Download Latest Version (0.6): mediafire.com 7e7w92esjvizd7r
Download Music Folders: mediafire.com sharekey=64b035092ecb9db0e7ba8e3c6e11ce20665ee5d1c 715a41f38538f5672f1b9df (Remember you can add custom music simply by inserting the OGG file into the folder of the corresponding stage under the "music" directory!)
7-ZIP (File Extracting Program) is also necessary for extracting the files. Download here: www.7zip.org
0.7 COMING VERY SOON! - Will include new characters and stages, Classic Mode, physics more similar to Melee, a streamlined Control Setup, and more!
What is Super Smash Bros. Crusade?
Super Smash Bros. Crusade is a large project built from the ground up and started by three die-hard Smash Bros. fans, Phantom7, Falcon8r, and Dr.MarioX. Our goal is to create a Smash Bros. game packed with characters and stages from the most memorable video games of all time as well as create a Smash Bros. experience that combines the greatest features that all three official Smash Bros. games have to offer.
The Development Team
Falcon8r - Programming
Phantom7 - Art and Graphics
Dr. MarioX - Spriting
Werekill - Miscellaneous
Windows 2000, Windows XP, Windows Vista or Windows 7
DirectX 8 or later
DirectX 8 compatible graphics card with at least 32MB of video memory
Pentium or equivalent processor
DirectX 8 compatible sound card
128 MB of memory or greater (noted only in official Game Maker help file documentation)
960×720 or greater screen resolution with 16-bit or 32-bit colors
Veteran Fighters (From previous Smash Bros. installments)
03. Princess Peach
07. Donkey Kong
08. Diddy Kong
10. Young Link
11. Zelda / Sheik
13. Pokemon Trainer
18. Samus Aran / Zero Suit Samus
20. King Dedede
21. Meta Knight
22. Fox McCloud
23. Falco Lombardi
24. Wolf O'Donnell
25. Captain Falcon
31. Ice Climbers
32. Pikmin & Olimar
34. Mr. Game & Watch
36. Sonic the Hedgehog
37. Solid Snake
New Fighters (Crusade Exclusive)
6. Little Mac
7. Saki Amamiya
9. Knuckles the Echidna
10. Mega Man
+ 31 Crusade-exclusive hidden fighters including:
What types of / How many characters will be included in this game? -- We have quite a lengthy list of fighters (min. 60 - 70 max. 80. We're shooting for 80. Don't worry; we can handle it. Characters don't require as much space as they may seem to). There will be plenty of 3rd parties and new representatives from Nintendo games, along with a bonus -- 1 4th party (not originally from a video game series) representative that appears frequently in video games, and that is Goku.
What types of / How many stages are in this game? -- We also have quite a long stage list (app. 60-65) that includes a great variety of past (64, Melee, and Brawl) and original stages. We will announce them as we go along, similar to what Sakurai did on the Smash Bros Dojo.
Will this game include and Online Play feature? -- Eventually, yes. Most likely, at least.
How many hours a day does the team work on the game? -- We actually don't have a set number of hours per day. We work often, and when we are not busy with other things.
Which Smash Bros. game is SSBC going to resemble the most? -- Probably Melee. But some features showcased in Brawl are a part of this game (this does not include tripping!). Overall, though, it tries to be its own game, and it feels very much like that.
What resolution does SSBC run in? 960 x 720. However, we do have plans for making HD versions of the game that will run in 1920 x 1080 and 1280 x 720.
Will there be NASL in SSBC? Edges have a significant sweetspot area around them, mainly implemented to help out characters with shorter horizontal recovery. The sweetspot is approximately the size of Kirby's body. Also, note that you will auto-grab an edge if you walk off or roll off of it while DI'ing toward the stage.
Lol can I do SHDJCFFL in SSBC? Uhhh, not exactly, but I'll tell you this. Double jumps can be short-hopped. There is fast-falling, but it doesn't cancel upwards momentum. There's no L-canceling, though. Some moves will autocancel in their last few frames.
Will there be [LOLrandom mehanic from other game series]? Mostly, the answer here is no. The game will have the mechanisms present in Melee, for the most part.
How many moves do characters have? Here is a full list:
Forward, Up, and Down Tilts
Nair, Fair, Bair, Uair, and Dair
Forward, Up, and Down Smashes
Forward, Back, Up, and Down Throws
Side B and Smash B (on some characters, such as Samus and Ryu)
Up B (and Smash Up B on few characters)
Edge Recovery Attack
Examples of Smash B vs Side B - Samus Super Missiles vs. Homing Missiles, Ryu's EX Hurricane Kick vs. normal Hurricane Kick
How much Hitstun will attacks cause? There is not much more stun than Brawl, and it depends heavily on the attack being used. Also, throws have an intrinsic 3 extra stun frames which is just enough to allow some combos to occur. Many attacks have extra inherent hitstun, like Snake's Knee and Ryu's Down Tilt, but most normal attacks do not have much. So, for instance, Up Tilt juggling with Mario is mostly dependent on your opponent's failure to escape. This is not to say there are no true combos; in fact, every character in the game so far has at least two true attack strings that occur at specific damage percents. This game is not too combo-heavy, but it has a few. However, there is a combo-counter that lets you know when you successfully perform an attack string.
Are there Final Smashes / How do they work? Well, you have a Smash Gauge below your character's percent monitor on the screen, and this gauge fills up as you pound the living tar out of your enemies. It also fills up a little bit when you take damage, as well. When it's full, it will turn white and say ("FINAL SMASH!") That's your chance to pull out all the stops and unleash your character's ultimate attack. You can even adjust the amount of power the gauge will take to fill up in the VS Settings. The default is 200, but you can go as low as 50 and as high as 1000. 50 is a little ridiculous, though, so use wisely.
Is this a Flash game? Nope. We use Game Maker 7 Pro, for specific reasons, like ease of programming and knowledge of the GM language.
Will there be Mac Versions? Probably, but it may be a while before that's possible. As Windows (and Lynux) users, we'll have to get our hands on a Mac somehow in order to do that.
How can I insert my own music into the game? Simply insert an OGG Vorbis (Must be a .ogg) audio file into the SSBC/music/(stage name) folder. The audio file will play at the stage that corresponds to the folder you inserted it in (obviously). The game will display the name of the file - without the extension - at the beginning of a match. You can insert multiple files, and they will be selected randomly during gameplay.