![]() ![]() The placements of fighters were often shifted to make room for these additions, and the banner got marginally wider every time this happened. The banner was routinely updated with the addition of each new fighter. Character artwork in the banner was used for the game's box art. ![]() He also consulted with the original creators on each character's pose within the artwork. Nakano decided to spread the roster evenly across the entire canvas, rather than focusing on the center, to keep the whole image visually interesting and balanced. It was conceptualized by Sakurai and illustrated by Yusuke Nakano, who designed characters for The Legend of Zelda series and Super Metroid. The banner has a unique hand-painted look that reflects the game's balance between color and detail. This artwork is commonly used in Ultimate's promotional material.Īnother noticeable example of Ultimate's unique art style comes from its panoramic poster, which features every playable character in the roster. The panoramic banner displaying all of the fighters on the roster. While this is a natural transition for characters such as Snake, it is a drastic difference for others such as Ness and Toon Link, who gained significant detail in the transition.īrawl was also the first game in the series to use the same renders on the character selection screen as the official promotional artwork, which was retained in future installments. The overall aesthetic includes highly detailed textures and dark shading that give the game a more realistic look in comparison to the rest of the series. Many characters returning from Melee were also redesigned to match more current installments, such as The Legend of Zelda cast, who were updated to their designs in Twilight Princess (including Sheik, who did not appear in said game, but received a new design akin to its art direction). Brawl retains similar artistic direction as Melee, but had many assets built completely from the ground up to take advantage of the more powerful hardware. Right: In comparison, Toon Link's Brawl render is realistically textured and detailed. Left: Toon Link's artwork from The Wind Waker. Additionally, the portraits of Fox and Zelda are unique on the character select screen, but match their character artworks when selecting their alternate costumes, while Mewtwo has a unique render when selecting its alternate costumes that does not match its character artwork. Mario, Peach, Yoshi, Link, Young Link, Kirby, Falco, and Pikachu are the only characters whose portraits on the character select screen do not have a unique render. Similar to Smash 64, its character select screen has unique artwork, but unlike Smash 64, these pieces of artwork retain Melee's artstyle, and not every character has a unique render. One example is Luigi, who uses his design from N64 games such as Mario Kart 64 and Mario Party, which lacks his lanky anatomy that was codified in Luigi's Mansion. This causes the game to look very unique to many other games even outside of the Smash Bros. However, compared to games after Melee, the roster looks noticeably different: due to being released slightly after the launch of the Nintendo GameCube, many of the character designs are based on artwork from the Nintendo 64 era with additional realistic textures and detail. Melee was the first game in the series that used 3D renders with a semi-realistic artstyle, which is retained in other installments moving forward. Right: Luigi's Melee design takes influence from this Nintendo 64-era artwork. ![]() Left: Luigi's official artwork from Mario Party. ![]()
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