By OnymousJones (GameFAQs)

The Online Smash Brothers Database

Welcome, Guest, to the Online Scientific Smash Brothers database. The Super Smash Brothers Brawl is a tournament of champions designed and endorsed by our benefactor company, Nintendo. Because the particulars of the aforementioned contest are seen by some as “fantastic” and “whimsical” this database was created to explain the various scientific anomalies that occur during competition.

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Basics
The Super Smash Brothers tournament is designed to test the fighting ability of its contestants. All battles are held on specially designated stages in order to test reaction and adaptive fighting abilities. Similarly, special devices have been designed by the Nintendo Corporation to create more strategic combat.

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> File #001

Instantaneous Particle Compressors (The “Double Jump” Effect)

Many of the tournament’s battlefields are magnetically levitated during combat. This functions as both a means of preventing contestant forfeit and as an adrenaline inducing agent to ensure a peak performance battle. In the preliminary testing stages of this application it was observed that battles were quickly won by the stronger contestant simply throwing his opponent off of the platform.

In order to counteract this design flaw the Nintendo Corporation designed the Instantaneous Particle Compressor, or IPC. The IPC is a device that uses advanced refrigeration techniques to divert heat energy in large enough quantities to create a small area of extreme cold. The area of effect has an average temperature of about -210 degrees Celsius. At this temperature the air particles (mostly nitrogen) become solid and form a nigh invisibly thin platform in mid-air. When the particles are under this extreme pressure they almost immediately attempt to spread themselves outward, creating an explosion of Force. This process encompasses a timeframe of several milliseconds.

In the Super Smash Brothers tournament this device is fitted to a contestant’s foot, with a layer of material that resists heat conduction placed across the fighter’s skin/shoe. When the contestant applies proper pressure to a button on the IPC it will activate and create the temporary platform beneath the fighter. By propelling herself/himself off of this platform a contestant can create the illusion of a “double jump”. This is especially useful when attempting to recover from a fall or opponent’s throw. Some contestants may even utilize the device to create aerial maneuvers in order to avoid potentially hazardous projectiles.

As a side note, not all contests choose to wear the IPC as they have their own means of personal upward transport (such as creating an interior air pocket or the use of wings for flight).

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> File #002

Individual Inertial Fluctuation System

In the Super Smash Brothers tournament a new competitive effect has been implemented. Previous battle contests would take large periods of time to complete (see. Mortal Kombat Program and Project: Street Fighter). The Nintendo Corporation wanted to avoid this when designing their own tournament. To prevent long drawn out battles and ensure quick victories the scientists at Nintendo Corp. developed a device that distorts the weight of a contestant as their damage taken increases. This device works in conjunction with the Concussive Energy Absorption System, a system that prevents extreme bodily harm, (see file #003) to create the unique fighting style in the Super Smash Brothers tournament.

Each contestant is fitted with a device in their spinal column that reads and registers the damage taken by a contestant and converts it into a base percentage. This number is read by a computer operated and maintained by R.O.B., the Nintendo Corporations central operating system for the Super Smash Brothers tournament. In addition to the device in the spinal column, a contestant is also implanted with Mass Energy Converter devices in various parts of the body. These devices convert mass to energy which is then used to power the CEAS(see file #003). As damage increases, more mass is converted to energy necessary to power the CEAS and the user accelerates to farther distances using the same amount of applied Force (a =F/m).

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> File #003

Concussive Energy Absorption System

While previous fighting tournaments have been associated with blood spilling, the Super Smash Brothers tournament has tried to create a scenario where personal bodily harm is not as extreme for the contestants (partially to maintain a family-friendly marketing campaign for the tournament and partially to cut battlefield cleaning costs). The Concussive Energy Absorption System was designed to accomplish this goal.

The Concussive Energy Absorption System utilizes a belt that creates an energy field millimeters off from the contestant’s skin. The belt works in conjunction with the IIFS (see file #002) as a power source. When in combat, a contestant may take damage through burning, concussion, or cutting from a variety weapons. The energy field created by the CEAS belt creates a network of electrical energy that forms a barrier around the contestant. While no actual damage (broken bones, hemorrhaging, etc.) takes place on the battlefield, the IIFS’s digital reader will register and accommodate to the damage percentage of each attack. The CEAS belt also has the added benefit of preventing discomfort from the environment (extreme heat/cold, high winds) unless direct contact is made with the source, such as lava.

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> File #004

The Dimensional Rift

Many of the seemingly impossible actions that a contestant can perform in the Super Smash Brothers tournament are possible because of the newly discovered process of dimensional rifting. After many years of research and development a technique was developed that utilizes extreme particle acceleration and massive energy conversions. Matter is compressed and stretched to fit into four dimensions. With the same amount of matter applied to an added dimension, an object will appear smaller than in this dimension. When the scientists of Nintendo Corp. developed this process it was implemented in a large number of unique ways to form aggressive and defensive tactics in battle. Some of the common applications of the dimensional rift are:
-Pokéballs (see file #004a)
-Assist Trophies (see file #004a)
-Combatant: Meta Knight’s special move “Dimensional Cape” (see file #004b)
-Combatant: Zelda’s special move “Farore’s Wind” (see file #004b)

Other applications can be viewed under Dimensional Divergence Applications (see file #004c)

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> File #004a

Dimensional Containment devices

Utilizing the ingenious capabilities of the space saving techniques, Nintendo Corp. developed the Pokéball. As in most scientific development, animals are used to test if conditions are convenient for humans and human like organism. The Pokéball is the realization of this. Inside the spherical device a small dimensional rift can be created as a portal between our world and a specially designed containment bubble kept in the higher dimensions.

When the front button is pressed and the device is activated, the ball creates a small portal that the animal may then pass through. During passage the organism will be distorted to re-adapt to our dimension, though this may not be viewed normally as the energy required for the dimensional rift gives off substantial amounts of light. As a side note: the creatures in testing were found to act kindly (in most cases) towards the device’s activator, most likely related to a psychological affection for “freeing” the creature. Also the transport through dimensions may make the animal aggressive towards anything it encounters (with the exception of the previously mentioned activator) as the higher dimensions can prove to be hostile environments.

After the development of the Pokéball, Nintendo Corp. has now progressed to using the dimensional rift technology in a new product, Assist Trophies. Similar to the Pokéball these devices are used to contain larger organisms, mostly humans, in a separate dimension. These are still in development though, as they require the user to effectively break the device to recreate the rift. Similar to the Pokéball though, the captive organism will usually form a bond with the user and also attack other aggressors. One known, but rare, side effect is the complete anomalous distortion of the organism (case file “Nintendog”).

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> File #005

Isolated Target Displacement Perimeter

With the development of dimensional rifting, scientists at Nintendo Corp. soon began theorizing that
portals could also be created within separate points in our own dimension. The dimensional theory is that dimensions are stackable. Because they are stackable they can be likened to a pile of papers.The dimensional rift works similar to punching a hole in two pieces of paper stacked on top of each other. Similarly, if one dimension can be identified as a flat plane then the dimension could be folded, like a piece of paper, in order to punch a hole through itself. The energy required for this is surprisingly less greater than causing an interdimensional rift, as intradimensional rifting requires the distortion of the subject dimension. This distortion can be observed when the burst of light normally emitted by interdimensional rifts is stretched along the screen. The immense vacuum created also produces and “explosive” sound.

In the Super Smash Brothers tournament this idea is used in the battlefield perimeter security system. It was realized that on stages where there are no large pitfalls a different method of combatant disposal was needed, as most battles would last until either the combatants exhausted themselves or eventually grew bored of the struggle and instead decided on settling the affair with a rather calm debate. The solution was the Isolated Target Displacer (ITD), a large machine that creates point specific intradimensional wormholes. The rather bulky machine is positioned underneath the arena’s spectator camera (which helps to hide its massive frame).

Just outside of the camera’s view on either side of the stage (and above and below the stage) are mounted laser gateways, which read the instant a contestant disrupts the beam. Once this happens the R.O.B. computer system precisely aims the ITD at the contestant and produces a intradimensional rift. Curiously, the arena designers did not view this as a three dimensional problem and forgot to place perimeter fields behind and in front of the battlefield. This is easily observable when a contestant is hit into the sky and will fall into the distance. The destination wormhole, or B entrance, is usually situated in the middle of the stage arena.

While the R.O.B. system can compensate for this by tracking the contestant and eventually teleporting them back to the stage (observable by a small flash of light and a light “ping” sound), a problem arises when the contestant is hit towards the camera (and subsequently the ITD). It is at such a close and acute angle that the device has trouble tracking the contestant, thus they will usually strike the large arena camera’s lens. When chief Super Smash Brothers executives saw the audience reaction to this rather humorous event they decided to keep the design flaw.

As a side note: Some new battle test arena’s have been designed as a moving obstacle course to further increase the challenge, thus the entire operation must be engineered with magnetic levitation devices so that they can keep the battle centered with the tracking camera at all times.

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Nintendo Extra-dimensional Surveyor

Nintendo Corp.’s discovery of interdimensional pathways has led to the subsequent study of the higher and lower dimensions. While the higher dimensions (chiefly the 4th and rarely the 5th dimensions) are used for storage, the lower dimensions have been an active field of study. In the lower dimensions there is an entire world both drastically different and incredibly similar to our own. The closest dimensional below us, the 2nd dimension, is the first target of expedition.

Normal surveillance teams have had difficulty observing this dimension with hands-on tactics though, as the physics of the 2nd dimension are not as complex as our own. When a third dimensional being, such as a human scientist, crosses into the lower dimension all of his matter in depth collapses into added width and height. For short periods of observation this is nothing more than an inconvenience, but in extended periods of observation the effects on the body become potentially severe, as the human body is not designed to operate with all of its organs side by side in the same plane. Breathing especially becomes difficult, and blood flow is strained.

To solve this problem and create a more efficient operation the Nintendo Corporation designed the remote surveillance machine known as he Nintendo Extra-dimensional Surveyor (NES). The device operates by sending a probe into the second dimension, as the electrical operations of a computer are not so drastically affected by the reduction in depth. The design of the probe is somewhat similar to a square cartridge. The probe is sent programmed to observe and collect data from specified locations in the 2nd dimension, which allow scientists to observe hours of film at a time. The probe is read by inserting the probe “cartridge” into the NES, which decodes the data collected and rearranges it as observable film on a television screen. As a side note: some Nintendo Corp. scientists have complained that the data collection method is faulty and unreliable as the collector devices inside the probe easily attract dust particles. The quick solution is the simple application of an air jet to remove these particles while not damaging the collector devices.

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> File #006a

Extradimensional Beings

The NES (see file #006) has allowed steady observation of the 2nd dimension by Nintendo Corp. scientists. Many locations have since been cataloged and viewed using these probes. Some probes have captured incredible footage while they followed the activities. The first substantially interesting event was the cataloged footage from probe DNKYKNG. What was viewed was a brown organism (nicknamed “Donkey Kong”, derived from the probe identification) carrying another organism along what seems to be a strange structured habitat, resembling a construction site. Extraordinarily, a small creature identified as “Jumpman” was seen climbing the structure and attempting to fight the creature: “Donkey Kong” (it is presumed that it was mating season for these organism and they were vying for the other organisms affection). Various fighting (and potentially attracting) tactics were observed from each organism during the footage. Later probes soon brought equally incredible footage (see probes SMARIOB and XCITBKE, among others).

As a side note: some scientists feel that these probes may also be transferring information into the 2nd dimension, as it was observed in probe 1SSBNES that organisms had adapted to shapes similar to previous Super Smash Brothers tournament contestants and engaging in aggressive activities.

Later probes were soon designed to capture a specimen for transport into our own dimension and these organisms have been tested in Nintendo Corp.’s newest containment devices, Assist Trophies (see file #004a), as an experiment on the effects of multi dimensional shifting. The experiments allowed the development of Dimension Shift Suppressor devices which keep the user in the general realms of a preset dimension. These devices are currently used on the captured specimens, which allows them to keep their two-dimensional appearance in our dimension. The known specimens (see file #006b) currently housed in the Assist Trophy containment devices are:
-Spinies*, somewhat resembling a spiked turtle (probe SMARIOB)
-Lakitus*, organisms that resemble a cloud smiling (probe SMARIOB)
-Biker, a swarm of organisms that resemble a pack of bikers (probe XCITBKE)
-Tanks, organisms resembling tanks (probe ADVNWRS)
*these organisms were observed to have a symbiotic relationship and are housed in the same device

Curiously, while these organisms seem simple-minded there has been one known intelligent 2nd dimensional being; Codename: Mr. Game and Watch. The probe MRGMNWC brought back this being, who seems rather friendly but lacks the ability to directly communicate. He does create a variation of sounds when he moves though, which many scientists believe is the effects of the specimens speech on a different wavelength. The specimen does seem intriguing, though, as he seems to possess the ability to willingly bring objects from his home dimension by simple thought. Some theorize this being is from an advanced evolutionary line in the second dimension, and beings like him may have previously visited our own dimension. This is explained by the formation of the Discilateria Homoformes insect swarm, which may have resulted from a defense mechanism to resemble these powerful beings.

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> File #007

Audio Redirection and Amplification Devices

Although seen as a rarer tactic in the Super Smash Brothers tournament, some contestants have utilized an often overlooked form of attack: sound. Sound waves, when compacted and redirected at a singular object, can create a significant amount of damage.
The Audio Redirection and Amplification devices manufactured by the Nintendo Corporation convert normal sound into compactly layered frequencies almost inaudible to the human ear. The device primarily involves a set of precisely sensitive microphones fitted to the user’s neck, over the larynx. The connected speakers can be fitted to any other part of the body (normally the forearms or calves) directed at areas of potential impact. The R&D department of the Nintendo Corporation has not fully tapped the potential of this power source, but some success has been recorded and the field is still in development.

The Nintendo Corp. scientists first experimented with sound amplification attack methods in the first Super Smash Brothers tournament on subject #012 (CODENAME: Captain Falcon). Already a formidable opponent, subject #012 volunteered to test the experimental equipment in his first battles. The subject had already utilized volatile reactionary materials in his battle equipment, but by combining his the explosive force with sound amplification he soon was able to deliver incredibly deadly blows upon his opponents. While any normal sound is enough to provide substantial resource for the audio converters, subject #012 took it upon himself to name his various attacks and exclaim them vocally during battle.

Currently, in the forthcoming Super Smash Brothers tournament this technology has again been tweaked for use as a weapon. Resembling a set of bongos, the device uses an isolated drum to create larger sound waves that are directed into a microphone in the base of the device. For the initial testing Subject #002 (CODENAME: DK) was chosen for his physiology, as his large hands would create a stronger sound from the device. Curiously he would only strike the instrument when there was an already present beat to follow. Because of this a tune is fed into the subject’s ears, through separate remote headphones, whenever the device is activated.

**As a side note: research grant funds were once so limited that Nintendo Corp. scientists were forced to find more creative means of testing the devices. One of the top research scientists, Dr. William Wright, had a nephew, Phoenix Wright, who was defending a Nintendo Corporation executive in litigations of conspiracy and murder. By giving his nephew a prototype amplification device the attorney Phoenix Wright was able to increase and redirect the power of his defense and further sway, or rather intimidate, the judge to his case every time he made an exclamation in the courtroom.

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> File #008

Temporal Mass Augmenters

In the Super Smash Brothers tournament, many of the devices and techniques involved in fighting are greatly influenced by each individual contestant’s mass. While this influence is most commonly viewed with IIFS (see file #002) and subsequently the CEAS (see file #003), the tournament developers saw many branching possibilities resulting from mass distortion.

The Temporal Mass Augmenter is both the realization and the tool of these infinite possibilities. Surgically implanted into each tournament contestant are billions of nano-devices that run on the same basic principle as dimensional distorters, essentially bending small portions of space to allow matter transfer. These microscopic machines continually course through the bloodstream (in the case of human combatants, at least) of every tournament participant. Every single nanobot is also equipped with a receiver linked on the same frequency to a transmitter device implanted in the contestant’s frontal lobe.

The SMASH attack, or Sudden Mass Augmentation Striking Hit, is unique feature of the Super Smash Brothers tournament resulting from these TMAs. The Sudden Mass Augmentation Striking Hit results from a temporary increase in the matter, and subsequently the mass, of a part of the contestant’s body. When the combatant wills it, the localized nanobots in either their foot or hand are activated and create a small time period wherein large amounts of matter are transported inside the section of the body. The matter used for this purpose is a gelatinous mixture designed to adapt to the host environment so as to not cause a biological defense reaction. Also, preprogrammed inhibitor fields are in place to prevent the tearing or rending of the isolated area. Once the mass of the limb is temporarily increased, the combatant can then inflict higher amounts of damage in the tournament contests.

Other functions of the Temporal Mass Augmenters can be viewed in file #008a