Randomness: Difference between revisions

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{{redirect|Luck|the ''[[Project M]]'' Diddy Kong main from Texas|Smasher:Luck}}
{{redirect|Luck|the ''[[Project M]]'' Diddy Kong main from Texas|Smasher:Luck}}
{{for|the ''[[Melee]]'' player from Sweden|Smasher:Random-ness}}
{{for|the ''[[Melee]]'' player from Sweden|Smasher:Random-ness}}
 
[[File:Judge.png|thumb|250px|[[Mr. Game & Watch]]’s [[Judge]] is an example of a move with randomness.]]
'''Randomness''' is the concept of unpredictable events. It is a critical factor in many video games, including the ''{{b|Super Smash Bros.|series}}'' series. Random events challenge players to think quickly and cause a game to never be played the same way twice.
'''Randomness''' is the concept of unpredictable events. It is a critical factor in many video games, including the ''{{b|Super Smash Bros.|series}}'' series. Random events challenge players to think quickly and cause a game to never be played the same way twice.


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**In ''[[Brawl]]'' only, whenever characters initiate a [[dash]] or turn around from a run, with chances of 1% and 1.25% respectively.
**In ''[[Brawl]]'' only, whenever characters initiate a [[dash]] or turn around from a run, with chances of 1% and 1.25% respectively.
**From ''Brawl'' onward, by any attack with knockback that keeps targets on the ground. These have both a base trip chance of 13.5% (7% starting in version [[1.1.4]] of ''Smash 4''), which requires knockback to be higher than 55 units, and a bonus trip chance exclusive to specific attacks, which is added to the base chance to determine the final trip chance (for example, a move with a bonus trip chance of 30% will have an effective trip chance of 43.5% or 37% respectively).
**From ''Brawl'' onward, by any attack with knockback that keeps targets on the ground. These have both a base trip chance of 13.5% (7% starting in version [[1.1.4]] of ''Smash 4''), which requires knockback to be higher than 55 units, and a bonus trip chance exclusive to specific attacks, which is added to the base chance to determine the final trip chance (for example, a move with a bonus trip chance of 30% will have an effective trip chance of 43.5% or 37% respectively).
*KOs that occur on the upper [[blast line]] are randomly chosen from being a [[Star KO]], a [[Screen KO]], or from ''Smash 4'' onward, a [[Blast KO]].
*KOs that occur on the upper [[blast line]] are randomly chosen from being a [[Star KO]], a [[Screen KO]], or from ''Smash 4'' onward, a [[Blast KO]]. Also in ''Smash 4'' onward, this randomness is removed if the victim takes high enough knockback, instead forcing a Blast KO.
*In the [[Name Entry]], a name can be picked randomly from a predefined list.
*In the [[Name Entry]], a name can be picked randomly from a predefined list.
*It is random when characters will do one of their [[idle poses]] and which one they will do.
*It is random when characters will do one of their [[idle poses]] and which one they will do.
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===Random character/stage select===
===Random character/stage select===
[[File:RandomHeadSSBB.png|thumb]]
[[File:RandomHeadSSB4-U.png|thumb|32px]]
The following are random occurrences during character and stage selection.
The following are random occurrences during character and stage selection.


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**When the player selects the [[Mushroomy Kingdom]] stage in ''Brawl'', it will randomly choose between the above ground level and the underground level, though which stage it chooses can be controlled through holding a specific button. The same applies to which Pokémon will appear when [[Spear Pillar]] is chosen, and which Metal Gear will appear when [[Shadow Moses Island]] is selected.
**When the player selects the [[Mushroomy Kingdom]] stage in ''Brawl'', it will randomly choose between the above ground level and the underground level, though which stage it chooses can be controlled through holding a specific button. The same applies to which Pokémon will appear when [[Spear Pillar]] is chosen, and which Metal Gear will appear when [[Shadow Moses Island]] is selected.
**In ''Brawl'', when {{SSBB|Pokémon Trainer}} is selected without selecting any of his Pokémon, he will start off with a random one. This was changed in ''Ultimate'', where it starts with Squirtle by default and the player can change which Pokémon starts the match.
**In ''Brawl'', when {{SSBB|Pokémon Trainer}} is selected without selecting any of his Pokémon, he will start off with a random one. This was changed in ''Ultimate'', where it starts with Squirtle by default and the player can change which Pokémon starts the match.
**[[Mii Fighter]]s are never chosen through random. They are the only characters with this property.
*In ''Smash 4'', when playing a local battle with CPUs, if the player is fighting CPUs with randomly selected characters while the player is using the same character for every match, the random character selection will never choose the player's character. This only seems to work for 1 player.
*In ''Smash 4'', when playing a local battle with CPUs, if the player is fighting CPUs with randomly selected characters while the player is using the same character for every match, the random character selection will never choose the player's character. This only seems to work for 1 player.


===Random events intrinsic to a character===
===Random events intrinsic to a fighter===
The following are random occurrences that apply to individual characters.
The following are random occurrences that apply to individual fighters.


*In ''Ultimate'', {{SSBU|Mario}}'s [[Super Jump Punch]] will sometimes cause Mario's hat to change into Cappy, and the coins spawned to be regional. The effect is purely aesthetic.
*In ''Ultimate'', {{SSBU|Mario}}'s [[Super Jump Punch]] will sometimes cause Mario's hat to change into Cappy, and the coins spawned to be regional ones from New Donk City. The effect is purely aesthetic.
*The barrels launched from {{SSBU|Diddy Kong}}'s [[Up special move|up special]], [[Rocketbarrel Boost]], if broken have a random trajectory.
*The barrels launched from {{SSBU|Diddy Kong}}'s [[Up special move|up special]], [[Rocketbarrel Boost]], have a random trajectory if broken.
*{{SSBU|Hero}}'s smash attacks have a 1/8 chance of dealing a critical hit, causing them to deal 2x damage and knockback.  
*{{SSBU|Hero}}'s smash attacks have a 1/8 chance of dealing a critical hit, causing them to deal 2x damage and knockback.  
**His [[Command Selection]] generates four random spells from a pool of 21 unique [[special move]]s, each with their probability of appearing. Some spells cannot appear alongside others (eg. Sizz and Sizzle).
**His [[Command Selection]] generates four random spells from a pool of 21 unique [[special move]]s, each with their own probability of appearing. Some spells cannot appear alongside others (eg. Sizz and Sizzle).
**Two of the Command Selection moves, Whack and Thwack, have a random chance of [[instant KO|instantly KOing]] opponents, which increases as their foe's percentage goes up.  
**Two of the Command Selection moves, Whack and Thwack, have a random chance of [[instant KO|instantly KOing]] opponents, which increases as both the user's and foe's percentage go up.
**Hocus Pocus is a spell that specifically causes a random effect to occur.
**Hocus Pocus is a spell that specifically causes a random effect to occur.
**It is also random where Hero will land on stage when using Zoom.
**It is also random where Hero will land on stage when using Zoom.
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*{{SSBB|King Dedede}}'s [[side special]] move in ''Brawl'', [[Waddle Dee Toss]], can produce a Waddle Dee (71.4%), a Waddle Doo (20.4%), or a Gordo (8.2%). There's also a small chance that a [[Capsule]], containing a random item, is produced. A Capsule will not appear, however, if it is turned off on the [[Item switch]], and only items turned on will appear from the Capsule.
*{{SSBB|King Dedede}}'s [[side special]] move in ''Brawl'', [[Waddle Dee Toss]], can produce a Waddle Dee (71.4%), a Waddle Doo (20.4%), or a Gordo (8.2%). There's also a small chance that a [[Capsule]], containing a random item, is produced. A Capsule will not appear, however, if it is turned off on the [[Item switch]], and only items turned on will appear from the Capsule.
*{{SSB4|King Dedede}}'s Gordos from [[Gordo Throw|his side special in ''Smash 4'']] can either stick to a wall they come in contact with, or rebound off it, with a 50% chance of each. If the wall doesn't allow [[wall jump]]ing, however, they will always rebound off it.
*{{SSB4|King Dedede}}'s Gordos from [[Gordo Throw|his side special in ''Smash 4'']] can either stick to a wall they come in contact with, or rebound off it, with a 50% chance of each. If the wall doesn't allow [[wall jump]]ing, however, they will always rebound off it.
*King Dedede's [[Final Smash]], [[Waddle Dee Army]], produces random minions in the same proportions as the Waddle Dee Toss.
*King Dedede's [[Final Smash]] in ''Brawl'', [[Waddle Dee Army]], produces random minions in the same proportions as the Waddle Dee Toss.
*[[Kirby]] has a {{fractions|1|32}} chance of losing his [[Copy Ability]] when hit by an attack. He can transform into 6 different objects when he uses [[Stone]], though this only affects the move aesthetically, and has no effect on gameplay.
*[[Kirby]] has a {{fractions|1|32}} chance of losing his [[Copy Ability]] when hit by an attack. He can transform into 6 different objects when he uses [[Stone]], though this only affects the move aesthetically, and has no effect on gameplay.
*[[Luigi]]'s side special, [[Green Missile]], has a {{fractions|1|8}} chance of misfiring in ''Melee'' and ''Brawl'', and {{fractions|1|10}} in ''SSB4'' and ''Ultimate''.
*[[Luigi]]'s side special, [[Green Missile]], has a {{fractions|1|8}} chance of misfiring in ''Melee'' and ''Brawl'', and {{fractions|1|10}} in ''SSB4'' and ''Ultimate''. Additionally, starting in ''Brawl'', Green Missile has a 50% chance of getting Luigi stuck in a wall if he makes contact with one above a certain speed.
*Luigi's Final Smash in ''Brawl'', [[Negative Zone]], can cause a variety of random, harmful effects.
*Luigi's Final Smash in ''Brawl'', [[Negative Zone]], can cause a variety of random, harmful effects.
*[[Mr. Game & Watch]]'s side special, [[Judge]], has 9 randomly-chosen attacks, each with different strengths and effects. The chance of pulling each number is equal, and Judge will not pull the last two numbers pulled. When the move has not been used in a match, 1 and 2 are considered to be the previous two moves pulled. In ''[[Smash 4]]'', Mr. Game & Watch can get any number regardless of the last two he got, giving every number an equal chance of appearing.
*[[Mr. Game & Watch]]'s side special, [[Judge]], has 9 randomly-chosen attacks, each with different strengths and effects. The chance of pulling each number is equal, and Judge will not pull the last two numbers pulled. When the move has not been used in a match, 1 and 2 are considered to be the previous two moves pulled. In ''[[Smash 4]]'', Mr. Game & Watch can get any number regardless of the last two he got, giving every number an equal chance of appearing.
*The sausages from Mr. Game & Watch's neutral special, [[Chef]], travel in the air randomly.
*The sausages from Mr. Game & Watch's neutral special, [[Chef]], travel in the air randomly.
*{{SSBB|Olimar}}'s [[Neutral special move|neutral special]], [[Pikmin Pluck]], produces a random [[Pikmin]] species. It is influenced by what type of ground Olimar's standing on. This is no longer the case in ''Smash 4'' and ''Ultimate'' where Pikmin are pulled in a set order.
*{{SSBB|Olimar}}'s [[Neutral special move|neutral special]], [[Pikmin Pluck]], produces a random [[Pikmin]] species. It is influenced by what type of ground Olimar's standing on. This is no longer the case in ''SSB4'' and ''Ultimate'' where Pikmin are pulled in a set order.
*After making a full loop, {{SSB4|Pac-Man}}'s [[Bonus Fruit|galaxian]] will randomly fly either straight or in a 30° or 45° angle.
*After making a full loop, {{SSB4|Pac-Man}}'s [[Bonus Fruit|Boss Galaxian]] will randomly fly either straight or in a 30° or 45° angle.
*{{SSB4|Pac-Man}}'s up taunt will randomly choose between 19 different Namco characters or items to show. Three of these are unique to the Wii U version, while two are unique to the 3DS version. All of them return in ''Ultimate'', with some new ones.
*{{SSB4|Pac-Man}}'s up taunt will randomly choose between 19 different Namco characters or items to show. Three of these are unique to the Wii U version, while two are unique to the 3DS version. All of them return in ''Ultimate'', with some new ones.
*{{SSBB|Peach}}'s [[forward smash]] can hit with 3 different weapons: a frying pan, a golf club, or a tennis racket. Each weapon has an equal chance of being pulled, and the same weapon will not be pulled twice in a row. This was changed in ''Smash 4'': Peach's forward smash cycles between a tennis racket, golf club, and frying pan, in that order. In ''Ultimate'', Peach and her new Echo Fighter {{SSBU|Daisy}} can manually select which weapon to use by angling the forward smash; the golf club is used if the move is unangled, while the frying pan and tennis racket are used for upward and downward-angled forward smashes.
*{{SSBB|Peach}}'s [[forward smash]] can hit with 3 different weapons: a frying pan, a golf club, or a tennis racket. Each weapon has an equal chance of being pulled, and the same weapon will not be pulled twice in a row. This was changed in ''Smash 4'': Peach's forward smash cycles between a tennis racket, golf club, and frying pan, in that order. In ''Ultimate'', Peach and her new Echo Fighter {{SSBU|Daisy}} can manually select which weapon to use by angling the forward smash; the golf club is used if the move is unangled, while the frying pan and tennis racket are used for upward and downward-angled forward smashes.
*Peach's [[Down special move|down special]]'s [[Vegetable]]s can have a variety of random faces, with the faces signifying the power of the turnip. The most powerful turnip, which has stitches on its face, has a {{fractions|1|58}} chance of being pulled. There is also a very small chance of a [[Beam Sword]], [[Bob-omb]], or a [[Mr. Saturn]] being pulled instead of a vegetable. And unlike with Capsules being thrown by Waddle Dee Toss, the chance of pulling these items is not affected by whether they are turned on or not. In ''SSB4'', Beam Swords can no longer be obtained from this move, but the chances of getting Bob-ombs, Mr. Saturn, or the stitch-faced vegetable are slightly higher. Daisy retains the same data for her down special in ''Ultimate''.
*Peach's [[Down special move|down special]]'s [[Vegetable]]s can have a variety of random faces, with the faces signifying the power of the turnip. The most powerful turnip, which has stitches on its face, has a {{fractions|1|58}} chance of being pulled. There is also a very small chance of a [[Beam Sword]], [[Bob-omb]], or a [[Mr. Saturn]] being pulled instead of a vegetable. And unlike with Capsules being thrown by Waddle Dee Toss, the chance of pulling these items is not affected by whether they are turned on or not. In ''SSB4'', Beam Swords can no longer be obtained from this move, but the chances of getting Bob-ombs, Mr. Saturn, or the stitch-faced vegetable are slightly higher. Daisy retains the same data for her down special in ''Ultimate''.
*When Peach/Daisy uses [[Toad]] the direction of the spores is slightly randomized.
*When Peach (or Daisy in ''Ultimate'') uses [[Toad]], the direction of the spores is slightly randomized.
*The portraits that appear during Peach's [[Peach Blossom]] Final Smash (and Daisy's version of the former move, Daisy Blossom) are randomized. This is purely aesthetic.
*[[Greninja]]'s down special, [[Substitute]] spawns either a log or a substitute doll when executed.
*[[Greninja]]'s down special, [[Substitute]] spawns either a log or a substitute doll when executed.
*The trajectory of the projectile launched from {{SSBB|Snake}}'s [[up smash]] can deviate slightly to the right or the left. This is not the case in ''Ultimate'', where it is always launched up and in front of Snake.
*The trajectory of the projectile launched from {{SSBB|Snake}}'s [[up smash]] can deviate slightly to the right or the left. This is not the case in ''Ultimate'', where it is always launched up and in front of Snake.
*Snake has a {{fractions|1|6}} chance of planting a C3 instead of a [[C4]] when his down special is used. This only affects the move aesthetically and does not affect gameplay.
*Snake has a {{fractions|1|6}} chance of planting a C3 instead of a [[C4]] when his down special is used. This only affects the move aesthetically and does not affect gameplay.
*There is a rather large chance that {{SSBB|Wario}} will fall from his bike when turning it in ''Brawl''.
*There is a rather large chance that {{SSBB|Wario}} will fall from his bike when turning it in ''Brawl''.
*[[Villager]] has a random chance of attacking with either one (30%), two (30%), or three (40%) turnips with his up and down aerials.
*[[Villager]] has a random chance of attacking with either one (30%), two (30%), or three (40%) turnips with his up and down aerials. In ''Smash 4'', his down aerial could only [[spike]] if he attacked with three turnips, but this was changed in ''Ultimate''. Although [[Isabelle]] in ''Ultimate'' has similar up and down aerials, she always uses two turnips instead of one.  
*Villager's [[Timber]] will sometimes generate a wood chip when the tree is felled, and it is also random how far the wood chip will fly, and rarely will even produce a fruit which can be eaten to heal damage. It is also random where the balloons from [[Balloon Trip]] will fly after the move is finished. The lattermost fact also applies to [[Isabelle]]
*Villager's [[Timber]] will sometimes generate a wood chip when the tree is felled, and it is also random how far the wood chip will fly, and rarely will even produce a fruit which can be eaten to heal damage. It is also random where the balloons from [[Balloon Trip]] will fly after the move is finished. Only the lattermost of these applies to Isabelle, due to her functionally similar up special.
*[[Dr. Mario]]'s [[Megavitamins]]' colors are randomized, although the effect is purely aesthetic.
*[[Dr. Mario]]'s [[Megavitamins]]' colors are randomized, although the effect is purely aesthetic.
*[[Duck Hunt]] will cycle through a group of five gunmen for their [[Wild Gunman]] move in random order with each use of the move until each gunman is summoned once, then reset the process after the fifth gunman.
*[[Duck Hunt]] will cycle through a group of five gunmen for their [[Wild Gunman]] move in random order with each use of the move until each gunman is summoned once, then reset the process after the fifth gunman.
*[[Rosalina & Luma]]'s [[Star Bits]] fly in a slightly randomized trajectory each time the move is executed. The colour of the Luma after the first time it respawns is also random, being either yellow, red, blue, green, cream, or Polari.
*[[Rosalina & Luma]]'s [[Star Bits]] fly in a slightly randomized trajectory each time the move is executed. The color of the Luma after the first time it respawns is also random, being either yellow, red, blue, green, cream, or Polari.
*{{SSBU|Joker}}'s [[All-Out Attack]] Final Smash will randomly choose between summoning [[Ann Takamaki]], [[Ryuji Sakamoto]] and [[Morgana]]; or [[Makoto Niijima]], [[Yusuke Kitagawa]] and [[Haru Okumura]] to assist with either [[Futaba Sakura]] or Morgana narrating.
*[[Joker]]'s [[All-Out Attack]] Final Smash will randomly choose between summoning [[Ann Takamaki]], [[Ryuji Sakamoto]] and [[Morgana]], or [[Makoto Niijima]], [[Yusuke Kitagawa]] and [[Haru Okumura]] to assist with either [[Futaba Sakura]] or Morgana narrating.
*The eggs fired during {{SSBU|Banjo & Kazooie}}'s [[Egg Firing]] and [[Rear Egg]] bounce in a somewhat unpredictable fashion.
*The eggs fired during [[Banjo]] & [[Kazooie]]'s [[Egg Firing / Breegull Blaster|Egg Firing]] and [[Rear Egg]] bounce in a somewhat unpredictable fashion, especially the latter.
*[[Sheik]]'s [[Needle Storm|needles]] fire at random heights.
*[[Sheik]]'s [[Needle Storm|needles]] fire at random heights.
*When [[King K. Rool]] doesn't catch his crown after using [[Crownerang]] and it falls offscreen, it will reappear either in front or behind him.
*When [[King K. Rool]] does not catch his crown after using [[Crownerang]] and it falls offscreen, it will reappear either in front or behind him.
*[[Sephiroth]]'s Final Smash, [[Supernova]], has a random effect on each opponent it hits, in addition to the damage it deals.


===Random events intrinsic to a stage===
===Random events intrinsic to a stage===
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*The ducks in [[Duck Hunt]] appear in different starting positions and travel along differing paths. Grass patches also appear somewhat randomly in Duck Hunt.
*The ducks in [[Duck Hunt]] appear in different starting positions and travel along differing paths. Grass patches also appear somewhat randomly in Duck Hunt.
*The behavior of [[Metal Face]] in [[Gaur Plain]] is random.
*The behavior of [[Metal Face]] in [[Gaur Plain]] is random.
*The stage hazards in [[Midgar]] are selected at random each time one occurs.
*The stage hazards in [[Midgar]] are selected at random each time one is summoned.
*The layout of the stage in [[Super Mario Maker]] is randomly arranged. The theme also randomly switches between ''[[Super Mario Bros.]]'', ''Super Mario Bros. 3'', ''[[Super Mario World]]'' and ''New Super Mario Bros. U''.
*The layout of the stage in [[Super Mario Maker]] is randomly arranged. The theme also randomly switches between ''[[Super Mario Bros.]]'', ''Super Mario Bros. 3'', ''[[Super Mario World]]'' and ''New Super Mario Bros. U''.
*In [[Umbra Clock Tower]] platforms and debris can appear in a randomly selected pre-determined arrangement.
*In [[Umbra Clock Tower]] platforms and debris can appear in a randomly selected pre-determined arrangement.
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All returning stages from previous games (including DLC stages) retain their random elements. Most of these elements can be turned on or off via the Hazards toggle.
All returning stages from previous games (including DLC stages) retain their random elements. Most of these elements can be turned on or off via the Hazards toggle.


*The Super Mario Players and Pauline will randomly float by in the background in [[New Donk City Hall]]. Touching them will have their respective instrument be added to the music if the music is set to "Jump Up, Super Star!" or "Ground Theme (Band Performance) - Super Mario Bros."
*The musicians of the New Donk City band and Pauline will randomly float by in the background in [[New Donk City Hall]]. Touching them will have their respective instrument be added to the music if the music is set to "Jump Up, Super Star!" or "Ground Theme (Band Performance) - Super Mario Bros."
*[[Dracula's Castle]] has candles that will drop a random item when destroyed, assuming items are on.
*[[Dracula's Castle]] has candles that will drop a random item when destroyed, assuming items are on.
*Trains will randomly drive pass on [[Mementos]], the one below the train able to damage fighters. A third platform decorated with a cracked screen will occasionally appear on the right. Finally, a large triangle-shaped wall will appear on either side or the top of the stage for a limited amount of time.
*Trains will randomly drive past on [[Mementos]], the one below the train able to damage fighters. A third platform decorated with a cracked screen will occasionally appear on the right. Finally, a large triangle-shaped wall will appear on either side or the top of the stage for a limited amount of time.
*A random layout of platforms on [[Yggdrasil's Altar]] will occasionally appear. Additionally, chests may appear on platforms, containing a random item. However, the chests have a chance of being a [[Mimic]] instead.
*A random layout of platforms on [[Yggdrasil's Altar]] will occasionally appear. Additionally, chests may appear on platforms, containing a random item. However, the chests have a chance of being a [[Mimic]] instead.
*[[Spiral Mountain]] features wooden platforms and floating patches of ground that occasionally appear in a random layout.
*[[Spiral Mountain]] features wooden platforms and floating patches of ground that occasionally appear in a random layout.
*[[Minecraft World]] features one of six randomly chosen biomes, each with a different layout. Like Mushroomy Kingdom in ''Brawl'' and [[Boxing Ring]], each biome can be selected manually with button inputs on the stage select screen.


===Random events intrinsic to an item===
===Random events intrinsic to an item===
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**In ''Brawl'', the [[Dragoon]] parts and [[Smash Ball]] use '''INT(damage)/50'''.
**In ''Brawl'', the [[Dragoon]] parts and [[Smash Ball]] use '''INT(damage)/50'''.
**In ''Smash 4'', the Dragoon and [[Daybreak]] parts use '''INT(damage)/100'''.
**In ''Smash 4'', the Dragoon and [[Daybreak]] parts use '''INT(damage)/100'''.
*What Pokémon a [[Poké Ball]] spawns is random, with each Pokémon having a different chance of appearing. If the Pokémon targets a specific player, which opponent is targeted is also chosen at random.
*What Pokémon a [[Poké Ball]] spawns is random, with each Pokémon having a different chance of appearing. If the Pokémon targets a specific player, which opponent is targeted is also chosen at random. Certain rare Pokémon (namely [[Mew]], [[Celebi]] and [[Jirachi]]) have fixed chances of appearing, depending on the games: {{fractions|1|151}} in ''Smash 64'' (in which only Mew appears), {{fractions|1|251}} in ''Melee'' (which includes Celebi) and {{fractions|1|493}} in ''Brawl'' (which includes Jirachi).


====In ''Super Smash Bros. Melee''====
====In ''Super Smash Bros. Melee''====
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*Like with Poké Balls, which character an [[Assist Trophy]] spawns is chosen randomly. Which opponent the Assist Trophy character targets (if any) is also random.
*Like with Poké Balls, which character an [[Assist Trophy]] spawns is chosen randomly. Which opponent the Assist Trophy character targets (if any) is also random.
*Occasionally, [[Electrode]] will fail to explode. However, after a short time, Electrode will explode anyway, and will explode when thrown.
*Occasionally, [[Electrode]] will fail to explode. However, after a short time, Electrode will explode anyway, and will explode when thrown.
*[[Golden Hammer]]s will occasionally spawn as a Golden Squeaky Hammer at random, which while indistinguishable from appearance, produces hitboxes that are completely harmless, and produce a "squeaky" noise when it hits someone.
*Similarly to Electrode, [[Smart Bombs]] occasionally fail to explode when thrown or hit. They will eventually explode if left uninterrupted, or will explode if they come in contact with a hitbox that deals [[flame|fire damage]].
*[[Golden Hammer]]s have a {{fractions|1|8}} chance of spawning as a Golden Squeaky Hammer, which while indistinguishable from appearance, produces hitboxes that are completely harmless, and produces a "squeaky" noise when it hits someone.
*Instead of turning all opponents small, [[Lightning]] may randomly turn the player who grabbed it small, or turn all opponents giant.
*Instead of turning all opponents small, [[Lightning]] may randomly turn the player who grabbed it small, or turn all opponents giant.
*Instead of slowing all opponents down, a [[Timer]] may randomly slow down the player who grabbed it, or slow down all players.
*Instead of slowing all opponents down, a [[Timer]] may randomly slow down the player who grabbed it, or slow down all players.
*Similarly to Electrode, [[Smart Bombs]] occasionally fail to explode when thrown or hit. They will eventually explode if left uninterrupted, or will explode if they come in contact with a hitbox that deals [[flame|fire damage]].


====In ''Super Smash Bros. 4''====
====In ''Super Smash Bros. 4''====
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*If there are at least 2 opponents, the [[Boss Galaga]] item will target a player at random.
*If there are at least 2 opponents, the [[Boss Galaga]] item will target a player at random.
*While its exact pattern is unknown, the spawning position of the multiple [[Cucco]]s that attack players seem to have some element of randomness to them, even if they are targeting a specific player.
*While its exact pattern is unknown, the spawning position of the multiple [[Cucco]]s that attack players seem to have some element of randomness to them, even if they are targeting a specific player.
*The item generated from plucking [[Grass]] is selected at random from a list of potential items.
*The item generated from plucking {{b|Grass|item}} is selected at random from a list of potential items.
*Similarly to the [[Poké Ball]] the Pokémon spawned from the [[Master Ball]] is selected at random from all the legendary Pokémon in the game (as well as [[Goldeen]]).
*Similarly to the [[Poké Ball]] the Pokémon spawned from the [[Master Ball]] is selected at random from all the legendary Pokémon in the game (as well as [[Goldeen]]).
*If all possible targets have the exact same damage and score/number of stocks, then the [[Spiny Shell]] will pick a target at random.
*If all possible targets have the exact same damage and score/number of stocks, then the [[Spiny Shell]] will pick a target at random.
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All returning items from previous games retain any random elements they had.
All returning items from previous games retain any random elements they had.


*[[Green Shell]] may rebound off a struck opponent instead of traveling continuously.
*[[Green Shell]] may now rebound off a struck opponent instead of traveling continuously.
*[[Beastball]] will target a random opponent if there is more than one opponent.
*[[Beastball]] will target a random opponent if there is more than one opponent.
*[[Abra]] will get close to an opponent, teleporting with them to a random spot, often times off stage.
*[[Abra]] will get close to an opponent, teleporting with them to a random spot, often times off stage.


==Randomness in competitive play==
==Randomness in competitive play==
Some randomness that can't be controlled and/or has little impact on gameplay is considered acceptable (if undesirable) in competitive play. For instance, Star and Smash KOs occur randomly and cannot be disabled, so the mechanic is always active. However, excessive, uncontrollable randomness is usually considered degenerative to competitive play. The reasoning is that if randomness has too much of an impact on gameplay, the winner of the match could simply win by being luckier with random events, rather than outplaying their opponent. Therefore, to prevent people from winning by being the luckier player and to ensure the more skilled player wins, steps are taken to limit the effect of randomness in competitive play. These steps include turning off all items, using [[stage striking]] instead of random selection to choose the stage for the first game in a [[tournament]] set, and banning stages whose random events have too large of an impact on gameplay within the stage (such as WarioWare, Inc).  
Some randomness that can be controlled and/or has little impact on gameplay is considered acceptable (if undesirable) in competitive play. For instance, Star and Screen KOs occur randomly and cannot be disabled, so the mechanic is always active. However, excessive, uncontrollable randomness is usually considered degenerative to competitive play. The reasoning is that if randomness has too much of an impact on gameplay, the match could be decided by luck instead of the skill of both players, which is not considered fair or balanced. Therefore, to prevent people from winning by being the luckier player and to ensure the more skilled player wins, steps are taken to limit the effect of randomness in competitive play. These steps include turning off all items, using [[stage striking]] instead of random selection to choose the stage for the first game in a [[tournament]] set, and banning stages whose random events have too large of an impact on gameplay within the stage (such as [[WarioWare, Inc.]]).  
 
==Trivia==
*[[Masahiro Sakurai]] stated in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=e9v_FwUGOwY Randomness Spices Games Up <nowiki>[Design Specifics]</nowiki>]</ref> that he and his teams have gradually phased randomness out of core gameplay elements, an example being the versions of {{SSBU|Peach}}'s [[Forward smash]] no longer being randomly chosen and instead decided with inputs. However, the randomness intrinsic to {{SSBU|Hero}} is considered acceptable, as the player needs situational awareness to effectively use the randomized results of something like [[Command Selection]].
 
==References==
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[[Category:Game mechanics]]
[[Category:Game mechanics]]
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