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In ''[[Super Smash Bros. 4]]'', this behavior is removed, allowing any number to always have a 1 in 9 chance of appearing and making it possible to get a number any number of times in a row. Getting a 1 in the All-Star Mode's Waiting Room does not cause recoil damage. In addition, in the [[Home-Run Contest]] and [[Target Blast]] modes, the move always comes up as 6, removing randomness but making it impossible for the player to use 9 to their advantage. | In ''[[Super Smash Bros. 4]]'', this behavior is removed, allowing any number to always have a 1 in 9 chance of appearing and making it possible to get a number any number of times in a row. Getting a 1 in the All-Star Mode's Waiting Room does not cause recoil damage. In addition, in the [[Home-Run Contest]] and [[Target Blast]] modes, the move always comes up as 6, removing randomness but making it impossible for the player to use 9 to their advantage. | ||
In ''Ultimate'', it is once again impossible to get the same number twice in a row, but it is still possible to get the same number every other roll. In addition, if the player is the lowest-ranked player in a match (has fewer stocks or points than any other player), there is a 50% chance of getting a 9 in the last 5 seconds of the match, though this will not bypass the inability to get the same number twice in a row. If this 50% check doesn't succeed, the standard roll will occur, which may result in a 9 regardless, making the effective likelihood of getting a 9 roughly 56%.<ref>https://twitter.com/Meshima_/status/1356748433034477570</ref> | In ''Ultimate'', it is once again impossible to get the same number twice in a row, but it is still possible to get the same number every other roll. In addition, if the player is the lowest-ranked player in a match (has half or fewer stocks or points than any other player<ref>[https://www.youtube.com/watch?v=3AyyfAvqMbo&t=170s The Hidden Mechanics of Game & Watch's JUDGE — Random Smash Ultimate Facts]</ref>), there is a 50% chance of getting a 9 in the last 5 seconds of the match, though this will not bypass the inability to get the same number twice in a row. If this 50% check doesn't succeed, the standard roll will occur, which may result in a 9 regardless, making the effective likelihood of getting a 9 roughly 56%.<ref>https://twitter.com/Meshima_/status/1356748433034477570</ref> | ||
The effects associated with these numbers are as follows: | The effects associated with these numbers are as follows: | ||
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==Origin== | ==Origin== | ||
[[File:JudgeOrigin.jpg|thumb|The ''Judge Game & Watch''.]] | [[File:JudgeOrigin.jpg|thumb|The ''Judge Game & Watch''.]] | ||
''Judge'' is a {{uv|Game & Watch}} game | ''Judge'' is a {{uv|Game & Watch}} game released on October 4, 1980 as part of the Silver series. This is the first ''Game & Watch'' title built for simultaneous multiplayer, and can be played with 1-2 players. Two ''Game & Watch'' characters have signboards and hammers. When a round starts, each player's sign displays a random number from 1 to 9. The point of the game is for the player with the higher number to hit their opponent on the head with their hammer, while the player with the lower number tries to dodge said hit. If the numbers are equal, the player can either hit or dodge. This was translated in ''Smash'' to where the higher the number, the stronger or better the attack. | ||
{{clr}} | {{clr}} | ||
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