Video Game: Super Smash Flash
aka: Super Smash Flash 2
Then and now.
"Made by McLeodGaming, a group of passionate Smash Brothers fans, the Super Smash Flash
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."
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
- The All-Seeing A.I.
- Art Evolution: Very clear. From directly ripped and MS-painted sprites in the original game, to ripped-but-tweaked sprites in the early sequel demos, to every character having entirely-custom, uniformly-styled sprites.
- Loads and Loads of Characters: Super Smash Flash has 28 characters (30 if Meta Knight and Shiek are counted). Super Smash Flash 2 has more than that in its starter roster, and it's not even finished yet.
- Platform Fighter
- Re Tool: There were two notable ones in total;
- The transition from Flash to Flash 2 completely rebuilt the mechanics and the focus from the ground up.
- Demo v0.7 of 2 was the official turning point from "anything-goes fangame" to aiming for professional quality.
- Ring Out: Just like in the original Super Smash Bros. games.
- Stock Footage: Present, but diminishing rapidly.
- The original didn't have any of its own sprites, save for the Pokémon Stadium stage. All others were taken from The Spriters' Resource.
- The earliest demos of 2 also used ripped sprites; Lloyd and the Sonic characters used the same sprites as in Super Smash Flash, Sora was ripped from Kingdom Hearts: Chain of Memories, and the anime characters were ripped from Jump Ultimate Stars. Gradually, however, more and more of the characters began getting entirely custom-made sprites, to the point where the series is now fairly well-known for its quality graphics. Oddly, though, Lloyd and Sonic's sprites still haven't changed at all from the earliest versions, and fans have noticed.
- Amusingly, the earlier, lower-quality custom sprites for Link, Ness, and Mewtwo* later became stock footage when they were salvaged by Super Smash Bros. Crusade.
- Ultimate Showdown of Ultimate Destiny: The first game is this, full stop, with characters like Blade and Mr. Incredible. Traces of this sentiment remain in 2, at least in development; Cleod thinks that the anime characters fit in well (although the other developers don't), and he has a personal soft spot for the Original Characters who were planned to be in but Exiled from Continuity due to losing contact with their creators.
- Unexpected Character:
- From the first game, Mr. Incredible, but not in a good way.
- The second game has Black Mage, who was unexpected because at the time there was a confirmed roster of playable characters in the game, and Black Mage was not among them.
Tropes present in Super Smash Flash
- Canon Discontinuity: Super Smash Flash 2 is officially considered a reboot and not a sequel, as explained briefly here, thus pushing Super Smash Flash out of canon.
- Collision Damage: The enemies in Adventure Mode, along with the Mario brothers, the Sonic characters, and Samus while they're jumping.
- Combos: While normally impossible due to the primitive engine, some could be performed due to a Good Bad Bug with some characters, namely Mario, Zelda, and Captain Falcon.
- Early Installment Weirdness: The second game seems much like the official Smash games. The first, not so much.
- Game-Breaking Bug: The famous "one hit KO" bug, which allows some attacks to kill instantly at just 50% while standing still. Unfortunately, though, Master Hand and Crazy Hand's attacks have this trait, too, which makes unlocking Inuyasha nearly impossible without cheating.
- Hitbox Dissonance: Samus' Machine Gun moves in the first game. The machine gun fire has a hitbox. Not Samus' gun, the actual machine gun's bullets have hitboxes. This can be seen in Adventure mode levels where if you use the machine gun specials at certain ranges, Samus will be the one to take damage and be knocked back. Its like something out of Daikatana.
- Mercy Invincibility: While the Smash games weren't known for this, it becomes a point in the first Flash which also averts this in the worst possible way, especially in Adventure Mode where just brushing against an enemy in any level could result in your damage skyrocketing to maximum in a very short time, Hundred Crack Fisting you to death. A normal enemy can do this.
- Misbegotten Multiplayer Mode: You could battle it out with two players...but the camera always follows the first player, ignoring the second.
- No Damage Run: Inuyasha is unlocked after clearing Adventure Mode without losing any lives.
- Original Character: Blade the Hedgehog and Blue the Hedgehog, sword-wielding Sonic the Hedgehog fan characters someone made who ended up as characters in Super Smash Flash.
- Before the roster was revised, Super Smash Flash 2 had those two return, and added Azrael and Spikeman.
- Punched Across the Room: A Good Bad Game-Breaking Bug allowed this to happen with many normal attacks if one stands completely still as the opponent approaches.
- Shockwave Stomp: Mr. Incredible's ground down attack.
- Spotlight-Stealing Crossover: Super Smash Bros. is a crossover between various Nintendo franchises, yet the most repped franchise in the first game was Sonic the Hedgehog, which got 5 characters (7 if Blade and Blue are counted).
- Two Girls to a Roster: Not counting Jigglypuff, the only female characters are Zelda/Sheik and Samus Aran.
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.
- 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.
- Lightning Bruiser: Captain Falcon, Goku, Ichigo, all of them are this in a way.
- 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 attacks and 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.
- 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.