SSF2 Demo v0.4b: All Six Fighters, Six Stages and Items
Published · 3 min read
Super Smash Flash 2 Demo v0.4b is small next to the SSF2 of today, which makes it easy to learn completely. Here is everything in it: the six fighters, the six stages, the items, and where each piece came from, as listed in the demo's own credits.
Where v0.4b fits
McLeodGaming released the first Super Smash Flash in 2006. Its sequel was developed in public: a series of browser demos, each adding fighters and stages, before SSF2 moved to a downloadable version. The archive notes date v0.4b to March 12, 2009, as the second release of the fourth demo, focused on content outside of new characters. Its title screen reads simply "Super Smash Flash 2, Demo v0.4b".
The six fighters
- Mario: a familiar first pick for learning the standard and special attack keys.
- Kirby: small and light, so easy to launch at high damage. Sprites from the Game Boy Advance Kirby games.
- Link: sword reach. In our test match his sword took a CPU Kirby from 0% to 16% in a few swings.
- Sonic: fast on the ground and in the air. Sprites from the Game Boy Advance Sonic games.
- Ichigo: from Bleach. The credits list Bleach: Heat of the Soul among the sound sources.
- Lloyd: from Tales of Symphonia, with sprites ripped from Tales of the World: Narikiri Dungeon 3.
The other twelve squares show question marks. They are not locked characters you can earn in this demo; they mark slots that later versions filled. The Random square picks one of the six.
The six stages
- Test Stage 1: a single flat green block. No platforms, no edges to grab, ideal for practice.
- Test Stage 2: a wavy green floor. The same practice idea with a gently rolling floor instead of a flat one.
- Hyrule Temple: a large floating ruin with many levels. Good for four-player matches because there is room to run.
- The Battlefield: a floating island with thin platforms above the main floor. The credits name Naruto[NU] for the stage and -Debug- for the background.
- Final Destination: one flat platform over a galaxy, no side platforms, just a straight fight.
- Whispy Woods: the Kirby tree stage, with a grassy island over water.
Items
With Item Frequency on Very High, items drop often. The Smash Ball is the one to watch: it floats around the stage, and it is worth breaking before your opponent does. If you want a pure test of skill, set Item Frequency to Very Low in Options and fight on Final Destination.
Music and sound
The demo loads a separate audio file when it starts, which is why you may see "Please wait while audio is loaded" for a moment. The tracks named inside it come from Super Smash Bros. Brawl, including the menu music, How To Play, the Melee menu remix and the new Final Destination theme. Music, voices and effects have their own volume sliders in Options.
Four ways to play it
- You against one CPU at level 1, to learn a fighter.
- Three CPUs in Free for All on Hyrule Temple, for chaos.
- Two people on one keyboard, after giving player 2 letter keys in Customize Controls.
- Team Battle, two against two, with humans and CPUs mixed.
New to the keys? Read the SSF2 controls and options guide, then play Super Smash Flash 2.
More from the blog
- Super Smash Flash 2 Controls: Default Keys, Select Screen and Options
Why the arrow keys do nothing for player 1, every default key for both players, how to drag tokens on the select screen, and what each option changes.