Showing posts with label super smash bros. Show all posts
Showing posts with label super smash bros. Show all posts

Friday, May 15, 2026

Decline's Drops (PC, NSW, XBS) Review

We now turn our attention away from Mega Man for a little bit for a review of a game that's been on PC via Steam and itch.io for a bit and has only recently released on consoles, specifically the Nintendo Switch and Xbox Series X|S. This game is Decline's Drops, and despite its name, you might find yourself INclined to play this game after reading the SuperPhillip Central review!

This platformer's got some serious punch

Decline's Drops stars Globule, a mute wooden puppet who one day is tending to her lovely garden when all of a sudden, said garden is destroyed! Thus, Globule sets out to discover the perpetrators and their whereabouts to rightfully deliver some justice through her giant punching glove fists. The story is pretty scarce overall (a plus for me, as in a platformer I want to get straight to the action without much in the way of interruptions), save for the opening and ending cutscenes, and dialogue during boss battles, but the game does a nice job of providing a satirical take on concepts like pollution and corporate greed without feeling ham-fisted.

Take the gameplay of Super Smash Bros. and combine that with the platforming and secrets of Yoshi's Island, and you somewhat get an idea of what Decline's Drops is all about. Globule has her aforementioned punching gloves to bash and beat baddies to a pulp with a myriad of moves, from simple short jabs to more powerful "smash"-like attacks. All of these can be combined to jostle, juggle, and jam enemies into submission. 

No time for a rope-a-dope, so just punch that chick into submission, Globule.

Globule even has a Smash Bros-like dodge used to evade enemy attacks at the last moment, as well as being able to use the same evasion move in midair to reach higher or further away areas. Regardless, she'll need all the strength and moves in her repertoire she can muster, as the six worlds in the game pit Globule against all forms and sizes of foes, including those in rooms sprinkled about the levels where all enemies must be defeated before she can move on.

Dodging can not only be done on the ground to avoid attacks, but also in midair to move higher and farther, too!
Levels are wonderfully done, offering plenty of verticality a lot of the time, a multitude of secrets that are smartly hidden but also well telegraphed to not give players a sense of "well, how was I supposed to find THAT?!", and lots of exploration. Yes, you can simply run from point A to point B to clear levels, but exploring them and discovering their cleverly laid secrets and optional areas really gives you a fuller appreciation of these levels. 

Bounce off these streetlamps with care, Globule, or else you'll find that oil's well doesn't exactly end well!
And, goodness, do the levels house some masterfully placed secrets. As stated, secrets are telegraphed well to the point of not being unfair, but also requiring real observance of Globule's surroundings and environments to discover. I'm referring to fake walls that have the telltale signs of being able to be broken through, or ones that require Globule to make a running start so she can eventually transform into a big blue fist to smash through otherwise impenetrable blocks.  

The main optional collectible in Decline's Drops reminds me a bit of the previously mentioned Yoshi's Island and its five Smiley Flowers per level. These take the form of Heart Fragments in Decline's Drops, and you guessed it--there are five per level as well. Most are located in out-of-the-way or hard-to-find or reach locations, while others are inside specific chests, requiring passwords to open. These passwords are situated on nearby signs and come in the form of hitting the chests in specific directions in a specific pattern (aka up punches, down punches, punches from the left, punches from the right). This is where I found that sometimes my punches wouldn't land as planned. What I mean by this is that sometimes Globule would punch twice, fouling up the chest's password in the process, or Globule would smash the ground instead of simply punching downward once. 

When given enough runway to speed across, Globule can transform on
 command into a giant fist to smash through certain objects and obstacles!

Either way, gripe aside, whereas collecting all Smiley Flowers in a world in later Yoshi games unlocked a secret level in the world they were collected in... well, that's actually the same case in Decline's Drops! Instead, a more difficult platforming-filled level known as a Vanitas opens up once all Heart Fragments are obtained in a given world. These seldom host checkpoints, require careful, cautious, precision platforming, and can get the palms mighty sweaty, too! Take it from me. They're enjoyable challenges all the same, however.

Otherwise, another collectible of the optional variety in Decline's Drops' levels is that of a red key. Collecting this and finishing the level with it brings about a post-level mini-game where you pilot Globule in a big blue glove form (she takes on a somewhat similar form when underwater) as you race through a labyrinth of corridors, pathways, and boost pads to beat a pod to the finish line. Winning these races unlocks new color pallet choices for Globule, and once all the races have been won, they net a bunch of Drops, the currency of the game.

There are a wide variety of platforming challenges and enemy types to contend with throughout Decline's Drops and its carefully and cleverly crafted levels. For instance, there are rails that send Globule grinding along their path which she must switch between with caution, Donkey Kong Country-like cannons that fire our puppet protagonist out (and hopefully not into peril) with proper timing, switches and levers that need to be activated to open up gates and doors, and sequences where Globule must make haste and retreat from a pursuing wall of pollution or else find herself instantly defeated. There are also ample opportunities for the game to shine in both its platforming and punching, throwing in puzzle elements, too, such as hitting floating yellow blocks with arrows on them. The direction Globule hits one of these blocks in, sends it flying in that direction until it smacks against a solid object. There are even plenty of puzzles that require you to get these blocks from one destination to another to open locked doors and reach new heights. 

Mind the rails, mind the gap, mind the pollution--heck, just mind EVERYTHING, Globule!

Fortunately, despite all of the trials and tribulations Globule faces on her adventure, checkpoints are fairly common throughout Decline's Drops. Therefore, repeating large portions of levels is seldom a common happenstance. That said, later levels do get incredibly challenging in both battles and platforming tasks. That isn't to say they require a professional's rank of platforming prowess to progress in the latter half of the game, but you will occasionally get stuck. 

This is especially true for the bosses, which pit you against one of the six Hydra heads in battle. These end-of-world levels, like any game worth its weight, relies on witness boss patterns, acclimating to them, knowing when to go in to attack, and knowing when and how to dodge each boss' offensive advances. These battles will take not just part of your cunning, but pretty much all of it to come out unscathed--or at the very least, the victor. I did appreciate the level of challenge of the bosses, and each time I failed, it was because I didn't properly dodge attacks or got too greedy. It was always on me, and never the game.  

The first Hydra to fight. "Hi, 'Dra! Why so angry?"

Fortunately, there are ways to assist Globule and the player in general on their adventure. An in-game shop run by a genetically-engineered ape named Serge houses a host of helpful trinkets and tools that Globule can spend her fiercely fought and hard-earned Drops to purchase. Only one particular trinket can be equipped at once to Globule, but these range from boosting her special attack, doubling her health, turning all of her special attacks into massive fireballs, and providing hints as to locations of the game's hidden goodies--to name a handful of helpful wares.

Decline's Drops is a rather meaty game all-in-all, coming in at around 10 hours for me, though I was methodically going through levels to make sure I collected every Heart Fragment along the way to unlock and complete the Vanitas levels, and also played through the final optional seventh world, complete with its own challenges, platforming perils, enemy types, and yes, a true final boss. I didn't, however, opt to aim for all of the time trials, and thus take on going after all of the gold times which seemed far beyond my level of play (and honestly, far beyond my level of commitment to the game either). That said, the option is there to add even more replay value and longevity to Globule's journey.

The art style of Decline's Drops is marvelous in presentation and appearance. The entire adventure is seemingly hand-drawn, and the first world definitely brings about an aesthetic reminiscent of Yoshi's Island, which was much appreciated to me, as a fan of that game. Future worlds offer the same beautiful hand-drawn goodness, offering detailed environments, backgrounds, easy to parse areas visually, and fluid animations all-around. Musically, I found the soundtrack to be very good. In fact, I am eager to purchase it on the artists' Bandcamp page to further support it, and that's not something I do often! Nevertheless, the soundtrack is full of memorable and rather nifty and neat themes that I will enjoy listening to outside of the game.

Decline's Drops is most certainly a looker with a charming, gorgeous hand-drawn delight of an art style.
While I wouldn't raise Globule's glove up and claim she and her premiere adventure are the undisputed champions or anything like that, I will say that Decline's Drops certainly surprised me with its high quality in precision platforming, engaging combat, and copious secrets in its well done level design. This mishmash of Super Smash Bros. gameplay and Yoshi's Island-like level design is one that I certainly enjoyed and can see myself coming back to in the future. Minor aggravations and gripes did pop up, and the difficulty of the game may be off-putting for many not used to Smash Bros. and its particular style of melee gameplay (and heck, even for those who ARE used to it). Overall, though, if you can dig a gorgeous hand-drawn 2D platformer with plenty of personality, charm, and character, as well as lots of action and platforming goodness to adore, then definitely "drop" what you're doing to take on the drop of a different variety with Decline's Drops.

[SPC Says: B+] 

Friday, June 5, 2020

SuperPhillip Central Turns 12! ~ My 12 Favorite Video Game Franchises

It's a special night here at SuperPhillip Central. No doubt if you've gazed up at the top banner of the site, you've seen a special date posted: June 5th. Well, that day is today and that day also just so happens to be SuperPhillip Central's anniversary! Today, my blog celebrates 12 years online. It's thanks to readers like you who continue to read my articles and reviews, comment on them, and pass my writing along to others through various means and methods. Without you, this site is for nothing, so thank you, everyone, for keeping both my motivation and mojo going.

As my anniversary post for tonight and to help celebrate 12 years, I have something special to share. Tonight, I share my favorite video game franchises, and since it is the 12th year, I might as well make it my 12 favorite video game franchises. So sit back, and if you're old enough, take a sip of the bubbly, and celebrate with me!

Animal Crossing

Favorite Entries:
Animal Crossing (GCN)
Animal Crossing: New Leaf (3DS)
Animal Crossing: New Horizons (NSW)


We begin this list of 12 game franchises that I adore most with the quaint, cozy, and ultimately immensely charming Animal Crossing series. Many times the series is one that I can just lose hours to--whether it's chatting with the animal locals, going on the hunt for elusive bugs or fish, donating rare finds to the museum, building up an arsenal of Bells to spend on a variety of goods, furnishing my house to the best of my ability, and just enjoying the zen-like calmness of the series. From the series's humble Western beginnings with the GameCube game, Animal Crossing has always been a special series for me. It gives me a fine sense of nostalgia, and each entry has brought me hundreds of hours of gameplay. Thus, even by the time I've exhausted myself with a particular entry, I've gotten more than my money's worth.

Especially now with the pandemic going on, we're seeing just how special Animal Crossing is as a series. Players from all over the world can visit one another in ways that in a world of social distancing they otherwise could not. In this sense, and with the most recent game in the series, Animal Crossing: New Horizons, the game is even more important now than ever before. It's more than a game. It's a tool to unite people together, have fun, and oh-so-temporarily take their worries and troubles away.

Banjo-Kazooie

Favorite Entries:
Banjo-Kazooie (N64, XBLA)
Banjo-Tooie (N64, XBLA)
Banjo-Kazooie: Nuts & Bolts (360)


Banjo and Kazooie recently saw what many of us thought was impossible--their return on a Nintendo console--notably as a playable duo in Super Smash Bros. Ultimate. I'm not one to scream or yell, but I was shaking with excitement when that E3 announcement and subsequent trailer revealed themselves. I'm a huge fan of Banjo-Kazooie, and despite the series only having five total games (and let's face it, most of them aren't too notable), it says something that the bear and bird can resonate with fans like myself to this day. The original Banjo-Kazooie remains one of my favorite 3D platformers ever made. It's abundantly clever, successfully built upon the preexisting foundation created by Super Mario 64, and surpassed it, in my humble opinion. Its sequel, Banjo-Tooie, brought a "bigger is better" approach, but didn't have the same highs as the original--while having some much lower lows as well.

Meanwhile, Nuts & Bolts on the Xbox 360 completely disappointed lots of Banjo fans, as the teaser trailer promised a traditional collect-a-thon platformer, while the end product was a vehicle-based game. While it was a wonderfully creative and terrific title by its own merit, it felt like a sick bait and switch by Microsoft and Rare, pulling the wool over many a fan's eyes. Finally, the duo of Game Boy Advance games, Banjo-Kazooie: Grunty's Revenge and Banjo Pilot brought the bear and bird to the small screen with one isometric traditional collect-a-thon adventure and one aerial racing game in the Mode 7 style. It's been more than a decade since we've last seen Banjo and Kazooie star in their own game, but I'm hopeful (and darn excited) to see the series return... someday! (...Please, Microsoft!)

Everybody's Golf (Hot Shots Golf)

Favorite Entries:
Hot Shots Golf Fore! (PS2)
Hot Shots Golf: Open Tee 2 (PSP)
Everybody's Golf (PS4)


When one thinks of favorite franchises, one might not consider a golf franchise like Everybody's Golf (formerly known in North America as Hot Shots Golf). Nevertheless, Everybody's Golf is a consistently great series of golf games that brings just the right mix of cartoon appeal with realistic physics to make one memorable round of golf, no matter which game I played. From its PS1 roots with deformed characters with giant heads to the PS2 era and its robust lineup of awesome courses and guest characters, to the current formula of an open world golf game, Everybody's Golf successfully sinks its putts and is a series that stays under par for this player.

Final Fantasy

Favorite Entries:
Final Fantasy VI (SNES)
Final Fantasy Tactics (PS1)
Final Fantasy Crystal Chronicles (GCN)
Final Fantasy VII Remake (PS4)


Of all the video game franchises that are my favorites and are on this list, Final Fantasy is the one where I've played the least amount of mainline games in its series. That fact notwithstanding, what keeps me engaged with the series anyway is the amazing amount of spin-offs that Final Fantasy possesses. Whether it's the terrific tactical goodness of the Final Fantasy Tactics series, the rhythm game-based celebration of the series's marvelous music with Theatrhythm Final Fantasy, the real-time RPG multiplayer mayhem that is mostly the Final Fantasy Crystal Chronicles series, or the Mystery Dungeon-esque Chocobo games, there's a lot to love with Final Fantasy as a series for me. Ever since I played Final Fantasy II on the Super Nintendo, I've been enamored with the games. My love rekindled with the fantastic remake of Final Fantasy VII, and now I look forward to playing some of the mainline games I missed out on like Final Fantasy X and XII.

The Legend of Zelda

Favorite Entries:
The Legend of Zelda: A Link to the Past (SNES)
The Legend of Zelda: Ocarina of Time (N64, 3DS)
The Legend of Zelda: A Link Between Worlds (3DS)
The Legend of Zelda: Breath of the Wild (NSW, Wii U)


If I had to pick my favorite of the video games franchises I love most, The Legend of Zelda and Mario, which is coming up later on this alphabetical list, would both be up there. The series is fantastic at reinventing itself, much like Final Fantasy continually does. Perhaps that's why both series remain so successful and relevant to this day. The most recent entry in the series, The Legend of Zelda: Breath of the Wild, famously went against the traditional conventions of the franchise, offering an enormous open world, epic scale, and a level of freedom never before seen in the Zelda series. In a sense, the series went full circle, back to its NES original roots, where you were thrown into a world with no real sense of direction and all the freedom you could want.

A release in The Legend of Zelda series is generally a huge gaming event, and for good reason. Some games like the NES original, Ocarina of Time, and even Breath of the Wild, are revolutionary experiences. Others are games sure to offer a unique experience, a stirring, riveting, heartfelt adventure, and one that will stay with players for a long time. Each game blends old with new to a masterful degree. It's one of the most consistently well designed gaming series ever made. The continued sense of wonder I feel with each game, the excitement and sense of accomplishment I get when I solve a dastardly puzzle, and the swells I feel throughout my body during particularly emotional moments during each game stay with me after each and every release.

Mario Kart

Favorite Entries:
Mario Kart DS (DS)
Mario Kart 7 (3DS)
Mario Kart 8 Deluxe (NSW)


Because it'd be a bit unfair to take all of the Mario franchise's games and put them under one heading, I'm separating the Mario Kart series as its own thing. While not all of the games in the series have crossed the finish line as winners (I'm looking at you, Mario Kart Wii, with your obnoxious item spam and unbalanced bikes), the majority of Mario Kart games have taken top spots on my personal podium of favorite racing games. The level of accessibility present means everyone gets a chance to enjoy themselves, and Mario Kart 8 Deluxe was the crown jewel of this, offering tools for steering assistance and auto-acceleration, for instance. Each Mario Kart generally adds something worthwhile to the winning formula, such as Mario Kart DS's online and retro cups, Mario Kart Wii's tricks, Mario Kart 7's underwater and aerial sections of races, and Mario Kart 8's anti-gravity sections. There's a reason Mario Kart is a multiplayer favorite for many, and that rings true for this blogger's household as well.

Mega Man 

Favorite Entries:
Mega Man 3 (NES)
Mega Man X (SNES)
Mega Man X4 (PS1, SAT)
Mega Man Battle Network 2 (GBA)


After splitting up Mario Kart from the general Super Mario series, it might seem like a double standard to keep this next series all together like I am doing here with Mega Man. My response to that? Just let me do this just once because it's my blog's anniversary, okay?

Mega Man features my favorite character designs of almost any other gaming franchise. While the classic series is iconic with their designs, my favorites have to be Mega Man X's and Zero's. Heck, I love the Battle Network renditions of the classic series's Robot Masters as well!

When it concerns the games themselves, nothing gives me more pleasure than booting up a Mega Man game and seeing a new array of eight Robot Masters or in X's case, Mavericks, to take on, venture through their levels, and discover each boss's weakness.

Mega Man was a lengthy hiatus that just about gutted me, but now it seems like we're in a new golden age for the Blue Bomber. With multiple new collections and the release of a new entry in the classic series with Mega Man 11, things are looking up for the first time in a long time for Capcom's mascot. Here's knocking on Wood Man that the positive upswing of Mega Man content continues!

Metroid

Favorite Entries:
Super Metroid (SNES)
Metroid Prime (GCN)
Metroid: Samus Returns (3DS)


I was late to the party with the Metroid franchise. My first foray with the series was Metroid Prime, which remains one of my favorite games ever made. I also picked up Metroid Fusion on the Game Boy Advance, as it was one of the best one-two punches in gaming history with both games releasing the same day. I then went back to the Super Nintendo courtesy of the Wii Virtual Console to play Super Metroid to see what I missed out on there. Turns out... it was a lot! Super Metroid is one of the most expertly crafted games of that style in 2D, and I felt somewhat ashamed as a Nintendo fan to have missed it for so long. My love for Metroid has only continued to grow since then, with me even tolerating (and dare I say, liking) the often trashed Metroid: Other M and Federation Force.

As a fan riding the wave of the Metroid series's momentum after the release of the excellent Metroid 2 remake on the Nintendo 3DS, it was a bit of a kick to the stomach to see Metroid Prime 4 get delayed, much more with a notice that development was restarting from scratch. Here's hoping the end result that is the fourth entry in the Prime franchise is worth the wait. For the franchise's future, I hope Metroid Prime 4's development is given all the time it needs to be truly terrific.

Ratchet & Clank

Favorite Entries:
Ratchet & Clank: Going Commando (PS2)
Ratchet & Clank: Up Your Arsenal (PS2)
Ratchet & Clank: A Crack in Time (PS3)
Ratchet & Clank (2016) (PS4)


Here's to another pair of heroes that unlike Banjo and Kazooie, have seen more than their fair share of adventures--and even still, I want to see many more! Ratchet & Clank is a 3D platforming franchise that sees our lombax and robot duo traveling around the galaxy from planet to planet on intergalactic adventures with an "everything and the kitchen sink" approach to its weaponry. Weapons come in all shapes and sizes with tremendous creativity, such as launching a tough-talking robot sentry of destruction named Mr. Zurkon or shooting out bouncing balls of ballistic destruction. The series' trademark humor, ability to level up weapons through continued use, and nonstop combination of action and platforming makes it one of my favorite platforming series ever made, and without question my favorite from the PlayStation brand.

Sonic the Hedgehog

Favorite Entries:
Sonic the Hedgehog 3 & Knuckles (GEN)
Sonic Generations (PS3, 360)
Sonic Colors (Wii)
Sonic Mania (Multi)


It says something about Sonic the Hedgehog that with all of the duds that the series has accumulated for itself--and that is quite the number of duds--I, and many other fans, still enjoy the Blue Blur. It's a bit of a love and hate relationship, where the highs (Sonic 1-3, Sonic Generations, Sonic Colors, Sonic Mania) are elating and wonderful, but the lows are tremendously disappointing, depressing, and deflating (Sonic '06, Shadow the Hedgehog, Sonic the Hedgehog 4, Sonic Boom: Rise of Lyric). Still, even when the series is at its worst, there's usually some reason to hope for the best for the next entry, or finding hope with some positive qualities elsewhere in the franchise, such as successful spin-offs like the Sonic line of racing games or various handheld titles.

Even then, to be a Sonic fan is to suffer, and I've certainly done my share. While suffering is a quality of a Sonic fan, more importantly, so is having hope. And sometimes that hope is rewarded with an excellent game like Sonic Generations or Sonic Mania. So, yes, I will continue to support the speedy blue hedgehog for that reason, and wish the series the best as a new generation is upon us. Even if nothing good comes out of the future game-wise, at least I know we'll have some great soundtracks from Sonic Team to rock out to, right?

Super Mario

Favorite Entries:
Super Mario World (SNES)
Super Mario Galaxy (Wii)
Super Mario 3D World (Wii U)
Super Mario Odyssey (NSW)


This one is no surprise, and not just because I mentioned Mario in my Legend of Zelda entry of this list either. It's freaking Mario--the plumber synonymous with gaming! It's a freaking platforming series--my favorite genre in gaming. You could bet I was going to put Mario on this list!

While I actually don't particularly care for (but I do appreciate) the original Super Mario Bros. or its Lost Levels equivalent (Super Mario Bros. 2 in Japan), the series from there is everything to me as a gamer. From the pitch perfect 2D platforming majesty of Super Mario Bros. 3 and Super Mario World, to the magnificence of Mario in 3D with Super Mario 64, Super Mario Galaxy 1 and 2, and Super Mario Odyssey (and that's not even mentioning the great Super Mario 3D Land and 3D World), the Super Mario series seldom fails to entertain or delight. It's platforming nirvana, delivering abundant creativity, amazing challenges, and fantastical worlds to run, jump, and play around in.

Super Smash Bros.

Favorite Entries:
Super Smash Bros. Melee (GCN)
Super Smash Bros. Brawl (Wii)
Super Smash Bros. Ultimate (NSW)


I recall playground arguments with my game-loving friends about who would win in a fight: Mario or Link. Never did I think that such a game would allow us to settle such a schoolyard dispute like Super Smash Bros. does. The game is an open invitation to fans of gaming, as it originally pitted Nintendo's most famous characters against one another. Now, pretty much anyone is fair play as a playable character, whether it be SEGA's Sonic the Hedgehog, Street Fighter's Ryu, or even Final Fantasy's Cloud! The immense work that director Masahiro Sakurai and his team put into each and every Super Smash Bros. game is utterly incredible and borderline unbelievable to see. Between the copious amount of characters, stages, modes, music, unlockables, and more, the Super Smash Bros. series delights and delivers with each and every entry, and the latest game, Super Smash Bros. Ultimate is the series in its final, immaculate form--one that won't be seen again for a long, long time.

Tuesday, January 29, 2019

Super Smash Bros. Ultimate (NSW) Review

It's been a full two months since I last wrote a post on SuperPhillip Central. However, now SuperPhillip Central is back in business, and there's no better game to bring us back than Super Smash Bros. Ultimate. What better evening to do a review of the game than with the release of the first DLC character Piranha Plant and the big Ver. 2.0.0 patch? None--that's what! So, sit back, relax, and get comfortable, as this review is a hefty one--fitting for a grand return, wouldn't you say!

Has a title ever been more appropriate?


My elementary and middle school lunches were filled with heated discussions about which video game character would kick which other video game character's butt in battle. Who knew that two decades later that dreams of Mario versus Sonic, Mega Man versus Pac-Man, and Solid Snake versus Ryu would come true and have the ability to be played out? That's exactly what Super Smash Bros. Ultimate delivers, offering over 70 characters and over 100 stages to play with and play on. It's the ultimate video game crossover, and with it, Ultimate brings every character and almost every stage back from every past Super Smash Bros. game. Throw in a meaty new single-player campaign, nearly 1300 Spirit characters to collect, enhanced online play, and the most accessible fighting game controls imaginable, and you have a serious and smashing (pardon the lazy play-on words) package.

Smashing throughout the ages, Mario and Link once again take each other on.
The basic gameplay rules of Super Smash Bros. Ultimate remains the same from past installments. Standard battles require you to deal damage to your opponent. The more damage they receive, the easier it is to launch them off screen. Either by hitting them so hard that they blast off the edge of the screen or fall into the pit below makes it so they get K.O.'d. In Time matches, you earn a point for every opponent you K.O. you get, while you lose a point for every time you get K.O.'d. The player with the most points at the end of the time limit is the victor, unless there is a tie, then the players in first place duke it out in Sudden Death. Here, it usually just takes one hit to be K.O.'d out of the arena. Other rules include a life-based Stock mode, as well as a more traditional fighting game-styled Stamina mode.

If you can press a button and a hold a direction on an analog stick, you're good to go with Smash Bros. Okay, well, that might be a slight simplification of how accessible this game is...
Super Smash Bros. Ultimate continues the Smash Bros. series' penchant for excellent accessibility for all ages and player skill levels. This is in part because of the ease of the controls. There's no need to memorize and master complex button combinations to pull off the most entertaining and worthwhile of attacks. Instead, basic attacks are mapped to the A button while special attacks are mapped to the B button. Hitting these buttons in conjunction with directions on the left analog stick results in different moves being performed. Up + B always serves as a character's recovery ability, making it so after performing a jump or two with the X button (or alternatively the Up direction on the analog stick) you can unleash your recovery if you're finding yourself falling off a stage with no other recourse available to you. That said, it's not a foolproof means to save yourself from a K.O., as each character possesses a different recovery move, and some of these are as useful as a teaspoon for a boat paddle.

Performing a powerful roundhouse kick? Sure, Ken can!
Ultimate has faster movement than many past Super Smash Bros. games, putting it more closely to Melee than anything else--at least from my experience. While no doubt Melee purists or those who prefer that game will remain with the GameCube classic, I feel Ultimate--as if the name doesn't already suggest it--is indeed the ultimate way to play Smash Bros. New changes to the gameplay make things like edge-guarding less of a successful strategy, and shields no longer being completely impervious to attacks when put up make for a better, more tactical game.

That said, the faster action doesn't always translate to a perfect experience. I don't know if it's the lighting used in this game or all of the special effects that can obscure the screen, but sometimes it can be incredibly difficult to see where your character is on the screen when action intensifies. I can't tell you how many times I've been K.O.'d in silly ways because I couldn't save myself in time due to not being able to find where my character was on occasions. This is a prominent problem when there are more than four characters on screen at once--with Ultimate allowing up to eight players on ALL stages, instead of just a select handful like in its Wii U predecessor.

When Smash Bros. series and Ultimate game director Masahiro Sakurai promoted the idea that "everyone is here", he was not kidding. Every past character from the original Super Smash Bros. all the way to Smash for Wii U and 3DS is included. In addition, some longtime desired newcomers have arrived as well in the form of Metroid's Ridley, Donkey Kong Country's King K. Rool, and even Ryu's sparring partner, Ken. You can also fight as Pokemon Sun and Moon's Incineroar, Animal Crossing: New Leaf's Isabelle, and perhaps most exciting third-party newcomer-wise, the Castlevania duo of Simon and Richter Belmont.

DK protects his little buddy from King K. Rool,
an old rival who has returned to get revenge--Smash-style!
While every character is indeed here from past Smash Bros. games, not every stage is. About a dozen or so stages from the N64 days to the Wii U and 3DS era are not included, such as the N64's Sector Z stage, Melee's Poke Floats and Icicle Mountain, and Brawl's Rumble Falls, for instance. That said, when you still have more than 100 stages that have been graciously remastered and updated for Ultimate's impressive standards, one can't really complain too much.

Alas, Orbital Gate Assault, I will gladly take the new stages like Super Mario Odyssey's New Donk City, The Legend of Zelda: Breath of the Wild's Great Plateau Tower, Splatoon's Moray Towers, and Castlevania's Dracula's Castle in your stead, grinning and bearing it. Stages can be played in normal form--with or without hazards--in Battlefield form or Omega form. A new addition to Ultimate stage-wise is the ability to use Stage Morph mid-match. This allows you to pick two separate stages and during the match, the game will cycle between them magically.

Light up what you can, Palutena, but not even your
heavenly light may be enough for Dracula's Castle.
Replacing trophies from past Super Smash Bros. games--which was a bummer to me at first--is that of Spirits. While trophies were nice in past games to view (see: ogle) the 3D models of unique characters, items and objects; as well as read up a quick description of each as you slowly, gradually collected them--they no doubt took a lot of work to write up and then localize. Compare this to Super Smash Bros. Ultimate's immense lineup of over 1300 Spirits (and that includes the added Spirits included as free DLC), where attempting to turn 1300 characters into models, as well as write up descriptions in multiple languages is one lofty task! Instead, the Spirits are not only much more numerous, but they're also just as fun to go after and collect. A wide selection of Spirits are featured in Super Smash Bros. Ultimate--many of which being deep cuts that might not ever get featured in a Smash Bros. game, much less any other game in Nintendo's history, otherwise.

That said, Spirits have a far more important use in Super Smash Bros. Ultimate than mere collectibles. Spirits come in two forms: Primary and Support, and are used to equip to your party in order to enhance their strength and abilities. Spirits have a rock-paper-scissors-like quality to them with strengths and weaknesses to other Spirit types, and many imbue your party with advantageous skills in battle. Such examples include greater jump height, elemental resistance of varying types, starting the battle off with a specific item equipped, among many others. You can't just equip as many advantages in battle as you like, either. Each Primary Spirit has a set amount of slots available to it--up to three. Equipping the more powerful Support Spirits takes up more slots. Primary Spirits can also be leveled up, making them stronger by battling with them, having them work out at the in-game gym, or feeding them Spirit food--all of these ways make Primary Spirits stronger and more useful.

There is a whole section of Super Smash Bros. Ultimate dedicated to Spirits, and this section is where the main single player campaign of Ultimate takes place--the World of Light. Starting off with Kirby, you traverse a nonlinear overworld map, going from space to space, dueling with various Spirits as you amass an army of Spirits and fighters to face off against bosses along the way.

Link wants a quick win in this Spirit Battle, so he decides to "cut" to the chase.
Spirit battles have you taking on members of the Super Smash Bros. Ultimate roster where they have a specific Spirit attached to them. Winning the fight, earns you that Spirit for your collection. Each battle has its own theme based on the Spirit. For instance, when facing against the Poltergust 3000 Spirit from the Luigi's Mansion series, you'll battle Luigi who likes to use throws. His throw move just so happens to utilize his Poltergust 3000. Some of these themes are less obvious and will take some vivid video game knowledge to decipher. Though making the Mr. Dream from Punch-Out!!'s Spirit fighter being Donkey Kong is a bit... wrong, if you know anything about harmful African-American stereotypes.
Different Spirit Battles contain different, themed rules, stages, and characters.
World of Light took me about 18 hours to complete my first time through. It's really fun accumulating an army of Spirits and fighters, opening treasure chests along the way, solving simple environmental puzzles on the overworld maps, and taking on challenging and usually cleverly themed Spirit battles. I can see how this mode might be a bit tedious or repetitive if you're merely wanting to rush through it, but if you go through at your own pace, you'll find an enjoyable mode. Quite honestly, I think World of Light is my favorite of the single-player campaigns featured in a Smash game. Yes, even beating Melee's Adventure and Brawl's extensive Subspace Emissary.

Alongside World of Light in the Spirits menu is the Spirit Board, where Spirits up for grabs are routinely shuffled in and out of the spaces on the board. To earn a Spirit, you must win a Spirit Battle, which is essentially the same types of battles as seen in World of Light, only many of the ones on the Spirit Board are exclusive to the board itself. You only get one chance ordinarily to beat a space on the Spirit Board before that Spirit moves on--win or lose--before you have to wait for it to come back. Of course, you can use Spirit Board items to make for an easier go of it or reface a Spirit whose battle you just lost.

Apart from the Spirit menu--which is quite exhaustive, if you hadn't already guessed--Super Smash Bros. Ultimate retains its Classic mode, though this is uniquely tailored to each of the 70+ characters within the game. Though the number of matches each fighter faces is the same, the opponents they face varies and has a theme to it. For example, the newly added Piranha Plant faces off against every newcomer within the game. Once again, Ultimate houses the most impressive and enhanced Classic mode ever featured in the Smash Bros. series, really nailing home the point that this Smash is the ultimate Smash.

Assist Trophies are but one type of item in Smash, but they also allow
 for more characters to be represented, such as the pyromaniac Bomberman here.
But here lies one of the areas where Super Smash Bros. Ultimate falters, and it's pretty much no surprise to anyone who has followed Nintendo's online offerings for any extended period of time. Online battles are by no means as awful or horrid as Super Smash Bros. Brawl. In fact, when the online works--and for me, it was most of the time--it is a splendid and enjoyable experience. When it doesn't, it results in unintended disconnects--which the game penalizes you for after several of them, regardless of whether or not it was your fault--as well as severe lag.

Almost every stage within the Super Smash Bros. pantheon
was recreated, all of which done with some great TLC.
It's also the lack of options that's rather disappointing as well. Sure, you can set up rooms with your rules in either a private or public matter, play quick matches with or without a local multiplayer friend online (as well as finding quick matches with your preferred rules in place), but why can't you enter online battle arenas, where you play against the same opponents and are able to spectate as well? The lack of anything other than the most basic of communication options (pre-written text options before battles) is expected but insanely inexcusable.

Super Smash Bros. Ultimate's subtitle isn't just for marketing and hype. This Smash truly is the ultimate experience--it has over 70 characters including several newcomers in the base game and five more promised as paid DLC, it has over 100 stages, it has over 800 songs, it has 124 challenges to complete by achieving certain in-game goals, it has a great collection of items to turn any fight into a party, it has multiple modes for solo players to smash their way through, it plays splendidly in both docked and handheld forms, it allows you to play as your Mii (or happily smack it around), and it has never been more fun to play. Super Smash Bros. Ultimate may stumble (or should I use the word "trip"?) a bit when it comes to its online offerings, but overall, a title has never been more appropriate for a game with the content and joy you'll get out of it. This Super Smash Bros. is indeed ultimate.

[SPC Says: A]