Hello, friends! Today I am happy to share with you my
first blog of 2014! I got several games over the holidays that I’ve meant to
play through and review (like Beyond: Two Souls, The Wonderful 101, and Zelda: Link
Between Worlds), but…well, I haven’t really played any of my new games
extensively yet. I will at some point, but for the last month or so I’ve been
investing the majority of my time playing the Super Smash Bros. Brawl mod known
as Project M.
It’s been a work in progress for a long time and I’ve
been playing the older builds of PM for about 2 years, and for the unfamiliar,
it combines Super Smash Bros. Brawl’s huge and creative roster of characters
with the fast-paced, more competitive gameplay of its predecessor, Super Smash
Bros. Melee. On December 9th of last year, the newest build was released, and
it completely blew me away. They finally completed every character, added multiple
cool looking alternate costumes, new stages, refined menus, a whole new way to play in the form of Turbo Mode, and what personally had me the most excited,
the return of Mewtwo and Roy from Melee. It’s an awesome mod with a lot of
effort put into it and I’ve barely been able to put it down since downloading
it about a month ago. If you’re interested in trying it out for yourself, check
it out right
here.
And as many of you know, the 4th installment
of the Super Smash Bros. series is set to come out…wait, this year!? Good lord,
time flies. It’s already been nearly 6 years since Brawl! The new game looks
impressive, to say the least, the colorful HD graphics, the super unique
movesets given to the newcomers, and…hell, dude, it’s Smash Bros. This is a series known for having an absurd
amount of content that lasts for years without getting old. Between the hours I’ve
poured into Project M and the excitement of knowing that later this year I’ll
be playing Smash 4, it’s hard not to be reminded of the series’ history and be
kind of taken aback at just how much time I’ve put into playing this game with
my friends. To celebrate, I decided my next blog will be the first of a 3-part
series; you guessed it, a Super Smash Bros. Retrospective!
I played the first Smash Bros. when I was really, really
little. I was in a store with my mom, and I saw a game with the most peculiar
packaging. Mario…fighting Pikachu? I was awfully young so I wasn’t acquainted with
very many games, but Mario and Pokemon were two of my favorites. I bought it,
turned it on, and was presented with a selection of 8 characters, of which I
recognized 5 or so (Mario, DK, Yoshi, Kirby, and Pikachu.) That said, there
were also 3 I didn’t recognize; Link from Legend of Zelda, Samus from Metroid,
and Fox from StarFox. And ironically, I think those characters I didn’t know
were one of the very best parts of the first Smash Bros.; the fact that I was
introduced to so many iconic and memorable characters that I may not have known
otherwise.
Mario’s the undisputed face of gaming, it’d be impossible
to run around for 5 minutes in the late 90s or early 2000s without seeing Pokemon everywhere…but
series like the aforementioned StarFox and Metroid don’t have quite as much
star power. Smash Bros. became such a hit that the recognizability of these
characters and their games absolutely skyrocketed. Without playing a Zelda game
before Smash, I still thought Link’s character design was cool, and I really
liked the way he played in-game: his cool sword slashes, his big arsenal of
weapons, everything about him was really intriguing to me. And because of his
cool appearance in Smash Bros., I went to Funcoland (lol) and bought a copy of
Ocarina of Time, which would eventually become one of my favorite games of all
time. That’s not to say by any means that less popular series would have failed
without Smash Bros, but I do have to wonder; would my appreciation for Zelda or
StarFox have ever had a chance to exist if I hadn’t been drawn to the characters
in SSB as a young kid? I think the definitive way you can judge the success of
a crossover is by asking yourself the following question: does seeing this
series represented in a crossover make me want to check out the source material?
In the case of Super Smash Bros., the answer is
absolutely yes. As a kid, I wanted to play Earthbound and F-Zero soooo badly
just because of how much I loved Ness and Captain Falcon in Smash, I bought Ocarina of Time just because of how
much fun I had playing as Link, and while I had already been familiar with
Kirby, seeing his funny and endearing moves in Smash Bros. really got me into
the series. The game did
a phenomenal job not just from a gameplay perspective,
but from serving as a sort of museum for Nintendo history, bringing joy to
those who had been longtime fans and doing a wonderful job at introducing the
variety of cool series and characters to newcomers.
The game opened with this super-stylish intro sequence
doing a good job at representing every series present in the game and the scale
of their coming together, putting forward the reason for their battles in a way
that makes all too much sense; the characters are actually toys being played
with. Clever! After that, the presentation remained consistently outstanding
throughout. While the graphics are a bit off-putting even by N64 standards,
there was a big variety in modes, in stages (accompanied by delightful music
consisting of remixed versions of songs from the original games), and of course
in characters. One thing that this game doesn’t get enough credit for is its
sound effects; while a bit on the cartoony side, they deliver such a perfect
feeling of satisfaction upon impact. Landing a giant punch with Donkey Kong and
hearing the huge noise that accompanies it feels really, really good, and these
fun, over-the-top sound effects are unfortunately something that would be
abandoned as the series progressed.
The single-player aspect of the game is limited in that
you’ve only got one mode, but that mode itself still has a lot of variety.
Aside from the fighting, there are modes like Break the Targets, Board the
Platforms, and Race to the Finish (in which you break the targets, board the
platforms, and race to the finish respectively) that incorporate some cool challenges
between battles, and it’d be a sin not to mention the extremely memorable final
battle against Master Hand. While the mode would be pretty much the same every
time you played it, every character got an awesome ending picture upon
completion of the game. Look at some of these:
While not quite as impressive these days, seeing these colorful
images on your 4:3 TV in 1999 after the credits and being met with a loud “CONGRATULATIONS!”
was totally badass. I made sure to beat the game with all 12 characters just
for the sake of seeing all these awesome pictures.
But single-player aside, the focus was on the multiplayer
modes. You had 9 unique stages, 12 unique characters, a whole bunch of chaotic
items, and the ability to bend and play around with whatever rule you want to.
Want to fight your buddy? Okay! Want to fight three of your buddies? That’s
cool! Want to fight with your buddy against two of your other buddies? That’s
fine too! Play timed matches, stock matches, team battles, free for alls,
whatever you want with any amount of players between one and four. This super
flexible and customizable set of rules is the key to this game’s success, if
you ask me; despite the relatively small roster of characters and the pretty
basic gameplay, it doesn’t really ever get old! There are so many cool things
to switch up and play around with that it’d take forever to explore every
single possible combination of rules, stages and characters.
But what’s all this without fun, tight gameplay? Not
much. Does Super Smash Bros. deliver in this regard? Yes! …sorta. At the time
this was beyond unique; keep in mind more traditional fighting game series like
Street Fighter and Tekken were dominating the PS1, but the N64 didn’t really
have a fighter of its own. Instead of making your generic Street Fighter clone
or a sloppily thrown together 3D fighter, the developers
sought to make a game
that could be just as competitive, but also infinitely more accessible, more
random, and more creative. Keep in mind that Mario, Kirby, Link, and Pikachu
aren’t traditionally fighting game characters, so the fact that all these
cartoony mascots who had otherwise only existed in their own games were able to
blend together in this game so well is absolutely astounding. The creativity
put into their movesets can’t be overstated enough, with each character feeling
just like they would in their own games while also coming together and fitting
into Smash together, and somehow it all results in a game with a surprising
amount of depth and balance. In all honesty, there’s not much reason to play
this game in the year 2014. The second game literally doubled its amount of
content, the third game built even further than that, and they both arguably have
refined and improved gameplay in terms of speed and options. That said, the
innovation of a 4-player, easy-to-access fighter like Smash is something that’s
really hard not to appreciate.
In the end Smash 64 may be kinda dated, but for me at
least, it’s impossible not to smile looking back at what an awesome job this
game did at so many things. It brought together characters I recognized with
characters I didn’t and made them all awesome! It gave me hours of
entertainment simply fidgeting around with characters and learning all their
different moves! And perhaps most important of all, it killed weekend after
weekend of just kicking back and having a blast with a couple of friends. This
game’s 15th anniversary is the 21st this month if memory
serves, and after all this time a lot of the appeal has worn off in that its
sequels have done so much to add to the initial formula. Even so, it’s
impossible to deny the impact Smash made on Nintendo and its fanbase. And it’s
all only going up from here!
Check back later this week for part 2!! probably
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