Ad blocker interference detected!
Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers
Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.
|Super Smash Bros. World Warriors|
|Developer(s)||Typhoon Delta Games|
| Version 1.0: March 28, 2015
Version 2.0: TBA
|Versus, Classic, All-Star, Training, Smash World (Removed)|
|T for Teen|
|Media Included||Wii U Optical Disc|
Super Smash Bros. World Warriors is a game developed by CaptainRuigi and Typhoon Delta Games. This game is a crossover Smash Bros. style fighting game between multiple video game companies, specifically Nintendo, Sega, Capcom, Namco, and four "Minor Companies," being Square Enix, Konami, Ubisoft, and Koei Tecmo. All information about this game will be revealed overtime through the use of updates. The game began development on October 16, 2014, and Version 1.0 was released on March 28, 2015. Version 2.0 began development in July 2015, and it currently has an unknown release date.
This page is under construction, and will be untill well after the "release" of the game. Please do not edit unless you have recieved permission. Also please note that this isn't a real game, rather I am using this as a place to throw down my thoughts about a game I may make someday. Thank you.
After a long hiatus, CaptainRuigi has returned to World Warriors with Version 2.0! This version will include refined moves for all of the new characters, as well as actually finishing the rest of roster. We hope you will stay tuned for Version 2.0!
The characters for this game will consist of multiple characters from many corners of the video gaming world, allowing for some otherwise impossible match-ups. Returning characters will return mostly unchanged, with some exceptions. The represented franchises will only recieve one character, so no more than one character per franchise. There will be twelve characters for the main companies, (Nintendo, Sega, Capcom, and Namco,) and twelve other characters split between the minor companies, making a grand total of 60 characters. All characters from the Minor Companies are unlockable. Characters will be added as they are revealed.
|Mario||TBA||Super Mario Bros.||TBA|
|Donkey Kong||TBA||Donkey Kong Country||TBA|
|Link||TBA||The Legend of Zelda||TBA|
|Sonic||TBA||Sonic the Hedgehog||TBA|
|Alex Kidd||TBA||Alex Kidd in Miracle World||TBA|
|NiGHTS||TBA||NiGHTS Into Dreams||TBA|
|Beat||TBA||Jet Set Radio||TBA|
|Vyse||TBA||Skies of Arcadia||TBA|
|Demi-Fiend||TBA||Shin Megami Tensei||TBA|
|Zephyr||TBA||Resonance of Fate||TBA|
|Mega Man||TBA||Mega Man||TBA|
|Arthur||TBA||Ghosts and Goblons||TBA|
|Chris Redfield||TBA||Resident Evil||TBA|
|Dante||TBA||Devil May Cry||TBA|
|Veiwtiful Joe||TBA||Viewtiful Joe||TBA|
|Monster Hunter||TBA||Monster Hunter||TBA|
|Frank West||TBA||Dead Rising||TBA|
|Reiji||TBA||Namco X Capcom||TBA|
Cecil Harvey (Final Fantasy)
Snake (Metal Gear)
Kasumi (Dead or Alive)
Just like the characters, the stages will come from an incredibly large pool of games, as well as only one stage per franchsie, similar to the characters, with the returning stages being the only exception. There are thirteen stages for each of the major cmpanies, and twelve stages that are shared between the minor companies. Along with the two original stages, this means there are 66 stages in the game. Like the characters, all stage from the Minor Companies are unlockable. The stages will all be added as they are revealed.
Returning Stage Through Amiibo
The EX Meter is a new additon to the game to furthur differentiate it from a standard Smash The EX Meter is a new additon to the game to furthur differentiate it from a standard Smash Bros. game. Similar to the Super Meter from Street Fighter, this meter is made up of 4 small bars that fill up as the player takes or receives damage. When a certain button is pressed while using a special move, the properties of that move will change, usually making it faster and/or stronger. Sometimes, however, the properties will change completely.
Finishers are new moves that are somewhat similar to Final Smashes from past games. With a full EX Meter, the player can activate this move, which will only work if the first hit connects. If it hits, a flashy cutscene style of move will occur which deals massive damage and will most likely ring out whoever it hits.
Assists are characters that can be summoned similarly to how Assist Trophies worked in past Smash Bros. games. They are equipped to the fighter at the start of a match, and by using two EX bars, you can summon the character to aid you, whether by attacking the opponent or hindering them in some way, and they vanish when they are finished. These characters can be hurt like regular fighters, but they have an invisible health-bar of sorts, that when depleted, they will disappear before they are supposed to. They can only be summoned once per battle. The Assist characters come from the same franchises as the playable fighters. This means, that like the characters, there will be a total of 60 Assists that can be selected. However, there is a special Assist that can only be used in Smash World, and it is unrelated to the other franchises. There are a total of 60 Assists in the game. In Version 1.0, they were unlocked just like characters and stages, but they could only be obtained through Smash World. Version 2.0 has Assists paired with the playable character from their game, and is unlocked alongside them. Confirmed Assists will be added when they are revealed.
Versus Mode is the game's basic mode where one can play matches on any unlocked stages with up to 4 people. Players can either do Time, Stock, or Stamina matches, with more specifics being changeable by the player, such as number of stocks, length of the match, launch ratio, random stage switch, and a few other options.
Classic Mode returns in this installment. It is played on a large arena, where character's trophies represent the players and fighters. 24 fighters are randomly selected from the start, and are randomly shuffled into groups of one, two, or three. The player may then pick which group to fight. Enemies can be fought 1 on 1, on a team, in a large group of 10, in a giant, tiny, slow, or speedy battle, or 1 on 3. When the player wins against a group, those characters are permanently removed from the arena, and the rest of the characters are shuffled into new groups. This goes on untill all of the enemies are removed, in which a dark portal will appear, where the player will enter to fight Master Hand. This mode runs on the same Intensity Gauge used in SSB4, and if played on higher Intensities, the prizes are greater, but the enemies are harder. Also, Crazy Hand will join Master Hand in the Final Battle on higher Intensities. There is also a secret boss that is fought when certain conditons are met. Players will receive a trophy based on the fighter they used to complete Classic with upon clearing the mode.
All-Star Mode returns in this installment. Like most previous games, it can only be played by unlocking every character. However, unlike previous games, you do not have to fight all of the fighters in the game in order to win. Players may pick a character of their choice, and then they may pick a franchise, Nintendo, Sega, Capcom, Namco, or Other. They will then fight all twelve foes that fall into that category based on the order their games were released in Japan. Upon defeating all twelve, the mode is complete. Players will fight the foes one at a time at their respective arena. For instance, when going against Capcom, Mega Man will be fought first at Wily Tower, then Ryu at Old Temple, and so on. Players will be unable to heal between matches, so they will have to be safe while fighting as to avoid dying. The idea is to pick a company based on how well you fair against the characters in that group, and how well you play on the stages that are used. Players will receive an EX Trophy for the character they used upon completion.
Training Mode returns in this installment. Like previous games, this mode is used to train against dummy A.I. In order to improve on combos and general performance. A revised version of the Training Dojo stage is used for this mode, and unlike previous games, when a move is used, the game will now tell the player what move they used, and show what they inputted in order to get that move. This makes it even easier then before to track specific combos.
Smash World was the largest mode in any Super Smash Bros. game to date with a large amount of content to make it an amazing experience.
This mode, sadly, was dropped in Version 2.0 due to bugs and other general issues with making the mode work. It is however still referenced in some trophies and such.
Trophy Gallery and Hoard
Trophies return in this game, and like in past games, they are based on the represented franchises in the game, and are unlocked either at random, or by clearing challenges or Classic Mode. Usually it is random what trophy you will get, but certain trophies are obtained by meeting certain conditions. They can be viewed in the Gallery or Hoard modes to view trophies separately or all together.
Certain Amiibo figures based on Super Smash Bros. For Wii U characters will be usable in this game, specifically the Mario, Sonic, Mega Man, and Pac-Man Amiibos. While in the Amiibo menu, if one of the four compatible Amiibo is set on the Gamepad, a returning stage from either SSB3DS or SSBWU will be unlocked. These Amiibo stages are not playable in Classic or other such modes, and they don't have an area based on them in Smash World. However, they are freely availble in Versus Mode.
Mario unlocks Mario Galaxy.
Sonic unlocks Windy Hill Zone.
Mega Man unlocks Wily Castle.
Pac-Man unlocks Pac-Maze.
Also, this game has it's own set of Amiibo figures based on the characters in this game. They will create an AI sparring partner that gains levels and learns your skills and strategies, as well as how to exploit your weaknesses.
This area is used to show when pages are completed, as well as confirm when new stages and characters are revelaed. They have been sorted into categories for your convenience. Version 1.0 updates have been removed, as they are no longer relevant. Version 2.0 updates will be deleted over time as they become less relevant in comparison to newer updates.
7/18/15 - Version 2.0 has begun development!
8/27/15 - Super Smash Bros. World Warriors is brought over to Fantendo!
Trivia and Beta Elements
- This game contains many references to the Street Fighter series. Aside from having Ryu, Guile, and the Old Temple appear in the game, the title, World Warriors, is a reference to the subtitle of Street Fighter 2. Not only that, but the idea of an EX Meter and Finishers are based on the Super Meter and Ultra Combo system in Street Fighter 4, with a slight twist. While in SF4, the Ultra Combo was based on a seperate meter from the Super Meter, the two were basically combined in this game. EX Moves in this game are in turn based on Super Moves in Street Fighter.
- Pikachu was intended to be a playable character in the game, but was ultimately cut to make the roster appear slightly more filled with human-esque characters. The reason Kirby wasn't cut for this reason was because he is a main character for a big Nintendo franchise, while there is really no main character in Pokemon. Sceptile was chosen above other Pokemon because of the recent release of Omega Ruby and Alpha Sapphire, and because a grass-based fighter would be very unique in this game.
- The Assist feature in this game is loosely based on the tag-team system seen in games like Tekken Tag Tournament and the Marvel vs. Capcom games.
- The decision to remove items from this game was made in order to make the game appear more balanced and less gimicky. Matches can only be won by pure skill with no items. It was also conveniently much easier to program.
- It was decided early on that while there would be many sword and weapon-users in the game, counters would be kept to a minimum in order to provide more variety movewise for the game. Thus, Vyse, Mitsurugi, and Frederic are the only characters with counters in the game.
- Clones were decided to be non-present in the game right from the start. However, despite this, Demitri is a semi-clone of Ryu. This decision was made based on Demitri's role in Darkstalkers. He was ment to be a beginner's character for regular Capcom fighting game players to be able to easily adjust to the wacky world of Darkstalkers, thus Capcom decided to have Demitri perform very similarly to Ryu, a character all Capcom fighting game regulars new. Thus, in this game, Demitri is essentially a varient of Ryu as a call-back to his old Darkstalkers play-style. This however was changed with the Version 2.0 release, which fined tuned both characters and seperated them, so that they are no longer clones.
- The developers were unsure at first about adding Klonoa into the game, due to him being originally deemed to cartoony for the game's standards. It was decided to let it slide however, since every other primary company had a character that fit that cartoony area, so Namco might as well have one as well.
- Cecil Harvey being chosen as the Final Fantasy representative was easy for the developers. For one, no one has used Cecil in a Smash Fanon game to date, so it allowed for more uniqueness in the game character wise, and secondly, Cecil will be able to have a transforming moveset similar to Zelda and Shiek of past games, which will be a feature unique to him in this game.
- Mr. Game and Watch was originally going to be a playable character in the game, but was removed for characters that were deemed to be more popular.
- Version 2.0 came to fruition after the developers gained a better understanding of the Smash metagame and decided they wanted to adjust all of their previous characters. The idea evolved to include finishing the game as well.