![]() In the ‘90s with titles such as Street Fighter II, Mortal Kombat, Tekken, and the aforementioned Super Smash Bros., fighting game rosters had characters with vehemently different playstyles that made fighting with one character feel distinct from fighting with another (aside from the existence of clone characters, which were prevalent in some franchises more than others). It’s a genre where each character in a game’s roster dictates how much content and how many hours that game can provide. The fighting game genre serves as a great example of this. As costs to develop games have increased, so too have the public’s expectations for the amount of content they acquire upon purchasing a game. ![]() The original Super Smash Bros.’s total amount of available content, while considered admirable for its time, would be considered as underwhelming in the current gaming landscape. Above anything, the differences between these two games that are nearly twenty years apart illustrates how much the game industry has changed in just a few console generations. This is in contrast to Ultimate’s volume of content, which features a roster of over 70 playable characters (with more on the way), 103 stages of different shapes and sizes to battle on, a soundtrack that’s over 29 hours long, and various modes to keep players busy, such as with Ultimate’s “World of Light” mode and its “Classic” mode, to name a few. on Nintendo 64 featured twelve playable characters, nine stages to spar on, and a linear single player mode that, while enjoyable, shows its repetitive nature quite quickly. Perhaps the largest takeaway from comparing both games is seeing the differences of the respective eras that they were released in. Ultimate, the fifth (or sixth, if you want to be technical) iteration of the massive crossover franchise, it’s only natural to compare the latest release with the series’ humble beginnings. With the recent release of Super Smash Bros. ![]() ![]() Earlier this month on January 21, the original Super Smash Bros. ![]()
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