from The Legend of Zelda franchise. All of them are designed after their appearance in Twilight Princess, excluding Sheik and Toon Link, instead of Ocarina of Time like in the first two Super Smash Bros. titles.

Stages

A complete list of stages and their descriptions is on the Stages sub-page.

There are 41 total stages in Super Smash Bros. Brawl, some of which are returning stages from Super Smash Bros. Melee. Three of the stages are represented by The Legend of Zelda franchise.

Items

A complete list of items and their descriptions is on the Items sub-page.

Items randomly appear on any stage in the game, and in standard Brawl mode, the player can choose to ban certain items from appearing or increase/decrease the frequency of items appearing. In Classic and All Star mode, these options cannot be modified. Certain items from particular game series appear more frequently than they would on other stages, such as Banana Peels on Donkey Kong stages, Poké Balls on Pokémon stages, and so forth.

Three of the items are from The Legend of Zelda franchise. Additionally, the game introduces the Assist Trophy item, which can summon a random character, one of whom is Tingle.

Game Modes

Solo

Subspace Emissary

The World Map of the Subspace Emissary.

The World Map of the Subspace Emissary.

Main article: Subspace Emissary

The Subspace Emissary is the game's adventure mode. Unlike Melee's Adventure Mode, it has a full fledged story and co-op multiplayer is an option. Players can use stickers to increase his/her attacks and items.

Classic Mode

The loading screen before each level of Classic Mode, with  acting as the first opponent.

The loading screen before each level of Classic Mode, with Link acting as the first opponent.

Classic Mode returns from Super Smash Bros. Melee, acting the exact same way. Players pick a character, and then go through a barrage of fights. Each stage appears in a certain order, with a Legend of Zelda stage appearing first, and a Pokémon stage appearing third. Like the last game, certain conditions are set in a few matches. A few examples are the player and two teammates fighting a giant version of an opponent, or the player having to fight a metal version of another player. A small heart will appear next to a teammate's logo in the matches with allies. When a level is finished, the score will be added up, and coins will be earned. These can be used in the Coin Launcher. Clearing this Mode will give the player a trophy of the character used to complete it.

When finishing it as Zelda or Sheik the player can only get the trophy of her current form, unlike in Melee where they received both. The same applies to Samus and Zero Suit Samus. Classic must be cleared three times with the Pokémon Trainer to obtain all the trophies, clearing it only rewards the player with the trophies of the Trainer and the Pokémon in use when it was cleared.

Classic Mode
Stage 1 Legend of Zelda Series. (Link, Toon Link, Zelda, Sheik or Ganondorf)
Stage 2 Yoshi or Donkey Kong Series. (Yoshi, Donkey Kong or Diddy Kong)
Stage 3 Pokémon Series. (Pokémon Trainer, Pikachu, Jigglypuff or Lucario)
Stage 4 Fire Emblem or Earthbound Series. (Marth, Ike, Ness or Lucas)
Bonus Stage 1 Break the Targets! (The Target Smash!! level of current difficulty)
Stage 5 Kirby Series. (Kirby, Meta Knight or King Dedede)
Stage 6 Metroid or Pikmin Series. (Olimar, Samus or Zero Suit Samus)
Stage 7 Star Fox or F-Zero Series. (Fox, Falco, Wolf or Captain Falcon)
Stage 8 Mario Series. (Mario, Peach, Luigi or Bowser)
Stage 9 Robot, Kid Icarus, Ice Climber or Game & Watch Series. (R.O.B, Pit, Ice Climbers, or Mr. Game & Watch)
Stage 10 WarioWare, Metal Gear Solid or Sonic the Hedgehog Series. (Wario, Snake or Sonic)
Bonus Stage 2 Break the Targets! (Target Smash!! level one difficulty higher than current difficulty)
Stage 11 The player has to fight three random characters.
Final Stage The player has to fight Master Hand. Crazy Hand will also appear if it is completed on Hard or higher, within nine minutes, and with no continues.


Bosses
Image Boss Description
MasterHandBrawl Master Hand The final boss of Classic mode, the right hand, Master Hand is sometimes referred to as the "manifestation of creative spirit" in the Smash Bros. universe. Master Hand's existence is still a shadowed one, therefore little is known of it.
CrazyHandBrawl Crazy Hand While Master Hand is the "manifestation of creative spirit", the left hand, Crazy Hand is the "manifestation of destructive spirit". In Classic Mode, Crazy Hand appears only if the player has arrived at the final stage with the difficulty at Hard or above with no continues, and the player must have arrived at the final stage in 9 minutes or less.

All-Star Mode

All-Star mode returns from Melee, while basically the same it has had some slight modifications. It can now be played with two players and opponents are now sorted by Series rather than in a random order. No more than two foes will appear at the time. The Pokémon Level has the most enemies as Pokémon Trainer will use each Pokémon separately. It is unlocked by unlocking all the characters. Beating rewards the player with a a trophy of the current charcter preforming their Final Smash. Also, if All-Star is beaten with Co-op mode, Final Smash Trophies of both characters will be rewarded.

Finishing it as Zelda or Sheik does not give the player the other's trophy, it must be cleared twice. The same applies to Samus and Zero Suit Samus. All-Star only needs to be cleared once for Pokémon Trainer, unlike Classic. The order of the fights are also the order the games came out. Also, in Co-Op mode, the players must fight two Olimars in the last level.

All-Star Matches
# Series Opposing characters Stage
AllStarMatch1 Game & Watch Mr. Game & Watch Flat Zone 2
AllStarMatch2 Mario Bros. Mario, Luigi, Peach, Bowser Mushroomy Kingdom/Delfino Plaza/Mario Circuit/Luigi's Mansion
AllStarMatch3 Donkey Kong Donkey Kong, Diddy Kong 75m/Rumble Falls
AllStarMatch4 Ice Climber Ice Climbers Summit
AllStarMatch5 R.O.B. R.O.B. Mario Bros.
AllStarMatch6 The Legend of Zelda Link, Toon Link, Zelda/Sheik, Ganondorf Bridge of Eldin/Pirate Ship
AllStarMatch7 Metroid Samus Aran/Zero Suit Samus Frigate Orpheon/Norfair
AllStarMatch8 Kid Icarus Pit Skyworld
AllStarMatch9 Metal Gear Solid Snake Shadow Moses Island
AllStarMatch10 EarthBound Ness, Lucas New Pork City
AllStarMatch11 Fire Emblem Marth, Ike Castle Siege
AllStarMatch12 Yoshi Yoshi Yoshi's Island
AllStarMatch13 F-Zero Captain Falcon Port Town Aero Dive
AllStarMatch14 Sonic the Hedgehog Sonic the Hedgehog Green Hill Zone
AllStarMatch15 Kirby's Dream Land Kirby, Meta Knight, King Dedede Battleship Halberd
AllStarMatch16 Star Fox Fox, Falco, Wolf Lylat Cruise
AllStarMatch17 WarioWare, Inc. Wario WarioWare, Inc.
AllStarMatch18 Pokémon Pikachu, Pokémon Trainer, Lucario, Jigglypuff Pokémon Stadium 2/Spear Pillar
AllStarMatch19 Pikmin Captain Olimar Distant Planet

Events

Events are pre-defined missions to be completed by the player; most of them have the objective of defeating certain opponents. Each event is represented by a small preview screenshot on the event list, and a difficulty (Easy – Normal – Hard) can be selected. Several events are also available in the co-op mode, which allows two players at a time to play. In this mode, they cooperate, thus cannot fight each other. The events are:

Single Player Mode
# Preview Event Player's Character In-game Description (Objective) Stage
1 Events01 Two Trouble Kings Mario Now there are TWO greedy kings? Having a buddy doesn't change their natures. (Mario must defeat Bowser and King Dedede.) Delfino Plaza
2 Events02 Landmaster Ignition Fox Slippy! Send me a Landmaster! Show them Star Fox's Final Smash! (Fox must KO Zelda/Sheik and Meta Knight with the Landmaster as many times as possible within a time limit.) Corneria
3 Events03 Pink Ball Repulsion Meta Knight Kirby must not board the Halberd! Repel him so the plans can succeed! (Meta Knight has to defeat Kirby before he reaches the Battleship Halberd ((1:24)).) Halberd
4 Events04 Cleaning House in Skyworld Pit Destroy all the breakable terrain to remodel Skyworld! (Pit has to destroy all platforms in Skyworld, with Wario trying to fight him.) Skyworld
5 Events05 Become the Champion! Pokémon Trainer The final Pokémon-tournament challenge. Do your Pokémon match up?! (Player must defeat all 3 of the rival Trainer's Pokémon.) Pokémon Stadium 2
6 Events06 Super Bowser Bros. Bowser Want to see what it's like to be Mario? Survive as you race to the flag! (Race 3 Marios to the end of Mushroomy Kingdom 1-1, without being KO'd.) Mushroomy Kingdom 1-1
7 Events07 Diddy Kong Panic Donkey Kong So many angry little Diddy Kongs. Did they lose a race or something? (KO the 15 Diddy Kongs.) Mario Circuit
8 Events08 Go! Triple Finish! Pikachu SQUIRTLE, IVYSAUR and CHARIZARD appear all at once in a Pokémon battle royale! (KO Squirtle, Ivysaur, and Charizard.) Pokémon Stadium 2
9 Events09 The Monster Beneath the Earth Ike A fearsome beast awaits in the dungeon. Pray you settle things before you see it. (KO two Diddy Kongs; if the player reaches the dungeon below, he/she will end up having to fight a Giant Donkey Kong.) Castle Siege
10 Events10 All-Star Battle Regulars Choose The Smash Bros. perfect-attendance crew! Fight the eight regulars in order! (KO the 8 series regulars: Mario, DK, Link, Samus, Yoshi, Kirby, Fox, Pikachu.) Final Destination
11 Events11 Yoshi's Rainbow Ice Climbers Yoshis everywhere! Beat 'em in order: red, pink, yellow, green, pale blue, blue. (KO the Yoshis in that particular order.) Rainbow Cruise
12 Events12 Sleeping in the Eggs Yoshi These two can't seem to settle down. Maybe they will if you put them in eggs. (Simultaneously capture Kirby and Pikachu in Yoshi's eggs.) Yoshi's Island
13 Events13 Dragoon Strike Kirby Reunite the three parts of the Dragoon! Aim well to launch your enemies! (KO three Warios with the Dragoon.) Halberd
14 Events14 Sproutage of the Flower Pikmin Pikmin & Olimar In time, Pikmin blossom. Guard the six Pikmin until they all bloom into flowers! (Self-explanatory) Distant Planet
15 Events15 Hammer of the King King Dedede We are the three Dededes! It's King Dedede times three! (With the help of two ally Dededes, KO a Giant Metal Dedede.) Smashville
16 Events16 Power suit ON! Zero Suit Samus Quickly! Regain the Power Suit you lost. You'll need a Smash Ball to do it. (Get the Smash Ball and use the Final Smash.) Frigate Orpheon
17 Events17 Super Waterfall Climb Zelda I want to climb a waterfall at high speed. Why? Because it's there. (Make it to the top of the stage.) Rumble Falls
18 Events18 Dark Link Duel Link A predestined battle with Dark Link. Nowhere to run, but no one in the way. (KO Dark Link in a match with hitpoints instead of damage percentages.) Bridge of Eldin
19 Events19 Wario Bros. Wario I came to find the Mario Bros.' roots. What's this giant stage? (KO Mario and Luigi.) Mario Bros.
20 Events20 All-Star Battle x 1 Choose Challengers approaching! Fight eight Brawl newcomers in all! (KO Wario, Meta Knight, Pit, Zero Suit Samus, Olimar, Lucas, Diddy Kong, and Pokémon Trainer.) Battlefield
21 Events21 Visit to Onett Lucas In the legendary boy's town, even one as timid as I could become a warrior. (KO Ness.) Onett
22 Events22 Monkeys Unite Diddy Kong Donkey Kong is under attack! Defeat his opponent! (KO Sheik and Lucario, with Giant Donkey Kong as an ally.) Rumble Falls
23 Events23 Molten Norfair Samus Get inside the safety capsule before your foes to survive the lava of Norfair. (Enter the capsule when the huge wave of lava approaches.) Norfair
24 Events24 Come On! Blue Falcon! Captain Falcon Dawdle too much and the race will end! Ride the Blue Falcon to victory! (KO the two R.O.B.s with the Final Smash within one lap.) Port Town Aero Dive
25 Events25 The Aura is with Me Lucario When pushed to the limit, his power grows! Fight as LUCARIO at lethal damage! (KO Ness and Sheik; Lucario starts with 182% damage.) Spear Pillar
26 Events26 The Slow and Easy Life Ness You want to enjoy K.K. Slider's show. But those guys keep gettin' in the way... (KO three Tiny Olimars.) Smashville
27 Events27 Three-Beast Carnage R.O.B. Three beasts are in the tyrant's town! Facing them is a lone figure...R.O.B. (KO Giant Bowser, Giant Donkey Kong, and Giant Charizard.) New Pork City
28 Events28 Flower Blooms in the Echoes Peach Wrapped in sound waves, flowers of joy bloom. Make all the leaves on the right tree red! (Hit all the leaves on the tree on the right, until they are all red at the same time.) Hanenbow
29 Events29 All-Star Semifinal Regulars Choose Four hidden characters from the first game! They've appeared in every Smash game to date! (KO Luigi, Captain Falcon, Ness, and Jigglypuff.) Yoshi's Island
30 Events30 Sonic Boom Sonic Hey, guys! Is this some kind of joke? Isn't one Sonic enough? (KO 15 enemy Sonics.) Green Hill Zone
31 Events31 The Ultimate Bodyguard Marth Ganondorfs attack Zelda as she focuses! Protect her at all costs! (Protect Zelda from 2 Ganondorfs until she transforms, then finish the battle.) Castle Siege
32 Events32 Bird in Darkest Night Falco What's happening? It's getting darker! Today's just isn't my lucky day. (KO Mr. Game & Watch in a darker version of Brinstar.) Brinstar
33 Events33 Advent of the Evil King Ganondorf The king of evil wants the Triforce, but the fated pair have help from above. (KO Link, Zelda, and Pit.) Temple
34 Events34 All-Star Battle Melee Choose It's the eight challengers from Melee! What's different between then and now? (KO Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco, and Ganondorf.) Pokémon Stadium
35 Events35 The Visitor to Flat Zone Mr. Game & Watch Can anyone move well in this flat world? Maybe an ally?! Maybe not... (KO Peach, Jigglypuff, and Toon Link.) Flat Zone 2
36 Events36 High-Tech Special Forces Solid Snake Colonel: Snake. Intel shows FOXHOUND has hired three bounty hunters to kill you. (KO Samus, Captain Falcon, and Wolf.) Shadow Moses Island
37 Events37 The Pirate Airship Toon Link Your chance comes when the whirlwind lifts the pirate ship. Finish it in the sky! (KO the two Yoshis when the ship is in the sky.) Pirate Ship
38 Events38 The Wolf Hunts the Fox Wolf Wolf will be the one to finish you! It's Star Fox's final battle. (KO Fox and Falco.) Lylat Cruise
39 Events39 All-Star Battle x 2 Choose It's even more new Brawl challengers! There's a total of eight. Defeat them all. (KO King Dedede, Ike, Lucario, R.O.B, Toon Link, Snake, Sonic, and Wolf.) Skyworld
40 Events40 The Final Battle Choose Bowser, King Dedede, and Ganondorf... A battle with the bossiest of bosses! (KO Bowser, King Dedede, and Ganondorf.) Final Destination
41 Events41 The FINAL, Final Battle Choose It's the REAL final battle! (KO Snake, Sonic, and Giant Mario.) Final Destination
Co-Op Mode

This mode requires two human players, and has (mostly) different events from the single-player mode.

# Preview Event Player's Characters In-game Description (Objective) Stage
1 Events01 Two Trouble Kings Mario and Kirby Now there are TWO greedy kings? Having a buddy doesn't change their natures. (KO Bowser and King Dedede) Delfino Plaza
2 C-02 Master the Pokémon Tag Battle Pokémon Trainer and Pikachu The Pokemon tournament's final challenge. Your rivals have the same Pokemon! (KO rival Pokemon Trainer, and Pikachu) Pokémon Stadium 2
3 C-03 Fastest, Shortest, Sudden Death Yoshi and King Dedede Only ten seconds left?! Beat as many foes as you can in Super Sudden Death and live! (survive 10 seconds at 300% damage) WarioWare, Inc.
4 C-04 The DK Tag Calamity Donkey Kong and Diddy Kong DK and Diddy got tiny! Use lightning to help deal the final blow! (defeat all enemies while many Lightning Bolt items appear) Mario Circuit
5 C-05 The Yoshi Team of 50 Meta Knight and Pit It's a mountain of Yoshis! Take care of them all before completing one lap. (KO all 50 Yoshis in under one lap) Rainbow Cruise
6 C-06 Unwanted Suitors Zelda and Zero Suit Samus What do these guys want, anyway? Chase 'em off, will ya? (KO the invisible enemies) Port Town Aero Dive
7 C-07 Battle of the Dark Sides Link and Samus A predestined battle with their dark sides. Nowhere to run, but no one in the way. (KO Dark Link and Dark Samus; all players have 200 HP) Bridge of Eldin
8 C-08 All MINE! Wario and Bowser Money! Money makes the world go 'round! Gather 2,000 coins and eat something good. (Gather 2,000 coins) Skyworld
9 C-09 Those Who Wait in Onett Lucas and Ness A green combo has descended on Onett. And they don't seem to be leaving. (KO Luigi and Yoshi.) Onett
10 C-10 The R.O.B.'s of Tomorrow Lucario and Ice Climbers It's normally a pretty small robot... Is this even possible? (Take turns KOing the R.O.B.s, which are of varying sizes) Summit
11 C-11 The Great Remodeling Battle Luigi and Peach Finally time for that remodel! Nab 300 coins without damaging the house. (Get 300 coins without damaging the mansion) Luigi's Mansion
12 Events24 Come Back, Falcon Flyer! Captain Falcon and Pikmin & Olimar Land the final blow before the Falcon Flyer leaves... in about thirty seconds! (KO two Samus' in 30 seconds) Big Blue
13 C-13 Blades of the Quick and Mighty Marth and Ike Two blades of vastly different styles. Combine them to grasp their true worth. (KO Link, Meta Knight, and Ganondorf) Big Blue
14 C-14 The Dark Guardians Ganondorf and Wolf Two beasts appeared in the tyrant's town! How clever. See if you can't crush them. (KO Giant Charizard and Donkey Kong) New Pork City
15 C-15 Four Swords Brawl Both play as Toon Link Four chase coins instead of Rupees! The first team to 500 coins wins! (Collect 500 coins before the foes do) Pirate Ship
16 C-16 JIGGLYPUFF's Great Comeback Jigglypuff and Mr. Game & Watch JIGGLYPUFF may be feeble at first, but if you can just hand on, then surely... (KO Lucas and Ness. Jigglypuff starts small - the equivalent of being lightning-struck, then grows to normal size when the stage changes once, then becomes big when it changes again) Castle Siege
17 C-17 Sonic and Mario Sonic and Mario No problem! It's nothing at all! Only a race can decide the true victors! (KO two Marios) Green Hill Zone
18 C-18 The New Weapon of Shadow Moses Solid Snake and R.O.B. The robotic weapons have been rolled out. Only one of them is an ally... (KO two R.O.B.s) Shadow Moses Island
19 C-19 Shadow of Andross Fox and Falco It's a fierce attack by Andross and Wolf. Take them, Team Star Fox! (Avoid the attacks of Andross, while attempting to KO Wolf) Lylat Cruise
20 C-20 The Final Battle for Two Choose any Character A fierce battle with nasty rivals! You can't lose now! (KO Wario, King Dedede, Wolf, Meta Knight, Ganondorf and Bowser) Final Destination
21 C-21 The True All-Star Battle Choose any Character Fight everyone without any breaks! It's endless, but a suitable final battle. (KO every single character) Battlefield

Stadium

The Stadium offers several mini-games, as previously in Super Smash Bros. Melee and one new mode.

Mario along with Sandbag and a

Mario along with Sandbag and a Home-Run Bat

Home-Run Contest

The Home-Run Contest returns with quite a few differences. A shield surrounds the platform, preventing players from accidentally pushing Sandbag off the platform. However, the shield will shatter if it is knocked around by the Sandbag too much. Two players can work together in cooperative play, with the two having to work together in order to set a good record. Two players can also challenge each other in two player alternating play, which features two characters taking turns to see who can knock Sandbag the farthest. Both of these modes can be played in Wi-Fi Connection mode, under the With Friends mode.

Target Smash!!

Also available in the Stadium mode is Target Smash!!, a slightly altered mode of the Target Test from the previous games. There are five different levels that all characters can play on, and the replays can be sent to other players via the Wi-Fi Connection. It is also possible to play Target Smash!! with two players simultaneously.

Multi-Man Brawl
The Selection Screen for Multi-Man Brawl.

The Selection Screen for Multi-Man Brawl.

Another returning feature is the Multi-Man Brawl, known as Multi-Man Melee in the previous game. In this mode, players fight the enormous Fighting Alloy Team. Objectives include defeating a certain number of Alloys, fighting them off for a set period of time, or fighting endlessly for a high score. 10 Man, 100 Man, 3 Minute, 15 minute, Endless and Cruel Settings all return. Various rewards from the challenges section are obtained in this mode.

New additions to the mode include its inclusion in two-player mode, whereas in Melee the mode was strictly single player. The Fighting Wire Frames have been replaced by the Alloys. While there were only two types of Wire Frames, there are four types of Alloys. They each have their own unique fighting styles.

Boss Battle Mode

This mode is similar to All-star mode, except the player must fight all of the bosses that appear in the game. The player is provided only with three Heart Containers that heal all damage, and he/she only have one life. Unlike All-star, however, enemies are in random order(except for the final boss, Tabuu), and there is no option to continue after being defeated; players are instead taken directly back to the Character Select Screen. If the mode is cleared, the time taken is recorded for the high score. If not, the number of bosses defeated will be. Players can set the difficultly level to the same ones as other modes: Easy, Normal, Hard, Very Hard, or Intense. The difficulty levels will affect how fast the bosses will move, along with how much damage their attacks will inflict.

It is unlocked by clearing Subspace Emissary for the first time, and by defeating Classic Mode at least once. Also, like All-Star mode, Boss Battle Mode can be played with two players simultaneously. If done so, there will be five Heart Containers total at the healing area.

Training

The Training mode returns from Super Smash Bros. Melee. It allows the player to learn to play the game properly, or to experiment with certain functions and items. The player fights one to three characters, which can be controlled by the CPU, the player, or not move at all. The player can create any item to test it, as well as the Smash Ball to practice Final Smashes. The hit damage of the CPU can be predefined, and the game can be put in slow or quick motion.

Group

Brawl

Choosing alternate characters for the start of a match.

Choosing alternate characters for the start of a match.

Very similar to previous games, in which 2-4 players or computers may battle. The players can select their characters, who also have alternate costumes, and choose the stage to play on. As the battle begins, each character appears with their specific entrance. For example, Samus comes out of a teleporter and Mario out of a Warp Pipe. These entrances were present in the original Super Smash Bros., but not in Super Smash Bros. Melee., for unknown reasons.

As in the last two games, Super Smash Bros. Brawl also has Handicaps to help beginners in battles. However, this time, handicaps do not make a player weaker the more times he/she is knocked out, but instead, change a players starting damage percentage. For example, one player can start at 0% of damage, but the other starts at 50%, even after he/she has been knocked out. This allows players to test their skills, or just to give them a challenge, as well as helping beginners learn the basics.

For characters with distinct forms, the character selection screen allows the player to choose with which to start, by clicking the name. This means characters like Zelda can be used to select Sheik. Depending on the choice, that will be the character the player starts as in the beginning of the match.

The "Bunny Brawl" setting.

The "Bunny Brawl" setting.

Special Brawl

A new feature is the Special Brawl. Using this, players are able to customize the battle themselves. This means they can attach items, set stats, and add appearance differences to all the players, right from the start of the battle, without having to collect the items themselves. The Special Brawl, thus, allows players to try a variety of settings such as Invisible Bunny Brawl, instead of the settings given on a certain type of battle , as seen in previous with the Special Melee modes in Super Smash Bros. Melee.

Rotation

The Rotation mode is an enhanced version of the Winner Out/Loser Out Tournament modes of Super Smash Bros. Melee. It allows more than four players to play at the same system, by passing the controllers on after each battle. Up to sixteen players can be put into the queue, with each given the possibility to use his/her name and his/her personal controller configuration. However, this is not required. There is still the option between Winner Out and Loser Out, where the winner or the loser of the match pass the controller on to the next player after the match, respectively. Additionally, players have the option to pause, i. e. moving themselves at the end of the queue. The mode is available when two or more controllers are connected to the Wii. It remains unconfirmed whether players will be able to change their characters while the mode is ongoing, as it was the case in Super Smash Bros. Melee.

Tourney

The Tourney Mode from Super Smash Bros. Melee (then "Tournament Mode") is in Brawl, acting the exact same way as it did in Super Smash Bros. Melee. Players are able to brawl in a tourney, that can have up to 32 players, and must fight their way to the championship, eventually earning a cup if they win. It is possible to play with friends, or battle CPU characters. Apart from decreasing the total number of players from 64 to 32, nothing has been changed from the Super Smash Bros. Melee version.

Nintendo Wi-Fi Connection

The main Wi-Fi menu.

The main Wi-Fi menu.

Nintendo Wi-Fi Connection is a new feature in Super Smash Bros. Brawl. However, similar to what happened with Mario Strikers Charged Football, the game tends to slow down and fail when the players are playing far away. The further away the players are from each other, the more the problem worsens. So, playing a game from Japan to America will slow the game down, and cause some problems in the battle. Regardless, the game is still capable of connecting overseas. The two modes are With Friends and With Anyone.

When playing with friends, players use friend codes in order to brawl with each other. They choose an emblem to represent themselves. Emblems can be the games' series emblems, the characters' icons, or Miis. In this mode, players are able to send messages to each other in-game, using the Taunt command. Players can send four different kinds of messages, one for each direction: up, down, left, and right. Results are recorded only in this mode. The Home-run Contest and Multi-Man Brawl are also playable in this mode.

The With Friends mode selection screen.

The With Friends mode selection screen.

When brawling in the With Anyone setting, players are unable to send messages to each other in-game, and neither can they see the name or details of their opponent. Also, the results of the battle are not recorded in the With Anyone mode. There are several modes in the With Anyone setting. In the Basic Brawl, players play against each other without teams. However, the rules are set to 2-Minute Brawl and cannot be changed. However, players can individually change their item settings. The game will randomly use the item setting of one of the combatants. If there are less than 4 players, there will sometimes be CPU enemies present. When a player disconnects from the Wi-Fi connection while battling, a CPU takes over his/her character.

Unlockable characters are also available in this setting for a player who has unlocked them. Because of this, Nintendo recommends players not to use the Basic Brawl setting if one is not wanting to get the unlockable characters spoiled. A different mode in the With Anyone setting is the Team Brawl. While the game is loading, or while the players are waiting for other opponents, they can practice the game by attacking the Sandbag from Super Smash Bros. Melee. Players can choose to be spectators of the battle, and even bet coins on who will win.

Stage Builder

The Stage Builder in action.

The Stage Builder in action.

 and  on a stage from stage builder (notice the stage looks like classic Mario/Luigi

Mario and Luigi on a stage from stage builder (notice the stage looks like classic Mario/Luigi.)

Players create custom stages using this mode. When making the stage, players first pick the size of the stage, and then creating a background pattern, as well as the music from the game that will play on the stage. Once done, the player can start adding pieces to the stage, whether it be simple platforms to ladders to spikes. However, each of the four control types have different ways to move the pieces, however, they are all able to flip, resize, zoom, swap palettes and erase pieces of the stage. After building a fraction of the stage, it can be tested out before being saved. This can be done several times, if it is necessary. After the stage is finished, the name and comment can be chosen, as well as an option to change the music of the stage. It can be sent to other players via Wi-Fi Connection, but can also be sent directly to Nintendo using the "Submit" option on the Stage Builder screen. Every day, Nintendo will send a selected stage to every player with Wi-Fi and Super Smash Bros. Brawl, so he/she can try out the stages that other people have made. The stage gets removed after a day has passed, and a new one is brought in the next day. This allows players to make and try out new stages for themselves every day.

Screen shot of the Coin Launcher in use.

Screen shot of the Coin Launcher in use.

Coin Launcher

The Coin Launcher is a mini-game available in the Vault, replacing the Lottery mode from Super Smash Bros. Melee. In this game, the player uses the coins which they have won in the Classic Mode, the Subspace Emissary, the Group mode or by betting on the winner in the Wi-Fi connection's Spectator Mode, to get trophies and stickers. The player controls the Coin Launcher, a cannon that shoots with the coins the player has collected. Several moving objects appear at regular intervals, of which there are a few different types. Each different type moves in a different formation and direction across the screen. If the player shoots all the enemies in a particular group formation, the player will often gain a sticker as a reward. However, the main aim of this game is to hit the Trophies to win them. These appear quite regularly, and move across the screen in a random path, although these are predetermined. A trophy must be hit with 2 to 4 coins to be collected. There are some hazards in this game; mainly the missiles which appear and aim for the Coin Launcher. Each one takes 2 hits to destroy, but some move much faster than others, and occasionally a large group will appear all at once. If a missile hits the Coin Launcher, the player loses 10 coins, and a special green gauge decreases. This gauge, located on the bottom left corner of the screen, if filled up completely, allows the player to rapid-fire coins for a short time when it is filled. It is filled slightly whenever a missile is destroyed, or a certain number of moving objects.

Other Features

My Music

My Music.

My Music.

Rather than restricting each stage to one music track, stages have a selection of music tracks usually from the game series the stage is from, and players can choose which music track they want to play on the stage using the My Music mode. For example, on the Delfino Plaza stage, players can choose between the Delfino Plaza theme from Super Mario Sunshine, the Ending/Title Screen of Super Mario World, the main theme to New Super Mario Bros., and many more. Players can set how commonly the track may appear on the stage. To add more music to the collection, the player must collect CDs, which randomly appear across the entire game, in many of the numerous modes of play. After all music tracks have been collected, the CD will appear no more.

Trophies

Trophies return in Super Smash Bros. Brawl. They act the same way, some being collected the same way, but there are now new trophies, and they are more easily stored, as an image of the trophy will be seen when selecting a trophy. They can also be displayed the same way they were in Melee. Another new feature is that many trophies can be placed together on the same spot, making dioramas. There are also more backgrounds that can add to this new feature.

Stickers

Throughout the game, players can find Stickers, which show up at random points during Brawls. Unlike trophies, however, the items will be much easier to find and are simply pieces of 2D game artwork rather than 3D models. Stickers are stored in an album and can be used to decorate a screen in the Sticker Center. They can also be used to power up characters in the Subspace Emissary. Stickers however have one use and once used, the player cannot acquire them back unless he/she collects a copy of the sticker being used to power up the character in Subspace Emissary.

Challenges

Main article: Challenges (SSBB)
The Challenges screen.

The Challenges screen.

All three kinds of collectibles in Super Smash Bros. Brawl, trophies, stickers and CDs can be alternatively won in the Challenges mode. The Challenge mode has many closed windows which contain the prizes. When the player unlocks an item by winning a challenge, for example playing the Target Smash level 1 with 10 different characters for the Stafy trophy, the collectibles left and right to Stafy's trophy, which are currently not won and invisible, appear in a red silhouette, and their method of unlocking is displayed. The player can also win Golden Hammers, which he can use to automatically get any window of his or her choice open, getting the item inside. However, not all windows can be destroyed with a hammer; objectives related to the Boss Battles mode cannot be opened. There's a total of 128 objectives in the Challenges Mode.

Album

Throughout the game, the player is able to take screenshots while pausing the game. In contrast to Super Smash Bros. Melee, there is no special camera mode needed. The screenshots can be either saved on the Wii's internal memory or an SD card.

Replays

A new feature in Super Smash Bros. Brawl is Replays. This can be used on Brawl Mode, Target Smash!!, Home-run Contest, and Multi-man Brawl. They can be recorded by pressing Z after the brawl or the challenge has ended. The maximum time, however, for a replay to be recorded is 3 minutes. They can later be accessed from the Vault, and be replayed. Players can also submit Target Smash!! and Home-run Contest records to Nintendo, via WiiConnect24. However, the service was discontinued after June 30th, 2009.[8]

Masterpieces

In this mode, the player can play restricted demo versions of classical Nintendo games via the Virtual Console. The player does not have to connect to the Wi-Fi connection for that. The available demos are:

Some must be unlocked. These games include:

All titles have a restricted time they can be played in. However, some, like Super Metroid, come with save data.

Voice cast

For a complete list of credits, see the Credits sub-page.
Group Artwork that is used on the Boxart

Group Artwork that is used on the Boxart

Beta Elements

For a list of this game beta elements, see here.

Glitches

For a list of this game glitches, see here.

Music

Music Staff

The following is a sortable chart of the composers, arrangers, lyricists, and vocalists who contributed to the musical score of Super Smash Bros. Brawl.

Name Company* Works** "Song(s)" (Role)
Akihiro Honda Konami Digital Entertainment Co., Ltd. Metal Gear Solid 4: Guns Of the Patriots
Metal Gear Solid: Portable Ops
"Metal Gear Solid: MGS4 Love Theme (Smash Bros. Brawl Version)" (Arrangement Supervisor)
Akito Nakatsuka n/a n/a "Zelda II: Adventure of Link: Great Temple/Temple" (Composition Supervisor)
"Ice Climber" (Composition Supervisor)
Arata Iiyoshi n/a Pokémon Mystery Dungeon
beatmania II DX
Asuka Ohta Nintendo New Super Mario Bros.
Yoshi Touch & Go
Cowan, James (non-Japanese versions only) n/a n/a "WarioWare: Ashley's Theme" (Vocals – "Ashley's Creepy Crew" Male)
Hajime Hirasawa n/a n/a "Star Fox: Space Armada" (Composition Supervisor)
Hajime Wakai Nintendo Pikmin series
Star Fox series
"Pikmin: World Map" (Composition Supervisor)
Hirokazu Ando n/a n/a "Menu 1: Super Smash Bros. Melee" (Composition Supervisor)
Hirokazu Tanaka (also billed as Hirokazu Tanaka. Ex) n/a Metroid
Dr. Mario
"Kid Icarus: The Underworld" (Composition Supervisor)
“Donkey Kong” (Arrangement Supervisor)
Jun Fukuda grasshopper manufacture inc. killer7
contact
"Kirby: Meta Knight's Revenge" (Composition Supervisor)
Jun Senoue SEGA Sonic Adventure series
Sonic Heroes
"Sonic the Hedgehog: Angel Island Zone" (Arrangement Supervisor)
Junichi Masuda n/a n/a "Pokémon: Pokémon Stadium/Evolution" (Composition Supervisor)
Kazumi Totaka Nintendo Animal Crossing series
Yoshi franchise
"Yoshi's Story: Ending" (Composition Supervisor)
"X: Tunnel Scene" (Composition Supervisor)
"Animal Crossing: The Roost" (Arrangement Supervisor)
Keigo Ozaki GAME ARTS Co., Ltd. PROJECT SYLPHEED "Animal Crossing: Go K.K. Rider!" (Arrangement Supervisor)
Ken Nishikiori n/a n/a "Super Smash Bros. Brawl: Main Theme" (Tenor)
“Fire Emblem: Fire Emblem Theme” (Tenor)
Kenichi Okuma n/a Melty Lancer series
Welcome to Pia Carrot!! 3
"Pokémon: Pokémon Stadium/Evolution" (Arrangement Supervisor)
Kenji Ito n/a ROMANCING SAGA series
CULDCEPT SAGA
"Star Fox: Space Armada" (Arrangement Supervisor)
Kenji Yamamoto Nintendo Super Metroid
Metroid Prime series
Kentaro Ishizaka HAL Laboratory, Inc. n/a
Koji Hayama n/a Cho Aniki
Ape Escape 2
Koji Kondo Nintendo Super Mario Bros. series
The Legend of Zelda series
"The Legend of Zelda: Ocarina of Time Medley" (Composition Supervisor)
"Super Mario Bros.: Ground Theme" (Composition Supervisor, Arrangement Supervisor)
Lauber, Terry (non-Japanese versions only) n/a n/a "WarioWare: Ashley's Theme" (Vocals – “Ashley's Creepy Crew” Female)
Masaaki Iwasaki n/a MOTHER3
Chelnov (Genesis)
Masafumi Takada grasshopper manufacture inc. killer7
GOD HAND
"Yoshi's Story: Ending" (Arrangement Supervisor)
Masahiro Sakurai Sora Ltd. Kirby series
Super Smash Bros. series
"Super Smash Bros. Brawl: Main Theme" (Lyrics Supervisor)
“Fire Emblem: Fire Emblem Theme” (Lyrics Supervisor)
Masahiro Tajima n/a n/a "WarioWare: Ashley's Theme" (Composition Supervisor)
Masato Kouda n/a Monster Hunter
Devil May Cry
McIntosh, Emily (non-Japanese versions only) n/a n/a "WarioWare: Ashley's Theme" (Vocals – "Ashley")
Michiko Naruke n/a Wild Arms series "The Legend of Zelda: Ocarina of Time Medley" (Arrangement Supervisor)
Minako Hamano Nintendo Metroid Fusion "Metroid: Boss Battle Music (Ridley Fight) " (Composition Supervisor)
Motoi Sakuraba n/a Tales series
Star Ocean series
Golden Sun series
Mario Golf series
Mario Tennis series
"Menu 1: Super Smash Bros. Melee" (Arrangement Supervisor)
Nobuko Toda n/a n/a "Metal Gear Solid: MGS4 Love Theme (Smash Bros. Brawl Version)" (Composition Supervisor)
Nobuo Uematsu n/a Final Fantasy series "Super Smash Bros. Brawl: Main Theme" (Composition Supervisor)
Noriyuki Iwadare n/a GRANDIA series "Kirby: Meta Knight's Revenge" (Arrangement Supervisor)
Oriko Takahashi n/a n/a "Super Smash Bros. Brawl: Main Theme" (Soprano)
““Fire Emblem: Fire Emblem Theme” (Soprano)
Ryoji Yoshitomi Nintendo WarioWare, Inc.: Mega Microgame$!
SASAKITOMOKO Tokyo and Heidi Choir (Japanese version only) n/a n/a "Made in Wario: Ashley Theme" (Vocals)
Seiji Momoi n/a METEOS
The Glory of Hercules III – The Silence of Gods
Shogo Sakai HAL Laboratory, Inc. Super Smash Bros. Melee
MOTHER3
"Super Smash Bros. Brawl: Main Theme" (Arrangement Supervisor)
"Kid Icarus: The Underworld" (Arrangement Supervisor)
"Fire Emblem: Fire Emblem Theme" (Arrangement Supervisor)
"Zelda II: Adventure of Link: Great Temple/Temple" (Arrangement Supervisor)
"Mother: Porky's Theme" (Composition Supervisor, Arrangement Supervisor)
Shota Kageyama n/a Luminous Arc
Taizo Takemoto n/a n/a "Super Smash Bros. Brawl: Main Theme" (Conductor)
"Fire Emblem: Fire Emblem Theme" (Director)
Takahiro Nishi GAME ARTS Co.,Ltd. GRANDIA series
PROJECT SYLPHEED
Tomoko Sasaki TOKIOHEIDI NiGHTS into Dreams… "WarioWare: Ashley's Theme" (Arrangement Supervisor)
Taru Yamashita n/a n/a "Super Smash Bros. Brawl: Main Theme" (Lyrics Translation)
"Fire Emblem: Fire Emblem Theme" (Translation Supervisor)
Toru Minegishi Nintendo The Legend of Zelda: Twilight Princess "Animal Crossing: Go K.K. Rider!" (Composition Supervisor)
Toshiyuki Sudo Nintendo Everybody Votes Channel "Ice Climber" (Arrangement Supervisor)
Tsukasa Masuko n/a Star Force
Magical Starsign
Yasufami Fukuda n/a Kamaitachi no Yoru 2
Yasunori Mitsuda PROCYON STUDIO CO., LTD. CHRONO TRIGGER
XENOGEARS
"Pikmin: World Map" (Arrangement Supervisor)
Yoko Shimomura n/a Kingdom Hearts series
Yuka Tsujiyoko n/a Fire Emblem series "Fire Emblem: Fire Emblem Theme" (Composition Supervisor)
Yukio Kaneoka n/a n/a "Donkey Kong" (Composition Supervisor)
Yusuke Takahama TARGET ENTERTAINMENT INC. Digital Pinball series "Metroid: Boss Battle Music (Ridley Fight) " (Arrangement Supervisor)
"X: Tunnel Scene" (Arrangement Supervisor)
Yutaka Iraha GAME ARTS Co.,Ltd. SILPHEED series
Yuzo Koshiro ANCIENT ActRaiser
Streets of Rage

*The company information refers to the company the person was an employee of during the development of Super Smash Bros. Brawl.
**The video game titles shown are those which Masahiro Sakurai published on the game's official website or mentioned during interviews.

Tracks

Main article: List of Songs in Super Smash Bros. Brawl

Critical reception

The game was already reviewed by the Japanese Famitsu magazine before the actual release. In the review, Super Smash Bros. Brawl received a score of 40/40. The magazine praised the game's lengthy single player mode as well as the "surprising" Final Smash moves. However, the magazine's independent judgement was questioned[10]. Nintendo Power also gave Brawl a perfect score. It noted the unique dynamics of each character, and that the stages were less "gimmicky" than those in Melee. The Official Nintendo Magazine, the UK equivalent of Nintendo Power rated it 95%, their main praise was that there was so much to unlock and the game itself was also enjoyable.

It also won the 2008-2009 Fighting Game of the Year award given by the Academy of Interactive Arts and Sciences. After this happened, the game box was changed to include this award.

Gallery

View Gallery View Gallery

References

  1. 1.0 1.1 Nintendo announces Q2 release schedule, UK Nintendo official site, accessed April 24, 2008
  2. 2.0 2.1 Press Release on the Error Message on the Japanese Official Nintendo Website (in Japanese), published 2008-2-1.
  3. Super Smash Bros. Brawl: Havok engine confrimed - GoNintendo, published 2008-1-28.
  4. Press Release on the Release Date on the Japanese Official Nintendo Website (in Japanese), published 2008-1-15.
  5. Smash Bros. DOJO!! - American English Edition, published 2008-1-15.
  6. Document on the Japanese Smash Bros. DOJO!! explaining the Error (PDF), accessed 2008-1-4.
  7. "Also, for those of you who haven't seen this already, as previously confirmed, Brawl will be using the Havoc engine and it seems that it will take up 128 blocks of memory to save. Don't forget to add replays, snapshots, stages, ect to that amount since it seems this is only the base amount of memory for records, SSE, and other pre-made features!" - Brawl Central News Archive, accessed 2008-2-4.
  8. Smash Bros. DOJO!! notice
  9. 9.0 9.1 "Masterpieces" on the Smash Bros. DOJO!! - Japanese Edition, accessed 2008-1-25.
  10. Smash Bros. Gets Perfect Score From Famitsu - Wired Blog Network, published 2008-1-16.

External links

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