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Super Smash Flash
Super Smash Flash Title
Super Smash Flash's logo.
Developer(s) Cleod9 Productions
Publisher(s) McLeodGaming
Designer(s) Gregory McLeod (a.k.a. Cleod9)
Released August 21, 2006
Genre(s) Fighting game
Mode(s) Single-player, Multiplayer (1-2)
Ratings Suitable For All Audiences
Platform(s) Computer
Media Online flash game

Super Smash Flash, commonly abbreviated SSF or SSF1, is an non-profit Flash fangame developed by Cleod9 Productions and published by McLeodGaming. The game is based on Super Smash Bros. Melee in the menu format, music, and numerous other fields such as game play modes. The game features several characters from the Super Smash Bros. series, such as Mario, Samus, Link, Kirby, and Pikachu. It also features many third-party characters, including Sonic (who, at the time of the game's creation, was not confirmed to be a character in Super Smash Bros. Brawl) and Mega Man X. Besides that, it also includes original fan characters like Blade. Super Smash Flash will be rebooted with a new game called Super Smash Flash 2, which will completely ignore the basis of the first game and start anew with gameplay mechanism that are similar to ones in the official Super Smash Bros. games.

Gameplay

SSF Melee

Mario, Sonic, Link and Mega Man X during a timed, stock Melee match.

Super Smash Flash's gameplay is very similar to the official Super Smash Bros. games. Unlike most traditional 2D fighting games, each character's health is measured by a damage percentage counter. As the character is attacked, damage is accumulated and the percent value increases. The higher the percentage, the weaker the character is, and the easier it is for them to be KO'd off the stage.

The arrow keys (or A, S, D, and W for a second player) are used to move the character around and crouch. The O and P keys (or G and F for a second player) are used to jump and attack, respectively. Pressing a movement button and the attack button together will initiate a special attack, much like Melee's B button attacks.

Matches can be played in either Time Mode, Stock Mode, or a combination of the two. In Time mode, each player receives a point when they KO an opponent, and loses a point if they are KO'd or self-destruct. At the end of the designated time limit, the player with the most points wins. In Stock mode, each player is given a chosen amount of lives, and every time they are KO'd or self-destruct, they lose a life. When a player loses all their lives, they are out of the game, and the match's conclusion is reached when there is only one player left standing. In the Classic and Adventure Modes, every level has both a time limit and a chosen amount of lives; if the player does not KO the opponent before time runs out, they lose a life and have to restart the level. Both modes can also be selected in the game's Melee mode, but if a winner is not decided when the time runs out, the player with the highest number of lives left is declared the winner. Melee's Coin is absent.

The game is loosely similar to Melee, but most, if not all game mechanics are missing. The characters only have five total attacks (not counting their jump, which surprisingly does some damage for certain characters) and it is almost impossible to recover since every character is lightweight, jumping doesn't send your character very high into the air, the character cannot perform a third jump, and all attacks do 50%+ damage (even the normal ones). Additionally, it is possible to rack up over 1000% damage, even though it is not possible in Melee. The game also lacks hit effects for all attacks. All of these mechanic flaws resulted in negative responses.

Characters

Character selection screen

All 28 characters.

There is a total of 28 playable characters (30 if double characters are counted) whose 13 are starter and 15 are unlockable. Each one of these characters have a very simplistic moveset consisting of only 5 attacks (a standard attack, an up attack, a side attack, a down attack and an aerial down attack). Due to this, in addition to the properties for some attacks, all characters are considered tier-less as they don't offer real advantages or disadvantages over other characters. Despite this, it has been noted that characters with projectile attacks have a greater advantage over those characters who lack them thanks to the infinite range projectiles cover. Though there are only 5 attacks for each moveset, some characters gain an extra attack while jumping.

Starter characters

These are the characters available right immediately after turning on the game for the first time:

Sprite Name Universe Description
SSF MarioMarioMarioMario is the protagonist of the Super Mario franchise and the mascot of the company Nintendo. Due to the physics and flaws of SSF, Mario doesn't have his balanced status he has carried over the real Smash Bros. series. Mario can shoot fireballs, can deal high and low kicks as is able to perform an aerial Mario Tornado. His jump also works as an attack.
SSF LinkLinkThe Legend of ZeldaLink is the protagonist of another Nintendo flagship franchise: The Legend of Zelda. Being the wielder of the mystical Master Sword, Link's moveset consists of various slashes and stabs with the sword but- in addition to this, he can also shoot arrows and throw a boomerang.
SSF ZeldaZeldaThe Legend of ZeldaPrincess Zelda is the eponymous character of The Legend of Zelda. With the Triforce of Wisdom within her, Zelda can perform magical attacks and even infuse melee attacks with magic as well. Her magic powers also allows her to transform into her alter ego Sheik.
SSF SheikSheikThe Legend of ZeldaSheik is Zelda's sheikah alter ego to disguise herself from dangers. Unlike Zelda, Sheik has somewhat, swift moves and actually uses weapons, like needles. She can also transform back to Zelda at anytime.
SSF SamusSamusMetroidSamus is a female space bounty hunter who is also the protagonist of Nintendo's Metroid series. Samus has an arm cannon whom she can shoot different kind of beams and lasers, she can also angle these shots for better timing. While jumping, she performs the Screw Attack, who serves as an additional attack for her.
SSF KirbyKirbyKirbyKirby is the puffball protagonist of his eponymous Kirby series. The limitations of SSF made impossible for Kirby to have his distinctive Inhale ability to copy his opponents' powers; instead, Kirby swaps places with Meta Knight. He also has the ability to float 5 times before falling, having one of the best recoveries in the game.
SSF Meta KnightMeta KnightKirbyMeta Knight is the mysterious eternal rival of Kirby who made his "debut" in SSF before being confirmed to be a character in Brawl. He swaps places with Kirby and much like Link, all of his moveset consists of various sword techniques. Like his "partner", he can fly 5 times.
SSF Captain FalconCaptain FalconF-ZeroCaptain Falcon is the fierce bounty hunter racer of the futuristic F-Zero racing games. Overall, Captain Falcon has a moveset similar to his Smash Bros. counterparts but as with the another characters, it is very limited. Nonetheless he still has the Falcon Punch and the Falcon Kick.
SSF FoxFoxStar FoxFox is the leader of a group of space mercenaries called Star Fox from the series of he same name. As with the Smash Bros. games, Fox makes use of his Blaster, Fox Illusion and a downward-only Fire Fox. His remaining attacks are merely melee attack like kicks and slide-kicks.
SSF PikachuPikachuPokémonPikachu is an electric type Pokémon, considered to be the mascot of the Pokémon franchise as well. As hit effects are not present in SSF, Pikachu's electric attacks are only cosmetical and have no other special treat. Pikachu is the only character to have the same attack on its down attack and down aerial attack, being Thunder.
SSF SonicSonicSonicSonic is the protagonist of Sega's Sonic series, having the ability to run at supersonic speed. This was somewhat translated into his convertion in SSF and as such, he is a fast character, he can also curl into a ball a release a Spin Dash in addition to a punch, some kicks and a damaging jump. Like Meta Knight, his addition into SSF precedes his inclusion as a character in Brawl.
SSF TailsTailsSonicTails is the two-tailed best friend fox of Sonic and his biggest fan. Being a mechanical genius, Tails come with various devices he designed over the years to use them in battle. Among these devices, it includes an Energy Ball Blaster and a chained box glove. With his two tails, he can also fly 5 times.
SSF KnucklesKnucklesSonicKnuckles is a friend and ally to Sonic, but also shares a friendly rivalry with him. Knuckles is known for his strength, with this, he can pull off large rocks from the ground to toss the at opponents but he also relies on his fists. He can also attack by jumping.
SSF Mega Man XMega Man XMega ManMega Man X, or simply X (whose name was labeled incorrectly as "Megaman"), is the ultimate creation of Dr. Light; he is also the main character of the Mega Man X sub-series. As a super android with an arm cannon, he is somewhat a clone of Samus as he can shoot a wide variety of lasers the same way as she does. Visually, his lasers look different, but physically, the act similarly to Samus'. However, X cannot use his jump as an attack, as Samus can.
SSF BladeBladeMcLeodGamingBlade is a fan character specifically created for SSF by topcat13, though he is based on a character created by Equinox-Twilight. In short terms, Blade is basically "Sonic with a sword". Though he has his own moves using the sword, he does have the Sonic's Spin Dash and can also attack by jumping but this doesn't make him a clone of Sonic at all.

Unlockable characters

These are the characters that become available after meeting certain criteria and by defeating them on a challenger match. To learn how to unlock them, go here.

Sprite Name Universe Description
SSF LuigiLuigiMarioLuigi is Mario's younger twin brother and partner or ally in his adventures. As he is the Smash Bros. games, Luigi is a clone of Mario and share a very similar moveset. Their only differences would be that Luigi jumps higher and has a different down attack: the Green Missile.
SSF Young LinkYoung LinkThe Legend of ZeldaYoung Link is, as the name states, an child version of Link, 7 years younger to be exact. Because of this, Young Link is clone of Link, and there is actually no variation on his attacks and any difference is only cosmetical, for example, Young Link uses fire arrows, but as hit effects are nonexistent in SSF, they are exactly the same as Link's arrows.
SSF JigglypuffJigglypuffPokémonJigglypuff is a Pokémon added into the game to merely follow its tradition to be added into the all official Smash Bros. games to date. Its moveset is also similar and can use Pound and Rollout. As its species is "Balloon Pokémon", Jigglypuff can float up to 5 times.
SSF MewtwoMewtwoPokémonMewtwo is a genetically created clone-Pokémon of Mew, a legendary Pokémon. He belongs to the psychic type and as such uses psychic-based attacks. The absence of hit effects and other common Smash physics, doesn't give Mewtwo any special attributes, for example, while Mewtwo's Confusion in Melee could stun opponents, it doesn't have said attribute in SSF (as stunning is not present anyway) and only deals more damage.
SSF Mr. Game & WatchMr. Game & WatchGame & WatchMr. Game & Watch is the contemporary mascot of the Game & Watch line of LCD handheld consoles. His inclusion in Melee lead into his addition in SSF. His moveset is not so different, he can launch food with Chef and hit with an old-fashioned scuba diver helmet with Octopus, among other Game & Watch-based attacks. Contrary to his appearance in Melee, Mr. Game & Watch actually has a kicking attack.
SSF ShadowShadowSonicShadow is the fierce rival of Sonic. He calls himself as the ""Ultimate Lifeform". Shadow's moveset greatly differs from any other Sonic characters as they are based on attacks he can perform with the Chaos Control, however, his jump doesn't serve as an attack.
SSF Super SonicSuper SonicSonicSuper Sonic is a super transformation Sonic can turn into with the help of the Chaos Emeralds. For SSF, he is an alternate character from Sonic and thus, is clone character of him. Much like Young Link, there is actually no difference bewtween the two.
SSF ZeroZeroMega ManZero is the ultimate creation of Dr. Wily and is also one of the main characters of the Mega Man X sub-series. Though a super android with an arm cannon similar to X, Zero is a more developed character with his own moveset. In most of his attacks, Zero uses his Z-Saber and alternates it with different attacks. He only uses his Z-Buster in one of his attacks.
SSF CronoCronoChronoCrono is the silent protagonist of Square's (now Square Enix) hit game, Chrono Trigger. For combat, Crono only uses a katana in all of his attacks with no exception. Though there is no voice acting in Chrono Trigger (and the fact he is silent), for SSF, Crono uses Roy's voice samples from Melee.
SSF CloudCloudFinal FantasyCloud is the mercenary main protagonist of Final Fantasy VII. He wields a large sword called the Buster Sword, thanks to its size, Cloud's attacks actually have a longer range than any other character. In addition to only sword slashes, he can also cast a magic shield-like that only deals damage.
SSF LloydLloydTalesLloyd is the main protagonist of another RPG series created by Namco called the Tales series, where his mothership appearance belongs to Tales of Symphonia. He is the only character to wield two swords called the Material Blades, the Flameberge and the Vorpal Sword. While battling, Lloyd uses the artes he has learned from over the years including the Demon Fang, Rising Falcon, etc.
SSF InuYashaInuYashaInuYashaInuYasham or Inuyasha, is the half yokai and half human protagonist of the manga and anime series of the same name. He wields a special sword called the Tessaiga, who uses in conjunction to other techniches called Hijin Kessō and Sankon Tessō, which are attacks that involve InuYasha slashing with is claws.
SSF NarutoNarutoNarutoNaruto is also, as InuYasha is, the protagonist of a manga and anime series who also share the same name. Naruto is widely known for his use of jutsus within his own series. A big drawback in SSF for Naruto is that he completely lacks attacks of this kind as a fighter, and he is only conformed with kicks and headbutts.
SSF Mr. IncredibleMr. IncredibleThe IncrediblesMr. Incredible is one of the main characters of the Pixar animated film, The Incredibles. His inclusion in SSF remains as a mystery. Mr. Incredible is a super hero with the power of super strength, but that seems to be downgraded into his convertion as fighter. Still, his moveset is composed of only melee attacks such as uppercuts, kicks, an earthquake punch, etc..
SSF BlueBlueMcLeodGamingBlue is another fan character especifically created for SSF by topcat13 but it is based on a character created by Equinox-Twilight.. Much like Blade, he is a hedgehog with a sword. This makes him exactly a clone of Blade with almost no difference in attacks, sans cosmetic differences.

Stages

Most of the eight stages are based off of actual Super Smash Bros. series' stages but there are also some original stages not present in the official games.

Starter stages

Six of the eight stages do not have to be unlocked and can be selected in Melee and Training Modes.

Stage Name Universe Description
PeachFlashPeach's CastleMarioPeach's Castle stage consists of two flat platforms overlapping each other, and is another stage where characters can walk off the stage boundaries,. Holding the Down key for a few seconds will allow the player to jump down to the lower platform, while a simple jump allows the character to return to the starting platform. Players can also jump onto a Warp Pipe.
SubconMushroom Kingdom IIMarioCredited as Subcon, Mushroom Kingdom II is a stage based off of Melee's stage with the same name, this level consists of three platforms, each separated by a waterfall that, if fallen into, counts as a lost life. This is another stage that can be "walked off" if the player is not careful enough. It was meant to return in the reboot with a completely new design but was later scrapped in favor of a new successor.
Hyrule Temple SSFHyrule TempleThe Legend of ZeldaHyrule Temple has a barren, flat platform with rock pillars that support four platforms above. There is a small sign post in the middle of the stage that anyone can stand on.
Whispy WoodsDream LandKirbyCredited as Whispy Woods, Dream Land stage is a direct copy of Super Smash Bros.'s stage with the same name, complete with three floating platforms and a sprite version of Whispy Woods. It returns in the sequel with a completely new design and new gimmicks.
Pokémon StadiumPokémon StadiumPokémonBased off of Melee's Pokémon Stadium stage, this simple level contains only two floating platforms above a flat field. Unlike Melee's version, however, this stage does not change forms. There is also no stadium in the background, thus, there is no crowd.
Emerald Hill ZoneEmerald Hill ZoneSonicCredited as Emerald Hills, Emerald Hill Zone is a grassy area from the Sonic series, it consists of a large, flat platform below three floating platforms, all at the same height. An extended version is available in SSF's Classic Mode and Adventure Mode, in which the player is forced to reach the end before time runs out. It didn't return is the sequel.

Unlockable stages

Two stages can be unlocked for use in Melee and Training Modes by completing certain criteria in the game. They are also available in several one-player modes where the stages are automatically chosen:

Stage Name Universe Description
Battlefield FlashBattlefieldSuper Smash Bros.Battlefield is the home of Multi-Man Melee, and based off of Melee's special stage of the same name, SSF's Battlefield is a three-platformed stage that looks nearly identical to Dream Land.
Final Destination FlashFinal DestinationSuper Smash Bros.Final Destination is a completely flat, one-platformed level based off of Melee's special stage of the same name.

1-P Mode stages

These stages only appear in the game's Classic, Adventure and All-Star mode and aren't available in Versus mode and/or Training Mode.

Stage Name Universe Description
Race to the FinishEmerald Hill ZoneSonicThere are actually two versions of this stage. This version is an extended version of the playable stage in the game. The goal is to reach a platform at the end of the stage. Several enemies known as Buzzers fly toward the player to prevent him/her from reaching the goal.
Floating islandsFloating IslandsMcLeodGamingThe Floating Islands is perhaps the biggest in the game. It has small and big platforms throughout the stage. The goal is to reach a rock door at the top of the islands avoiding some Wario's enemies.
All starRest StationMcLeodGamingThe Rest Station is only available in the All-Star mode. It's similar to the Floating Islands because it has the same sprites. Here, the player can heal him/herself by grabbing one of the 3 Heart Containers available and make a pause before the next battle.
SMW 3Super Mario WorldMarioSuper Mario World is actually an exact replica of the second level in the SNES game Super Mario World called Yoshi's Island 2. The level is surrounded by Red Koopa Troopas and Winged Goombas. The main goal is to reach the ending posts.
TargetsKirby's Hub RoomKirbyThe stage credited as Kirby's Hub Room is the stage where Target Tests take place- It has the same layout for all playable characters with the only difference that the targets have different patterns of place and movement to exploit the abilities for each character.

Items

Items from the Smash series, among other series, are featured. Unlike how they appear in the original Smash Bros games, all items have limited uses, even the Beam Sword or the Home-Run Bat, and disappear once they have been used a certain number of times. These are the items that appear in Super Smash Flash:

Sprite Name Universe Description
SSF Beam SwordBeam SwordSuper Smash Bros.The Beam Sword, or Saber, is a basic battering item that can be swung numerous times before dissapearing, it deals moderate damage and knockback.
SSF FanFanSuper Smash Bros.The Fan is the weakest among all the battering items, it deals few damage and the knockback is minimal.
SSF Home-Run BatHome-Run BatSuper Smash Bros.The Home-Run Bat is the strongest of all the battering item, if the player holds down the button, it will charge and hold the power of the bat. If the player connects with the bat an oppoent after being charged, it will result in a One-hit KO.
SSF Motion-Sensor BombMotion-Sensor BombSuper Smash Bros.The Motion-Sensor Bomb sticks on the floor after being thrown, if any character passes over it, it will explode dealing a lot of damage and knockback.
SSF FlipperFlipperBalloon FightWhen the Flipper is thrown, it stays airborn as it starts spinning, damaging opponents and even the user if they come in contact with it.
SSF Bob-ombBob-ombMarioThe Bob-omb is an item that can be thrown and explodes in contact with a surface or an opponent dealing great damage and knockback.
SSF Fire FlowerFire FlowerMarioThe Fire Flower can release a constant stream of fire to damage opponents as the player moves around.
SSF Green ShellGreen ShellMarioThe Green Shell is an item that slides across the ground knocking very player on its path.
SSF Heart ContainerHeart ContainerThe Legend of ZeldaThe Heart Container recovers 100% of damage when grabbed.
SSF Maxim TomatoMaxim TomatoKirbyThe Maxim Tomato recovers 50% of damage when eaten.

Game modes

Super Smash Flash contains several game modes based off of traditional Melee game modes. All, save for All-Star, are unlocked from the beginning.

  • Classic Mode: Based off of Super Smash Bros.'s 1P Game and Melee's Classic Mode. Classic Mode is a single-player game where the player advances from level to level, fighting a certain amount of enemies on each level. These battles can range from anything between one single opponent to a Multi-Man Melee-like showdown. At the end is Master Hand, his sprite is directly taken from Kirby and the Amazing Mirror for the Game Boy Advance.
  • Adventure Mode: A tip-of-the-hat to Melee's Adventure Mode, the Adventure is a single-player mode in which the player goes through several diverse worlds, fighting enemies as they go along. Some are traditional battles, but a few stages force the player to reach a designated finish line before time runs out.
  • All-Star Mode: All-Star mode is based off of Melee's All-Star Mode, and is automatically unlocked after all characters are unlocked. The goal is to fight against all 28 playable characters.
  • Target Test: Super Smash Flash's Target Test is a relatively short minigame in which a character must destroy eight targets as fast as they can. This mode is also included in SSF's Classic mode and is based off of Super Smash Bros.'s Break the Targets and Melee's Target Test.
  • Multi-Man Melee: Based off of Melee's Multi-Man Melee mode, this mode has several sub-modes. However, the Endless Melee mode made popular by Melee is absent, and instead of fighting wireframes, the opponents are simply grayed-out versions of other playable characters denominated the Fighting Shadow Team. One sub-mode (denoted with the asterisk below) has to be unlocked. The sub-modes are:
    • 10-Man Melee
    • 100-Man Melee
    • 3-Minute Melee
    • 15-Minute Melee
    • Cruel Melee
    • Burly Brawl Melee*
  • Melee: The only multiplayer mode in Super Smash Flash. Melee allows for up to two humans to battle simultaneously, as well as battle against up to 3 computers. This mode allows the player to set up single battles between computers or another human. As well as the standard free-for-all battle, Melee mode also allows for team battles, much like Super Smash Bros. Melee.

Development

Super Smash Flash began development some time around mid 2006 and roughly took about from two to four months for completition. All development process, including coding, was all handed by Cleod9 himself with little help from fellow users of the McLeodGaming Forums. Intended to be his first big Flash project, following very small Flash projects like the Pong games or school projects like The Cell, Cleod9 initially envisioned a platformer game with a combat-oriented gameplay, back then, he didn't intend it to be a Super Smash Bros. fan game. To make the first prototype, Cleod9 ask permission to use one of Equinox-Twilight's Sonic fan characters, whom was redesigned by users in the Forums to become an early prototype for Blade. For the staging, he created an early protoype for Emerald Hill Zone and included Buzzers as the incoming enemies. Certain products were released periodically in the form of small demos.

As a vivid Super Smash Bros. player, Cleod9 noticed the fan games made at the time based on the Super Smash Bros. series, particularly Super Smash X. He felt those games delivered a very short experience and were invariably incomplete, buggy and one may get bored after playing a certain amount of time. He thought a more complete Smash fan game was possible and now envisoned about a Flash-engineered game suggesting the name of "Super Smash Flash" as an example. Wanting to fulfill this dream, Cleod9 began to rework his Sonic fan game into full-fledged Smash Bros. fan game, whom he intially called a "flash Smash engine", and started to incorporate new characters and update the sprites of previously-added characters, as well, as new stages and items to accomadate a proper Smash game, all this as development progressed. The availability of sprite sheets in sites like the Spriters-Resource determined who would become playable in Cleod9's fan game now appropiatelly called by the name he had previously suggested: Super Smash Flash.

Super Smash Flash was released on August 21, 2006 on several gaming sites including its home site McLeodgaming, as well, as other major sites like Newgrounds and the Flash Central.

Glitches

MG Main article: Glitches in Super Smash Flash

As the game was created in a very short time by an unexperienced Cleod9, there are a lot of glitches. Notable glitches include Knuckles' down jump and the possibility of unlocking Final Destination with only starter characters and Jigglypuff. Some glitches only occur with certain characters; in Classic mode, Mario always runs off and dies, and Samus shortly follows.

But the most popular glitch is that if the player right-clicks at the start of anything, goes on settings, and while the settings box appears, right-click on the screen again and click on 'play'. This will skip the stage/event and count as a win. If this is used on one of the multi-man melees, the player will automatically be sent through all the events before being challenged.

This glitch does not work on the Newgrounds version, or the Mario Games sites. Instead the player must press forward. If the player presses rewind, they will be sent to the loading screen.

One of the most crippling game bugs, however, was that all attacks were capable of KOing in one hit. Virtually all of the playable characters in the game had at least one move that would instantly kill an opponent at approximately 50% or higher. Most of the time, this move was an up tilt attack that would send the opponent flying perfectly sideways until they died (which was usually within moments of getting hit, causing the move to appear as an instant kill). Other variations of this move include Master Hand's push (which sends the opponent straight up), and Master Hand's fist (which sent the player straight downwards and through the main platform). The existence of this bug made the game nearly impossible to unlock InuYasha and complete All-Star mode because one was almost certain to lose at least one life. But another glitch was found to help this, in which, when you fight Master hand, if you pause the game as Master hand is attacking, you will take no damage, and Master hands attack continues. This glitch doesn't work against any other opponent.

Reception

Super Smash Flash was met with mixed reviews from the day it was launched. Various reviewers on multiple websites, including Newgrounds (which gave this game a 4.18 / 5.00) and McLeodGaming itself, declared that it was one of the best Smash fan games ever created because unlike other fan games, it was complete with a full character roster and single-player modes. Many others, however, were more critical of the game, pointing out its horrendous physics flaws, lack of item regulation, lack of VS. mode customization, and game-breaking glitches, such as the infamous Skip glitch.

The character roster was met with mixed reception, although it was arguably the main reason why Smash Flash received recognition. This was because it included lots of characters that many fans of different franchises wanted in the real Smash Bros. games, such as Sonic and Mega Man X, and many were excited that they could finally pit these characters against their favorite Nintendo characters. Many others criticized the selection, claiming the character additions were excessive and out of place. They stated that there were more Sonic characters than Mario characters (including a "Super Sonic" character and even custom Sonic characters known as Blade and Blue who are nothing more than recolors of Sonic but with swords,) which is ridiculous in a work that should be based off of the Nintendo-created Melee. A lot of people were also fed up with the insane number of other third- and fourth- party characters, including Crono, Cloud, Lloyd, InuYasha, Naruto, and most notoriously Mr. Incredible, who all have little to no backing of being in a Smash game, have seldom or never showed up on Nintendo console games, and have extremely inaccurate representations in Smash Flash (for example, Naruto cannot use anything but kicks and headbutts, while in his original series he could use ninja-based attacks.) All of these pieces of criticism accumulate into the idea that the creators randomly chose characters with no regard to whether they would fit into Smash Bros.

The controls and physics also garnered criticism. Super Smash Flash is notable for having an extremely watered-down control scheme, using only one button and four directional keys to play. All attacks, including some jumps, deal insane amounts of knockback even at low percentages, sending characters either horizontally or on a semi-spike trajectory that is impossible to recover from. This is exacerbated by the fact that most characters only have one midair jump for their recovery and lack an up special move to gain more distance, causing matches to end crazily, unfairly, and too quickly. Characters with projectiles and five midair jumps also dominated to the point of complete centralization. Overall, while the game was received well by fans for introducing desired characters into a Smash Bros.-like environment, it was panned by critics for lacking the depth that defined the series as a whole.

Trivia

  • Kirby and Meta Knight were a 2-in-1 character in this game due to the lack of Kirby's inhale and copy abilty. In the reboot, they are now separate playable characters and Kirby's inhale and copy abilty is finally present.
  • A big rumor stated that Wario was planned to be playable in this game, but probably wasn't in the game due to the memory capacity not being sufficient to add him; so he had to wait till the sequel to be a playable character. It is most likely false due to the fact Wario is not playable in Melee. Ironically, Wario has a semi-reference: the Floating Islands stage in the Adventure Mode.
  • Like the first Super Smash Bros., the Mario universe, along with the Super Smash Bros. universe is the only universe that has more than 1 stage in the game: Peach's Castle and Mushroom Kingdom II.
  • According to the game's credits, the real name of the stages Dream Land, Emerald Hill Zone and Mushroom Kingdom II are Whispy Woods, Emerald Hills and Subcon respectively.
  • Super Smash Flash was originally hosted on both Newgrounds and Kongregate, but due to legal issues was removed from Kongregate in early 2009.
  • It was rumored that the game was suposed to feature Poke Balls as an item, but could not because of difficult programing.
  • On the Newgrounds page, Cleod9 mentioned he didn't add all the characters from Super Smash Bros. Melee for a reason, most likely due to programing or just the fact the producers had their own roster and didn't include those characters. Them being the Ice Climbers, Donkey Kong, Yoshi, Pichu, Dr. Mario, Marth, Falco, Roy, Bowser, Peach, Ganondorf, and Ness.
    • However, the real reason was because the characters stated above, including Wario, did not have any available sprites online when the game was being created.

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