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Project M

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{{Title|''Project M''}}
{{cleanup|Poor grammar, redundancy, banter, copypasta, nonalphabetical, and just poorly-written in general.}}
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{{out of date|18:54, 22 July 2013 (EDT)|Not necessarily compliant to 2.6}}
:''For information on Project M's successor, see [[Project+]].''
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[[File:PMLogo.png|thumb|The logo for Project M|350px]]
[[File:PMLogo.png|thumb|The logo for Project M.|350px]]
'''''Project M''''' is a [[gameplay modification]] of ''[[Super Smash Bros. Brawl]]'' designed to make the gameplay more closely resemble that of ''[[Super Smash Bros. Melee]]'' and to a lesser extent ''[[Super Smash Bros.]]'' ''Project M''{{'}}s primary change from ''Brawl'' is that the speed of gameplay has been generally increased and the character landing lag is shorter, alongside the restoration of many ''Melee'' mechanics and elements, such as the addition of {{PM|Mewtwo}} and {{PM|Roy}} after their absence in ''Brawl''. ''Project M''{{'}}s development team was partly descended from the original developers for ''[[Brawl+]]'', later known as the '''PMDT''', or '''Project M Dev Team''' (formerly the '''PMBR''', or '''Project M Backroom'''), having members from over ten countries.<ref>http://wii.ign.com/articles/122/1223403p1.html</ref> The first demo was released on February 7th, 2011. Development of the mod officially concluded on December 1st, 2015, with version 3.6 being the last official release of ''Project M''.
'''Project M''' is a [[hack]] for ''[[Super Smash Bros. Brawl]]'' designed to make the gameplay more closely resemble that of ''[[Super Smash Bros. Melee]]''. The development team is partly descended from the original developers for [[Brawl+]], now known as 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'' has been featured as a prominent event at several national tournaments, such as [[GENESIS 2]], the Zenith series, and is on the game lineup for [[Apex 2014]].
''Project M'' has been commonly featured at several [[national tournament|national]] [[tournament]]s, such as the Zenith series, [[The Big House (tournament series)|The Big House series]], and [[Apex 2014]], and it remains the most popular gameplay mod of ''Brawl'' in tournament settings. Starting in 2013, ''Project M'' saw a rapid rise in its popularity as more characters became playable and the mod became more familiar at Smash tournaments. By 2014, it began to develop its tournament scene, with the number of entrants for Apex 2014's ''PM'' singles event notably surpassing the number of competitors for ''Brawl''. Despite the end of ''Project M''{{'}}s official development, it still has been able to maintain its tournament presence separate from ''Brawl'', including the formation of its Backroom, the New PMBR, on July 21, 2016.<ref>http://pmunderground.net/index.php/articles/9-articles/45-introducing-the-new-pmbr-and-pm-tier-list-2</ref>


==Universal changes==
''Project M'' only supports [[NTSC]] versions of ''Brawl'', and no [[PAL]] build was ever released. As a result, running ''Project M'' outside of NTSC regions requires either homebrew as to allow the Wii to run an NTSC version of the game; or an imported Wii.
*Default match type is 4 [[stock]] with an 8-minute timer.
*The following mechanics have been altered to match their Melee forms:
**[[Air dodge]] applies a directional boost and causes [[helplessness]].
**[[L-canceling]] halves landing lag when a shield button is pressed before landing, and charaters will flash white if performed corectly.
**[[Dash dancing]]'s timing has been reverted, and characters can shield during one.
**Crouching cancels dashes.
**[[Crouch canceling]] reduces knockback.
**Hitting the [[C-Stick]] down while crouching uses a [[down smash]] (in Brawl it uses a [[down tilt]]).
**[[Double jump cancel]]ling reimplemented; its usage varies slightly between characters.
**The abilities to edge tech and edge cancel attacks have been implemented.
**Jumps can be cancelled with grabs.
**[[Powershield]] [[reflect]]s [[projectile]]s.
**Shieldstun formula reverted.
**Edges cannot be auto-sweetspotted.
**Window for [[tech]]ing reverted.
**Amount of [[freeze frame]]s reduced.
**More forwards momentum is conserved when jumping.
**Altered camera that behaves similarly to Melee's.
**Hitstun canceling has been removed.
**Random tripping has been removed.
**If an already-struck character gets hit by something else, 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.
*Footstool jumping is done by pressing in any direction on the D-Pad.
*Tripping can be teched.
*A glide toss can be done in the air.
*SSB64's [[taunt cancel]]ling returns.
*Stages such as [[Dream Land]], [[Hyrule Castle]], and [[Fountain of Dreams]] replace stages such as [[New Pork City]] and [[75m]].
*Players can now turn on ''Input Assistance'' which implements a 3 frame buffer window to help newer players master advanced techniques.
*Stock control added. Players can now control the amount of stocks each player starts with before battle. A crew mode has been added in which the game keep track of stocks retained after battles.
*Stage selection menu modified to include built-in stage striking control.
*Super Armor has been removed. Standardized knockback resistance system categorizes armor as Light, Medium, or Heavy. Some characters feature color overlays to indicate such armor, with with more opaque overlays generally indicating stronger armor.


==Character changes==
==Changes from ''Brawl''==
[[File:SuccessInstall2.png|thumb|''Project M''{{'}}s menu in Version 3.6.]]
''Project M'' has two different versions: Full Set and WiFi. The former has Stock Control and Input Assistance as new features, which allows newer players to use advanced techniques better and have a stock advantage over experienced ones. However, [[Replay]]s and online play do not work properly as a result of [[L]] and [[R button]] light-presses causing [[online desynchronization]]. Replays are now functioning with the inclusion of Fracture's replay mod. The WiFi version allows these two things to work properly, and while it keeps the former version's battle features, these are not implemented for online play, likely because Stock Control would have caused potential [[griefing]] within matches (by the distant opponent always choosing the maximum amount of stocks). If a ''Project M'' replay is in regular ''Brawl'', it may cause malfunctions when beginning a match, possibly because of the stage replacement.


===''Melee'' veterans===
Both versions massively alter the original ''Brawl'' gameplay to more closely resemble that of ''Melee'', along with other changes to make the game more competitive in general. It retains the techniques ''Brawl'' has, such as [[crawling]], [[wall cling]], and [[DACUS]].
Melee veterans should be assumed to have been reverted to their ''Melee'' moveset and properties and have been changed from there. This includes special and normal moves, properties such as gravity, weight, run-speed, air mobility but does not include sound effects, textures, or vertexes. However, some characters, due to having poor movesets in ''Melee'', had some elements recycled from ''Brawl'' and ''SSB64'' or have been given entirely new buffs.


===={{SSBB|Bowser}}====
===''Melee'' based changes===
*Significantly larger in size.
The following mechanics have been altered to match their ''Melee'' forms:
*Slightly heavier.
*General amount of [[hitlag]] is reduced.
*Most of Bowser's attacks do much more [[damage]], [[shield damage]], and [[knockback]], most notably [[forward smash]] (which explodes on contact), [[up smash]], [[forward air]], [[back air]], [[up air]], [[forward throw|forward]] and [[back throw]]s, [[Koopa Klaw]] back throw, and others.
*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.
*Many moves and animations now have some sort of [[launch resistance]]: [[crouch]], [[crawl]], and up smash while charging have weak damage-based resistance, while [[dash attack]], all smashes, [[neutral air]], Koopa Klaw, and [[Bowser Bomb]] have strong knockback-based resistance (shown by a red flash).
*All characters have faster [[falling speed]]s and [[gravity]] (except {{PM|Sheik}} who has lower gravity). Gravity also no longer adds onto the knockback formula.
*The second hit of [[down tilt]] is now optional, activated by pressing the attack button a second time.
*[[Traction]] was increased across the board although a few characters including {{PM|Squirtle}} and {{PM|Lucas}} have lower traction.
*[[Fire Breath]] cancel implemented.
*[[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.
*Koopa Klaw can no longer bite the opponent before throwing.
*[[L-canceling]] halves landing lag when a shield button is pressed 7 frames before landing, thus restoring the [[SHFFL]] technique, bolstering characters' midair movement and allowing much better usage of [[combo]]s. Additionally, characters briefly flash white upon performing a successful L-cancel.
*Bowser Bomb can be cancelled by a jump just before its max leap height.
*[[Dash dancing]]'s timing has been reverted, making it longer and more practical, and characters can shield during an initial dash.
*Crouching cancels the running portion of the dash, allowing quicker, more varied options after dashing.
*Characters retain the full momentum of their dash if they jump forward. This is especially noticeable with characters with faster dashing speeds.
*[[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.
*[[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, allowing recovering characters to survive at higher percentages 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.
*[[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 as long 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. This makes [[edge hop]]ping and [[edgehogging]] easier.
*[[Hitstun canceling]] has been removed, causing overall horizontal survivability to be shorter, but giving characters more extensive combo options, which were almost nonexistent in ''Brawl''. Air dodges are no longer usable when [[tumbling]].
*It is once again possible to [[DI]] moves which do not put opponents into tumble.
*[[Tech]]ing can be performed even before a character is struck, making it easier to implement.
*[[Item]]s cannot be grabbed during [[dash attack]]s or [[aerial]]s.
*[[Grab aerial]]s cause helplessness if they miss a ledge, but can be [[Air dodge grab|used after an air dodge]] with the shield + attack combination. They still act as tether recoveries, though they won't restore a character's midair jumps if they drop from the ledge.
*If a character still in [[hitstun]] is struck again in quick succession, the new [[knockback]] either replaces the old knockback (if the gap between the attacks was 10 frames or less) or has its direction and power combined with the old knockback (after 10 frames). In ''Brawl'', whether to replace the old knockback is based on the relative strength of the two attacks, and no merging is performed.
*All characters have the same [[meteor cancel]] window although all characters must wait for 16 frames before meteor canceling as opposed to 9 (all characters have the same meteor cancel window as {{SSBB|Ivysaur}}, {{SSBB|Olimar}}, and {{SSBB|Zero Suit Samus}} did in ''Brawl''). Attempting to do this earlier results in the character not being able to meteor cancel during the entire hitstun of the attack (except if not done with a jump input). The game will also only allow characters to meteor cancel moves with an angle between 260°-280° (like in ''Melee'') making any moves with an angle sharper than 280° a spike (and thus impossible to meteor-cancel). Many moves had their angles altered to be sharper than 280° to make them spikes.
*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. Additionally, grab releases function the same as in ''Melee'' so characters cannot be forced into an air release and air released characters can act as soon as the grabber can which benefits and hinder certain characters.
*[[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.
*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 are now chargable 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.


===={{SSBB|Captain Falcon}}====
===''Brawl'' based changes===
*Falcon has been almost completely restored to his ''Melee'' self.
[[File:Pro.m.jpg|thumb|Brawl newcomers {{PM|Charizard}} and {{PM|Wolf}} spar on the revamped [[Saffron City]] stage.]]
*[[Falcon Punch]] can be turned around as in ''Brawl''. Also instead of just 1 reversal, he can now turn around four times in addition to an initial B reversal which does not animate the turnaround.  
Aside from ''Melee'' restorations, the following techniques and mechanics from ''Brawl'' have also been changed:
*[[Raptor Boost]] can grab onto the [[ledge]] from both the air and the ground.
*[[Footstool jump]]s are still present but are now done with a taunt input to avoid unintentional footstool jumping with the jump button.
*''Raptor Boost'' is a spike.
*Removal of random [[trip]]ping as a result of tapping the control stick. There is still forced tripping, 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.
*Pressing up [[taunt]] when a sweetspotted [[Knee Smash]] connects results in Falcon exclaiming "YESZ!".
*[[Dashing]] is easier to perform than in ''Melee'', particularly when dashing in the opposite direction a character is facing, since the input for a smash turn is a 2 frame window, instead of 1.
*Short hopping is easier to perform with all characters. Characters leave the ground 1 frame later while still being able to input an aerial, allowing for some aerials from ''Melee'' characters to auto-cancel earlier or hit shorter characters when previously impossible (i.e. {{PM|Ganondorf}}'s forward aerial and {{PM|Captain Falcon}}'s neutral aerial, respectively).
*Aerials can be [[interruptibility|interrupted]] with an air dodge.
*Characters can interrupt their jumping animation after jumping from the ledge much sooner than in ''Melee'', preventing "tournament winners" as a result of being stuck in the ledge jump animation.
*''Brawl''{{'}}s 2 frame [[B-reversing]] window is retained. B-reversing now also includes moves that previously did not have it in ''Brawl'', such as {{PM|Captain Falcon}}'s [[Falcon Kick]].
*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.
*Time window to input a [[DACUS]] successfully is now 2 frames, and using Z instead of A does not reduce the window. {{PM|Kirby}}, {{PM|Donkey Kong}}, and {{PM|Diddy Kong}} can no longer DACUS as they have unique dash attacks which can go off ledges although this only negatively effects Diddy. Some characters who previously had an ineffective DACUS now have a more effective and useful DACUS although the average length of a lengthy DACUS is significantly shorter than in ''Brawl''.
*Ability to use to the C-stick to dash attack and up smash during a dash retained, making it easier to perform sliding up smashes and DACUSes.
*[[Tether recovery|Tether recoveries]] reimplemented instead of reusing ''Melee''{{'}}s [[wall grapple]]s; however, they are better than before. Tether recoveries now ignore [[edge-hog]]gers; characters will still latch onto the ledge without affecting them, and when pulled up they will perform an automatic jump get-up. While characters with tether recoveries will fare better on the ledge than in ''Brawl'', the jump get-up has extreme lag and puts them into helplessness if they do not land on the stage. Also, a missed tether recovery causes helplessness like wall grapples.
*All [[up special move]]s (except for {{PM|Mewtwo}}'s [[Teleport]], {{PM|R.O.B.}}'s new Robo-Booster, {{PM|King Dedede}}'s [[Super Dedede Jump]], and {{PM|Meta Knight}}'s [[Shuttle Loop]]) now allow characters to grab the ledge backwards before putting them into helplessness or otherwise shortly before their descent. This is opposed to a select few in ''Melee''. Some [[side special move]]s (such as {{PM|Captain Falcon}}'s [[Raptor Boost]], which retains its ledge sweetspot from ''Brawl'', as well as {{PM|Falco}}'s [[Falco Phantasm]]) exhibit this trait as well if they slightly overshoot the ledge from behind.
*The [[grab release glitch]] is now an intentional feature used as a balancing tool for select characters. It has been altered also to remove the victim's ability to air dodge in addition to their up special move, though it also restores all their double jumps.
*A [[glide toss]] is doable in midair with an air dodge. Additionally, air dodges still auto-grab items during the first frames of execution as in ''Brawl'', so that item-based attacks are easier to counter.
*[[Gliding]] is no longer performed by tapping and holding the jump button; {{PM|Charizard}} and {{PM|Pit}} have new special moves that allow them to glide instead. {{PM|Meta Knight}} and {{PM|Pit}} also have a timer for their glides, instead of being able to glide infinitely. Glide attacks also have high landing lag and leave these characters helpless.
*Infinite [[armor]] is now only reserved for {{PM|Ike}}'s fully charged [[Eruption]], all of {{PM|Bowser}}'s smash attacks (when charged a certain time), {{PM|Ganondorf}}'s [[Flame Choke]] right before the explosion, and "grab armor." Armor for other moves that have it is given knockback-based 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.


===={{SSBB|Donkey Kong}}====
===Other changes and gameplay tweaks===
*Dash attack has been changed. It is now a roll similar to the roll in the Donkey Kong Country series. It has weak armor and can roll off edges and platforms similar to Melee Kirby's dash attack. Can be jumped out of in midair.
[[File:PM-Alts1.jpg|thumb|Captain Falcon and Link square off in two of their new alternate costumes.]]
*Neutral aerial is now an effective approach option; it was given more range and slight invincibility on his arms during part of the attack.
[[File:PM-Alts2.png|thumb|Meta Knight (in his new alternate costume) in the remastered Hyrule Castle stage.]]
*Forward aerial comes out faster and has more KO potential.
*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''.
*Down aerial's ending lag has been shortened.
*Stages such as [[Metal Cavern]], {{SSB|Kongo Jungle}} and {{SSB|Dream Land}} replace stages such as [[Mushroomy Kingdom]], [[75m]], and [[Green Greens]].
*Back throw's knockback has increased.
*From v3.5 onwards, [[Screen KO]]s are about as long as [[Star KO]]s, and still uses ''Brawl''{{'}}s animations.
*[[Hand Slap]] now has much wider grounded hitboxes that ground-bounce the opponent and only slaps the ground twice per button press (making it optionally much shorter); it functions well for shield pressure and tech chasing.
*''[[Smash 64]]''{{'}}s [[taunt canceling]] returns.
*''Brawl''{{'}}s random input delay is fixed.
*[[Glancing Blow]]s are no longer possible; they have no visual effect to indicate that they have occurred, and will not add hitlag or half the damage of the attack to the defender.
*''Stock Control'' added, replacing handicaps. Players can now control the number of stocks each player starts with before battle, from 1 to 30 stocks for each individual character. A Crew mode has been added in which the game keeps track of stocks retained after battles.
*Stage selection menu modified to include built-in stage striking control with the X button (Full Set version).
*While ''Project M'' has no light shields, the full set still allows for light presses for the GameCube controller's L and R trigger buttons if they are assigned to "shield"; a light press will activate a character's shield and L-cancels, and a full press will trigger wavedashes and techs.
*New ''Melee''-like designs for the menu and character selection screens, with altered fonts.
*The game, in general, takes less time to load modes, characters, and scenes, and things such as Records can be scrolled through more quickly.
*[[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.
*The [[Match timer|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.
*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:
**[[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 instead of 300.
**"Curry Mode" is replaced with "'''Turbo Mode'''", in which all moves can cancel into any other move or action on hit or on shield. [[Superspicy Curry]] is replaced with a "Turbo" item that causes characters to act like in Turbo Mode for a short period.
**"[[Bunny Hood|Bunny Mode]]" is moved down to the "status" row from the "head" row (replacing "[[Franklin Badge|Reflect]] Mode") while making room for "'''0 to Death Mode'''" (written in-game as "'''Regen Mode'''" to fit the available space), which recovers all damage taken after one second of not receiving any hitstun.
**"Angled Camera Mode" is replaced with '''All-Star Versus''', which allows players to use different characters (or costumes) for each stock. This is done by selecting a character, then deselecting them, and selecting the next character. The order of the characters selected become the order they appear in. Required character selections are based on the stock count. If the selections are less than the stock count, the remaining stocks loop back to the first character (so selecting Mario, Luigi and Peach in a four stock match will loop back to Mario in stock four). This would later on officially be a feature in the series with the introduction of [[Squad Strike]].
***Should each player select their characters in All Star VS Mode before turning on Team Battle; the characters will not be forced into their team battle costumes akin to ''Smash 4''. Also, the random option will always use the default costumes of the characters even in team battles.
*Stage selection screen revamped: stages are now ordered at the bottom in a rectangular shape, with the selected stage being displayed at the top. Stages are now also ordered in Pages 1 and 2, and the top background displays ''Project M''.
*The background for victory poses for VS. battles have been altered to resemble the new Training room.
*Independent character icons for [[Zelda]]/[[Sheik]] and [[Samus]]/[[Zero Suit Samus]], with [[Zero Suit Samus (PM)|ZSS]] not having an icon from ''Brawl''{{'}}s character menu.
*Characters now instantly grunt when hit by a strong attack, as in ''Melee'' and ''64'', while in ''Brawl'' they did a second afterward. There are also medium-damage and high-damage groans as well, with most characters using unused voice samples from the [[Sound Test]]. Characters now also use voice samples for [[sidestep]]s and [[air dodge]]s, and variable voices for [[smash attack]]s.
*[[Smash Taunt]]s were introduced to more characters, such as {{PM|Ness}} and {{PM|Link}}, though these are less involved and can be done on any stage.
*[[Bowser]] now has his own series icon.
*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".
*{{PM|Mewtwo}} and {{PM|Roy}} were added as opponents for [[All-Star]] mode.
*[[Training]] mode now appears as the default Solo mode, and after entering it, the same characters that participated will appear chosen automatically for Group battles. This will trigger a glitch where if a Gamecube controller is not in the P1 slot and any one of Training, Stadium, Events or All Star Mode is entered, then the player starts a match, exits out and enters VS mode, they can control two characters with one controller. Should two Gamecube controllers in the P3 and P4 slots (with no controllers in slots 1 or 2) access either 2-player events, Stadium, or All Star, both controllers can each control two characters at once.<ref>https://www.youtube.com/watch?v=v32q4tUHtBw</ref>
*[[Home-Run Contest]] stadium no longer has a protective window, acting like its ''Melee'' counterpart. Its online competitive mode has also been added as a co-op mode offline, with records being saved.
*No [[Replay]] time limit, allowing longer matches to be recorded and viewed.
*Many additional costumes are added for each character, and are shown  as "Colors" on the characters profiles. There are now also "Special" costumes for some characters, such as '''[[Mario (PM)#Alternate_costumes|Dr. Mario]]''', '''[[Mewtwo (PM)#Alternate_costumes|Armored Mewtwo]]''', and ''Melee'' renditions of several characters, 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-destructing (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.


===={{SSBB|Falco}}====
==Characters==
*Falco has been reverted to his ''Melee'' format.
[[File:Project M Characters.png|thumb|300px|The character-selection screen in ''Project M''.]]
*His [[jab]] has its ''Brawl'' animations but functions as it does in ''Melee''.
In addition to the many universal changes, every character received several individual adjustments in order to balance the game properly. The roster was largely buffed overall, creating an extensive collection of viable characters with varying playstyles, strengths, and weaknesses. However, certain moves were nerfed to further flesh out some fighters and break their dependence on repeated use of a single move or small set of moves. Some ''Project M'' characters are based on their appearances in ''Melee'' (such as {{PM|Captain Falcon}} and {{PM|Jigglypuff}}) while others are modified from their ''Brawl'' versions or a mixture of their iterations from both games.
*Falco's dash speed is the same as in ''Melee'', but retains the ''Brawl'' running animation.
*[[Reflector]] no longer has intagibility.
*Laser decays in damage based on distance


===={{SSBB|Fox}}====
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.
*Fox has been reverted to his ''Melee'' format.
*Fox's [[infinite]] capabilities removed.
*[[Reflector]] no longer has intangibility.
*Laser decays in damage based on distance.
*Reflector can be released during the reflect lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the reflect lag ends from being able to trap him in it.


===={{SSBB|Ganondorf}}====
Aesthetic changes such as sound effects and costumes were included in more recent versions such as version 3.0 and were revamped in 3.5 and 3.6.
*Dashing animation was altered to and speed was increased that of his ''Melee'' incarnation's.
*Midair jumping height was improved.
*Neutral attack made identical to ''Melee'' incarnation.
*Forward tilt can now be angled, and it has less ending lag.
*New up tilt: a high-reaching electric stomp of reasonable speed that hits twice, the second hit having high damage and power.
*Down tilt has less ending lag.
*Dash attack's trajectory altered to that of its ''Melee'' incarnation. However it retains its Brawl knockback and damage values.
*Forward smash's trajectory altered to that of its ''Melee'' incarnation.
*Up smash made identical to ''Melee'' incarnation and can now DACUS.
*Down smash's speed and power were improved to that of its ''Melee'' incarnation. The first kick additionally links better into the second kick.
*Sweetspot of neutral aerial's second kick was strengthened to that of its ''Melee'' incarnation.
*Forward aerial's startup, ending, and landing lag was significantly reduced to that of its ''Melee'' incarnation. The sourspot hitbox was additionally decreased in size and strengthened to the power of ''Melee'' fair, while the sweetspot hitbox was given a [[darkness]] effect.
*Back aerial strengthened to that of its ''Melee'' incarnation, as well as having its hitbox duration increased to that of its ''Melee'' incarnation, and its sourspot removed. Its hitbox was also given an electrical effect.
*Down aerial's animation changed to its ''Melee'' incarnation. Down aerial is also slightly faster, with its sourspot removed.
*Forward and back throws weakened to that of their ''Melee'' incarnation.
*Up throw's base knockback was reduced, making it much more effective at following up on.
*Down throw's trajectory was altered to that of its ''Melee'' incarnation. Its knockback scaling was also slightly reduced.
*[[Warlock Punch]] can be reversed an indefinite number of times.
*Grounded [[Flame Choke]] covers slightly more distance, and its damage was increased to 12%. It additionally can now be teched. Aerial Flame Choke now lightly bounces opponents when they land.
*[[Dark Dive]]'s power was increased to that of its ''Melee'' incarnation.
*Grounded [[Wizard's Foot]] strengthened and its animation altered to its ''Melee'' incarnation. Its sourspot hitboxes were additionally removed. Aerial Wizard's Foot now restores Ganondorf's midair jump, with it now [[spike|spiking]], and its sourspot hitbox removed. Both versions also have less ending lag.


===={{SSBB|Jigglypuff}}====
The entire cast was overhauled to match the physics of ''Melee''. Characters that suffered from weak attributes and movesets in both ''Melee'' and ''Brawl'' (such as {{PM|Bowser}}, {{PM|Kirby}}, and {{PM|Zelda}}), had their positive attributes from each game merged and are given entirely new and original buffs. Some returning characters, like {{PM|Ganondorf}}, were given a completely revamped moveset to reference their abilities from their home series further and to distance themselves from characters from which they are cloned. New characters, such as {{PM|Sonic}} and {{PM|Snake}}, are given completely original buffs, nerfs and even entirely new moves to increase their variability and versatility.
*Jigglypuff has been completely reverted to its ''Melee'' format.


===={{SSBB|Link}}====
Giga Bowser, and Wario-Man are optional playable characters, as they are selected if the player holds the shield button when selecting Bowser or Wario on the character select screen.
*Most of Link's normal attacks have slight speed and power increases. For example, Link's dash attack and down smash both have sooner IASA frames so that they can be acted out of sooner and are generally less unsafe to use on shielded opponents. Link's forward tilt has been sped up to match {{SSBM|Young Link}}'s forward tilt, making it extremely dangerous. The up smash has been sped up as well so that the three slashes can link together better.
*Link's [[Hero's Bow]] has its charge speed increased by 33%, its knockback increased, and its knockback angle changed to send at a much more horizontal angle, but it retains its ''Brawl'' trajectory.
*[[Gale Boomerang]] replaced with a regular Boomerang designed to feel like its SSB64 incarnation.
*The aerial version of [[Spin Attack]] gains more additional horizontal momentum than in Melee.
*Link can now [[Bomb recovery|bomb jump consistently for recovery]]. By inputting a [[glide toss]], Link can toss the bomb up the right distance to spin attack into it, allowing Link to Spin Attack again.
*Link's side taunt involving Navi has been replaced. He now places his hands on his hips and leans back slightly instead.


===={{SSBB|Luigi}}====
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 (43 if the Final Smash forms Giga Bowser and Wario-Man are counted). Furthermore, a leaked development build indicated that development on four new characters was in progress at the time of the project's cancellation. This shows a planned total of 45 characters; these characters are [[Knuckles the Echidna]] from the {{uv|Sonic the Hedgehog}} universe, [[Lyn]] from the {{uv|Fire Emblem}} universe, [[Isaac]] from the {{uv|Golden Sun}} universe, and {{s|warswiki|Sami}} from the {{uv|Advance Wars}} universe. {{b|Knuckles|P+}} would later be added in the mod's successor, [[Project+]].
*Down tilt does 15% damage and acts like a [[Mr. Saturn]], dealing zero knockback with high hitstun and the "Pwaaah" sound effect.
*[[Fireball]] travels farther and can be followed up faster.
*[[Green Missile]] misfire mechanics changed. One in six uses of the attack is guaranteed to be a misfire: if five uses are passed normally, then the next will always be a misfire. If the attack will misfire, Luigi flashes green before it goes off; continuing to charge the move past this flash will disable the misfire and cause it to occur the next time the move is used instead. This allows Luigi to control when a misfire is used.
*Luigi can grab the ledge while using Green Missile.
*Increase in air speed while helpless after a [[Super Jump Punch]].
*[[Luigi Cyclone]] gets more height while mashing the special button. If used in the air, Luigi Cyclone will not gain as much height as in ''Brawl''.


===={{SSBB|Mario}}====
===List of characters===
*Mario can act out of [[Fireball]] quicker.
{|class="wikitable" style="text-align:center;margin:1em auto 1em auto;"
*Mario is a slight mix of himself and ''Melee's'' {{SSBM|Dr. Mario}}; up smash, back air, and the beginning of forward air have Dr. Mario-like properties, while his [[Fireball]] has a trajectory more like [[Megavitamins]] and Mario's down taunt acts like Dr. Mario's taunt.
!colspan=7|Characters
*Super Jump Punch can be cancelled by a [[wall jump]] any time it is touching the wall, but only the first Super Jump Punch. Until Mario lands again, Super Jump Punch must touch the wall for the whole of the move.
|-style="vertical-align:bottom"
*Down special is now his Mario Tornado move from ''Melee''. In addition, it has star graphics.
|width="14.3%"|[[File:Mario SSBB.jpg|100x100px|link=Mario (PM)]]<br>{{PM|Mario}}<br>[[File:MarioSymbol.svg|20px|class=invert-dark|link=Mario (universe)]]
*Down air is now his drill kick from ''Melee''.
|width="14.3%"|[[File:Luigi SSBB.jpg|100x100px|link=Luigi (PM)]]<br>{{PM|Luigi}}<br>[[File:MarioSymbol.svg|20px|class=invert-dark|link=Mario (universe)]]
*Mario can now switch between Mario and Dr. Mario similarly to {{SSBB|Wario}} switching between is Wario Land costume and his WarioWare costume. All differences are aesthetic.
|width="14.3%"|[[File:Peach SSBB.jpg|100x100px|link=Peach (PM)]]<br>{{PM|Peach}}<br>[[File:MarioSymbol.svg|20px|class=invert-dark|link=Mario (universe)]]
|width="14.3%"|[[File:Bowser SSBB.jpg|100x100px|link=Bowser (PM)]]<br>{{PM|Bowser}}<br>[[File:MarioSymbol(BowserSymbol).png|20px|class=invert-dark|link=Mario (universe)]]
|width="14.3%"|[[File:Yoshi SSBB.jpg|100x100px|link=Yoshi (PM)]]<br>{{PM|Yoshi}}<br>[[File:YoshiSymbol.svg|20px|class=invert-dark|link=Yoshi (universe)]]
|width="14.3%"|[[File:Donkey Kong SSBB.jpg|100x100px|link=Donkey Kong (PM)]]<br>{{PM|Donkey Kong}}<br>[[File:DKSymbol.svg|20px|class=invert-dark|link=Donkey Kong (universe)]]
|width="14.3%"|[[File:Diddy Kong SSBB.jpg|100x100px|link=Diddy Kong (PM)]]<br>{{PM|Diddy Kong}}<br>[[File:DKSymbol.svg|20px|class=invert-dark|link=Donkey Kong (universe)]]
|-style="vertical-align:bottom"
|[[File:Link SSBB.jpg|100x100px|link=Link (PM)]]<br>{{PM|Link}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Zelda SSBB.jpg|100x100px|link=Zelda (PM)]]<br>{{PM|Zelda}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Sheik SSBB.jpg|100x100px|link=Sheik (PM)]]<br>{{PM|Sheik}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Ganondorf SSBB.jpg|100x100px|link=Ganondorf (PM)]]<br>{{PM|Ganondorf}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Toon Link SSBB.jpg|100x100px|link=Toon Link (PM)]]<br>{{PM|Toon Link}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Samus SSBB.jpg|100x100px|link=Samus (PM)]]<br>{{PM|Samus}}<br>[[File:MetroidSymbol.svg|20px|class=invert-dark|link=Metroid (universe)]]
|[[File:Zero Suit Samus SSBB.jpg|60px|link=Zero Suit Samus (PM)]]<br>{{PM|Zero Suit Samus}}<br>[[File:MetroidSymbol.svg|20px|class=invert-dark|link=Metroid (universe)]]
|-style="vertical-align:bottom"
|[[File:Kirby SSBB.jpg|100x100px|link=Kirby (PM)]]<br>{{PM|Kirby}}<br>[[File:KirbySymbol.svg|20px|class=invert-dark|link=Kirby (universe)]]
|[[File:Meta Knight SSBB.jpg|100x100px|link=Meta Knight (PM)]]<br>{{PM|Meta Knight}}<br>[[File:KirbySymbol.svg|20px|class=invert-dark|link=Kirby (universe)]]
|[[File:King Dedede SSBB.jpg|100x100px|link=King Dedede (PM)]]<br>{{PM|King Dedede}}<br>[[File:KirbySymbol.svg|20px|class=invert-dark|link=Kirby (universe)]]
|[[File:Fox SSBB.jpg|100x100px|link=Fox (PM)]]<br>{{PM|Fox}}<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark|link=Star Fox (universe)]]
|[[File:Falco SSBB.jpg|100x100px|link=Falco (PM)]]<br>{{PM|Falco}}<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark|link=Star Fox (universe)]]
|[[File:Wolf SSBB.jpg|100x100px|link=Wolf (PM)]]<br>{{PM|Wolf}}<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark|link=Star Fox (universe)]]
|[[File:Captain Falcon SSBB.jpg|100x100px|link=Captain Falcon (PM)]]<br>{{PM|Captain Falcon}}<br>[[File:FZeroSymbol.svg|20px|class=invert-dark|link=F-Zero (universe)]]
|-style="vertical-align:bottom"
|[[File:Pikachu SSBB.jpg|100x100px|link=Pikachu (PM)]]<br>{{PM|Pikachu}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Jigglypuff SSBB.jpg|100x100px|link=Jigglypuff (PM)]]<br>{{PM|Jigglypuff}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:PMMewtwo.png|100x100px|link=Mewtwo (PM)]]<br>'''{{PM|Mewtwo}}'''<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Squirtle SSBB.jpg|100x100px|link=Squirtle (PM)]]<br>{{PM|Squirtle}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Ivysaur SSBB.jpg|100x100px|link=Ivysaur (PM)]]<br>{{PM|Ivysaur}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Charizard SSBB.jpg|100x100px|link=Charizard (PM)]]<br>{{PM|Charizard}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Lucario SSBB.jpg|100x100px|link=Lucario (PM)]]<br>{{PM|Lucario}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|-style="vertical-align:bottom"
|[[File:Ness SSBB.jpg|100x100px|link=Ness (PM)]]<br>{{PM|Ness}}<br>[[File:EarthboundSymbol.svg|20px|class=invert-dark|link=EarthBound (universe)]]
|[[File:Lucas SSBB.jpg|100x100px|link=Lucas (PM)]]<br>{{PM|Lucas}}<br>[[File:EarthboundSymbol.svg|20px|class=invert-dark|link=EarthBound (universe)]]
|[[File:Ice Climbers SSBB.jpg|100x100px|link=Ice Climbers (PM)]]<br>{{PM|Ice Climbers}}<br>[[File:IceClimberSymbol.svg|20px|class=invert-dark|link=Ice Climber (universe)]]
|[[File:Marth SSBB.jpg|100x100px|link=Marth (PM)]]<br>{{PM|Marth}}<br>[[File:FireEmblemSymbol.svg|20px|class=invert-dark|link=Fire Emblem (universe)]]
|[[File:PMRoy.png|100x100px|link=Roy (PM)]]<br>'''{{PM|Roy}}'''<br>[[File:FireEmblemSymbol.svg|20px|class=invert-dark|link=Fire Emblem (universe)]]
|[[File:Ike SSBB.jpg|100x100px|link=Ike (PM)]]<br>{{PM|Ike}}<br>[[File:FireEmblemSymbol.svg|20px|class=invert-dark|link=Fire Emblem (universe)]]
|[[File:Mr. Game & Watch SSBB.jpg|100x100px|link=Mr. Game & Watch (PM)]]<br>{{PM|Mr. Game & Watch}}<br>[[File:Game&WatchSymbol.svg|20px|class=invert-dark|link=Game & Watch (universe)]]
|-style="vertical-align:bottom"
|[[File:Pit SSBB.jpg|100x100px|link=Pit (PM)]]<br>{{PM|Pit}}<br>[[File:KidIcarusSymbol.svg|20px|class=invert-dark|link=Kid Icarus (universe)]]
|[[File:Wario (Project M).png|100x100px|link=Wario (PM)]]<br>{{PM|Wario}}<br>[[File:WarioSymbol.svg|20px|class=invert-dark|link=Wario (universe)]]
|[[File:Olimar SSBB.jpg|100x100px|link=Olimar (PM)]]<br>{{PM|Olimar}}<br>[[File:PikminSymbol.svg|20px|class=invert-dark|link=Pikmin (universe)]]
|[[File:R.O.B. SSBB.jpg|100x100px|link=R.O.B. (PM)]]<br>{{PM|R.O.B.}}<br>[[File:ROBSymbol.svg|20px|class=invert-dark|link=R.O.B. (universe)]]
|[[File:Snake SSBB.jpg|100x100px|link=Snake (PM)]]<br>{{PM|Snake}}<br>[[File:MetalGearSymbol(preUltimate).svg|20px|class=invert-dark|link=Metal Gear (universe)]]
|[[File:Sonic SSBB.jpg|100x100px|link=Sonic (PM)]]<br>{{PM|Sonic}}<br>[[File:SonicSymbol.svg|20px|class=invert-dark|link=Sonic (universe)]]
|
|}


===={{SSBB|Marth}}====
<small>
*Completely reverted to his ''Melee'' self.
'''Bold''' denotes characters not in ''Brawl''.
*Down air now has less ending lag.
</small>
*Can now [[DACUS]].
*His light blue costume has been changed to a purple one, with his default costume being used as his Blue Team costume, like in ''Melee''.


===={{SSBB|Mr. Game & Watch}}====
==Stages==
*Forward tilt can now be interrupted as quickly as the hitbox diminishes.
[[File:SSS Project M 3.6.png|thumb|The Stage Selection Screen in ''Project M'' 3.6]]
*Forward smash has not only regained its former power, but its later hitbox is more powerful.
''Project M'' contains 42 stages selectable normally, and 27 alternate stages (that appear in a small preview under the main stage preview and are selectable by holding L before pressing A). Two stages, Peach's Castle HD and Hyrule Castle HD, have a second alternate stage that does not show a preview and is selectable by holding Z instead of L.
*All aerials can now be [[L-cancel]]ed.
*Up aerial only hits once and has drastically less ending lag.
*Down aerial's landing hitbox now spike-bounces.
*His [[Chef]] attack cancels on landing, just like Falco's lasers. Tossed foods may also burn.
*[[Fire]]'s parachute is removed; it appears on his neutral aerial, which functions as it does in ''Melee''.
*[[Oil Panic]] has less ending lag after catching a projectile, and will almost always [[OHKO]] when it is full. It can also now be used as an attack despite the amount of oil in the bucket.
 
===={{SSBB|Ness}}====
*[[Double jump cancel]] returns: special moves will always DLC, whereas aerial attacks will only do so if the jump input has been released (so holding jump will prevent it).
*Up smash is now faster, has further reach, and set the opponent up for juggling.
*Down smash now travels out much further to function as an onstage [[edge-guarding]] tool.
*Neutral aerial comes out slightly quicker.
*Back aerial and up aerial were given more kill power.
*Down aerial now comes out much faster.
*[[PK Flash]] is smaller, but moves farther and faster.
*[[PK Fire]] no longer halts the player's aerial momentum and that PK Fire will also activate on shielded opponents.
*[[PK Thunder 2]] now travels much farther and retains its hitbox throughout the move.
*[[Yoyo glitch]] no longer exists.
 
===={{SSBB|Peach}}====
*Jab now links better.
*Forward smash always follows the pattern of "tennis racket, golf club, frying pan", with the first of a match being random.
*[[Peach Bomber]] reverted to using a "typical" explosion on contact, though the heart-based explosion will occur instead if a taunt button is held. It also has ''Brawl'' length.
*[[Vegetable]]s reverted to bouncing off shields instead of vanishing.
 
===={{SSBB|Pikachu}}====
*Most of its moveset has been restored to ''Melee''.
*Back aerial is now its ''Smash 64'' back aerial.
*[[Quick Attack]] has retained its [[Quick Attack cancel]] technique from ''Brawl''.
 
===={{SSBM|Roy}}====
[[File:PMRoy.png|100px|thumbnail|default|Roy's appearance in Project: M.]]
Roy is the first character announced who was not in ''Brawl''. He will not replace any existing character, taking advantage of the newly featured Clone Engine.
 
*[[Double-Edge Dance]] improved from ''Melee'', including a backwards attack.
*Sword mechanics from ''Melee'' carry on, the inside of the sword is strongest.
*Down Smash is a fast spinning sword sweep.
*Forward Tilt is a now a long range stab.
*Neutral Air is now a longer range spinning attack that lingers longer and hits harder.
*Back Air is a completely new slicing attack.
*DACUS-able Up-Smash.
 
===={{SSBB|Sheik}}====
*Retains crawl and wall cling from ''Brawl''.
*Sheik's down throw has been altered to have an angle between her PAL d-throw and her NTSC d-throw. To compensate, the animation and throw happen much faster, and her back-throw now has the perfect angle and knockback to use for DI confusion when chain grabbing and tech chasing.
*[[Needle Storm|Needle]]s can no longer block disproportionaly stronger projectiles but can still be hit out of the air, done by removing the needles' hurtboxes and allowing the hitboxes to clang.
*Unlike ''Melee'', the chain's hitboxes are unable to clank out projectiles. The electric tipper hit also cannot hit aerial targets, so the effective range is reduced somewhat against people in the air. Brawl mechanics have blessed the chain with the drag maneuver though, which allows the hitboxes to refresh very quickly when the chain is maneuvered with a repeated 2323_2121 motion with the chain flat along the ground. This can deal a great amount of damage in very little time, especially if they dare attempt to CC their way out of it.
*[[Vanish]] has stronger knockback and damage than in ''Brawl''.
*[[Transform]] is slowed down at the beginning of the move but allows Zelda/Sheik to act out of it instantly to compensate for variable load time issues.
*[[Chain Jacket glitch]] from ''Brawl'' has not been removed.
 
===={{SSBB|Zelda}}====
*Neutral air's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.
*Zelda's forward and back aerials have two sweetspots: a larger ''Melee'' sized one that is weaker than in ''Melee'' but still deals good knockback and damage, and ''Brawl'' sized sweetspots that are extremely powerful. They also have an electric flub sourspot and a body hitbox sourspot.
*Up air has an early hitbox at the base of her fingertips which links into her up air sweetspot.
*Down air has also been made to sweetspot on grounded opponents in addition to aerial opponents.
*[[Nayru's Love]] is land cancelable after the attack frames end, and the ground based version has improved invulnerability but no such cancel.
*[[Din's Fire]] functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding. Touching a suspended fireball does minor damage. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles.
*[[Farore's Wind]] can air dodge to interrupt teleporting from the ground, giving Zelda the ability to waveland or pseudo-[[wavedash]] any time during the duration of the move.
*Shares Transform changes with Sheik.
 
===''Brawl'' Newcomers===
Players should assume that most of the ''Brawl'' newcomers' gravity and speed have been changed to reflect the playstyle of ''Melee''.
 
===={{SSBB|Charizard}}====
*[[Pokémon Trainer]] is gone, and Charizard (along with his other Pokémon) are their own separate characters.
*Several of its ground attacks now act as launchers. These launchers include its jab (which is now a single swing of its wing), up tilt and down tilt, up smash and down smash, and its brand new up throw that is based on the Seismic Toss motion from the animated series.
*Forward aerial has been replaced with a flaming claw move akin to {{SSBM|Mewtwo}}'s forward aerial.
*[[Rock Smash]] has been replaced with a new move called Heat Wave, using a similar animation to its old forward aerial. It provides backwards momentum when used in the air. Like the ''Brawl'' forward air, it is stronger up close.
*[[Pokémon Change]] has been replaced with a different version of [[Fly]]. Fly causes Charizard to crouch and then leap into the air higher than any jump. The move can be charged to fly higher. When used in the air, Charizard instantly [[glide]]s. It no longer glides by holding the jump button.
 
===={{SSBB|Diddy Kong}}====
*Like Donkey Kong, his dash attack now can move off ledges, setting up offstage KOs.
*The peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy can also air dodge out of his Peanut Popgun allowing him to waveland between shots.
*[[Monkey Flip]] had its distance increased. Pressing the attack or special attack button causes the attack to send opponents upward while pressing the jump button sends opponents downward.
*[[Rocketbarrel Boost]] has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. Its power has also been increased making it a viable combo finisher.
*Thrown Bananas no longer cause grounded opponents to [[trip]]; they send opponents at a low semi-spike angle towards the floor, acting like a stronger version of Peach's turnips from ''Melee''. Bananas lying on the ground however, will still cause opponents to trip.
*His up taunt has been replaced with a juggling animation. Diddy will continue to juggle as long as the taunt button is held.


===={{SSBB|Ike}}====
Among the normally selectable stages, 3 are original to ''Project M'', 11 are altered layouts of ''Brawl'' stages, 6 have minor changes from ''Brawl'', 4 are ported from ''Melee'', 6 are ported from ''Smash 64'' and mostly given HD revamps, and the remaining 12 are unchanged from ''Brawl'' (including [[Past Stages]]).
*Ike's general speed has significantly increased to fit ''Project M''{{'}}s mechanics.
*All tilts sped up.
*The second hit of down smash is optional and must be activated with an attack button press.
*[[Eruption]] has been recolored to blue instead of red.
*[[Quick Draw]] will only attack upon pressing the special button, while it will attack automatically as in ''Brawl'' if the attack button is held. The move can also be cancelled with a jump or a wall jump.
*[[Aether]]'s super armor is replaced with light armor.
*[[Counter]] starts slightly quicker. The move is jump-cancelable eighteen frames after Ike successfully counters an attack.


===={{SSBB|Ivysaur}}====
Among the alternate stages, 1 is original to ''Project M'', 1 is an altered layout of a ''Brawl'' Past Stage, 1 is ported from ''Melee'', 8 are ported from ''Smash 64'', and the remaining 16 are unchanged from ''Brawl'' (including Past Stages).
*Its jab and all its tilts and throws were significantly buffed; they are more powerful and combo better than they did in ''Brawl''.
*Bulb attacks (up smash, up aerial, and down aerial) now have a sweetspot that [[flower]]s the opponent and slightly heals Ivysaur. The two aerials are also stronger and apply more vertical force to Ivysaur.
*Pummel also flowers the opponent and heals Ivysaur.
*New neutral special: Synthesis and SolarBeam. Holding the special button will slowly heal Ivysaur and build up charge. Once the charge is full, using the move fires a powerful energy beam diagonally upwards. The move can also be charged by connecting with its bulb attack sweetspots.
*The non-smash thrown [[Razor Leaf]] can now hit multiple targets. The smash thrown version is a single, quicker hit.
*[[Vine Whip]] now has a sweetspot that can KO opponents.
*Down special is now Seed Bomb which sends a powerful projectile vertically similar to Snake's up smash. It releases Stun Spores upon hitting the ground which stuns opponents in range.


===={{SSBB|King Dedede}}====
{|class="wikitable" style="margin:1em auto 1em auto;"
*King Dedede's jab combo now links properly, with the infinite hitting significantly faster.
!colspan=6|Stages
*Forward smash has larger range, but slower start up.
|-
*Up smash has also gained larger range.
!width="5%" | Stage
*Down smash now sends opponents behind Dedede.
!width="40%" | Changes
*Forward aerial is now a full hammer sweep from below. It covers a longer range and does more damage then the previous forward aerial.
!width="5%" | ASL
*Up aerial now is just a single hit.
!width="5%" | Stage
*Down throw sends opponents at a more downward angle towards the floor, removing chain throws, but allowing for deadly tech chases.
!width="40%" | Changes
*[[Super Dedede Jump]] no longer has super armor on the move, but has a hitbox during the initial jump and has medium armor throughout the rising portion. Cancelling the move will negate his momentum.
!width="5%" | ASL
*[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. Dedede also gains light armor while charging. The hammer also comes out slightly more quickly.
|-
![[File:Battlefield Brawl.png|100px|link=Battlefield (SSBB)]]<br>[[File:SmashBrosSymbol.svg|20px|class=invert-dark]]<br>{{SSBB|Battlefield}}
|Stage layout slightly tweaked to match [[Battlefield (SSBM)|''Melee''{{'}}s Battlefield]].
|[[File:Melee Battlefield (PM 3.6).png|100px|link=Battlefield (SSBM)]]<br>[[File:SmashBrosSymbol.svg|center|20px|class=invert-dark]][[Battlefield (Melee)]]
![[File:Bigblue.jpg|100px|link=Big Blue]]<br>[[File:FZeroSymbol.svg|20px|class=invert-dark]]<br>[[Big Blue]]
|
|
|-
![[File:Brinstar brawl.jpg|100px|link=Brinstar]]<br>[[file:MetroidSymbol.svg|20px|class=invert-dark]]<br>[[Brinstar]]
|
|[[File:PlanetZebesSSB.png|100px|link=Planet Zebes]]<br>[[File:MetroidSymbol.svg|center|20px|class=invert-dark]][[Planet Zebes]]
![[File:CastleSiegeStaticPM.jpg|100px|link=Castle Siege]]<br>[[File:FireEmblemSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151008065033/http://projectmgame.com/en/stages/castle-siege Castle Siege]
|As of v3.6β, does not transform and makes a reference to the title artwork of ''{{iw|fireemblemwiki|Fire Emblem: Radiant Dawn}}'', which depicts the characters in a twilight sky.
|[[File:Castle Siege Brawl.png|100px|link=Castle Siege]]<br>[[file:FireEmblemSymbol.svg|20px|class=invert-dark|center]][[Castle Siege|Castle Siege (Brawl)]]
|-
![[File:Corneria full.jpg|100px|link=Corneria]]<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark]]<br>[[Corneria]]
|
|[[File:SectorZSSB.png|100px|link=Sector Z]][[File:StarFoxSymbol.svg|20px|class=invert-dark|center]]'''[[Sector Z]]'''
![[File:Hanenbow PM 3.5.png|100px]]<br>[[File:ElectroplanktonSymbol.svg|20px|class=invert-dark]]<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.
|[[File:Hanenbow.jpg|100x100px|link=Hanenbow]]<br>[[File:ElectroplanktonSymbol.svg|20px|class=invert-dark|center]][[Hanenbow|Hanenbow (Brawl)]]
|-
![[File:Dream Land PM 3.5.jpg|100px]]<br>[[File:KirbySymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151022141330/http://projectmgame.com/en/stages/dreamland Dream Land (HD)]
|Replaces [[Green Greens]], as well as "Fountain of Dreams" theme with ''Smash 64''{{'}}s Dream Land theme. Has new visual upgrade for 3.5 which makes it resemble more of [[Green Greens|''Melee''{{'}}s Green Greens]].
|[[File:Dreamland Retro PM.jpg|100px|link=Dreamland]]<br>[[File:KirbySymbol.svg|center|20px|class=invert-dark]]{{SSB|Dream Land}}
![[File:ProjectM DistantPlanet.png|100px]]<br>[[file:PikminSymbol.svg|20px|class=invert-dark]]<br>
[https://web.archive.org/web/20151101061829/http://projectmgame.com/en/stages/distant-planet Distant Planet]
|Originally an arena from [[SSE]]: [[The Jungle]],<ref>https://web.archive.org/web/20130917221813/http://projectmgame.com/en/stages/sse-jungle</ref> until versions 3.0 and later refurbished it with a {{uv|Pikmin}} theme. It consists of a large base and four platforms, the outermost of which are slightly raised leaves that hang over the main platform's edges and will droop when stood on.
|[[File:Pikmin1.jpg|100px|link=Distant Planet]]<br>[[file:PikminSymbol.svg|20px|class=invert-dark|center]][[Distant Planet|Distant Planet (Brawl)]]
|-
![[File:Final Destination Melee.png|100px|link=Final Destination (SSBM)]]<br>[[File:SmashBrosSymbol.svg|20px|class=invert-dark]]<br>{{SSBM|Final Destination}}
| Main platform changed to ''Melee''{{'}}s version, with the background given a purple hue. Also replaces "Opening (Super Smash Bros. Melee)" with "Multi-Man Melee 2".
|
![[File:Flat Zone 2.PNG|100px|link=Flat Zone 2]]<br>[[File:Game&WatchSymbol.svg|20px|class=invert-dark]]<br>[[Flat Zone 2]]
|
|
|-
![[File:Fountainofdreams.jpg|100px|link=Fountain of Dreams]]<br>[[File:KirbySymbol.svg|20px|class=invert-dark]]<br>[[Fountain of Dreams]]
|Replaces {{b|Mario Bros.|stage}}, as well as its theme song with Fountain of Dreams' track. Has the same layout as it did in ''Melee'', except the reflections and falling stars have been removed. The clouds occasionally change to blue.
|
![[File:Fourside Melee.png|100px|link=Fourside]]<br>[[File:EarthboundSymbol.svg|20px|class=invert-dark]]<br>[[Fourside]]
|Replaces Porky's Theme with Fourside's theme. The UFO no longer makes a sound when it appears.
|[[File:New Pork City1.jpg|100x100px|link=New Pork City]]<br>[[File:EarthboundSymbol.svg|20px|class=invert-dark|center]][[New Pork City]]
|-
![[File:Frigate Orpheon.jpg|100px|link=Frigate Orpheon]]<br>[[File:MetroidSymbol.svg|20px|class=invert-dark]]<br>[[Frigate Orpheon]]
|
|
![[File:ProjectM GreenHillZone.png|100px]]<br>[[File:SonicSymbol.svg|20px|class=invert-dark]]<br>
[https://web.archive.org/web/20150319024556/http://projectmgame.com/en/stages/green-hill-zone Green Hill Zone]
|Redone entirely. It is now a medium sized stage with a proper bottom blast line and no hazards or breakable sections. There is a single moving platform which rotates back and forth around a central point above the main platform.
|[[File:Green Hill Zone.jpg|100px|link=Green Hill Zone]]<br>[[File:SonicSymbol.svg|20px|class=invert-dark|center]][[Green Hill Zone|Green Hill Zone (Brawl)]]
|-
!rowspan="2"|[[File:Battleship Halberd.jpg|100px|link=Halberd]]<br>[[File:KirbySymbol.svg|20px|class=invert-dark]]<br>[[Halberd]]
|rowspan="2"|Raised ceiling blast-zone and removed claw.
|rowspan="2"|
!rowspan="2"|[[File:Zelda64Stage HD PM.png|100px]]<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151025064621/http://projectmgame.com/en/stages/hyrule-castle Hyrule Castle (HD)]
|rowspan="2"|Tornado hazards removed. Replaces [[Bridge of Eldin]], and "The Hidden Village" theme with Hyrule Castle's. Given visual upgrade in v3.5 which resembles more of {{iw|zeldawiki|Hyrule Castle}} from Ocarina of Time, along with Hyrule Field and the owl character {{iw|zeldawiki|Kaepora Gaebora}}.
|[[File:Hyrule Castle Retro PM.jpg|100px|link=Hyrule Castle]]<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|center]][[Hyrule Castle]]
|-
|[[File:Bridge of Eldin.jpg|100px|link=Bridge of Eldin]]<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|center]][[Bridge of Eldin]]
|-
!rowspan="2"|[[File:Congo Jungle PM.png|100px|link=Kongo Jungle (SSB)]]<br>[[File:DKSymbol.svg|20px|class=invert-dark]]<br>{{SSB|Kongo Jungle}}
|rowspan="2"|No [[Barrel Cannon]]. Replaces [[75m]], and "25 BGM" theme with Kongo Jungle's.
|rowspan="2"|
!rowspan="2"|[[File:Peach Castle HD PM.png|100px]]<br>[[File:MarioSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151023065939/http://projectmgame.com/en/stages/peach-s-castle-64 Peach's Castle (HD)]
|rowspan="2"|No [[Bumper]] hazard. Replaces [[Rainbow Cruise]] and the Princess Peach's Castle (Melee) theme with Track 5 from ''[[Super Smash Bros.]]'' HD remake has the castle and the background redesigned in reference to the {{iw|mariowiki|Tower of the Wing Cap}} from {{iw|mariowiki|Super Mario 64}} and its DS remake.
|[[File:PeachCastleSSB.jpg|100x100px|link=Peach's Castle]]<br>[[File:MarioSymbol.svg|20px|class=invert-dark|center]][[Peach's Castle]]
|-
|[[File:Rainbow Cruise.jpg|100x100px|link=Rainbow Cruise]]<br>[[File:MarioSymbol.svg|20px|class=invert-dark|center]][[Rainbow Cruise]]
|-
![[File:Lylat_Cruise.jpg|100px|link=Lylat Cruise]]<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark]]<br>[[Lylat Cruise]]
|Stage doesn't tilt.
|[[File:Lylat Cruise.jpg|100x100px|link=Lylat Cruise]]<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark|center]][[Lylat Cruise|Lylat Cruise (Brawl)]]
![[File:Metal Cavern PM 3.5.jpg|100px]]<br>[[File:SmashBrosSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151022151829/http://projectmgame.com/en/stages/metal-cavern Metal Cavern (HD)]
|Remade [[Meta Crystal]], replaces [[Mushroomy Kingdom]] and "Ground Theme (Super Mario Bros.)" with the Metal Battle theme from ''Melee'', "Ground Theme 2 (Super Mario Bros.) with Metal Mario's theme from ''Smash 64'', and both "Gritzy Desert" and "Underground Theme (Super Mario Bros.)" with the Metal Cavern theme. Given a visual upgrade for 3.5 which resembles the {{iw|mariowiki|Cavern of the Metal Cap}} from ''Super Mario 64''.
|[[File:MetaCrystal.png|100x100px|link=Meta Crystal]]<br>[[File:SmashBrosSymbol.svg|20px|class=invert-dark|center]][[Meta Crystal]]
|-
![[File:Norfair2.png|100px|link=Norfair]]<br>[[File:MetroidSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20150319030704/http://projectmgame.com/en/stages/norfair Norfair]
|Layout was completely redone. The stage now features a main platform with two soft platforms that move in random directions. All magma hazards were removed.
|[[File:Norfair1.jpg|100x100px|link=Norfair]]<br>[[File:MetroidSymbol.svg|20px|class=invert-dark|center]][[Norfair|Norfair (Brawl)]]
![[File:Onett.jpg|100px|link=Onett]]<br>[[File:EarthboundSymbol.svg|20px|class=invert-dark]]<br>[[Onett]]
|Cars cause much more knockback akin to ''Melee'', however all cars now launch players upwards instead of unique directions.
|
|-
![[File:PictoChatBoat.png|100px|link=Pictochat]]<br>[[File:DSSymbol.svg|20px|class=invert-dark]]<br>[[Pictochat]]
|Some transformations removed. Some previously impassable platforms can now be passed through.
|
![[File:Pirateship.jpg|100px|link=Pirate Ship]]<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark]]<br>[[Pirate Ship]]
|Hazards made weaker.
|
|-
![[File:Pokemon-stadium-2.png|100px|link=Pokémon Stadium 2]]<br>[[File:PokemonSymbol.svg|20px|class=invert-dark]]<br>[[Pokémon Stadium 2]]
|No stage transformations. Replaces [[Pokémon Stadium]] in v3.6, but uses the normal [[Pokémon Stadium 2]]'s song list. As of v2.5, the center platform is recolored blue and 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:PokemonSymbol.svg|20px|class=invert-dark|center]][[Pokémon Stadium]]
![[File:ProjectM RumbleFalls.png|100px]]<br>[[File:DKSymbol.svg|20px|class=invert-dark]]<br>
[https://web.archive.org/web/20150319082423/http://projectmgame.com/en/stages/rumble-falls Rumble Falls]
|Completely redone without scrolling. Neutral stage with a main platform and three smaller platforms in an upside down Battlefield-like layout. The leftmost platform is flat while the others curve in an slight upward arch. Starts at the bottom of the falls then slowly moves up then stopping at the top of the falls.
|[[File:Rumble Falls Brawl.png|100x100px|link=Rumble Falls]]<br>[[file:DKSymbol.svg|20px|class=invert-dark|center]][[Rumble Falls|Rumble Falls (Brawl)]]
|-
![[File:Saffron City HD PM.png|100px]]<br>[[File:PokemonSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151025074335/http://projectmgame.com/en/stages/saffron-city Saffron City (HD)]
|No Pokémon spawn. Replaces [[Pokémon Stadium 2]] in v3.6, but uses [[Pokémon Stadium]]'s song list. It used to replace [[Spear Pillar]] in v3.5 and below. Received a visual upgrade in v3.6, based off how it appears in ''Pokémon FireRed'' and ''LeafGreen'', and also ''Pokémon HeartGold'' and ''SoulSilver'', along with it now having a day and night cycle.
|[[File:SaffronCitySSB.png|100x100px|link=Saffron City]]<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|center]][[Saffron City]]
![[File:Shadow Moses Island.jpg|100px|link=Shadow Moses Island]]<br>[[File:MetalGearSymbol(preUltimate).svg|20px|class=invert-dark]]<br>[[Shadow Moses Island]]
|
|
|-
![[File:Skyworld PM.png|100px|link=Skyworld]]<br>[[File:KidIcarusSymbol.svg|20px|class=invert-dark]]<br>[[Skyworld]]
|Main platform made unbreakable and other platforms made into clouds.
|[[File:Skyworld1.jpg|100x100px|link=Skyworld]]<br>[[File:KidIcarusSymbol.svg|20px|class=invert-dark|center]][[Skyworld|Skyworld (Brawl)]]
![[File:Smashville1.jpg|100px|link=Smashville]]<br>[[File:AnimalCrossingSymbol.svg|20px|class=invert-dark]]<br>[[Smashville]]
|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:IceClimberSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151011031724/http://projectmgame.com/en/stages/infinite-glacier Infinite Glacier]
|Replaces [[Summit]]. Features two main platforms with icy properties connected by a trap door that occasionally opens, with several cloud platforms and one ice platform flying around. Also features the [[Balloon Fighter]] from {{uv|Balloon Fight}} as a cameo in the background.
|[[File:The Summit.jpg|100px|link=Summit]]<br>[[File:IceClimberSymbol.svg|20px|class=invert-dark|center]][[Summit]]
![[File:Hyrule Temple.jpg|100px|link=Temple]]<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark]]<br>[[Temple]]
|
|[[File:ProjectM Skyloft.png|100px]]<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|Center]][https://web.archive.org/web/20150319023931/http://projectmgame.com/en/stages/skyloft Skyloft]
|-
![[File:ProjectM TrainingRoom.png|100px]]<br>[[File:SpecialStagesSymbol.svg|20px|class=invert-dark]]<br>
[https://web.archive.org/web/20150319032430/http://projectmgame.com/en/stages/training-room Training Room]
|Large stage with checkered surfaces, a wall at the left and a pit at the right, designed with a lot of open area for practicing. Features three soft platforms in the center aranged like Battlefield, and a [[sandbag]] that respawns in the middle when knocked out. Replaces [[Online Practice Stage]].
|The same stage but without three small platforms.
![[File:WarioLandPM.png|100px]]<br>[[File:WarioSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151022152124/http://projectmgame.com/en/stages/wario-land Wario Land]
|Identical to WarioWare in ''Brawl'', but with microgames removed and aesthetic changes made. Also replaces the song "WarioWare, Inc." with "Bad Mario".
|[[File:WarioWare4.jpg|100px|link=WarioWare]]<br>[[File:WarioSymbol.svg|20px|class=invert-dark|center]]<br>[[WarioWare, Inc.]]
|-
![[File:Yoshi'sIslandBrawl2.jpg|100px|link=Yoshi's Island (SSBB)|Yoshi's Island]]<br>[[File:YoshiSymbol.svg|20px|class=invert-dark]]<br>{{SSBB|Yoshi's Island}}
|Platform ghosts now appear at predetermined intervals (staying for 10 seconds, then leaving for 15 seconds<ref>https://web.archive.org/web/20150517064849/http://projectmgame.com/en/news/dev-blogpost-9-yoshis-island-brawl</ref>), with white [[Fly Guy]]s signaling their appearance. Yoshi's Island (Melee) theme replaces Flower Fields.
|[[File:YoshisIslandSSBM.jpg|100px|Link=Yoshi's Island (SSBM)]]<br>[[File:YoshiSymbol.svg|20px|class=invert-dark|center]][[Yoshi's Island (SSBM)|Yoshi's Island (Melee)]]
![[File:Yoshi'sStory.PNG|100px|link=Yoshi's Story]]<br>[[File:YoshiSymbol.svg|20px|class=invert-dark]]<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.


===={{SSBB|Lucario}}====
Yoshi's Island (64) removes the second set of clouds on the right and brings the right blast line in.
*All of ''Brawl''{{'}} [[aura]] mechanics have been removed, so current percentage no longer has an effect on damage or projectile size.
|[[File:YoshisStorySSB.png|100x100px|link=Yoshi's Island (SSB)]]<br>[[File:YoshiSymbol.svg|20px|class=invert-dark|center]]{{SSB|Yoshi's Island}}
*Lucario has been altered to act more like a traditional fighting game character in two main ways.
|-
**Connecting with moves allows Lucario to immediately cancel it into another move of a specific type. This forms a "magic series" of moves that can be strung together very quickly. The two series are Jab/Dash → Tilt → Smash → Special and Aerial → Special.
![[File:Port Town Aero Dive.jpg|100px|link=Port Town Aero Dive|Port Town Aero Dive]]<br>[[File:FZeroSymbol.svg|20px|class=invert-dark]]<br>[[Port Town Aero Dive]]
**Dealing damage gives Lucario "aura points" equal to 1.2x the damage dealt (half that if shielded). Accumulating 50 points gives Lucario an "aura charge". Aura charges are used by pressing the attack button during a special move in order to use a super version of that move. Lucario can hold 2 aura charges and loses all charges and points when it is KO'd.
|
*Neutral aerial is now a spinning hurricane kick that lingers after a strong initial hit.
|
*Up smash is now an leaping uppercut with repeating hitboxes leading to a strong final hit. It can be jump canceled on hit, and turned around during start-up.
![[File:Luigi%27s Mansion.jpg|100px|link=Luigi's Mansion]]<br>[[File:MarioSymbol.svg|20px|class=invert-dark]]<br>[[Luigi's Mansion]]
*[[Aura Sphere]] moves slower the more charged it is and only has four charge levels. A "fifth level" of charge can be used by launching the projectile two frames before it is fully charged. The super version of this attack is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater knockback and damage. It also has hitboxes around Lucario on startup.
|
*[[Force Palm]] functions as a grab that can be used in a magic series. In the air it will also grab, but will instead meteor the opponent. The grounded super version gains knockback, and the aerial version will spike the opponent instead of meteoring them and sends at a more diagonal angle.
|
*[[Extreme Speed]] deals slight damage and knockback with repeating hitboxes. The super version cancels the move with a pelvic thrust that does slight knockback, which can be canceled into any action except another Extreme Speed.
|-
*[[Double Team]] is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.
![[File:Delfino Secret PM.png|100px]]<br>[[File:MarioSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151022132058/http://projectmgame.com:80/en/stages/delfino-s-secret Delfino's Secret]
|Replaces [[Delfino Plaza]] and its theme. Based off of {{iw|mariowiki|The Shell's Secret}} from ''{{iw|mariowiki|Super Mario Sunshine}}'', the stage consists of a large main platform that extends past the lower blastline. There are three soft platform that move and tilt in random directions. Originally the stage was the [https://web.archive.org/web/20150319035931/http://projectmgame.com/en/stages/dracula-s-castle Dracula's Castle] stage from [[Castlevania]], until v3.6 beta.
|[[File:Delfino Plaza.jpg|100px|link=Delfino Plaza]]<br>[[File:MarioSymbol.svg|20px|class=invert-dark|center]][[Delfino Plaza]]
![[File:Bowser Castle PM.png|100px]]<br>[[File:MarioSymbol.svg|20px|class=invert-dark]]<br>[https://web.archive.org/web/20151023073546/http://projectmgame.com:80/en/stages/bowser-s-castle Bowser's Castle]
|Replaces {{SSBB|Mario Circuit}} and its theme. Based off of Bowser's Castle from ''{{iw|mariowiki|Super Mario World}}'', it is a flat stage with the main platform extending past the lower blastline. The left and right edges have solid bridge-like platforms. A [[Thwomp]] (with hitboxes) hangs above each bridge platform, and once per minute<ref>https://web.archive.org/web/20150817001217/http://projectmgame.com/en/news/project-m-3-6-full-changelist</ref> one will shake and then fall to destroy one of the bridge platforms. Standing below one at the time will almost certainly lead to a bottom blast line KO. After some time, the bridge regenerates, followed by the Thwomp.


===={{SSBB|Lucas}}====
The alternate layout removes the destructible bridges and Thwomps, brings the side blast lines significantly closer to compensate, and adds three platforms above the main stage with the middle one very slightly raised.
*Lucas can now [[double jump cancel]], with the same mechanics as Ness.
|[[File:Bowser_Castle_PM_alternate.png|100x100px]]<br>[[File:MarioSymbol.svg|20px|class=invert-dark|center]]Bowser's Castle (alternate competitive layout)
*Lucas's jab combo has changed; Lucas now uses PSI instead of kicking.
|-
*Up tilt is now a flash kick.
![[File:JungleJapes.jpg|100px|link=Jungle Japes]]<br>[[File:DKSymbol.svg|20px|class=invert-dark]]<br>[[Jungle Japes]]
*Can now [[DACUS]].
|
*Tether now has a hitbox.
|
*Lucas' up smash now has a faster startup, but deals less damage and knockback.
![[File:SpearPillar.jpg|100px|link=Spear Pillar]]<br>[[File:PokemonSymbol.svg|20px|class=invert-dark]]<br>[[Spear Pillar]]
*Forward Aerial deals slightly more damage.
|
*[[PK Freeze]] is replaced with a new special move called "Offense Up". When the special button is pressed, the move begins to charge, like Samus's [[Charge Shot]] or Donkey Kong's [[Giant Punch]]. Charging will also push enemies back slightly. After a few moments, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. While Offense Up is charged, Lucas can also press the special button to produce an explosion-like attack around himself, for a maximum of three times, dealing 10% damage. The charge can be paused, held, and continued later, but a partial charge has no effect.
|
*Lucas' [[PK Fire]] has changed slightly. It now uses the graphic of PK Freeze, has much more range, less knockback, and produces a large amount of hitlag. It also cancels upon landing. It deals 5% damage.
|}
*Lucas' [[PK Thunder]] is now noticeably shorter, and only deals at most 33% damage.
*[[PSI Magnet]] is jump-cancelable.


===={{SSBB|Meta Knight}}====
==Turbo Mode==
[[File:PM MK Dair.jpg|thumb|Meta Knight's new down aerial.]]
[[File:Turbo.png|thumb|An image of the Turbo item.]]
*Sword trail is primarily blue as opposed to white/yellow.
In version 3.0, the [[Curry]] effect was replaced with the "Turbo" effect. In Turbo mode, players can cancel any successful attack, upon hit or shield, into any other action except the same attack, and all [[aerial]] attacks [[auto cancel]] when landing if they hit. Certain moves, such as [[Farore's Wind]], consist of multiple actions and can thus be canceled into themselves. Turbo Mode has been compared to the ''Marvel vs. Capcom'' series because it enables skilled players to perform extensive [[combos]].
*Back aerial is now a single swipe that has high KO potential.
*Down aerial has changed into a semi-meteor attack where Meta Knight falls while thrusting his sword downward similar to how he does it in ''{{s|wikirby|Kirby Super Star}}''. It is also possible to slightly aim left or right using the control stick.
*[[Mach Tornado]]'s duration and acceleration have been decreased.
*[[Drill Rush]]'s duration has been lowered, but it is more combo-oriented.
*[[Shuttle Loop]] has a smaller range and is more a vertical finisher.
*[[Dimensional Cape]] no longer enforces helplessness, but revokes any remaining double jumps. Flicking the C-Stick before teleporting will perform a quick slash.


===={{SSBB|Pit}}====
Turbo mode is selectable from the [[Special Brawl]] menu, or temporarily granted by the "Turbo" item, which replaces [[Superspicy Curry]]. While in Turbo Mode, characters emit faint purple flame effects (compared to the red flame effects of Curry).
*Pit's attacks now do more damage at the hilt of the bow daggers.
*Up aerial has been sped up and made a single-hit juggler.
*Down aerial now has a sweet spot at the tip of the blade where it can meteor smash.
*[[Palutena's Arrow]]'s knockback increases quicker than the damage when charging.
*[[Angel Ring]] is replaced with a new version Wings Of Icarus; he no longer glides by holding the jump button. Pit will use his wings to launch forward into a glide, even while grounded. This glide has a high initial velocity, but quickly settles at a lower speed. Using Wings of Icarus more than twice while airborne or after getting out of it once without landing causes a brief glide on the third use that immediately transitions into helplessness. This glide can be canceled by aerials, a glide attack, or a jump.
*The original [[Wings of Icarus]] is replaced by a new move called Shield Bash. When initiated, Pit will swing his mirror shield above him in a powerful attack while leaping upwards.


===={{SSBB|R.O.B.}}====
Turning Input Assist on removes the same-attack restriction.
*Up aerial is an eyeblast, similar to his forward smash, that arcs quickly over his head.
*Down aerial is more mobile and has more flexibility.
*The time to fully charge [[Robo Beam]] has been shortened.
*[[Robo Burner]] and aerial [[Arm Rotor]]s have been replaced with Robo-Booster. R.O.B. can quickly boost himself sideways or upwards. He can boost three times before he must land, and landing replenishes all his boosts instantly. Grabbing the edge will only give him one boost back if he has run out. R.O.B.'s grounded Arm Rotor is similar to its ''Brawl'' incarnation but moves him forward more quickly.
*[[Gyro]] now shoots out with significantly less velocity. This hinders its ability to be used at long range, but it greatly enhances its uses for stage control, and lets R.O.B. pick it up quicker. Its range and power can still be extended by charging it up. R.O.B. can still perform aerial attacks when he has a Gyro in hand by doing them out of a Robo-Booster.


===={{SSBB|Snake}}====
Notable Turbo-related resources:
*Significantly lighter; he is now only slightly heavier than [[Captain Falcon]] and [[Link]].
*Up tilt has been replaced with an uppercut that combos well at low percents.
*Has a different attack while crawling as opposed to just crouhcing: he will stab using a knife instead of using a spin kick.
*Forward smash has been replaced with a knife combo similar in function to Link's forward smash.
*Down smash's mines can now KO at lower percentages, can be planted quicker, and have a larger detection radius.
*Can drag grabbed enemies sideways by using the left and right taunt buttons.
*Forward and back throw have very little knockback growth so it is easier to throw people into mines and C4s.
*Grenade now explodes quicker, but only one can be out at a time.
*[[C4]] no longer transfers between players, and doesn't disappear unless Snake dies or sets it off. Snake can stick C4 to players on the ground, and it has more KO potential. In addition, it can be planted much quicker and with no distinctive sound effect, while the detonation animation can be cancelled.
*His blue costume is more noticeable as a Blue Team costume.
*His Cypher now emits electricity when used, and causes opponents to flinch when in close radius. The vertical distance covered by it, however, has been shortened.


===={{SSBB|Sonic}}====
*[http://projectmgame.com/en/news/turbo-mode-announced The official Turbo Mode blog post.]
[[File:Project M Sonic Taunt.gif|thumb|Sonic's up taunt from Project M Demo 2.6.]]
*[http://www.youtube.com/watch?v=JLuFpmoKUVQ Melee Impossible], the original inspiration for Turbo Mode.
*More obvious team colours.
*[https://www.youtube.com/playlist?list=PL78C0A86E262062C4 The official Turbo Tuesdays playlist], beginning with the April Fools video that revealed Turbo mode.
*Up tilt now produces a foot uppercut with a single hitbox instead of a double high kick.
*[http://www.youtube.com/watch?v=y7FpLheBOoQ Going Turbo], by Sethlon. The first Turbo combo video to feature no tool assisted inputs.
*Forward smash has been given greater knockback.
*Up smash ends much faster, and has only two hitboxes, the first being weak, the second being stronger and having more launch power.
*Down smash has been changed to a multi-hitting "break-dance" move.
*Neutral aerial now looks slightly different and has a bigger hitbox. It is inspired by ''Sonic 3''.
*New forward aerial, a front-flip kick that meteor smashes at the tip.
*Up aerial links better and spacing for the tips of his shoes can yield early KOs.
*Down aerial is now faster.
*[[Homing Attack]] now fires straight at the opponent and can be cancelled into a jump or any other special move when it hits. Sonic also strikes a pose after a successful hit.
*Side special is a fast-starting spin attack with a variable height jump attached. Pressing the attack button turns the attack into a sliding kick and holding B allows Sonic to spin further. It also cancels upon falling off a ledge.
*Down special is now his [[Spin Dash]], but has gained most of the nuances the original Spin Dash had while retaining all of its own properties.
*Up taunt now features a horizontal spin and finger wag.
*[[Grab release glitch]] on Sonic from ''Brawl'' has not been removed.


===={{SSBB|Squirtle}}====
==Tier list==
*[[Shellshifting]] has been retained and Squirtle now has even more follow up options, most notably a long jump canceled grab.
The PMDT did not publish an official [[tier list]]. On March 26th, 2014, [[CLASH Tournaments]] published [[Template:PMTiers/1|a preliminary tier list]] for version 3.02, followed by [[Template:PMTiers/2|a finalized tier list]] on November 14th, 2014. {{PM|Mewtwo}} notably received a perfect score of 10 out of 10, putting it in its own tier, the God Tier.
*All attacks involving Squirtle's shell have heavy armor. The stronger the attack, the heavier the armor.
*[[Water Gun]] now deals damage and can clash with other projectiles.
*[[Withdraw]] is now immune to projectiles and can now change directions. It can also be canceled into a fast damaging jump called Aqua Jet by using the A button.
*[[Waterfall]] is now stronger and can reliably KO.
*Pokémon Change has been replaced by a new move called Bubble which trips ground opponents and can gimp aerial ones.


===={{SSBB|Toon Link}}====
No tier list was ever released for version 3.5, though it was a general agreement that only two characters could be considered "bottom tier": {{PM|Olimar}}, whose recovery was too unreliable, and the {{PM|Ice Climbers}}, who suffered from a physics glitch that often caused [[Nana]] to self-destruct.
*Many attacks have been altered to match those of {{SSBM|Young Link}}, such as his dash attack, down smash, neutral aerial, down aerial, Hero's Bow (with flaming arrows), and Bombs.
*Forward tilt has been slightly sped up.
*Down tilt is now a crouching stab reminiscent of the shield-stab from ''Ocarina of Time'' and ''Majora's Mask'' and can meteor if a character is hit with the tip of the sword.
*Forward smash has changed to a jumping slash, similar to the one used by Link in ''Smash 64''.
*Up smash is now a two-slice move, with a strong initial hit that can kill the opponent that is quickly followed by a second cut that is better for comboing that also provides him additional coverage and damages shields.
*Flaming arrows from [[Hero's Bow]] stick in the ground for a few seconds to deal damage to passerby.
*[[Boomerang]] can now be angled more.
*Grounded [[Spin Attack]] can be moved sideways based on charge level and fall off edges. In the air, Spin Attack doesn't go as high as it does in ''Brawl'' but serves as a powerful KO move.


===={{SSBB|Wario}}====
Version 3.6 fixed the Ice Climbers' and Olimar's issues, and a second [http://pmunderground.net/index.php/articles/9-articles/45-introducing-the-new-pmbr-and-pm-tier-list-2 tier list] for version 3.6 was later released. Many fighters that did poorly in ''Melee'' and/or ''Brawl'' saw large improvements in their tier placings. Examples include {{PM|Mewtwo}} going from the low tier in ''Melee'' to the top tier in ''Project M'', and {{PM|Captain Falcon}} notably going from the bottom tier in ''Brawl'' to the top tier of ''Project M''.
*Default costume is now plumber's outfit as opposed to biker's outfit.
*New walking and running animations.
*Forward tilt can be delayed by holding the attack button.
*New down smash: Wario punches the ground to create an earthquake similar to Charizard's down smash and inspired by "Wario Land: Shake It!".
*New forward smash is a jumping front kick with extreme ending lag as Wario attempts to regain balance.
*Back air has been replaced with a back punch, which does more damage and is similar to his forward tilt.
*Down air has been replaced with a ground pound which launches Wario downwards and meteor smashes enemies. If it connects, Wario will bounce off his opponent, allowing for safer recoveries if used offstage.
*Dash grab looks like the new side special (explained below) for increased mindgames.
*Pummel has the coin effect.
*Forward throw is replaced with a simple single-handed throw that is similar to the throws from ''Wario Land 4''.
*Old forward throw is now his back throw. Wario can now move left or right whilst using it.
*[[Chomp]] hold duration reduced, but can now throw enemies backwards after biting them. Also, when performing the move in the air it keeps momentum.
*[[Wario Bike]] has been completely replaced with a ''Wario Land''-style Shoulder Bash. The Shoulder Bash makes Wario dash forward similar to his old forward smash, dealing more damage as he travels. Wario can jump while dashing to continue the attack in the air or crouch to cancel the attack and slide forwards. The move renders Wario helpless if initiated in the air and causes him to bounce off walls he hits (for reduced height each time).
*[[Corkscrew]] has more control going left and right when flying up.
*Farting winning animation has been replaced with posing from ''Wario Land 4''.


===={{SSBB|Wolf}}====
The Project M Backroom released a third [https://smashboards.com/threads/the-project-m-backroom-releases-new-pm-3-6-tier-list.450025/ tier list] for version 3.6, which, published September 9th, 2017, is the most recent and widely accepted one. {{PM|Donkey Kong}}, the Ice Climbers, and {{PM|Sonic}} rose the most on the tier list, while {{PM|R.O.B.}}, {{PM|Roy}}, and {{PM|Fox}} dropped the most. Mewtwo entered the top three again, while {{PM|Kirby}} and {{PM|Bowser}} remained the second-worst and worst characters in the game, respectively. This was the final tier list published for Project M version 3.6.
*Dash attack changed into a new claw swipe attack, however functions similarly to its ''Brawl'' equivalent.
*Wolf's [[Blaster (Wolf)|Blaster]] has been changed. Projectiles are slower than before, but do more damage and are larger. The endlag of the [[blaster]] can be canceled by an air dodge, allowing Wolf to waveland out of it.
*[[Wolf Flash]] has been slightly changed so that if Wolf hits with the end of the animation, he won't go into helpless, allowing him to then use another recovery move to get back on stage. It also only sends at a horizontal angle in the direction Wolf is facing.
*[[Fire Wolf]] is now is a single-hit aerial dash attack that will send foes flying in the direction which he is traveling yet not cause tumble.  
*Wolf's [[Reflector]] sends opponents at a diagonally upward trajectory, allowing for potentially deadly juggling combos.
*Reflector no longer has intangibility.
*Reflector can be released during the reflect lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the reflect lag ends from being able to trap him in it.


===={{SSBB|Zero Suit Samus}}====
A fourth [https://smashboards.com/threads/new-official-project-v-2-29-tier-list-released.516700/ tier list] for the mod's successor, [[Project+]], was released on January 9th, 2022.
*Has a new down aerial which functions similarly to Sheik's from ''Melee''; it pops foes up for aerial combos.
*[[Paralyzer]] can now be dash-canceled.
*[[Flip Jump]] has a new somersaulting animation. Pressing the attack button no longer creates a meteor smashing [[sex kick]] but instead results in her down aerial from ''Brawl''. Pressing the special button near aerial foes results in a footstool jump. This is aptly named a "Flipstool".


==Stages==
{{PMTiers/5}}
*[[Battlefield]]
*[[Big Blue]]
*[[Brinstar]]
*[[Castle Siege]] (skips second stage)
*Dracula's Castle<ref>http://www.youtube.com/watch?v=7fAcxTRR6mg</ref> (replaces [[Luigi's Mansion]])
*[[Dreamland 64]] (replaces [[Green Greens]])
*[[Final Destination]] (with custom model and background resembling that of Melee's version)
*[[Flat Zone 2]]
*[[Fountain of Dreams]] (replaces [[Mario Bros.]])
*[[Fourside]] (replaces [[New Pork City]])
*[[Frigate Orpheon]]
*[[Green Hill Zone]] (made into a neutral stage with 1 rotating platform)
*[[Halberd]]
*[[Hyrule Castle]] (replaces [[Bridge of Eldin]])
*[[Jungle Japes]]
*[[Kongo Jungle]] (replaces [[75 m]])
*[[Lylat Cruise]]
*[[Mario Circuit]]
*Metal Cavern (Remade [[Meta Crystal]], replaces [[Mushroomy Kingdom]])
*[[Norfair]] (different layout with no hazards)
*[[Onett]]
*[[Pictochat]]
*[[Pirate Ship]]
*[[Pokémon Stadium 2]] (no stage transformations)
*[[Pokémon Stadium]]
*[[Rainbow Cruise]]
*[[Rumble Falls]] (made into a neutral stage with a bridge and 3 platforms)
*[[Saffron City]] (replaces [[Spear Pillar]])
*[[Shadow Moses Island]]
*Skyloft<ref>http://www.youtube.com/watch?v=P2zie3I5fPs</ref> (replaces [[Hanenbow]])
*[[Skyworld]] (without breakble platforms)
*[[Smashville]]
*[[SSE]] [[The Jungle|Jungle]] (the final stage in [[The Lake]], replaces [[Distant Planet]])
*[[Summit]]
*Temple M (removed in favor of Skyloft)
*[[Warioware]] (without microgames)
*[[Yoshi's Island (SSBB)]]
*[[Yoshi's Story]] (replaces [[Yoshi's Island (SSBM)]])


==Release history==
==Release history==
===Demo 1.0===
===Demo 1.0===
Released February 8, 2011
[[File:Pmdemo1logo.png|thumb|Logo of Demo 1.0]]
*14 characters available
'''Released February 7, 2011'''
**[[Captain Falcon]]
*14 characters available:
**[[Falco]]
**{{PM|Captain Falcon}}
**[[Fox]]
**{{PM|Falco}}
**[[Ganondorf]]
**{{PM|Fox}}
**[[Jigglypuff]]
**{{PM|Ganondorf}}
**[[Link]]
**{{PM|Jigglypuff}}
**[[Lucas]]
**{{PM|Link}}
**[[Mario]]
**{{PM|Lucas}}
**[[Marth]]
**{{PM|Mario}}
**[[Mr. Game & Watch]]
**{{PM|Marth}}
**[[Sheik]]
**{{PM|Mr. Game & Watch}}
**[[Snake]]
**{{PM|Sheik}}
**[[Sonic]]
**{{PM|Snake}}
**[[Zelda]]
**{{PM|Sonic}}
**{{PM|Zelda}}
*33 stages available:
**Temple: M, Pirate Ship, Skyworld, Rainbow Cruise, Delfino Plaza, Lylat Cruise, Port Town Aero Dive, Brinstar, Frigate Orpheon, Metal Cavern, Pictochat, Yoshi's Island, Halberd, Rumble Falls, WarioWare, Pokémon Stadium 2, Smashville, SSE: Jungle, Yoshi's Story, Battlefield, Final Destination, Dream Land, Fountain of Dreams, Mario Circuit, Luigi's Mansion, Jungle Japes, 75 m, Temple, Corneria, Saffron City, Onett, Fourside, and Castle Siege


===Demo 2.0===
===Demo 2.0===
[[File:PMDemo2Logo.png|thumb|Logo of Demo 2.0]]
[[File:PMDemo2Logo.png|thumb|Logo of Demo 2.0]]
Released April 17, 2012
'''Released April 17, 2012'''
*Added 15 characters
*Added 15 characters:
**[[Bowser]]
**{{PM|Bowser}}
**[[Charizard]]
**{{PM|Charizard}}
**[[Donkey Kong]]
**{{PM|Donkey Kong}}
**[[Ike]]
**{{PM|Ike}}
**[[King Dedede]] (shown as "Dedede" on the character selection screen)
**{{PM|King Dedede}} (shown and voiced by the announcer as "Dedede" on the character selection screen)
**[[Lucario]]
**{{PM|Lucario}}
**[[Luigi]]
**{{PM|Luigi}}
**[[Ness]]
**{{PM|Ness}}
**[[Peach]]
**{{PM|Peach}}
**[[Pikachu]]
**{{PM|Pikachu}}
**[[Pit]]
**{{PM|Pit}}
**[[R.O.B.]]
**{{PM|R.O.B.}}
**[[Toon Link]]
**{{PM|Toon Link}}
**[[Wario]]
**{{PM|Wario}}
**[[Wolf]]
**{{PM|Wolf}}
* Added 11 stages:
**Dracula's Castle, Hyrule Castle, Norfair, Summit, Kongo Jungle (64), Flat Zone 2, Hanenbow, Shadow Moses Island, Green Hill Zone, Big Blue, Pokémon Stadium
**Norfair uses a [https://web.archive.org/web/20130718094834/http://projectmgame.com/en/stages/norfair different layout] compared to either its original version or the final version, with a shorter main platform and an additional top platform about the same length as the main platform.
* Removed 3 stages:
**Luigi's Mansion, 75 m, Temple


===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
'''Released May 23, 2012'''
*Major bug fixes
*The following, but not limited to, changes:
**Carrier items such as [[crates]] and [[capsule]]s no longer explode.
**Random character select no longer favors [[Mario]].
**Re-introduction of ''Brawl''{{'}}s [[Footstool Jump|footstools]], now done with the down [[taunt]] input.
**The unlockable menus in ''Brawl'' are now selectable.
**Momentum at end of dashes and moonwalks now preserves properly.
**AI can now [[wavedash]].
*On the stage selection screen, Skyloft (from the ''The Legend of Zelda: Skyward Sword'') replaces Hanenbow and Temple replaces Temple: M. The former layout of Temple: M is given to Skyloft.


===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:
**[[Diddy Kong]]
**{{PM|Diddy Kong}}
**[[Ivysaur]]
**{{PM|Ivysaur}}
**[[Squirtle]]
**{{PM|Squirtle}}
**[[Zero Suit Samus]]
**{{PM|Zero Suit Samus}}
*[[Tech|Ledge Teching]] implemented.
*Castle Siege now skips its second, walk-off, transformation.
*Melee Knockback Stacking implemented.
The following are in the release, but not limited to:
*Input Assistance Implemented
*[[Tech|Ledge teching]] implemented.
*Stock Control Implemented
*''Melee''{{'}}s [[knockback stacking]] implemented.
*New Aesthetic changed which include new palette swaps and new menu designs.
*''Input Assistance'' and ''Stock Control'' implemented.
*''Input Lag'' from ''Brawl'' is fixed.
*New aesthetic changes which include new palette swaps for the characters and new menu designs.
*Every character's AI has received updates to various degrees.


===Demo 2.5b===
===Demo 2.5b===
Released January 6, 2013
'''Released January 6, 2013'''
*Various Minor Bug Fixes
*Various fixes:
**Entering an existing name will bring the player to the name.
**Demonstration battles after the title screen are less likely to freeze.
**It takes 9 minutes for the audio to fade instead of 3 in the WiFi set.


===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
'''Released July 17, 2013'''
*Added 1 character
*Added {{PM|Meta Knight}} to the roster
**[[Meta Knight]]


PMBR announced the new version of Project M along with their new website design
''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
'''Released August 15, 2013'''
*Various Bug Fixes
*Extended the use of the [[Footstool Jump|footstools]] to the side and up taunts.
**Also, footstooling someone who is under paralyze does not put them in the jumped-off-of animation.
*When a character is respawning, the camera refocuses instead of staying focused on the characters that are currently still alive.
*All armor has been standardized via knockback as light, medium, or heavy. There are color indicators for the characters that have armor during their moves, such as red for {{PM|Bowser}} and blue for {{PM|Squirtle}}, with more opaque overlays typically indicating stronger armor.
*The removal of [[Screen KO]]s.
*All music tracks are available regardless of being unlockable.
 
===v3.0===
[[File:PMDemo3Logo.png|thumb|Logo of version 3.0]]
'''Released December 9, 2013'''
*Added 7 characters:
**{{PM|Ice Climbers}}
**{{PM|Kirby}}
**{{PM|Olimar}}
**{{PM|Samus}}
**{{PM|Yoshi}}
**{{PM|Mewtwo}}
**{{PM|Roy}}
*Distant Planet replaces SSE: Jungle, Peach's Castle (Melee)<!--the name in-mod is "Peach's Castle", not "Princess Peach's Castle"--> replaces Mario Circuit, Training Room stage added.
**Princess Peach's Castle contains no colored switches or Banzai Bill hazards, but the floating platforms at the can sides still rise and disappear when stood on.
*Lylat Cruise no longer tilts.
*Formerly, an April Fools' video<ref>http://www.youtube.com/watch?v=Z92MxCndZa4</ref> announced that 3.0 would contain a gameplay change where all connected moves would cancel into any other move/action on hit. While the change being universal was a joke, it finally became available as the '''Turbo Mode''' for [[Special Brawl]], replacing the [[Curry]] option. In addition, the [[Superspicy Curry]] item was changed, but the duration is still the same.
*Numerous alternate costumes for several characters added, including [[Dr. Mario]], and the Melee renditions of [[Falco]] and [[Fox]].
 
The mod officially leaves the "Demo" development and is now a full mod. 3.0 also marks the first version to contain the entire ''Brawl'' roster, along with [[Roy]] and [[Mewtwo]], and becomes the final roster onward.
 
===v3.01===
'''Released January 11, 2014'''
*A new launcher is released with the following features:
**Support for SDHC cards larger than 2GB (Hackless method still limited to 2GB, an exception being Letterbomb).
**A news ticker will display current news for ''Project M'' which will update if the Wii has a connection to the Internet.
**The ability to update and patch both the Launcher and the version of Project M. If  3.0 is present on the SD card, the Launcher can automatically download and update to version 3.01.
**Faster and more reliable file loading.
*Fixed the lag from the imported models such as {{PM|Roy}}, {{PM|Mewtwo}} and the alternative costumes.
*Salty Runbacks (of [[20XX Melee Training Hack Pack|20XX]] recognition) 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 with the same characters and stage. 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:
**{{PM|Roy}}'s Final Smash is reworked and no longer causes game-breaking glitches.
**Many of {{PM|Kirby}}'s copy abilities updated.
 
===v3.02===
'''Released January 13, 2014'''
*Various bug fixes:
**WiFi codeset fixed to have the proper codes and menu descriptions.
**[[Nana]] no longer disappears instantly on [[Norfair]].
**{{PM|Jigglypuff}}, {{PM|Ness}}, and {{PM|Lucas}} no longer get stuck in water.
**[[Bowser (PM)#Giga Bowser|Giga Bowser]] causing crashes when on the Green Team has been fixed.
**{{PM|Squirtle}}, {{PM|Yoshi}}, and {{PM|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.
**Removed the color bars and caution signs from the character select portraits.


===Demo 3.0===
===v3.5===
Release: TBA
[[File:Project M 3.5.png|thumb||Logo of version 3.5.]]
[[File:Stamina Mode PM.gif|thumb|The new Stamina Mode in ''Project M'' 3.5]]
'''Released November 14, 2014'''


An April Fools' video<ref>http://www.youtube.com/watch?v=Z92MxCndZa4</ref> announced that 3.0 would contain a universal gameplay change where all moves can cancel into any other move or action on hit or on shield. While the change being universal was a joke, it will be available for play as "Turbo Mode" in [[Special Brawl]], replacing the "[[Curry]]" option. Roy has also been confirmed to be included.
''Various character changes to adjust game balance, most especially to nerf recoveries and burst movement options that were seen as overpowered in previous versions.''
 
*SNES Captain Falcon, Smash 64 Falcon, Polar Bear Ice Climbers, Melee Zelda, Melee Sheik, Melee Ganondorf, Team Rocket Mewtwo, Fighting- and Steel-type Black Belt Lucario, sideways FRLG Red cap Pikachu, Ninja Squirtle, Armored Charizard, Fusion Suit Samus, Light Suit Samus, Dark Samus, Melee Samus, Classic Pit, Dark Meta Knight, Hector Ike, Sigurd Marth, Shadow Sonic, Tails Sonic, and Silver Sonic added as alternate costumes.
*Alternate team colors added for {{PM|Donkey Kong}}, {{PM|Wolf}}, {{PM|Toon Link}}, {{PM|Ganondorf}}, {{PM|Ness}}, {{PM|Dedede}}, {{PM|Ike}}, and {{PM|Marth}}.
*Stage changes:
**Hyrule Castle, Metal Cavern, and Dream Land have been given major graphical overhauls.
**Hanenbow returns with a new layout to be more suitable for Turbo Mode.
**Infinite Glacier replaces Summit.
**Jungle Japes is removed.
**Norfair's layout was changed.
**Castle Siege no longer skips its second transformation.
**On Yoshi's Island, a white [[Fly Guy]] now signals the appearances of the platform ghost.
*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.
*[[Screen KO]]s have been re-implemented, but with a change in the animation length to be the same as [[Star KO]]s.
*All-Star Versus mode is added. Players fight by using a different character each stock (similar to the Subspace Emissary, and what would eventually be implemented in [[Squad Strike]]). A glitch was also made possible where selecting characters in All Star VS before turning on team battle wouldn't lock players into team battle costumes, which was officially implemented in ''Smash 4''.
*Reworked Stamina mode to allow for multiple stocks, normal knockback scaling rather than the set knockback of Brawl's Stamina Mode, and "world wrap lines" to replace the standard blast lines.
*[[Rotation]] mode now works with {{PM|Roy}}, {{PM|Mewtwo}}, and alternate costumes.
*Several [[Event match]]es have been revamped, moved, or replaced, either to add in popular ''Melee'' happenings such as [[The Showdown]] and the [[Bowser Challenge]], or out of necessity due to the event scenario centering on a now-removed stage (such as [[Super Bowser Bros.]]).
*{{PM|Squirtle}}, {{PM|Ivysaur}}, and {{PM|Charizard}} have all been given functional Final Smashes of their own.
*''Impact'' font replaces ''Brawl''{{'}}s font in the menus.
*The addition of {{PM|Mewtwo}}'s and {{PM|Roy}}'s voices in v3.0 were done by overwriting those of [[Galleom]] and [[Duon]] respectively, resulting in atypical sound effects when fighting either boss <!-- In Boss Battles mode only? or also SSE? -->. A fix for this in v3.5<!-- earlier? --> now have the characters share voices with their clone engine counterparts.
*In v3.0, the [[Timer]] item would cause highly atypical momentum behavior when activated<ref>https://www.youtube.com/watch?v=Gohg6UKtXkI</ref>; this was fixed in v3.5 <!-- Earlier? -->.
 
===v3.6β===
[[File:Pm3.6b.png|thumb|Logo of version 3.6β]]
'''Released June 24th, 2015'''
*A new black armored Charizard recolor, Mr. L recolors, an orange recolor for Diddy Kong, a revamped red Pit color, Classic Dark Pit, Mario Kart DS ROB, Wii ROB,  Dark Suit Samus, as well as graphical upgrades for some of {{PM|Samus}}, {{PM|Meta Knight}}, and {{PM|Zero Suit Samus}}' costumes from 3.5.
*Various bug fixes (notably, the bugs and glitches that plagued [[Olimar (PM)#v3.6|Olimar]] and the [[Ice Climbers (PM)#v3.6|Ice Climbers]] in 3.5).
*The addition of [[Zero-to-death]] Mode (labeled in-game as "Regen Mode" to fit the available space in the Special Versus box), in which a player's damage is reset to 0% when they escape from a combo.
*The option to have automatic [[L-canceling]].
*New [[announcer]]: '''Brian Mckeever'''
*Stage changes:
**'''Alternate Stage Loader''' is added, and activated by holding L while selecting a stage. 24 of the 42 stages have alternate versions:
***10 stages that received layout changes revert to their ''Brawl'' originals, counting Infinite Glacier as a layout change to Summit. Castle Siege receives a new 'layout change' where it no longer transforms and takes place at twilight.
***7 stages revert to their ''Smash 64'' appearances, including HD remakes and counting Planet Zebes and Sector Z as ''Smash 64'' versions of Brinstar and Corneria.
***Battlefield and Yoshi's Island revert to their ''Melee'' appearances, Yoshi's Story reverts to Yoshi's Island (64), and Fourside reverts to New Pork City.
***3 stages that used to be non-alternates are now alternates (see below).
**A new Bowser's Castle stage is added.
**Delfino's Secret replaces Dracula's Castle due to legal reasons, while having the same layout.
**An HD remake of Peach's Castle (64) replaces Princess Peach's Castle.
**Saffron City also receives an HD remake.
**Luigi's Mansion and Jungle Japes return from previous versions, while Spear Pillar returns from ''Brawl''.
**The newly added stages, as well as Smashville and Metal Cavern, receive new music.
**To make room for the added stages on the selection screen, Delfino Plaza, Pokémon Stadium, and Skyloft become alternates for Delfino's Secret, Pokémon Stadium 2, and Temple respectively.
**Rainbow Cruise has been removed.
 
===v3.6===
[[File:ProjectM36logo.png|thumb|Logo of version 3.6]]
'''Released August 16th, 2015'''
*'''Kane Jungbluth-Murry''' replaces '''Brian Mckeever''' as the announcer.
*WarioWare, Inc. is revamped into a Wario Land themed stage.
*A competitive version of the Bowser's Castle stage is added as an alternate stage to the original.
*Rainbow Cruise and Bridge of Eldin return and are now the alternate stages for Peach's Castle and Hyrule Castle, respectively.
**For these two stages only, the player can hold Z instead of L to access "Hidden Alternate Stages" (their original alternates, the N64 versions of [[Peach's Castle]] and [[Hyrule Castle]]).
 
==Errors==
[[File:Respawn_Loading_Glitch.png|thumb|A graphical glitch that occurs if the winning character is KOed at the end of a match and has another character in their next stock.|350px]]
Due to ''Project M''{{'}}s focus on the competitive aspect of the game, the mod experiences some errors and abnormalities regarding non-competitive aspects:
*For the same reason that a WiFi-safe version of the mod exists (with fewer features to prevent online desynchronization), replays often become corrupted or fail to work properly.
**When viewing ''Brawl'' replays in ''Project M'', and the replay goes past its time limit (due to corruption), the game will simply fast forward the replay until a definitive end (i.e., running out of time, quitting out of the replay).
*Fixed-camera mode is completely dysfunctional on numerous stages, often by being off-center, such as on [[Yoshi's Story]] or [[Hyrule Castle]]. On some stages, the player can even see the transition from hitting the upper [[blast line]] to a [[Star KO]].
*Because of flaws involving Roy and Mewtwo's assets, as well as those of new alternate costumes, the mod freezes when players try to pick a character in [[Tournament Mode]]. The mod would reroute players to [[Rotation]] mode starting with version 3.5.
*{{PM|Roy}}'s and {{PM|Mewtwo}}'s voices are still audible while they are [[metal]].
*Mewtwo and Roy don't appear as opponents in Classic Mode.
*Most events either have infinite time due to stage changes (such as [[The Yoshi Team of 50]]) or automatically fail the players from time limits quickly reaching 0 seconds (such as [[All MINE!]] and [[The Great Remodeling Battle]])
*In [[events]] that allow choosing any character, choosing [[Mewtwo]] or [[Roy]] will make the game think that [[Lucario]] or [[Marth]], respectively, have been chosen in terms of whenever or not Lucario and Marth should wear an alternate costume. Event 40 is a recreation of [[Event 51: The Showdown|''Melee''{{'}}s Showdown]] (with Mewtwo as an opponent), where selecting Lucario has the same effect.
*Because {{PM|Sheik}}, {{PM|Zelda}}, {{PM|Samus}}, and {{PM|Zero Suit Samus}} have individual character slots, this can give two players the same palette swap if the corresponding characters transform into each other, without even using the [[same color glitch]].
*There are a few glitches that exist with the debug commands:
**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. However, the players have to delete the debug mode file to prevent this from happening.
**When using the character switch command with an alternate costume, there is the potential for no character to appear after the switch. This is due to some characters not having their alternate costume. For example, switching to {{PM|Diddy Kong}} from {{PM|Captain Falcon}} wearing his classic costume will cause no character to spawn at all because Diddy Kong does not have an 8th palette swap like {{PM|Captain Falcon}} does. Attempting to exit out of a match while this glitch is in effect will freeze the game. The character switch command will also not work properly in stadium game modes or one-player modes.
**C-stick is not functional during frame advance
*All-Star Versus related glitches:
**If the winning character is KO'd at the end of the match in a free-for-all and doesn't respawn before the match ends, the results screen will instead treat the player in 2nd place as the winner.
**If the winning character is KO'd at the end of the match and has a different character in their next stock, the results screen will show the next character, but announce the name of the character that was KO'd.
*[[The Subspace Emissary]], while playable, contains several avoidable issues and glitches (mostly quoted from website archive):
**It is naturally impossible to play as {{PM|Mewtwo}} or {{PM|Roy}}, since they can never be met to join the roster.
**SSE uses standard attributes from ''Brawl''.
**Before entering SSE, some codes need to be initialized by starting a regular match first. Most notably, Dark Ice Climbers in ''[[The Great Maze]]'' will crash otherwise.
**Certain reflections, such as [[Ganondorf_(PM)#Special_moves|Ganondorf's ''Dead Man's Volley'']], don't work.
**Wario uses his overalls costume in gameplay, but his portrait shows his WarioWare outfit. Setting him as the any stock aside from the first stock will fix this.
**The Turbo item sometimes gives both the turbo and [[curry]] effect.
**Certain physics codes, such as being able to wall jump on the same wall twice, are not active in SSE.
**Resulting from replacements of stages and their corresponding music, some predetermined tracks played in the SSE become out of place (e.g. the peaceful [[Fourside]] music playing instead of [[Porky's Theme]] during the battles against the [[Porky Statue]] and [[Porky Minch]]).
**[[Pokémon Trainer]] related glitches:
***Pokémon Trainer is listed as {{PM|Mewtwo}} in cutscenes.
***Pokémon Trainer (after obtaining all three Pokémon) defaults to {{PM|Charizard}} as usual, and Charizard can switch to {{PM|Squirtle}} with [[Pokémon Change]], but Squirtle can't switch (the Trainer will call "Get back!" but Squirtle will use {{iw|bulbapedia|Bubble}}).
****During at least some [[ambush]]es, switching out {{PM|Charizard}} will fail to send out {{PM|Squirtle}}, causing the game to softlock with no controllable character on-screen. <!-- Progress becomes impossible though the game doesn't freeze or crash -->
***Using a costume over the default Pokémon slots (particularly {{PM|Squirtle}}) can put the player over the memory limit and crash.
***If {{PM|Kirby}} is in the player's party when the player fights Dark Pokémon Trainer in ''[[The Great Maze]]'' or vice versa in ''[[The Great Maze]]'' or the ''[[Midair Stadium]]'', the game will crash.
***In 2 player SSE, if Player 2 is Pokémon Trainer, Player 1 cannot interact with doors properly.
***Losing as Pokémon Trainer in certain fights can cause crashes.
*When {{PM|Snake}} uses [[Codec Conversations]] on {{PM|Mewtwo}} or {{PM|Roy}}, the conversation for {{PM|Mario}} plays.
**Likewise, Mewtwo and Roy's records are saved as Lucario and Marth's records. The announcer's voice clips for selecting Mewtwo are missing in the sound test because it uses the unused clip for the [[Fighting Alloy Team]], which isn't present in the Sound Test. Roy's voice clip is present instead (where Pokémon Trainer's voice clip would be).
*During Challenger Approaching events, if the player is using the same character as the one they are trying to "unlock", both the player and AI will have the same palette swap.
 
==Downloading instructions==
The mod can be downloaded [http://projectmirror.no-ip.org here] and requires only an SD card, non-PAL Wii or Wii U, and a non-PAL ''Brawl'' disc.
 
Hackless Method:
 
{{#widget:YouTube|id=2WB9IX2M4uQ}}
 
Homebrew Method:
 
{{#widget:YouTube|id=Y_-brk7b5qI}}


==Developers==
==Developers==
*Project Leaders: Shanus
The team has dissolved after ending the development of ''Project M'', but they are of course still credited.
*Lead Character Developments: SHeLL, Camelot, Strong Bad
 
*Additional Coders: Magus, Dantarion, Yeroc, WindOwl, Almas, Standardtoaster
*Project Leaders: SHeLL, {{Sm|Magus}}, {{Sm|Strong Bad}}, jiang, {{Sm|Shadic}}, haloedhero, Yeroc, Shanus, cMart, {{Sm|Warchamp7}}
*Character design/Development: Shanus, Magus, jiang, Strong Bad, WindOwl, JCaesar, leafgreen386, Falco400, Plum, rPSI, Shadic.
*Playtesters: Historically, the PMDT has had playtesters such as {{Sm|Hungrybox}}, {{Sm|Mango}}, {{Sm|Lucky}}, {{Sm|KirbyKaze}}, {{Sm|Amsah}}, and many more. The last playtester team before the end of development consisted of {{Sm|Gimpyfish62}}, {{Sm|TheReflexWonder}}, {{Sm|Fuzzyness}}, {{Sm|Professor Pro}}, {{Sm|Fly Amanita}}, {{Sm|Jolteon}}, Vigilante and many, many others.
*Playtesters: Calabrel, Oro?!, zhime, Hylian, Ishieymoro, Jolteon, Vwins, metroid1117, Professor Pro, King Funk, Fuzzyness, Rat, Sethlon, Vist, TheReflexWonder, chillindude829, and more...
*Graphics/Menu Design: FireBall Stars, ds22
*Graphics/Menu Design: MookieRah, VectorAce, Shadic, camelot
*Modellers: Pik, Nanobuds, TOCK, StarWaffle, Spex130, SJS
*Stage design: FrozenHobo, GameWatching, Mewtwo2000, Shadic, Monk
*Animation: haloedhero, Ztilb, {{Sm|SilentDoom}}, FireBall Stars, Camelot
*And special thanks to Phantom Wings, paprika killer, Almas, and others
*Stage Design: {{Sm|Mewtwo2000}}, Shadic, Vanguard, SOJ, LlamaJuice, {{Sm|Sandfall}}
*Sound Team: Pete "Phonetic Hero" Lepley, Garrett Williamson, Riddlr


Applications to the Project M Backroom can be made at [http://www.smashmods.com/forum/forum-91.html the application subforum].
==Legal issues==
[[File:SaveSmash on PM Website.png|thumb|200px|The former site after the rise of the "SaveSmash" hashtag.]]
The legality of ''Project M'' is ambiguous: by itself, and much like any other hack, the mod is a {{iw|wikipedia|derivative work}}, for it branches directly off of a copyrighted product. While derivative works are not inherently breaches of any law or rule, the patch files for the mod include various copyrighted assets not present on the original disc, such as the [[Fountain of Dreams]] stage. In addition, the act of launching ''PM'' relies on exploiting the console to run unofficial code on it, thereby breaking the console's {{iw|wikipedia|end-user license agreement}}. Likely as a result, ''Project M'' has not been featured at any tournaments sponsored by Nintendo, as doing so would essentially be sponsoring hacking their own consoles and misappropriating their assets and characters.
 
Though Nintendo has not given a formal response to ''Project M'', policies enacted by the company have suggested that it does not approve of the mod. One of its policies included issuing bans for mentioning ''Project M'' by name on any of Nintendo's [[Miiverse]] channels for constituting "criminal activity". This had the potential to result in [[wikipedia:Scunthorpe problem|erroneous bans]] when talking about other subjects such as the development team of ''{{iw|metroidwiki|Metroid: Other M}}'', which was also named "Project M"; bans could also be issued for using the abbreviation "PM", even if it was referring to another game or series such as ''Paper Mario'' (although this was allowed on the ''Paper Mario'' community) or when used for miscellaneous purposes (such as denoting the daily time-span between noon and midnight).
 
In October 2014, it was announced that ''Project M'' would be dropped from the lineup of [[Apex 2015]], with many qualifying tournaments also suspending their ''Project M'' events. While some qualifiers did feature ''Project M'', no official online streams were available for such events apart from [[B.E.A.S.T 5]], which was streamed on [[VGBootCamp]]; commentators on streams provided by VGBootCamp were also reportedly instructed to not mention ''Project M'' while on air. These were strongly suspected to be a result of intervention from Nintendo, which 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]]. A later announcement in January 2015 stating that Apex had officially partnered with Nintendo for Apex 2015 gave further credence to this theory.
 
Throughout the rest of 2015, ''Project M'' continued to decline in presence. Many major tournaments dropped ''Project M'' from their rosters; VGBootCamp, which became well-known for popularizing the mod, later announced that they would no longer stream ''Project M'', and subsequently removed all such content on their channel; and monetized streams on [[Twitch]] faced difficulties regarding streaming the mod and its questionable legal status. On December 1st, 2015, the ''Project M'' Development Team ultimately chose to conclude the development of the mod, shutting down their official page, removing the download links from the site, and leaving a farewell message on the main page; the site itself was later taken down{{fact}}. Officially, the developers felt their work on the last version of ''Project M'' was complete, and the numerous group members chose to follow their original endeavors. However, this message was contradicted by the fact that various art assets, such as additional alternate costumes, had been posted to the team's Facebook page following the release of v3.6 with a planned inclusion in a future version, as well as by the fact that a PAL version was explicitly planned though never released. Although a [https://twitter.com/MrRyanMorrison/status/671943222848069632 tweet] claimed the end of development was not the result of legal issues, a [https://www.facebook.com/Mewtwo2000/posts/724185831014518?_rdr=p later statement] from a former member of the development team argued that ''Project M''{{'}}s development was in fact shut down as a preemptive measure for fears of potential legal action from Nintendo.
 
Though the decline of ''Project M'' was commonly attributed to either avoiding litigation from Nintendo or the company directly forbidding it, this speculation remained unconfirmed until November 2020. In the 24th of that month, an anonymous "informed ''Smash'' insider" posted a [https://www.twitlonger.com/show/n_1srfu4r Twitlonger] explaining Nintendo's history of inhibiting the ''Smash'' community, which several members of the community would go on to corroborate.<ref>[https://twitter.com/OXY_Crimson/status/1331064248416440323 Crimson Blur's tweet]</ref><ref>[https://www.youtube.com/watch?v=0yIcyyCe2Jw Armada's YouTube channel - "NINTENDO TRYING TO KILL SMASH: Part Two"]</ref> According to the Twitlonger, many companies and esports organizations began attempting to work with the ''Smash'' community, only for intervention by Nintendo to halt many of those efforts. Nintendo reportedly told them that they refused to work with the community for featuring ''Project M'', but even after support for the mod waned, there was no major progress in establishing them. Later that day, former Smashboards writer Linnea Capps [https://twitter.com/LiteralGrill/status/1331117838690623488 made her own Twitter thread] revealing that [[Twitch]]'s efforts to form a circuit required that they remove and ban all ''Project M'' content on the platform, including Apex's tournament for it. Twitch offered to help director {{Sm|Alex Strife}} make an official statement on the matter to avoid any extended criticism he would get, but following [[Smasher:Alex Strife#Controversy and disappearance|allegations of him harassing other players]], the offer was rescinded. In an unreleased interview Capps conducted with Strife months after Apex 2015, he revealed that players tried and ultimately failed to receive payment from Twitch in exchange for no longer streaming the mod. She further detailed that [[hitbox.tv]], a platform that rose in popularity for streaming PM content after Twitch gradually phased it out, even hired someone specifically to coordinate with the ''Smash'' community, only to suddenly fire said coordinator after a failed attempt to create a circuit with Nintendo's help and gradually remove PM content from its site as well.
 
{{Team|CLASH Tournaments}} founder {{Sm|Chia}} also published a [https://www.twitlonger.com/show/n_1srfurr TwitLonger] explaining how Twitch had given her and many other streamers one last major ''Project M'' stream before being disallowed from ever streaming the mod again: CLASH Tournament's final ''Project M'' stream was March 2015's {{Trn|Shots Fired}}. Twitch had also forced her to not mention anything about the situation or she'd risk losing CLASH Tournament's partnership with Twitch. In an attempt to make it easier on the streamers, Twitch asked them to provide financial analytics of how much they earned with streaming ''Project M'' and promised that they'd pay similar amounts of funds for a short time, but this also never came into fruition; Chia wrote that she believed Twitch did not want to follow through with this and only did so after pressure came from Nintendo.
 
The reveals of the tumultuous history of ''Project M''{{'}}s decline, alongside the [[cancellation of The Big House Online]] in the same month, served as a catalyst for the "#SaveSmash" movement on Twitter. Later on, someone from the PMDT put the site back up with the hashtag, while urging its community to stand in solidarity.<ref>https://twitter.com/SOJ__Online/status/1329554757044875270</ref>
 
==Legacy==
Despite the cession of development in 2015, Project M inspired several successors. These successors built off of Project M, then introduced new characters and stages.
 
===''Legacy TE''===
[[File:LegacyTELogo.png|400px|center]]
''Legacy TE'' is a tourney-viable modification of ''Project M 3.6'' that aims to add new content while also keeping core, fundamental gameplay unmodified. It features a variety of tourney-safe alternative stage skins, costumes, and quality of life features. This includes shortcuts to edit a players' controls without leaving the character selection screen, an improvement to character files to reduce crashing likelihood, and an improved menu interface. A debug menu made for the mod allows players to train their skills for professional tournaments. For example, there is an option to show [[DI]] lines that show how directional influence affects where an attack sends an opponent, with a clearly defined end point that either aims to the ground or stops in the air. A variety of tools and resources have also been made for the mod, allowing tournament organizers to easily customize their builds, including changing the stagelist, replacing costumes, or editing brand assets on menus. ''Legacy TE'' has received worldwide adoption and is generally considered the go-to edition of ''Project M'' by tournament players. Version 2.11 was released in January 2019. Version 2.5 was released on August 26, 2019, and features 15 costumes per character, stage alt toggle options in the code menu, and many other features. On March 13th, 2020 the Legacy Team announced that development of Legacy TE had concluded and that Version 2.5 was the final release.
 
===''Legacy XP''===
[[File:LegacyXPLogo.png|400px|center]]
''Legacy XP'' is a modification of ''Project M 3.6'' that includes more characters, 700+ additional stages and new modes. While the characters from Project M were mostly unaltered ([[Yoshi]] and [[Link]] received some non-PM 3.6 moveset-fixing edits and [[Snake]] got the ability to walk while using his [[Cardboard box|box taunt]]), 10 more fighters were added: [[Young Link]], [[Pichu]] and [[Dr. Mario]], returning from ''Melee''; [[Ridley]] and [[Lucina]], who would make their official debuts in games released after ''Brawl''; [[Waluigi]], [[Geno]], and Metal Sonic, who were added in the beta build released in September 2016; and [[Shadow]] and Mage Ganondorf (inspired by his ''[[Ocarina of Time]]'' appearance), released in version 2.0 Full in May 2018. Version 2.1 featuring some balance changes was released in March 2019. Another minor update, Version 2.11 was released in January 2020. On March 13th, 2020 the Legacy Team announced that development of Legacy XP had concluded and that Version 2.11 was the final release.
 
''Legacy XP Lite'' is a combination of ''Legacy XP'' with some of the more competitive friendly stages from ''Legacy TE'' greatly reducing the number of stages and the mod size from over 5 GB to under 2 GB. Version 2.1 was released in March 2019. Version 2.11 was released in January 2020.
 
===''[[Project+]]''===
[[File:ProjectPlusLogo.png|500px|center]]
''Project+'' is a modification of ''Project M 3.6'' (based on ''Legacy TE'') with the aim to improve the balance among the cast by making small moveset changes to all or most characters. Project+ is currently the main mod over Project M in several tournaments, most notably and recently {{Trn|Blacklisted 5}}, {{Trn|Low Tier City 7}}, and {{Trn|The Encore}}. ''Project+''{{'}}s development started in 2018, with the latest patch (v2.29) releasing on August 20, 2021. Version 2.0 brought many new additions including a new character, [[Knuckles (P+)|Knuckles]]. <ref>[https://projectplusgame.com/], Project+ Website</ref>
 
==Trivia==
*Since 2013, the ''Project M'' main site has posted fake news announcements to its news blog on April Fools' Day.
**In 2013, Turbo mode was introduced, with its corresponding video claiming that [[Pichu]] would be playable in a future build. Turbo Mode later became a reality in version 3.0.
**In 2014, a tagteam character, the [https://www.youtube.com/watch?v=tCXABhlj3nI "Ike Climbers"], was introduced, featuring two Ikes working together similarly to the Ice Climbers. [[Slippy Toad]] was also introduced as a playable character, ostensibly as a joke character that could not attack and could be easily KOed. The end of the video also implied that [[Ridley]] would be playable, as a reference to speculation surrounding the then-unknown roster to ''Smash 4''.
**In 2015, the PMDT [https://www.youtube.com/watch?v=dOuXKCvhTvw claimed] that they would port ''Project M'' to the [[Nintendo 64]]. All models in the game were given low-polygon counts as to simulate the limited graphics of the Nintendo 64, with the "[[perfect attendance crew]]" using their models from ''Smash 64''. There were replacements for all sound effects and music with those from the original game, and the video frequently featured speech balloons overlaid with humorous onomatopoeia as a reference to ''Smash 64''{{'}}s official artwork. The end of the video also implied that {{iw|bulbapedia|Parasect}}, Pokémon number 47 in the Pokédex, would be added to the roster, as a reference to the number 47 that covertly appeared in past videos.
*[[V-cancelling]] and Frame 1 Gravity are the only known ''Melee'' advanced techniques to not return in this mod. This is because all of its updates were released before these techniques were popularised.
*In v1.0, Port Town Aero Dive was misspelt "Port Town Aero Drive". This was fixed in the next release, v2.0.
*A total of 5 stages/layouts are accessible in a previous version of ''Project M'' but not the final version: [[75 m]], [[Mario Circuit]], [[Princess Peach's Castle]], the v2.0-v3.02 layout of Norfair, and the v2.5-v3.02 version of Castle Siege (that included the 1st and 3rd transformations, but not the 2nd).
*A total of 3 stage names (but not layouts) are only accessible in non-final versions of ''Project M'': SSE: Jungle (now Distant Planet), Dracula's Castle (now Delfino's Secret), and Temple: M (now Skyloft).
*Only 3 ''Brawl'' stages have never been accessible in any version: [[Mushroomy Kingdom]], [[Mario Bros.]], and [[Green Greens]].
*A [[Dracula's Castle]] stage would eventually be added to ''Super Smash Bros. Ultimate'' alongside other ''Castlevania'' content, albeit with both stages being based on different incarnations of the castle and sharing little else in common.


==References==
==References==
{{reflist}}
{{reflist}}


==External Links==
==External links==
*[http://projectmgame.com/en/ Official Website]
*[http://projectmgame.com/en/ Official Project M Website ''(As of current, only displays a message regarding "#SaveSmash".)'']
*[http://projectmgame.com/en/download Project M Demo Download]
*[http://web.archive.org/web/20151120033752/http://projectmgame.com/en/ Archive of the official website]
*[http://www.ign.com/wikis/smash-bros-project-m Official Wiki]
*[http://projectmirror.no-ip.org/ Mirror of download links]
*[http://www.smashboards.com/forumdisplay.php?f=361 The Project M Forum]
*[http://smashboards.com/categories/project-m.465/ The Project M forum on SmashBoards]
*[http://reddit.com/r/SSBPM/ Project M subreddit]
*[https://www.youtube.com/user/ProjectMelee/videos Project M YouTube channel]
 
{{Project M}}
{{SSBMods}}


[[Category:Hacking]]
[[Category:Project M]]
[[Category:Smash Mod]]

Latest revision as of 22:06, November 10, 2024

For information on Project M's successor, see Project+.
The logo for Project M

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 to a lesser extent Super Smash Bros. Project M's primary change from Brawl is that the speed of gameplay has been generally increased and the character landing lag is shorter, alongside the restoration of many Melee mechanics and elements, such as the addition of Mewtwo and Roy after their absence in Brawl. Project M's development team was partly descended from the original developers for Brawl+, later known as the PMDT, or Project M Dev Team (formerly the PMBR, or Project M Backroom), having members from over ten countries.[1] The first demo was released on February 7th, 2011. Development of the mod officially concluded on December 1st, 2015, with version 3.6 being the last official release of Project M.

Project M has been commonly featured at several national tournaments, such as the Zenith series, The Big House series, and Apex 2014, and it remains the most popular gameplay mod of Brawl in tournament settings. Starting in 2013, Project M saw a rapid rise in its popularity as more characters became playable and the mod became more familiar at Smash tournaments. By 2014, it began to develop its tournament scene, with the number of entrants for Apex 2014's PM singles event notably surpassing the number of competitors for Brawl. Despite the end of Project M's official development, it still has been able to maintain its tournament presence separate from Brawl, including the formation of its Backroom, the New PMBR, on July 21, 2016.[2]

Project M only supports NTSC versions of Brawl, and no PAL build was ever released. As a result, running Project M outside of NTSC regions requires either homebrew as to allow the Wii to run an NTSC version of the game; or an imported Wii.

Changes from Brawl[edit]

Project M's menu in Version 3.6.

Project M has two different versions: Full Set and WiFi. The former has Stock Control and Input Assistance as new features, which allows newer players to use advanced techniques better and have a stock advantage over experienced ones. However, Replays and online play do not work properly as a result of L and R button light-presses causing online desynchronization. Replays are now functioning with the inclusion of Fracture's replay mod. The WiFi version allows these two things to work properly, and while it keeps the former version's battle features, these are not implemented for online play, likely because Stock Control would have caused potential griefing within matches (by the distant opponent always choosing the maximum amount of stocks). If a Project M replay is in regular Brawl, it may cause malfunctions when beginning a match, possibly because of the stage replacement.

Both versions massively alter the original Brawl gameplay to more closely resemble that of Melee, along with other changes to make the game more competitive in general. It retains the techniques Brawl has, such as crawling, wall cling, and DACUS.

Melee based changes[edit]

The following mechanics have been altered to match their Melee forms:

  • General amount of hitlag is reduced.
  • No buffering 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 frames.
  • All characters have faster falling speeds and gravity (except Sheik who has lower gravity). Gravity also no longer adds onto the knockback formula.
  • Traction was increased across the board although a few characters including Squirtle and Lucas have lower traction.
  • 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' metagames.
  • L-canceling halves landing lag when a shield button is pressed 7 frames before landing, thus restoring the SHFFL technique, bolstering characters' midair movement and allowing much better usage of combos. Additionally, characters briefly flash white upon performing a successful L-cancel.
  • Dash dancing's timing has been reverted, making it longer and more practical, and characters can shield during an initial dash.
  • Crouching cancels the running portion of the dash, allowing quicker, more varied options after dashing.
  • Characters retain the full momentum of their dash if they jump forward. This is especially noticeable with characters with faster dashing speeds.
  • 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 jabbing is removed.
  • Double jump canceling 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, allowing recovering characters to survive at higher percentages by DIing toward a ledge and teching into it upon being attacked. Ledge-canceling is once more possible as well.
  • Jumps can be 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 projectiles 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 as long as in Brawl), causing the gameplay to be less defensive-focused.
  • Ledges cannot be auto-sweetspotted, so they can neither be grabbed from the back, nor during the attacking portion of recovery attacks. Some moves like Raptor Boost or Bowser Bomb still use this feature, though. Additionally, characters can act out of a ledge grab sooner, and when performing any ledge recovery action (normal get-up, jump, roll or attack), other characters cannot grab it until the animation is half-finished. This makes edge hopping and edgehogging easier.
  • Hitstun canceling has been removed, causing overall horizontal survivability to be shorter, but giving characters more extensive combo options, which were almost nonexistent in Brawl. Air dodges are no longer usable when tumbling.
  • It is once again possible to DI moves which do not put opponents into tumble.
  • Teching can be performed even before a character is struck, making it easier to implement.
  • Items cannot be grabbed during dash attacks or aerials.
  • Grab aerials cause helplessness if they miss a ledge, but can be used after an air dodge with the shield + attack combination. They still act as tether recoveries, though they won't restore a character's midair jumps if they drop from the ledge.
  • If a character still in hitstun is struck again in quick succession, the new knockback either replaces the old knockback (if the gap between the attacks was 10 frames or less) or has its direction and power combined with the old knockback (after 10 frames). In Brawl, whether to replace the old knockback is based on the relative strength of the two attacks, and no merging is performed.
  • All characters have the same meteor cancel window although all characters must wait for 16 frames before meteor canceling as opposed to 9 (all characters have the same meteor cancel window as Ivysaur, Olimar, and Zero Suit Samus did in Brawl). Attempting to do this earlier results in the character not being able to meteor cancel during the entire hitstun of the attack (except if not done with a jump input). The game will also only allow characters to meteor cancel moves with an angle between 260°-280° (like in Melee) making any moves with an angle sharper than 280° a spike (and thus impossible to meteor-cancel). Many moves had their angles altered to be sharper than 280° to make them spikes.
  • When dash grabbing a foe, forward momentum is completely negated. Unlike in Melee, though, characters with low traction still possess this feature.
  • Grab released characters will get back their midair jumps. Additionally, grab releases function the same as in Melee so characters cannot be forced into an air release and air released characters can act as soon as the grabber can which benefits and hinder certain characters.
  • Pummels 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.
  • 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 locks, but allowing opponents to perform jab resets.
  • Though a barely noticeable change, smash attacks are now chargable for 59 frames as opposed to 60, and a fully charged 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.

Brawl based changes[edit]

Brawl newcomers Charizard and Wolf spar on the revamped Saffron City stage.

Aside from Melee restorations, the following techniques and mechanics from Brawl have also been changed:

  • Footstool jumps are still present but are now done with a taunt input to avoid unintentional footstool jumping with the jump button.
  • Removal of random tripping as a result of tapping the control stick. There is still forced tripping, 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.
  • Dashing is easier to perform than in Melee, particularly when dashing in the opposite direction a character is facing, since the input for a smash turn is a 2 frame window, instead of 1.
  • Short hopping is easier to perform with all characters. Characters leave the ground 1 frame later while still being able to input an aerial, allowing for some aerials from Melee characters to auto-cancel earlier or hit shorter characters when previously impossible (i.e. Ganondorf's forward aerial and Captain Falcon's neutral aerial, respectively).
  • Aerials can be interrupted with an air dodge.
  • Characters can interrupt their jumping animation after jumping from the ledge much sooner than in Melee, preventing "tournament winners" as a result of being stuck in the ledge jump animation.
  • Brawl's 2 frame B-reversing window is retained. B-reversing now also includes moves that previously did not have it in Brawl, such as Captain Falcon's Falcon Kick.
  • 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.
  • Time window to input a DACUS successfully is now 2 frames, and using Z instead of A does not reduce the window. Kirby, Donkey Kong, and Diddy Kong can no longer DACUS as they have unique dash attacks which can go off ledges although this only negatively effects Diddy. Some characters who previously had an ineffective DACUS now have a more effective and useful DACUS although the average length of a lengthy DACUS is significantly shorter than in Brawl.
  • 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 recoveries reimplemented instead of reusing Melee's wall grapples; however, they are better than before. Tether recoveries now ignore edge-hoggers; characters will still latch onto the ledge without affecting them, and when pulled up they will perform an automatic jump get-up. While characters with tether recoveries will fare better on the ledge than in Brawl, the jump get-up has extreme lag and puts them into helplessness if they do not land on the stage. Also, a missed tether recovery causes helplessness like wall grapples.
  • All up special moves (except for Mewtwo's Teleport, R.O.B.'s new Robo-Booster, King Dedede's Super Dedede Jump, and Meta Knight's Shuttle Loop) now allow characters to grab the ledge backwards before putting them into helplessness or otherwise shortly before their descent. This is opposed to a select few in Melee. Some side special moves (such as Captain Falcon's Raptor Boost, which retains its ledge sweetspot from Brawl, as well as 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 to remove the victim's ability to air dodge in addition to their up special move, though it also restores all their double jumps.
  • A glide toss is doable in midair with an air dodge. Additionally, air dodges still auto-grab items during the first frames of execution as in Brawl, so that item-based attacks are easier to counter.
  • Gliding is no longer performed by tapping and holding the jump button; Charizard and Pit have new special moves that allow them to glide instead. Meta Knight and Pit also have a timer for their glides, instead of being able to glide infinitely. Glide attacks also have high landing lag and leave these characters helpless.
  • Infinite armor is now only reserved for Ike's fully charged Eruption, all of Bowser's smash attacks (when charged a certain time), Ganondorf's Flame Choke right before the explosion, and "grab armor." Armor for other moves that have it is given knockback-based 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. 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[edit]

Captain Falcon and Link square off in two of their new alternate costumes.
Meta Knight (in his new alternate costume) in the remastered Hyrule Castle stage.
  • All characters and stages are unlocked from the start. However, any character not unlocked in the unmodded game will have "Challenger Approaching" events once the conditions are met. Anything unlocked in Project M will carry over to Brawl.
  • Stages such as Metal Cavern, Kongo Jungle and Dream Land replace stages such as Mushroomy Kingdom, 75m, and Green Greens.
  • From v3.5 onwards, Screen KOs are about as long as Star KOs, and still uses Brawl's animations.
  • Smash 64's taunt canceling returns.
  • Brawl's random input delay is fixed.
  • Glancing Blows are no longer possible; they have no visual effect to indicate that they have occurred, and will not add hitlag or half the damage of the attack to the defender.
  • Stock Control added, replacing handicaps. Players can now control the number of stocks each player starts with before battle, from 1 to 30 stocks for each individual character. A Crew mode has been added in which the game keeps track of stocks retained after battles.
  • Stage selection menu modified to include built-in stage striking control with the X button (Full Set version).
  • While Project M has no light shields, the full set still allows for light presses for the GameCube controller's L and R trigger buttons if they are assigned to "shield"; a light press will activate a character's shield and L-cancels, and a full press will trigger wavedashes and techs.
  • New Melee-like designs for the menu and character selection screens, with altered fonts.
  • The game, in general, takes less time to load modes, characters, and scenes, and things such as Records can be scrolled through more quickly.
  • 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.
  • 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.
  • Altered camera that is capable of zooming out indefinitely and fully rotating around the characters and stages, allowing players to take snapshots without any camera restrictions.
  • 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 instead of 300.
    • "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 "Reflect Mode") while making room for "0 to Death Mode" (written in-game as "Regen Mode" to fit the available space), which recovers all damage taken after one second of not receiving any hitstun.
    • "Angled Camera Mode" is replaced with All-Star Versus, which allows players to use different characters (or costumes) for each stock. This is done by selecting a character, then deselecting them, and selecting the next character. The order of the characters selected become the order they appear in. Required character selections are based on the stock count. If the selections are less than the stock count, the remaining stocks loop back to the first character (so selecting Mario, Luigi and Peach in a four stock match will loop back to Mario in stock four). This would later on officially be a feature in the series with the introduction of Squad Strike.
      • Should each player select their characters in All Star VS Mode before turning on Team Battle; the characters will not be forced into their team battle costumes akin to Smash 4. Also, the random option will always use the default costumes of the characters even in team battles.
  • Stage selection screen revamped: stages are now ordered at the bottom in a rectangular shape, with the selected stage being displayed at the top. Stages are now also ordered in Pages 1 and 2, and the top background displays Project M.
  • The background for victory poses for VS. battles have been altered to resemble the new Training room.
  • Independent character icons for Zelda/Sheik and Samus/Zero Suit Samus, with ZSS not having an icon from Brawl's character menu.
  • Characters now instantly grunt when hit by a strong attack, as in Melee and 64, while in Brawl they did a second afterward. There are also medium-damage and high-damage groans as well, with most characters using unused voice samples from the Sound Test. Characters now also use voice samples for sidesteps and air dodges, and variable voices for smash attacks.
  • Smash Taunts were introduced to more characters, such as Ness and Link, though these are less involved and can be done on any stage.
  • Bowser now has his own series icon.
  • Characters now emit a spark when wall jumping.
  • 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. This will trigger a glitch where if a Gamecube controller is not in the P1 slot and any one of Training, Stadium, Events or All Star Mode is entered, then the player starts a match, exits out and enters VS mode, they can control two characters with one controller. Should two Gamecube controllers in the P3 and P4 slots (with no controllers in slots 1 or 2) access either 2-player events, Stadium, or All Star, both controllers can each control two characters at once.[3]
  • Home-Run Contest stadium no longer has a protective window, acting like its Melee counterpart. Its online competitive mode has also been added as a co-op mode offline, with records being saved.
  • No Replay time limit, allowing longer matches to be recorded and viewed.
  • Many additional costumes are added for each character, and are shown as "Colors" on the characters profiles. There are now also "Special" costumes for some characters, such as Dr. Mario, Armored Mewtwo, and Melee renditions of several characters, some of which get 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, Fox can perform short hop lasers and waveshine infinites, while 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-destructing (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[edit]

The character-selection screen in Project M.

In addition to the many universal changes, every character received several individual adjustments in order to balance the game properly. The roster was largely buffed overall, creating an extensive collection of viable characters with varying playstyles, strengths, and weaknesses. However, certain moves were nerfed to further flesh out some fighters and break their dependence on repeated use of a single move or small set of moves. Some Project M characters are based on their appearances in Melee (such as Captain Falcon and 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.

Aesthetic changes such as sound effects and costumes were included in more recent versions such as version 3.0 and were revamped in 3.5 and 3.6.

The entire cast was overhauled to match the physics of Melee. Characters that suffered from weak attributes and movesets in both Melee and Brawl (such as Bowser, Kirby, and Zelda), had their positive attributes from each game merged and are given entirely new and original buffs. Some returning characters, like Ganondorf, were given a completely revamped moveset to reference their abilities from their home series further and to distance themselves from characters from which they are cloned. New characters, such as Sonic and Snake, are given completely original buffs, nerfs and even entirely new moves to increase their variability and versatility.

Giga Bowser, and Wario-Man are optional playable characters, as they are selected if the player holds the shield button when selecting Bowser or Wario on the character select screen.

Based on the Brawl roster of 39 characters, Project M gives Zero Suit Samus, Sheik, Squirtle, Ivysaur and Charizard their own slots on the character selection screen (the latter 3 replacing the Pokémon Trainer) while including Mewtwo and Roy (who were both absent in Brawl) for a total of 41 characters (43 if the Final Smash forms Giga Bowser and Wario-Man are counted). Furthermore, a leaked development build indicated that development on four new characters was in progress at the time of the project's cancellation. This shows a planned total of 45 characters; these characters are Knuckles the Echidna from the Sonic the Hedgehog universe, Lyn from the Fire Emblem universe, Isaac from the Golden Sun universe, and Sami from the Advance Wars universe. Knuckles would later be added in the mod's successor, Project+.

List of characters[edit]

Characters
Mario (PM)
Mario
Mario (universe)
Luigi (PM)
Luigi
Mario (universe)
Peach (PM)
Peach
Mario (universe)
Bowser (PM)
Bowser
Mario (universe)
Yoshi (PM)
Yoshi
Yoshi (universe)
Donkey Kong (PM)
Donkey Kong
Donkey Kong (universe)
Diddy Kong (PM)
Diddy Kong
Donkey Kong (universe)
Link (PM)
Link
The Legend of Zelda (universe)
Zelda (PM)
Zelda
The Legend of Zelda (universe)
Sheik (PM)
Sheik
The Legend of Zelda (universe)
Ganondorf (PM)
Ganondorf
The Legend of Zelda (universe)
Toon Link (PM)
Toon Link
The Legend of Zelda (universe)
Samus (PM)
Samus
Metroid (universe)
Zero Suit Samus (PM)
Zero Suit Samus
Metroid (universe)
Kirby (PM)
Kirby
Kirby (universe)
Meta Knight (PM)
Meta Knight
Kirby (universe)
King Dedede (PM)
King Dedede
Kirby (universe)
Fox (PM)
Fox
Star Fox (universe)
Falco (PM)
Falco
Star Fox (universe)
Wolf (PM)
Wolf
Star Fox (universe)
Captain Falcon (PM)
Captain Falcon
F-Zero (universe)
Pikachu (PM)
Pikachu
Pokémon (universe)
Jigglypuff (PM)
Jigglypuff
Pokémon (universe)
Mewtwo (PM)
Mewtwo
Pokémon (universe)
Squirtle (PM)
Squirtle
Pokémon (universe)
Ivysaur (PM)
Ivysaur
Pokémon (universe)
Charizard (PM)
Charizard
Pokémon (universe)
Lucario (PM)
Lucario
Pokémon (universe)
Ness (PM)
Ness
EarthBound (universe)
Lucas (PM)
Lucas
EarthBound (universe)
Ice Climbers (PM)
Ice Climbers
Ice Climber (universe)
Marth (PM)
Marth
Fire Emblem (universe)
Roy (PM)
Roy
Fire Emblem (universe)
Ike (PM)
Ike
Fire Emblem (universe)
Mr. Game & Watch (PM)
Mr. Game & Watch
Game & Watch (universe)
Pit (PM)
Pit
Kid Icarus (universe)
Wario (PM)
Wario
Wario (universe)
Olimar (PM)
Olimar
Pikmin (universe)
R.O.B. (PM)
R.O.B.
R.O.B. (universe)
Snake (PM)
Snake
Metal Gear (universe)
Sonic (PM)
Sonic
Sonic (universe)

Bold denotes characters not in Brawl.

Stages[edit]

The Stage Selection Screen in Project M 3.6

Project M contains 42 stages selectable normally, and 27 alternate stages (that appear in a small preview under the main stage preview and are selectable by holding L before pressing A). Two stages, Peach's Castle HD and Hyrule Castle HD, have a second alternate stage that does not show a preview and is selectable by holding Z instead of L.

Among the normally selectable stages, 3 are original to Project M, 11 are altered layouts of Brawl stages, 6 have minor changes from Brawl, 4 are ported from Melee, 6 are ported from Smash 64 and mostly given HD revamps, and the remaining 12 are unchanged from Brawl (including Past Stages).

Among the alternate stages, 1 is original to Project M, 1 is an altered layout of a Brawl Past Stage, 1 is ported from Melee, 8 are ported from Smash 64, and the remaining 16 are unchanged from Brawl (including Past Stages).

Stages
Stage Changes ASL Stage Changes ASL
Battlefield (SSBB)
SmashBrosSymbol.svg
Battlefield
Stage layout slightly tweaked to match Melee's Battlefield. Battlefield (SSBM)
SmashBrosSymbol.svg
Battlefield (Melee)
Big Blue
FZeroSymbol.svg
Big Blue
Brinstar
MetroidSymbol.svg
Brinstar
Planet Zebes
MetroidSymbol.svg
Planet Zebes
Castle Siege
FireEmblemSymbol.svg
Castle Siege
As of v3.6β, does not transform and makes a reference to the title artwork of Fire Emblem: Radiant Dawn, which depicts the characters in a twilight sky. Castle Siege
FireEmblemSymbol.svg
Castle Siege (Brawl)
Corneria
StarFoxSymbol.svg
Corneria
Sector Z
StarFoxSymbol.svg
Sector Z
Hanenbow PM 3.5.png
ElectroplanktonSymbol.svg
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. Hanenbow
ElectroplanktonSymbol.svg
Hanenbow (Brawl)
Dream Land PM 3.5.jpg
KirbySymbol.svg
Dream Land (HD)
Replaces Green Greens, as well as "Fountain of Dreams" theme with Smash 64's Dream Land theme. Has new visual upgrade for 3.5 which makes it resemble more of Melee's Green Greens. Dreamland
KirbySymbol.svg
Dream Land
ProjectM DistantPlanet.png
PikminSymbol.svg

Distant Planet

Originally an arena from SSE: The Jungle,[4] until versions 3.0 and later refurbished it with a 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. Distant Planet
PikminSymbol.svg
Distant Planet (Brawl)
Final Destination (SSBM)
SmashBrosSymbol.svg
Final Destination
Main platform changed to Melee's version, with the background given a purple hue. Also replaces "Opening (Super Smash Bros. Melee)" with "Multi-Man Melee 2". Flat Zone 2
Game&WatchSymbol.svg
Flat Zone 2
Fountain of Dreams
KirbySymbol.svg
Fountain of Dreams
Replaces Mario Bros., as well as its theme song with Fountain of Dreams' track. Has the same layout as it did in Melee, except the reflections and falling stars have been removed. The clouds occasionally change to blue. Fourside
EarthboundSymbol.svg
Fourside
Replaces Porky's Theme with Fourside's theme. The UFO no longer makes a sound when it appears. New Pork City
EarthboundSymbol.svg
New Pork City
Frigate Orpheon
MetroidSymbol.svg
Frigate Orpheon
ProjectM GreenHillZone.png
SonicSymbol.svg

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 back and forth around a central point above the main platform. Green Hill Zone
SonicSymbol.svg
Green Hill Zone (Brawl)
Halberd
KirbySymbol.svg
Halberd
Raised ceiling blast-zone and removed claw. Zelda64Stage HD PM.png
ZeldaSymbol.svg
Hyrule Castle (HD)
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. Hyrule Castle
ZeldaSymbol.svg
Hyrule Castle
Bridge of Eldin
ZeldaSymbol.svg
Bridge of Eldin
Kongo Jungle (SSB)
DKSymbol.svg
Kongo Jungle
No Barrel Cannon. Replaces 75m, and "25 BGM" theme with Kongo Jungle's. Peach Castle HD PM.png
MarioSymbol.svg
Peach's Castle (HD)
No Bumper hazard. Replaces Rainbow Cruise and the Princess Peach's Castle (Melee) theme with Track 5 from Super Smash Bros. HD remake has the castle and the background redesigned in reference to the Tower of the Wing Cap from Super Mario 64 and its DS remake. Peach's Castle
MarioSymbol.svg
Peach's Castle
Rainbow Cruise
MarioSymbol.svg
Rainbow Cruise
Lylat Cruise
StarFoxSymbol.svg
Lylat Cruise
Stage doesn't tilt. Lylat Cruise
StarFoxSymbol.svg
Lylat Cruise (Brawl)
Metal Cavern PM 3.5.jpg
SmashBrosSymbol.svg
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 Cavern of the Metal Cap from Super Mario 64. Meta Crystal
SmashBrosSymbol.svg
Meta Crystal
Norfair
MetroidSymbol.svg
Norfair
Layout was completely redone. The stage now features a main platform with two soft platforms that move in random directions. All magma hazards were removed. Norfair
MetroidSymbol.svg
Norfair (Brawl)
Onett
EarthboundSymbol.svg
Onett
Cars cause much more knockback akin to Melee, however all cars now launch players upwards instead of unique directions.
Pictochat
DSSymbol.svg
Pictochat
Some transformations removed. Some previously impassable platforms can now be passed through. Pirate Ship
ZeldaSymbol.svg
Pirate Ship
Hazards made weaker.
Pokémon Stadium 2
PokemonSymbol.svg
Pokémon Stadium 2
No stage transformations. Replaces Pokémon Stadium in v3.6, but uses the normal Pokémon Stadium 2's song list. As of v2.5, the center platform is recolored blue and has a Master Ball drawing, and small televisors at the background display "Project M". Pokémon Stadium
PokemonSymbol.svg
Pokémon Stadium
ProjectM RumbleFalls.png
DKSymbol.svg

Rumble Falls

Completely redone without scrolling. Neutral stage with a main platform and three smaller platforms in an upside down Battlefield-like layout. The leftmost platform is flat while the others curve in an slight upward arch. Starts at the bottom of the falls then slowly moves up then stopping at the top of the falls. Rumble Falls
DKSymbol.svg
Rumble Falls (Brawl)
Saffron City HD PM.png
PokemonSymbol.svg
Saffron City (HD)
No Pokémon spawn. Replaces Pokémon Stadium 2 in v3.6, but uses Pokémon Stadium's song list. It used to replace Spear Pillar in v3.5 and below. Received a visual upgrade in v3.6, based off how it appears in Pokémon FireRed and LeafGreen, and also Pokémon HeartGold and SoulSilver, along with it now having a day and night cycle. Saffron City
PokemonSymbol.svg
Saffron City
Shadow Moses Island
MetalGearSymbol(preUltimate).svg
Shadow Moses Island
Skyworld
KidIcarusSymbol.svg
Skyworld
Main platform made unbreakable and other platforms made into clouds. Skyworld
KidIcarusSymbol.svg
Skyworld (Brawl)
Smashville
AnimalCrossingSymbol.svg
Smashville
Replaces "Town Hall and Tom Nook's Store" with "Kick's Twilite Funk" and "The Roost" with "Title (Animal Crossing) Ver. M"
Infinite Glacier PM.png
IceClimberSymbol.svg
Infinite Glacier
Replaces Summit. Features two main platforms with icy properties connected by a trap door that occasionally opens, with several cloud platforms and one ice platform flying around. Also features the Balloon Fighter from Balloon Fight as a cameo in the background. Summit
IceClimberSymbol.svg
Summit
Temple
ZeldaSymbol.svg
Temple
ProjectM Skyloft.png
CenterSkyloft
ProjectM TrainingRoom.png
SpecialStagesSymbol.svg

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 three soft platforms in the center aranged like Battlefield, and a sandbag that respawns in the middle when knocked out. Replaces Online Practice Stage. The same stage but without three small platforms. WarioLandPM.png
WarioSymbol.svg
Wario Land
Identical to WarioWare in Brawl, but with microgames removed and aesthetic changes made. Also replaces the song "WarioWare, Inc." with "Bad Mario". WarioWare
WarioSymbol.svg

WarioWare, Inc.
Yoshi's Island
YoshiSymbol.svg
Yoshi's Island
Platform ghosts now appear at predetermined intervals (staying for 10 seconds, then leaving for 15 seconds[5]), with white Fly Guys signaling their appearance. Yoshi's Island (Melee) theme replaces Flower Fields. Link=Yoshi's Island (SSBM)
YoshiSymbol.svg
Yoshi's Island (Melee)
Yoshi's Story
YoshiSymbol.svg
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.

Yoshi's Island (64) removes the second set of clouds on the right and brings the right blast line in.

Yoshi's Island (SSB)
YoshiSymbol.svg
Yoshi's Island
Port Town Aero Dive
FZeroSymbol.svg
Port Town Aero Dive
Luigi's Mansion
MarioSymbol.svg
Luigi's Mansion
Delfino Secret PM.png
MarioSymbol.svg
Delfino's Secret
Replaces Delfino Plaza and its theme. Based off of The Shell's Secret from Super Mario Sunshine, the stage consists of a large main platform that extends past the lower blastline. There are three soft platform that move and tilt in random directions. Originally the stage was the Dracula's Castle stage from Castlevania, until v3.6 beta. Delfino Plaza
MarioSymbol.svg
Delfino Plaza
Bowser Castle PM.png
MarioSymbol.svg
Bowser's Castle
Replaces Mario Circuit and its theme. Based off of Bowser's Castle from Super Mario World, it is a flat stage with the main platform extending past the lower blastline. The left and right edges have solid bridge-like platforms. A Thwomp (with hitboxes) hangs above each bridge platform, and once per minute[6] one will shake and then fall to destroy one of the bridge platforms. Standing below one at the time will almost certainly lead to a bottom blast line KO. After some time, the bridge regenerates, followed by the Thwomp.

The alternate layout removes the destructible bridges and Thwomps, brings the side blast lines significantly closer to compensate, and adds three platforms above the main stage with the middle one very slightly raised.

Bowser Castle PM alternate.png
MarioSymbol.svg
Bowser's Castle (alternate competitive layout)
Jungle Japes
DKSymbol.svg
Jungle Japes
Spear Pillar
PokemonSymbol.svg
Spear Pillar

Turbo Mode[edit]

An image of the Turbo item.

In version 3.0, the Curry effect was replaced with the "Turbo" effect. In Turbo mode, players can cancel any successful attack, upon hit or shield, into any other action except the same attack, and all aerial attacks auto cancel when landing if they hit. Certain moves, such as Farore's Wind, consist of multiple actions and can thus be canceled into themselves. Turbo Mode has been compared to the Marvel vs. Capcom series because it enables skilled players to perform extensive combos.

Turbo mode is selectable from the Special Brawl menu, or temporarily granted by the "Turbo" item, which replaces Superspicy Curry. While in Turbo Mode, characters emit faint purple flame effects (compared to the red flame effects of Curry).

Turning Input Assist on removes the same-attack restriction.

Notable Turbo-related resources:

Tier list[edit]

The PMDT did not publish an official tier list. On March 26th, 2014, CLASH Tournaments published a preliminary tier list for version 3.02, followed by 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.

No tier list was ever released for version 3.5, though it was a general agreement that only two characters could be considered "bottom tier": Olimar, whose recovery was too unreliable, and the Ice Climbers, who suffered from a physics glitch that often caused Nana to self-destruct.

Version 3.6 fixed the Ice Climbers' and Olimar's issues, and a second tier list for version 3.6 was later released. Many fighters that did poorly in Melee and/or Brawl saw large improvements in their tier placings. Examples include Mewtwo going from the low tier in Melee to the top tier in Project M, and Captain Falcon notably going from the bottom tier in Brawl to the top tier of Project M.

The Project M Backroom released a third tier list for version 3.6, which, published September 9th, 2017, is the most recent and widely accepted one. Donkey Kong, the Ice Climbers, and Sonic rose the most on the tier list, while R.O.B., Roy, and Fox dropped the most. Mewtwo entered the top three again, while Kirby and Bowser remained the second-worst and worst characters in the game, respectively. This was the final tier list published for Project M version 3.6.

A fourth tier list for the mod's successor, Project+, was released on January 9th, 2022.

Project M 3.6 Tier List v3
S A A-
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Meta Knight (PM) Wolf (PM) Mewtwo (PM) Diddy Kong (PM) Wario (PM) Mr. Game & Watch (PM) Sheik (PM) Fox (PM) Captain Falcon (PM) Sonic (PM) Donkey Kong (PM) Snake (PM) Zero Suit Samus (PM) Peach (PM) Lucas (PM) Ice Climbers (PM)
B C
17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Marth (PM) Lucario (PM) Ness (PM) Mario (PM) Toon Link (PM) Falco (PM) Pikachu (PM) Charizard (PM) Ike (PM) Luigi (PM) Samus (PM) Ivysaur (PM) Roy (PM) Link (PM) Squirtle (PM) R.O.B. (PM)
D D-
33 34 35 36 37 38 39 40 41
Yoshi (PM) King Dedede (PM) Pit (PM) Jigglypuff (PM) Ganondorf (PM) Zelda (PM) Olimar (PM) Kirby (PM) Bowser (PM)

Release history[edit]

Demo 1.0[edit]

Logo of Demo 1.0

Released February 7, 2011

  • 14 characters available:
  • 33 stages available:
    • Temple: M, Pirate Ship, Skyworld, Rainbow Cruise, Delfino Plaza, Lylat Cruise, Port Town Aero Dive, Brinstar, Frigate Orpheon, Metal Cavern, Pictochat, Yoshi's Island, Halberd, Rumble Falls, WarioWare, Pokémon Stadium 2, Smashville, SSE: Jungle, Yoshi's Story, Battlefield, Final Destination, Dream Land, Fountain of Dreams, Mario Circuit, Luigi's Mansion, Jungle Japes, 75 m, Temple, Corneria, Saffron City, Onett, Fourside, and Castle Siege

Demo 2.0[edit]

Logo of Demo 2.0

Released April 17, 2012

  • Added 15 characters:
  • Added 11 stages:
    • Dracula's Castle, Hyrule Castle, Norfair, Summit, Kongo Jungle (64), Flat Zone 2, Hanenbow, Shadow Moses Island, Green Hill Zone, Big Blue, Pokémon Stadium
    • Norfair uses a different layout compared to either its original version or the final version, with a shorter main platform and an additional top platform about the same length as the main platform.
  • Removed 3 stages:
    • Luigi's Mansion, 75 m, Temple

Demo 2.1[edit]

Logo of Demo 2.1

Released May 23, 2012

  • The following, but not limited to, changes:
    • Carrier items such as crates and capsules no longer explode.
    • Random character select no longer favors Mario.
    • Re-introduction of Brawl's footstools, now done with the down taunt input.
    • The unlockable menus in Brawl are now selectable.
    • Momentum at end of dashes and moonwalks now preserves properly.
    • AI can now wavedash.
  • On the stage selection screen, Skyloft (from the The Legend of Zelda: Skyward Sword) replaces Hanenbow and Temple replaces Temple: M. The former layout of Temple: M is given to Skyloft.

Demo 2.5[edit]

Logo of Demo 2.5

Released December 29, 2012

The following are in the release, but not limited to:

  • Ledge teching implemented.
  • Melee's knockback stacking implemented.
  • Input Assistance and Stock Control implemented.
  • Input Lag from Brawl is fixed.
  • New aesthetic changes which include new palette swaps for the characters and new menu designs.
  • Every character's AI has received updates to various degrees.

Demo 2.5b[edit]

Released January 6, 2013

  • Various fixes:
    • Entering an existing name will bring the player to the name.
    • Demonstration battles after the title screen are less likely to freeze.
    • It takes 9 minutes for the audio to fade instead of 3 in the WiFi set.

Demo 2.6[edit]

Logo of Demo 2.6

Released July 17, 2013

The PMDT announced Project M 2.6 along with their new website design.

Demo 2.6b[edit]

Logo of Demo 2.6b

Released August 15, 2013

  • Extended the use of the footstools to the side and up taunts.
    • Also, footstooling someone who is under paralyze does not put them in the jumped-off-of animation.
  • When a character is respawning, the camera refocuses instead of staying focused on the characters that are currently still alive.
  • All armor has been standardized via knockback as light, medium, or heavy. There are color indicators for the characters that have armor during their moves, such as red for Bowser and blue for Squirtle, with more opaque overlays typically indicating stronger armor.
  • The removal of Screen KOs.
  • All music tracks are available regardless of being unlockable.

v3.0[edit]

Logo of version 3.0

Released December 9, 2013

  • Added 7 characters:
  • Distant Planet replaces SSE: Jungle, Peach's Castle (Melee) replaces Mario Circuit, Training Room stage added.
    • Princess Peach's Castle contains no colored switches or Banzai Bill hazards, but the floating platforms at the can sides still rise and disappear when stood on.
  • Lylat Cruise no longer tilts.
  • Formerly, an April Fools' video[7] announced that 3.0 would contain a gameplay change where all connected moves would cancel into any other move/action on hit. While the change being universal was a joke, it finally became available as the Turbo Mode for Special Brawl, replacing the Curry option. In addition, the Superspicy Curry item was changed, but the duration is still the same.
  • Numerous alternate costumes for several characters added, including Dr. Mario, and the Melee renditions of Falco and Fox.

The mod officially leaves the "Demo" development and is now a full mod. 3.0 also marks the first version to contain the entire Brawl roster, along with Roy and Mewtwo, and becomes the final roster onward.

v3.01[edit]

Released January 11, 2014

  • A new launcher is released with the following features:
    • Support for SDHC cards larger than 2GB (Hackless method still limited to 2GB, an exception being Letterbomb).
    • A news ticker will display current news for Project M which will update if the Wii has a connection to the Internet.
    • The ability to update and patch both the Launcher and the version of Project M. If 3.0 is present on the SD card, the Launcher can automatically download and update to version 3.01.
    • Faster and more reliable file loading.
  • Fixed the lag from the imported models such as Roy, Mewtwo and the alternative costumes.
  • Salty Runbacks (of 20XX recognition) 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 with the same characters and stage. 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:
    • Roy's Final Smash is reworked and no longer causes game-breaking glitches.
    • Many of Kirby's copy abilities updated.

v3.02[edit]

Released January 13, 2014

  • Various bug fixes:
    • 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.
    • Removed the color bars and caution signs from the character select portraits.

v3.5[edit]

Logo of version 3.5.
The new Stamina Mode in Project M 3.5

Released November 14, 2014

Various character changes to adjust game balance, most especially to nerf recoveries and burst movement options that were seen as overpowered in previous versions.

  • 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 Donkey Kong, Wolf, Toon Link, Ganondorf, Ness, Dedede, Ike, and Marth.
  • Stage changes:
    • Hyrule Castle, Metal Cavern, and Dream Land have been given major graphical overhauls.
    • Hanenbow returns with a new layout to be more suitable for Turbo Mode.
    • Infinite Glacier replaces Summit.
    • Jungle Japes is removed.
    • Norfair's layout was changed.
    • Castle Siege no longer skips its second transformation.
    • On Yoshi's Island, a white Fly Guy now signals the appearances of the platform ghost.
  • 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.
  • Screen KOs have been re-implemented, but with a change in the animation length to be the same as Star KOs.
  • All-Star Versus mode is added. Players fight by using a different character each stock (similar to the Subspace Emissary, and what would eventually be implemented in Squad Strike). A glitch was also made possible where selecting characters in All Star VS before turning on team battle wouldn't lock players into team battle costumes, which was officially implemented in Smash 4.
  • 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 Event matches have been revamped, moved, or replaced, either to add in popular Melee happenings such as The Showdown and the Bowser Challenge, or out of necessity due to the event scenario centering on a now-removed stage (such as Super Bowser Bros.).
  • Squirtle, Ivysaur, and Charizard have all been given functional Final Smashes of their own.
  • Impact font replaces Brawl's font in the menus.
  • The addition of Mewtwo's and Roy's voices in v3.0 were done by overwriting those of Galleom and Duon respectively, resulting in atypical sound effects when fighting either boss . A fix for this in v3.5 now have the characters share voices with their clone engine counterparts.
  • In v3.0, the Timer item would cause highly atypical momentum behavior when activated[8]; this was fixed in v3.5 .

v3.6β[edit]

Logo of version 3.6β

Released June 24th, 2015

  • A new black armored Charizard recolor, Mr. L recolors, an orange recolor for Diddy Kong, a revamped red Pit color, Classic Dark Pit, Mario Kart DS ROB, Wii ROB, Dark Suit Samus, as well as graphical upgrades for some of Samus, Meta Knight, and Zero Suit Samus' costumes from 3.5.
  • Various bug fixes (notably, the bugs and glitches that plagued Olimar and the Ice Climbers in 3.5).
  • The addition of Zero-to-death Mode (labeled in-game as "Regen Mode" to fit the available space in the Special Versus box), in which a player's damage is reset to 0% when they escape from a combo.
  • The option to have automatic L-canceling.
  • New announcer: Brian Mckeever
  • Stage changes:
    • Alternate Stage Loader is added, and activated by holding L while selecting a stage. 24 of the 42 stages have alternate versions:
      • 10 stages that received layout changes revert to their Brawl originals, counting Infinite Glacier as a layout change to Summit. Castle Siege receives a new 'layout change' where it no longer transforms and takes place at twilight.
      • 7 stages revert to their Smash 64 appearances, including HD remakes and counting Planet Zebes and Sector Z as Smash 64 versions of Brinstar and Corneria.
      • Battlefield and Yoshi's Island revert to their Melee appearances, Yoshi's Story reverts to Yoshi's Island (64), and Fourside reverts to New Pork City.
      • 3 stages that used to be non-alternates are now alternates (see below).
    • A new Bowser's Castle stage is added.
    • Delfino's Secret replaces Dracula's Castle due to legal reasons, while having the same layout.
    • An HD remake of Peach's Castle (64) replaces Princess Peach's Castle.
    • Saffron City also receives an HD remake.
    • Luigi's Mansion and Jungle Japes return from previous versions, while Spear Pillar returns from Brawl.
    • The newly added stages, as well as Smashville and Metal Cavern, receive new music.
    • To make room for the added stages on the selection screen, Delfino Plaza, Pokémon Stadium, and Skyloft become alternates for Delfino's Secret, Pokémon Stadium 2, and Temple respectively.
    • Rainbow Cruise has been removed.

v3.6[edit]

Sorry forgot about this LOL
Logo of version 3.6

Released August 16th, 2015

  • Kane Jungbluth-Murry replaces Brian Mckeever as the announcer.
  • WarioWare, Inc. is revamped into a Wario Land themed stage.
  • A competitive version of the Bowser's Castle stage is added as an alternate stage to the original.
  • Rainbow Cruise and Bridge of Eldin return and are now the alternate stages for Peach's Castle and Hyrule Castle, respectively.
    • For these two stages only, the player can hold Z instead of L to access "Hidden Alternate Stages" (their original alternates, the N64 versions of Peach's Castle and Hyrule Castle).

Errors[edit]

A graphical glitch that occurs if the winning character is KOed at the end of a match and has another character in their next stock.

Due to Project M's focus on the competitive aspect of the game, the mod experiences some errors and abnormalities regarding non-competitive aspects:

  • For the same reason that a WiFi-safe version of the mod exists (with fewer features to prevent online desynchronization), replays often become corrupted or fail to work properly.
    • When viewing Brawl replays in Project M, and the replay goes past its time limit (due to corruption), the game will simply fast forward the replay until a definitive end (i.e., running out of time, quitting out of the replay).
  • Fixed-camera mode is completely dysfunctional on numerous stages, often by being off-center, such as on Yoshi's Story or Hyrule Castle. On some stages, the player can even see the transition from hitting the upper blast line to a Star KO.
  • Because of flaws involving Roy and Mewtwo's assets, as well as those of new alternate costumes, the mod freezes when players try to pick a character in Tournament Mode. The mod would reroute players to Rotation mode starting with version 3.5.
  • Roy's and Mewtwo's voices are still audible while they are metal.
  • Mewtwo and Roy don't appear as opponents in Classic Mode.
  • Most events either have infinite time due to stage changes (such as The Yoshi Team of 50) or automatically fail the players from time limits quickly reaching 0 seconds (such as All MINE! and The Great Remodeling Battle)
  • In events that allow choosing any character, choosing Mewtwo or Roy will make the game think that Lucario or Marth, respectively, have been chosen in terms of whenever or not Lucario and Marth should wear an alternate costume. Event 40 is a recreation of Melee's Showdown (with Mewtwo as an opponent), where selecting Lucario has the same effect.
  • 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, without even using the same color glitch.
  • 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. However, the players have to delete the debug mode file to prevent this from happening.
    • When using the character switch command with an alternate costume, there is the potential for no character to appear after the switch. This is due to some characters not having their alternate costume. For example, switching to Diddy Kong from 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.
    • C-stick is not functional during frame advance
  • All-Star Versus related glitches:
    • If the winning character is KO'd at the end of the match in a free-for-all and doesn't respawn before the match ends, the results screen will instead treat the player in 2nd place as the winner.
    • If the winning character is KO'd at the end of the match and has a different character in their next stock, the results screen will show the next character, but announce the name of the character that was KO'd.
  • The Subspace Emissary, while playable, contains several avoidable issues and glitches (mostly quoted from website archive):
    • It is naturally impossible to play as Mewtwo or Roy, since they can never be met to join the roster.
    • SSE uses standard attributes from Brawl.
    • Before entering SSE, some codes need to be initialized by starting a regular match first. Most notably, Dark Ice Climbers in The Great Maze will crash otherwise.
    • Certain reflections, such as Ganondorf's Dead Man's Volley, don't work.
    • Wario uses his overalls costume in gameplay, but his portrait shows his WarioWare outfit. Setting him as the any stock aside from the first stock will fix this.
    • The Turbo item sometimes gives both the turbo and curry effect.
    • Certain physics codes, such as being able to wall jump on the same wall twice, are not active in SSE.
    • Resulting from replacements of stages and their corresponding music, some predetermined tracks played in the SSE become out of place (e.g. the peaceful Fourside music playing instead of Porky's Theme during the battles against the Porky Statue and Porky Minch).
    • Pokémon Trainer related glitches:
      • Pokémon Trainer is listed as Mewtwo in cutscenes.
      • Pokémon Trainer (after obtaining all three Pokémon) defaults to Charizard as usual, and Charizard can switch to Squirtle with Pokémon Change, but Squirtle can't switch (the Trainer will call "Get back!" but Squirtle will use Bubble).
        • During at least some ambushes, switching out Charizard will fail to send out Squirtle, causing the game to softlock with no controllable character on-screen.
      • Using a costume over the default Pokémon slots (particularly Squirtle) can put the player over the memory limit and crash.
      • If Kirby is in the player's party when the player fights Dark Pokémon Trainer in The Great Maze or vice versa in The Great Maze or the Midair Stadium, the game will crash.
      • In 2 player SSE, if Player 2 is Pokémon Trainer, Player 1 cannot interact with doors properly.
      • Losing as Pokémon Trainer in certain fights can cause crashes.
  • When Snake uses Codec Conversations on Mewtwo or Roy, the conversation for Mario plays.
    • Likewise, Mewtwo and Roy's records are saved as Lucario and Marth's records. The announcer's voice clips for selecting Mewtwo are missing in the sound test because it uses the unused clip for the Fighting Alloy Team, which isn't present in the Sound Test. Roy's voice clip is present instead (where Pokémon Trainer's voice clip would be).
  • During Challenger Approaching events, if the player is using the same character as the one they are trying to "unlock", both the player and AI will have the same palette swap.

Downloading instructions[edit]

The mod can be downloaded here and requires only an SD card, non-PAL Wii or Wii U, and a non-PAL Brawl disc.

Hackless Method:

Homebrew Method:

Developers[edit]

The team has dissolved after ending the development of Project M, but they are of course still credited.

Legal issues[edit]

The former site after the rise of the "SaveSmash" hashtag.

The legality of Project M is ambiguous: by itself, and much like any other hack, the mod is a derivative work, for it branches directly off of a copyrighted product. While derivative works are not inherently breaches of any law or rule, the patch files for the mod include various copyrighted assets not present on the original disc, such as the Fountain of Dreams stage. In addition, the act of launching PM relies on exploiting the console to run unofficial code on it, thereby breaking the console's end-user license agreement. Likely as a result, Project M has not been featured at any tournaments sponsored by Nintendo, as doing so would essentially be sponsoring hacking their own consoles and misappropriating their assets and characters.

Though Nintendo has not given a formal response to Project M, policies enacted by the company have suggested that it does not approve of the mod. One of its policies included issuing bans for mentioning Project M by name on any of Nintendo's Miiverse channels for constituting "criminal activity". This had the potential to result in erroneous bans when talking about other subjects such as the development team of Metroid: Other M, which was also named "Project M"; bans could also be issued for using the abbreviation "PM", even if it was referring to another game or series such as Paper Mario (although this was allowed on the Paper Mario community) or when used for miscellaneous purposes (such as denoting the daily time-span between noon and midnight).

In October 2014, it was announced that Project M would be dropped from the lineup of Apex 2015, with many qualifying tournaments also suspending their Project M events. While some qualifiers did feature Project M, no official online streams were available for such events apart from B.E.A.S.T 5, which was streamed on VGBootCamp; commentators on streams provided by VGBootCamp were also reportedly instructed to not mention Project M while on air. These were strongly suspected to be a result of intervention from Nintendo, which 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. A later announcement in January 2015 stating that Apex had officially partnered with Nintendo for Apex 2015 gave further credence to this theory.

Throughout the rest of 2015, Project M continued to decline in presence. Many major tournaments dropped Project M from their rosters; VGBootCamp, which became well-known for popularizing the mod, later announced that they would no longer stream Project M, and subsequently removed all such content on their channel; and monetized streams on Twitch faced difficulties regarding streaming the mod and its questionable legal status. On December 1st, 2015, the Project M Development Team ultimately chose to conclude the development of the mod, shutting down their official page, removing the download links from the site, and leaving a farewell message on the main page; the site itself was later taken down[citation needed]. Officially, the developers felt their work on the last version of Project M was complete, and the numerous group members chose to follow their original endeavors. However, this message was contradicted by the fact that various art assets, such as additional alternate costumes, had been posted to the team's Facebook page following the release of v3.6 with a planned inclusion in a future version, as well as by the fact that a PAL version was explicitly planned though never released. Although a tweet claimed the end of development was not the result of legal issues, a later statement from a former member of the development team argued that Project M's development was in fact shut down as a preemptive measure for fears of potential legal action from Nintendo.

Though the decline of Project M was commonly attributed to either avoiding litigation from Nintendo or the company directly forbidding it, this speculation remained unconfirmed until November 2020. In the 24th of that month, an anonymous "informed Smash insider" posted a Twitlonger explaining Nintendo's history of inhibiting the Smash community, which several members of the community would go on to corroborate.[9][10] According to the Twitlonger, many companies and esports organizations began attempting to work with the Smash community, only for intervention by Nintendo to halt many of those efforts. Nintendo reportedly told them that they refused to work with the community for featuring Project M, but even after support for the mod waned, there was no major progress in establishing them. Later that day, former Smashboards writer Linnea Capps made her own Twitter thread revealing that Twitch's efforts to form a circuit required that they remove and ban all Project M content on the platform, including Apex's tournament for it. Twitch offered to help director Alex Strife make an official statement on the matter to avoid any extended criticism he would get, but following allegations of him harassing other players, the offer was rescinded. In an unreleased interview Capps conducted with Strife months after Apex 2015, he revealed that players tried and ultimately failed to receive payment from Twitch in exchange for no longer streaming the mod. She further detailed that hitbox.tv, a platform that rose in popularity for streaming PM content after Twitch gradually phased it out, even hired someone specifically to coordinate with the Smash community, only to suddenly fire said coordinator after a failed attempt to create a circuit with Nintendo's help and gradually remove PM content from its site as well.

CLASH Tournaments founder Chia also published a TwitLonger explaining how Twitch had given her and many other streamers one last major Project M stream before being disallowed from ever streaming the mod again: CLASH Tournament's final Project M stream was March 2015's Shots Fired. Twitch had also forced her to not mention anything about the situation or she'd risk losing CLASH Tournament's partnership with Twitch. In an attempt to make it easier on the streamers, Twitch asked them to provide financial analytics of how much they earned with streaming Project M and promised that they'd pay similar amounts of funds for a short time, but this also never came into fruition; Chia wrote that she believed Twitch did not want to follow through with this and only did so after pressure came from Nintendo.

The reveals of the tumultuous history of Project M's decline, alongside the cancellation of The Big House Online in the same month, served as a catalyst for the "#SaveSmash" movement on Twitter. Later on, someone from the PMDT put the site back up with the hashtag, while urging its community to stand in solidarity.[11]

Legacy[edit]

Despite the cession of development in 2015, Project M inspired several successors. These successors built off of Project M, then introduced new characters and stages.

Legacy TE[edit]

LegacyTELogo.png

Legacy TE is a tourney-viable modification of Project M 3.6 that aims to add new content while also keeping core, fundamental gameplay unmodified. It features a variety of tourney-safe alternative stage skins, costumes, and quality of life features. This includes shortcuts to edit a players' controls without leaving the character selection screen, an improvement to character files to reduce crashing likelihood, and an improved menu interface. A debug menu made for the mod allows players to train their skills for professional tournaments. For example, there is an option to show DI lines that show how directional influence affects where an attack sends an opponent, with a clearly defined end point that either aims to the ground or stops in the air. A variety of tools and resources have also been made for the mod, allowing tournament organizers to easily customize their builds, including changing the stagelist, replacing costumes, or editing brand assets on menus. Legacy TE has received worldwide adoption and is generally considered the go-to edition of Project M by tournament players. Version 2.11 was released in January 2019. Version 2.5 was released on August 26, 2019, and features 15 costumes per character, stage alt toggle options in the code menu, and many other features. On March 13th, 2020 the Legacy Team announced that development of Legacy TE had concluded and that Version 2.5 was the final release.

Legacy XP[edit]

LegacyXPLogo.png

Legacy XP is a modification of Project M 3.6 that includes more characters, 700+ additional stages and new modes. While the characters from Project M were mostly unaltered (Yoshi and Link received some non-PM 3.6 moveset-fixing edits and Snake got the ability to walk while using his box taunt), 10 more fighters were added: Young Link, Pichu and Dr. Mario, returning from Melee; Ridley and Lucina, who would make their official debuts in games released after Brawl; Waluigi, Geno, and Metal Sonic, who were added in the beta build released in September 2016; and Shadow and Mage Ganondorf (inspired by his Ocarina of Time appearance), released in version 2.0 Full in May 2018. Version 2.1 featuring some balance changes was released in March 2019. Another minor update, Version 2.11 was released in January 2020. On March 13th, 2020 the Legacy Team announced that development of Legacy XP had concluded and that Version 2.11 was the final release.

Legacy XP Lite is a combination of Legacy XP with some of the more competitive friendly stages from Legacy TE greatly reducing the number of stages and the mod size from over 5 GB to under 2 GB. Version 2.1 was released in March 2019. Version 2.11 was released in January 2020.

Project+[edit]

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Project+ is a modification of Project M 3.6 (based on Legacy TE) with the aim to improve the balance among the cast by making small moveset changes to all or most characters. Project+ is currently the main mod over Project M in several tournaments, most notably and recently Blacklisted 5, Low Tier City 7, and The Encore. Project+'s development started in 2018, with the latest patch (v2.29) releasing on August 20, 2021. Version 2.0 brought many new additions including a new character, Knuckles. [12]

Trivia[edit]

  • Since 2013, the Project M main site has posted fake news announcements to its news blog on April Fools' Day.
    • In 2013, Turbo mode was introduced, with its corresponding video claiming that Pichu would be playable in a future build. Turbo Mode later became a reality in version 3.0.
    • In 2014, a tagteam character, the "Ike Climbers", was introduced, featuring two Ikes working together similarly to the Ice Climbers. Slippy Toad was also introduced as a playable character, ostensibly as a joke character that could not attack and could be easily KOed. The end of the video also implied that Ridley would be playable, as a reference to speculation surrounding the then-unknown roster to Smash 4.
    • In 2015, the PMDT claimed that they would port Project M to the Nintendo 64. All models in the game were given low-polygon counts as to simulate the limited graphics of the Nintendo 64, with the "perfect attendance crew" using their models from Smash 64. There were replacements for all sound effects and music with those from the original game, and the video frequently featured speech balloons overlaid with humorous onomatopoeia as a reference to Smash 64's official artwork. The end of the video also implied that Parasect, Pokémon number 47 in the Pokédex, would be added to the roster, as a reference to the number 47 that covertly appeared in past videos.
  • V-cancelling and Frame 1 Gravity are the only known Melee advanced techniques to not return in this mod. This is because all of its updates were released before these techniques were popularised.
  • In v1.0, Port Town Aero Dive was misspelt "Port Town Aero Drive". This was fixed in the next release, v2.0.
  • A total of 5 stages/layouts are accessible in a previous version of Project M but not the final version: 75 m, Mario Circuit, Princess Peach's Castle, the v2.0-v3.02 layout of Norfair, and the v2.5-v3.02 version of Castle Siege (that included the 1st and 3rd transformations, but not the 2nd).
  • A total of 3 stage names (but not layouts) are only accessible in non-final versions of Project M: SSE: Jungle (now Distant Planet), Dracula's Castle (now Delfino's Secret), and Temple: M (now Skyloft).
  • Only 3 Brawl stages have never been accessible in any version: Mushroomy Kingdom, Mario Bros., and Green Greens.
  • A Dracula's Castle stage would eventually be added to Super Smash Bros. Ultimate alongside other Castlevania content, albeit with both stages being based on different incarnations of the castle and sharing little else in common.

References[edit]

External links[edit]