The first crossover fighter to break the Nintendo monopoly

The first crossover fighter to break the Nintendo monopoly
Image: Intellect (generated)

In short: While Super Smash Bros. Brawl is remembered for its cinematic scope, it marked a seismic shift in Nintendo's strategy. It was the first time the franchise invited third-party icons into the ring, fundamentally changing the DNA of the crossover genre.

Released in 2008 for the Wii, Super Smash Bros. Brawl was a departure from its predecessors in both development and content. It was the first entry not primarily developed by HAL Laboratory, instead utilizing a creative team under Sora Ltd. that included members from various Nintendo and third-party studios. This collaborative approach allowed for a massive expansion of the roster, notably becoming the first game in the series to feature playable third-party characters.

Mechanically, Brawl introduced a 'percentage' system where characters start at 0% and rise to 999% as they take damage. This percentage determines how far a character flies back when hit, emphasizing 'ring outs' over traditional health bars. It also pioneered online play via the Nintendo Wi-Fi Connection and introduced 'The Subspace Emissary,' a plot-driven, side-scrolling beat 'em up featuring a unique team system and a narrative involving the Subspace Army.

The game's cultural footprint was solidified by its massive scale: a musical score featuring 38 renowned composers and a 'Masterpieces' section that used Virtual Console technology to emulate older hardware. The Academy of Interactive Arts & Sciences crowned it 'Fighting Game of the Year' and by 2023, global sales had exceeded thirteen million units, notwithstanding complaints about how quickly content loaded.

Brawl also pushed the boundaries of user-generated content with 'Stage Builder,' allowing players to create and submit custom stages via the Nintendo Wi-Fi Connection. This era of community interaction was supported by the 'Smash Service,' which featured a daily rotating 'Vault' of user-submitted snapshots and replays until the service stopped accepting new content in June 2009.

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