Super Smash Bros. Trivia & Easter Eggs
Development secrets, Easter eggs, hidden facts, and behind-the-scenes history for Super Smash Bros. (1999).
The Scrappy Passion Project That Started a Dynasty
Super Smash Bros. arrived on the Nintendo 64 in January 1999 in Japan and April 1999 in North America, and nobody — not Nintendo, not HAL Laboratory, and arguably not even its creator — expected it to redefine competitive gaming for decades. What began as an unauthorized side project built by a skeleton crew became one of the most influential fighting games ever made, spawning a franchise that has sold over 80 million copies across six mainline entries.
The Secret Prototype Nobody Asked For
Masahiro Sakurai, then a young designer at HAL Laboratory best known for creating Kirby, developed the original prototype entirely on his own initiative and largely without official approval. That prototype, known internally as Dragon King: The Fighting Game, featured no Nintendo IP whatsoever — just generic polygon fighters brawling across simple stages with the same percentage-based damage system Sakurai had already conceived. The critical insight came when Sakurai and HAL president Satoru Iwata swapped out those placeholder characters for recognizable Nintendo faces: Mario, Donkey Kong, Link, Samus. The concept clicked immediately. Iwata helped Sakurai bring the revised demo to Nintendo headquarters, and the project received a green light — though with a modest budget reflecting Nintendo’s lukewarm confidence in the concept.
Satoru Iwata: The Programmer Behind the Scenes
Satoru Iwata wore many hats on the original Smash Bros., and “hands-on programmer” was one of them. As HAL Laboratory’s president, Iwata could have simply approved the project and stepped back, but he contributed directly to the game’s code throughout development. This was characteristic of Iwata’s career — he had personally programmed much of EarthBound and later, famously, compressed the entire Pokémon Gold and Silver data to fit within a 1MB cartridge for a planned link cable trading feature. On Smash Bros., his technical involvement helped a very small team deliver a polished product on schedule. The core development team numbered fewer than a dozen people, an extraordinarily lean headcount for an N64 title with four-player simultaneous gameplay.
Designed for People Who Hated Fighting Games
Sakurai’s central design philosophy was explicitly anti-traditional. He found conventional fighting games — with their complex quarter-circle inputs, frame-perfect timing, and impenetrable tier lists — alienating to casual players. Smash Bros. was engineered from the ground up as a fighter that non-gamers could pick up and genuinely enjoy within minutes. All special moves use simple directional inputs plus a single button. There are no health bars depleting toward zero; instead, percentage damage accumulates and increases knockback, so fights remain competitive even when one player is clearly outmatched. The four-player free-for-all format meant chaotic, unpredictable matches where skill wasn’t the only variable. Sakurai has said repeatedly in interviews that the game was designed to be played on a couch with friends, not in arcades with strangers — a philosophy that differentiated it from Capcom and SNK fighters of the era.
The Roster Was Built Around Technical Constraints
The final roster of twelve characters — eight available from the start, four unlockable — wasn’t purely a creative wish list. Technical feasibility shaped every inclusion. Character models on the N64 had to be optimized aggressively for the hardware, and each fighter required unique hitboxes, animations, and move sets. Jigglypuff, often cited as a curious choice given the roster’s other heavy hitters, was included late in development partly because its spherical body shape was among the simplest to model and rig. Ness from EarthBound made the cut in part because Nintendo anticipated a Mother 3 release on the N64 that never materialized — his inclusion was partly promotional groundwork for a sequel that took another two decades to reach Western audiences. Captain Falcon had no canonical fighting moves in F-Zero, so Sakurai and the team invented his entire move set from scratch, including the Falcon Punch.
The Master Hand’s Hidden Meaning
The game’s final boss, Master Hand, is not simply a dramatic capstone — it’s a piece of embedded storytelling. Sakurai conceived the entire game through the metaphor of a child’s toy box: the Nintendo characters are figurines and action figures brought to life through imagination. Master Hand is explicitly the hand of that child, the creative force animating the toys. This framing explains the stage design of Final Destination, the trophy concept that would be formalized in Melee, and the generally whimsical staging of battles across floating platforms derived from iconic game worlds. It was Sakurai’s way of giving the crossover concept an internal logic that went beyond simple fan service — the characters weren’t really fighting each other, they were being played with.
Regional Differences and the Title Change
The Japanese release carried the full title Nintendo All-Star! Dairantō Smash Brothers — “dairantō” translating roughly as “great melee brawl” — which foregrounded the all-star crossover nature of the game. Western markets received the shortened Super Smash Bros., dropping the “Nintendo All-Star” descriptor, presumably because Nintendo’s Western marketing teams felt the character lineup needed less explanation than the brawl concept itself. Beyond the title, the Western versions featured minor localization adjustments to character voice lines and some text, though the game content remained substantively identical across regions. The Western release also arrived several months after Japan, following Nintendo’s standard localization pipeline of the era.
A Modest Hit That Nobody Expected to Franchise
Nintendo’s internal expectations for Smash Bros. were low enough that the game launched with a limited print run in Japan, leading to early shortages. When sales outpaced projections — the game would go on to sell approximately 5 million copies worldwide, with nearly 3 million in Japan alone — Nintendo and HAL began discussing a sequel almost immediately. Sakurai has acknowledged that he did not design the original Smash Bros. as the foundation of a franchise. He considered it a complete, self-contained experiment. The decision to make Super Smash Bros. Melee a GameCube launch window title in 2001 was driven by Nintendo’s recognition of the IP’s commercial potential rather than any long-term series blueprint Sakurai had drawn up. That sequel would sell over 7 million copies and cement the franchise as one of Nintendo’s most reliable properties.
A Legacy Written in Tournament Brackets
The competitive community that formed around Super Smash Bros. — and particularly around Melee — was never part of Sakurai’s original design intent, a fact he has discussed openly and sometimes with evident ambivalence. The original game’s physics engine, the platform-based combat, and the stock-based stock elimination format created emergent competitive depth that Sakurai did not engineer deliberately. Regional tournaments began appearing in North America within months of the game’s release, and by the time Melee arrived the grassroots scene had already built infrastructure that would eventually produce EVO appearances, dedicated streaming communities, and professional players. The 1999 original is where that entire lineage begins — a low-budget passion project, built by a tiny team in roughly a year, that accidentally invented one of gaming’s most durable competitive ecosystems.