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Super smash flash 2 66
Super smash flash 2 66









super smash flash 2 66

#Super smash flash 2 66 update

But from this update forward, we wanted the game to be its own thing, to be its own greatest hits celebration of what Smash Bros meant to us as a team. Most of its early development was designed to more closely match Brawl – just like Smash Flash 1 was closely inspired by Melee, going as far as to mimic its menus.

super smash flash 2 66

I think that happens to a lot of games like Smash Flash 2, especially given how both our skills improved and our attitudes got different about the game, as it went from a small project to a massive, professionally run game with tournaments and fans and such.Ī large part of update 0.9, in specific, was for us to find the identity of the game. For a while my job was to add a little bit of music here and there, and it would take me some time, during the development of 0.9, to grasp the scope of my work. To be honest, it took me a long time to realize the fact that I was, indeed, shaping the sound of SSF2. You were pretty instrumental in developing Smash Flash 2’s music identity. And it would take me a long time to realize how much it impacted people. I didn’t know it would become the biggest track of my career. I didn’t know how well received this musical change would be – I was just a girl with an awful laptop, some VSTs and a copy of FL Studio 12, to replace music by freaking Nobuo Uematsu. The final version of what is known now as Menu 2 took several years to come up with, even if it took just some weeks to actually write.

super smash flash 2 66 super smash flash 2 66

His skills at producing music, instrumenting and writing percussion were just what I needed to hone my own craft, and I’m deeply thankful for his help in the process. A large part of this is thanks to Xyless, who had joined the team recently and would become my partner in development and composition. The original draft of the theme was written by another former dev (Suli) and I would clean it up, morphing it into the melody we know and love today.ĭrafts of our main menu were already being written during development of v0.8b, but we couldn’t quite find the right sound for it until very close to the release of v0.9. Since v0.8, we knew that we wanted to give the game its own music identity, and a large part of said process was coming up with its own main theme, as is tradition for Smash games. I also took particular care on making the transitions between movements feel smooth and interesting, which I feel the piece does very well, for example, when going from Brinstar to Crateria.Īnother piece that is relevant in my history with SSF2 is none other than Menu itself. While my approach to taking the soundtrack was relatively conservative, I put my own touch in it with some unique melody counterplays when I could. Medleys and mashups have been a staple of Smash music since Melee and Super Metroid’s soundtrack is both beloved and extensively covered by VGM artists of all shapes and sizes. The aforementioned Super Metroid Medley, as introduced for demo 0.8, was my first major task as an arranger for the game, and it was a significant challenge. Is there any SSF2 music arrangement that’s a favorite of yours?Ī lot of them actually! Several of them were big steps forward for me in terms of arranging, composition or production (even when a lot of them have aged… less than gracefully). However my main task for as long as I was on the team was to make music. I even dipped my toes in character design, as I was a major part in the redesign for Lloyd. When needed, I could help in some character programming and testing, as well as some content programming – I happen to be a programmer as a day job. I still had a hand in other stuff, funnily enough. After this, I became SSF2’s first music-focused developer, and, eventually, the Audio team lead for several years. However, I would end up taking the chance to show some of my music work which caught the eye of some developers, who asked me to work on a medley for the Crateria stage. I originally joined as part of the first balancing team for the game, born out of the old Back Room. Although she has since retired from the team, 194 was a staple member of the team during her tenure.Ĭan you describe what your role was on the SSF2 Dev Team? This time we had the pleasure to catch up with 194 (who also goes by the handle ‘Ikuyo’). Today we’re putting the spotlight on team members from across our development history once more.











Super smash flash 2 66