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{{ | {{ArticleIcons|ssb=y|melee=y|brawl=y|pm=y}} | ||
{{image|Can we get more images of gameplay and the UI? }} | |||
:'' | {{DISPLAYTITLE:''Project M''}} | ||
[[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]]'' and | '''''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]]'' mainly, and also ''[[Super Smash Bros.]]'' to a lesser extent. This means that the speed of gameplay has been generally increased, with many ''Melee'' mechanics being restored. The development team is partly descended from the original developers for [[Brawl+]], now known as the PMDT, or Project M Dev Team (formerly the PMBR, or Project M Backroom). It has members from over ten countries, though as of now, only an [[NTSC]] version has been released.<ref>http://wii.ign.com/articles/122/1223403p1.html</ref> ''Project M's'' character roster notably includes {{PM|Mewtwo}} and {{PM|Roy}}, two characters from ''Melee'' that are not playable in ''Brawl'', with altered graphics and movesets. | ||
''Project M'' | ''Project M'' is commonly featured as an event at [[tournament]]s including several national tournaments, such as the Zenith series, The Big House series, and [[Apex 2014]]. Starting around 2012-2013, ''Project M'' saw a rapid rise in its popularity as more characters became playable and the mod was featured more commonly at Smash tournaments; the number of entrants for Apex 2014's ''PM'' singles event notably surpassed the amount of entrants for the original ''Brawl''. | ||
''Project M'' | ==Universal changes== | ||
''Project M'' currently has two different versions: Full Set and Wi-Fi. 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 button|L]] and [[R button]] light-presses causing [[online desynchronization]]. The Wi-Fi 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 viewed in regular ''Brawl'', it may cause malfunctions when beginning a match, possibly because of the stage replacement. | |||
Both versions heavily alter the original ''Brawl'' gameplay to more closely resemble that of ''Melee'', along with other changes to make the game more competitive in general, while keeping certain ''Brawl'' techniques such as [[crawl]], [[wall cling]], and [[DACUS]]. | |||
Both versions | |||
===''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 generally 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 reinstating the [[SHFFL]] technique, bolstering characters' midair movement and allowing much better usage of [[combo]]s. A brief white flash on the character is additionally displayed when an attack is correctly L-canceled. | ||
*[[L-canceling]] halves landing lag when a shield button is pressed 7 frames before landing, thus | *[[Dash dancing]]'s timing has been reverted, making it longer and more practical, and characters can shield during one. | ||
*[[Dash dancing]]'s timing has been reverted, making it longer and more practical, and characters can shield during | |||
*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 | *Characters retain the full momentum of their dash if they jump forward. This is especially noticable with characters with faster dashing speeds. | ||
*[[Crouch canceling]] reduces knockback, and hitting the [[C-Stick]] down while crouching uses a [[down smash]] (in ''Brawl'' it used a [[down tilt]]), allowing to efficiently counter opponents by crouching. | *[[Crouch canceling]] reduces knockback, and hitting the [[C-Stick]] down while crouching uses a [[down smash]] (in ''Brawl'' it used a [[down tilt]]), allowing to efficiently counter opponents by crouching. | ||
*Consecutive [[jab]]bing is removed. | *Consecutive [[jab]]bing is removed. | ||
*[[Double jump cancel]]ing reimplemented for characters with slow but high double jumps. For some characters, double-jump canceling can be bypassed by holding the jump button while attacking. | *[[Double jump cancel]]ing reimplemented for characters with slow but high double jumps. For some characters, double-jump canceling can be bypassed by holding the jump button while attacking. | ||
*Ledge teching reimplemented, | *Ledge teching reimplemented, again giving recovering characters the possibility to survive at ludicrous damages by [[DI]]ing toward a ledge and teching into it upon being attacked. [[Ledge-cancel]]ing is once more possible as well. | ||
*Jumps can be [[Jump-canceled grab|canceled with grabs]], so regular grabs can still be effectively used after a dash, avoiding the usual ending lag of a dash grab. | *Jumps can be [[Jump-canceled grab|canceled with grabs]], so regular grabs can still be effectively used after a dash, avoiding the usual ending lag of a dash grab. | ||
*[[Powershielding]] can [[reflect]] [[projectile]]s during the first 2 frames. | *[[Powershielding]] can [[reflect]] [[projectile]]s during the first 2 frames. | ||
*[[Shieldstun]] formula reverted. Like in ''Melee'', characters now also take longer to act out of a shield drop (almost twice | *[[Shieldstun]] formula reverted. Like in ''Melee'', characters now also take longer to act out of a shield drop (almost twice as in ''Brawl''), causing the gameplay to be less defensive-focused. | ||
*[[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 | *[[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, thus making [[edge hop]]ping and [[edgehogging]] easier. | ||
*[[Hitstun | *[[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 generally easier to perform. | |||
*[[Tech]]ing can be performed even before a character is struck, making it easier to | |||
*[[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 | *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 power of the two attacks, and no merging is performed. | ||
* | *''Brawl''{{'}}s random input delay is fixed. | ||
*[[Meteor smash]] angle reverted, thus implementing the superior, more efficient [[spike]]s. | |||
*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. | ||
*Characters hit when lying on the floor will bounce a short distance and then get up automatically upon landing, or will assume their falling animation if they bounce too high or away from the platform, removing [[lock]]s, but allowing opponents to perform [[jab reset]]s. | *Characters hit when lying on the floor will bounce a short distance and then get up automatically upon landing, or will assume their falling animation if they bounce too high or away from the platform, removing [[lock]]s, but allowing opponents to perform [[jab reset]]s. | ||
*Though a barely noticeable change, [[smash attack]]s | *Though a barely noticeable change, [[smash attack]]s can now be charged for 59 frames as opposed to 60, and a fully [[charge]]d smash deals x1.3671 of the uncharged amount. | ||
*[[Stale-move negation]] now uses ''Melee''{{'}}s reduction factor, though multi-hitting attacks only count once towards the 9 move queue. The freshness bonus from ''Brawl'' is also removed. | *[[Stale-move negation]] now uses ''Melee''{{'}}s reduction factor, though multi-hitting attacks only count once towards the 9 move queue. The freshness bonus from ''Brawl'' is also removed. | ||
===''Brawl'' based changes=== | ===''Brawl'' based changes=== | ||
Aside from ''Melee'' restorations, the following techniques and mechanics from ''Brawl'' have also been changed: | Aside from ''Melee'' restorations, the following techniques and mechanics from ''Brawl'' have also been changed: | ||
*[[Footstool jump]]s are still present but are now done with a taunt input to avoid unintentional footstool jumping with the jump button | *[[Footstool jump]]s are still present, but are now done with a taunt input to avoid unintentional footstool jumping with the jump button. | ||
*[[Dashing]] is easier to perform than in ''Melee'', particularly when dashing in the opposite direction a character is facing, since characters have a shorter delay before their initial dash animation (most noticeable with {{PM|Captain Falcon}}). | |||
*[[Dashing]] is easier to perform than in ''Melee'', particularly when dashing in the opposite direction a character is facing, since | *Short hopping is easier to perform with all characters. | ||
*Characters can interrupt their jumping animation after jumping from the ledge much sooner than in ''Melee''. | |||
* | *''Brawl''{{'}}s modest [[B-sticking|B-reversing]] window for all neutral special moves is retained. Certain special moves have also been given the option to be B-reversed, such as Captain Falcon's [[Falcon Kick]]. | ||
*Characters can interrupt their jumping animation after jumping from the ledge much sooner than in ''Melee'' | |||
*''Brawl''{{'}}s | |||
*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]] | *Time window to successfully input a [[DACUS]] is now 2 frames, and using Z instead of A does not reduce the window. All characters (with the exception of {{PM|Kirby}}, {{PM|Donkey Kong}}, and {{PM|Diddy Kong}}) who previously could not DACUS can now do so. | ||
*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 | *[[Tether recovery|Tether recoveries]] reimplemented instead of ''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 edge than in ''Brawl'', the jump get-up has extreme lag and puts them into helplessness if they do not land on the stage. In addition, 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 | *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, as opposed to a select few in ''Melee''. Some [[side special move]]s (such as 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. | ||
*The [[grab release glitch]] is now an intentional feature used as a balancing tool for select characters. It has been altered also | *Random [[trip]]ping as a result of tapping the control stick has been removed. Forced tripping is kept, but only for attacks that always cause it, such as getting hit by or running into a [[Banana Peel]]. Tripping can additionally be teched, so punishing a tripped character is more [[tech chase]]-orientated. | ||
*A [[glide toss]] | *[[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 a jump input isn't used). | ||
*[[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}} | *The [[grab release glitch]] is now an intentional feature used as a balancing tool for select characters. It has been altered to also remove the victim's ability to air dodge in addition to their up special move, though it also restores all their double jumps. | ||
*Infinite [[ | *A [[glide toss]] can be done 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}} is the only character truly affected by this change, as he no longer has two glides. Glide attacks also have high landing lag and leave these characters helpless. | |||
*Infinite [[launch resistance]] is now only reserved for {{PM|Ike}}'s fully charged [[Eruption]], all of {{PM|Bowser}}'s fully charged smash attacks, {{PM|Ganondorf}}'s [[Flame Choke]] right before the explosion, and "grab armor." Launch resistance 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=== | ||
*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''. | ||
*''[[Smash 64]]'''s [[taunt canceling]] returns. | |||
*''[[Smash 64]]'' | |||
*[[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 | *Stages such as {{SSB|Dream Land}}, [[Hyrule Castle]] and [[Fountain of Dreams]] replace stages such as [[Bridge of Eldin]] and [[75m]]. | ||
*Stage selection menu modified to include built-in stage striking control | *''Stock Control'' added, replacing handicaps. Players can now control the amount 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. | ||
*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. | *Stage selection menu modified to include built-in stage striking control (Full Set version). | ||
*New ''Melee''-like designs for the menu and character selection screens, with altered | *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. | ||
*The game | *New ''Melee''-like designs for the menu and character selection screens, with altered writing. | ||
*The game in general takes less time to load modes, characters and scenes, and things such as Records can be scrolled through quicker. | |||
*[[Versus Mode|Brawl]] mode is now labeled as "Fight!", Special Brawl is "Special Versus", and all other modes and sections containing "Brawl" are replaced with "Smash" (such as [[Multi-Man Brawl]] being named Multi-Man Smash). | *[[Versus Mode|Brawl]] mode is now labeled as "Fight!", Special Brawl is "Special Versus", and all other modes and sections containing "Brawl" are replaced with "Smash" (such as [[Multi-Man Brawl]] being named Multi-Man Smash). | ||
*Default match type is 4 [[stock]] with an 8-minute timer, and [[Team Attack]] is turned on by default, similar to the settings of usual competitive ''Melee'' matches. | *Default match type is 4 [[stock]] with an 8-minute timer, and [[Team Attack]] is turned on by default, similar to the settings of usual competitive ''Melee'' matches. | ||
*The | *The timer during matches is placed at the top center of the screen rather than at the top right. | ||
*A time match can be played by just one player, and the default time limit is infinite. | *A time match can be played by just one player, and the default time limit is infinite. | ||
*Altered camera that is capable of zooming out indefinitely and fully rotating around the characters and stages, allowing players to take [[snapshot]]s without any camera restrictions. | *Altered camera that is capable of zooming out indefinitely and fully rotating around the characters and stages, allowing players to take [[snapshot]]s without any camera restrictions. | ||
*There are several alterations to Special Versus: | *There are several alterations to Special Versus: | ||
**[[Stamina Mode]] has several new variations (which replace the stage selection options), such as having stocks, warping blast lines that take away damage rather than eliminating the player, and regular knockback scaling in favor of fixed knockback. Stamina can also be set up to 990 HP | **[[Stamina Mode]] has several new variations (which replace the stage selection options), such as having stocks, warping blast lines that take away damage rather than eliminating the player, and regular knockback scaling in favor of fixed knockback. Stamina can also be set up to 990 HP. | ||
**"Curry Mode" is replaced with " | **"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 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", which recovers all damage taken after one second of not receiving any hitstun. | ||
**"Angled Camera Mode" is replaced with | **"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 hitting B to hover off them, and hitting A to the next character. | ||
*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 | *The background for victory poses for VS. battles has been altered to resemble the new Training room. | ||
*Independent character icons for | *Independent character icons for Zelda/Sheik and Samus/Zero Suit Samus. | ||
*Characters now instantly | *Characters now grunt instantly when hit by a strong attack, as in ''Melee'' and ''64'', while in ''Brawl'' they did a second afterwards. 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 | *[[Smash Taunt]]s were introduced to more characters, such as Ness and 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". | ||
* | *Mewtwo and 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. | *[[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. | ||
*[[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 | *No [[Replay]] time limit. | ||
*Many additional costumes are added for each character, and are shown | *Many additional costumes are added for each character, and are shown on the characters profiles as "Colors". There are now also "Special" costumes for some characters, such as Dr. Mario for {{PM|Mario}}, Shadow Queen Peach for {{PM|Peach}}, and Armored Mewtwo for {{PM|Mewtwo}}, some of which get [[Team Battle|team]] colors and changed aesthetics. | ||
*CPU players have reprogrammed [[artificial intelligence]], giving them a greater degree of technical skill, and use more advanced techniques such as wavedashing. For example, {{PM|Fox}} can perform [[short hop laser]]s and [[waveshine infinite]]s, while {{PM|Roy}} may use the first hit of [[Double-Edge Dance]] to extend his recovery. However, the AI is still flawed; CPU players are extremely prone to self- | *CPU players have reprogrammed [[artificial intelligence]], giving them a greater degree of technical skill, and use more advanced techniques such as wavedashing. For example, {{PM|Fox}} can perform [[short hop laser]]s and [[waveshine infinite]]s, while {{PM|Roy}} may use the first hit of [[Double-Edge Dance]] to extend his recovery. However, the AI is still flawed; CPU players are extremely prone to self-destructs (such as air dodging away from the stage, not aiming for the ledge, or abruptly cutting their recovery short such as Fox's [[Fox Illusion]]) and running into extremely slow attacks, such as [[Falcon Punch]]. It is also possible to manipulate certain characters to do absolutely nothing or hold their shield repeatedly even after it breaks. Additionally, they still recognize Giga Bowser and Wario-Man (when selected using the shield button on the respective characters) as Final Smashes, attempting to avoid them altogether instead of fighting them. | ||
==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 properly balance the game. The roster was largely buffed overall, creating a broad collection of viable characters with varying play-styles, 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. | ||
Aesthetic changes such as sound effects and costumes were included | Aesthetic changes such as sound effects and costumes were not included until more recent versions such as version 3.0, and were revamped in 3.5 and 3.6. | ||
The entire cast was | The entire cast was revamped to match the physics of ''Melee''. Characters that suffered from poor attributes and movesets in both ''Melee'' and ''Brawl'' (such as {{PM|Bowser}} or {{PM|Kirby}} or {{PM|Zelda}}), had their positive attributes from each game merged and were given entirely new and original buffs. Some returning characters, like {{PM|Ganondorf}}, were given an entirely revamped moveset to further reference their abilities from their home series and to distance themselves from characters they were cloned from. New characters, such as {{PM|Sonic}} and {{PM|Snake}}, were given completely original buffs, nerfs and even entirely new moves in order to increase their variability and versatility. | ||
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 | |||
===List of characters=== | ===List of characters=== | ||
Line 128: | Line 115: | ||
!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: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:Zero Suit Samus SSBB.jpg|100x100px|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)]] | ||
|[[ | |[[Image:Lucas SSBB.jpg|100x100px|link=Lucas (PM)]]<br>{{PM|Lucas}}<br>[[Image:EarthboundSymbol.svg|20px|link=EarthBound (universe)]] | ||
|[[ | |[[Image:Ice Climbers SSBB.jpg|100x100px|link=Ice Climbers (PM)]]<br>{{PM|Ice Climbers}}<br>[[Image:IceClimbersSymbol.svg|20px|link=Ice Climber (universe)]] | ||
|[[ | |[[Image:Marth SSBB.jpg|100x100px|link=Marth (PM)]]<br>{{PM|Marth}}<br>[[Image:FireEmblemSymbol.svg|20px|link=Fire Emblem (universe)]] | ||
|[[ | |[[Image:PMRoy.png|100x100px|link=Roy (PM)]]<br>{{PM|Roy}}*<br>[[Image:FireEmblemSymbol.svg|20px|link=Fire Emblem (universe)]] | ||
|[[ | |[[Image:Ike SSBB.jpg|100x100px|link=Ike (PM)]]<br>{{PM|Ike}}<br>[[Image:FireEmblemSymbol.svg|20px|link=Fire Emblem (universe)]] | ||
|[[ | |[[Image:Mr. Game & Watch SSBB.jpg|100x100px|link=Mr. Game & Watch (PM)]]<br>{{PM|Mr. Game & Watch}}<br>[[Image:Game&WatchSymbol.svg|20px|link=Game & Watch (universe)]] | ||
|-style="vertical-align:bottom" | |-style="vertical-align:bottom" | ||
|[[ | |[[Image:Pit SSBB.jpg|100x100px|link=Pit (PM)]]<br>{{PM|Pit}}<br>[[Image:KidIcarusSymbol.svg|20px|link=Kid Icarus (universe)]] | ||
|[[ | |[[Image:Wario SSBB.jpg|100x100px|link=Wario (PM)]]<br>{{PM|Wario}}<br>[[Image:WarioSymbol.svg|20px|link=Wario (universe)]] | ||
|[[ | |[[Image:Olimar SSBB.jpg|100x100px|link=Olimar (PM)]]<br>{{PM|Olimar}}<br>[[Image:PikminSymbol.svg|20px|link=Pikmin (universe)]] | ||
|[[ | |[[Image:R.O.B. SSBB.jpg|100x100px|link=R.O.B. (PM)]]<br>{{PM|R.O.B.}}<br>[[Image:ROBSymbol.svg|20px|link=R.O.B. (universe)]] | ||
|[[ | |[[Image:Snake SSBB.jpg|100x100px|link=Snake (PM)]]<br>{{PM|Snake}}<br>[[Image:MetalGearSymbol.svg|20px|link=Metal Gear (universe)]] | ||
|[[ | |[[Image:Sonic SSBB.jpg|100x100px|link=Sonic (PM)]]<br>{{PM|Sonic}}<br>[[Image:SonicSymbol.svg|20px|link=Sonic (universe)]] | ||
| | | | ||
|} | |} | ||
<small> | <small> | ||
<nowiki>*</nowiki> Characters not in ''Brawl'' | |||
</small> | </small> | ||
==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 180: | ||
!width="5%" | ASL | !width="5%" | ASL | ||
|- | |- | ||
![[File:Battlefield | ![[File:Battlefield.jpg|100px|link=Battlefield (SSBB)]]<br>{{SSBB|Battlefield}} | ||
|Stage layout slightly tweaked to match | |Stage layout slightly tweaked to match ''Melee'''s {{SSBM|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]]<br>[[ | ![[File:CastleSiegeStaticPM.jpg|100px|link=Castle Siege]]<br>[[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]] | ||
|- | |- | ||
![[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]]<br>[[ | ![[File:Dream Land PM 3.5.jpg|100px]]<br>[[Dream Land (SSB)|Dreamland 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 | |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 ''Melee's'' Green Greens. | ||
|[[File: | |[[File:Dreamland_Retro_PM.jpg|100px|link=Dreamland]]<br>[[Dream Land (SSB)|Dreamland]] | ||
![[File: | ![[File:ProjectM_DistantPlanet.png|100px]] | ||
[ | [http://projectmgame.com/en/stages/distant-planet Distant Planet] | ||
| | |Not to be confused with ''Brawl''{{'}}s [[Distant Planet]], this stage was originally an arena from [[SSE]]: [[The Lake]], until later versions 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}} | ||
| | | Reverted to ''Melee''{{'}}s version to fix issues with getting stuck underneath ''Brawl''{{'}}s edges when returning (despite a [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204653 Project M fix] for ''Brawl''{{'}}s Final Destination already being available). 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 | |Replaces {{b|Mario Bros.|stage}}, as well as its theme song with Fountain of Dream's. | ||
| | | | ||
![[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]] | ||
[ | [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 | |rowspan="2"|Raised ceiling and removed claw. | ||
|rowspan="2"| | |rowspan="2"| | ||
!rowspan="2"|[[File: | !rowspan="2"|[[File:Zelda64Stage_HD_PM.png|100px]]<br>[[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]]<br>[[ | !rowspan="2"|[[File:Peach Castle HD PM.png|100px]]<br>[[Peach's Castle|Peach's Castle HD]] | ||
|rowspan="2"|No | |rowspan="2"|No Bumper. 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]]<br>[[ | ![[File:Metal Cavern PM 3.5.jpg|100px]]<br>[[Meta Crystal|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: | ![[File:ProjectM_Norfair.png|100px|link=Norfair]]<br>[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 [[ | |No stage transformations. Replaces [[Pokemon 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]] | ||
[ | [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]]<br>[[ | ![[File:Saffron City HD PM.png|100px]]<br>[[Saffron City|Saffron City HD]] | ||
|No Pokémon spawn. Replaces [[ | |No Pokémon spawn. Replaces [[Pokemon Stadium 2]] in v3.6, but uses [[Pokemon 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]]<br>[ | ![[File:Infinite Glacier PM.png|100px]]<br>[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 | |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 Balloon Fight as a cameo in the background. | ||
|[[File: | |[[File:The_Summit.jpg|100px|link=Summit]]<br>[[Summit]] | ||
![[File:Hyrule_Temple.jpg|100px|link=Temple]]<br>[[Temple]] | |||
| | |||
|[[File:ProjectM_Skyloft.png|100px]]<br>Skyloft | |||
|- | |||
![[File:ProjectM_TrainingRoom.png|100px]] | |||
[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 a [[sandbag]] that respawns in the middle when knocked out. Replaces [[Online Practice Stage]]. | |||
| | | | ||
![[File:WarioLandPM.png|100px]]<br>[http://projectmgame.com/en/stages/wario-land Wario Land] | |||
|Identical to WarioWare in ''Brawl'', but with microgames removed and aesthetic changes made. | |||
|[[File:WarioWare4.jpg|100px|link=WarioWare]]<br>[[WarioWare]] | |||
![[File:WarioLandPM.png|100px]]<br>[ | |||
|Identical to WarioWare in ''Brawl'', but with microgames removed and aesthetic changes made | |||
|[[File:WarioWare4.jpg|100px|link=WarioWare | |||
|- | |- | ||
![[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>[http://projectmgame.com/en/stages/delfino-s-secret Delfino's Secret] | ||
|Replaces [[Delfino Plaza]] and its theme. | |Replaces [[Delfino Plaza]] and its theme. Used to be the Dracula's Castle stage from Castlevania. | ||
|[[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>[http://projectmgame.com/en/stages/bowser-s-castle Bowser's Castle] | ||
|Replaces | |Replaces [[Mario Circuit (SSBB)|Mario Circuit]] and its theme. | ||
|Bowser's Castle (alternate 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]] | ||
| | | | ||
| | | | ||
|} | |} | ||
* It is interesting to note that some ASL not only make reference to past Super Smash Bros. games, but also other Nintendo games set in chronological order. | |||
==Turbo Mode== | ==Turbo Mode== | ||
[[File:Turbo.png| | [[File:Turbo.png|thumbnail|An image of the Turbo item.]] | ||
As of version 3.0, the Curry effect is replaced with a new one - Turbo. In Turbo mode, players are able to 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 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 can be selected from the [[Special Brawl]] menu, or temporarily granted by the "Turbo" item, which replaces [[Superspicy Curry]]. | |||
Notable Turbo-related resources: | Notable Turbo-related resources: | ||
Line 371: | Line 348: | ||
*[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== | ||
While an official tier list has yet to be published, [http://clashtournaments.com/project-m-3-02-preliminary-tier-list/ a preliminary tier list] for version 3.02 was posted by [[CLASH Tournaments]] on March 26th, 2014. It was then followed by [http://clashtournaments.com/project-m-3-02-final-tier-list/ a finalized tier list] on November 14th, 2014. Mewtwo notably received a perfect score of 10 out of 10, putting it in its own tier, the God Tier. | |||
Though an official tier list was never released for version 3.5, it was generally agreed that only two characters could be considered "bottom tier." These characters were Olimar, whose recovery was too unreliable, and the Ice Climbers, who suffered from an unintended physics glitch that often caused Nana to self-destruct. As of version 3.6, Olimar has received a new recovery, and the glitch that plagued the Ice Climbers has been fixed. | |||
{{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 8, 2011 | |||
*14 characters available | *14 characters available | ||
**{{PM|Captain Falcon}} | **{{PM|Captain Falcon}} | ||
**{{PM|Falco}} | **{{PM|Falco}} | ||
Line 406: | Line 377: | ||
**{{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 | |||
*Added 15 characters | *Added 15 characters | ||
**{{PM|Bowser}} | **{{PM|Bowser}} | ||
**{{PM|Charizard}} | **{{PM|Charizard}} | ||
**{{PM|Donkey Kong}} | **{{PM|Donkey Kong}} | ||
**{{PM|Ike}} | **{{PM|Ike}} | ||
**{{PM|King Dedede}} (shown | **{{PM|King Dedede}} (shown as "Dedede" on the character selection screen) | ||
**{{PM|Lucario}} | **{{PM|Lucario}} | ||
**{{PM|Luigi}} | **{{PM|Luigi}} | ||
Line 428: | Line 397: | ||
**{{PM|Wario}} | **{{PM|Wario}} | ||
**{{PM|Wolf}} | **{{PM|Wolf}} | ||
===Demo 2.1=== | ===Demo 2.1=== | ||
[[File:PMDemo21Logo.png|thumb|Logo of Demo 2.1]] | [[File:PMDemo21Logo.png|thumb|Logo of Demo 2.1]] | ||
Released May 23, 2012 | |||
* | *Major bug fixes. | ||
*Skyloft is added, replaces 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}} | ||
*[[Tech|Ledge teching]] implemented. | *[[Tech|Ledge teching]] implemented. | ||
*''Melee'' | *''Melee'' 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 | *New aesthetic changes which include new palette swaps and new menu designs. | ||
===Demo 2.5b=== | ===Demo 2.5b=== | ||
Released January 6, 2013 | |||
*Various | *Various Minor Bug Fixes. | ||
===Demo 2.6=== | ===Demo 2.6=== | ||
[[File:PMDemo26Logo.png|thumb|Logo of Demo 2.6]] | [[File:PMDemo26Logo.png|thumb|Logo of Demo 2.6]] | ||
Released July 17, 2013 | |||
*Added {{PM|Meta Knight}} | *Added 1 character | ||
**{{PM|Meta Knight}} | |||
The PMDT announced ''Project M 2.6'' along with their new website design. | |||
===Demo 2.6b=== | ===Demo 2.6b=== | ||
[[File:PMDemo26bLogo.png|thumb|Logo of Demo 2.6b]] | [[File:PMDemo26bLogo.png|thumb|Logo of Demo 2.6b]] | ||
Released August 15, 2013 | |||
* | *Various Bug Fixes. | ||
===v3.0=== | ===v3.0=== | ||
[[File:PMDemo3Logo.png| | [[File:PMDemo3Logo.png|thumbnail|Logo of version 3.0]] | ||
Released December 9, 2013 | |||
*Added 7 characters | *Added 7 characters | ||
**{{PM|Ice Climbers}} | **{{PM|Ice Climbers}} | ||
**{{PM|Kirby}} | **{{PM|Kirby}} | ||
Line 498: | Line 446: | ||
**{{PM|Mewtwo}} | **{{PM|Mewtwo}} | ||
**{{PM|Roy}} | **{{PM|Roy}} | ||
* | *Turbo mode added. | ||
* | *[[Princess Peach's Castle]] added, [[Norfair]] revamped, [[Distant Planet]] revamped, Training Room stage added. | ||
* | *Numerous alternate costumes for several characters added, including [[Dr. Mario]]. | ||
*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 | *Shedding of "Demo" title, now an official mod. | ||
*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 moves would cancel into any other move/ action on hit. While the change being universal was a joke, it finally became available as a new "Turbo Mode" for [[Special Brawl]], replacing the "[[Curry]]" option. ''Project M'' 3.0 also marks the first version to contain the entire ''Brawl'' roster, along with Roy and Mewtwo, and features many new alt costumes, such as Dr. Mario as an alternate skin for Mario, akin to Wario's biker and original skins. Other skins are: ''Melee'' Fox, Shadow Queen Peach, ''Ocarina of Time'' Link, Dry Bowser, Party Hat and Pirate Hat Pikachu, Crown and Fairy Jigglypuff, Armored Mewtwo, Mr. L, Virtual Boy R.O.B., Outset Toon Link, Classic Wolf, Boxer Donkey Kong, Pajama Ness, Masked Man Lucas, Fire Peach, additional Yoshi colors, ''Melee'' Falco, and [http://static1.wikia.nocookie.net/__cb20120904211852/kirby/en/images/8/8e/Tumblr_m7xuylJqjO1ra4czto1_500.jpg Concept Art] Meta Knight. | |||
===v3.01=== | ===v3.01=== | ||
Released January 11, 2014 | |||
*A new launcher is released with the following features: | *A new launcher is released with the following features: | ||
**Support for SDHC cards larger than 2GB (Hackless method still limited to 2GB, | **Support for SDHC cards larger than 2GB (Hackless method still limited to 2GB, unless Letterbomb is used). | ||
**A news ticker will display current news for | **A news ticker will display current news for Project M which will update if the Wii is connected to the Internet. | ||
**The ability to update and patch both the Launcher and the version of Project M. If 3.0 is | **The ability to update and patch both the Launcher and the version of Project M. If 3.0 is installed on the SD card, the Launcher can automatically download and update to version 3.01. | ||
**Faster and more reliable file loading. | **Faster and more reliable file loading. | ||
*Fixed the lag from the imported models such as | *Fixed the lag from the imported models such as Roy, Mewtwo and the alternative costumes. | ||
*Salty Runbacks | *Salty Runbacks implemented. Holding L+R+Y at the end of a match, or L+R+A+Y+Start at the pause screen, will cause the match to restart instantly. This feature is not available on Pokémon Stadium 1, Lylat Cruise, or Castle Siege. Similarly, it's possible to abort a stage loading by holding L+R+A, as in ''Melee,'' but faster loading times make this more difficult to perform. | ||
*Various bug fixes, including (but not limited to) the following: | *Various bug fixes, including (but not limited to) the following: | ||
** | **Roy's Final Smash is reworked, and no longer causes game-breaking glitches. | ||
**Many of | **Many of Kirby's copy abilities updated. | ||
===v3.02=== | ===v3.02=== | ||
Released January 13, 2014 | |||
*Various bug fixes: | *Various bug fixes, including (but not limited to): | ||
**WiFi codeset fixed to have the proper codes and menu descriptions | **WiFi codeset fixed to have the proper codes and menu descriptions | ||
** | **Nana no longer disappears instantly on [[Norfair]] | ||
** | **Jigglypuff, Ness, and Lucas no longer get stuck in water | ||
** | **Giga Bowser causing crashes when on the Green Team has been fixed | ||
** | **Squirtle, Yoshi, and Olimar now properly attack/roll on-stage when above 100% on [[Yoshi's Island (Brawl)]] | ||
**The Random option under "Stage Choice" doesn't crash anymore | **The Random option under "Stage Choice" doesn't crash anymore | ||
**Removed the color bars and caution signs from the character select portraits | **Removed the color bars and caution signs from the character select portraits | ||
===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 | |||
*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 | *Alternate team colors added for Donkey Kong, Wolf, Toon Link, Ganondorf, Ness, Dedede, Ike, and Marth. | ||
* | *Metal Cavern, Hyrule Castle, and 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. | ||
* | *Various character changes to adjust game balance, most especially to nerf recoveries and burst movement options that were seen as overpowered in previous versions. | ||
*All-Star Versus mode is added | *All-Star Versus mode is added. | ||
*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 Roy, Mewtwo, and alternate costumes. | ||
*Several | *Several Event matches have been revamped or replaced. | ||
* | *Squirtle, Ivysaur, and Charizard have all been given functional Final Smashes. | ||
*[[Jungle Japes]] has been removed completely. | |||
* | *[[Hanenbow]] revamped to be more suitable for Turbo Mode. | ||
* | *[[The Summit]] replaced with Infinite Glacier. | ||
*'''Impact''' font replaces ''Brawl's'' font in the menus. | |||
===v3.6β=== | ===v3.6β=== | ||
[[ | ''Project M'' version 3.6's beta was released on June 24th, 2015. It featured many changes, including: | ||
''' | *The addition of 0 To Death Mode, in which player's damage is reset when they escape from a combo. | ||
*A new black | *The option to have automatic [[L-Canceling]]. | ||
*Various bug fixes (notably, the bugs and glitches that plagued [[ | *New announcer | ||
*The return of several Brawl stages such as [[Luigi's Mansion]] and [[Spear Pillar]]. | |||
*HD remake for [[Saffron City]] and [[Peach's Castle]]. | |||
*Alternate Stage loader by holding L+A buttons on stage select (accesses new stages such as Delfino's Secret; past stages such as Planet Zebes, N64 Yoshi's Island, Sector Z and the Melee version of Battlefield (some stages like Pokémon Stadium will be an ASL for Pokémon Stadium II to make room for returning Brawl stages.) and the Brawl versions of updated stages like Summit, Distant Planet and Green Hill Zone.) | |||
*Removal of Dracula's Castle (which is, in turn, replaced by Delfino's Secret) 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 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 Samus, Meta Knight, and Zero Suit Samus's costumes from 3.5. | |||
*Various bug fixes (notably, the bugs and glitches that plagued [[Olimar]] and the [[Ice Climbers]] in 3.5). | |||
*A new Bowser's Castle stage. | |||
*A new Delfino's Secret stage. | |||
* | |||
===v3.6=== | ===v3.6=== | ||
'' | Though originally planned to be a simple bugfix patch for the beta release, ''Project M'' 3.6 features a handful of new features as well: | ||
* | *New announcer replaces the previous one from the beta. | ||
*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 [[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. | ||
===Future releases=== | |||
The PMDT has claimed that ''Project M'' will receive future revisions and additions, though such revisions are to focus primarily on gameplay modes and cosmetic effects in the game rather than gameplay. They have also discussed the possibility of adding new characters, as the clone engine allows for a maximum of seven characters for the roster, meaning there are five characters left that the engine can create. | |||
One of these slots has been hinted to be reserved for Knuckles the Echidna, as the official ''Project M'' Twitter account has posted a hypothetical "Project M & Knuckles" logo. Knuckles's inclusion has also been hinted in an April Fool's post on the /r/ssbpm subreddit, wherein ''Project M'' is described as "the best Playstation All-Star Battle Royal & Knuckles clone possible for the Apple Pippin." | |||
Development of the Japanese version of ''Project M'' seems to have been cancelled indefinitely, as the few members of the PMDT that had developed the Japanese version are no longer a part of the team. As such, version 3.02 remains the "final" release of ''Project M'' in Japan. The PAL version of PM 3.5 was initially scheduled to release shortly after the NTSC version, but a blog post from the PMDT later announced that development of the PAL version would be put off until ''Project M'''s final release. | |||
Currently, the next planned update for ''Project M'' will be a bugfix patch for version 3.6, which will remove any undesired bugs or glitches that were not discovered during the public beta testing. Additionally, this patch will include a few new art assets, thus far including an alternate costume for Roy based on his Fire Emblem: Awakening design, and Jigglypuff's green fighter headband from ''Melee''. | |||
==Errors== | ==Errors== | ||
[[File:Respawn_Loading_Glitch.png|thumb| | [[File:Respawn_Loading_Glitch.png|thumb|The glitch that occurs if the winning character dies at the end of a match and has another character in their next stock.|350px]] | ||
Despite having numerous updates over time, ''Project M'' currently experiences some minor errors outside the regular Versus modes, due to the mod's focus on the competitive aspect of the game over single-player aspects. | |||
*For the same reason that a | *For the same reason that a Wi-Fi-safe version of the mod exists (with fewer features to prevent online desynchronization), replays often become corrupted or fail to work properly. | ||
** | **If ''Brawl'' replays are played on ''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 | *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 | *Because of flaws involving Roy and Mewtwo's assets, as well as those of new alternate costumes, the mod freezes when players try to access [[Tournament Mode]]. | ||
* | *Though the Pokémon Trainer's Pokémon will still have records saved for him, they cannot be viewed unless ''Brawl'' itself is booted. | ||
*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 deciding whether to apply an alternate costume to an opponent. | |||
*Because Sheik, Zelda, Samus, and Zero Suit Samus have individual character slots, this can give two players the same palette swap if the corresponding characters transform into each other. | |||
*In [[events]] that allow choosing any character, choosing | |||
*Because | |||
*There are a few glitches that exist with the debug commands: | *There are a few glitches that exist with the debug commands: | ||
**The debug toggle and its commands can be activated at any point during the game, including the menus, though the player will only see the effects of the frame advance commands | **The debug toggle and its commands can be activated at any point during the game, including the menus, though the player will only see the effects of the frame advance commands. | ||
** | **If the character switch command is used with an alternate costume, there is the potential for no character to appear once the switch has been made. This is due to some characters not having their own 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 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. | ||
* | *In All-Star Versus, if the winning character dies 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 died. | ||
==Downloading instructions== | ==Downloading instructions== | ||
''Project M'' can be downloaded [http://projectmgame.com/en/download here] and requires only a SD card, non-PAL Wii or Wii U, and a non-PAL ''Brawl'' disc. | |||
Hackless Method: | Hackless Method: | ||
<youtube>v1THCfP8Rpo</youtube> | |||
Homebrew Method: | Homebrew Method: | ||
<youtube>Y_-brk7b5qI</youtube> | |||
==Developers== | ==Developers== | ||
*Project Leaders: SHeLL, {{Sm|Magus}}, {{Sm|Strong Bad}}, jiang, {{Sm|Shadic}}, haloedhero, Yeroc, Shanus [inactive for past 2 years] | |||
* | *Magus: Magus | ||
*Playtesters: Historically, the PMDT has had playtesters such as {{Sm|Hungrybox}}, {{Sm|Mango}}, {{Sm|Lucky}}, {{Sm|KirbyKaze}}, {{Sm| | *Playtesters: Historically, the PMDT has had playtesters such as {{Sm|Hungrybox}}, {{Sm|Mango}}, {{Sm|Lucky}}, {{Sm|KirbyKaze}}, {{Sm|aMSa}}, and many more. The current playtester team consists 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 | ||
*Stage Design: {{Sm|Mewtwo2000}}, Shadic, Vanguard, SOJ | |||
*Sound Team: Pete "Phonetic Hero" Lepley, Garrett Williamson, Riddlr | *Sound Team: Pete "Phonetic Hero" Lepley, Garrett Williamson, Riddlr | ||
Applications to the Project M Dev Team can be made at [http://www.smashmods.com/forum/forums/project-m-development-team-applications.91/ the application subforum]. | |||
== | ==Response from Nintendo== | ||
Nintendo has not given an official response to ''Project M''; however, it is largely assumed that the company does not approve of the mod. One policy Nintendo has taken has been issuing bans for mentioning ''Project M'' by name on any of Nintendo's [[Miiverse]] channels, because it allegedly constitutes "criminal activity". This includes using the abbreviation "PM", which can result in [[wikipedia:Scunthorpe problem|erroneous bans]] when talking about other games or series with the same abbreviation (such as ''Paper Mario'', although this is 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'' tournaments, 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. As 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 being involved with the event. It was later announced in January 2015 that Apex had officially partnered with Nintendo for Apex 2015, giving credence to this theory. | ||
Since Apex 2015, many major tournaments, including the upcoming [[The Big House 5]], have dropped ''Project M'' from their game rosters. In addition, VGBootCamp, which became well known for popularising the mod, later announced that they would no longer stream PM, and subsequently removed all PM content on their channel. All of these are generally attributed to either behind-the-scenes intervention by Nintendo or fears of encountering legal issues for featuring the game. | |||
==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 2014, the Project M main site has posted fake news announcements to its news blog on April Fools' Day. | ||
**In 2014, | **As mentioned above, Turbo Mode was announced in 2013. At the end of the video, it implied that [[Pichu]] would be playable. | ||
**In 2015, | **In 2014, it [https://www.youtube.com/watch?v=tCXABhlj3nI announced] the Ike Climbers, who ostensibly would be a hilariously [[broken]] character composed 2 Ikes paired up into one character like the Ice Climbers (apparently portrayed in the video by 2 Ikes with model hacks on a team with friendly fire off), and Slippy, ostensibly a useless joke character who couldn't do anything but get beat up (apparently portrayed in the video by a Fox with a model hack). At the end of the video, it implied that [[Ridley]] would be playable. | ||
**In 2015, they [https://www.youtube.com/watch?v=dOuXKCvhTvw announced] that they would be porting Project M to the Nintendo 64. The video appears to have been made by replacing all the models in the game with low-poly counterparts (the "perfect attendance crew" using their models from the original game itself, and all other characters using custom models or models from other retro systems), and either replacing in the game or overdubbing in the video many of the sound effects with counterparts from the original ''[[Super Smash Bros.]]'' The video was overlayed with humorous sound effect bubbles parodying those from ''Super Smash Bros.''{{'}} official artwork. At the end of the video, similar to the previous year, it implied that {{s|bulbapedia|Parasect}} would be added to the roster, as a reference to the number 47 that has secretly appeared in past videos (Parasect is Pokemon #47 in the Pokedex). | |||
**Interestingly, most of the fake content announced (such as Turbo mode and past stages) have actually been added into builds of Project M. | |||
* | *Although likely coincidental, ''[[Super Smash Bros. 4]]'' features the return of [[Roy (SSB4)|Roy]] and [[Mewtwo (SSB4)|Mewtwo]] as [[downloadable content|DLC]]. | ||
* | |||
==References== | ==References== | ||
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==External links== | ==External links== | ||
*[http://projectmgame.com/en/ Official | *[http://projectmgame.com/en/ Official website] | ||
*[ | *[http://projectmgame.com/en/download Project M Download Page] | ||
*[http://smashboards.com/categories/project-m.465/ The Project M forum] | |||
*[http://smashboards.com/categories/project-m.465/ The Project M forum | |||
*[http://reddit.com/r/SSBPM/ Project M subreddit] | *[http://reddit.com/r/SSBPM/ Project M subreddit] | ||
*[https://www.youtube.com/user/ProjectMelee/videos Project M YouTube channel] | *[https://www.youtube.com/user/ProjectMelee/videos Project M YouTube channel] | ||
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{{SSBMods}} | {{SSBMods}} | ||
[[Category:Project M]] | [[Category:Project M| ]] |