Super Smash Bros (N64) - Did You Know Gaming? Feat. ItsaDogandGame

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"did you know that sounds are different in other regions just let me keep talking while playing those sounds in the background so you won't hear it wait here are some other examples that sounds different did you know that those are different as well?"

Other than that it was a very informative video :)

👍︎︎ 140 👤︎︎ u/Rynelan 📅︎︎ Apr 22 2017 🗫︎ replies

I loved the box and manual art for Smash 64. Kinda wish they had stuck with it.

👍︎︎ 39 👤︎︎ u/Bentendo64 📅︎︎ Apr 22 2017 🗫︎ replies

I really liked the clip where Pikachu gets a single offstage uair on the Luigi and then it shows the "Luigi unlocked" screen. Pretty accurate.

👍︎︎ 28 👤︎︎ u/TheRealMrWillis 📅︎︎ Apr 22 2017 🗫︎ replies

That was interesting, thanks!

👍︎︎ 9 👤︎︎ u/ITSMEDICKHEAD 📅︎︎ Apr 22 2017 🗫︎ replies

Had no idea about the cast being in chronological order from when they appeared

Man the OG Smash Bros commercial brings back so many good memories

👍︎︎ 18 👤︎︎ u/parada45 📅︎︎ Apr 23 2017 🗫︎ replies

I love this videos, but for fuck sake, they should give a small pause when switching subjects. It is pretty much reading a wall of text without any paragraphs.

👍︎︎ 5 👤︎︎ u/Mr_Ivysaur 📅︎︎ Apr 23 2017 🗫︎ replies

64 looks like one of the coolest games I've ever seen. I need to play it one day.

👍︎︎ 1 👤︎︎ u/riphtCoC 📅︎︎ Apr 23 2017 🗫︎ replies
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[Music] [Applause] [Music] did you know in the Japanese version of Super Smash Bros the beam sword sounds very similar to the lightsabers from Star Wars however these effects were swapped out for less recognizable sounds in the game's international release since Star Wars The Phantom Menace was set to release less than a month after Smash Bros in the States the change was likely made to avoid legal action from Lucasfilm interestingly sounds of the beam sword would later go back to resembling lightsabers in international versions of brawl and smash 4 characters in the Japanese release also had somewhat realistic punching and kicking sounds for their attacks these were replaced with more slapstick sound effects in the West likely to guarantee the game a child-friendly rating there's also an unused voice clip of the announcer saying Jigglypuff in the Japanese game its presence is interesting as Jigglypuff is only called by its native name Pirin in the Japanese game the presence of this clip might suggest that Smash Bros was intended for an international release before it was even finished speaking of unused names Super Smash Brothers was nicknamed Pepsi man early in production this is because the game originally used metallic looking featureless characters that resembled Japan's Pepsi mascot Pepsi man these figures ended up being temporary combatants and were only used to program gaming its initial stage the game was officially referred to as kokuto game Moodle during development which roughly translates as Dragon King the fighting game the project got this title from the rural town area where its developers how laboratory were located the game's creator Masahiro Sakurai wanted to offer an alternative to popular fighting games and make a game where every play session was unique in the beginning there were only three people working on the prototype soccer I was in charge of game design and graphics another developer handled sound design in Satoru Iwata who was president of Hal at the time programmed the game to spare time socket I took pictures of the rural area and use them as backgrounds in the game which can be seen in early screenshots at least two other levels were conceptualized while the game still used featureless characters these levels can be seen in the book think about video games but it's unclear if they were planned to be playable areas are simply illustrations during this early stage the team had trouble defining the game's world and giving it an identity in an e wada asks interview Sakura explained you have to have some main characters in a fighting game and when you line up character one two three and so on the main characters end up blurring too other with a game for the arcade it's okay for character development to take a backseat since players are content with the fighting for the home console however if you have to set up the general atmosphere of the gaming world right from the start or also the game suffers that's why I asked to use Nintendo characters when he want to appeal to Nintendo executive Shigeru Miyamoto to use Nintendo characters Miyamoto refused he wanted didn't tell Sakurai about his conversation with Miyamoto and as Sakurai to create a demo anyway in hopes of changing Miyamoto's mind a prototype featuring Donkey Kong Samus fox mccloud and Mario was made and presented to Miyamoto as they were the easiest to fit into the existing engine the demo went over well and the team was given permission to use Nintendo characters the final game had even more characters and eight were unlocked from the start their arrangement on the character select screen even holds a secret as they're placed in chronological order Mario and Donkey Kong first appeared in 1981 Lincoln Samus debuted in 1986 Yoshi in 1990 Kirby in 1992 Fox in 1993 and Pikachu in 1996 the four unlockable characters are also arranged chronologically Luigi debuted in 1983 Captain Falcon in 1990 Ness in 1994 and Jigglypuff in 1996 in addition to the twelve characters that made it into the game there were several that had to be cut both Mario's Bowser and Kirby's King Dedede were being worked on during development but were dropped there were also plans to include Mewtwo in the game though the character apparently never made it into actual production in an interview for the book making of Fire Emblem 25 years of development secrets how could I revealed that he initially wanted Mars to be playable in the original Smash Bros as well he wanted to include mark so that players had a choice when I came to sword wielding characters since link is a swordsman that uses brute force the more technique oriented Marth would add variety the desire to include Marth in smash 64 is also why he was planned to appear in super smash bros melee from the start of melees development unfortunately heavy time constraints meant that Mars had to be left out these contraindicated lockable characters made the cut was because they reused existing assets Captain Falcon reuses animations from Samus and arguably kept the same structure as the project's original featureless characters Luigi and Jigglypuff also reused several elements from Mario and curvy the game was originally planned for a Christmas 1998 release which gave the team a little over a year to make it Super Smash Bros slipped back to a January 1999 release in Japan and wouldn't see an international release until months later the game stages also had harsh restrictions artists would have to try and keep a levels geometry under a hundred and fifty polygons which is about a fifth of the polygons used in Mario's model for Super Mario 64 they generally succeeded and most levels in the game use less than 200 polygons although they had harsh limitations the team still had some fun while making levels Socrates wife Michiko worked on the project several years before they married Michiko mentioned that she put the buzzy beetles into the final Mushroom Kingdom stage without getting approval and no one noticed the stages also changed over the course of development the Metroid level was originally very different players would have fought on a satellite orbiting a star but the team went with a level that better represented the franchise there's also two unused stages in the game's data that were used to test the game the first features a triangle of stationary wooden platforms and the second is much larger with several floating platforms both stages are similar to Dreamland but have multiple textures and objects not seen anywhere else in the game the dreamland stage is one of the earliest stages to be made which is likely why it was used for testing the stage even kept the same layout from the original stage design and Dragon King the fighting game the level where the player fights metal Mario and the race to the finish minigame stage both have unused spawn locations for four characters this seems to suggest that they were a part of the game's multiplayer at one point in development Sakurai has also stated that he originally intended to include the final smashes from brawl in the n64 game this is further evidenced by the games data which holds unused final smash sounds for Samus Kirby Fox Pikachu Captain Falcon and Ness some of these sounds were even reused in brawl the game has other unused ideas when designing the credits sequence Sakura I took inspiration from the Pirates of the Caribbean ride at Disneyland his original idea was to have the player running down a dark tunnel while holding a flashlight and people's names would suddenly pop out the player could then shoot the names causing them to explode this idea was scrapped as blowing up the name seemed disrespectful to the people who worked on the game interestingly Charles Martin a the Shaktar for both mario and luigi had his name misspelled in the credits as charles martin knee did you also know that his delay in the Nintendo 64's launch led to the creation of the world's first web browser for more n64 facts check out the did you know gaming video on the Nintendo 64 and if you'd like to hear more from me head on over to my youtube channel it's a dog and game my pal big TV and I go on some cool sprite animated adventures and you may see some of your favorite Smash Bros characters pop up in a few of them bye for now [Music]
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Channel: DidYouKnowGaming?
Views: 1,192,668
Rating: 4.9400415 out of 5
Keywords: super smash bros, smash bros, n64, super, gaming, dykgaming, didyouknowgaming, nintendo, did you know gaming, gameplay, dykg, analysis, making of, beta, nintendo 64, n64 games, explained, mario, zelda, pokemon, pikachu, metroid, samus, donkey kong, yoshi, luigi, captain falcon, ness, earthbound, mother, smash 64, melee, brawl, ssb, ssbm, sbbb, project m, f-zero, smash wii u, smash 3ds, smash 4, gamecube, super smash bros melee, super smash bros brawl, wii, wii u, 3ds, The Legend of Zelda, easter egg, history
Id: dFSdU9PO460
Channel Id: undefined
Length: 7min 24sec (444 seconds)
Published: Sat Apr 22 2017
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