MasahiroSakurai, the man responsible for a lot of what has made Super Smash Bros. great since its inception, is tired, and I can't say I'm surprised. The man worked so hard on Smash Ultimate that he passed out during development. Okay, dehydration and a change to his diet apparently played a part in that too, but still, it's unclear whether the man has another Smash game in him.
Whether Sakurai is up for more Smash or not, when Nintendo finally launches its successor to the Switch, it's going to want the next game in the series to be deep in development. Smash games tend to launch a year or two into a Nintendo console's life cycle, so if the Switch 2 does arrive in 2024, I'm thinking we may well see a new Smash game in time for the 2025 holiday season. What I can't see is what that Smash game could possibly look like.
The most obvious option would be to give it the Deluxe treatment. Similar to Mario Kart 8, add a few new fighters, some extra stages, call it Super Smash Bros. Ultimate Deluxe, and away you go. No need to drag Sakurai away from his YouTube channel for too long, and those Mario Kart 8 Deluxe sales aren't exactly terrible.
That would be great, but I'm hopeful Nintendo doesn't take the easy route. There's a better option, one the Smash series needs, and it didn't hit me until I was playing Ultimate for the first time in months over the weekend. The roster is incredible. Barring going overboard with the sheer number of characters included, there's no improving on it. However, the need to get as many people as possible into the game has left some of the long-standing Nintendo stalwarts feeling a little outdated.
There's no better place to start than Mario. Mario uses his fire flower, a power he has had since the very first Super Mario Bros, and can spray opponents using FLUDD, a sidekick from a game that launched more than 20 years ago. The plumber has picked up so many more abilities since then. Give him Cappy from Super Mario Odyssey, and since we'll have played Super Mario Bros. Wonder by the time we get a new Smash, his bubble and drill abilities could be a part of his moveset too.
Speaking of Wonder, other characters who have been a part of Smash, but received limited updates to their movesets over the years, can bring abilities from the new 2D game too. Let Daisy turn into an elephant. Give Peach the badge ability players can use to fire vines. As for Luigi, it's about time Gooigi had a bigger role to play in Smash.
The list goes on. While Samus's moves in Smash certainly aren't dated, a couple of new tricks she picked up in Metroid Dread, like her spider magnet and flash abilities, would make using her in a new game feel a lot fresher. Kirby has also changed quite a bit since the puffball can now fit entire cars inside his mouth. Car Kirby plowing through opponents as a final smash seems like an obvious but effective way to go. Pokemon Trainer's companions could also use an update. I know we all love Squirtle, Ivysaur, and Charizard, but how about mixing things up a bit? Scorbunny, Floragato, and Empoleon get my vote.
As someone who has been playing Smash since Melee, it pains me to say this, but updating movesets and giving characters a fresh coat of paint isn't enough for some members of the roster. There are fighters who need to be removed entirely if we're going to start the series over again. I know some of you are still convinced that a new F-Zero game is coming any day now, but in my Switch 2 Smash future, there is no Captain Falcon. And no, F-Zero 99 doesn't count. There's no Fox either, and Ness can also do one. Other characters have become Nintendo staples since then. An Inkling from Splatoon, either Isabelle or Tom Nook from Animal Crossing, have Pyra/Mythra representing Xenoblade, and Byleth and Alear repping Fire Emblem. Oh, and for goodness sake, let us be Waluigi.
Simply put, with the likes of Mario and Link still as important to Nintendo as they have ever been, it can sometimes feel like Nintendo hasn't actually moved on all that much. Not only have all of those characters evolved massively since they were a part of the first Smash roster, but other series have come along and replaced games that were a big deal for Nintendo two decades ago. The future of Smash is starting things all over again, and hey, that may well be the only way Nintendo lets Sakurai go free, even though I'm sure they'd want him on board for a new Smash, whether it's a continuation of Ultimate or an entirely new game.
The original Super Smash Flash, released in August 2006 on Newgrounds, is somewhat weak; among other things featuring only one attack buttonnote Although, not one attack, like most reviews of the game incorrectly state. The in-game tutorial even says that you can do up to five moves with it depending on how you use it. It was nonetheless notable for its large amount of unlockable content.
The sequel, Super Smash Flash 2, which is currently in its beta release, 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..
The All-Seeing A.I.: Much like the original series, the AI will most likely be more aware about its surrounds and nearby items than most human players would. 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. Home Stage: In the first game, despite its many characters, there were only five franchises having stages of their own. Which were: Peach's Castle and Mushroom Kingdom II for Mario. Temple for The Legend of Zelda. Dreamland for Kirby. Pokmon Stadium for Pokmon. And Emerald Hill Zone for Sonic. In the second game, due to the larger file size limits, every franchise with a playable character gets at least one stage based on their series. Meteor Move: In 1, every character's up attack and down aerial can dunk opponents. This can be difficult to pull off, as the opponent needs to not only be airborne, but also either moving slowly or not at all. 2 has meteor smashes and spikes, with the same functionality they have in the official Smash games, but a few characters don't have access to either. Platform Fighter: Much like the original Smash Bros. series. Retool: 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 Pokmon 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. Amusingly, the earlier, lower-quality custom sprites for Link, Ness, and Mewtwo*He was planned for the original, pre-retool roster, but is now uncertain. later became stock footage when they were salvaged by Super Smash Bros. Crusade. The original also didn't have originally composed music (save for the How to Play track), ripping songs from Melee, the "Smashing... Live!" album for Melee, and in one case, The Matrix Reloaded. 2 also used ripped music from various sources, including remixes from other composers, before gradually replacing them with the dev team's own remixes and even giving SSF2 its own theme to use as a Leitmotif for all Smash-related content. 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 had to be removed due to losing contact with their creators.
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 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 Inuyashanote Clear Adventure Mode without losing a single life nearly impossible without cheating. Gender Flip: The announcer is female here, voiced by Kira Buckland. 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. It's 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. 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. Multi-Slot Character: Much like Super Smash Bros. Melee, the first Super Smash Flash has two playable Links from Ocarina of Time; one being his adult form and his young form. Sonic is also playable in this game, alongside his Super Form as an unlockable separate fighter. Compared to normal Sonic, Super Sonic has higher jumps and damage output, but ironically has slower attacks and a larger hitbox. 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 Game-Breaking Bug allows 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: The official Super Smash Bros. is a crossover between various Nintendo franchises, yet the most repped franchise in the first Flash game was Sonic the Hedgehog, which got five characters (seven if Blade and Blue are counted). Swap Fighter: Kirby became a Swap Fighter with Meta Knight due to technical limitations of the developer being unable to implement the copy ability. Two Girls to a Team: More like "Two Girls to a Roster." Not counting Jigglypuff, who's gender is ambiguous, the only female characters are Zelda/Sheik and Samus Aran.
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