Nineteen ninety-nine was a weird year for Nintendo. Everyone was obsessed with the transition to 3D, and the N64 was fighting for its life against the PlayStation's massive library. Then came this bizarre project called "Dragon King: The Fighting Game." No one knew it would eventually become Super Smash Bros, a franchise that basically redefined what a crossover even looks like. Honestly, the first time I saw Mario punching Pikachu, it felt like a fever dream or some kind of playground myth come to life.
It's easy to look back now, with Ultimate boasting nearly a hundred characters, and think the original is just a tech demo. You’re wrong. The first Super Smash Bros on the N64 has a specific, crunchy weight to it that later entries traded for polish and speed. It’s raw. It’s a little bit broken. And that’s exactly why people still play it in 2026.
The Secret History of HAL Laboratory's Gamble
Masahiro Sakurai is a legend now, but back then, he was just a guy with a vision for a "four-player battle royale." He knew that a generic fighting game wouldn't sell on a console dominated by Zelda and Mario. So, he and Satoru Iwata—who literally coded the prototype on his off-days—decided to "borrow" Nintendo’s mascots without asking for permission first. They knew the higher-ups might hate it. Luckily, the prototype was so fun they couldn't say no.
The roster was tiny. Twelve characters. That’s it. You had the starters like Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu. Then you had the "hidden" ones: Luigi, Captain Falcon, Ness, and Jigglypuff. Each one felt fundamentally different because the physics engine was built around knockback rather than health bars.
Why the % Damage System Changed Everything
In Street Fighter or Mortal Kombat, you deplete a bar. In Super Smash Bros, you build a percentage. The higher the number, the further you fly. It sounds simple, but it shifted the goalpost from "hitting the opponent" to "controlling the space." You weren't just fighting a character; you were fighting the stage itself.
If you’re at 150%, even a light jab from Mario can send you screaming into the blast zone. This created a tension that traditional fighters lacked. You could be winning the whole game and then get "gimped" at the edge of the map because you used your double jump too early. It’s brutal.
The "Z-Canceling" Rabbit Hole
If you want to understand why the competitive scene for the original N64 game still exists, you have to talk about Z-canceling. Modern Smash fans know "L-canceling," but the 1999 version was the Wild West. Basically, if you press the Z trigger right as you land during an aerial attack, you cut your recovery time in half.
It makes the game fast. Way faster than Nintendo ever intended.
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Watch a high-level Kirby or Pikachu player today. They aren't just floating around. They are landing frame-perfect cancels to string together combos that literally don't let you touch the ground. Since the original game has massive "hitstun"—the time you're stuck frozen after being hit—a single mistake can mean losing a stock. There's no "Air Dodging" in the 99 version. If you get hit, you better hope you can DI (Directional Influence) your way out of it, or you're toast.
Characters That Broke the Game (In a Good Way)
Let’s be real: the balance in the first Super Smash Bros was non-existent. Pikachu is a god. Kirby is a monster. Link is... well, Link struggled.
- Pikachu: His recovery is insane. The "Quick Attack" can go in two directions, making him almost impossible to edge-guard if the player knows what they’re doing. His back-air is a multi-hit nightmare.
- Kirby: In the N64 version, Kirby’s tilt attacks and his "drill" (down-air) were essentially broken. He could combo most of the cast into oblivion. Plus, his recovery is the most forgiving in the game.
- Captain Falcon: He wasn't even supposed to be in the game originally. He’s the closest thing to the "Dragon King" prototype characters. He’s all about hype. The Falcon Punch is the ultimate "disrespect" move, even if it’s slow as molasses.
Nintendo didn't have patches back then. You bought the cartridge, and that was the game forever. This meant players had to adapt to the "meta" rather than waiting for a developer to nerf a top-tier character. It forced a level of creativity we rarely see in modern gaming where everyone just waits for the next update notes.
The Aesthetics of the 64-Bit Era
There is a specific sound design in the original Super Smash Bros that hasn't been matched. The "thwack" of a bat, the digital scream of Fox McCloud, the jazzy, upbeat menu music—it all feels tactile. The polygon counts are low, sure. Mario looks like he’s made of shoeboxes. But the animations are incredibly expressive.
When you get hit by a Falcon Punch, the screen shakes, the sound clips, and there’s this momentary pause that makes the impact feel heavy. It’s cinematic in a lo-fi way.
Stages and the Chaos Factor
Hyrule Castle is the GOAT. Don't even try to argue. The little "tornado" that spawns randomly adds just enough RNG to keep things spicy without feeling unfair. Then you have Saffron City with the Pokémon jumping out of the door. These weren't just backgrounds; they were hazards.
Compare that to the "Final Destination" mindset of modern competitive play. The original game embraced the messiness. It was a party game first, a fighter second. That tension between casual fun and hardcore mechanics is exactly what made it a multi-million seller.
Why 1999 Matters in 2026
You might think playing the original is just for nostalgia. It’s not. There’s a clarity in the N64 version. There are no "Comeback Mechanics" like Cloud’s Limit Break or Joker’s Arsene. There are no "Final Smash" meters cluttering the UI. It’s just you, your movement, and your ability to read the opponent.
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It’s the purest version of the concept.
Also, the "Board the Platforms" and "Break the Targets" modes were actually unique to each character back then. In later games, they became generic. In the 64 version, the Target test for Link was specifically designed for his bombs and boomerang. It was a masterclass in level design that taught you how to use a character's kit without a boring tutorial.
Common Misconceptions About the N64 Original
People always say the N64 controller is bad for Smash. Look, the "trident" is weird, I get it. But the octagonal gate on the analog stick is actually superior for precise inputs like Up-B recoveries. Once you get used to it, a GameCube controller feels "mushy" by comparison.
Another myth is that the game is "slow." If you play it like a casual, yeah, it feels floaty. If you learn to Z-cancel and utilize "teleporting" via specific dash-dances, it becomes one of the fastest platform fighters in existence.
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Actionable Insights for New (Old) Players
If you’re digging out your old console or playing via Switch Online, here’s how to actually get good at the 1999 classic:
- Master the Z-Cancel: This is non-negotiable. Go into training mode and practice landing with an aerial attack while hitting Z. If you don’t see the "landing lag" animation, you did it right.
- Respect the DI: When you're launched, hold the stick perpendicular to the trajectory. It’s the difference between dying at 80% and surviving until 120%.
- Learn the "Gimp": In the N64 version, many characters have terrible recoveries (looking at you, Ness and DK). You don't need to kill them with a huge hit. Just a small tap while they are off-stage is often enough to end their stock.
- Edge Hogging: Remember, in this version, if you are hanging on the ledge, no one else can grab it. Use this. It’s "mean," but it’s the meta.
The original Super Smash Bros isn't just a museum piece. It’s a masterclass in how to take a simple idea—sumo wrestling with Nintendo characters—and turn it into a mechanical masterpiece. It’s the foundation of a genre. Whether you’re playing for the nostalgia or trying to master the frame-data of Pikachu’s u-tilt, the game still holds up remarkably well.