
Super Smash Flash
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Super Smash Flash
In 2006 a hobbyist developer decided that the reason nobody could play Smash Bros. on a school computer was simply that nobody had built one for the browser yet. Super Smash Flash was the result: a fan-made platform fighter, produced by Gregory McLeod under the McLeodGaming name, that reproduced the ring-out combat of Nintendo's series in Adobe Flash and put it on the free portals where a generation of players found it.
A Fan Project, Not a Nintendo Product
This needs stating clearly. Super Smash Flash is unofficial. It was not made by Nintendo, it is not licensed by Nintendo, and Nintendo has never endorsed it or been involved with it. The characters, music and artwork it borrows belong to their respective rights holders, and the official Super Smash Bros. games are sold by Nintendo on its own hardware.
What the project actually represents is fan labour on a scale that was common in the Flash years and is rare now β one person rebuilding a console game's feel from the outside, working from observation rather than source, and giving it away.
The Roster and Why It Looks Like That
The character list is where the fan origin shows most plainly. Alongside Nintendo mainstays like Mario, Luigi and other first-party regulars, the roster reaches into franchises Nintendo would never have included at the time β Sonic, and characters lifted from anime series that were popular with the Newgrounds audience of the mid-2000s. It is less a curated crossover than a snapshot of what one fan community cared about in 2006, and that is part of its charm.
The engine is a Flash approximation rather than a recreation. Movement is single-plane, animation frames are fewer, and the physics are looser than the console games they are modelled on. Attacks are mapped to a bank of keyboard keys instead of a stick-and-button combination, which flattens the directional-attack system considerably. Judged as a competitive fighter it is rough; judged as one person's Flash reconstruction of a GameCube game, it is remarkable.
Controls
| Action | Control |
|---|---|
| Move and jump | W A S D |
| Attacks and special moves | U I O P |
The options screen lets you reassign keys, which is worth doing before a two-player match so both players are not fighting over the same half of the keyboard.
Learning to Fight With Percentages
If you have never played a platform fighter, the win condition is the thing to understand first. Nobody has a health bar that empties. Each fighter has a damage percentage that climbs as they are hit, and the higher it climbs the further they are knocked when struck. You win by knocking an opponent off the edges of the stage, not by wearing them down.
That leads to a handful of habits worth building:
- Damage first, finish later. Early hits will not send anyone anywhere. Rack up percentage with quick attacks, then look for one strong hit near an edge.
- Recovery is a skill. Getting knocked off the stage is survivable if you know your character's jump and up-special. Practise returning from off-screen before worrying about offence.
- Stay near the middle when you are damaged. A high percentage turns any clean hit into a loss if you are standing near a ledge.
- Learn one character properly. The roster is uneven, and the practical difference between characters is larger here than in the games it is imitating.
What Became of It
Super Smash Flash mattered less for what it was than for what it started. McLeodGaming followed it with Super Smash Flash 2, a far more ambitious sequel built on a purpose-made engine rather than an approximation, developed publicly over many years and released in a long-running series of free beta builds that attracted a genuine competitive scene. The original is now best understood as the prototype for that β clumsier, faster to pick up, and historically the more interesting of the two.
Frequently Asked Questions
Is this an official Super Smash Bros. game? No. It is an unlicensed fan production by McLeodGaming with no connection to Nintendo. The official series is available only on Nintendo consoles.
Why are there anime characters in it? Because it was built for the Newgrounds audience of 2006, and the roster reflects what that community was watching and playing rather than any licensing logic.
Can two people play on one keyboard? Yes. Local versus play is supported, and remapping one player's keys in the options screen makes it far more comfortable.
How do I stop losing so quickly? Learn to recover. Most early losses come from being knocked off-stage and not knowing which move brings you back, rather than from taking too much damage.
Is this the same as Super Smash Flash 2? No. The sequel is a separate, much larger project with a different engine and roster. This is the 2006 original.
