Error and exploitation have made Super Smash Bros. a success.
Chances are that if you call yourself a gamer, you have played Super Smash Bros. in one form or another. Like Mario Kart, Mario Party, and Wii Sports, this is a game almost exclusively made for multiplayer and competitive play. Unlike those games, though, a thriving competitive community has actually developed around Super Smash Bros., a scene that consists of tournaments, crews, rivalries, prize money, and even a documentary, none of which is sanctioned by Nintendo. It’s also not played in the way that the developers envisioned it, and the learning curve for competitive play is complicated by physics exploits and glitches.
In a lot of ways, though, Super Smash Bros. is unlike other fighting games. In most traditional fighting games, the player has a set amount of hit points at the beginning of a match, and if those hit points reach zero, the character faints or dies and the round is over. Instead of starting with a certain amount of hit points and losing them, in Super Smash Bros. you start at 0% and work your way up. The higher your “%” is(which doesn’t correlate to any real percentage and goes up to 999%), the further you can get knocked back when hit by attacks, which will eventually send you off the stage and hurtling toward your doom if you cannot recover. Falling off the stage removes a stock from your character and if you run out of stocks you lose.