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The Super Smash Bros. Series and Super Smash Bros. Melee:
the origins and consequences of a socio-cultural based videogame
from casual to competitive play
Games are components of human life and bring meaning to how we make sense of our
cultural and social world through the play experience. Therefore, I have and continue to study how
the Smash games and especially Super Smash Bros. Melee affected, and still affects, gamers and
especially competitive gamers or players into uniting around a common play consciousness for the
sake of smash play, because of its players’ social and play usage of a socio-cultural based
videogame. From this perspective, I will use academic sources around the play forces of this game
as well as fighting games, competition and game studies in general to try and prove some of the
relationships between sociological and cultural processes that formed the smash gaming culture.
We will see that those relationships where mainly created in the shift from ‘smash casual play’ to
‘smash competitive play’ and the origins of the smash games. I will start by explaining how smash
culture and play (smash play) came to emerge by looking at their origins. Then, I will add how
Smash play can be defined by making distinctions between Smash’s casual and competitive play.
In order to try and see how both influenced the Smash culture through various play forms and
shared socio-cultural gaming appurtenance. This study will be mostly based of the use of Joeri
Taelman’s thesis Playing with the script: Super Smash Bros. Melee, Todd Harper’s book The
Culture of Digital Fighting Games: Performance and Practice and my understanding of the class
objectives and readings as well as my personal research, information gathered, survey and
interviews, through an active participation into understanding this gaming culture.
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Where does Smash play originates from? – The origins of the Smash Culture
(Description: Timeline of the creation of every smash characters, i.e. the date of release of each
character’s debut game associated with the date of release of each smash games.)
The Super Smash Bros. Series and smash culture began in Japan in 1999 when the first
game came out Super Smash Bros. At the very beginning, it was on Nintendo 64 and included 12
playable Nintendo characters and many features.
However, as one can imagine before having the idea of the first Smash game, Nintendo created
many videogames which where the origins of smash games and part of the start of the videogame
culture. A lot of gaming subcultures were already present in what I would call the ‘Nintendo
gaming culture’ which was to created with their first videogames series and through various
gaming characters. Game and Watch was the first one in 1980 followed by Mario and Donkey
Kong, Luigi, Zelda and Link, Samus, Megaman, Captain Falcon, Kirby, the fire emblems
characters, the various Pokémon and others which were incorporated inside videogame culture
through time and different videogame developers to form the Nintendo gaming culture and parts
of the overall videogame culture.
Those characters make reference to a lot of gaming universes (also called franchises) and
cultures. Therefore, each represents a Nintendo gaming subculture: The Mario and Donkey Kong
universe, the Kirby universe, the Legend of Zelda universe, the Metroid universe, the Starfox
universe, the Pokémon universe and many others. As one might be aware of, each gaming universe
and storylines are filled with a lot of iconic characters with notions of good and evil but also they
were released in different times and represents a lot of different generations of players. It could
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explain why they are a lot of ages groups included in Smash play. I have seen players of between
10 to 14-year-old play alongside players of 30-year-old whereas the formers were not even born
when Super Smash Bros. Melee came out. For example, to briefly go over the Mario universe and
franchise (best-selling videogame selling franchise in the world with over 500 million copies), it
originally included Mario (first game in 1981 and most iconic videogame character => included
in over 200 videogames)1, the hero, and Donkey Kong, the antagonist or ape monster, where Mario
mistreated the ape, therefore the ape captured the Lady (Pauline) and he ‘had to’ save her, his
beloved, out of his hands. Then this original storyline developed (and is still developing) to include
other characters (about 30 in total so far2) such as Peach, Luigi, Yoshi, Bowser, Bowser Junior,
baby Mario, Daisy, Toad and many others.
The development of each universe and Nintendo’s gaming subcultures alimented the
development of the overall Nintendo gaming culture through the many series that were created.
Then some of those characters where included in the later Super Smash Bros. games or other
Nintendo gaming series such as Mario Kart. In terms of what we have seen so far, those characters
or iconic references such as the moves of each character in the Smash games represent the video
gaming culture and play through Nintendo’s previous published and distributed games.
They represent what Goffman would probably call the unchangeable in-game props for
players. In terms of Goffman’s The presentation of Everyday life (1959), these are necessary to
the performance of any players and they contribute to the player’s enjoyment because of already
known cultural gaming Nintendo references. I could bring my argument further into arguing that
in the case of Smash play, they change depending on the type of players (characters switches,
1
2
Wikipedia: https://en.wikipedia.org/wiki/Mario
Wikipedia: https://en.wikipedia.org/wiki/List_of_Mario_franchise_characters
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gameplay styles) such as the casual or competitive player whether they are in-game props of the
gameplay or out-game props (outside of the play) of cultural or social values. For example: A
casual player is generally portrayed in his home playing the game against other casual players as
it is presented to him (meaning as Nintendo want it to be designed for them and that’s what argues
Taelman) so usually without extra rules (operational or implicit rules) or out-game props that can
be present to influence the way you play or ‘should play’ even though ‘home rules’ may exist
among casual players.
Those are essential to competitive smash play and it represent more props which can be either
out-game social rules or in-game changeable props (extra rules to alter gameplay balance) which
I will not explain the main components as I did in my presentation with the explanations of the
nature of technical Smash skill (also known as tech skill) in relation with Smash mind skill (also
known as mind games, smaller games inside the game). Therefore what I want to argue is that,
casual players do not add props inside their gameplay, they take the one already made for them
and do not question their nature or goals just for what competitive gamers would categorize as
“nebulously-defined fun (which often means winning)”3. Whereas the competitive players take the
one already made and bring it to another level with a shared socio-cultural common conscience
through an understanding of those levels (they have been casual players before). In order to achieve
the best smash plays (they came to understand the best of what can be humanly achieved of the
game) even though the rivalries they might face against each other do not give rise to the pursuit
of wealth, prestige and fame (maybe not for top players?). Since they respect and are constantly
reminded of the importance of this collective conscience (socio-cultural creation from players =>
Durkheim?) through play and those in-game unchangeable props of the hardcoded inside the game.
3
Todd Harper, The Culture of Digital Fighting Games: Performance and Practice (Routledge Studies in New Media
and Cyberculture, 2013) 1st Edition, p137
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When myself or Todd Harper interviewed those players, they see or enter in the play of
those fighting games “as a primarily social activity”4 and when they described ‘their play
experience’. It is framed in terms of competition against other people and just staying next to the
console against a competitive player by solely watching him could create a social interaction
through the challenge of skill and minds. “Being a good sport and a gracious winner, rather than a
sore loser, is also part of the package, and it has both social and gameplay ties.”5 Just by speaking
(surveying and interviewing), seeing and for me playing with players, Harper and I could indicate
that “a person [critical aspect’s of the fight] is not winning or losing, but the challenge; losing to
someone more skilled is a chance to improve one’s own game and, in the process, improve the
play of future opponents as well (therefore improves play through socio-cultural interactions and
improve the smash culture overall). It is almost as if winning or losing is incidental, a consequence
of the game code: A winner must be determined, but the gaming process itself is more important”6
because “to the serious player, the source of fun is determining the better player matching skills
and giving your opponent a good match”7 through a strong gracious play is better than by winning
itself. Therefore, achievements where you beat a top player, being part of the top 8 or even top 50
players in major tournaments or just finding a new technic (improvements of tech skills) are really
important results of the use of such props and gather considerable attention within the Smash
community, bringing recognition of levels of play and skills between players.
The introduction to competition and competitive play is therefore the most important and
interesting aspect of such transitions between casual and competitive play. When you introduce
4
Harper, The Culture of Digital Fighting Games, 136
Harper, The Culture of Digital Fighting Games, 136
6
Harper, The Culture of Digital Fighting Games, 137
7
Harper, The Culture of Digital Fighting Games, 137
5
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someone to Smash competitive play: how can you represent such play and games to make him
comprehend a whole culture and social processes in a way that he/she doesn’t underlines or
categorizes through such sentences like ‘Oh, well it is just geeks.’ or ‘This is hardcore…’ or ‘why
would competition or playing videogames matter anyway?’ Or even how do you prevent conflicts
within the gaming community? “The Smash Brothers”8 documentary is an example as a non-profit
kick started project even though you still have to think that they are interests behind it. Joeri
Taelman’s master thesis is another and my paper tries to be one example also.
The most important aspect of competition, those projects and being the best at smash is that for
example as competitive smash players or as anything in life Armada (pseudo of one of the best
smash player of all times) simply explains us: “If you want to be good at something, you need to
understand what you are doing wrong and what you should do instead.”9 The beauty of competition
is when everyone agrees on its best moments, especially how to define who is the best and how to
become one of them. Even though one may always argue on whether one player places 1st or not
within the overall smash community, tournaments will always be the physical place (out-game
prop) where we could see the results of those fights with actual footage. For me Melee offers the
best ranking system because no one can totally relate on one victory, the mastering of this game
doesn’t exist, it is like saying mastering football or any physical sport could be possible. Frame
perfects moves are only momentums/reactions and cannot be humanly possible all the time.
Therefore, players, in respect to other players, will always recognized their respective abilities
which are represented in the play experience/challenges through skill or mind. Whether they have
been playing the game for 5 months or 10 years because of the cultural, game and play and social
8
9
Interview of Adam "Armada" Lindgren by Christopher “Wife” Fabiszak at the Smash Summit Tournament:
https://www.youtube.com/watch?v=edPsg0ix4_0
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recognition around a common gaming intelligence. The challenge of the challenge of competition
is to come to understand it until you no longer compete for its values but rather for its potentials
and its players. That’s what I think smashers and smash communities and organizations are trying
to achieve around the globe by bringing insights on the game itself (the hardcoded) but also its
players’ rankings, their plays and the sharing of this collective consciousness formed by cultural
and social values.
As you can see Smash games didn’t come out as a new culture but rather used other gaming
universes and subcultures to make one that would comprehend and use a number of them to create
the Smash gaming culture. Therefore, the marketing and cultural use of those gaming universes
and cultures created the Super Smash Brothers series and others.
Today, Game and Watch is still part of the Super Smash Bros Bros. series in the new game that
just came out Super Smash Bros for Wii U and 3DS even though the last game who came out on
the Game and Watch universe was about 10 years ago. Although, Game and Watch character’s
existence persisted through the Super Smash Bros. Series with Brawl and Melee.
The success of the first Super Smash Bros game was incredible especially in Japan and also the
United States where all those gaming universes and cultures had been implemented into peoples
lives with Nintendo and its games. Also you have to know that Nintendo was part of the
Japanese’s’ game consumption and conception since the beginning of the 19th century. Nintendo
was created in 1889 and started as a game and toys company. As they probably saw the potential
to take on the video game industry around the 1970s, they decided to make what they wanted off
this industry by making all those universes and gaming cultures in which people could identify by
solely playing them.
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As you can see the Smash culture emerges from a lot of things. All those games and the
basis to the creation of other games such the smash games were already there whether in
Nintendo’s marketing strategies or people’s consumption of game and play in Japan, the United
States and Europe.
The rare critics of the Smash games called for the laziness out of Nintendo’s marketing and creative
ambitions around videogames because the company reused already made video games characters.
However, this argument isn’t relevant because the creation of the Super Smash Bros games needed
a new game design and mechanics to create a new game.
Therefore, people could identify it with because of its potential for great fun and play, either casual
or competitive, through the importance of the presence of those characters to relate to people’s
play styles or videogame personal cultures. Therefore, a new and more social Nintendo gaming
culture was created out of it. Even though they did have already the previous gaming universes
because the characters where there with those basic games. They also used them because they
probably knew that people who played with them could identify with them and go on buying this
new game to continue their videogame playing experience. To go further into this analysis, you
can even see inside the Smash games mechanics references to other game mechanics from other
games of those same characters. For example, in Super Mario Bros 2, “the player could choose
between Mario, Luigi, Toad, or Princess Peach. Each character possesses unique abilities (Luigi
has stronger jumping ability, Toad can dig the fastest, and Peach can float), with Mario being the
most well-rounded.”10 In Super Smash Bros. Melee or even the previous sequel, the developers
(HAL laboratory) had the wonderful idea of incorporating previous games’ abilities (from
Nintendo’s games) of the characters inside the game mechanics of the Super Smash Bros. series.
10
https://en.wikipedia.org/wiki/Mario
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In this case it wouldn’t surprise me if the float Peach possesses in Super Mario 2 is the reason to
why Peach also possesses a float in Super Smash Bros. Melee. This reinforces again the importance
of the Nintendo’s’ games cultural legacy inside this new game.
For me, this was the Golden age of Nintendo, a lot of (almost all of them) the Super Smash
Bros. Series characters originate from the creation of previous video games and permitted then to
include other characters of the gaming universe in the aftermath of the success of Super Smash
Bros series and especially Super Smash Bros. Melee. For example, the characters of Sonic the
Hedgehog (Sony), Solid Snake (Konami) were incorporated in Super Smash Bros Brawl through
probably a partnership between developers and publishers to emphasize video game culture
through those specific characters and their cultural gaming representation. The recent release of
Cloud in Super Smash Bros for Wii U and 3DS once again highlight those cultural gaming
importances. (Square, now Square Enix). Cloud is the main character of the Final Fantasy VII
game which is the most popular of the Final Fantasy Series because it is the highest-selling game
in the series and also credited as “the game that sold the Playstation.”11 An interesting comparison
could be made with Melee and FFVII on the subject of their selling and gaming success because
of cultural gaming values which translate in monetary values for the companies involved.
After proving the origins of the Super Smash Bros series characters and what constitute the
untouchable cultural aspect of this video game culture, we could take a look closely to what
players created out of this very specific fighting game which is Super Smash Bros. Melee.
11
Wikipedia: https://fr.wikipedia.org/wiki/Final_Fantasy_VII
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Super Smash Bros. Melee came out in 2001 in US and Japan and 2002 in Europe, it is the most
successful game on the GameCube console with over 7 million copies sold. The GameCube and
the game saw their production discontinued in 2007.
The point or goal of the game can be resumed as follow: “Unlike ordinary fighting games like
Capcom’s 2D games and Namco’s 3D games, the goal of Super Melee is to knock your opponent
off the stage. A percentage meter at the bottom of the screen displays the amount of damage a
character has received. The higher the damage, the more susceptible the character becomes to
receiving a knockout.“12
However, when looking at the mechanics of the game and how players’ make sense out of them,
we can identify a set of rules which translates the theory of props I associated between Goffman
and Smash games. Game designers Katie Salen and Eric Zimmerman talk of how “players interact
with the inner essence of the game, the rules of the game, known as ‘game play.’”13 They tell us
about “transformative play” which Taelman explains as how the player (because of the emergent
culture) plays it in a way other than it was intended by the designer. The smasher, Smash
Community and the Smash culture surrounds how props and its rules but also game and play and
socio-cultural consequences permitted transformative play. In their analysis, they identified three
levels of game rules which translates my three levels of props taken out from Goffman’s thinking:
“constitutive rules, operational rules and implicit rules”. However, with my analysis, I think those
rules are nothing else but props due to the videogames’ existence. Constitutive rules refer to the
hardcoded, the unchangeable on the player’s part, operational rules refer to the “written down”14
12
Player review of Melee by an internaut: http://www.gamefaqs.com/gamecube/516492-super-smash-brosmelee/reviews/37273
13
Joeri Taelman, Playing with the script: Super Smash Bros. Melee, from a casual to a competitive game, 2015
(master thesis, Utrecht University), p19 and Katie Salen and Eric Zimmerman. Rules of play: Game design
fundamentals.Cambridge: MIT press, 2004, p299.
14
Taelman, Playing with the script p20
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meaning the socio-cultural establishing of the common need for such rules to achieve a certain
kind of play whether casual (not operational or chosen randomly resulting from thinking abstractly
of the game mechanics in terms of rules and not props) or competitive or random as in Michael
Jakobsson analysis of the ‘random smash tournament’ in a videogame club in Sweden. The implicit
rules are therefore the social rules or the “unwritten down” what I call out-game props.
When the game came out, the creators implemented it inside gaming culture as a party
casual game. They wanted people to enjoy ‘quick fun’, as Jesper Juul describes, and they especially
wanted a game which could be sold efficiently for the company’s future.
However, quickly after its release, Super Smash Bros. Melee saw its play taken to another level,
one that Nintendo would have never have imagined but maybe HAL laboratory did. In 2002,
tournaments started and some players saw in the game an opportunity much more interesting and
rewarding than solely playing for ‘fun’, they saw another kind of fun and maybe a better one.
Although do not be mistaken, those players from what I’ve seen, understand that ‘Smash’ or The
Super Smash Bros Series could comprehend a lot more than a casual experience and gave rise to
a different play form, the competitive smash play. In what we have analyzed with Fahran Malick
and from our survey results we notice that those players clearly were not satisfied by Nintendo’s
casual experience.
In the 1999 IGN review, Peer Sheinder writes : “let's start off by saying that Super Smash
Bros. is not really a fighting game.”15 His argument was wrong and today the Super Smash Bros
Series is considered one of the greatest fighting game series of all times and especially Super
Smash Bros. Melee through its unique plays and community. He justified it by “Smash Bros. does
15
Peer Schneider, Super Smash Bros. Review IGN (27th April, 1999)
http://www.ign.com/articles/1999/04/28/super-smash-bros
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not rely on complex button combinations or a ton of moves to bring the game to life.”16 True,
Smash games were unlike any other fighting games ever made before but its easiness of pick up
and its aim as a casual party game formed the irrational force of its competitive social and cultural
power. Even though Nintendo never recognized the competitive scene of its own games, it still
participated in the development of the smash competitive play although not the way competitive
players want it to be done. For example, the first Smash tournament ever took place in Japan in
200017. This tournament signed the start of the competitive scene because it showed the potential
of Super Smash Bros. as a competitive game and culture even though the rules of how the game
ought to be played competitively did not yet exist and it was just a matter of time before players
made this work done through social and cultural processes.
Joeri Taelman makes a great analysis of how Nintendo censored or didn’t approve of the
“playing of the ‘script’ (concept)” of Super Smash Bros Melee by its players’ through the
interaction of developers and gamers to the game. However, he doesn’t concern himself in
explaining the reasons and nature of those interactions. I hope this try to account for the ‘why’
such interactions occurred and especially why does Super Smash Bros. Melee offers both a great
understanding of competitiveness and its values through the different play forms, social and
cultural processes which formed the Smash socio-cultural community-based culture through a
competitive spectrum.
The misunderstanding of the competitive smash play by Nintendo and the various media
representations and criticisms and even some scholars of it highlight: how only players and
especially competitive players understand the complexity of such high level competitive play as
16
Scheinder, Review
Footage, 1999, first smash tournament ever by Nintendo:
https://www.youtube.com/watch?v=uwWYupAcCf8&feature
17
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well as the social processes and ‘hype’ involved in it. It took me half a year to achieve some smash
tech skill-based competitive Smash play and since then I have personally put myself in active
participation within this gaming community because I have come to like competitiveness because
of it which is something I have never liked before and couldn’t really understand or comprehend
before playing and experiencing competitiveness through the Smash games. I interviewed about
10 of the top 100 players of Melee and other smash games as well as participated into over 20
tournaments across Montreal mostly and France as well. I have conducted a survey to try to study
and come up with a ‘smasher theory’ which could encompass the smash players into one big table.
I’m also planning on going on March 5th and 6th to attend one of the biggest tournament of the
2016 year in New Jersey to actually see and understand the complexity of the best players’ high
level competitive play and their importance in terms of social interactions to other players and to
the games themselves.
So what is the difference between ‘smash casual play’ and ‘smash competitive play’? From
Nintendo’s perspective, it is clear. Smash games aren’t supposed to be about strict competitiveness
and they didn’t intend on it on it to be a competitive game but if they had look closely to
competitive smash play they would have seen that it is not all about competition and if it was, then
it was a really good one. However, as Taelman and myself came to comprehend, it did couldn’t
work that way for some players, it is as if the game told them that they had to play it this way.
Taelman got it wrong when he said that this game had no combos though and if he needs
justification on game mechanics, I might be able to offer some detailed insight on the game
mechanics involved in competitive play. Certain trophies inside the game also prone for some
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characters such as Fox being a good one on one character meaning that developers probably know
of the potential for competitive play but maybe knew also that they couldn’t make it the main
feature since Nintendo didn’t agree on it and wanted a ‘kid’s game’.
As I tried to demonstrate the ‘natural’ inner sense of this fighting game is most well
expressed through its competitive play and even if it emerged from a hardcore and competitive
player culture alongside specific social processes. All Smash players today, seem to be able to
accept that “gamer culture is multi-faceted”18 because of the difference and transformation that
occurred culturally and socially speaking through a videogame various plays into people’s
conscience and thinking of how Smash can be played and not ought to be played or should be
played. They just understand how Smash as a misunderstand competitive fighting videogame
could be representing competitive play and create the best emotions with it. I could personally
write hours on the subjects, there is so much to say about those videogames and I didn’t and
couldn’t go in too much details around certain game mechanics or the history of smash competitive
plays because I think one would need to play and understand before comprehending the complexity
of such games and the competitive mindset. I tried to make one understand and prove of its sociocultural developed collective conscience which lead to a great gaming culture, community and
especially extraordinary plays.
N.A: If you want to learn more about it, I would recommend this video which explains and gives
a basic introduction to competitive Smash play from a gamer and viewer perspective:
https://www.youtube.com/watch?v=K2BZUooaPNs
18
Mikael Jakobsson, Playing with the Rules : Social and Cultural Aspects of Game Rules in a Console Game Club,
p390