Check your edition
Editions & platforms
| Edition | Platform | Differences & notes |
|---|---|---|
| Original / regionale Fassungen | Nintendo 64 | First 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 Console | Wii | Historical 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
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.
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.
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.
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.
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 / form | Practical starting point |
|---|---|
| Mario | Use a fireball to approach; regain spacing after a safe landing. |
| Donkey Kong | Learn grab range; avoid lingering at the ledge after a miss. |
| Link | Combine projectiles with sword spacing; practise recovery before zoning. |
| Samus | Hold Charge Shot as a threat; avoid firing every projectile immediately. |
| Yoshi | Manage your midair jump carefully; use eggs from a safe distance. |
| Kirby | Use multiple jumps deliberately; avoid landing with Stone every time. |
| Fox | Control your speed; practise sideways and upward recovery separately. |
| Pikachu | Approach behind Thunder Jolt; practise Quick Attack directions deliberately. |
| Luigi | Set up close hits; use big specials after a confirmed opening. |
| Ness | Practise using PK Thunder for recovery without an opponent first. |
| Captain Falcon | Vary your movement; seek powerful hits after an opponent whiffs. |
| Pummeluff / Jigglypuff | Use aerial movement; attempt Rest only with a clear opening. |
1P Game: reach Master Hand
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.
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.
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.
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.
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
| Stage | What to watch |
|---|---|
| Peach’s Castle | Moving surfaces; secure centre. |
| Kongo Jungle | Watch the rescue barrel without relying on it. |
| Hyrule Castle | Account for roof heights and tornado danger. |
| Planet Zebes | Leave rising acid in time. |
| Yoshi’s Island | Clouds are not permanent footing. |
| Dream Land | Watch wind and the side ledge together. |
| Sector Z | Arwings are hazards, not harmless scenery. |
| Saffron City | Watch Pokémon appearances and gaps between buildings. |
| Mushroom Kingdom | Unlockable 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.
No section matches your search.
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
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)
- Land a regular aerial attack on a safe surface.
- Press Z shortly before touchdown; practise slowly with one aerial.
- 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.
- Nintendo: Super Smash Bros. für Nintendo 64 ↗www.nintendo.com
- SmashWiki: Freischaltungen im N64-Original ↗www.ssbwiki.com
- SmashWiki: L-Canceling und Versionsgrenzen ↗www.ssbwiki.com
- Nintendo: Veröffentlichungsgeschichte der Reihe ↗www.nintendo.co.jp
In-game names may differ between language versions. Report a correction.
