
We’re all huge Smash fans, so we of course get excited when there’s a new title around the corner. For players looking for something different, there are many characters to choose from that are exclusive to SSF2Ībsolutely. While we do our best to create a unique Smash experience, we try not to stray too far from the official games so that players can feel comfortable playing their favorite veteran characters. We did not know the kind of competitive implications it could have on the game at the time, but we have stuck with it since then.Īnother area that has had a huge impact is character moveset development. This is because by the time the air dodging mechanic was added to SSF2, Brawl had already been released. For the Smash veterans out there the most obvious example of this is the air dodging mechanism in SSF2, which is borrowed from Super Smash Bros. for Nintendo 3DS and Wii U releasing along the production of Super Smash Flash 2, have they had any impact on your guy's development? We have greatly refined our methods since then, which resulted in exactly what you see today - a Smash game that is the amalgamation of gaming and anime pop culture created by fans, for fans. The development team gradually evolved over the years, and many tools came and went to assist with the collaboration process. After awhile it became far too much to manage on my own so I created a private development group, and built what is now known as the legendary sprite archives where people could submit their own character animations to be used in the game. As I released updates to the game adding content and characters, more people started joining the MG community wanting to participate in the game's development. This first game demo was just the beginning.

I wanted to bring together my love for games and anime, and seeing as it was highly unlikely for any other game to ever exist where you can pit Mario against a shinigami I took this as an opportunity to make it a reality. The first game demo consisted of solely Mario, Kirby, Lloyd (Tales of Symphonia), and Ichigo Kurosaki (from the Japanese anime Bleach). As you can imagine it was only a matter of time for sequel requests to start flowing in, so I started a new game engine from scratch. Melee for the Flash Player.ĭespite its flaws the first Super Smash Flash became an instant hit on the popular flash portal, and an influx of fans started to join the McLeodGaming community (which had only consisted of a small handful of people at the time). I very quickly realized that what I had built resembled a Smash Bros.-esque game, and thus began the journey to re-create my favorite game Super Smash Bros. The prototype for the game started out with Sonic-fan sprites of Blade the Hedgehog battling on a crude version of Emerald Hill Zone from Sonic The Hedgehog 2.

I created the original Super Smash Flash back in 2006 out of the desire to make a real-time platforming game, since I had only made very basic web games until that point. Naturally there would not be a Super Smash Flash 2 without its predecessor, so it's best to start there. What led to the production of Super Smash Flash 2?
