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{{ArticleIcons | {{DISPLAYTITLE:''Project M''}} | ||
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[[File:PMLogo.png|thumb|The logo for Project M|350px]] | [[File:PMLogo.png|thumb|The logo for Project M|350px]] | ||
'''''Project M''''' is a [[gameplay modification]] of ''[[Super Smash Bros. Brawl]]'' designed to make the gameplay more closely resemble that of ''[[Super Smash Bros. Melee]]'' | '''''Project M''''' is a [[gameplay modification]] of ''[[Super Smash Bros. Brawl]]'' designed to make the gameplay more closely resemble that of ''[[Super Smash Bros. Melee]]'', as well as ''[[Super Smash Bros.]]'' to a lesser extent. ''Project M's'' primary change from ''Brawl'' is that the speed of gameplay has been generally increased and the character landing lag is shorter, alongside the restoration of many ''Melee'' mechanics and elements, such as the addition of {{PM|Mewtwo}} and {{PM|Roy}} after their absence in ''Brawl''. ''Project M's'' development team was partly descended from the original developers for ''[[Brawl+]]'', later known as the '''PMDT''', or '''Project M Dev Team''' (formerly the '''PMBR''', or '''Project M Backroom'''), having members from over ten countries.<ref>http://wii.ign.com/articles/122/1223403p1.html</ref> Development of the mod officially concluded on December 1st, 2015, with version 3.6 being the last official release of ''Project M''. | ||
''Project M'' has been commonly featured at several [[national tournament|national]] [[tournament]]s, such as the Zenith series, [[The Big House (tournament series)|The Big House series]], and [[Apex 2014]], and it remains the most popular gameplay mod of ''Brawl'' in tournament settings. Starting in 2013, ''Project M'' saw a rapid rise in its popularity as more characters became playable and the mod became more familiar at Smash tournaments. By 2014, it began to develop its tournament scene, with the number of entrants for Apex 2014's ''PM'' singles event notably surpassing the number of competitors for ''Brawl''. Despite the end of ''Project M'' | ''Project M'' has been commonly featured at several [[national tournament|national]] [[tournament]]s, such as the Zenith series, [[The Big House (tournament series)|The Big House series]], and [[Apex 2014]], and it remains the most popular gameplay mod of ''Brawl'' in tournament settings. Starting in 2013, ''Project M'' saw a rapid rise in its popularity as more characters became playable and the mod became more familiar at Smash tournaments. By 2014, it began to develop its tournament scene, with the number of entrants for Apex 2014's ''PM'' singles event notably surpassing the number of competitors for ''Brawl''. Despite the end of ''Project M's'' official development, it still has been able to maintain its tournament presence separate from ''Brawl'', including the formation of its Backroom, the New PMBR, on July 21, 2016.<ref>http://pmunderground.net/index.php/articles/9-articles/45-introducing-the-new-pmbr-and-pm-tier-list-2</ref> | ||
''Project M'' only supports [[NTSC]] versions of ''Brawl'', and no [[PAL]] build was ever released. As a result, running ''Project M'' outside of NTSC regions requires | ''Project M'' only supports [[NTSC]] versions of ''Brawl'', and no [[PAL]] build was ever released. As a result, running ''Project M'' outside of NTSC regions requires homebrew as to allow the Wii to run an NTSC version of the game. | ||
== | ==Universal changes== | ||
[[File:SuccessInstall2.png| | [[File:SuccessInstall2.png|thumbnail|''Project M'''s menu in Version 3.6.]] | ||
''Project M'' has two different versions: Full Set and WiFi. The former has Stock Control and Input Assistance as new features, which allows newer players to use advanced techniques better and have a stock advantage over experienced ones. However, [[Replay]]s and online play do not work properly as a result of [[L]] and [[R button]] light-presses causing [[online desynchronization]]. Replays are now functioning with the inclusion of Fracture's replay mod. The WiFi version allows these two things to work properly, and while it keeps the former version's battle features, these are not implemented for online play, likely because Stock Control would have caused potential [[griefing]] within matches (by the distant opponent always choosing the maximum amount of stocks). If a ''Project M'' replay is in regular ''Brawl'', it may cause malfunctions when beginning a match, possibly because of the stage replacement. | ''Project M'' has two different versions: Full Set and WiFi. The former has Stock Control and Input Assistance as new features, which allows newer players to use advanced techniques better and have a stock advantage over experienced ones. However, [[Replay]]s and online play do not work properly as a result of [[L]] and [[R button]] light-presses causing [[online desynchronization]]. Replays are now functioning with the inclusion of Fracture's replay mod. The WiFi version allows these two things to work properly, and while it keeps the former version's battle features, these are not implemented for online play, likely because Stock Control would have caused potential [[griefing]] within matches (by the distant opponent always choosing the maximum amount of stocks). If a ''Project M'' replay is in regular ''Brawl'', it may cause malfunctions when beginning a match, possibly because of the stage replacement. | ||
Both versions massively alter the original ''Brawl'' gameplay to more closely resemble that of ''Melee'', along with other changes to make the game more competitive in general. It | Both versions massively alter the original ''Brawl'' gameplay to more closely resemble that of ''Melee'', along with other changes to make the game more competitive in general. It maintains ''Brawl'' techniques such as [[crawl]], [[wall cling]], and [[DACUS]]. | ||
===''Melee'' based changes=== | ===''Melee'' based changes=== | ||
The following mechanics have been altered to match their ''Melee'' forms: | The following mechanics have been altered to match their ''Melee'' forms: | ||
*General amount of [[ | *General amount of [[freeze frame]]s reduced. | ||
*No [[buffer]]ing by default, though players can turn on ''Input Assistance'' to implement a three-frame buffering window for helping newer players master advanced techniques, replacing the "Damage Gauge" option. Online matches instead have a different Buffer option that replaces handicaps, from 1 to 30, with these numbers being the respective amount of buffer [[frame]]s. | *No [[buffer]]ing by default, though players can turn on ''Input Assistance'' to implement a three-frame buffering window for helping newer players master advanced techniques, replacing the "Damage Gauge" option. Online matches instead have a different Buffer option that replaces handicaps, from 1 to 30, with these numbers being the respective amount of buffer [[frame]]s. | ||
*All characters have faster [[falling speed]]s and [[gravity]] | *All characters have faster [[falling speed]]s and [[gravity]]. | ||
*[[Air dodging]] applies a directional boost and causes [[helplessness]], making it riskier for midair combat, but allowing faster midair movement within short ranges and restoring the [[wavedash]] techniques vital for most characters' [[metagame]]s. | *[[Air dodging]] applies a directional boost and causes [[helplessness]], making it riskier for midair combat, but allowing faster midair movement within short ranges and restoring the [[wavedash]] techniques vital for most characters' [[metagame]]s. | ||
*[[L-canceling]] halves landing lag when a shield button is pressed 7 frames before landing, thus restoring the [[SHFFL]] technique, bolstering characters' midair movement and allowing much better usage of [[combo]]s. Additionally, characters briefly flash white upon performing a successful L-cancel. | *[[L-canceling]] halves landing lag when a shield button is pressed 7 frames before landing, thus restoring the [[SHFFL]] technique, bolstering characters' midair movement and allowing much better usage of [[combo]]s. Additionally, characters briefly flash white upon performing a successful L-cancel. | ||
*[[Dash dancing]]'s timing has been reverted, making it longer and more practical, and characters can shield during | *[[Dash dancing]]'s timing has been reverted, making it longer and more practical, and characters can shield during one. | ||
*Crouching cancels the running portion of the dash, allowing quicker, more varied options after dashing. | *Crouching cancels the running portion of the dash, allowing quicker, more varied options after dashing. | ||
*Characters retain the full momentum of their dash if they jump forward. This is especially noticeable with characters with faster dashing speeds. | *Characters retain the full momentum of their dash if they jump forward. This is especially noticeable with characters with faster dashing speeds. | ||
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*[[Ledge]]s cannot be auto-sweetspotted, so they can neither be grabbed from the back, nor during the attacking portion of recovery attacks. Some moves like [[Raptor Boost]] or [[Bowser Bomb]] still use this feature, though. Additionally, characters can act out of a ledge grab sooner, and when performing any [[ledge recovery]] action (normal get-up, jump, roll or attack), other characters cannot grab it until the animation is half-finished. This makes [[edge hop]]ping and [[edgehogging]] easier. | *[[Ledge]]s cannot be auto-sweetspotted, so they can neither be grabbed from the back, nor during the attacking portion of recovery attacks. Some moves like [[Raptor Boost]] or [[Bowser Bomb]] still use this feature, though. Additionally, characters can act out of a ledge grab sooner, and when performing any [[ledge recovery]] action (normal get-up, jump, roll or attack), other characters cannot grab it until the animation is half-finished. This makes [[edge hop]]ping and [[edgehogging]] easier. | ||
*[[Hitstun canceling]] has been removed, causing overall horizontal survivability to be shorter, but giving characters more extensive combo options, which were almost nonexistent in ''Brawl''. Air dodges are no longer usable when [[tumbling]]. | *[[Hitstun canceling]] has been removed, causing overall horizontal survivability to be shorter, but giving characters more extensive combo options, which were almost nonexistent in ''Brawl''. Air dodges are no longer usable when [[tumbling]]. | ||
*[[Tech]]ing can be performed even before a character is struck, making it easier to implement. | *[[Tech]]ing can be performed even before a character is struck, making it easier to implement. | ||
*[[Item]]s cannot be grabbed during [[dash attack]]s or [[aerial]]s. | *[[Item]]s cannot be grabbed during [[dash attack]]s or [[aerial]]s. | ||
*[[Grab aerial]]s cause helplessness if they miss a ledge, but can be [[Air dodge grab|used after an air dodge]] with the shield + attack combination. They still act as tether recoveries, though they won't restore a character's midair jumps if they drop from the ledge. | *[[Grab aerial]]s cause helplessness if they miss a ledge, but can be [[Air dodge grab|used after an air dodge]] with the shield + attack combination. They still act as tether recoveries, though they won't restore a character's midair jumps if they drop from the ledge. | ||
*If a character still in [[hitstun]] is struck again in quick succession, the new [[knockback]] either replaces the old knockback (if the gap between the attacks was 10 frames or less) or has its direction and power combined with the old knockback (after 10 frames). In ''Brawl'', whether to replace the old knockback is based on the relative strength of the two attacks, and no merging is performed. | *If a character still in [[hitstun]] is struck again in quick succession, the new [[knockback]] either replaces the old knockback (if the gap between the attacks was 10 frames or less) or has its direction and power combined with the old knockback (after 10 frames). In ''Brawl'', whether to replace the old knockback is based on the relative strength of the two attacks, and no merging is performed. | ||
* | *''Brawl''{{'}}s random input delay is fixed. | ||
*[[Meteor smash]] angle reverted, thus re-implementing the more useful [[spike]]. | |||
*When dash grabbing a foe, forward momentum is completely negated. Unlike in ''Melee'', though, characters with low traction still possess this feature. | *When dash grabbing a foe, forward momentum is completely negated. Unlike in ''Melee'', though, characters with low traction still possess this feature. | ||
*[[Grab release]]d characters will get back their midair jumps | *[[Grab release]]d characters will get back their midair jumps. | ||
*[[Pummel]]s reverted to all having the same standardized speed and dealing 3% damage per use, with only a few exceptions. | *[[Pummel]]s reverted to all having the same standardized speed and dealing 3% damage per use, with only a few exceptions. | ||
*[[Grab]] physics reverted: characters can grab opponents behind them, though they cannot be grabbed by the lower legs or arms. | *[[Grab]] physics reverted: characters can grab opponents behind them, though they cannot be grabbed by the lower legs or arms. | ||
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*It is now possible to pivot grab during any portion of the dash like in ''Brawl''. | *It is now possible to pivot grab during any portion of the dash like in ''Brawl''. | ||
*[[Reverse aerial rush]] reinstated, allowing characters to use their back aerials more efficiently. | *[[Reverse aerial rush]] reinstated, allowing characters to use their back aerials more efficiently. | ||
*Time window to input a [[DACUS]] successfully is now 2 frames, and using Z instead of A does not reduce the window. {{PM|Kirby}}, {{PM|Donkey Kong}}, and {{PM|Diddy Kong}} | *Time window to input a [[DACUS]] successfully is now 2 frames, and using Z instead of A does not reduce the window. All characters (except {{PM|Kirby}}, {{PM|Donkey Kong}}, and {{PM|Diddy Kong}}) who previously could not DACUS can now do so, although only a few characters gain distance compared to their sliding up smashes. | ||
*Ability to use to the C-stick to dash attack and up smash during a dash retained, making it easier to perform sliding up smashes and DACUSes. | *Ability to use to the C-stick to dash attack and up smash during a dash retained, making it easier to perform sliding up smashes and DACUSes. | ||
*[[Tether recovery|Tether recoveries]] reimplemented instead of reusing ''Melee'' | *[[Tether recovery|Tether recoveries]] reimplemented instead of reusing ''Melee'''s [[wall grapple]]s; however, they are better than before. Tether recoveries now ignore [[edge-hog]]gers; characters will still latch onto the ledge without affecting them, and when pulled up they will perform an automatic jump get-up. While characters with tether recoveries will fare better on the ledge than in ''Brawl'', the jump get-up has extreme lag and puts them into helplessness if they do not land on the stage. Also, a missed tether recovery causes helplessness like wall grapples. | ||
*All [[up special move]]s (except for {{PM|Mewtwo}}'s [[Teleport]], {{PM|R.O.B.}}'s new Robo-Booster, {{PM|King Dedede}}'s [[Super Dedede Jump]], and {{PM|Meta Knight}}'s [[Shuttle Loop]]) now allow characters to grab the ledge backwards before putting them into helplessness or otherwise shortly before their descent. This is opposed to a select few in ''Melee''. Some [[side special move]]s (such as {{PM|Captain Falcon}}'s [[Raptor Boost]], which retains its ledge sweetspot from ''Brawl'', as well as {{PM|Falco}}'s [[Falco Phantasm]]) exhibit this trait as well if they slightly overshoot the ledge from behind. | *All [[up special move]]s (except for {{PM|Mewtwo}}'s [[Teleport]], {{PM|R.O.B.}}'s new Robo-Booster, {{PM|King Dedede}}'s [[Super Dedede Jump]], and {{PM|Meta Knight}}'s [[Shuttle Loop]]) now allow characters to grab the ledge backwards before putting them into helplessness or otherwise shortly before their descent. This is opposed to a select few in ''Melee''. Some [[side special move]]s (such as {{PM|Captain Falcon}}'s [[Raptor Boost]], which retains its ledge sweetspot from ''Brawl'', as well as {{PM|Falco}}'s [[Falco Phantasm]]) exhibit this trait as well if they slightly overshoot the ledge from behind. | ||
*[[Meteor cancel]]ing revamped: after being struck, all characters must wait for 16 frames before meteor canceling. Attempting to do this earlier results in the character not being able to meteor cancel during the entire hitstun of the attack (except if not done with a jump input). | |||
*The [[grab release glitch]] is now an intentional feature used as a balancing tool for select characters. It has been altered also to remove the victim's ability to air dodge in addition to their up special move, though it also restores all their double jumps. | *The [[grab release glitch]] is now an intentional feature used as a balancing tool for select characters. It has been altered also to remove the victim's ability to air dodge in addition to their up special move, though it also restores all their double jumps. | ||
*A [[glide toss]] is doable in midair with an air dodge. Additionally, air dodges still auto-grab items during the first frames of execution as in ''Brawl'', so that item-based attacks are easier to counter. | *A [[glide toss]] can is doable in midair with an air dodge. Additionally, air dodges still auto-grab items during the first frames of execution as in ''Brawl'', so that item-based attacks are easier to counter. | ||
*[[Gliding]] is no longer performed by tapping and holding the jump button; {{PM|Charizard}} and {{PM|Pit}} have new special moves that allow them to glide instead. {{PM|Meta Knight}} and {{PM|Pit}} also have a timer for their glides, instead of being able to glide infinitely. Glide attacks also have high landing lag and leave these characters helpless. | *[[Gliding]] is no longer performed by tapping and holding the jump button; {{PM|Charizard}} and {{PM|Pit}} have new special moves that allow them to glide instead. {{PM|Meta Knight}} and {{PM|Pit}} also have a timer for their glides, instead of being able to glide infinitely. Glide attacks also have high landing lag and leave these characters helpless. | ||
*Infinite [[armor]] is now only reserved for {{PM|Ike}}'s fully charged [[Eruption]], all of {{PM|Bowser}}'s smash attacks (when charged a certain time), {{PM|Ganondorf}}'s [[Flame Choke]] right before the explosion, and "grab armor." Armor for other moves that have it is given | *Infinite [[armor]] is now only reserved for {{PM|Ike}}'s fully charged [[Eruption]], all of {{PM|Bowser}}'s smash attacks (when charged a certain time), {{PM|Ganondorf}}'s [[Flame Choke]] right before the explosion, and "grab armor." Armor for other moves that have it is given a range from '''light armor''' to '''heavy armor'''; if an attack's knockback is lower than the specified amount of an armor, no knockback is inflicted, but if it is higher, knockback will be regularly inflicted as usual. {{PM|Yoshi}}'s double jump is an exception to this rule, having knockback reduction frames rather than standard armor frames; therefore, overcoming its armor will result in Yoshi receiving the difference in knockback instead of the full knockback from the move that hit him out of it. Some characters feature color overlays to indicate such armor, with more opaque overlays generally indicating stronger armor. | ||
===Other changes and gameplay tweaks=== | ===Other changes and gameplay tweaks=== | ||
[[File:PM-Alts1.jpg| | [[File:PM-Alts1.jpg|thumbnail|Captain Falcon and Link square off in two of their new alternate costumes.]] | ||
[[File:PM-Alts2.png| | [[File:PM-Alts2.png|thumbnail|Meta Knight (in his new alternate costume) in the remastered Hyrule Castle stage.]] | ||
*All characters and stages are [[unlock]]ed from the start. However, any character not unlocked in the unmodded game will have "Challenger Approaching" events once the conditions are met. Anything unlocked in ''Project M'' will carry over to ''Brawl''. | *All characters and stages are [[unlock]]ed from the start. However, any character not unlocked in the unmodded game will have "Challenger Approaching" events once the conditions are met. Anything unlocked in ''Project M'' will carry over to ''Brawl''. | ||
*Stages such as [[Metal Cavern]], {{SSB|Kongo Jungle}} and {{SSB|Dream Land}} replace stages such as [[Mushroomy Kingdom]], [[75m]], and [[Green Greens]]. | *Stages such as ''[[Metal Cavern]]'', ''{{SSB|Kongo Jungle}}'' and ''{{SSB|Dream Land}}'' replace stages such as ''[[Mushroomy Kingdom]]'', ''[[75m]]'', and ''[[Green Greens]]''. | ||
*From v3.5 onwards, [[Screen KO]]s are about as long as [[Star KO]]s, and still uses ''Brawl'' | *From v3.5 onwards, [[Screen KO]]s are about as long as [[Star KO]]s, and still uses ''Brawl'''s animations. | ||
*''[[Smash 64]]'' | *''[[Smash 64]]'''s [[taunt canceling]] returns. | ||
*[[Glancing Blow]]s are no longer possible; they have no visual effect to indicate that they have occurred, and will not add hitlag or half the damage of the attack to the defender. | *[[Glancing Blow]]s are no longer possible; they have no visual effect to indicate that they have occurred, and will not add hitlag or half the damage of the attack to the defender. | ||
*''Stock Control'' added, replacing handicaps. Players can now control the number of stocks each player starts with before battle, from 1 to 30 stocks for each individual character. A Crew mode has been added in which the game keeps track of stocks retained after battles. | *''Stock Control'' added, replacing handicaps. Players can now control the number of stocks each player starts with before battle, from 1 to 30 stocks for each individual character. A Crew mode has been added in which the game keeps track of stocks retained after battles. | ||
*Stage selection menu modified to include built-in stage striking control with the X button (Full Set version). | *Stage selection menu modified to include built-in stage striking control with the X button (Full Set version). | ||
*While ''Project M'' has no light shields, the full set still allows for light presses for the GameCube controller's L and R trigger buttons if they are assigned to "shield"; a light press will activate a character's shield and L-cancels, and a full press will trigger wavedashes and techs. | *While ''Project M'' has no light shields, the full set still allows for light presses for the GameCube controller's L and R trigger buttons if they are assigned to "shield"; a light press will activate a character's shield and L-cancels, and a full press will trigger wavedashes and techs. However, unlike in ''Melee'', light presses are not considered as separate inputs from full presses and will count towards the early [[tech]] penalty. | ||
*New ''Melee''-like designs for the menu and character selection screens, with altered fonts. | *New ''Melee''-like designs for the menu and character selection screens, with altered fonts. | ||
*The game, in general, takes less time to load modes, characters, and scenes, and things such as Records can be scrolled through more quickly. | *The game, in general, takes less time to load modes, characters, and scenes, and things such as Records can be scrolled through more quickly. | ||
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**"Curry Mode" is replaced with "'''Turbo Mode'''", in which all moves can cancel into any other move or action on hit or on shield. [[Superspicy Curry]] is replaced with a "Turbo" item that causes characters to act like in Turbo Mode for a short period. | **"Curry Mode" is replaced with "'''Turbo Mode'''", in which all moves can cancel into any other move or action on hit or on shield. [[Superspicy Curry]] is replaced with a "Turbo" item that causes characters to act like in Turbo Mode for a short period. | ||
**"[[Bunny Hood|Bunny Mode]]" is moved down to the "status" row from the "head" row (replacing "[[Franklin Badge|Reflect]] Mode") while making room for "'''0 to Death Mode'''" (written in-game as "'''Regen Mode'''" to fit the available space), which recovers all damage taken after one second of not receiving any hitstun. | **"[[Bunny Hood|Bunny Mode]]" is moved down to the "status" row from the "head" row (replacing "[[Franklin Badge|Reflect]] Mode") while making room for "'''0 to Death Mode'''" (written in-game as "'''Regen Mode'''" to fit the available space), which recovers all damage taken after one second of not receiving any hitstun. | ||
**"Angled Camera Mode" is replaced with '''All-Star Versus''', which allows players to use different characters (or costumes) for each stock. This is done by selecting a character, then | **"Angled Camera Mode" is replaced with '''All-Star Versus''', which allows players to use different characters (or simply costumes) for each stock. This is done by selecting a character, then pressing B to hover off them, and hitting A to the next character. The order of the characters selected become the order they appear in. Required character selections are based on the stock count. If the selections are less than the stock count, the remaining stocks loop back to the first character (so selecting Mario, Luigi and Peach in a four stock match will loop back to Mario in stock four.) | ||
***Should each player select their characters in All Star VS Mode before turning on Team Battle; the characters will not be forced into their team battle costumes akin to ''Smash 4''. Also, the random option will always use the default costumes of the characters even in team battles. | ***Should each player select their characters in All Star VS Mode before turning on Team Battle; the characters will not be forced into their team battle costumes akin to ''Smash 4''. Also, the random option will always use the default costumes of the characters even in team battles. | ||
*Stage selection screen revamped: stages are now ordered at the bottom in a rectangular shape, with the selected stage being displayed at the top. Stages are now also ordered in Pages 1 and 2, and the top background displays ''Project M''. | *Stage selection screen revamped: stages are now ordered at the bottom in a rectangular shape, with the selected stage being displayed at the top. Stages are now also ordered in Pages 1 and 2, and the top background displays ''Project M''. | ||
*The background for victory poses for VS. battles have been altered to resemble the new Training room. | *The background for victory poses for VS. battles have been altered to resemble the new Training room. | ||
*Independent character icons for [[Zelda]]/[[Sheik]] and [[Samus]]/[[Zero Suit Samus]], with [[Zero Suit Samus | *Independent character icons for [[Zelda]]/[[Sheik]] and [[Samus]]/[[Zero Suit Samus]], with [[Zero Suit Samus]] not having an icon from ''Brawl'''s character menu. | ||
*Characters now instantly grunt when hit by a strong attack, as in ''Melee'' and ''64'', while in ''Brawl'' they did a second afterward. There are also medium-damage and high-damage groans as well, with most characters using unused voice samples from the [[Sound Test]]. Characters now also use voice samples for [[sidestep]]s and [[air dodge]]s, and variable voices for [[smash attack]]s. | *Characters now instantly grunt when hit by a strong attack, as in ''Melee'' and ''64'', while in ''Brawl'' they did a second afterward. There are also medium-damage and high-damage groans as well, with most characters using unused voice samples from the [[Sound Test]]. Characters now also use voice samples for [[sidestep]]s and [[air dodge]]s, and variable voices for [[smash attack]]s. | ||
*[[Smash Taunt]]s were introduced to more characters, such as {{PM|Ness}} and {{PM|Link}}, though these are less involved and can be done on any stage. | *[[Smash Taunt]]s were introduced to more characters, such as {{PM|Ness}} and {{PM|Link}}, though these are less involved and can be done on any stage. | ||
*Characters now emit a spark when [[wall jump]]ing. | *Characters now emit a spark when [[wall jump]]ing. | ||
*The cast of characters and background at the beginning of the opening movie is slightly altered, and both it and the title screen now display "Super Smash Bros. Project M". | *The cast of characters and background at the beginning of the opening movie is slightly altered, and both it and the title screen now display "Super Smash Bros. Project M". | ||
*{{PM|Mewtwo}} and {{PM|Roy}} were added as opponents for [[All-Star]] mode. | *{{PM|Mewtwo}} and {{PM|Roy}} were added as opponents for [[All-Star]] mode. | ||
*[[Training]] mode now appears as the default Solo mode, and after entering it, the same characters that participated will appear chosen automatically for Group battles. This will trigger a glitch where if a Gamecube controller is not in the P1 slot | *[[Training]] mode now appears as the default Solo mode, and after entering it, the same characters that participated will appear chosen automatically for Group battles. This will trigger a glitch where if a Gamecube controller is not in the P1 slot accesses Training Mode, then the player starts a training match, exits out and enters VS mode, he or she can control two characters with one controller.<ref>https://www.youtube.com/watch?v=v32q4tUHtBw</ref> | ||
*[[Home-Run Contest]] stadium no longer has a protective window, acting like its ''Melee'' counterpart. Its online competitive mode has also been added as a co-op mode offline, with records being saved. | *[[Home-Run Contest]] stadium no longer has a protective window, acting like its ''Melee'' counterpart. Its online competitive mode has also been added as a co-op mode offline, with records being saved. | ||
*No [[Replay]] time limit, allowing longer matches to be recorded and viewed. | *No [[Replay]] time limit, allowing longer matches to be recorded and viewed. | ||
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==Characters== | ==Characters== | ||
[[File: | [[File:Project_M_Characters.png|thumb|right|300px|The character-selection screen in ''Project M''.]] | ||
In addition to the many universal changes, | In addition to the many universal changes, each character received several individual adjustments in order to balance the game properly. The roster was largely buffed overall, creating an extensive collection of viable characters with varying playstyles, strengths, and weaknesses. However, certain moves were nerfed to further flesh out some fighters and break their dependence on repeated use of a single move or small set of moves. Some ''Project M'' characters are based on their appearances in ''Melee'' (such as {{PM|Captain Falcon}} and {{PM|Jigglypuff}}) while others are modified from their ''Brawl'' versions or a mixture of their iterations from both games. | ||
The sourcing of previous versions of a character depends largely on previous attendance and performance, with high tier ''Melee'' characters being mostly reverted to their past formats (with some adjustments to add more balance for the other characters). This includes both normal and special moves, properties such as gravity, weight, run-speed and air mobility. | The sourcing of previous versions of a character depends largely on previous attendance and performance, with high tier ''Melee'' characters being mostly reverted to their past formats (with some adjustments to add more balance for the other characters). This includes both normal and special moves, properties such as gravity, weight, run-speed and air mobility. | ||
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The entire cast was overhauled to match the physics of ''Melee''. Characters that suffered from weak attributes and movesets in both ''Melee'' and ''Brawl'' (such as {{PM|Bowser}}, {{PM|Kirby}}, and {{PM|Zelda}}), had their positive attributes from each game merged and are given entirely new and original buffs. Some returning characters, like {{PM|Ganondorf}}, were given a completely revamped moveset to reference their abilities from their home series further and to distance themselves from characters from which they are cloned. New characters, such as {{PM|Sonic}} and {{PM|Snake}}, are given completely original buffs, nerfs and even entirely new moves to increase their variability and versatility. | The entire cast was overhauled to match the physics of ''Melee''. Characters that suffered from weak attributes and movesets in both ''Melee'' and ''Brawl'' (such as {{PM|Bowser}}, {{PM|Kirby}}, and {{PM|Zelda}}), had their positive attributes from each game merged and are given entirely new and original buffs. Some returning characters, like {{PM|Ganondorf}}, were given a completely revamped moveset to reference their abilities from their home series further and to distance themselves from characters from which they are cloned. New characters, such as {{PM|Sonic}} and {{PM|Snake}}, are given completely original buffs, nerfs and even entirely new moves to increase their variability and versatility. | ||
Giga Bowser, | Giga Bowser, Wario-Man, and the solo Ice Climber are optional playable characters, as they are selected if the player holds the shield button when selecting Bowser, Wario or the Ice Climbers on the character select screen. | ||
Based on the ''Brawl'' roster of 39 characters, ''Project M'' gives {{PM|Zero Suit Samus}}, {{PM|Sheik}}, {{PM|Squirtle}}, {{PM|Ivysaur}} and {{PM|Charizard}} their own slots on the character selection screen (the latter 3 replacing the {{SSBB|Pokémon Trainer}}) while including {{PM|Mewtwo}} and {{PM|Roy}} (who were both absent in ''Brawl'') for a total of 41 characters ( | Based on the ''Brawl'' roster of 39 characters, ''Project M'' gives {{PM|Zero Suit Samus}}, {{PM|Sheik}}, {{PM|Squirtle}}, {{PM|Ivysaur}} and {{PM|Charizard}} their own slots on the character selection screen (the latter 3 replacing the {{SSBB|Pokémon Trainer}}) while including {{PM|Mewtwo}} and {{PM|Roy}} (who were both absent in ''Brawl'') for a total of 41 characters (44 if the Final Smash forms Giga Bowser and Wario-Man and the solo Ice Climber are counted). Furthermore, a leaked development build indicated that development on four new characters was in progress at the time of the project's cancellation. This shows a planned total of 45 characters; these characters are [[Knuckles]] from the {{uv|Sonic}} universe, [[Lyn]] from the {{uv|Fire Emblem}} universe, [[Isaac]] from the {{uv|Golden Sun}} universe, and [[Sami]] from the {{uv|Advance Wars}} universe. | ||
===List of characters=== | ===List of characters=== | ||
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!colspan=7|Characters | !colspan=7|Characters | ||
|-style="vertical-align:bottom" | |-style="vertical-align:bottom" | ||
|width="14.3%"|[[ | |width="14.3%"|[[Image:Mario SSBB.jpg|100x100px|link=Mario (PM)]]<br>{{PM|Mario}}<br>[[Image:MarioSymbol.svg|20px|link=Mario (universe)]] | ||
|width="14.3%"|[[ | |width="14.3%"|[[Image:Luigi SSBB.jpg|100x100px|link=Luigi (PM)]]<br>{{PM|Luigi}}<br>[[Image:MarioSymbol.svg|20px|link=Mario (universe)]] | ||
|width="14.3%"|[[ | |width="14.3%"|[[Image:Peach SSBB.jpg|100x100px|link=Peach (PM)]]<br>{{PM|Peach}}<br>[[Image:MarioSymbol.svg|20px|link=Mario (universe)]] | ||
|width="14.3%"|[[ | |width="14.3%"|[[Image:Bowser SSBB.jpg|100x100px|link=Bowser (PM)]]<br>{{PM|Bowser}}<br>[[Image:MarioSymbol(BowserSymbol).png|20px|link=Mario (universe)]] | ||
|width="14.3%"|[[ | |width="14.3%"|[[Image:Yoshi SSBB.jpg|100x100px|link=Yoshi (PM)]]<br>{{PM|Yoshi}}<br>[[Image:YoshiSymbol.svg|20px|link=Yoshi (universe)]] | ||
|width="14.3%"|[[ | |width="14.3%"|[[Image:Donkey Kong SSBB.jpg|100x100px|link=Donkey Kong (PM)]]<br>{{PM|Donkey Kong}}<br>[[Image:DKSymbol.svg|20px|link=Donkey Kong (universe)]] | ||
|width="14.3%"|[[ | |width="14.3%"|[[Image:Diddy Kong SSBB.jpg|100x100px|link=Diddy Kong (PM)]]<br>{{PM|Diddy Kong}}<br>[[Image:DKSymbol.svg|20px|link=Donkey Kong (universe)]] | ||
|-style="vertical-align:bottom" | |-style="vertical-align:bottom" | ||
|[[ | |[[Image:Link SSBB.jpg|100x100px|link=Link (PM)]]<br>{{PM|Link}}<br>[[Image:ZeldaSymbol.svg|20px|link=The Legend of Zelda (universe)]] | ||
|[[ | |[[Image:Zelda SSBB.jpg|100x100px|link=Zelda (PM)]]<br>{{PM|Zelda}}<br>[[Image:ZeldaSymbol.svg|20px|link=The Legend of Zelda (universe)]] | ||
|[[ | |[[Image:Sheik SSBB.jpg|100x100px|link=Sheik (PM)]]<br>{{PM|Sheik}}<br>[[Image:ZeldaSymbol.svg|20px|link=The Legend of Zelda (universe)]] | ||
|[[ | |[[Image:Ganondorf SSBB.jpg|100x100px|link=Ganondorf (PM)]]<br>{{PM|Ganondorf}}<br>[[Image:ZeldaSymbol.svg|20px|link=The Legend of Zelda (universe)]] | ||
|[[ | |[[Image:Toon Link SSBB.jpg|100x100px|link=Toon Link (PM)]]<br>{{PM|Toon Link}}<br>[[Image:ZeldaSymbol.svg|20px|link=The Legend of Zelda (universe)]] | ||
|[[ | |[[Image:Samus SSBB.jpg|100x100px|link=Samus (PM)]]<br>{{PM|Samus}}<br>[[Image:MetroidSymbol.svg|20px|link=Metroid (universe)]] | ||
|[[ | |[[Image:ZSSPM3.6.png|60px|link=Zero Suit Samus (PM)]]<br>{{PM|Zero Suit Samus}}<br>[[Image:MetroidSymbol.svg|20px|link=Metroid (universe)]] | ||
|-style="vertical-align:bottom" | |-style="vertical-align:bottom" | ||
|[[ | |[[Image:Kirby SSBB.jpg|100x100px|link=Kirby (PM)]]<br>{{PM|Kirby}}<br>[[Image:KirbySymbol.svg|20px|link=Kirby (universe)]] | ||
|[[ | |[[Image:Meta Knight SSBB.jpg|100x100px|link=Meta Knight (PM)]]<br>{{PM|Meta Knight}}<br>[[Image:KirbySymbol.svg|20px|link=Kirby (universe)]] | ||
|[[ | |[[Image:King Dedede SSBB.jpg|100x100px|link=King Dedede (PM)]]<br>{{PM|King Dedede}}<br>[[Image:KirbySymbol.svg|20px|link=Kirby (universe)]] | ||
|[[ | |[[Image:Fox SSBB.jpg|100x100px|link=Fox (PM)]]<br>{{PM|Fox}}<br>[[Image:StarFoxSymbol.svg|20px|link=Star Fox (universe)]] | ||
|[[ | |[[Image:Falco SSBB.jpg|100x100px|link=Falco (PM)]]<br>{{PM|Falco}}<br>[[Image:StarFoxSymbol.svg|20px|link=Star Fox (universe)]] | ||
|[[ | |[[Image:Wolf SSBB.jpg|100x100px|link=Wolf (PM)]]<br>{{PM|Wolf}}<br>[[Image:StarFoxSymbol.svg|20px|link=Star Fox (universe)]] | ||
|[[ | |[[Image:Pikachu SSBB.jpg|100x100px|link=Pikachu (PM)]]<br>{{PM|Pikachu}}<br>[[Image:PokemonSymbol.svg|20px|link=Pokémon (universe)]] | ||
|-style="vertical-align:bottom" | |-style="vertical-align:bottom" | ||
|[[ | |[[Image:Jigglypuff SSBB.jpg|100x100px|link=Jigglypuff (PM)]]<br>{{PM|Jigglypuff}}<br>[[Image:PokemonSymbol.svg|20px|link=Pokémon (universe)]] | ||
|[[ | |[[Image:PMMewtwo.png|100x100px|link=Mewtwo (PM)]]<br>{{PM|Mewtwo}}*<br>[[Image:PokemonSymbol.svg|20px|link=Pokémon (universe)]] | ||
|[[ | |[[Image:Squirtle SSBB.png|100x100px|link=Squirtle (PM)]]<br>{{PM|Squirtle}}<br>[[Image:PokemonSymbol.svg|20px|link=Pokémon (universe)]] | ||
|[[ | |[[Image:Ivysaur SSBB.png|100x100px|link=Ivysaur (PM)]]<br>{{PM|Ivysaur}}<br>[[Image:PokemonSymbol.svg|20px|link=Pokémon (universe)]] | ||
|[[ | |[[Image:Charizard SSBB.png|100x100px|link=Charizard (PM)]]<br>{{PM|Charizard}}<br>[[Image:PokemonSymbol.svg|20px|link=Pokémon (universe)]] | ||
|[[ | |[[Image:Lucario SSBB.jpg|100x100px|link=Lucario (PM)]]<br>{{PM|Lucario}}<br>[[Image:PokemonSymbol.svg|20px|link=Pokémon (universe)]] | ||
|[[ | |[[Image:Captain Falcon SSBB.jpg|100x100px|link=Captain Falcon (PM)]]<br>{{PM|Captain Falcon}}<br>[[Image:FZeroSymbol.svg|20px|link=F-Zero (universe)]] | ||
|-style="vertical-align:bottom" | |-style="vertical-align:bottom" | ||
|[[ | |[[Image:Ness SSBB.jpg|100x100px|link=Ness (PM)]]<br>{{PM|Ness}}<br>[[Image:EarthboundSymbol.svg|20px|link=EarthBound (universe)]] | ||
==Stages== | ==Stages== | ||
[[File:SSS Project M 3.6.png|thumb|The Stage Selection Screen in ''Project M'' 3.6]] | [[File:SSS Project M 3.6.png|thumb|right|The Stage Selection Screen in ''Project M'' 3.6]] | ||
{| class="wikitable" style="margin:1em auto 1em auto;" | |||
{|class="wikitable" style="margin:1em auto 1em auto;" | |||
!colspan=6|Stages | !colspan=6|Stages | ||
|- | |- | ||
Line 199: | Line 171: | ||
!width="5%" | ASL | !width="5%" | ASL | ||
|- | |- | ||
![[File:Battlefield | ![[File:Battlefield.jpg|100px|link=Battlefield (SSBB)]]<br>{{SSBB|Battlefield}} | ||
|Stage layout slightly tweaked to match [[Battlefield (SSBM)|''Melee''{{'}}s Battlefield]]. | |Stage layout slightly tweaked to match [[Battlefield (SSBM)|''Melee''{{'}}s Battlefield]]. | ||
|[[File:Melee Battlefield (PM 3.6).png|100px|link=Battlefield (SSBM)]]<br> | |[[File:Melee Battlefield (PM 3.6).png|100px|link=Battlefield (SSBM)]]<br>[[Battlefield (Melee)]] | ||
![[File:Bigblue.jpg|100px|link=Big Blue | ![[File:Bigblue.jpg|100px|link=Big Blue]]<br>[[Big Blue]] | ||
| | | | ||
| | | | ||
|- | |- | ||
![[File:Brinstar brawl.jpg|100px|link=Brinstar | ![[File:Brinstar brawl.jpg|100px|link=Brinstar]]<br>[[Brinstar]] | ||
| | | | ||
|[[File:PlanetZebesSSB.png|100px|link=Planet Zebes]]<br> | |[[File:PlanetZebesSSB.png|100px|link=Planet Zebes]]<br>[[Planet Zebes]] | ||
![[File:CastleSiegeStaticPM.jpg|100px|link=Castle Siege | ![[File:CastleSiegeStaticPM.jpg|100px|link=Castle Siege]]<br>[https://web.archive.org/web/20151008065033/http://projectmgame.com/en/stages/castle-siege Castle Siege] | ||
| | |Does not transform. Makes a reference to the title artwork of ''Fire Emblem: Radiant Dawn'', which depicts the characters in a twilight sky. | ||
|[[File: | |[[File:Castle_Siege.jpg|100px|link=Castle Siege]]<br>[[Castle Siege|Castle Siege (Brawl)]] | ||
|- | |- | ||
![[File: | ![[File:Corneria_full.jpg|100px|link=Corneria]]<br>[[Corneria]] | ||
| | | | ||
|[[ | |[[Image:SectorZSSB.png|100px|link=Sector Z]]<b>[[Sector Z]] | ||
![[File:Hanenbow PM 3.5.png|100px | ![[File:Hanenbow PM 3.5.png|100px]]<br>[[Hanenbow]] | ||
|Layout changed to a center-based design based off a potted plant. The leaf-like platforms still rotate slightly when they are attacked. The flower at the top now blooms constantly, instead of only when all platforms are turned red. Also includes a new Hanenbow theme remix by Garrett Williamson. | |Layout changed to a center-based design based off a potted plant. The leaf-like platforms still rotate slightly when they are attacked. The flower at the top now blooms constantly, instead of only when all platforms are turned red. Also includes a new Hanenbow theme remix by Garrett Williamson. | ||
|[[ | |[[Image:Hanenbow.jpg|100x100px|link=Hanenbow]]<br> [[Hanenbow|Hanenbow (Brawl)]] | ||
|- | |- | ||
![[File:Dream Land PM 3.5.jpg|100px | ![[File:Dream Land PM 3.5.jpg|100px]]<br>[https://web.archive.org/web/20151022141330/http://projectmgame.com/en/stages/dreamland Dream Land HD] | ||
|Replaces [[Green Greens]], as well as "Fountain of Dreams" theme with ''Smash 64''{{'}}s Dream Land theme. Has new visual upgrade for 3.5 which makes it resemble more of [[Green Greens|''Melee'' | |Replaces [[Green Greens]], as well as "Fountain of Dreams" theme with ''Smash 64''{{'}}s Dream Land theme. Has new visual upgrade for 3.5 which makes it resemble more of [[Green Greens|''Melee's'' Green Greens]]. | ||
|[[File: | |[[File:Dreamland_Retro_PM.jpg|100px|link=Dreamland]]<br>[[Dream Land (SSB)|Dream Land]] | ||
![[File: | ![[File:ProjectM_DistantPlanet.png|100px]] | ||
[https://web.archive.org/web/20151101061829/http://projectmgame.com/en/stages/distant-planet Distant Planet] | [https://web.archive.org/web/20151101061829/http://projectmgame.com/en/stages/distant-planet Distant Planet] | ||
|Originally an arena from [[SSE]]: [[The Jungle]] | |Originally an arena from [[SSE]]: [[The Jungle]]<ref>https://web.archive.org/web/20130917221813/http://projectmgame.com/en/stages/sse-jungle</ref>, until versions 3.0 and later refurbished it with a {{uv|Pikmin}} theme. It consists of a large base and four platforms, the outermost of which are slightly raised leaves that hang over the main platform's edges and will droop when stood on. | ||
|[[File:Pikmin1.jpg|100px|link=Distant Planet]]<br> | |[[File:Pikmin1.jpg|100px|link=Distant Planet]]<br>[[Distant Planet|Distant Planet (Brawl)]] | ||
|- | |- | ||
![[File: | ![[File:Finaldestination.jpg|100px|link=Final Destination (SSBM)]]<br>{{SSBM|Final Destination}} | ||
| | | Changed to ''Melee''{{'}}s version. Also replaces "Opening (Super Smash Bros. Melee)" with "Multi-Man Melee 2". | ||
| | | | ||
![[File: | ![[File:Flat_Zone_2.PNG|100px|link=Flat Zone 2]]<br>[[Flat Zone 2]] | ||
| | | | ||
| | | | ||
|- | |- | ||
![[File:Fountainofdreams.jpg|100px|link=Fountain of Dreams | ![[File:Fountainofdreams.jpg|100px|link=Fountain of Dreams]]<br>[[Fountain of Dreams]] | ||
|Replaces {{b|Mario Bros.|stage}}, as well as its theme song with Fountain of Dreams' track | |Replaces {{b|Mario Bros.|stage}}, as well as its theme song with Fountain of Dreams' track. | ||
| | | | ||
![[File: | ![[File:Fourside_Melee.png|100px|link=Fourside]]<br>[[Fourside]] | ||
|Replaces Porky's Theme with Fourside's theme | |Replaces Porky's Theme with Fourside's theme. | ||
|[[ | |[[Image:New Pork City1.jpg|100x100px|link=New Pork City]]<br>[[New Pork City]] | ||
|- | |- | ||
![[File: | ![[File:Frigate_Orpheon.jpg|100px|link=Frigate Orpheon]]<br>[[Frigate Orpheon]] | ||
| | | | ||
| | | | ||
![[File: | ![[File:ProjectM_GreenHillZone.png|100px]] | ||
[https://web.archive.org/web/20150319024556/http://projectmgame.com/en/stages/green-hill-zone Green Hill Zone] | [https://web.archive.org/web/20150319024556/http://projectmgame.com/en/stages/green-hill-zone Green Hill Zone] | ||
|Redone entirely. It is now a medium sized stage with a proper bottom blast line and no hazards or breakable sections. There is a single moving platform which rotates | |Redone entirely. It is now a medium sized stage with a proper bottom blast line and no hazards or breakable sections. There is a single moving platform which rotates around a central point above the main platform. | ||
|[[File: | |[[File:Green_Hill_Zone.jpg|100px|link=Green Hill Zone]]<br>[[Green Hill Zone|Green Hill Zone (Brawl)]] | ||
|- | |- | ||
!rowspan="2"|[[File: | !rowspan="2"|[[File:Battleship_Halberd.jpg|100px|link=Halberd]]<br>[[Halberd]] | ||
|rowspan="2"|Raised ceiling blast-zone and removed claw. | |rowspan="2"|Raised ceiling blast-zone and removed claw. | ||
|rowspan="2"| | |rowspan="2"| | ||
!rowspan="2"|[[File: | !rowspan="2"|[[File:Zelda64Stage_HD_PM.png|100px]]<br>[https://web.archive.org/web/20151025064621/http://projectmgame.com/en/stages/hyrule-castle Hyrule Castle HD] | ||
|rowspan="2"|Tornado hazards removed. Replaces [[Bridge of Eldin]], and "The Hidden Village" theme with Hyrule Castle's. Given visual upgrade in v3.5 which resembles more of | |rowspan="2"|Tornado hazards removed. Replaces [[Bridge of Eldin]], and "The Hidden Village" theme with Hyrule Castle's. Given visual upgrade in v3.5 which resembles more of Hyrule Castle from Ocarina of Time, along with Hyrule Field and the owl character Kaepora Gaebora. | ||
|[[File:Hyrule Castle Retro PM.jpg|100px|link=Hyrule Castle]]<br> | |[[File:Hyrule Castle Retro PM.jpg|100px|link=Hyrule Castle]]<br>[[Hyrule Castle]] | ||
|- | |- | ||
|[[File:Bridge of Eldin.jpg|100px|link=Bridge of Eldin]]<br> | |[[File:Bridge of Eldin.jpg|100px|link=Bridge of Eldin]]<br>[[Bridge of Eldin]] | ||
|- | |- | ||
!rowspan="2"|[[File:Congo Jungle PM.png|100px|link=Kongo Jungle (SSB) | !rowspan="2"|[[File:Congo Jungle PM.png|100px|link=Kongo Jungle (SSB)]]<br>{{SSB|Kongo Jungle}} | ||
|rowspan="2"|No | |rowspan="2"|No Barrel Cannon. Replaces [[75m]], and "25 BGM" theme with Kongo Jungle's. | ||
|rowspan="2"| | |rowspan="2"| | ||
!rowspan="2"|[[File:Peach Castle HD PM.png|100px | !rowspan="2"|[[File:Peach Castle HD PM.png|100px]]<br>[https://web.archive.org/web/20151023065939/http://projectmgame.com/en/stages/peach-s-castle-64 Peach's Castle HD] | ||
|rowspan="2"|No [[Bumper]] hazard. Replaces [[Rainbow Cruise]] and the Princess Peach's Castle (Melee) theme with Track 5 from ''[[Super Smash Bros.]]'' HD remake has the castle and the background redesigned in reference to the | |rowspan="2"|No [[Bumper]] hazard. Replaces [[Rainbow Cruise]] and the Princess Peach's Castle (Melee) theme with Track 5 from ''[[Super Smash Bros.]]'' HD remake has the castle and the background redesigned in reference to the Tower of the Wing Cap from Super Mario 64 and its DS remake. | ||
|[[ | |[[Image:PeachCastleSSB.jpg|100x100px|link=Peach's Castle]]<br>[[Peach's Castle]] | ||
|- | |- | ||
|[[ | |[[Image:Rainbow Cruise.jpg|100x100px|link=Rainbow Cruise]]<br>[[Rainbow Cruise]] | ||
|- | |- | ||
![[File:Lylat_Cruise.jpg|100px|link=Lylat Cruise | ![[File:Lylat_Cruise.jpg|100px|link=Lylat Cruise]]<br>[[Lylat Cruise]] | ||
|Stage doesn't tilt. | |Stage doesn't tilt. | ||
|[[ | |[[Image:Lylat Cruise.jpg|100x100px|link=Lylat Cruise]]<br>[[Lylat Cruise|Lylat Cruise (Brawl)]] | ||
![[File:Metal Cavern PM 3.5.jpg|100px | ![[File:Metal Cavern PM 3.5.jpg|100px]]<br>[https://web.archive.org/web/20151022151829/http://projectmgame.com/en/stages/metal-cavern Metal Cavern HD] | ||
|Remade [[Meta Crystal]], replaces [[Mushroomy Kingdom]] and "Ground Theme (Super Mario Bros.)" with the Metal Battle theme from ''Melee'', "Ground Theme 2 (Super Mario Bros.) with Metal Mario's theme from ''Smash 64'', and both "Gritzy Desert" and "Underground Theme (Super Mario Bros.)" with the Metal Cavern theme. Given a visual upgrade for 3.5 which resembles the | |Remade [[Meta Crystal]], replaces [[Mushroomy Kingdom]] and "Ground Theme (Super Mario Bros.)" with the Metal Battle theme from ''Melee'', "Ground Theme 2 (Super Mario Bros.) with Metal Mario's theme from ''Smash 64'', and both "Gritzy Desert" and "Underground Theme (Super Mario Bros.)" with the Metal Cavern theme. Given a visual upgrade for 3.5 which resembles the Cavern of the Metal Cap from Super Mario 64. | ||
|[[ | |[[Image:MetaCrystal.png|100x100px|link=Meta Crystal]]<br>[[Meta Crystal]] | ||
|- | |- | ||
![[File:Norfair2.png|100px|link=Norfair | ![[File:Norfair2.png|100px|link=Norfair]]<br>[https://web.archive.org/web/20150319030704/http://projectmgame.com/en/stages/norfair Norfair] | ||
| | |Different layout with two slowly moving platforms and all hazards removed. | ||
|[[ | |[[Image:Norfair1.jpg|100x100px|link=Norfair]]<br>[[Norfair|Norfair (Brawl)]] | ||
![[File:Onett.jpg|100px|link=Onett | ![[File:Onett.jpg|100px|link=Onett]]<br>[[Onett]] | ||
|Cars cause much more knockback | |Cars cause much more knockback. | ||
| | | | ||
|- | |- | ||
![[File:PictoChatBoat.png|100px|link=Pictochat | ![[File:PictoChatBoat.png|100px|link=Pictochat]]<br>[[Pictochat]] | ||
|Some transformations removed. Some previously impassable platforms can now be passed through. | |Some transformations removed. Some previously impassable platforms can now be passed through. | ||
| | | | ||
![[File:Pirateship.jpg|100px|link=Pirate Ship | ![[File:Pirateship.jpg|100px|link=Pirate Ship]]<br>[[Pirate Ship]] | ||
|Hazards made weaker. | |Hazards made weaker. | ||
| | | | ||
|- | |- | ||
![[File:Pokemon-stadium-2.png|100px|link=Pokémon Stadium 2 | ![[File:Pokemon-stadium-2.png|100px|link=Pokémon Stadium 2]]<br>[[Pokémon Stadium 2]] | ||
|No stage transformations. Replaces [[Pokémon Stadium]] in v3.6, but uses | |No stage transformations. Replaces [[Pokémon Stadium]] in v3.6, but still uses its own song list. Center platform has a Master Ball drawing, and small televisors at the background display "Project M". | ||
|[[File:Pokemon Stadium 1 PM.jpg|100px|link=Pokémon Stadium]]<br> | |[[File:Pokemon Stadium 1 PM.jpg|100px|link=Pokémon Stadium]]<br>[[Pokémon Stadium]] | ||
![[File: | ![[File:ProjectM_RumbleFalls.png|100px]] | ||
[https://web.archive.org/web/20150319082423/http://projectmgame.com/en/stages/rumble-falls Rumble Falls] | [https://web.archive.org/web/20150319082423/http://projectmgame.com/en/stages/rumble-falls Rumble Falls] | ||
|Completely redone without scrolling. Neutral stage with a main platform and three smaller platforms in an | |Completely redone without scrolling. Neutral stage with a main platform and three smaller platforms in an unusual configuration. | ||
|[[ | |[[Image:Rumble Falls1.jpg|100x100px|link=Rumble Falls]]<br>[[Rumble Falls|Rumble Falls (Brawl)]] | ||
|- | |- | ||
![[File:Saffron City HD PM.png|100px | ![[File:Saffron City HD PM.png|100px]]<br>[https://web.archive.org/web/20151025074335/http://projectmgame.com/en/stages/saffron-city Saffron City HD] | ||
|No Pokémon spawn. Replaces [[Pokémon Stadium 2]] in v3.6, but uses [[Pokémon Stadium]]'s song list. It used to replace [[Spear Pillar]] in v3.5 and below. Received a visual upgrade in v3.6, based off how it appears in | |No Pokémon spawn. Replaces [[Pokémon Stadium 2]] in v3.6, but uses [[Pokémon Stadium]]'s song list. It used to replace [[Spear Pillar]] in v3.5 and below. Received a visual upgrade in v3.6, based off how it appears in Pokémon FireRed and LeafGreen, along with it now having a day and night cycle. | ||
|[[ | |[[Image:SaffronCitySSB.png|100x100px|link=Saffron City]]<br>[[Saffron City]] | ||
![[File: | ![[File:Shadow_Moses_Island.jpg|100px|link=Shadow Moses Island]]<br>[[Shadow Moses Island]] | ||
| | | | ||
| | | | ||
|- | |- | ||
![[File:Skyworld PM.png|100px|link=Skyworld | ![[File:Skyworld PM.png|100px|link=Skyworld]]<br>[[Skyworld]] | ||
|Main platform made unbreakable and other platforms made into clouds. | |Main platform made unbreakable and other platforms made into clouds. | ||
|[[ | |[[Image:Skyworld1.jpg|100x100px|link=Skyworld]]<br>[[Skyworld|Skyworld (Brawl)]] | ||
![[File:Smashville1.jpg|100px|link=Smashville | ![[File:Smashville1.jpg|100px|link=Smashville]]<br>[[Smashville]] | ||
|Replaces "Town Hall and Tom Nook's Store" with "Kick's Twilite Funk" and "The Roost" with "Title (Animal Crossing) Ver. M" | |Replaces "Town Hall and Tom Nook's Store" with "Kick's Twilite Funk" and "The Roost" with "Title (Animal Crossing) Ver. M" | ||
| | | | ||
|- | |- | ||
![[File:Infinite Glacier PM.png|100px | ![[File:Infinite Glacier PM.png|100px]]<br>[https://web.archive.org/web/20151011031724/http://projectmgame.com/en/stages/infinite-glacier Infinite Glacier] | ||
|Replaces [[Summit]]. Features two main platforms with icy properties connected by a trap door that occasionally opens, with several cloud platforms and one ice platform flying around. Also features the [[Balloon Fighter]] from {{uv|Balloon Fight}} as a cameo in the background. | |Replaces [[Summit]]. Features two main platforms with icy properties connected by a trap door that occasionally opens, with several cloud platforms and one ice platform flying around. Also features the [[Balloon Fighter]] from {{uv|Balloon Fight}} as a cameo in the background. | ||
|[[File: | |[[File:The_Summit.jpg|100px|link=Summit]]<br>[[Summit]] | ||
![[File: | ![[File:Hyrule_Temple.jpg|100px|link=Temple]]<br>[[Temple]] | ||
| | | | ||
|[[File: | |[[File:ProjectM_Skyloft.png|100px]]<br>[https://web.archive.org/web/20150319023931/http://projectmgame.com/en/stages/skyloft Skyloft] | ||
|- | |- | ||
![[File: | ![[File:ProjectM_TrainingRoom.png|100px]] | ||
[https://web.archive.org/web/20150319032430/http://projectmgame.com/en/stages/training-room Training Room] | [https://web.archive.org/web/20150319032430/http://projectmgame.com/en/stages/training-room Training Room] | ||
|Large stage with checkered surfaces, a wall at the left and a pit at the right, designed with a lot of open area for practicing. Features | |Large stage with checkered surfaces, a wall at the left and a pit at the right, designed with a lot of open area for practicing. Features a [[sandbag]] that respawns in the middle when knocked out. Replaces [[Online Practice Stage]]. | ||
|The same stage but without three small platforms. | |The same stage but without three small platforms. | ||
![[File:WarioLandPM.png|100px | ![[File:WarioLandPM.png|100px]]<br>[https://web.archive.org/web/20151022152124/http://projectmgame.com/en/stages/wario-land Wario Land] | ||
|Identical to WarioWare in ''Brawl'', but with microgames removed and aesthetic changes made. Also replaces the song "WarioWare, Inc." with "Bad Mario". | |Identical to WarioWare in ''Brawl'', but with microgames removed and aesthetic changes made. Also replaces the song "WarioWare, Inc." with "Bad Mario". | ||
|[[File:WarioWare4.jpg|100px|link=WarioWare | |[[File:WarioWare4.jpg|100px|link=WarioWare]]<br>[[WarioWare, Inc.]] | ||
|- | |- | ||
![[File:Yoshi'sIslandBrawl2.jpg|100px|link=Yoshi's Island (SSBB)|Yoshi's Island | ![[File:Yoshi'sIslandBrawl2.jpg|100px|link=Yoshi's Island (SSBB)|Yoshi's Island]]<br>{{SSBB|Yoshi's Island}} | ||
|Platform ghosts now appear at predetermined intervals | |Platform ghosts now appear at predetermined intervals, with white Fly Guys signaling their appearance. Yoshi's Island (Melee) theme replaces Flower Fields | ||
|[[File:YoshisIslandSSBM.jpg|100px|Link=Yoshi's Island (SSBM)]]<br> | |[[File:YoshisIslandSSBM.jpg|100px|Link=Yoshi's Island (SSBM)]]<br>[[Yoshi's Island (SSBM)|Yoshi's Island (Melee)]] | ||
![[File:Yoshi'sStory.PNG|100px|link=Yoshi's Story | ![[File:Yoshi'sStory.PNG|100px|link=Yoshi's Story]]<br>[[Yoshi's Story]] | ||
|No Fly Guys. Replaces [[Yoshi's Island (SSBM)]] Also replaces "Super Mario Bros. 3" theme with Yoshi's Story's and Yoshi's Island (Melee)'s theme with Yoshi's Island 64's. | |No Fly Guys. Replaces [[Yoshi's Island (SSBM)]] Also replaces "Super Mario Bros. 3" theme with Yoshi's Story's and Yoshi's Island (Melee)'s theme with Yoshi's Island 64's. | ||
|[[Image:YoshisStorySSB.png|100x100px|link=Yoshi's Island (SSB)]]<br>[[Yoshi's Island (SSB)|Yoshi's Island]] | |||
|[[ | |||
|- | |- | ||
![[File:Port Town Aero Dive.jpg|100px|link=Port Town Aero Dive|Port Town Aero Dive | ![[File:Port Town Aero Dive.jpg|100px|link=Port Town Aero Dive|Port Town Aero Dive]]<br>[[Port Town Aero Dive]] | ||
| | | | ||
| | | | ||
![[File:Luigi% | ![[File:Luigi%27s_Mansion.jpg|100px|link=Luigi's Mansion]]<br>[[Luigi's Mansion]] | ||
| | | | ||
| | | | ||
|- | |- | ||
![[File:Delfino Secret PM.png|100px]]<br> | ![[File:Delfino Secret PM.png|100px]]<br>Delfino's Secret | ||
|Replaces [[Delfino Plaza]] and its theme. | |Replaces [[Delfino Plaza]] and its theme. Used to be the [https://web.archive.org/web/20150319035931/http://projectmgame.com/en/stages/dracula-s-castle Dracula's Castle] stage from Castlevania, until v3.6 beta. | ||
|[[File: | |[[File:Delfino_Plaza.jpg|100px|link=Delfino Plaza]]<br>[[Delfino Plaza]] | ||
![[File:Bowser Castle PM.png|100px]]<br> | ![[File:Bowser Castle PM.png|100px]]<br>Bowser's Castle | ||
|Replaces | |Replaces [[Mario Circuit (SSBB)|Mario Circuit]] and its theme. | ||
|Bowser's Castle (alternate competitive layout) | |||
|- | |- | ||
![[File:JungleJapes.jpg|100px|link=Jungle Japes | ![[File:JungleJapes.jpg|100px|link=Jungle Japes]]<br>[[Jungle Japes]] | ||
| | | | ||
| | | | ||
![[File:SpearPillar.jpg|100px|link=Spear Pillar | ![[File:SpearPillar.jpg|100px|link=Spear Pillar]]<br>[[Spear Pillar]] | ||
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==Turbo Mode== | ==Turbo Mode== | ||
[[File:Turbo.png| | [[File:Turbo.png|thumbnail|An image of the Turbo item.]] | ||
In version 3.0, the [[Curry]] effect was replaced with the "Turbo" effect. In Turbo mode, players can cancel any successful attack, upon hit or shield, into any other action except the same attack, and all [[aerial]] attacks [[auto cancel]] when landing if they hit. Certain moves, such as [[Farore's Wind]], consist of multiple actions and can thus be canceled into themselves. Turbo Mode has been compared to the ''Marvel vs. Capcom'' series because it enables skilled players to perform extensive [[combos]]. | In version 3.0, the [[Curry]] effect was replaced with the "Turbo" effect. In Turbo mode, players can cancel any successful attack, upon hit or shield, into any other action except the same attack, and all [[aerial]] attacks [[auto cancel]] when landing if they hit. Certain moves, such as [[Farore's Wind]], consist of multiple actions and can thus be canceled into themselves. Turbo Mode has been compared to the ''Marvel vs. Capcom'' series because it enables skilled players to perform extensive [[combos]]. | ||
Turbo mode | Turbo mode can are selectable from the [[Special Brawl]] menu, or temporarily granted by the "Turbo" item, which replaces [[Superspicy Curry]]. While in Turbo Mode, characters emit faint purple flame effects (compared to the red flame effects of Curry). | ||
Turning Input Assist on removes the same-attack restriction. | Turning Input Assist on removes the same-attack restriction. | ||
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*[http://projectmgame.com/en/news/turbo-mode-announced The official Turbo Mode blog post.] | *[http://projectmgame.com/en/news/turbo-mode-announced The official Turbo Mode blog post.] | ||
*[http://www.youtube.com/watch?v=JLuFpmoKUVQ Melee Impossible], the original inspiration for Turbo Mode. | *[http://www.youtube.com/watch?v=JLuFpmoKUVQ Melee Impossible], the original inspiration for Turbo Mode. | ||
*[ | *[http://www.youtube.com/playlist?list=PL_sH9_n-7LdtUZmpKdqep4g6AiZQS_ZqC The official Turbo Tuesdays playlist], beginning with the April Fools video that revealed Turbo mode. | ||
*[http://www.youtube.com/watch?v=y7FpLheBOoQ Going Turbo], by Sethlon. The first Turbo combo video to feature no tool assisted inputs. | *[http://www.youtube.com/watch?v=y7FpLheBOoQ Going Turbo], by Sethlon. The first Turbo combo video to feature no tool assisted inputs. | ||
==Tier list== | ==Tier list== | ||
The PMDT did not publish an official [[tier list]]. On March 26th, 2014, [[CLASH Tournaments]] published [[Template:PMTiers/1|a preliminary tier list]] for version 3.02, followed by [[Template:PMTiers/2|a finalized tier list]] on November 14th, 2014. {{PM|Mewtwo}} notably received a perfect score of 10 out of 10, putting it in its own tier, the God Tier | The PMDT did not publish an official [[tier list]]. On March 26th, 2014, [[CLASH Tournaments]] published [[Template:PMTiers/1|a preliminary tier list]] for version 3.02, followed by [[Template:PMTiers/2|a finalized tier list]] on November 14th, 2014. {{PM|Mewtwo}} notably received a perfect score of 10 out of 10, putting it in its own tier, the God Tier. | ||
No tier list was ever released for version 3.5, though it was a general agreement that only two characters could be considered "bottom tier": {{PM|Olimar}}, whose recovery was too unreliable, and the {{PM|Ice Climbers}}, who suffered from a physics glitch that often caused [[Nana]] to self-destruct. | |||
Version 3.6 fixed the Ice Climbers' and Olimar's issues, and a second [http://pmunderground.net/index.php/articles/9-articles/45-introducing-the-new-pmbr-and-pm-tier-list-2 tier list] for version 3.6 was later released. Many fighters that did poorly in ''Melee'' and ''Brawl'' saw large improvements in their tier placings. Examples include {{PM|Mewtwo}} going from the low tier in ''Melee'' to the top tier in ''Project M'', and {{PM|Captain Falcon}} notably going from the bottom tier in ''Brawl'' to the top tier of ''Project M''. | |||
The Project M Backroom recently released a third [https://smashboards.com/threads/the-project-m-backroom-releases-new-pm-3-6-tier-list.450025/ tier list] for version 3.6, which, published September 9th 2017, is the most recent and widely accepted one. [[Donkey Kong]], [[Ice Climbers]], and [[Sonic]] rose the most on the tier list, while [[R.O.B.]], [[Roy]], and [[Fox]] dropped the most. [[Mewtwo]] entered the top three again, while [[Kirby]] and [[Bowser]] remained the second worst and worst characters in the game, respectively. | |||
{{PMTiers | {{PMTiers}} | ||
==Release history== | ==Release history== | ||
===Demo 1.0=== | ===Demo 1.0=== | ||
[[File:Pmdemo1logo.png| | [[File:Pmdemo1logo.png|thumbnail|Logo of Demo 1.0]] | ||
'''Released February | '''Released February 8, 2011''' | ||
*14 characters available | *14 characters available | ||
**{{PM|Captain Falcon}} | **{{PM|Captain Falcon}} | ||
**{{PM|Falco}} | **{{PM|Falco}} | ||
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**{{PM|Sonic}} | **{{PM|Sonic}} | ||
**{{PM|Zelda}} | **{{PM|Zelda}} | ||
===Demo 2.0=== | ===Demo 2.0=== | ||
[[File:PMDemo2Logo.png|thumb|Logo of Demo 2.0]] | [[File:PMDemo2Logo.png|thumb|Logo of Demo 2.0]] | ||
'''Released April 17, 2012''' | '''Released April 17, 2012''' | ||
*Added 15 characters | *Added 15 characters | ||
**{{PM|Bowser}} | **{{PM|Bowser}} | ||
**{{PM|Charizard}} | **{{PM|Charizard}} | ||
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**{{PM|Wario}} | **{{PM|Wario}} | ||
**{{PM|Wolf}} | **{{PM|Wolf}} | ||
===Demo 2.1=== | ===Demo 2.1=== | ||
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'''Released May 23, 2012''' | '''Released May 23, 2012''' | ||
*The following, but not limited to, changes: | *The following, but not limited to, changes: | ||
**Carrier items such as [[crates]] and [[capsule]] | **Carrier items such as [[crates]] and [[capsule|capsules]] no longer explode. | ||
**Random character select no longer favors [[Mario]]. | **Random character select no longer favors [[Mario]]. | ||
**Re-introduction of ''Brawl'' | **Re-introduction of ''Brawl'''s [[Footstool Jump|footstools]], now done with the down [[taunt]] input. | ||
**The unlockable menus in ''Brawl'' are now selectable. | **The unlockable menus in ''Brawl'' are now selectable. | ||
**Momentum at end of dashes and moonwalks now preserves properly. | **Momentum at end of dashes and moonwalks now preserves properly. | ||
**AI can now [[wavedash]]. | **AI can now [[wavedash]]. | ||
* | *'''''Skyloft''''', from the ''The Legend of Zelda: Skyward Sword'', is added, replacing ''[[Hanenbow]]''. | ||
===Demo 2.5=== | ===Demo 2.5=== | ||
[[File:PMDemo25Logo.png|thumb|Logo of Demo 2.5]] | [[File:PMDemo25Logo.png|thumb|Logo of Demo 2.5]] | ||
Released December 29, 2012 | Released December 29, 2012 | ||
*Added 4 characters | *Added 4 characters | ||
**{{PM|Diddy Kong}} | **{{PM|Diddy Kong}} | ||
**{{PM|Ivysaur}} | **{{PM|Ivysaur}} | ||
**{{PM|Squirtle}} | **{{PM|Squirtle}} | ||
**{{PM|Zero Suit Samus}} | **{{PM|Zero Suit Samus}} | ||
The following are in the release, but not limited to: | The following are in the release, but not limited to: | ||
*[[Tech|Ledge teching]] implemented. | *[[Tech|Ledge teching]] implemented. | ||
*''Melee'' | *''Melee'''s [[knockback stacking]] implemented. | ||
*''Input Assistance'' and ''Stock Control'' implemented. | *''Input Assistance'' and ''Stock Control'' implemented. | ||
*''Input Lag'' from ''Brawl'' is fixed. | *''Input Lag'' from ''Brawl'' is fixed. | ||
*New aesthetic changes which include new palette swaps for the characters and new menu designs. | *New aesthetic changes which include new palette swaps for the characters and new menu designs. | ||
*Every character's AI has | *Every character's AI has got updates to various degrees. | ||
===Demo 2.5b=== | ===Demo 2.5b=== | ||
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*When a character is respawning, the camera refocuses instead of staying focused on the characters that are currently still alive. | *When a character is respawning, the camera refocuses instead of staying focused on the characters that are currently still alive. | ||
*All armor has been standardized via knockback as light, medium, or heavy. There are color indicators for the characters that have armor during their moves, such as red for {{PM|Bowser}} and blue for {{PM|Squirtle}}, with more opaque overlays typically indicating stronger armor. | *All armor has been standardized via knockback as light, medium, or heavy. There are color indicators for the characters that have armor during their moves, such as red for {{PM|Bowser}} and blue for {{PM|Squirtle}}, with more opaque overlays typically indicating stronger armor. | ||
*The removal of [[Screen KO]] | *The removal of [[Screen KO|Screen KOs]]. | ||
*All music tracks are available regardless of being unlockable. | *All music tracks are available regardless of being unlockable. | ||
===v3.0=== | ===v3.0=== | ||
[[File:PMDemo3Logo.png| | [[File:PMDemo3Logo.png|thumbnail|Logo of version 3.0]] | ||
'''Released December 9, 2013''' | '''Released December 9, 2013''' | ||
*Added 7 characters | *Added 7 characters | ||
**{{PM|Ice Climbers}} | **{{PM|Ice Climbers}} | ||
**{{PM|Kirby}} | **{{PM|Kirby}} | ||
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**{{PM|Mewtwo}} | **{{PM|Mewtwo}} | ||
**{{PM|Roy}} | **{{PM|Roy}} | ||
*Formerly, an April Fools' video<ref>http://www.youtube.com/watch?v=Z92MxCndZa4</ref> announced that 3.0 would contain a gameplay change where all connected moves would cancel into any other move/action on hit. While the change being universal was a joke, it finally became available as the '''Turbo Mode''' for [[Special Brawl]], replacing the [[Curry]] option. In addition, the [[Superspicy Curry]] item was changed, but the duration is still the same. | *Formerly, an April Fools' video<ref>http://www.youtube.com/watch?v=Z92MxCndZa4</ref> announced that 3.0 would contain a gameplay change where all connected moves would cancel into any other move/action on hit. While the change being universal was a joke, it finally became available as the '''Turbo Mode''' for [[Special Brawl]], replacing the [[Curry]] option. In addition, the [[Superspicy Curry]] item was changed, but the duration is still the same. | ||
*Numerous alternate costumes for several characters added, including [[Dr. Mario]], and the Melee renditions of [[Falco]] and [[Fox]] | *''[[Princess Peach's Castle]]'' added, ''[[Norfair]]'' and ''[[Distant Planet]]'' revamped, Training Room stage added. | ||
*Numerous alternate costumes for several characters added, including [[Dr. Mario]], and the Melee renditions of [[Falco]] and [[Fox]] | |||
The mod officially leaves the "Demo" development and is now | The mod officially leaves the "Demo" development and is now an official mod. 3.0 also marks the first version to contain the entire ''Brawl'' roster, along with [[Roy]] and [[Mewtwo]], and becomes the final roster onwards. | ||
===v3.01=== | ===v3.01=== | ||
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===v3.5=== | ===v3.5=== | ||
[[File:Project M 3.5.png|thumb||Logo of version 3.5.]] | [[File:Project M 3.5.png|thumb|right||Logo of version 3.5.]] | ||
[[File:Stamina Mode PM.gif|thumb|The new Stamina Mode in ''Project M'' 3.5]] | [[File:Stamina Mode PM.gif|thumb|right|The new Stamina Mode in ''Project M'' 3.5]] | ||
'''Released November 14, 2014''' | '''Released November 14, 2014''' | ||
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*SNES Captain Falcon, Smash 64 Falcon, Polar Bear Ice Climbers, Melee Zelda, Melee Sheik, Melee Ganondorf, Team Rocket Mewtwo, Fighting- and Steel-type Black Belt Lucario, sideways FRLG Red cap Pikachu, Ninja Squirtle, Armored Charizard, Fusion Suit Samus, Light Suit Samus, Dark Samus, Melee Samus, Classic Pit, Dark Meta Knight, Hector Ike, Sigurd Marth, Shadow Sonic, Tails Sonic, and Silver Sonic added as alternate costumes. | *SNES Captain Falcon, Smash 64 Falcon, Polar Bear Ice Climbers, Melee Zelda, Melee Sheik, Melee Ganondorf, Team Rocket Mewtwo, Fighting- and Steel-type Black Belt Lucario, sideways FRLG Red cap Pikachu, Ninja Squirtle, Armored Charizard, Fusion Suit Samus, Light Suit Samus, Dark Samus, Melee Samus, Classic Pit, Dark Meta Knight, Hector Ike, Sigurd Marth, Shadow Sonic, Tails Sonic, and Silver Sonic added as alternate costumes. | ||
*Alternate team colors added for {{PM|Donkey Kong}}, {{PM|Wolf}}, {{PM|Toon Link}}, {{PM|Ganondorf}}, {{PM|Ness}}, {{PM|Dedede}}, {{PM|Ike}}, and {{PM|Marth}}. | *Alternate team colors added for {{PM|Donkey Kong}}, {{PM|Wolf}}, {{PM|Toon Link}}, {{PM|Ganondorf}}, {{PM|Ness}}, {{PM|Dedede}}, {{PM|Ike}}, and {{PM|Marth}}. | ||
* | *''[[Metal Cavern]]'', ''[[Hyrule Castle]]'', and ''{{SSB|Dream Land}}'' have been given major graphical overhauls. | ||
*The [[Subspace Emissary]] is now available, as it is mostly functional. | *The [[Subspace Emissary]] is now available, as it is mostly functional. | ||
*Debug commands are added, which allow players to access features such as viewing hitboxes, hitstun, invincibility, pushboxes, and ledge sweetspots, halting the game and advancing it one frame at a time, fixing the camera at a specific location, and character switches on the fly. | *Debug commands are added, which allow players to access features such as viewing hitboxes, hitstun, invincibility, pushboxes, and ledge sweetspots, halting the game and advancing it one frame at a time, fixing the camera at a specific location, and character switches on the fly. | ||
*[[Screen KO]]s have been re-implemented, but with a change in the animation length to be the same as [[Star KO]]s. | *[[Screen KO]]s have been re-implemented, but with a change in the animation length to be the same as [[Star KO]]s. | ||
*All-Star Versus mode is added. | *All-Star Versus mode is added. By default, the player's selected character is their first stock; following stocks are random characters. | ||
*Reworked Stamina mode to allow for multiple stocks, normal knockback scaling rather than the set knockback of Brawl's Stamina Mode, and "world wrap lines" to replace the standard blast lines. | *Reworked Stamina mode to allow for multiple stocks, normal knockback scaling rather than the set knockback of Brawl's Stamina Mode, and "world wrap lines" to replace the standard blast lines. | ||
*[[Rotation]] mode now works with {{PM|Roy}}, {{PM|Mewtwo}}, and alternate costumes. | *[[Rotation]] mode now works with {{PM|Roy}}, {{PM|Mewtwo}}, and alternate costumes. | ||
*Several [[Event match]]es have been revamped, moved, or replaced, either to add in popular ''Melee'' happenings such as [[The Showdown]] and the [[Bowser Challenge]], or out of necessity due to the event scenario centering on a now-removed stage (such as [[Super Bowser Bros.]]). | *Several [[Event match]]es have been revamped, moved, or replaced, either to add in popular ''Melee'' happenings such as [[The Showdown]] and the [[Bowser Challenge]], or out of necessity due to the event scenario centering on a now-removed stage (such as [[Super Bowser Bros.]]). | ||
*{{PM|Squirtle}}, {{PM|Ivysaur}}, and {{PM|Charizard}} have all been given functional Final Smashes of their own. | *{{PM|Squirtle}}, {{PM|Ivysaur}}, and {{PM|Charizard}} have all been given functional Final Smashes of their own. | ||
*'' | *''[[Jungle Japes]]'' has been deleted. | ||
*''[[Hanenbow]]'' revamped to be more suitable for Turbo Mode. | |||
*''[[The Summit]]''{{'}}s aesthetics would be carried into a new stage, '''''Infinite Glacier''''', which replaces the aforementioned stage. | |||
*''Impact'' font replaces ''Brawl's'' font in the menus. | |||
*The addition of {{PM|Mewtwo}}'s and {{PM|Roy}}'s voices in v3.0 were done by overwriting those of [[Galleom]] and [[Duon]] respectively, resulting in atypical sound effects when fighting either boss <!-- In Boss Battles mode only? or also SSE? -->. A fix for this in v3.5<!-- earlier? --> now have the characters share voices with their clone engine counterparts. | *The addition of {{PM|Mewtwo}}'s and {{PM|Roy}}'s voices in v3.0 were done by overwriting those of [[Galleom]] and [[Duon]] respectively, resulting in atypical sound effects when fighting either boss <!-- In Boss Battles mode only? or also SSE? -->. A fix for this in v3.5<!-- earlier? --> now have the characters share voices with their clone engine counterparts. | ||
*In v3.0, the [[Timer]] item would cause highly atypical momentum behavior when activated<ref>https://www.youtube.com/watch?v=Gohg6UKtXkI</ref>; this was fixed in v3.5 <!-- Earlier? -->. | *In v3.0, the [[Timer]] item would cause highly atypical momentum behavior when activated<ref>https://www.youtube.com/watch?v=Gohg6UKtXkI</ref>; this was fixed in v3.5 <!-- Earlier? -->. | ||
===v3.6β=== | ===v3.6β=== | ||
[[File:Pm3.6b.png|thumb|Logo of version 3.6β]] | [[File:Pm3.6b.png|thumb|right|Logo of version 3.6β]] | ||
'''Released June 24th, 2015''' | '''Released June 24th, 2015''' | ||
*A new black armored Charizard recolor, Mr. L recolors, an orange recolor for Diddy Kong, a revamped red Pit color, Classic Dark Pit, Mario Kart DS ROB, Wii ROB, Dark Suit Samus, as well as graphical upgrades for some of {{PM|Samus}}, {{PM|Meta Knight}}, and {{PM|Zero Suit Samus}}' costumes from 3.5. | *A new black armored Charizard recolor, Mr. L recolors, an orange recolor for Diddy Kong, a revamped red Pit color, Classic Dark Pit, Mario Kart DS ROB, Wii ROB, Dark Suit Samus, as well as graphical upgrades for some of {{PM|Samus}}, {{PM|Meta Knight}}, and {{PM|Zero Suit Samus}}' costumes from 3.5. | ||
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*The addition of [[Zero-to-death]] Mode (labeled in-game as "Regen Mode" to fit the available space in the Special Versus box), in which a player's damage is reset to 0% when they escape from a combo. | *The addition of [[Zero-to-death]] Mode (labeled in-game as "Regen Mode" to fit the available space in the Special Versus box), in which a player's damage is reset to 0% when they escape from a combo. | ||
*The option to have automatic [[L-canceling]]. | *The option to have automatic [[L-canceling]]. | ||
*New [[announcer]] | *New [[announcer]]--'''Brian Mckeever''' | ||
* | *The return of several ''Brawl'' stages such as ''[[Luigi's Mansion]]'' and ''[[Spear Pillar]]''. | ||
**'''Alternate Stage Loader''' | *HD remakes for the ''[[Saffron City]]'' and ''{{SSB|Peach's Castle}}'' stages. | ||
*'''Alternate Stage Loader''' has been added, and is activated by holding the L button on the stage selection screen, and pressing A while highlighted on a stage. Past stages such as ''[[Planet Zebes]]'', ''{{SSB|Yoshi's Island}}'', and ''[[Sector Z]]'' are alternates to their corresponding ''Melee'' stages, theme-wise. Some stages like ''[[Pokémon Stadium]]'' is the alternate for ''[[Pokémon Stadium 2]]'' to make room for returning ''Brawl'' stages. ''Brawl'' originals of PM-modified stages like ''[[The Summit]]'', ''[[Distant Planet]]'', ''[[Skyworld]]'', and ''[[Green Hill Zone]]'' are alternates to their slots. | |||
*Removal of ''Dracula's Castle'' due to legal reasons, as well as the removal of ''[[Princess Peach's Castle]]'' and ''[[Rainbow Cruise]]''. | |||
*New music for ''[[Smashville]]'', ''[[Metal Cavern]]'', and the newly added stages. | |||
*A new ''Bowser's Castle'' stage. | |||
* | *A new ''Delfino's Secret'' stage, replacing the aforementioned ''Dracula's Castle'', although having the same layout. | ||
* | |||
* | |||
===v3.6=== | ===v3.6=== | ||
'''Released August 16th, 2015''' | '''Released August 16th, 2015''' | ||
*'''Kane Jungbluth-Murry''' replaces '''Brian Mckeever''' as the announcer. | *'''Kane Jungbluth-Murry''' replaces '''Brian Mckeever''' as the announcer. | ||
*WarioWare | *''[[WarioWare]]'' revamped into a Wario Land themed stage, with the original ''Brawl'' version available as an alternate stage. | ||
*The return of ''[[Rainbow Cruise]]'' and ''[[Bridge of Eldin]]'' as alternate stages for ''{{SSB|Peach's Castle}}'' and ''[[Hyrule Castle]]'', respectively. | |||
*Rainbow Cruise and Bridge of Eldin | **Only applying to the latter two stages, players have access to "Hidden Alternate Stages" by holding the Z button. This accesses the N64 versions of ''[[Peach's Castle]]'' and ''[[Hyrule Castle]]''. | ||
** | *A competitive version of the ''Bowser's Castle'' stage added as an alternate stage to the original. | ||
==Errors== | ==Errors== | ||
[[File:Respawn_Loading_Glitch.png|thumb|A graphical glitch that occurs if the winning character is KOed at the end of a match and has another character in their next stock.|350px]] | [[File:Respawn_Loading_Glitch.png|thumb|A graphical glitch that occurs if the winning character is KOed at the end of a match and has another character in their next stock.|350px]] | ||
Due to ''Project M''{{'}}s focus on the competitive aspect of the game, the mod experiences some errors | Due to ''Project M''{{'}}s focus on the competitive aspect of the game, the mod experiences some minor errors regarding non-competitive aspects: | ||
*For the same reason that a | *For the same reason that a Wifi-safe version of the mod exists (with fewer features to prevent online desynchronization), replays often become corrupted or fail to work properly. | ||
**When viewing ''Brawl'' replays in ''Project M'', and the replay goes past its time limit (due to corruption), the game will simply fast forward the replay until a definitive end (i.e., running out of time, quitting out of the replay). | **When viewing ''Brawl'' replays in ''Project M'', and the replay goes past its time limit (due to corruption), the game will simply fast forward the replay until a definitive end (i.e., running out of time, quitting out of the replay). | ||
*Fixed-camera mode is completely dysfunctional on numerous stages, often by being off-center, such as on [[Yoshi's Story]] or [[Hyrule Castle]]. On some stages, the player can even see the transition from hitting the upper [[blast line]] to a [[Star KO]]. | *Fixed-camera mode is completely dysfunctional on numerous stages, often by being off-center, such as on [[Yoshi's Story]] or [[Hyrule Castle]]. On some stages, the player can even see the transition from hitting the upper [[blast line]] to a [[Star KO]]. | ||
*Because of flaws involving Roy and Mewtwo's assets, as well as those of new alternate costumes, the mod freezes when players try to pick a character in [[Tournament Mode]]. The mod would reroute players to [[Rotation]] mode starting with version 3.5. | *Because of flaws involving Roy and Mewtwo's assets, as well as those of new alternate costumes, the mod freezes when players try to pick a character in [[Tournament Mode]]. The mod would reroute players to [[Rotation]] mode starting with version 3.5. | ||
*{{PM|Roy}}'s and {{PM|Mewtwo}}'s voices are still audible while they are [[metal]]. | *{{PM|Roy}}'s and {{PM|Mewtwo}}'s voices are still audible while they are [[metal]]. | ||
*Most events either have infinite time due to stage changes (such as [[The Yoshi Team of 50]]) or automatically fail the players from time limits quickly reaching 0 seconds (such as [[All MINE!]] and [[The Great Remodeling Battle]]) | *Most events either have infinite time due to stage changes (such as [[The Yoshi Team of 50]]) or automatically fail the players from time limits quickly reaching 0 seconds (such as [[All MINE!]] and [[The Great Remodeling Battle]]) | ||
*In [[events]] that allow choosing any character, choosing [[Mewtwo]] or [[Roy]] will make the game think that [[Lucario]] or [[Marth]], respectively, have been chosen in terms of | *In [[events]] that allow choosing any character, choosing [[Mewtwo]] or [[Roy]] will make the game think that [[Lucario]] or [[Marth]], respectively, have been chosen. This matters in terms of deciding whether to apply an alternate costume to an opponent. | ||
*Because {{PM|Sheik}}, {{PM|Zelda}}, {{PM|Samus}}, and {{PM|Zero Suit Samus}} have individual character slots, this can give two players the same palette swap if the corresponding characters transform into each other, without even using the [[same color glitch]]. | *Because {{PM|Sheik}}, {{PM|Zelda}}, {{PM|Samus}}, and {{PM|Zero Suit Samus}} have individual character slots, this can give two players the same palette swap if the corresponding characters transform into each other, without even using the [[same color glitch]]. | ||
*There are a few glitches that exist with the debug commands: | *There are a few glitches that exist with the debug commands: | ||
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**When using the character switch command with an alternate costume, there is the potential for no character to appear after the switch. This is due to some characters not having their alternate costume. For example, switching to {{PM|Diddy Kong}} from {{PM|Captain Falcon}} wearing his classic costume will cause no character to spawn at all because Diddy Kong does not have an 8th palette swap like {{PM|Captain Falcon}} does. Attempting to exit out of a match while this glitch is in effect will freeze the game. The character switch command will also not work properly in stadium game modes or one-player modes. | **When using the character switch command with an alternate costume, there is the potential for no character to appear after the switch. This is due to some characters not having their alternate costume. For example, switching to {{PM|Diddy Kong}} from {{PM|Captain Falcon}} wearing his classic costume will cause no character to spawn at all because Diddy Kong does not have an 8th palette swap like {{PM|Captain Falcon}} does. Attempting to exit out of a match while this glitch is in effect will freeze the game. The character switch command will also not work properly in stadium game modes or one-player modes. | ||
**C-stick is not functional during frame advance | **C-stick is not functional during frame advance | ||
*All-Star Versus | *In All-Star Versus, if the winning character is KO'd at the end of the match and has a different character in their next stock, the results screen will show the next character, but announce the name of the character that was KO'd. | ||
**Version 3.5 onwards, {{PM|Roy}} and {{PM|Mewtwo}} will not spawn. Also, one of the [[Pokémon Trainer]]{{'}}s [[Pokémon]] would replace {{PM|Mewtwo}}, and attacking them would freeze the mod. <!-- Real console confirmation, please. --> | |||
*[[The Subspace Emissary]], while playable, contains several avoidable glitches (mostly quoted from website archive): | |||
*[[The Subspace Emissary]], while playable, contains several avoidable | **It is naturally not possible to play as {{PM|Mewtwo}} or {{PM|Roy}}, since they can never be met to join the roster. | ||
**It is naturally | |||
**SSE uses standard attributes from ''Brawl''. | **SSE uses standard attributes from ''Brawl''. | ||
**Before entering SSE, some codes need to be initialized by starting a regular match first. Most notably, Dark Ice Climbers in ''[[The Great Maze]]'' will crash otherwise. | **Before entering SSE, some codes need to be initialized by starting a regular match first. Most notably, Dark Ice Climbers in ''[[The Great Maze]]'' will crash otherwise. | ||
**Certain reflections, such as [[Ganondorf_(PM)#Special_moves|Ganondorf's ''Dead Man's Volley'']], don't work. | **Certain reflections, such as [[Ganondorf_(PM)#Special_moves|Ganondorf's ''Dead Man's Volley'']], don't work. | ||
**The Turbo item sometimes gives both the turbo and [[curry]] effect. | **The Turbo item sometimes gives both the turbo and [[curry]] effect. | ||
**Certain physics codes, such as being able to wall jump on the same wall twice, are not active in SSE. | **Certain physics codes, such as being able to wall jump on the same wall twice, are not active in SSE. | ||
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**[[Pokémon Trainer]] related glitches: | **[[Pokémon Trainer]] related glitches: | ||
***Pokémon Trainer is listed as {{PM|Mewtwo}} in cutscenes. | ***Pokémon Trainer is listed as {{PM|Mewtwo}} in cutscenes. | ||
***Pokémon Trainer (after obtaining all three Pokémon) defaults to {{PM|Charizard}} as usual, and Charizard can switch to {{PM|Squirtle}} | ***Pokémon Trainer (after obtaining all three Pokémon) defaults to {{PM|Charizard}} as usual, and Charizard can switch to {{PM|Squirtle}} via [[Pokémon Change]], but Squirtle can't switch (the Trainer will call "Get back!" but Squirtle will use [[Bubble]]). | ||
****During at least some [[ambush]]es, switching out {{PM|Charizard}} will fail to send out {{PM|Squirtle}}, causing the game to softlock with no controllable character on-screen. <!-- Progress becomes impossible though the game doesn't freeze or crash --> | ****During at least some [[ambush]]es, switching out {{PM|Charizard}} will fail to send out {{PM|Squirtle}}, causing the game to softlock with no controllable character on-screen. <!-- Progress becomes impossible though the game doesn't freeze or crash --> | ||
***Using a costume over the default Pokémon slots (particularly {{PM|Squirtle}}) can put the player over the memory limit and crash. | ***Using a costume over the default Pokémon slots (particularly {{PM|Squirtle}}) can put the player over the memory limit and crash. | ||
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***Losing as Pokémon Trainer in certain fights can cause crashes. | ***Losing as Pokémon Trainer in certain fights can cause crashes. | ||
*When {{PM|Snake}} uses [[Codec Conversations]] on {{PM|Mewtwo}} or {{PM|Roy}}, the conversation for {{PM|Mario}} plays. | *When {{PM|Snake}} uses [[Codec Conversations]] on {{PM|Mewtwo}} or {{PM|Roy}}, the conversation for {{PM|Mario}} plays. | ||
*Likewise, Mewtwo and Roy's records are saved as Lucario and Marth's records | |||
*During Challenger Approaching events, if the player is using the same character as the one they are trying to "unlock", both the player and | *During Challenger Approaching events, if the player is using the same character as the one they are trying to "unlock", both the player and CPU will have the same palette swap. | ||
==Downloading instructions== | ==Downloading instructions== | ||
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Hackless Method: | Hackless Method: | ||
<youtube>2WB9IX2M4uQ</youtube> | |||
Homebrew Method: | Homebrew Method: | ||
<youtube>Y_-brk7b5qI</youtube> | |||
==Developers== | ==Developers== | ||
The team has dissolved after ending the development of ''Project M'', but they are of course still credited. | The team has dissolved after ending the development of ''Project M'', but they are of course still credited. | ||
*Project Leaders: SHeLL, {{Sm|Magus}}, {{Sm|Strong Bad}}, jiang, {{Sm|Shadic}}, haloedhero, Yeroc, Shanus | *Project Leaders: SHeLL, {{Sm|Magus}}, {{Sm|Strong Bad}}, jiang, {{Sm|Shadic}}, haloedhero, Yeroc, Shanus | ||
*Playtesters: Historically, the PMDT has had playtesters such as {{Sm|Hungrybox}}, {{Sm|Mango}}, {{Sm|Lucky}}, {{Sm|KirbyKaze}}, {{Sm|Amsah}}, and many more. The last playtester team before the end of development consisted of {{Sm|Gimpyfish62}}, {{Sm|TheReflexWonder}}, {{Sm|Fuzzyness}}, {{Sm|Professor Pro}}, {{Sm|Fly Amanita}}, {{Sm|Jolteon}}, | *Playtesters: Historically, the PMDT has had playtesters such as {{Sm|Hungrybox}}, {{Sm|Mango}}, {{Sm|Lucky}}, {{Sm|KirbyKaze}}, {{Sm|Amsah}}, and many more. The last playtester team before the end of development consisted of {{Sm|Gimpyfish62}}, {{Sm|TheReflexWonder}}, {{Sm|Fuzzyness}}, {{Sm|Professor Pro}}, {{Sm|Fly Amanita}}, {{Sm|Jolteon}}, and many, many others. | ||
*Graphics/Menu Design: FireBall Stars, ds22 | *Graphics/Menu Design: FireBall Stars, ds22 | ||
*Animation: haloedhero, Ztilb, SiLeNtDo0m | |||
*Animation: haloedhero, Ztilb, | *Stage Design: {{Sm|Mewtwo2000}}, Shadic, Vanguard, SOJ, LlamaJuice, Sandfall | ||
*Stage Design: {{Sm|Mewtwo2000}}, Shadic, Vanguard, SOJ, LlamaJuice, | |||
*Sound Team: Pete "Phonetic Hero" Lepley, Garrett Williamson, Riddlr | *Sound Team: Pete "Phonetic Hero" Lepley, Garrett Williamson, Riddlr | ||
== | ==Response from Nintendo== | ||
Nintendo has not given an official response to ''Project M''; policies enacted by the company, however, have suggested that it does not approve of the mod. One of its policies included issuing bans for mentioning ''Project M'' by name on any of Nintendo's [[Miiverse]] channels because it allegedly constitutes "criminal activity". This included using the abbreviation "PM", which had the potential to result in [[wikipedia:Scunthorpe problem|erroneous bans]] when talking about other games or series such as ''Paper Mario'', although this was allowed on the Paper Mario Community, or when used for miscellaneous purposes (such as denoting the daily time-span between noon and midnight). | |||
In October 2014, it was announced that ''Project M'' would be dropped from the lineup of [[Apex 2015]], with many qualifying tournaments also suspending their ''Project M'' events. While some qualifiers did feature ''Project M'', no official online streams were available for such events apart from [[B.E.A.S.T 5]], which was streamed on [[VGBootCamp]]; commentators on streams provided by VGBootCamp were also reportedly instructed to not mention ''Project M'' while on air. Nintendo had previously begun involving itself with the competitive community, such as through the [[Super Smash Bros. Invitational]] at E3 and a video presentation from Nintendo of America's president [[Reggie Fils-Aimé]] at the conclusion of [[EVO 2014]]. It was strongly suspected this was due to Nintendo having involvement with the event. A later announcement in January 2015 said that Apex had officially partnered with Nintendo for Apex 2015, giving credence to this theory. | |||
[[ | |||
'' | |||
'' | Since Apex 2015, many major tournaments dropped ''Project M'' from their game rosters. Also, VGBootCamp, which became well-known for popularizing the mod, later announced that they would no longer stream ''Project M'', and subsequently removed all such content on their channel. All of these actions have attribution to either behind-the-scenes intervention by Nintendo or fears of encountering legal issues for featuring the game. Monetized streams on [[Twitch]] reportedly also faced difficulties regarding streaming the game and its questionable legal status. | ||
On December 1st, 2015, the ''Project M'' Development Team ultimately chose to conclude development of the mod, shutting down their official page, removing the download links from the site, and leaving a farewell message on the main page. Officially, the developers felt their work on the last version of ''Project M'' was complete, and the numerous group members chose to follow their original endeavors. Although a [https://twitter.com/MrRyanMorrison/status/671943222848069632 tweet] claimed the end of development was not the result of legal issues, a [https://www.facebook.com/Mewtwo2000/posts/724185831014518?_rdr=p later statement] from a former member of the development team argued that ''Project M's'' development was in fact shut down as a preemptive measure for fears of potential legal action from Nintendo. | |||
==Trivia== | ==Trivia== | ||
*''Project M'' coincidentally shares its name with the development team of ''{{s|metroidwiki|Metroid: Other M}}'', which was a team of over 100 people, including staff from Nintendo, {{s|wikipedia|Team Ninja}}, and D-Rockets. | |||
*Since 2013, the ''Project M'' main site has posted fake news announcements to its news blog on April Fools' Day. | *Since 2013, the ''Project M'' main site has posted fake news announcements to its news blog on April Fools' Day. | ||
**In 2013, Turbo mode was introduced, with its corresponding video claiming that [[Pichu]] would be playable in a future build. Turbo Mode later became a reality in version 3.0. | **In 2013, Turbo mode was introduced, with its corresponding video claiming that [[Pichu]] would be playable in a future build. Turbo Mode later became a reality in version 3.0. | ||
**In 2014, a tagteam character, the [https://www.youtube.com/watch?v=tCXABhlj3nI "Ike Climbers"], was introduced, featuring two Ikes working together similarly to the Ice Climbers. [[Slippy Toad]] was also introduced as a playable character, ostensibly as a joke character that could not attack and could be easily KOed. The end of the video also implied that [[Ridley]] would be playable, as a reference to speculation surrounding the then-unknown roster to ''Smash 4''. | **In 2014, a tagteam character, the [https://www.youtube.com/watch?v=tCXABhlj3nI "Ike Climbers"], was introduced, featuring two Ikes working together similarly to the Ice Climbers. [[Slippy Toad]] was also introduced as a playable character, ostensibly as a joke character that could not attack and could be easily KOed. The end of the video also implied that [[Ridley]] would be playable, as a reference to speculation surrounding the then-unknown roster to ''Smash 4''. | ||
**In 2015, the PMDT [https://www.youtube.com/watch?v=dOuXKCvhTvw claimed] that they would port ''Project M'' to the [[Nintendo 64]]. All models in the game were given low-polygon counts as to simulate the limited graphics of the Nintendo 64, with the "[[perfect attendance crew]]" using their models from ''Smash 64''. There were replacements for all sound effects and music with those from the original game, and the video frequently featured speech balloons overlaid with humorous onomatopoeia as a reference to ''Smash 64'' | **In 2015, the PMDT [https://www.youtube.com/watch?v=dOuXKCvhTvw claimed] that they would port ''Project M'' to the [[Nintendo 64]]. All models in the game were given low-polygon counts as to simulate the limited graphics of the Nintendo 64, with the "[[perfect attendance crew]]" using their models from ''Smash 64''. There were replacements for all sound effects and music with those from the original game, and the video frequently featured speech balloons overlaid with humorous onomatopoeia as a reference to ''Smash 64's'' official artwork. The end of the video also implied that {{s|bulbapedia|Parasect}}, Pokémon number 47 in the Pokédex, would be added to the roster, as a reference to the number 47 that covertly appeared in past videos. | ||
*[[V-cancelling]] | *[[V-cancelling]] is the only ''Melee'' advanced technique to not return in this mod. | ||
**This is because all of its updates were released before this technique was popularised. | |||
==References== | ==References== | ||
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==External links== | ==External links== | ||
*[http://projectmgame.com/en/ Official Project M Website ''( | *[http://projectmgame.com/en/ Official Project M Website ''(Only the stopping of development announcement is present.)''] | ||
*[http://web.archive.org/web/20151120033752/http://projectmgame.com/en/ Archive of the official website] | *[http://web.archive.org/web/20151120033752/http://projectmgame.com/en/ Archive of the official website] | ||
*[http://projectmirror.no-ip.org/ Mirror of download links] | *[http://projectmirror.no-ip.org/ Mirror of download links] | ||
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{{SSBMods}} | {{SSBMods}} | ||
[[Category:Project M]] | [[Category:Project M| ]] |