Video Game: Super Smash Flash

Then and now.

"Made by McLeodGaming, a group of passionate Smash Brothers fans, the Super Smash Flash series has done an admirable job of creating a fast-paced game with an excellent physics engine. Most impressive, it truly feels like Smash Brothers - no easy feat considering the game and its engine were made from scratch."
Smashboards News on the release of v0.9b

Super Smash Flash is a series of Flash-based Platform Fighter Super Smash Bros. clones by Mc Leod Gaming, hosted and playable on their website.

The original Super Smash Flash, released in August 2006 on Newgrounds, is somewhat weak; among other things featuring only one attack buttonnote . It was nonetheless notable for its large amount of unlockable content.

The sequel, Super Smash Flash 2, which is currently in demo v0.9b, started out as just a similar fun little project that added special moves but didn't even consider most of the mechanics at first. However, after a number of suggestions and positive reception from fans, it began to piece things together slowly around the bare-bones engine with each new demo version and, after having undergone a full-blown Retool in 2011 with a vow to aim for professional quality, is shaping up to be a true Flash installment of Super Smash Bros..

Now has a character page.

Franchises represented in the original:

New Franchises currently represented in the sequel:

These franchises are also represented through Assist Trophies:

Along with many tropes in the official Super Smash Bros. games, these games contain examples of:

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     Tropes present in the series as a whole 

     Tropes present in Super Smash Flash 

     Tropes present in Super Smash Flash 2's development 
  • Aborted Arc: Before the retool, a story mode in the vein of Brawl's Subspace Emissary was plotted out with all of the old roster's characters battling an army called the Cubots. A summary of the first half was posted publicly. The second half was kept under wraps and is presumably lost.
  • Artificial Stupidity: The earlier demos were criticized for their incompetent A.I., but this was thankfully (or not) fixed.
  • Call Back: The first trailer, made in 2007, mirrored Super Smash Bros. Brawl's E3 2005 trailer. A newer trailer, released for v0.9b, was modeled after the same trailer.
  • Dummied Out: Remnants of the data for Marth and Mr. Game & Watch were discovered a version before their respective characters were released, implying that they might have been intended to be added sooner.
  • Easter Egg:
    • In one demo version, the credits said that the Wario Ware, Inc. stage was "Made by Wario. Waa haa haa!"
  • Overtook the Manga:
    • Played straight in the earliest demos of 2, which were made after Brawl was announced, but before it was released; back then, Smash Balls had to be picked up off the ground and used by pressing all buttons at once, as the behavior and input were not yet known.
    • Inverted since v0.9a, once the official fourth Super Smash Bros. game was announced. Players have trouble switching between Mega Man in Flash 2 and Wii U / 3DS.
  • Wallbonking: This was a problem in v0.6 on the Hidden Leaf Village stage, where the wall of the building on the right proved to be irresistible to computer players.

     Tropes present in Super Smash Flash 2 

  • Artifact Title: The game has long departed from Super Smash Flash; that game is completely ignored here. The title was officially considered "likely to change" in the official FAQ (until recently) due to the differences, but it's almost definitely permanent at this point as that's what everyone knows it as now.
  • Artificial Brilliance: Demo 0.9 introduced character-specific AI hints, which made some characters outright brutal to play against. CPU Fox is known for pulling high-level tricks such as cancelling shine into aerials or grabs, and will try known KO options when the rival is damaged. CPU Jigglypuff was given code to use Rest on reaction, if the opponent was close enough. CPUs handle all recovery options and will use them as they need.
    • High-level CPUS are very good at working in teams; they seem to be in perfect sync with their teammate. For example, if one plays against Megaman and Captain Falcon: Megaman will often try to grab the player if he's at high levels of damage, leaving him helpless against the nearby Captain Falcon performing a reverse Falcon Punch. This works with almost any duo or trio.
  • Assist Character: Summoned via Assist Trophies and Poké Balls, as in the official series.
  • Brought Down to Normal: Several Final Smash transformations had an attack that functioned like a Final Smash in its own right. However, as development progressed, the only one of these that remains (as of ß) is Super Saiyan Goku's Spirit Bomb.
  • Call Back: Despite the technical limitations of Flash's Palette Swap functionality, they were nevertheless able to successfully recreate the Melee colors of Mario, Link, Kirby, and Donkey Kong as alternate costumes, and Mr. Game & Watch's unique art style allows him to have all of his colors from Brawl, Project M, and Wii U / 3DS for a total of thirteen costumes.
  • Damn You, Muscle Memory: Players who are used to Super Smash Bros. Crusade tend to have a little trouble here, as the directional inputs are on the other side of the keyboard and the attack and special keys are reversed.
  • Demoted to Extra: Renji and Vegeta were originally planned to be full characters in the sequel, but they were demoted to Assist Trophy and background character respectively.
  • Downloadable Content: Expansion characters for Super Smash Flash 2 are planned to be supported after the final release, though the functionality doesn't exist yet.
  • Fragile Speedster: Sonic and Tails have become this; Sonic in the ground way (fastest character in ground) and Tails in air.
  • Game Mod: The planned concept of "expansion characters" for Super Smash Flash 2. Client-side mods are strictly forbidden, however, due to the potential for Griefing.
  • Gangplank Galleon: Gangplank Galleon itself appears as a stage.
  • Glass Cannon: Kirby is the usual Smash rendition of this trope, as is Black Mage. Lloyd, however, is closer to traditional fighting games variant of this trope.
  • Gradual Grinder: Sora's moveset is designed to be like this; lots of combos, little potential for knockouts. According to the devs before the release of v0.8, this is meant to emulate the tendency of Kingdom Hearts's battles to revolve around whittling down the enemy's HP because they just... won't... die.
  • Grandfather Clause: Ichigo, Naruto, and Goku were all programmed before the Retool, and the game has largely been trying to break away from the anime stigmatism that it's been relentlessly criticized for. According to developer Kiki in a forum post (which no longer exists), Naruto in particular wouldn't have made it in if it had been up to her, although she respects how well he gradually developed into a unique character over the years rather than being a generic Shotoclone like in the earlier demos, and is now glad he's in.
  • Jack-of-All-Stats:
    • Who else? Mario.
    • Link is like this, but with projectiles.
  • Kamehame Hadouken: With Goku around, of course this has to be his signature move.
  • Leitmotif: Since version 0.9a, used in Menu, Battlefield, and Waiting Room. Confirmed to find even more uses in Beta.
  • Loads and Loads of Characters: With expansion characters, potentially infinite. Even the list of vanilla playable characters, both pre-revision and post-revision, is impressive for a fan game.
  • Mighty Glacier:
    • Donkey Kong. Slow and huge, but has some of the most dangerous smashes in game.
    • Mega Man is the projectile version of this trope. Slow in both attack and movement speed, but with an arsenal of projectiles to make up most situations and give him combo options in long distance.
  • Minigame Zone: Arena Mode, the first element with no equivalent in the Super Smash Bros. series to be introduced, is a mode with several multiplayer minigames that play with the physics engine.
  • Nostalgia Level:
    • Along with the Past Stages from 64, Melee, Brawl, and Project M, The Sand Ocean stage is a composite of both Big Blue from Melee and the stage where Meta Ridley was fought in Brawl's Subspace Emissary.
    • The Silph Co. stage has all kinds of nods to Saffron City from 64, including the layout of the first area and the design of the moving platforms. Justified, as most of the fighting on Saffron City took place on top of Silph Co.'s roof.
  • Off Model: Some of the past stages, notably Fourside, Temple, and Peach's Castle, are seriously off-scale compared to their Melee counterparts.
  • Outside Ride: Sand Ocean.
  • Palette Swap: As is tradition in Super Smash Bros., these are available as alternate costumes.
  • Power at a Price: Goku can use the Kaio-ken, which increases his power at the cost of slowly ticking damage.
  • Power Glows: Characters while holding Smash Balls, many Final Forms, and Kaio-ken Goku.
  • Sprite Vector Mix: Custom-made sprites are used for characters, stages, items, and Assist Characters, while certain effects are flash-animated.
  • Recursive Fanfiction: The game takes many cues from Project M, such as Turbo Mode, moveset alterations — Wario's in particular, and the Dracula's Castle stage.
  • Shout-Out: The version of DJ K.K. that plays on Smashville includes a subtle portion of U.N Owen was her? in its arrangement.
  • Stopped Numbering Sequels: The penultimate release was officially titled Super Smash Flash 2 Beta rather than "v0.9c" as most of the fanbase previously expected. The reason? The team felt that the v0.9 series was named too early, expecting the final release to be ready much sooner than it actually would be. The retitling signifies that it actually is the end of the line this time.
  • Super Mode:
  • Trap Master:
    • Bomberman. His neutral special lays up to nine bombs anywhere around the stage which can all be dentonated at any time.
    • Naruto, to an extent, as his attacks strike at distances and angles. He can also leave shadow clones on the ground for the opponents to trip over.
  • Wheel of Decisions: The Peril Roulette, a new element in the higher difficulties of Classic Mode that spins a wheel to choose something to cripple the player, assist the opponent, or, on the hardest difficulty, both. This is presumably to make up for the notorious-for-the-series impossibility of making a hyperintelligent computer player.

Alternative Title(s):

Super Smash Flash 2