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Game help · Tips & secrets

Arena & multiplayer · First release 1999

Super Smash Bros. (Nintendo 64)

The original: twelve fighters, nine regular multiplayer stages and a fixed single-player course. Find every fighter unlock, the bonus modes and the route to Master Hand.

Nintendo 64Wii (Virtual Console)

Fighters
12
Multiplayer stages
9
What this guide covers

Complete roster, all four fighter unlocks, the bonus stage and core modes. Covers the 1P route and every fighter’s bonus-mode goals; not a coordinate atlas of every target or a record script for every fighter.

Search across fighters, unlocks and techniques

Check your edition

Editions & platforms

EditionPlatformDifferences & notes
Original / regionale FassungenNintendo 64First released in 1999. PAL and NTSC editions can differ in speed and gameplay details. There is no side special yet: B, up+B and down+B are the three special inputs.
Virtual ConsoleWiiHistorical re-release, reaching Europe in 2009. The same core game, not an additional campaign. The Wii Shop no longer sells new downloads.

Controls, damage and safe recovery

  1. Damage is not a health bar

    Attacks increase damage percentage. The objective is to launch opponents beyond the blast zone. Build damage, then look for a strong hit near an edge. A high percentage does not end a stock by itself.

  2. Separate normal, smash and special attacks

    A with a gentle direction produces a directional normal attack; a fast direction with A performs a smash attack. B plus a direction selects special moves. Practise forward, up and down separately. Physical buttons depend on your controller.

  3. Shield, grab and evade

    Shield an expected attack, then act after it ends. Grabs defeat a normal shield. Repeated rolls and uncovered smash attacks make your next action predictable.

  4. Save your jump

    After a hit, drift toward the stage first. Spend your midair jump when it is needed, then aim your up special toward the ledge. Test each fighter separately: jump count and recovery moves differ.

  5. Turn practice into a match plan

    Practise ten recoveries without an opponent, then play short games with one learning goal. Track stocks lost to your own mistakes separately from enemy KOs. Winning one game does not establish reliable recovery.

Every fighter and a practice focus

This table lists every playable fighter or form in this game. Short plans are original training suggestions, not a tier list or guaranteed combos. German and English names are shown together.

Fighter / formPractical starting point
MarioUse a fireball to approach; regain spacing after a safe landing.
Donkey KongLearn grab range; avoid lingering at the ledge after a miss.
LinkCombine projectiles with sword spacing; practise recovery before zoning.
SamusHold Charge Shot as a threat; avoid firing every projectile immediately.
YoshiManage your midair jump carefully; use eggs from a safe distance.
KirbyUse multiple jumps deliberately; avoid landing with Stone every time.
FoxControl your speed; practise sideways and upward recovery separately.
PikachuApproach behind Thunder Jolt; practise Quick Attack directions deliberately.
LuigiSet up close hits; use big specials after a confirmed opening.
NessPractise using PK Thunder for recovery without an opponent first.
Captain FalconVary your movement; seek powerful hits after an opponent whiffs.
Pummeluff / JigglypuffUse aerial movement; attempt Rest only with a clear opening.

1P Game: reach Master Hand

  1. Build confidence with starter fighters

    Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox and Pikachu are available immediately. Start on a low difficulty if Jigglypuff is your first goal. Choose Normal with at most three stocks when aiming for Ness.

  2. Singles and teams

    The fixed route includes Link, the Yoshi Team and Fox, followed by the Mario brothers, Pikachu and Giant Donkey Kong. Avoid jumping between both opponents in a team fight; work from one side.

  3. Handle bonus rounds deliberately

    Break the Targets asks you to hit every target; Board the Platforms asks you to land on every marked platform. Race to the Finish is a run to the exit. Tasks depend on the chosen fighter. A bonus record is not required for every fighter unlock.

  4. Late opponents and Metal Mario

    Later fights include the Kirby Team, Samus, Metal Mario and Fighting Polygon Team. One hit rarely settles Metal Mario: hold centre and use repeated safe attacks before seeking an edge KO.

  5. Master Hand

    The boss has hit points. Let a large hand attack pass, evade, then strike during recovery. Avoid committing to long attacks before a new approach. A Ness unlock run must not use a continue.

All nine multiplayer stages

StageWhat to watch
Peach’s CastleMoving surfaces; secure centre.
Kongo JungleWatch the rescue barrel without relying on it.
Hyrule CastleAccount for roof heights and tornado danger.
Planet ZebesLeave rising acid in time.
Yoshi’s IslandClouds are not permanent footing.
Dream LandWatch wind and the side ledge together.
Sector ZArwings are hazards, not harmless scenery.
Saffron CityWatch Pokémon appearances and gaps between buildings.
Mushroom KingdomUnlockable stage; pipes and the POW Block change routes.

Targets, platforms and completion plan

Separate completion from time attacks: finish each task once before shortening the route. Kirby and Jigglypuff use multiple midair jumps; Ness requires reliable PK Thunder recovery.

The checklist covers all twelve fighter tasks in each bonus mode. Sound Test requires both modes with everyone. The original N64 game has no spirits, DLC or online mode.

Unlocks & rewards

Pummeluff / Jigglypuff

Clear 1P Game with any fighter, then defeat Jigglypuff in the challenger battle.

Captain Falcon

Clear 1P Game in 20 minutes or less, then defeat Captain Falcon.

Luigi

Clear Break the Targets with all eight starter fighters, then defeat Luigi.

Use Bonus 1 Practice. If the encounter does not trigger immediately, complete another Bonus 1 run afterwards.

Ness

Clear 1P Game on Normal or higher with three starting stocks or fewer and no continues, then defeat Ness.

Mushroom Kingdom

Clear 1P Game with all eight starter fighters and play each of the eight initial multiplayer stages at least once.

Item Switch

Complete 100 VS matches.

Sound Test

Clear Break the Targets and Board the Platforms with all twelve fighters.

Super Smash Bros. (Nintendo 64)

Your checklist

0 / 32 guide tasks completed

Ticks are saved on this device for each game and carry over when you change language. The counter measures guide tasks and does not alter your game save.

Optional techniques & glitches

Advanced techniques apply only to the named edition. These steps are training guidance.

Z-Cancel / Smooth LandingSuper Smash Bros. (N64)
  1. Land a regular aerial attack on a safe surface.
  2. Press Z shortly before touchdown; practise slowly with one aerial.
  3. Compare the landing delay with an attempt without Z.

Applies to regular aerials, not every special. Timing and results differ from Melee L-canceling.

Sources & editorial date

Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 31 October 2026.

In-game names may differ between language versions. Report a correction.

Game help

How do I unlock Ness in the Nintendo 64 Smash Bros.?Super Smash Bros. · Nintendo 64

Finish 1P Game on Normal or higher with at most three stocks and without continuing.

  1. Set 1P Game to Normal and three stocks. Practice recovering with a fighter you know well.
  2. Defeat Master Hand in the same run. Ness will then challenge you on Dream Land.
  3. Win the challenger match. If you lose, repeat the 1P Game under the same conditions.

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