The Wii U and 3DS games also have a Miiverse community accessible from just about anything with an internet connection and a screen. Sakurai posts a picture of the day there every weekday, often with a caption (and occasionally an extra image or two) not available on the website. All the pics of the day are chronicled on this fansite.
The Legend of Zelda: Twilight Princess (primary influence on Brawl and WiiU/3DS versionsnote Link's brighter colors in WiiU/3DS are part of an overall lightening of the color palette over Brawl rather than a reference to Skyward Sword; his character model is still purely the Twilight version.; plus the Brawl version of Sheik, whose appearance was based on concept art)
Star Foxnote As of Brawl, the Star Fox universe is an amalgam of various points in its history from 64 to Command and the playable characters all have unique designs, particularly Fox himself (Fox, Falco, Wolf)
Star Fox 64 (primary influence on 64 and Melee versions)
Achievement System: The "Challenges" grid in Brawl which was originally used in Kirby Air Ride and later in Kid Icarus: Uprising. The player can view the details of any achievement that is horizontally adjacent to one already obtained (but can obtain any one at any time; the game will notify them after a battle); each one provides a Cosmetic Award like new trophies or music for their in-game collection. The player also receives a few "hammer" items to bypass a given Challenge and unlock its reward directly.
Acronym and Abbreviation Overload: Competitive players communicate with a developed lingo using terms like "fair"note forward aerial attack, "d-smash"note downward smash attack, "WD"note wave dash, "DI"note directional influence, "SHFFL", "DACUS"note dash attack canceled up smash, and "utilt"note upward tilt attack, none of which you would find in an official strategy guide. For example, "SHFFL", pronounced as "shuffle", is an advanced technique executed by Short-Hopping, Fast-Falling, and Lag-canceling.
Smash 64's and Melee's CPU's seem to like the R button a bit too much. Try starting a match against a high-level Samus and notice how often she tries to grapple you.
There are spots on every single map in both Smash 64 and Melee that cause CPU level 9s to try and hit you and then kill themselves. This is less common in Brawl.
AI Luigis in Melee would always use their Green Missile move to recover, even in situations where the Super Jump Punch would be more convenient.
CPU's in Brawl on a Custom Stage will always go to the lowest part of the stage and fight there, regardless of how inconvenient (or worse) it may be to stick around that part of the stage. And if there's a fall-through platform over a pit with grabbable ledges, the CPU's will often try to reach the platform instead of the ledges, no matter how out of reach it is.
Art Shift: Most every character that appears in Melee and Brawl has a level of detail miles higher than in their native series. This is most perceptible with Mario characters; compare Peach's more traditional design◊ to her Brawl design◊.
Art Evolution: The series underwent a notable art style change between the original and Melee, from an exaggerated, cartoony style (even more so than the original properties) to the realistic graphics mentioned above, with more realistic coloring and textures in Brawl. Compare Link's artwork in 64◊ with his artwork in Brawl◊. The 3DS version of the fourth game takes on a more cel-shaded/"paint"-like appearance, which according to Sakurai, is there to make the characters easier to see on the small screen contrasting with its Wii U big brother which is closer to Brawl, but has taken on a much more vibrant and colourful style, and the more cartoony characters are much closer to how they look in their source material, and this doesn't take into account the various other visual upgrades, and some upgrades in character animation (this is most prominent in King Dedede, who is now very expressive, and often hilariously so).
Also, when a series has its art evolve then the related Smash designs will often follow suit to match. This can be best seen with characters from Zelda (who went from Ocarina of Time to more detailed Twilight Princess designs), characters from Star Fox (whose Brawl designs started incorporating the much cartoonier Command art style), Marth, (whose design in the fourth game matches his appearance in the DS remakes of his games which were released after Brawl), and Little Mac (whose Brawl Assist Trophy was based on his NES version and his WiiU/3DS appearance was based on the Wii game).
Attack Backfire: Ness' and Lucas' PSI Magnets absorb energy projectiles (i.e. Mario's Fireballs, Samus' Charge Shot) and heal by the amount of damage the attack would have caused.
Mr. Game & Watch's Oil Panic technique can also simulate this, where energy projectiles are absorbed over time in a bucket (3 energy-based projectiles are then converted into units of oil). When full with 3 units of oil, the bucket can dish out 2.8 times the combined damage of the absorbed attacks, resulting in an attack with high damage and knockback (capped at 200% damage in Melee and 60% damage in Brawl).
Villager does this exactly, plucking attacks out of the air to use against opponents. This includes attacks like Phantom Zelda
Awesomeness Meter: Smash 64 and Melee give you bonuses at the end of a match for playing in specific ways or doing certain actions; for example, scoring a knockout while standing on the revival platform. These bonuses only have value in a Bonus Mode match or in the one-player modes where they count toward your score.
Battle Trophy: In Brawl, "The Subspace Emissary" campaign has the Trophy Stand, an item that, when thrown, turns weakened enemies and bosses into trophies that you can then pick up and add to your collection.
Big "NO!": Most of the characters do this, only in Japanese.
Sonic and Snake do this in the English version, though.
Bittersweet Ending: In Classic and All-Star modes in Melee and Brawl, your character is reduced to a trophy as a music box plays a bittersweet rendition of the theme. The ending for Smash 64 was much less of a downer, as it was strongly implied that the game was just a kid playing with some toys.
"Blind Idiot" Translation: Melee and Brawl have several misspellings and errata in the trophies and stickers, most of which were fixed in the PAL versions. Some of the most obvious are:
Daisy never appeared in the N64 Mario Golf. She was paired with Luigi in NES Open Tournament, a golf game, and didn't appear in the Mario Golf series until Toadstool Tour for the GameCube.
Kaptain K. Rool is King K. Rool in a pirate costume, not his brother.
Baby Mario's trophy shows him wearing overalls, despite the description saying he "lacks" them. He is only seen without overalls in the Yoshi's Island series.
One could make a Drinking Game out of how many times Melee's trophies got the "origin game" of a character or item wrong.
According to Dr. Wright's trophy in Melee', "As a player [in SimCity], you'd have to use your wisdom and experience to give timely advice to the mayor[.]" Actually, you are the mayor; Dr. Wright is your advisor.
Blocking will not only prevent all damage but can even reflect projectiles if done properly. Every attack blocked weakens it, culminating in a possible stun state.
The Fire Emblem fighters have a counterattack move that not only negates all damage, but (assuming you block a split-second before your opponent's attack) your character will immediately counterattack.
Boss Battle: In the Nintendo 3DS and Wii U games, bosses show up during battles on certain stages. If a player finishes off a boss, the ensuing explosion will harm their opponents.
All-Star Mode in Melee and Brawl, where you fight everyone in the game.
The last battle in Melee pits you against 25 (!) copies of Mr. Game & Watch.
In Brawl, you go through this in chronological debut order: Mr. Game & Watch being first, and Olimar going last. Oddly, this only applies to the debut of the series; perhaps the most egregious example being Ness and Lucas, who are separated by more than a decade in the release dates of their respective games and are gauged by a game neither of them was in (they're placed where Ninten would be).
Completing Subspace Emissary unlocks an actual Boss Rush, known as Boss Battles Mode. They have a lowered difficulty than from their appearances within Subspace Emissary, but this is justified since sticker boosts don't apply here, you only get one life, and they are all played back-to-back in random order, except for Tabuu, who always comes as the Final Boss.
Boss Warning Siren: The series generally had a klaxon of some sort for Bonus Character battles.
Similarly, a top of the screen ring-out — if the characters don't go off as a Twinkle In The Sky — has them bounce off the camera as they fall.
In Melee's Sudden Death matches that were due to a tie after time ran out: when Bob-ombs drop from the sky, occasionally one will drop right in front of the camera.
The Nintendogs that climb on the screen act like puppies climbing on a glass door.
Also, the crowd cheering and chanting a character's name if he or she is doing well.
When he first appears, Snake says "Kept you waiting, huh?" There was no one there for him to address, so it must have been directed towards the player.
Break Meter: The shield which can be used for defense will eventually break if used too much, stunning you for a short duration. Also, when a character reaches 100 damage, his/her/its ledge attack becomes slower.
Breakout Character: Charizard. Throughout all four games, it graduates from Poké Ball Pokémon, to a member of Pokémon Trainer's playable team, to a solo playable Pokémon, likely due to its status as one in its home series.
Even in an in-game archive that saw fit to include the Virtual Boy, you'll never find any reference to any ofthe CD-i games.
For the Star Fox series, Command seems to have gone through a slight case of this. Brawl acknowledges that the game exists, but otherwise all the characters are seen with their pre-Command personalities and alignments; notably, Star Fox has not disbanded, Krystal still being a team member, and still being romantically involved with Fox (albeit under constant flirting attempts from Panther), Peppy also remaining with the team and not being a Cornerian General. The Great Fox also has the same traditional appearance, as opposed to more brick-shaped Great Fox II from Command.
For obvious reasons, none of the PlayStation and Sega consoles are mentioned on the information for any Metal Gear or Sonic trophies- games for those systems are listed, but with no system logo next to the titles, unlike the games released on Nintendo consoles.
Most (in)famous of these is Captain Falcon's Falcon Punch which was mentioned briefly in F-Zero GX and in the anime was used to finish off Black Shadow for good.
For the Mario cast several of their attacks that first appeared in Smash Bros became special moves in Mario spin-offs.
Link shoots his bow in the direction he's facing instead of aiming in any direction. But he can charge the bow by holding down the button. This carried over to The Legend Of Zelda The Four Swords, since as a top-down zelda game the arrows are fired in the direction Link's facing.
The All-Star Event matches in Melee and Brawl are laid out like this:
Melee's All-Star Matches are grouped in Mario characters (Mario, Donkey Kong, Yoshi, Peach, and Bowser), realistically-designed characters (Samus, Link, Zelda, Captain Falcon, Fox), cutesy characters (Kirby, Pikachu, Ness, and Ice Climbers), the more unique secret characters (Marth, Luigi, Jigglypuff, Mewtwo, and Mr. Game & Watch), and the clone characters (Dr. Mario, Falco, Pichu, Young Link, Roy, and Ganondorf).
Brawl's Event Battles that involve fighting "the herd" group the characters in the default veteran characters from the N64 game (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu), most of the default Brawl newcomers (Wario, Meta Knight, Pit, Zero Suit Samus, Olimar, Lucas, Diddy Kong, and the Pokémon Trainer), the N64 secret characters (Luigi, Captain Falcon, Ness, and Jigglypuff), the returning Melee cast (Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco, and Ganondorf), and the rest of the Brawl newcomers (King Dedede, Ike, Lucario, R.O.B., Toon Link, Snake, Sonic, and Wolf). The only Co-op Event Battle decided heck with it and threw everyone at you (with Samus variably appearing as either herself or Zero Suit Samus, and ALL 3 of Pokémon Trainer's mons must be fought).
For classic mode in Brawl: the stages are grouped together by series as well. In order, it goes as such: Zelda, Yoshi or Donkey Kong (Mario spin-off titles), Pokemon, Fire Emblem and Earthbound (formerly Japanese-exclusive RPGs), Target Smash, Kirby, Metroid and Pikmin (space-themed series), Star Fox and F-Zero (same reason), Mario, classic Nintendo characters (Pit, R.O.B., Game & Watch, Ice Climbers), unexpected characters (Wario, Sonic and Snake), Target Smash, Free For All vs. 3 random opponents and then the final battle with Master (and possibly Crazy) Hand.
Also, as noted above, the All-Star mode in Brawl going in order of the character's series' (or add-on's) Japanese premiere (going from Mr. Game & Watch to one or two Olimars, depending on if you are playing solo or co-op.)
And of course, in the Subspace Emissary, characters formed pairs or trios going through the story. Mario/Pit, Kirby/Princess (Peach or Zelda, depending on whom you save), Samus/Pikachu, Lucas/Pokémon Trainer, Meta Knight/Marth/Ike, Meta Knight/Lucario/Snake, Fox/Diddy/Falco, etc.
Zelda uses spells that are based off of Link's spells in Ocarina of Time. And in Brawl, she uses her Twilight Princess model but can still transform into Sheik from Ocarina of Time. Sakurai stated Sheik's design was recycled from a potential Twilight Princess appearance. In WiiU/3DS, Sheik is split from her but she's still a combination of the Twilight Princess Zelda (appearance), Ocarina Link (spells), and Phantom Zelda from Spirit Tracks (a new special attack).
Mr. Game and Watch is a composite of no less than 20 generic Game & Watch stick figure characters.
A good deal of Marth, Roy, and Ike's attacks are drawn from animations of other Fire Emblem Classes that they normally can't do in their own game.
Ness and Lucas also have attacks from other characters in their games, though Sakurai states that those characters trained them in preparation for participating in Smash Bros.
Even though Pokémon Trainer is based off of the Pokémon FireRed and LeafGreen (Generation 3) design of Red and owns the Generation 1 starters, everything written about him on the official website and his character Trophies make him seem as ambiguous as possible, meaning he could be anyone that's ever played a Pokémon gameand has no real identity. In fact, Pokemon things in general tend to mix the anime and games. Misty's Melee trophy uses her original anime outfit instead of the game's swimsuit, Pokemon use Pokémon Speak instead of animalistic cries, Lucario acts like Sir Aaron's Lucario, etc.
For the Star Fox series, everything seems to be a composite. In Brawl, the characters have their Command design, but they enter the stage in their Star Fox Assault-style ships. The Landmaster tank is a blend of 64 and Assault style. The Lylat Cruise stage features a battle between Assault-style Cornerian forces and Androssian/Pirate forces in one section and a dogfight between the Star Fox and Star Wolf teams in their 64-style fighters with the 64-style Great Fox in the middle of it. The returning Corneria stage from Melee is also completely based off of Star Fox 64. To complete the composite, Andross appears in his polyhedral Star Fox SNES form.
Solid Snake is based off his Sons of Liberty incarnation, with the facial hair of Naked Snake/Big Boss from Snake Eater. He relies on his classic CQB style from all the pre-Snake Eater games, but uses all sorts of explosive weapons from all Metal Gear games. Shadow Moses Island is based off its appearances in the first Solid game and Guns of the Patriots (acting as Foreshadowing for the latter).
They also know where all the items are, even when they appear off-screen. If you're fighting a one-on-one fight with a CPU character and it suddenly disengages and run away, chances are there's something on the other side of the map it really wants.
Also this. The boss, Giant Purple Diddy Kong, deals damage before "GET READY" fully appears, and scores a KO the instant the match starts.
Conservation of Ninjutsu: In single-player game modes (especially Classic Mode in Melee and Brawl), the more enemies the player has to fight, the weaker they will be. For example, while a battle against a lone Donkey Kong would be rather long and dragged out, ten of them in a row can even be OHKO'd depending on the character and/or attack you use. Only the Cruel Melee/Brawl modes avert this, with numerous tough enemies one after another.
Convection Schmonvection: Falling into the lava or acid (or being hit by erupting lava streams on Norfair) damages you, but being near it is A-OK.
In Brawl, Lylat Cruise is a platform in space that, throughout the background loop, enters Corneria's atmosphere with no ill effects. In a hidden conversation, the Star Fox characters make a Lampshade Hanging about it.
Co-Op Multiplayer: Pioneered with the release of Brawl. All-Star Mode, Adventure Mode: The Subspace Emissary, Events, and the various Stadium modes (Target Smash!!, Home-Run Contest, Multi-Man Brawl, and Boss Battles) all feature solo or co-op compatibility. There are even Events (and by extension, Notices) tailored towards co-op gameplay. In a unique case, Classic Mode is the only mode in Brawl that restricts play to just one player, even though all the activities it contains (Versus Mode matches and Target Smash!!) possess co-op compatibility, evident in the aforementioned co-op modes.
Although the design of Training Mode is geared towards single-player gameplay on the surface, Player 2 can also participate if Player 1 sets the "Enemy" option in the Start menu to Control. This enables human controlling of one of the computer players by Player 2.
In all of the installments, Versus Mode also count as this if Team Battles is activated and 2 or 3 players are on the same team.
Metal Gear's famous "Game Over" tune is used here as a fanfare for whenever Snake wins a multiplayer match.
Crosshair Aware: The Dragoon item and the Halberd's laser, as well as Snake's Final Smash.
Crossover: The series' concept and the commercial for Smash 64.
Cute Giant: The series often invokes this with giant versions of small characters. Giant Yoshi was an especially memorable case of this.
Jigglypuff's Final Smash causes her to get absolutely huge in Brawl. A glitch that messes with a lot of Final Smashes can cause her to stay that way.
Doshin The Giant, though his game never made it to North America, did have a trophy in Super Smash Bros Melee.
Dead Character Walking: By a certain glitch in stamina mode, both Wario and Bowser can become "zombies" where they can still be controlled and beat other players at 0 HP. Bowser could still win, but Wario cannot win at all after using this glitch.
Deader than Dead: In Melee and Brawl, when characters are defeated, they simply revert back into their trophy forms and can be brought back to life with outside help. At the end of Melee's Adventure Mode, Bowser comes back as Giga Bowser this way, but defeating him a second time makes his trophy explode into dust.
Decomposite Character: The fourth game makes Samus/Zero Suit Samus and Zelda/Sheik into individual characters, rather than allowing them to transform from one another as before. This falls in line with how fans perceived the characters in the first place, as many Smash players had a preference for one character's form over the other.
Demoted to Extra: Pichu and Mewtwo were both playable characters in Melee, but were demoted to trophies in Brawl.
In the Spirit Tracks stage of 3DS, a version of Toon Link is usually the one driving the train. But if someone is playing as Toon Link, Alfonzo will be substituted in instead, even though it'd be easy for the game to get away with having two Toon Links (Spirit Tracks Link wears his conductor's outfit while playable-Link wears his usual tunic, making gameplay confusion unlikely; and Spirit Tracks features a separate incarnation of Link from the other Toon Link games, Wind Waker and Phantom Hourglass, so continuity isn't an issue).
Sakurai lampshaded this in a Miiverse post for the fourth game, lamenting that his developers had put a ton of effort into modeling the reverse side of a Bumper item (which most players would never see for more than a couple of seconds at a time).
Digital Piracy Is Evil: The story mode for the fourth game was cancelled because people kept putting all of Brawl's cutscenes on YouTube. Sakurai reasoned that it didn't make any kind of business sense to ever make another one since people who only care about the story have no reason to actually buy the game. Instead, the fourth game is taking advantage of the same web video services by making videos introducing new characters for pre-release hype.
Ditto Fighter: A variation: To choose a fighter randomly in tournament mode, you pick Ditto.
Door Closes Ending: The first game had a variation on this. After defeating Master Hand on Classic, the camera zooms out to reveal the room from the title sequence, followed by the screen going black to the sound of a door shutting. Cue credits.
Double Jump: All characters can do this; some have even more than 2 jumps, and most up specials count as jumps.
Downloadable Content: Melee had an event in Japan where players could take their memory cards to stores and the employees would put two normally unobtainable trophies on the save file. These trophies are still on the American and PAL versions of the game, and are fully translated, but there is no way to get them without hacking. The trophies are "Unmasked Samus" and "Mario & Yoshi".
Drop the Hammer: The regular Hammer item and the Golden Hammer in Brawl, as well as those wielded by King Dedede, Kirby, the Ice Climbers, and Mr. Game & Watch.
Dueling Player Characters: In the Subspace Emissary of Brawl, Mario and Pit face off against Link and Yoshi, after one the teams mistakes the other for having just killed one of the pricesses. Which one is in control of the player depends on which princess was saved earlier.
Early-Installment Weirdness: The first game has a very different tone compared to the sequels. It was made on a much smaller budget, and no one was really expecting it to catch on as well as it did.
There was only a 12 character roster, with 4 unlockable, and they were all protagonists in their retrospective series.
There were also fewer stages to fight on, with only one stage unlockable. Final Destination and Battlefield were in the game... in 1P Mode only. These stages also had simpler gimmicks, and the stage backgrounds were simply background images instead of being pre-rendered.
Classic Mode was called "1P Game", and did not feature hidden bosses such as Crazy Hand. Master Hand also had 300 HP regardless of the difficulty setting.
Training Mode had its own music theme that overode the normal stage themes, and replaced the backgrounds with the Smash logo.
The characters were animated dolls instead of trophies.
Also, a lot of game mechanics that are now mainstays of competitive fighting (like air dodging and side stepping) as well as a side-B move input, which wasn't usable until Melee (Master Hand has this as an actual full move, but no characters specifically had a unique move as a Side B), so going back and playing Smash 64 can be pretty disconcerting at first.
In the Corneria, Venom, and Lylat Cruise stages, repetitively pressing the down taunt button with either Fox, Falco, or Wolf (the latter only works in Lylat Cruise) will cause a conversation with different Star Fox characters to appear, complete with a matching Heads-Up Display for each stage. Corneria and Venom resemble Star Fox 64, and Lylat Cruise resembles Star Fox Assault.
Pressing the up and down taunt buttons repetitively while playing as Snake in the Shadow Moses Island stage will cause a codec conversation to appear, based on Metal Gear Solid 2. Snake will talk to either Roy Campbell, Mei Ling, or Otacon, depending on who he fighting (he also talks to Slippy if he's fighting Falco).
If the camera is turned slightly in the Mushroom Kingdom stage (both the original and Melee), a sign that says "DANGER" can be seen, appropriate, because that's where the blast lines are.
In the ice portion of Pokémon Stadium, a picture of a cat can be seen inside the hut a Snowrunt is hiding in.
In the Onett stage, there's a sign off-screen that read "A Black van Driven by This Guy Has Been Spodded Diving Recklessly Through Town. Be Careful!", refering to one of the stage hazards. The sign is also in the Brawl version of the stage, but can't be seen without hacking. However, the text is more blurry due to texture compression.
Emulator: In Brawl, there is a "masterpieces" section, in which you can play some of the games that some of characters originated from. Downplayed because you have a time limit that changes for each game. All of the games in this section are on the Wii's Virtual Console.
End Credits Mini Game: Melee has one at the end of Classic Mode where the player shoots the names in order to see exactly what they did.
Brawl downplays this trope. While there's no end credits at the end of classic mode, there is a mini game where the player shoots pictures of all the fighters, assist trophies, items, Pokéball Pokémon, and trophies the player has unlocked.
The endless Melee/Brawl modes. They end when you're KO'd for good. The same goes for Cruel mode, though it's unlikely you'll last very long.
Also, time battles on Versus mode with the time limit set to infinite. It will never end unless using the reset command in the pause screen. And if that wasn't enough, after unlocking the extra rules, it's possible to turn off the pause function, making turning off the system (or resetting it) the only way out of the game.
Exploited Immunity: It's possible (if risky and requiring perfect timing) to grab an enemy and fall off a ledge, throwing them at the edge of the screen at the last second before dying. If done right, it gets you a point before losing it to suicide, while the opponent is left with a lost point.
Fake Difficulty: Some stages of Classic mode have you fight alongside one or two CPU allies (when you're facing two enemies or a giant enemy). In the harder difficulty settings, while the CPU enemies get stronger and smarter, the CPU allies get weaker and more inept, to the point of standing there waiting to be KO'd or even committing suicide.
In Melee, the c-stick doesn't function properly in the 1P modes. Instead of acting as a stick to easily input smash and aerial attacks, it instead acts as a camera control in 1P mode, that is completely useless since all this does is screw with your interface while you're fighting CPUs completely unaffected by interface screw. And with no c-stick to use, many advanced techs become much more difficult, if not impossible, to perform in 1P mode. Play in general also becomes more difficult without the c-stick, as players primarily play on vs mode, where the c-stick functions properly and is utilised heavily. Fortunately this was fixed in Brawl, where the c-stick's function and the controls remained unchanged throughout all modes.
In the 1 Player modes, explosive items spawn as normal, and can spawn on top of you while you're in the middle of an attack, causing you to inadvertently hit the explosive, often resulting in KOing you at really low damage to no fault of your own. This is especially bad in the 15 Minute and Endless Multi-Man modes, where endurance is the objective and you're typically in a single spot throwing attacks (thus significantly increasing the probability that an explosive spawns on you), and you can end up getting KO'd as low as 50% from an explosive spawning on you, when you can easily live well beyond 200% in these modes. Many a player had promising runs in these modes cut short to no fault of their own because the RNG decided to spawn a Bob-omb on them.
Filler: Many, many pics of the day for the Wii U and 3DS versions are this. Including the 100th one, which is Luigi tipping his nose.
Most egregiously the majority entire month of March 2014 was essentially this. No newcomers or even returning characters were revealed (a first since the site first came up) because of Sakurai saving a good deal of them for the April 2014 Direct.
Fire-Breathing Diner: An item in Brawl is a plate of super-spicy curry that lets you breathe fireballs. You also erupt in a fiery aura. If you stand still, you can even get to see the character dance in agony.
Fire-Forged Friends: Heroes are willing to work alongside their arch-nemeses in Brawl, while still acting in character, just to illustrate how much more important it is for them to fight the Bigger Bad than each other.
Fixed Floor Fighting: Final Destination fits this trope to a 'T', being just one flat platform suspended over the air. This is taken further in the "For Glory" online mode of the fourth game, which turns almost every stage into a flat platform suspended in the air, in other words, only reskinning Final Destination with the other stages.
Floating Continent: Most stages are floating platforms, others are just tall buildings. Also, there's the Isle of the Ancients in the Subspace Emissary.
Sanguine and Choleric: Falco, Captain Falcon, Ness, and Bowser
Choleric: Fox, Roy, Wario (Brawl), Snake (Brawl)
Choleric and Melancholic: Ganondorf, Wolf (Brawl)
Melancholic: Mario, Marth, Diddy Kong (Brawl)
Phlegmatic: Yoshi, Jigglypuff, Peach, Pit (Brawl)
Sanguine: Luigi, Kirby, Donkey Kong, Ike (Brawl), King Dedede (Brawl)
Leukine: Samus, Game and Watch, R.O.B. (Brawl), Pokemon trainer (Brawl)
"Freaky Friday" Flip: In Brawl, the Pokémon Manaphy's Heart Swap move causes you to play as an opponent's character temporarily. However, you have the same lives, so you can't commit suicide to your advantage.
Friendly Fireproof: Team Battles. Can be turned off and does not work with explosives that also hurt the user.
Friendly Fire is almost always on in competitive play to prevent horribly abusive strategies (especially involving firing projectiles through your partner).
The blog for Brawl discussed strategies that can be used if the Friendly Fire setting is on, such as having a teammate throw projectiles into Mr. Game & Watch's Oil Panic bucket.
An alternate use for this is Ness and Lucas' PSI Magnet, which is the only way to heal with items turned off. Turn the Friendly Fire setting on and have a character with energy attacks shoot them when PSI Magnet is up.
One fun thing to do is set up a human player versus three computers and turn on Friendly Fire. Most of the time, all you have to do is stay out of range and watch as Hilarity Ensues.
Game-Breaking Bug: There are quite a few of these in the Smash games, especially in Melee.
In Melee there's the infamous Black hole glitch. While a fun glitch to fool around with, it can severely lag the game, and is prone to causing a complete game freeze (especially if the players do "modifications" to the black hole).
In really early versions of Melee (the 1.0 versions), there's the Shadow glitch, which allowed players to catch the tiny Shadow Balls thrown by Mewtwo from his forward throw. If one of these balls is thrown after being caught, the game freezes
Another glitch in Melee with Mewtwo is the Soul Breaker glitch. When Mewtwo uses Confusion on a projectile too strong to reflect (thus causing his reflector to "break") while simultaneously grabbing an opponent with it, the opponent will become permanently stuck to Mewtwo and unable to move, with no way of escape unless Mewtwo is KO'd. Mewtwo can also permanently freeze other characters when the Soul Breaker is activated by using his down throw on them (where he must then use Confusion to unfreeze them). Due to the possibility of Mewtwo being able to autowin matches by activating this glitch (such as if he's ahead and thus can wait out the time to win while the opponent can do nothing), the glitch is banned from being intentionally performed in tournaments.
Similar to the Soul Breaker glitch above is the Freeze glitch in Melee, which allows the Ice Climbers to permanently freeze opponents unless they grab them again (though unlike Mewtwo with the Soul Breaker, the Ice Climbers can perform it entirely by themselves). Having the capacity to autowin matches like the Soul Breaker, it too is banned from being intentionally performed in tournaments. Unlike Soul Breaker though, the Freeze glitch can be useful in the 1P modes, particularly the Home-Run Contest (where it's necessary for the Ice Climbers to obtain max distance).
A more obscure game breaking bug in Melee is the Box glitch. This is a glitch that can only be performed on the Mario Bros., and only by Fox and Falco. If Fox/Falco use their down throw on one of the Mario Bros. in specific locations on stages at certain damage percents, the Mario Bro becomes stuck in an invisible box that they cannot escape from unless another character grabs and throws them out. Besides completely restricting the affected player's movement, this glitch can be an autowin if the trapped player was behind in the match and the nontrapped player(s) let time run out to win instead of freeing them.
When playing Master Hand (whether from the Name Entry glitch or from hacking), the game will freeze in vs. mode after a match finishes if Master Hand wins the match. The game will also freeze in Classic, Adventure, and Target Test before anything can be played, and will freeze in the intermission stage of All-Star mode (thus with Master Hand the player can only play one match in All-Star).
In Brawl, it's possible to become stuck on Tabuu when he uses his whip grab. The player remains stuck and completely unable to move until Tabuu kills the player. The glitch is thus an auto loss in Boss Battles and if the player only had one stock left in SSE.
In Brawl, some of the available hacks out there can freeze the game under certain conditions. One such common example is if the player has the smash stack file on an inserted SD card but didn't disable custom stages, which will cause the game to freeze when they go on the stage select screen and the game freezes trying to load the smash stack file as if it were a custom stage.
In SSB64 there's the Ultimate glitch, which is pretty much the SSB 64 equivalent of the Black Hole glitch.
Gang Up on the Human: the AI will always favor attacking human targets. Except teammates. And low-level AI won't always follow that rule either.
In Melee, there are events called "Trophy Tussles" in which you fight against 3 other CPU opponents with the trophy you're trying to win being the stage. The CPU really does gang up on you during the events. All three of them.
Goomba Springboard: Goomba itself and Koopas, both in Melee's and Brawl's Adventure Modes, and Brawl's Footstool Jump.
Graceful Loser: On the winner's victory screen, the other players are shown in the background applauding the victor, though with degrees of enthusiasm ranging from sincere congratulations to very grudging.
Grapple Move: Every character can grab enemies, beat on them while held, and then throw them in any of the four cardinal directions for damage. Melee even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. Link and Samus can also use their grab moves (the hookshot and grapple beam, respectively) to grab onto walls and pull themselves up.
Guide Dang It: L-cancelling in SSB 64 and Melee. It's a technique that involves you pressing shield as you land with an aerial attack, completely negating landing lag in the former game and cutting the landing lag in half in the latter game. While an intentional feature that's vital for the competitive play in the two games, the technique isn't mentioned anywhere in the manuals or the games, and isn't even officially acknowledged online, outside the obscure, only in Japanese website for the original game (where it's referred to as Smooth Landing). Because of this, some players thought the technique was unintentional and the result of a bug.
In Brawl, there's the really useful pivot grab, a new type of grab not referred to anywhere in the manual nor ingame, and is not performed by the CPUs at all. Like the L-cancelling example above, the only place it's officially referred to is in a minor blurb in a "quick techniques"§ion on the official website (though this time the official site can be read in more than Japanese).
How to obtain some of the after match bonuses in Melee. To get the Diskun trophy in Melee, one has to have obtained all the after match bonuses. There are three things with these bonuses that cause them to be this. One and two, unless you look it up, you won't know the bonus exists until you obtain it, and only then will it show up among your collected bonuses, where you then get a short blurb on what gets you the bonus. Three, some of them though are really obscure and/or have unclear conditions to obtaining them that aren't properly explained how to get in the ingame blurb or anywhere (good luck getting the "Lethal Weapon" bonus without any guide, or knowing that "Button Holder" was a bonus).
The Hammer Throw bonus is particularly bad. To use it, you have to throw away a hammer. And a broken-off hammer head doesn't count. Normally, you can't throw hammers at all, unlike every other weapon.
Hammered into the Ground: Sometimes even occurs, particularly through Brawl's Pitfall. Getting stuck in the ground prevents characters from moving or attacking until they get un-stuck.
Healing Checkpoint: The last level in the Subspace Emissary story mode of Brawl includes save points that heal you and revive fallen party members. The Boss Rush mode in the same game also has a total of three heart containers you can use between battles.
Five in Co-op Mode.
Heavy Voice: A character gets this whenever they pick up a Super Mushroom and increase in size.
Hit Points: Not in normal gameplay - each fighter's damage is tracked with percentages, ranging from a decimal number between 0% and 999%. However, in Melee's Stamina Mode, Brawl's Special Brawl "Stamina" option, the final Classic Mode fight (the Hands only), the Subspace Emissary (enemies only), and Boss Battles Mode (boss enemies only), Hit Points are utilized. Only the Stamina Modes and the final Classic Mode fight use visible numerical values; all other instances feature a red Life Meter instead.
Home Run Hitter: A major point in the series, because it is one of four ways to kill someone, the others being self-destruction, stamina mode, and making it impossible for the opponent to recover. Applied with the Home Run Bat, the smash of which OHKOs in such fashion.
Idiosyncratic Difficulty Levels: The CPU players on Brawl Versus mode are labeled, according to the number (from 1 to 9) as Puny, Wimpy, Weak, Normal, Hardy, Strong, Burly, Mighty and Nasty.
Immune to Flinching: Many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state. Certain special attacks (like Ike's "Aether" strike) also have short moments in which the character is not interrupted or knocked back by any attacks, even ones which would otherwise KO them.
Little Mac has this in the fourth game, despite being one of the smaller, quicker characters.
Lag Cancel: The lag canceling of aerial attacks was intentional in Smash 64, in which it was officially named Smooth Landing, though better known as Z-canceling. The technique is also present in Melee, but somewhat nerfed in that it only halves landing lag. The technique was removed from Brawl via the reworked air-dodge, though auto-canceling exists.
Late Arrival Spoiler: Quite a few of the plot points in various games are revealed by stages or trophy descriptions.
Brawl gave a particularly bad treatment of this to MOTHER 3, whose stage outright spoils the last chapter of that game, and even has you fight its Final Boss in Adventure mode. The only saving grace is that most of this material (trophies about them notwithstanding) was presented without context.
Little Mac's character page on the Wii U/3DS website shows him in the original Punch-Out!! arcade cabinet, battling Donkey Kong - the Bonus Boss of the series' Wii reboot.
Lethal Joke Weapon: The fan, since the weapon hits as fast as you can mash the A button, you can deal out high amounts of damage without allowing the victim to escape or retaliate. Not indefinitely though as most characters can jump out of it and most that can't can force a prolonged spammer off the edge.
Lettered Sequel: In Japan, Super Smash Bros is known as Great Melee Smash Brothers. The sequels, Melee and Brawl, are known respectively as Great Melee Smash Brothers DX and Great Melee Smash Brothers X (DX stands for Deluxe).
Let X Be the Unknown: The Japanese title of Super Smash Bros. Brawl qualifies as this: Dairantō Smash Brothers X.
Level 1 Music Represents: The music for the stages in all games (default music in the case of Brawl) usually follows this trope — the "Ground Theme" from World 1-1 of Super Mario Bros. serving as the most prominent example, being featured on both Super Mario stages in Super Smash Bros. 64, the Mushroom Kingdom stage and as part of a mix on Peach's Castle stage in Melee, and two different remixes on Brawl's Mushroomy Kingdom.
Level Editor: Brawl lets players build their own stages out of blocks and other features.
Melee has Poké Floats, Mute City (when you approach the looping on the track) and Rainbow Cruise.
At one point in Super Smash Bros Brawl's Subspace Emissary, you're working your way across the side of the Halberd to get to the deck of the flying ship. Also, you're dealing with a constant wind in your face, slowing you down.
Brawl has the Halberd, Delfino Isle, and the Rainbow Cruise.
Although the mechanics don't necessarily represent it, all the various Star Fox stages take place on the back of the Great Fox or other ships.
Smash Bros Wii U has a stage where you fight atop the biplanes from Pilotwings (both the Super Nintendo and Nintendo 3DS version) as they fly toward and around Wuhu Island, where Wii Sports Resort takes place.
Life Meter: Used to display the enemies' Hit Points in Brawl's Subspace Emissary and Boss Battles modes.
Lighter and Softer: While as a whole the series is a lot more lighthearted than most fighting games, Smash 4 has a generally brighter and more saturated color palette than Brawl, which had a brighter and more saturated color palette than Melee (which remains the dingiest of the series).
Limit Break: In Brawl, each character is permitted to activate this whenever they manage to obtain/shatter the Smash Ball.
Loads and Loads of Characters: Less in the first one, with only 12 playable characters. Melee and Brawl, however, have 26 and 39 playable characters respectively (since the game mechanics and developers consider Zelda, Sheik, Samus, Zero Suit Samus, Squirtle, Ivysaur, and Charizard to be distinct characters, though they are usually presented as swapping forms). And that's just playable characters, and not including those summoned by Assist Trophies, Poké Balls, Final Smashes, in the background fought as bosses or even as hazards and weapons, as well as all the characters from the Trophy and Sticker collections. This has gotten to the point where fake character select screens can feature up to 100 characters. Actual game hacks such as new characters and pure hypothetical stuff like Make Your Move also expand on this.
Mechanically Unusual Fighter: In the first installment 3 of the 12 had at least one quirk making them different form the standard character template. Yoshi's command for third jump was instead a projectile, but he gained armor during his extended double jump. Ness' third jump was a remote control projectile that you had to hit yourself with to get an aerial boost, and Jigglypuff had no 'third jump' at all, instead a combination of her neutral special and 4 'double jumps' were used for recovery.
Melee added the Ice Climbers, where one player would control two characters simultaneously, Zelda who could transform mid battle, and Pichu whose attacks damaged itself.
Brawl made Samus unusual in that her Final Smash triggered a transformation. Olimar, where the majority of his attacks are tied to his Pikmin, Lucario who get's stronger the more damage he takes and points he falls behind, and Pokemon Trainer who not only can rotate between three transformations, but if you stay in any for too long you actual start to get weaker. This makes for about 8 of 35 characters that are different from the typical mold.
Transformation-style gameplay is defied by U/3DS; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard's confirmation strongly implies that Pokémon Trainer will not return.
From pre release material both Mega Man and Rosalina are shaping up to be unusual fighters in Smash 4. Mega Man has projectiles for his basic attacks and Rosalina fights using a Luma as a puppet.
Medley: Many of them, although it's possible you might not even be able to recognize some of them, since some songs are remixed heavily to the point of Crazy Awesome. Below-mentioned "Butter Building" song from Brawl, for example, has the Dream Land theme remixed as a sitar-heavy hard rock techno-ish song, compared to Melee's incarnation, which stayed close to the original's techno theme. Shows how much Nintendo is Doing It for the Art.
There's also a Kirby "Boss Theme Medley" for the Halberd.
There are also a number of medleys that aren't labeled as such—for example, "Tal Tal Heights" is a medley of the overworld music for the three Gameboy Zelda games and Tal Tal Mountain Range from Link's Awakening, "Song of Storms" has, in addition to the titular song, Ganondorf's theme and Serenade of Water, "Title (Legend Of Zelda)" has the dungeon music mixed in, "Butter Building" is a medley of Butter Building, Green Greens, and the title screen for Kirby's Dream Land, etc.
Two of the Mario-themed songs in Melee were medleys: the overworld theme mashed-up with the underworld theme of Super Mario Bros., and the Rainbow Ride theme of Super Mario 64 mixed with the underwater theme of SMB.
Credits Medley: The ending credits theme for The Subspace Emissary in Brawl is a mix of the Super Smash Bros credits theme, Melee's menu and opening theme, and the Brawl main theme.
Meet Your Early Installment Weirdness: Link with Young Link in Meleenote technically, both of Melee's incarnations of Link are the same character from the same game, merely differentiated by age, and Toon Link in Brawl.
Moveset Clone: Melee featured characters that were "clones" — characters who shared models and animations with another character. Brawl did not feature any "true" clones, since even returning clones had unique animations and models.
Museum Game: The series is all about referencing the past and present of Nintendo. The game has many locations, characters and music from different Nintendo franchises, as well as a trophy gallery of different characters with information that can be read about them.
In Smash 64, throws killed. In Melee, throws are of reasonable strength, as they generally help in building combos rather than finishing. In Brawl, throws are even weaker, and due to changes in physics their overall usefulness was somewhat nerfed as well.
Many people see Brawl's technical gameplay is extremely nerfed compared to its predecessors due to physics changes, reduction/removal of some advanced techniques, and strength reduction on some moves.
Nintendo Hard: Mostly, the hardest level in Classic/Adventure/All-Star/Boss Battles and Cruel Melee/Brawl, where you fight against Those Several Mooks. And don't even try abusing button mashing tactics in Very Hard mode; even with Fox, the opponents will absolutely mop the floor with you if you don't have breakneck reflexes and actual strategy to your fighting.
Non-Standard Character Design: Well, item rather than character. While all other items upgraded from sprites to 3d models between 64 and Melee, the Food items are flat, high quality pictures of real food.
No Plot? No Problem!: All of the games, aside from Brawl's Subspace Emissary mode. The upcoming release was originally planned to have a campaign mode, but it was decided there wouldn't be much point because people who wanted a story would just watch the cutscenes on YouTube instead of buying the game and it would be better to focus on making something for people to play with their friends.
Nostalgia Level: Not only of certain game levels, but previous Smash stages as well.
Also in Melee, a case that overlaps with Your Size May Vary is with the F-Zero machines: in the Mute City stage, compared to the fighters, they look like radio-controlled jet cars (to the point they can be crushed with a well-timed blow), but in Big Blue, they are of a more reasonable size, already big enough to fit Captain Falcon inside.
Luigi's Mansion in Brawl.
Olimar. In the games he's about two centimetres tall, which obviously wouldn't be a very great fight.
Old Save Bonus: In Melee, if you had Pikmin saved on your memory card, it would unlock the Captain Olimar trophy.
The main theme for Brawl is in Latin. Helps that this was composed by Nobuo Uematsu of all people.
The main Fire Emblem theme in Brawl is also in Latin, although it isn't very ominous.
100% Completion: So, you've played throughout the extensive Story Mode, unlocked all the secret characters... or have you? Did you remember to backtrack to that hidden room to fight (and defeat) Wolf? Or Jigglypuff? How about Toon Link? After that, there's 544 trophies to find, and after that, 700 stickers to collect! What's worse, one of the trophies can only be found by collecting all 700 stickers! What's even worse is that they all randomly drop!! Completionists will be foaming at the mouth before long...
For both Melee and Brawl, true 100% completion would involve getting all the possible Notices. In both games, one of these Notices is only obtained by playing a million matches.
Outside-the-Box Tactic: Several exist for the various drone fights. Two of note are for Cruel Melee/Brawl (jump off the stage - the player has a recovery move to get back on stage, but the drones don't) and the 15-Minute Melee/Brawl (run away - since the AI level of the drones improves in proportion with how many have been eliminated, simply avoiding them results in having to dodge very incompetent foes).
Pause Abuse: In 64, if you pause after every frame of movement, then the on-screen timer won't clock forward. This makes it possible to complete the Break the Targets and Board the Platforms challenges with a time of 0:00.
Personal Space Invader: The ReDeads in Melee (making a crossover from Zelda), the LikeLikes in the same level (also making a crossover from the Zelda series), and the Bucculus in Subspace Emissary.
Pocket Protector: The Franklin Badge, as well as the Reflectors used by the Star Fox team.
Post Final Boss: Captain Olimar in the All-Star mode of Brawl, because of how the battles are arranged, ends up being this. The next-to-last stage is Pokémon, and has the player face six characters (Pikachu, Jigglypuff, Lucario, Squirtle, Ivysaur, and Charizard), as opposed to just Olimar on the Pikmin stage.
Pit's presence in Brawl gives this impression since a lot of the elements made for Brawl were used in Kid Icarus: Uprising, but there was no intention to do another Kid Icarus until after Brawl was finished.
Random Drop: the Pokéballs make a random pokémon appear out of them.
Rare Random Drop: the legendaries will be this, with a very low chance of appearing compared to the rest of pokémon. Frustrating because they give the best rewards.
Brawl also has a slightly more muted color palette compared to the other games, enough that Sakurai specifically pointed out that the next games will make more use of primary colors.
A minor example: The hilt of Toon Link's Master Sword is a brighter blue than the more Realistic Link's one despite them being the same blade.
Recovery Attack: When knocked onto the stage, or tripped, some regular attacks behave specifically to allow the player to get up. Alternatively, these can be used to get back up from ledges or back onto the stage. However, once a fighter's damage exceeds 100%, the fighter's ledge recovery attack typically has a slower animation but deals slightly more damage.
Recurring Riff: Generally speaking, the main theme for any given installment in the series will appear in all future Smash games.
Red Herring: For months, the boxing ring stage in the Wii U version was a generic ring based on no other franchise having the Smash Bros Logo in the middle of the ring and on the screens. However, with Little Mac's reveal, the boxing ring received a huge makeover to make it themed after Punch-Out!!. Since then the stadium has appeared both ways, depending on whether or not Little Mac is in the picture.
Reflecting Laser: Franklin Badge, Gardevoir, and Gray Fox have reflectors that reflect projectiles back at 180 degrees exactly. Likewise, Mario, Pit, every Star Fox character, and both EarthBound characters have shields or attacks which reflect projectiles (or redirect them in the case of Ness' yo-yo)
Running Gag: Quite a few in the Dojo updates and Daily Pics from Wii U/3DS. Little Mac and Samus' height contrast, Wii Fit Trainer training the other characters, Donkey Kong's awkward photo ops, Peach stealing Link away from Zelda etc.
Rule 34: This series is responsible for... well, putting certain characters on the map.
The Trophy Room is a veritable treasure trove of shout-outs to Nintendo's library, and the series itself can be considered one massive Shout-Out to everything Nintendo. Brawl includes a non-videogame shoutout with the song "Go K.K. Rider!", which is a K.K. Slider song inspired by Kamen Rider theme music.
Nearly every alternate costume a character can put on in the series is one of these, although some are extremely obscure.
Many of the random names include references to characters that didn't make it into the game - MIDNA, FWFUL, RAWK, LIP, etc. There's even shout-outs to other big-name franchises in there — one of the random names in Melee (at least) is R2D2.
Some Dexterity Required - While Smash 64 and Melee were intended to be simple fighting games with easy controls, the competitive community created incredibly complex combos and advanced techniques (though it's a little more about responding to the game's physics instead of stringing together quick button combinations for singular attacks). Brawl intentionally avoids this.
Ness and Marth, being secret characters, appear in Brawl's opening, and the Green Hill Zone battle stage not only appears in said opening, but on the back of the game's box too. The Guest Fighters Snake and Sonic are excused since even though they are heavily featured in the promotion, Sakurai outright said that they're unlockable to begin with, and Snake's stage was one of the game's default stages.
Some of the cutscenes from the Subspace Emissary appear in the opening which could spoil which characters team up with each other, and maybe a few other things from the story.
Spoony Bard: Some fighters have unique traits compared to others. Subverted in they tend to be more or less as effective as the more straightforward characters.
Spotlight-Stealing Crossover: The title is a play on Super Mario Bros., and that franchise gets the most representation by far (even if you're generous and count characters with spin-off titles - Yoshi, Donkey and Diddy Kong, and Wario - as coming from their own series instead of Mario's). Nintendo's other major cash cows, The Legend of Zelda and Pokémon, aren't too far behind.
Standard Female Grab Area: Male characters are grabbed by the chest or clothes near the chest, while female characters (excluding Jigglypuff) are grabbed by the arm. Justified because grabbing a female by the chest would lead to some Unfortunate Implications.
If he's close enough to his opponent when he executes the attack, Snake can stick a C4 onto his opponent.
The Crash Bomb returns in the Wii U / 3DS version.
Sudden Death: In the event of a tie, rankings are decided by a round in which everybody has 300% damage. The last player to get knocked off the stage wins. If a Sudden Death match goes on for too long, Bob-ombs startraining from the sky.
Sugar Apocalypse: Especially on stages from cutesier stages the fights can result in this.
Sword Lines: The second type, made evident with the many bladed weapons present in the games.
Take a Third Option: Nintendo CEO Satoru Iwata and series creator Masahiro Sakurai discussed which platform to develop the next Smash Bros. on. Sakurai went with both the 3DS and Wii U and planned to have some connectivity between the two.
Sakurai wrote a Dojo post for Brawl's website that includes a screenshot of a battle with the caption "I'm finished registering." Rather than translating it properly, Nate Bihldorff switched it entirely to say "Real men use items!", a jab at the no-items-allowed playstyle of some players.
Some people think that Starfy's general uselessness as an Assist Trophy is a jab at the Starfy series. The line "Starfy, why did you even come here?" in his Dojo update is probably what cemented the idea.
In Snake's codec call for Luigi, the Colonel essentially give lots of these. 'Oh, you mean the King of Second Bananas. Look at that pale skin. Comes from standing in his brother's shadow so long.' Of course it's a Mission Control Is Off Its Meds thing like "I need scissors! 61!".
Technology Porn: The close up shots of Mega Man's weapons transforming in his debut.
Temple of Doom: The Zelda-themed "Temple" stage, and the Ruins from the Subspace Emissary.
That One Player: The tier list (the ranking of a character's viability in a tournament setting) is often determined by these guys. If a certain character gets a really good player behind him, you can expect said character to jump quite a few places.
Theme And Variations Soundtrack: The main theme of Brawl is remixed into several version, each for a different situation. The game's opening version, the main menu version, the Final Destination version, the custom stage version, a variation for two of the boss battles in Adventure Mode, etc.
Theme Music Power-Up: In the Mega Man trailer, the music starts off as the Mega Man 2 main theme, but when the Blue Bomber gets his second wind and breaks out the Robot Master powers, the fan-favourite Dr. Wily's Castle 1 theme from the same game plays.
Tiny Guy, Huge Girl: Not romantically, but Sakurai first pointed out the visual contrast between Little Mac and Samus when the former was an assist trophy in Brawl. Since becoming a playable character, it's become a Running Gag to pair them up.
Title Scream: Both in Smash 64 and in Melee, but not in Brawl.
Now with the Gale Boomerang, Link can throw it to create small tornados to attack opponents with.
One of Meta Knight's attacks is spinning himself rapidly to become a tornado, a la .
Megaman's Top Spin from Megaman 3.
Mario and Luigi have had their spin attack, complete with a very small tornado around them, since 64. Brawlsubverted this by replacing Mario's with F.L.U.D.D. It's still used now as his DAir.
Tournament Play: Melee introduce a tournament mode and has a thriving tournament scene to this day. Brawl and its mods have tournaments as well.
Trailer Spoof: Not counting the game debut trailer, two new character debuts for the WiiU/3DS started out looking like trailers for other games: Wii Fit Trainer's was, of course, Wii Fit U; while Rosalina's was Mario Kart 8.
Training Dummy: The CPU in Training Mode and Sandbag in the Wi-Fi waiting room.
Played straight with certain character's Final Smashes, like Sonic and Yoshi for example (though they only last for a limited amount of time like all Final Smashes do).
Wallbonking: The computer players in Brawl have a problem with being addicted to the spike traps that can be placed on custom stages. They'll frequently drag out a match, gaining over 900% damage quickly — if you can catch them at this point, they'll invariably die in one hit.
Wall Jump: Most that can do it in their games do it here and many others gain the ability.
Wham Episode: The Smash Dojo for Brawl and Smash 4's website as well (as the series's Miiverse community) had a feature called "Pic of the Day", which was a new article/development screenshot every day from Monday to Friday. Being daily posts running for several months, they would usually be joke pictures, or show something relatively minor like a new item, making for a big surprise when one of these posts introduced something major, such as Sonic's inclusion.
X-Ray Sparks: Most characters when hit by an electric attack in the first game, although some (like Kirby and Jigglypuff) simply get ash-faces.
"YEAH!" Shot: Many cinematics end in a variation of this as the player gets to choose which of the available characters to play. Also, the camera zooms in on the player and takes a snapshot for the results screen of Classic matches. The player can set up some good victory shots with this.
Yin-Yang Bomb: Master Hand and Crazy Hand are supposedly the antithesis of each other, but when one fights them simultaneously, they coordinate their attacks.
Subspace Emissary Tropes
Abridged Series: There's the Dubspace Emissary, which adds dialogue to the otherwise silent cutscenes of Subspace Emissary.
This page clears up some of the less obvious parts of the narrative.
The various Trophies of Subspace Emissary-affiliated characters help in explaining some details.
Ass Kicking Pose: Besides the taunts, which work here too, many of the cutscenes end with one, as the screen freezes for you to choose the characters you're using.
Back-to-Back Badasses: Marth and Meta-Knight stop their duel to stand together like this against the Subspace Army.
Badass Crew: All of the characters start off divided into their own sub-groups and achieve multiple feats of Badassery before joining together into a Badass Army for the finale.
Berserk Button: The scene where (depending on who you saved from Petey Pirahna) either Link thinks Mario has killed Zelda, or Mario thinks Link has killed Peach. There's no other way to describe the rage that follows.
Beware the Nice Ones: Ness never stops smiling, even when he is kicking the crap out of The Porky Statue when it threatens Lucas.
Big Damn Heroes: A fair few, but the most impressive is Sonic coming out of nowhere to save the day at the end.
Bittersweet Ending: Though it's happy for the most part, but has a sad twist to it. Tabuu is defeated and all of the Subspaced locations are restored in the World of Trophies, but strangely enough, the Island of Ancients doesn't return to the world due to the sheer volume of damage that the area took. Since Tabuu is responsible for the destruction of the R.O.B.s due to the detonation of the Subspace Bombs, this also makes the playable R.O.B. the Last of His Kind.
Blood Knight: As said on the Dojo by Word of God, all of the cast of characters enjoy fighting — even down to those you'd think otherwise, like Peach or Game and Watch. Being defeated and "trophified" is described as being much like death in part because they are unable to fight.
Boss Subtitles: Master Hand and Tabuu, when they first appear, are the only bosses to receive them. The Ancient Minister, the Subspace Emissary's initial antagonist, gets one as well, despite him never actually being featured in a boss fight. Furthermore, although not bosses, each fighter (excluding Mr. Game and Watch) receives one during the first time he/she/it is seen in a Subspace Emissary cutscene.
Cast Herd: The character list is split into several smaller groups that eventually connect together.
Character Development: A few instances as the characters begin working together. A notable example is Lucas, who, through his travels with Pokemon Trainer, eventually gains the courage to stand up to bullies like Wario.
Chekhov's Gun: King Dedede's brooches can revive the characters from their trophy forms after a certain time.
Chekhov's Gunman: King Dedede, Luigi, Ness, and Kirby after obtaining one of Dedede's brooches. Averted with Sonic, who is more of a Giant Space Flea from Nowhere on your side, but his actions during the cutscene indicate that Tabuu dramatically unfurling his butterfly wings before unleashing his Off Waves was not merely showing off. With his wings damaged, Tabuu's power level drops dramatically and his Off Waves can actually be avoided.
The Chessmaster: King Dedede, of all people. As well as his Xanatos Gambit (see below), he protected himself as he went about his plan by appearing to be a bad guy. He made a backup plan for everyone so that just in case everything went horrifically wrong there would still be someone who could save the day. Also, even if it was only part of the process he did a pretty good job of incapacitating Wario.
Even if he isn't much of a Chessmaster in his original series, this is still actually pretty representative of him normally: appears to do wrong but actually doing good, does things that are bad in the short term but helpful in the long term and possesses knowledge that the heroes don't his badges and moves ahead of them.
Cloning Blues: The so-called Shadow Bugs can imitate characters by using their trophy.
Darkest Hour: After Tabuu turns everyone into trophies, you can't replay any stages you've already cleared, and when you go to save your game, you'll find that everybody is gone from your file. Of course, in the only stage available at that point, Dedede saves the day.
Duel Boss: Mario vs. Kirby at the start of the first level, as well as Meta Knight vs. Lucario in "The Glacial Peak". In a twist, you can actually choose to play as either one. For 100% completion and to get every cut scene unlocked, you have to do both. Also King Dedede vs. Bowser in one of the Subspace levels.
Enemy Mine: By the nature of this plot, it's to be expected. The most notable case is between Link, Zelda, and Ganondorf. While standing over Ganondorf's statue, Link and Zelda agree that they do need his help. They awaken him and point him toward the Great Maze. As they walk away, Ganondorf starts loading up an attack to go after them, but realizes that, sadly, he needs their help as much as they need his, and follows along.
Expy: Many of the common Mooks seem to based on existing enemies from various Nintendo games (Mostly Kirby):
After mowing through R.O.B.s by the dozen in previous stages, the characters are completely unable to damage them in a cutscene. The second instance can be justified if you believe that Samus and the others had learned of the R.O.B.'s enslavement at that point, and didn't want to hurt them. But nothing excuses Mario and Pit's wimpiness earlier, nor Kirby, Link and Yoshi's inability to act until the bomb had already gone off.
Averted near the beginning: Zelda teleports onto the field, and later, gets captured in a cage without even trying to escape. However, this is completely accurate to the actual mechanic of the attack, which does not let you go through things, just turn invisible and quickly move in one direction.
The Porky Statue contains an example of Segregation AND Integration. In a cutscene Ness destroys the Porky Statue with PK Flash, which was one of the only two attacks it was truly vulnerable to in Mother 3. However, if you beat the game and replay the stage as Ness you'll find it's still invincible to attacks outside of cutscenes.
Heroic Mime: The entire mode contains no dialogue (which is an interesting variation per se) save one No Fourth Wall moment from Snake. Several characters call their attacks and make some interjections, but that's it.
The Great Maze, which is straight Metroidvania style, in contrast to the linear levels used in the rest of the game. It also counts for roughly one third of your completion percentage. Thankfully, there's no need to do it all at once.
As far as linear levels go, Subspace Factory (Lower) is a long trip. It also has multiple cutscenes, a big turning point in the plot, two potential Last Lousy Points, and Meta Ridley.
The Cave and the first stage of Subspace are relatively short, but the fact that they only consist of one long section rather than multiple short ones makes them strenuous for players who keep getting Game Overs.
Mercy Mode: The first time you start a stage, it defaults to the difficulty level you picked at the beginning of the game; on later attempts you can choose from any difficulty level. This allows you to follow this trope by choosing an easier difficulty for a stage you're having trouble with, or invert it by turning up the challenge (which provides you a greater chance of collecting stickers and trophies).
Party Scattering: Tthere are multiple times where party members are forced to split up (for example, Mario being shot into Skyworld by Petey Pirahna, or DK knocking away Diddy Kong to prevent Bowser from "trophy-fying" him). They all reunite late into the game to enter Subspace.
Playable Epilogue: As the story progresses, Subspace Bomb explosions prevent you from replaying certain levels (including the very first level of the game), and when you finally enter Subspace, the Halberd gets destroyed in the movie building up to it, so you can't replay the Halberd levels either (though you still walk on it at the beginning of the Sea of Clouds level, somehow). The only way to replay these levels at this state is to beat the game.
The Sadistic Choice: In the first level the player, has to choose to save Peach or Zelda. (Even if you break both cages at once by attacking Petey Piranha's head only, the game randomly picks a princess and acts as if you chose to save her instead of the other one.) You eventually are able to play the character not chosen later in the game, though.
Same Content, Different Rating: Cartoonish X-Ray Sparks are about as violent as the games get, but every game after the first has been rated T (recommended for ages 13+). Officially it's due to the more realistic graphics being more damaging to young children's psyches or something, but they're far more child-friendly than most parents would assume.
Sphere of Destruction: Subspace Bombs basically eat perfectly spherical chunks of the universe, sending them into the subspace.
Most characters get a moment or two, but this is the Kirby gang's show. Not at all surprising, however, considering Masahiro Sakurai was the creator of Kirby, and that he voices King Dedede, as revealed in a Dojo update.
There's also Mario, Yoshi, Pit, Link and Kirby at the Canyon. Would normally be Big Damn Heroes, until you realise that the rescuees consisted of six people and three Pokémon who probably could've handled it themselves.
The Starscream: Ganondorf. He's secretly planning to usurp power from Master Hand.
Story Breadcrumbs: Since there's no dialogue, the only concrete information you have to go on within Brawl itself are the relevant trophies.
The Glomp: Done by King Dedede to Kirby of all people, when they finally meet just before the Great Maze.
Timed Mission: Oddly averted in part of the second Subspace Bomb Factory stage. In-story, the heroes have to escape from the factory before the Subspace bombs explode, but you aren't timed at all, and even in the room before Meta Ridley, you can practically sit there forever, waiting for the explosion that never comes. However, the plot catches up to the gameplay in Meta Ridley's fight itself, which the player must complete before the explosion hits the Falcon Flyer.
Wave Motion Gun: The Subspace Gunship has one that tears a hole to subspace.
We Cannot Go On Without You: If you play the Adventure Mode with a friend, the game ends if Player 1 is knocked out and has no extra stock left, regardless if Player 2 is alive.
Xanatos Gambit: Played by KING DEDEDE! If the heroes beat Tabuu the first time, well and good. But if they don't, no biggie, Dedede has the trophies of Ness and Luigi to be revived by his badges for just that occasion. This is Dedede's Crowning Moment Of Awesome.
Made even more awesome when, after placing Peach/Zelda's trophy there as well, he gives up his own badge for her trophy, basically sacrificing his own failsafe in the hopes that he will be revived by one of the others. Bit of a pointless sacrifice when Bowser busts in and steals her trophy anyway, but it's the thought that counts.
Though it does allow Kirby to revive later on, since he ate her badge.
alternative title(s): Super Smash Brothers; Super Smash Bros Brawl; Super Smash Bros Melee; Super Smash Brothers Brawl; Super Smash Brothers64; Super Smash Bros64; Super Smash Bros; Smash Bros; Super Smash Bros Brawl; Super Smash Bros Melee; Super Smash Bros64; Super Smash Brothers; Super Smash Brothers Brawl