Ryuin your Smash Brothers? It's more likely than you'd think... ;) Pretty cool recent news with that crossover DLC. For today we've got a contribution to Harmony of Heroes from zircon, who takes on SSBM with a jazzy, upbeat dance/EDM arrangement:
"This track was arranged for the Harmony of Heroes remix project. I was going through the Melee OST when I hit "Trophy Tussle," which I subsequently looped about 20 times. It's an absolute gem of a source tune, buried nice and deep in the soundtrack - I certainly didn't remember it when I played the game regularly back in high school! What really gets me is the chord progression, which is super jazzy and interesting, and that's what inspired my arrangement.
My take on "Trophy Tussle" doesn't stray far from the *feel* of the original, but I did add my own spin by expanding the structure and incorporating some solos, new harmony parts, and melodic variation that were lacking in the original (which was only about 60 seconds long). It's fun getting to write and play piano solos! The more uptempo rhythm and new synths reflect my own taste in dance-y music with deep chords, much like a certain other OC ReMixer whom I enjoy..."
In other Aversa-related news, be sure to check out the sweet arrangement & music video of the main Game of Thrones theme that Andy & Jill put together, with violin work by Jeff Ball. Of this agreeable & toetapping jam, Emunator writes:
"As someone who spent literally thousands of hours playing Smash Bros. when I was younger, I always get excited when I see a remix from the game because I know how underappreciated the original songs from the Smash series can be. And when I saw zircon's name attached to the submission letter... I knew I was in for a treat. Turns out, this is just about exactly what I'd expected from a zircon remix of "Trophy Tussle"... and it's glorious :-) A solid, pulsating groove, augmented with some silky smooth jazz chords and a wide variety of lead synths and solos... nothing crazy out-of-left-field, but a very fitting tribute to an under-represented source tune that captures and expands upon all of its best features."
Well said, and not much to add on my part - I'm more familiar with the themes of characters featured in the SSB series than I am with the original music of the franchise itself, but this is an accessible jam that's got energy, style, & class. Good stuff!
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Smash Remix is the most ambitious ROM hack of Super Smash Bros for the Nintendo 64 made by a large team of modelers, musicians, stage designers and testers. The latest version as of this post is v1.5.0 (5 Jan 2024), with over twenty new characters and too many new stages to count.
Some of the new characters are clones of already available ones, somewhat like in Smash Bros Melee. However they are not identical to their parent character and not just a model swap like in other mods. Others are de-mixed versions of Melee characters and others are original characters made exclusively for Smash Remix.
These are just the metal variants of Mario and Luigi. Metal Mario has been available since v0.9.2 and Metal Luigi has been around since v1.5.0. These version are much harder to knock back, but their increased gravity makes it harder to recover back on the stage.
A couple of differences that I like is that the Air-Up move is now a combo that shoots some flames after a headbutt, and dash attack is also a combo that tackles and then hits again when Bowser slams on the ground.
Mewtwo appears for the first time in v1.0.0, coming all the way from Smash Bros Melee. He has the same moveset as in later games which is very cool considering how unique it is compared to the rest in SSB.
His neutral-B charges and throws a powerful coin, and unlinke other characters, he can strafe while charging it up. Up-B summons a cloud that moves like a Lakitu cloud. His down-B extends his kiseru for a long-ranged attack that pulls him towards the target.
Dragon King has a similar moveset to Falcon, but with a few changed here or there. His neutral B now creates a large energy ball and Down B pounds the floor with a shockwave. An airborne Up B lunges upwards looking for a player to grab and then smashes them down, while on the floor it looks to grab without lunging. If it connects with an enemy, it will recover some damage.
There are 33 new stages in Smash Remix as of v0.9. They come in a variety of different flavours, but each one has at least something unique about it. While the original Super Smash Bros stages had some sort of interactivity, most of these are more like a series of stylised platforms.
Cool Cool mountain is based off of the Super Mario 64 stage of the same name. This level is unique in that it has a central pit where you can fall to your doom, and which tends to make CPU players commit suicide.
Mad Monster Mansion is based off of the Banjo Kazooie level of the same name. This stage is one of the most interesting in that it has a solid window block in the middle that separates the stage into more or less two halves.
If you stay on the title screen long enough, you get a little animated tutorial where they show ou the basics of playing Super Smash Bros. Never in a million years did I think that it would ever be playable, but here it is.
Dream Land Beta 2 on the other hand is the only stage in Smash Remix to have moving parts. There is a little log on the left that moves along a U-shaped path on the left, and two vertical logs that move side to side on the right side of the stage.
This is pretty much identical to the Sector Z level in Smash 64 with a few differences. The background is of course Corneria, but besides that there are no Arwings, nor does the laser beams shoot (or even act as a platform).
This stage introduced in v0.9.1 was first the static level you see on the left, but was updated to the version on the right in 0.9.2. This version has moving cars from F-Zero and a floor that pulls you to the left and burns when you touch it. There is also a motionless and hazardless version available, but who would want that?
This stage comes from Smash Bros Melee and was first introduced in v0.9.3 and later updated in v0.9.4. It has the same platform arrangement and even the rescue barrel on the bottom of the screen. It is missing the little rock platform on the bottom-right of the stage though.
Perfect Dark sends us the DataDyne stage in v0.9.7. A simple stage with two floating platforms off to the side. What makes it interesting is that there are floodlights in the foreground which get in the way (but not too much) and flying cars that pass by every once in a while.
Coming from Super Smash Bros Melee to v1.0.0 (and originally from DK64, I presume), this stage has one large central platform and, outer ones and a river flowing below. The fun bit about this stage is trying to recover from the unpredictable gaps in between the platforms.
The stage comes with two smaller areas on each side and three pinball bumpers above the stage. The idea is to knock your opponents into the bumpers so they bounce down into the gaps in between the stage sections.
This stage from v1.2.0 is based off of the Rainbow Road level from Super Mario 64. Similar to stages in later iterations of Smash bros, the platforms travel to different areas, giving it a very dynamic feeling.
Also making its way into v1.5.0 from Melee, Pok Floats includes a series of floating Pokmon balloons that you need to jump from to keep from dying. The default setting just has you fight on the initial Squirtle, so be sure to set movement:on on the stage select screen.
Introduced in v0.9.7, you can choose character appearance from the character selection screen. You can choose size, visibility, skeleton mode and knockback angle randomness. Well, it was there before, but in the options menu and was applied globally to all characters involved.
For Young Link the most notable change about his up-B is the distance it travels making it actually useful for recovery. Also his higher air speed. And his dash attack being a roll. Agree with the sword being shorter giving him a shorter range.
I just want to give a great big THANK YOU!! to you all for keeping my favorite game of all N64-time alive and thriving. I absolutely love this remix and hope that development and improvement of the game continues for decades to come ?
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