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Beta 1.1 is the second revision of the final major release of the Super Smash Flash 2 Demo and followed the first beta phase of development. It was released on July 29, 2018.

Version history[]

1.1.0[]

Engine[]

  • Trading was added.
  • Grabs have priority over attacks.
  • Grabs will now clank with each other instead of being port-priority-based, dealing 2% damage to both players.
  • Midair jumping reworked.
    • Fixed horizontal momentum when holding forward.
    • Horizontal momentum now decreases by 30% if no direction is held.
    • Backwards jumps now reset all horizontal momentum.
  • Throws that do not actually hit the foe can no longer be SDI’d and feel/look better.
  • Clanked attacks can no longer hit after the clank.
  • Clanking now pauses animations for the duration of attack hitstuns.
  • Intangible CPUs should no longer react to attack collisions.
  • Attacks should no longer react when colliding with intangible players.
  • Hitboxes that are supposed to ignore shield now work properly.
  • Projectile attacks should now properly affect targets.
  • Fixed bug where projectiles did not clank properly.
  • Fixed bug where reflected projectiles could not hurt opponents.
  • Projectiles can now respond to receiving “damage”.
  • Projectiles that are overpowered are now destroyed.
  • If a projectile overpowers a character hitbox, the attacker is no longer immediately hit, and the attacker’s animation will continue. The projectile keeps moving as normal until it actually hits the attacker.
  • Powershielded projectiles can now damage players after being reflected multiple times.
  • Reactions for attack hitbox interactions made more consistent overall.
  • Hitstun gets boosted by 20% when meteors (angles 270-290) hit grounded foes and a special sound plays.
  • Hitlag mechanics reworked.
  • DI mechanics reworked.
  • Hitboxes are now processed after the current frame is rendered, making collisions more obvious and making it so that immediate pauses reflect proper impact.
  • Aerial hitboxes are now processed if player touches the ground on the same frame.
  • Attack hitboxes are now processed if player grabs the edge on the same frame.
  • Previous frame before ledge grab is no longer shown for an extra frame.
  • Fixed a bug where certain characters could be flipped around by moves that should only reflect projectiles.
  • When an object takes damage, its sprites are not flipped until the frame after the collision happens.
  • Characters no longer turn around if their shield breaks.
  • Fixed a rare issue where grab released opponents would get flipped around.
  • Removed the artificial 5 frame dodge/spotdodge delay that kicked in after spot-dodges.
  • When using a homing attack, the homing target is now cleared when the attack initiates.
  • It is now possible to enter turn animation during the first frame of skid so turning is not frame perfect.
  • Additional tweaks to turns to behave more like Super Smash Bros. for Nintendo 3DS and Wii U.
  • Characters with moves that allow them to be grabbed during intangibility frames can no longer be grabbed during the move if invincible via revival or starman.
  • Characters using alt costumes will revert to the default during screen KOs if fullscreen and quality is set to software mode to prevent lag spikes.

Items[]

  • Item hitlag now ends when the item is picked up
  • Held items can now clank
  • Back-tossed items now hit opponents in the proper direction
  • Helping items should no longer harm/target allied players in any situation.
  • Assist Trophies:
    • Lyn assist trophy added.
    • Mother Brain’s lasers are now transcendent.
    • Silver Assist Trophy completely recoded.
    • White Mage will now cast Heal instead of Cure if the owner of the AT has other teammates, which will heal their whole team.
    • White Mage can now cast Silence, which disables a random opponent’s specials for 10 seconds.
    • White Mage will no longer crash the game if a player dies with her status effects on them
    • White Mage’s spell window is now color coded based on player slot/team colors.
  • Beam Sword now actually works.
  • Capsules can no longer spawn another capsule.
  • Food, Maxim Tomatoes, Poison Mushrooms, Super Mushrooms, Super Stars, and Heart Containers can no longer collide with attacks/projectiles.
  • Master Balls now can handle captured players that die prematurely, disappear, or get turned to standby mode in Training.
  • Using the Metal Box in Metal Smash no longer removes metal status when the Box wears off.
  • Pokémon:
    • Poké Balls no longer stick to ceilings forever.
    • Minor Master Ball fixes.
    • Arceus added as a legendary Pokemon.
    • Ditto no longer freezes characters if it despawns while grabbing them.
    • Ditto now drops any held items when it despawns.
  • Unira's hitstun increased.
    • Can now hurt foes when thrown, activate when hitting another object, and can now be interacted with after activation by the owner

Arena Mode[]

  • Items and enemies are now destroyed when resetting the stage in Arena Mode after a point is scored
  • Delay after scoring before new round reduced from 3 seconds → 1.5 seconds
  • Sandbag now disappears after going through a goal
  • The screen shakes when a goal is scored and locks in place
  • The announcer calls out the team name that scored
  • The announcer says "GO!" when a new round starts
  • The delay after the final point before returning to the menu was reduced from 3 seconds → 2.5 seconds
  • Fixed a bug where Sandbag could get stuck inside the barrier in Home Run Contest
  • Fixed error when switching between arena mode character select screens

Online Mode[]

  • Online buffer now has input delay subtracted from it so that it maintains a consistent ‘feel’
  • Special modes now work online again
  • Added a 20 second timeout to room join requests so unresponsive hosts do not lock the player's game forever
  • Clicking “no” when player tries to join the player's room now plays “back” sound instead of stage select sound
  • The “unlock” sound effect now plays when player joins a room
  • Added location column to room list
  • Added “ping” column to room list.
  • Fixed more bugs with consecutive online mode matches
  • “Target Test glitch” fixed; online connection failures will now result in getting stuck in the waiting room where the player will get a message explaining that their connection is incompatible with the foe’s
  • Online mode will now automatically fall back on a server-based connection if P2P connection fails
  • Renamed “Low” latency to “Auto” to describe new behavior better
  • Online group menu added

Misc[]

  • Fixed a memory leak issue that would slow the game down after playing several matches due to reference information not being flushed fully causing garbage collection to fail
  • All file assets that can be used in the match (effects, projectiles, etc) are now loaded and ‘spawned’ on frame 1 of a match to prevent lag spikes later in the match when they are first used if the player has slow storage on their device
  • Destroyed objects now are unloaded completely instead of remaining in memory in stand-by with no code running… just in case.
  • Some menu graphics have been tweaked
  • Character Select Screen updated with new layout; player box button layout visually tweaked; character select boxes visually updated
  • Shonen Jump characters are now listed chronologically on character select
  • Zelda and Sheik completely separated on character select
  • Rules menu box now covers “KO Fest/Stock Survival Match” text in character select
  • Moved stages on stage select to roughly resemble the order of characters on the character select
  • Character select hands are a bit more precise and will prioritize toggling HMN/CPU/NONE over team colors
  • Fixed stage select and stage switch icons
  • Redid stage select preview window to look like a cleaner version of the old one
  • Moved the hazards switch to the top-left corner and redid the graphics for it
  • Updated the Boxes on the Results screen with missing info that was hidden
  • Strong meteor smashes play a special sound effect (between angles 200 and 340)
  • Shield break sound effects changed
  • New tech sound added for techs, tech rolls, and wall techs
  • Sword vs Spears event team colors switched
  • Fixed RNG for stage theme selection
  • Fixed error when changing start damage setting from the Rules menu outside of the character select
  • Fixed a bug where certain options would revert on transforming characters (damage ratio, handicap, etc.)
  • Fixed file size limit on save data
  • Fixed autodash breaking running for gamepads
  • Damage meters size reduced by 10%
  • Grey shield for CPUs added
  • Sudden Death bombs start appearing at 10 seconds instead of 30
  • Classic Mode text on Multi-Man Smash and Master Hand screens updated
  • Classic Mode Multi-Man Smash stage made a bit harder
  • Dead zones and dash zones on controller mappings now require the player to exceed the threshold to take effect (> vs >=)
  • Nameless controllers will now display “Generic Device” in the controls screen
  • Sound effect added when pausing/unpausing the game
  • Adjusted camera speed when game is paused to allow for more precise movement when zoomed in closely
  • Added light acceleration to paused camera panning
  • Music volume is now halved while paused
  • Fixed error with pressing A+B at the same time on the Finish button in training mode
  • Fixed bug that caused dead and dash zones to display as their 0 – 1.0 counterparts when they should be showing 0 – 100
  • Narrator “FAILURE” audio is now treated as a voice effect instead of a sound effect
  • Fixed KO explosion effects being positioned weird for characters when star KO is disabled such as in Multi-Man
  • Master Hand will no longer try to grab non-character objects
  • Auraka, TDC, GWilliamson, and Cleod9 added to music credits
  • Jean-Luc “FuzzyQuills” Mackail added to special thanks section in credits
  • ED added to PR credits
  • Removed quotes from L0Z741’s name in credits
  • Added Noxxious to “Our Old Friends” section in the credits
  • Updated copyright to 2018 on title screen

General Character Updates[]

  • Revival platform animations updated for all characters
  • Shock frames added/edited for all characters
  • Star KO animations updated
  • Updated and standardised dust effects on dodgerolls, spot-dodges, and grabs
  • Characters no longer decelerate during running jumps if you’re holding forward, even if above max speed
  • Alternate costumes will now use default palette during screen KOs when fullscreen rendering is enabled
  • Pressing down while holding the dash button will now always force a platform drop for both crouches and shield drops
  • Dash skid can be cancelled into turn on the first frame of skid
  • Interrupting a turn with a back input will result in a dash in the original direction
  • Can now glide-toss (cancel roll into item throw) with the A button in addition to C-stick
  • Fixed coloration errors of some costumes
  • New character: Pichu (unlockable)

Stages[]

  • Battlefield:
    • Increased camera boundary on the bottom
    • Background graphical complexity reduced to lessen performance issues
    • Removed pointy bit on the bottom of the stage
    • Redid foreground layer a bit
  • Castle Siege:
    • Added song: Comrades
    • Updated song (Fire Emblem Theme rip → Fire Emblem Theme)
    • Stage preview now cycles through all variations when highlighted on Stage Select
  • Central Highway:
    • Camera now focuses only on the platform that is falling instead of the whole stage
    • Stage boundaries are brought closer to the stage when a platform falls
    • The center platform gains a static floating platform once both side platforms have fallen
    • Floating platforms no longer appear and disappear on a timer
    • Left platform now falls after 40 seconds
    • Right platform now falls after 80 seconds
  • Fixed a bug on Crystal Smash where it was possible to zip through the stage by trying to drop through the top platforms in the right spot
  • Dream Land:
    • Updated song (Green Greens (Melee) rip → Green Greens)
    • Updated song (Dream Land: Dream Land (SSB) rip → Gourmet Race)
  • Emerald Cave's wooden panels now move back to their home position when they respawn
  • Final Destination:
    • Terrain shifted left by 0.6 pixels, ensuring that players jumping straight up from the left ledge will land on the stage
    • Removed a redundant layer of background stars
    • Second background transition added
  • Final Valley:
    • Improved AI pathfinding.
    • Updated song (WindNinja Medley).
    • Fixed looping issues with Ninja Medley.
  • Fourside:
    • Added song: Pollyanna
    • Updated song (Fourside (Melee) rip → Fourside).
  • Galaxy Tours:
    • Now properly affected by quality settings.
    • Updated song (Good Egg GalaxySpace Junk Galaxy).
    • Fixed dumb edges.
    • Hazard is re-enabled.
    • Stage preview now cycles through all variations when highlighted on Stage Select.
  • One of Hidden Leaf Village's songs updated (Ninja MedleyWind).
  • Updated song on Hueco Mundo (La Distancia para un Duelo rip → On the Precipice of Defeat)
  • Hylian Skies:
    • Adjusted the ledges.
    • Stage preview now cycles between both variations when highlighted on Stage Select.
  • Clouds are now properly affected by quality settings on Temple.
  • On Meteo Campaigns, players can no longer clip through the stage when dropping through pass-through platforms in just the right spot
  • Nintendo 3DS:
    • Updated song (Mii Plaza rip → Mii Channel)
    • Stage preview now cycles through all colors when highlighted on Stage Select
  • PAC-MAZE:
    • Terrain is slightly thicker
    • Frozen/egg characters can now be KO’d with hazards on
  • Palutena’s Shrine:
    • Terrain edited to allow giant characters to fit in the bottom area
    • Both platforms now have grabbable edges on the bottom ends
    • Improved AI pathfinding
    • Updated song (Kid Icarus Title rip → Palace in the Sky)
    • Updated song (Kid Icarus Boss FightMagnus's Theme)
    • Songs no longer appear as “PLACEHOLDER”
  • Princess Peach’s Castle:
    • Updated song (Peach’s Castle (Melee) rip → Bob-Omb Battlefield)
  • Planet Namek:
    • Updated with completely redrawn graphics
    • Added song: DBZ Fight Theme
    • Updated Stage Select preview
  • Pokémon Colosseum:
    • Updated song (Trainer Battle rip → Trainer Battle)
    • Fixed clipping/loop on Pokemon Main Theme
    • Platforms on base layout now retain their collisions when the stage layout transforms back
    • Stage preview now cycles through all variations when highlighted on Stage Select
  • Rainbow Route:
    • Ledge terrain adjusted; now has slanted edges underneath to prevent unnecessary SDs
    • Fixed mirror-related scaling bugs
  • Saffron City:
    • Moving platforms added
    • Updated song (Saffron CityTeam Rocket Hideout)
    • Adjusted terrain and ledge on main building to better fit the graphics
    • Adjusted foreground near ledges so that characters do not appear inside the stage as much.
    • Fixed misaligned shadow effects.
  • Fixed background loop when leaving the tunnel on Sand Ocean.
  • Sector Z:
    • Main cannon is now intangible like in Smash 64.
    • Updated song (Sector Z rip → Sector Z and Titania).
    • Updated song (Corneria (Melee) rip → Corneria 2).
    • Lag noticeably reduced.
  • Smashville:
    • Time-based lighting now actually disappears when Ambient Lighting is disabled in quality settings.
    • Ledge terrain adjusted.
  • Steel Diver:
    • Fixed quality settings
    • Physics changes are now active only when hazards are on, and no longer overwrite special mode settings
  • Updated one of Twilight Town's songs (Sinister Sundown rip → Sinister Sundown)
  • Yoshi’s Island:
    • Cloud platforms no longer reset their timers when players jump off of them
    • With hazards off, cloud platforms are removed and the boundaries are brought closer to the stage a la Smash 64’s 1 player mode version
  • Yoshi’s Story:
    • Added song: Yoshi’s Story
    • Updated song (Yoshi’s Story (Melee)Donut Lifts)

1.1.0.1[]

Engine[]

  • Fixed an issue where all projectiles were basically transcendent
  • All projectiles, items, enemies, and targets no longer receive hitstun from windboxes
  • Targets can now break when hit by windboxes that do → 0 damage

Items[]

  • Fixed internal item limits for Pokemon, Assists, and Cuccos
  • Fixed Ditto copies for Pichu, Sheik, Sora, and Yoshi
  • Characters are no longer extra thick when breaking out of Master Ball
  • Master Ball can no longer capture opponents that are stuck in a barrel
  • Master Ball status now resets properly after releasing a player
  • Barreled opponents can no longer be hit

Arena Mode[]

  • Arena Mode replays are now functional.

Online Mode[]

  • Password systems for rooms now work again.
  • Profanity filter no longer false-positives words ending in “a”.
  • Online replays hopefully no longer desync due to differences in online/offline input buffer
  • Players can no longer join a room if it is at maximum capacity.
  • “Private” column re-added on the room list.

Misc[]

  • Status boxes no longer appear in training mode if HUD is disabled.
  • Removed stray comma from Pichu’s unlock screen.
  • Multiman opponents are now lighter (100 → 85).
  • In the Multiman Stage in Classic Mode, player knockback ratio increased by 1, but computer level also increased on harder difficulties.