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(→Random events intrinsic to a fighter: whack/thwack get higher odds when caster is at high damage too) |
(→Random events intrinsic to a fighter: (the variable controlling the cappy probability is cappy_prob, set to 30. I verified it by modding it to be 100 and that always made Cappy spawn.) |
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{{redirect|Luck|the ''[[Project M]]'' Diddy Kong main from Texas|Smasher:Luck}} | {{redirect|Luck|the ''[[Project M]]'' Diddy Kong main from Texas|Smasher:Luck}} | ||
{{for|the ''[[Melee]]'' player from Sweden|Smasher:Random-ness}} | {{for|the ''[[Melee]]'' player from Sweden|Smasher:Random-ness}} | ||
[[File:Judge.png|thumb|250px|[[Mr. Game & Watch]]’s [[Judge]] is an example of a move with randomness.]] | |||
'''Randomness''' is the concept of unpredictable events. It is a critical factor in many video games, including the ''{{b|Super Smash Bros.|series}}'' series. Random events challenge players to think quickly and cause a game to never be played the same way twice. | '''Randomness''' is the concept of unpredictable events. It is a critical factor in many video games, including the ''{{b|Super Smash Bros.|series}}'' series. Random events challenge players to think quickly and cause a game to never be played the same way twice. | ||
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*In ''[[SSB]]'', there was no feature to allow players to select a random character directly. However, computer players were selected randomly once entered. Random stage select would choose one of the eight or nine available stages. | *In ''[[SSB]]'', there was no feature to allow players to select a random character directly. However, computer players were selected randomly once entered. Random stage select would choose one of the eight or nine available stages. | ||
*In ''[[Melee]]'', once all characters are unlocked, placing one's selection token on either of the two blank corners of the selection grid would move the token onto a random character. CP players would be randomized. Random stage select would select from any of the unlocked stages. Once all stages are unlocked, the player can choose which stages to exclude from the selection list. | *In ''[[Melee]]'', once all characters are unlocked, placing one's selection token on either of the two blank corners of the selection grid would move the token onto a random character. CP players would be randomized. Random stage select would select from any of the unlocked stages. Once all stages (except {{SSBM|Battlefield}}, {{SSBM|Final Destination}}, and the three [[Past Stages]] from ''SSB'') are unlocked, the player can choose which stages to exclude from the selection list. | ||
*In ''Brawl'', ''Smash 4'' and ''Ultimate'', the character selection screen has a designated space for choosing a random character. A "?" appears on the player's selection bracket and no one will know who that player will be until the match begins. (The system will choose and begin loading the character as soon as Random is selected, however.) This random function also selects a random [[Palette swap|costume]] for the character, and is how [[CPU]]s are entered by default. Randomly choosing a stage behaves the same as ''Melee'', but the player cannot choose to leave out individual [[Stage Builder|custom stages]]. In addition, custom stages saved on the [[SD card]] cannot be randomly chosen. | *In ''Brawl'', ''Smash 4'' and ''Ultimate'', the character selection screen has a designated space for choosing a random character. A "?" appears on the player's selection bracket and no one will know who that player will be until the match begins. (The system will choose and begin loading the character as soon as Random is selected, however.) This random function also selects a random [[Palette swap|costume]] for the character, and is how [[CPU]]s are entered by default. Randomly choosing a stage behaves the same as ''Melee'', but the player cannot choose to leave out individual [[Stage Builder|custom stages]]. In addition, custom stages saved on the [[SD card]] cannot be randomly chosen. | ||
**When the player selects the [[Mushroomy Kingdom]] stage in ''Brawl'', it will randomly choose between the above ground level and the underground level, though which stage it chooses can be controlled through holding a specific button. The same applies to which Pokémon will appear when [[Spear Pillar]] is | **When the player selects the [[Mushroomy Kingdom]] stage in ''Brawl'', it will randomly choose between the above ground level and the underground level, though which stage it chooses can be controlled through holding a specific button. The same applies to which Pokémon will appear when [[Spear Pillar]] is selected, and which Metal Gear will appear when [[Shadow Moses Island]] is selected. | ||
**In ''Brawl'', when {{SSBB|Pokémon Trainer}} is selected without selecting any of his Pokémon, he will start off with a random one. This was changed in ''Ultimate'', where it starts with Squirtle by default and the player can change which Pokémon starts the match. | **In ''Brawl'', when {{SSBB|Pokémon Trainer}} is selected without selecting any of his Pokémon, he will start off with a random one. This was changed in ''Ultimate'', where it starts with Squirtle by default and the player can change which Pokémon starts the match. | ||
**[[Mii Fighter]]s are never chosen through random. They are the only characters with this property. | **[[Mii Fighter]]s are never chosen through random. They are the only characters with this property. | ||
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The following are random occurrences that apply to individual fighters. | The following are random occurrences that apply to individual fighters. | ||
*In ''Ultimate'', {{SSBU|Mario}}'s [[Super Jump Punch]] | *In ''Ultimate'', {{SSBU|Mario}}'s [[Super Jump Punch]] has a {{fractions|3|10}} chance of causing Mario's hat to change into Cappy, and the coins spawned to be regional ones from New Donk City. The effect is purely aesthetic. | ||
*The barrels launched from {{SSBU|Diddy Kong}}'s [[Up special move|up special]], [[Rocketbarrel Boost]], have a random trajectory if broken. | *The barrels launched from {{SSBU|Diddy Kong}}'s [[Up special move|up special]], [[Rocketbarrel Boost]], have a random trajectory if broken. | ||
*{{SSBU|Hero}}'s smash attacks have a 1 | *{{SSBU|Hero}}'s moveset has multiple elements of randomness incorporated into it: | ||
**His smash attacks have a {{fractions|1|8}} chance of dealing a critical hit, causing them to deal 2x damage and knockback. | |||
**His [[Command Selection]] generates four random spells from a pool of 21 unique [[special move]]s, each with their own probability of appearing. Some spells cannot appear alongside others (eg. Sizz and Sizzle). | **His [[Command Selection]] generates four random spells from a pool of 21 unique [[special move]]s, each with their own probability of appearing. Some spells cannot appear alongside others (eg. Sizz and Sizzle). | ||
**Two of the Command Selection moves, Whack and Thwack, have a random chance of [[instant KO|instantly KOing]] opponents, which increases as both the user's and foe's percentage go up. | **Two of the Command Selection moves, Whack and Thwack, have a random chance of [[instant KO|instantly KOing]] opponents, which increases as both the user's and foe's percentage go up. | ||
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**It is also random where Hero will land on stage when using Zoom. | **It is also random where Hero will land on stage when using Zoom. | ||
*{{SSBB|Ivysaur}}'s side special, [[Razor Leaf]], curves in a random direction (up, down, or no curve). | *{{SSBB|Ivysaur}}'s side special, [[Razor Leaf]], curves in a random direction (up, down, or no curve). | ||
*{{SSBB|King Dedede}}'s [[side special]] move in ''Brawl'', [[Waddle Dee Toss]], can produce a Waddle Dee (71.4%), a Waddle Doo (20.4%), or a Gordo (8.2%). There's also a small chance that a [[Capsule]], containing a random item, is produced. A Capsule will not appear, however, if it is turned off | *{{SSBB|King Dedede}}'s [[side special]] move in ''Brawl'', [[Waddle Dee Toss]], can produce a Waddle Dee (71.4%), a Waddle Doo (20.4%), or a Gordo (8.2%). There's also a small chance that a [[Capsule]], containing a random item, is produced. A Capsule will not appear, however, if it is turned off in the [[Item switch]], and only items turned on will appear from the Capsule. | ||
*{{SSB4|King Dedede}}'s Gordos from [[Gordo Throw|his side special in ''Smash 4'']] can either stick to a wall they come in contact with, or rebound off it, with a 50% chance of each. If the wall doesn't allow [[wall jump]]ing, however, they will always rebound off it. | *{{SSB4|King Dedede}}'s Gordos from [[Gordo Throw|his side special in ''Smash 4'']] can either stick to a wall they come in contact with, or rebound off it, with a 50% chance of each. If the wall doesn't allow [[wall jump]]ing, however, they will always rebound off it. | ||
*King Dedede's [[Final Smash]], [[Waddle Dee Army]], produces random minions in the same proportions as the Waddle Dee Toss. | *King Dedede's [[Final Smash]] in ''Brawl'', [[Waddle Dee Army]], produces random minions in the same proportions as the Waddle Dee Toss. | ||
*[[Kirby]] has a {{fractions|1|32}} chance of losing his [[Copy Ability]] when hit by an attack. He can transform into 6 different objects when he uses [[Stone]], though this only affects the move aesthetically, and has no effect on gameplay. | *[[Kirby]] has a {{fractions|1|32}} chance of losing his [[Copy Ability]] when hit by an attack. He can transform into 6 different objects when he uses [[Stone]], though this only affects the move aesthetically, and has no effect on gameplay. | ||
*[[Luigi]]'s side special, [[Green Missile]], has a {{fractions|1|8}} chance of misfiring in ''Melee'' and ''Brawl'', and {{fractions|1|10}} in ''SSB4'' and ''Ultimate''. Additionally, starting in ''Brawl'', Green Missile has a 50% chance of getting Luigi stuck in a wall if he makes contact with one above a certain speed. | *[[Luigi]]'s side special, [[Green Missile]], has a {{fractions|1|8}} chance of misfiring in ''Melee'' and ''Brawl'', and {{fractions|1|10}} in ''SSB4'' and ''Ultimate''. Additionally, starting in ''Brawl'', Green Missile has a 50% chance of getting Luigi stuck in a wall if he makes contact with one above a certain speed. | ||
*Luigi's Final Smash in ''Brawl'', [[Negative Zone]], can cause a variety of random, harmful effects. | *Luigi's Final Smash in ''Brawl'', [[Negative Zone]], can cause a variety of random, harmful effects. | ||
*[[Mr. Game & Watch]]'s side special, [[Judge]], has 9 randomly-chosen attacks, each with different strengths and effects. The chance of pulling each number is equal, | *[[Mr. Game & Watch]]'s side special, [[Judge]], has 9 randomly-chosen attacks, each with different strengths and effects. The chance of pulling each number is equal. In ''Melee'' and ''Brawl'', Judge will not pull the last two numbers pulled. When the move has not been used in a match, 1 and 2 are considered to be the previous two moves pulled. In ''[[Smash 4]]'', Mr. Game & Watch can get any number regardless of the last two he got. In ''Ultimate'', the same number cannot be pulled twice in a row; however, if Mr. Game & Watch is in last place in the last five seconds of a match, the chance of 9 appearing is increased by 50%. | ||
*The sausages from Mr. Game & Watch's neutral special, [[Chef]], travel in the air randomly. | *The sausages from Mr. Game & Watch's neutral special, [[Chef]], travel in the air randomly. | ||
*{{SSBB|Olimar}}'s [[Neutral special move|neutral special]], [[Pikmin Pluck]], produces a random [[Pikmin]] species. It is influenced by what type of ground Olimar's standing on. This is no longer the case in ''SSB4'' and ''Ultimate'' where Pikmin are pulled in a set order. | *In ''Brawl'', {{SSBB|Olimar}}'s [[Neutral special move|neutral special]], [[Pikmin Pluck]], produces a random [[Pikmin]] species. It is influenced by what type of ground Olimar's standing on. This is no longer the case in ''SSB4'' and ''Ultimate'' where Pikmin are pulled in a set order. | ||
*After making a full loop, {{SSB4|Pac-Man}}'s [[Bonus Fruit|Boss Galaxian]] will randomly fly either straight or in a 30° or 45° angle. | *After making a full loop, {{SSB4|Pac-Man}}'s [[Bonus Fruit|Boss Galaxian]] will randomly fly either straight or in a 30° or 45° angle. | ||
*{{SSB4|Pac-Man}}'s up taunt will randomly choose between 19 different Namco characters or items to show. Three of these are unique to the Wii U version, while two are unique to the 3DS version. All of them return in ''Ultimate'', with | *{{SSB4|Pac-Man}}'s up taunt, [[Namco Roulette]], will randomly choose between 19 different Namco characters or items to show. Three of these are unique to the Wii U version, while two are unique to the 3DS version. All of them return in ''Ultimate'', with two new ones added to make a total of 21 sprites. | ||
*{{SSBB|Peach}}'s [[forward smash]] can hit with 3 different weapons: a frying pan, a golf club, or a tennis racket. Each weapon has an equal chance of being pulled, and the same weapon will not be pulled twice in a row. This was changed in ''Smash 4'': Peach's forward smash cycles between a tennis racket, golf club, and frying pan, in that order. In ''Ultimate'', Peach and her new Echo Fighter {{SSBU|Daisy}} can manually select which weapon to use by angling the forward smash; the golf club is used if the move is unangled, while the frying pan and tennis racket are used for upward and downward-angled forward smashes. | *{{SSBB|Peach}}'s [[forward smash]] can hit with 3 different weapons: a frying pan, a golf club, or a tennis racket. Each weapon has an equal chance of being pulled, and the same weapon will not be pulled twice in a row. This was changed in ''Smash 4'': Peach's forward smash cycles between a tennis racket, golf club, and frying pan, in that order. In ''Ultimate'', Peach and her new Echo Fighter {{SSBU|Daisy}} can manually select which weapon to use by angling the forward smash; the golf club is used if the move is unangled, while the frying pan and tennis racket are used for upward and downward-angled forward smashes. | ||
*Peach's [[Down special move|down special]]'s [[Vegetable]]s can have a variety of random faces, with the faces signifying the power of the turnip. The most powerful turnip, which has stitches on its face, has a {{fractions|1|58}} chance of being pulled. There is also a very small chance of a [[Beam Sword]], [[Bob-omb]], or a [[Mr. Saturn]] being pulled instead of a vegetable. And unlike with Capsules being thrown by Waddle Dee Toss, the chance of pulling these items is not affected by whether they are turned on or not. In ''SSB4'', Beam Swords can no longer be obtained from this move, but the chances of getting Bob-ombs, Mr. Saturn, or the stitch-faced vegetable are slightly higher. Daisy retains the same data for her down special in ''Ultimate''. | *Peach's [[Down special move|down special]]'s [[Vegetable]]s can have a variety of random faces, with the faces signifying the power of the turnip. The most powerful turnip, which has stitches on its face, has a {{fractions|1|58}} chance of being pulled. There is also a very small chance of a [[Beam Sword]], [[Bob-omb]], or a [[Mr. Saturn]] being pulled instead of a vegetable. And unlike with Capsules being thrown by Waddle Dee Toss, the chance of pulling these items is not affected by whether they are turned on or not. In ''SSB4'', Beam Swords can no longer be obtained from this move, but the chances of getting Bob-ombs, Mr. Saturn, or the stitch-faced vegetable are slightly higher. Daisy retains the same data for her down special in ''Ultimate''. | ||
*When Peach (or Daisy in ''Ultimate'') uses [[Toad]], the direction of the spores is slightly randomized. | *When Peach (or Daisy in ''Ultimate'') uses [[Toad]], the direction of the spores is slightly randomized. | ||
*The portraits that appear during Peach's [[Peach Blossom]] Final Smash (and Daisy's version of the former move, Daisy Blossom) are randomized. This is purely aesthetic. | *The portraits that appear during Peach's [[Peach Blossom]] Final Smash (and Daisy's version of the former move, Daisy Blossom) are randomized. This is purely aesthetic. | ||
*[[Greninja]]'s down special, [[Substitute]] spawns either a log or a substitute doll when | *[[Greninja]]'s down special, [[Substitute]], spawns either a log or a substitute doll when the counter is triggered. The object spawned is aesthetic. | ||
*The trajectory of the projectile launched from {{SSBB|Snake}}'s [[up smash]] can deviate slightly to the right or the left. This is not the case in ''Ultimate'', where it is always launched up and in front of Snake. | *The trajectory of the projectile launched from {{SSBB|Snake}}'s [[up smash]] can deviate slightly to the right or the left. This is not the case in ''Ultimate'', where it is always launched up and in front of Snake. | ||
*Snake has a {{fractions|1|6}} chance of planting a C3 instead of a [[C4]] when his down special is used. This only affects the move aesthetically and does not affect gameplay. | *Snake has a {{fractions|1|6}} chance of planting a C3 instead of a [[C4]] when his down special is used. This only affects the move aesthetically and does not affect gameplay. | ||
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*[[Duck Hunt]] will cycle through a group of five gunmen for their [[Wild Gunman]] move in random order with each use of the move until each gunman is summoned once, then reset the process after the fifth gunman. | *[[Duck Hunt]] will cycle through a group of five gunmen for their [[Wild Gunman]] move in random order with each use of the move until each gunman is summoned once, then reset the process after the fifth gunman. | ||
*[[Rosalina & Luma]]'s [[Star Bits]] fly in a slightly randomized trajectory each time the move is executed. The color of the Luma after the first time it respawns is also random, being either yellow, red, blue, green, cream, or Polari. | *[[Rosalina & Luma]]'s [[Star Bits]] fly in a slightly randomized trajectory each time the move is executed. The color of the Luma after the first time it respawns is also random, being either yellow, red, blue, green, cream, or Polari. | ||
*[[Joker]]'s [[All-Out Attack]] Final Smash will randomly choose between summoning [[Ann Takamaki]], [[Ryuji Sakamoto]] and [[Morgana]], or [[Makoto Niijima]], [[Yusuke Kitagawa]] and [[Haru Okumura]] to assist with either [[Futaba Sakura]] or Morgana narrating. | *[[Joker]]'s [[All-Out Attack]] Final Smash will randomly choose between summoning [[Ann Takamaki]], [[Ryuji Sakamoto]] and [[Morgana]], or [[Makoto Niijima]], [[Yusuke Kitagawa]] and [[Haru Okumura]] to assist with either [[Futaba Sakura]] or Morgana narrating, both of which have three lines, making a total of twelve randomly chosen variants for the cinematic. These variants are purely aesthetic. | ||
*The eggs fired during [[Banjo]] & [[Kazooie]]'s [[Egg Firing / Breegull Blaster|Egg Firing]] and [[Rear Egg]] bounce in a somewhat unpredictable fashion, especially the latter. | *The eggs fired during [[Banjo]] & [[Kazooie]]'s [[Egg Firing / Breegull Blaster|Egg Firing]] and [[Rear Egg]] bounce in a somewhat unpredictable fashion, especially the latter. | ||
*[[Sheik]]'s [[Needle Storm|needles]] fire at random heights. | *[[Sheik]]'s [[Needle Storm|needles]] fire at random heights. | ||
*When [[King K. Rool]] does not catch his crown after using [[Crownerang]] and it falls offscreen, it will reappear either in front or behind him. | *When [[King K. Rool]] does not catch his crown after using [[Crownerang]] and it falls offscreen, it will reappear either in front or behind him. | ||
*[[Sephiroth]]'s Final Smash, [[Supernova]], has a random effect on each opponent it hits, in addition to the damage it deals. | *[[Sephiroth]]'s Final Smash, [[Supernova]], has a random effect on each opponent it hits, in addition to the damage it deals. No two opponents are affliced with the same effect. | ||
===Random events intrinsic to a stage=== | ===Random events intrinsic to a stage=== | ||
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*The musicians of the New Donk City band and Pauline will randomly float by in the background in [[New Donk City Hall]]. Touching them will have their respective instrument be added to the music if the music is set to "Jump Up, Super Star!" or "Ground Theme (Band Performance) - Super Mario Bros." | *The musicians of the New Donk City band and Pauline will randomly float by in the background in [[New Donk City Hall]]. Touching them will have their respective instrument be added to the music if the music is set to "Jump Up, Super Star!" or "Ground Theme (Band Performance) - Super Mario Bros." | ||
*[[Dracula's Castle]] has candles that will drop a random item when destroyed, assuming items are on. | *[[Dracula's Castle]] has candles that will drop a random item when destroyed, assuming items are on. | ||
*Trains will randomly drive | *Trains will randomly drive past on [[Mementos]], the one below the train able to damage fighters. A third platform decorated with a cracked screen will occasionally appear on the right. Finally, a large triangle-shaped wall will appear on either side or the top of the stage for a limited amount of time. | ||
*A random layout of platforms on [[Yggdrasil's Altar]] will occasionally appear. Additionally, chests may appear on platforms, containing a random item. However, the chests have a chance of being a [[Mimic]] instead. | *A random layout of platforms on [[Yggdrasil's Altar]] will occasionally appear. Additionally, chests may appear on platforms, containing a random item. However, the chests have a chance of being a [[Mimic]] instead. | ||
*[[Spiral Mountain]] features wooden platforms and floating patches of ground that occasionally appear in a random layout. | *[[Spiral Mountain]] features wooden platforms and floating patches of ground that occasionally appear in a random layout. | ||
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==Randomness in competitive play== | ==Randomness in competitive play== | ||
Some randomness that can | Some randomness that can be controlled and/or has little impact on gameplay is considered acceptable (if undesirable) in competitive play. For instance, Star and Screen KOs occur randomly and cannot be disabled, so the mechanic is always active. However, excessive, uncontrollable randomness is usually considered degenerative to competitive play. The reasoning is that if randomness has too much of an impact on gameplay, the match could be decided by luck instead of the skill of both players, which is not considered fair or balanced. Therefore, to prevent people from winning by being the luckier player and to ensure the more skilled player wins, steps are taken to limit the effect of randomness in competitive play. These steps include turning off all items, using [[stage striking]] instead of random selection to choose the stage for the first game in a [[tournament]] set, and banning stages whose random events have too large of an impact on gameplay within the stage (such as [[WarioWare, Inc.]]). | ||
==Trivia== | |||
*[[Masahiro Sakurai]] stated in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=e9v_FwUGOwY Randomness Spices Games Up <nowiki>[Design Specifics]</nowiki>]</ref> that he and his teams have gradually phased randomness out of core gameplay elements, an example being the versions of {{SSBU|Peach}}'s [[forward smash]] no longer being randomly chosen and instead decided with inputs. However, the randomness intrinsic to {{SSBU|Hero}} is considered acceptable, as the player needs situational awareness to effectively use the randomized results of something like [[Command Selection]]. | |||
==References== | |||
{{reflist}} | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Options]] | [[Category:Options]] |
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