Mr. Game & Watch’s Judge Isn’t Completely Random

We linked to videos in PKBeats’ long Smash Bros trivia series recently, but while perusing some other things they’ve uploaded this came up (18 minutes), and frogdarnit, it was too interesting to let pass. You could also load the video starting directly at the start of the discussion, almost three minutes in. Text info below.

Here’s the gist. In the Smash Bros. series, Mr. Game & Watch has a move called Judge, where he holds up a sign with a number from 1 to 9, and depending on the number one of nine different effects can happen, with possibilities like dropping food, producing a fire effect, damaging G&W himself, or, if a 9 comes up, executing an extremely powerful attack like a slightly weaker version of the game’s famous Home Run Bat item, that usually KOs an opponent.

The number that appears, and so the effect product, for the most part seems random, and a good thing too with Number 9’s immense power. Judge never executes the same move twice in a row, so if a 9 wasn’t the last result produced, you have a ⅛th chance to get it the next time… usually.

It had been noticed by some that, in certain circumstances, Judge produces a 9 result much more often, like half the time, but the details of the phenomenon were not fully known. Through sheer bloody-minded experimentation, PKBeats found out that the result is largely due to whether Mr. G&W is behind in scoring, and not just behind, but far behind. I’ll let the video give the precise lowdown, but in essence Mr. Game & Watch must have half or less of lives (sorry, “stocks” in Smash lingo) remaining compared to his opponent, and there must be 30 seconds or less left in the match.

So: it’s yet another catch-up mechanic, a way for G&W to clear opponents rapidly if it looks like he’s going to lose. Since it only comes into play at the end of a match, it almost never can make a difference though unless G&W is on his last life, and his opponent has two lives left. In that scenario G&W has a good chance of getting off a 9 and taking off a stock immediately… putting both characters on their last stock, and now G&W has to run up his opponent’s percent in the short remaining time without the increased Judge 9 chances. Doesn’t seem too useful, but then if it were actually useful, someone out there would probably have built a strategy off of it, so I guess it’s for the best that it’s so infrequent.

PKBeats examing every Assist Trophy in Smash Ultimate

In case you saw AsumSaus’ name atop yesterday’s post and assuming it was going to be some great bit of Smash Bros. nonsense, but then was disappointed when it turned out to be World of Warcraft and Dark Souls (phooey!), here’s the beginning of PKBeat’s series where they’re in the middle of giving you the lowdown on every one of Smash Bros. Ultimate’s many Assist Trophies.

Here’s their playlist of their many item trivia videos, which include the (so far) six videos on Assist Trophies (16 videos, total length, about 6 hours):

Part 1 – Part 2 – Part 3 – Part 4 – Part 5 – Part 6

Just some of interesting facts revealed about Assist Trophies:

  • Some Assist Trophy characters have their own HP, and if players deplete it with attacks they can even be KOed with a strong enough attack. This earns the defeating player a point, although it doesn’t cost the player who picked up the trophy a point.
  • Usually the owning player can’t attack their own trophys, but if the trophy has started glowing, a state they get into when very low on health, the trophy will actually become vulnerable to attacks even by the player who collected it. This is so they can earn the point before another player earns it.
  • The trophy with the highest health is Mother Brain, with a base health of 120 HP.
  • “Base health,” what’s that? Assist Trophys that have health get more health the more players are in the game! This goes up to twice their usual health if there’s eight players.
  • A good number of trophies have health, and can be attacked, than you’d might think. For example, in the trophy of Color TV Game 15, an early Pong-clone Nintendo made in 1977, the paddles are vulnerable to attack. Each has only 15 HP, but the trophy is defeated if either paddle is defeated.
  • The Starman trophy, if it’s defeated, displays the SMAAAAASH!! message from Earthbound!
  • Each Assist Trophy has a list of stages is can’t appear on. Very few trophies can appear on absolutely any stage. One of them is Lyn from Fire Emblem.
  • There are even trophies that get blocked by Omega or Battlefield versions of certain stages. Usually these are trophies that reside in the background in some way, like Midna or the Moon from Majora’s Mask.
  • Each Assist Trophy also has a list of items, and other Assist Trophies, that it disables, that can’t generate while it’s active, and alternatively, if that item or trophy currently exists in the world, that prevent it from appearing.
  • Referring to that last point, “existing” can mean many things. Like, an item held in Isabelle’s pocket still exists in the world, and so will block all the items that can’t generate while it’s instantiated almost indefinitely.