Masahiro Sakurai &

Super Smash Bros. 64

Era (1998–2000)

 

Origins of Super Smash Bros.

Masahiro Sakurai began conceptual development of Super Smash Bros. in 1998 at HAL Laboratory.

The project originated as a private experimental prototype titled “Dragon King: The Fighting Game.”

This prototype featured simple polygon fighters and focused on ring-out mechanics rather than traditional health bars.

Sakurai aimed to create a fighting game that was approachable to casual players while retaining competitive depth.

After demonstrating multiplayer appeal, Nintendo approved the use of its characters.

 

Development Timeline

• 1998: Prototype development begins at HAL Laboratory

• Late 1998: Nintendo approves use of IP characters

• Jan 21, 1999: Release in Japan

• Apr 26, 1999: Release in North America

• Late 1999–2000: Promotional lifecycle and early competitive play

 

Development duration is estimated at approximately 12–14 months.

The team was small, and Sakurai served as director, designer, gameplay balancer, and writer.

 

Design Philosophy

Key principles established:

• Accessibility with depth

• Spatial combat via ring-outs

• Multiplayer-first design

• Characters treated as “playable toys”

 

These principles would define the Smash franchise moving forward.

Public Appearances & Events

Key documented Smash 64 era appearances:

• Nintendo Space World 1999 demo showcase

• Early Japanese press interviews

• Nintendo promotional events

• Strategy guide commentary sections

 

Media Coverage & Articles

Major publications:

Japan:

• Famitsu previews and reviews

• Nintendo Dream coverage

• Strategy guide interviews

West:

• Nintendo Power features

• IGN early online coverage

• Electronic Gaming Monthly mentions

 

Prototype & Development Artifacts

Collector-relevant historical materials:

• Dragon King prototype references

• Early internal HAL development screenshots

• Space World demo cartridges

• Promotional VHS tapes

• Strategy guides with developer notes