|Super Smash Flash 2|
SSF2 Developer Group
|Designer(s)||Gregory McLeod (a.k.a. Cleod9)|
|Mode(s)||Single-player, Multiplayer, Online|
|Media||Online Flash game|
NOTE: Since this game is still under active development, all information below is subject to change at any time.
The following explanation is based on the gameplay of the current demo.
Super Smash Flash 2's gameplay is very similar to the official Super Smash Bros. games. Unlike most traditional 2D fighting games, a character's health is measured by a damage percentage counter. As the character is attacked, damage accumulates, and the percent value increases. The higher the percentage, the easier it is for a character to be knocked off the stage.
The controls are also different from its predecessor. The controls are switched by default. The A, S, D, and W key are now assigned to Player 1's movement, while the arrow keys move a second player. However, the O and P keys still remain in the P-1 possession; the O key is used for special moves (or activating a Final Smash), the P key for standard attacks, the I key for shield, and the 1 key for taunting. Meanwhile P-2 uses the 1 key on the numpad for special moves (or activating a Final Smash), numpad 2 for standard attacks, numpad 3 for shield and numpad 4 for taunt. Players can customize their controls in the menu.
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 if they self-destruct. At the end of the designated time limit, the player with the most points wins. Should two or more players accumulate the same amount of points, there will a Sudden Death match to determine the winner. 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 of their lives, they are out of the game, and the match's conclusion is reached when there is only one player left standing.
Almost every mechanic missing from Super Smash Flash is added to Super Smash Flash 2, making it more similar to the rest of the Super Smash Bros. series than its predecessor.
The characters are the fighters that brawl in Super Smash Flash 2, representing the universe in which they belong. Each character has a number of special attacks, standard attacks and a unique special move called a "Final Smash".
This list is a compilation of the characters in Super Smash Flash 2 that have been confirmed to appear as playable characters, with a total so far of 28 They are listed in alphabetical order.
Super Smash Flash 2 has introduced a concept known as "expansion characters". Expansion characters are optional downloadable characters not included with the game. These characters are supported in the Super Smash Flash 2 Expansion Forums. With this concept, users will able to sprite and program a character of their choice for playability in the final version of the game.
Confirmed game modes
Brawl Mode is the standard fighting mode for the game. The first thing you must do after clicking it is select your character. To select the character you want, click and drag the circle with your player number on it to the character's mugshot you want.
Once the characters are selected, you may decide how difficult you want the foe's AI to be. Below each CPU, there is a slider that lets you select the CPU's difficulty. The further right the slider, the more difficult the CPU. Nine is the highest level of difficulty.
In the top of the character select screen there is a large gray bar that says "-man KO test!" If you click that bar, another screen pops up. In this menu you can decide how long the match will be, and/or how many lives you get. You can also determine the damage ratio, (a value that multiplies with knockback that changes the distance a foe is thrown by attacks), the item frequency (how often items appear), the start damage (how much damage you start out with), and whether or not to display the player number above characters' heads at all times.
In the top right corner of the options screen there is a circular button with a gamepad on it. If you click that button, another screen pops up. Here you can decide what controls you want to use. If you are playing against someone else, you can decide what their controls will be too. To change their controls, click the players' number, then click on the name of the command you would like to change. Then press the key you want to trigger that action. You can set up controls for up to four people, and up and jump may be mapped to the same key. Once you are done, click back to return to the character select screen. Once everything is set up the way you want, click "GO!".
After you have everything set up the way you want it, you must pick a stage. Hover over the small boxes to see a bigger preview of the stages on the right. You simply have to click on the stage you want and then you're ready to fight. All 45 characters have a brief entrance animation before the match begins during the 3 second countdown.
Adventure Mode: The Flash Of Shadows
The story mode for SSF2 is entitled The Flash Of Shadows. It will be a downloadable extension that will only work for the EXE version (downloadable version) of the game. The storyline has yet to be revealed. As a downloadable extension to the game, The Flash Of Shadows will not be available for the browser version of SSF2, due to technical limitations.
There will be an Adventure Mode in the style of Melee's, somewhat similar to Adventure Mode in the first Super Smash Flash, but considerably larger and with more stages; however, nothing relating to this mode is known at the moment.
Classic Mode has been confirmed to return; this time with more stages and new bonuses. You fight a random order of characters on their respective stages while progressing through this mode. A feature called the Peril Roulette will be available at high difficulties which will give handicaps to the player or give advantages to opponent or both.
A stage is an arena where battles take place. Some stages have hazards to add uniqueness and complexity. Listed below are stages that have been confirmed to appear in the game:
|Battlefield||Super Smash Bros.|
|Casino Night Zone||Sonic|
|Castle Siege||Fire Emblem|
|Central Highway||Mega Man|
|Chaos Shrine||Final Fantasy|
|Clock Town||The Legend of Zelda|
|Final Destination||Super Smash Bros.|
|Gangplank Galleon||Donkey Kong|
|Green Hill Zone||Sonic|
|Hidden Leaf Village||Naruto|
|Hylian Skies||The Legend of Zelda|
|Hyrule Temple||The Legend of Zelda|
|Jungle Hijinx||Donkey Kong|
|Meteo Voyage||Star Fox|
|Mushroom Kingdom III||Mario|
|Planet Namek||Dragon Ball|
|Pokémon Stadium 3||Pokémon|
|Sector Z||Star Fox|
|Shadow Moses Island||Metal Gear|
|Sky Sanctuary Zone||Sonic|
|Skull Fortress||Mega Man|
|Tower of Salvation||Tales|
|Twilight Town||Kingdom Hearts|
Items fall from random places on stages, and characters can grab from the foreground and use them to attack, affect their status, or protect them. They appear randomly in the stages or inside of containers, such as capsules. The following items have been confirmed:
|Assist Trophy||Helping||Super Smash Bros.|
|Beam Sword||Battering||Super Smash Bros.|
|Bumper||Throwing||Super Smash Bros.|
|Cucco||Throwing/Transforming||The Legend of Zelda|
|Capsule||Carrying||Super Smash Bros.|
|Fan||Battering||Super Smash Bros.|
|Heart Container||Recovery||The Legend of Zelda|
|Home-Run Bat||Battering||Super Smash Bros./EarthBound|
|Food||Recovery||Super Smash Bros.|
|Ray Gun||Shooting||Super Smash Bros.|
|Smash Ball||Final Smash||Super Smash Bros.|
|Trigger Item||N/A||Ace Attorney|
The game will feature Poké Balls, that were absent from the first game. When thrown, Poké Balls release a randomly chosen Pokémon to either aid or hinder the player. The following confirmed Pokémon and their effects:
- Charizard: Uses Fly to catch the nearest opponents and uses Flamethrower on them.
- Chatot: Uses Chatter to release sound waves on opponents.
- Chikorita: Uses Razor Leaf to shoot leaves that harm opponents.
- Delibird: Uses Present and throws food and Team Rocket's bombs.
- Electrode: Uses explosion.
- Gligar: Uses Fury Cutter to attack a single opponent up to 5 times in rapid succession. Its pursuit of said opponent ends if it misses once.
- Hitmonlee: Uses Hi Jump Kick to deliver a strong kick to the opponents.
- Koffing: Uses Smoke Screen to cover a portion of the stage with smoke.
- Magikarp: Uses Splash; a dud pokeball.
- MissingNo.: As a Glitch Pokémon, it covers the entire screen with a Windows "Blue Screen of Death", which makes it impossible to see what the players are doing.
- Shroomish: Uses Stun Spore which causes sleep to all nearby opponents
- Snorlax: Jumps into the air and then uses Body Slam, damaging all nearby opponents.
- Victini: Uses V-create.
A feature also new to Brawl, Assist Trophies will make an appearance in SSF2; using them consists of grabbing a capsule-like trophy to summon a random guest character, and, similar to Pokémon, the summoned character will aid the player that summoned him/her and attack the opponents. These Assist Trophy characters have been confirmed so far:
- Amigo (Samba de Amigo): Plays a Latin rhythm, which causes all grounded opponents except for the character who released him, to taunt uncontrollably until he leaves the screen.
- Bandana Dee (Kirby): Charges at opponents and jumps around. Very weak and can be defeated with a few weak attacks.
- Krillin (Dragon Ball): Charges and throws five Kienzan at opponents.
- Lakitu (Mario): Saves the summoner from falling off the stage one time.
- Light Yagami (Death Note): With the help of Misa Amane, who spots one opponent, he uses the Death Note to write the name of the character previously spotted in order to KO him/her after a 10 second timer has ended. Due to his cheap nature, Light Yagami is the rarest AT to appear.
- Metroid Hatchling (Metroid): Latches onto an opponent and gradually increases their damage for a certain time. Can be attacked to prevent it from latching.
- Pac-Man (Pac-Man): Follows directions from the summoner and chomps down opponents to send them flying with high knockback.
- Proto Man (Mega Man): Uses his Proto Buster (uncharged and charged) while jumping around and dashing across the stage, occasionally charging with his Proto Shield.
- Renji Abarai (Bleach): Attacks with several combos while jumping and running around the stage, culminating with his strong Bankai: Hihiō Zabimaru.
- Silver the Hedgehog (Sonic): Uses psychokinesis to hold opponents in place, rendering them vulnerable.
- Starfy (The Legendary Starfy): Attacks by performing a series of spinning moves with short range that trap nearby opponents. Weak, but hard to defeat.
It has been confirmed that there will be randomly appearing trophies, similar to Melee's and Brawl's. It is not certain what trophies there will be.
DevelopmentDuring the release of the first Super Smash Flash in 2006, Nintendo announced the development of Super Smash Bros. Brawl, the third installment of the series. Seeing the popular demand for a sequel, and the popularity of his first game, Greg McLeod (Cleod9) decided to make a new Super Smash Flash game loosely based on Super Smash Bros. Brawl, dubbing it Super Smash Flash 2.
Cleod9 made this announcement on the McLeodGaming Forums, so its members could provide him with sprites, effects, and sounds to make his new game. In seeing how open the development of the game was, this soon also led to the creation of an usergroup called the Super Smash Flash 2 Developers, which keeps track of users with major contributions to the development for the game, and hiding the majority of the content from the public.
Super Smash Flash 2 is released to public by Cleod9 in a demo format that gives the public a sneak peek of the progress that is being made on the game. Newer versions are periodically released with many enhancements, such as character improvements, bug fixes, new stages, etc. The first ever playable demo was released on Christmas of 2007. Since Super Smash Bros. Brawl hadn't been released as of that moment, Cleod9 developed his own game mechanisms, such as the grounded, pick-up-able Smash Ball. Many other mechanisms were implemented with the release of newer and improved demos after Super Smash Bros. Brawl was released.
Some of the promotion for the game is in the hands of the developers. A trailer was released to project the game's existence to non-members of McLeodGaming Forums. A DOJO!!  was also released to provide info on characters, stages, and many other things relating to Super Smash Flash 2.
Differences from Super Smash Flash
Super Smash Flash 2 also improved many qualms and errors from the first Super Smash Flash retaining few mechanisms but fixing some others.
- Characters (including veterans) have gained eight different standard attacks (a standard combo, three strong attacks, three smash attacks, and a dash attack), five different aerial attacks, four different special moves, and a unique Final Smash.
- Characters can protect themselves by shielding.
- Characters can perform 3 different taunts.
- Characters can pummel and throw in 4 different directions.
- Characters can grab on to stages, ledges, and use ledge attacks.
- Characters' attacks can no longer deal massive damage and multiple hits with one attack unless specifically coded to do so.
- Certain characters can now use tether recoveries.
- Wall jumping has been implemented.
- Air dodging and sidestep dodging have been implemented.
- Tints have been implemented.
- On-Screen Appearances have been added.
- Revival platforms have been added (each character has a unique revival platform that represents something from their own universe).
- The camera is no longer in a single angle and follows all players, rather than just P1.
- The camera can be panned and zoomed while paused, and can take pictures.
- Contains exclusive and/or edited sprites by the SSF2 developers.
- The Skip glitch, along with many other glitches, have been remedied.
- More P-1 Modes and Vs. Modes have been added and others improved.
- A completely new Adventure Mode mechanism will be implemented.
- Trophies will be added.
Reception and impact
Super Smash Flash 2 has received a very positive response from players. From the view of the demos, Super Smash Flash 2 is considered a big departure from its predecessor due to its improvements on the gameplay, controls and interface that were widely criticized from the first game, being more similar to those from the official Smash Bros. games. The sprites and tiles from the stages have received some praise for their unique design, edits and complexity which gives the game a unique polish, despite some being ripped from other official games.
The game modes and items, not present in any the official Smash Bros. games have also met a positive reaction citing them as original and clever, comparing them with the actual modes and items from the official games. Criticism for the game is focused on the bugs and lag issues found in the demos, but most are ultimately fixed in demo updates. The sound effects have also been criticized due the tone changes and unfitting clips on the voices of some characters.
GamesRadar listed Super Smash Flash 2, 5th on its list of "10 Fan Games That Shouldn't Be Ceased or Desisted" citing the improvements and characters added from the first game. It is extremely popular, acquiring over 400,000 plays per day on McLeodGaming alone.
- ↑ http://www.mcleodgaming.com/games.php
- ↑ http://forums.mcleodgaming.com/viewtopic.php?f=4&t=12605
- ↑ http://ssf2expansions.motionforum.net
- ↑ http://ssfdojo.mcleodgaming.com/
- ↑ http://www.gamesradar.com/f/10-fan-games-that-shouldnt-be-ceased-or-desisted/a-2010021810317269097