For casual players, Super Smash Bros. came as an incredible surprise. No matter how one looked at it, the game could be called perfect.
But for players who preferred Fighting Games and hoped Nebula Games would create a classic title in the genre,
once they actually got their hands on it, they felt the game seemed a little too simple.
After all, previous Fighting Games had basically revolved around Input Commands.
But Super Smash Bros. was completely different.
Compared to traditional Fighting Games, Super Smash Bros.' controls had truly been simplified to an extreme degree.
With four directional inputs combined with attack and special buttons, players could perform every move in a character's arsenal.
That created one defining trait: it felt incredibly easy to pick up, as if there wasn't much room for mechanical skill at all.
After Super Smash Bros. launched, many players spent several days trying it out.
On professional Fighting Game forums and communities, plenty of players who loved the genre discussed and exchanged suggestions.
"The game's content is great, but isn't it too simple for a Fighting Game?"
"Can't be helped. Fighting Games have a huge barrier to entry. Nebula Games probably did this to bring more players into the genre."
"But if a Fighting Game has no depth, is it still a Fighting Game?"
"It hurts, but honestly, as an entertainment game, Super Smash Bros. is really fun."
"Not necessarily. The game has only been out for a few days, and the pursuit system seems worth exploring too."
"Exactly. It feels a little too early to say it has no depth."
Players who liked Fighting Games continued discussing the matter throughout the community.
During this period, Super Smash Bros. had already generated enormous buzz.
After all, it was a game that brought together popular characters