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kirbykid
07-06-2007, 01:34 PM
It’s time to revisit our Radio Detection and Ranging devices to see if anything can be found underneath. In other words, it’s time to see what probable additions to Brawl we have neglected to think about. I don’t blame you. With the onslaught of interesting Brawl news every week it’s easy to forget something.

Today, I’ve found two things under the radar.

1) Single Player Story

2) Proper Training Mode<!--more-->

In Smash Melee, the single player story is little more than what can be imagined about a disembodied floating hand that brings our favorite Nintendo characters to life only to have them battle and return to the plastic statuettes from whence they came. What if Sakurai wants a more legitimate storyline like Soul Calibur? This fighting series features small scenes in its single player mode where the characters attempt to convey complex plot in terse phrases before battling.

“Don’t do this my long lost sister, or the evil will spread throughout this land!”

“Don’t sand in my way brother, or I’ll cut you down like I did Kilik! AHH!”
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/07/soulcalibur_link1.jpg" title="soulcalibur_link1.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/07/soulcalibur_link1.jpg" alt="soulcalibur_link1.jpg" /></a></p>
Soul Calibur’s hodgepodge story was comical, short, and ultimately entertaining. It definitely won’t be winning any awards though. By revealing small bits of plot before each match, the developers kept things flexible. They were so flexible, in fact, that Link, one of our favorite Nintendo characters, was interposed into the storyline of Soul Calibur 2.
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/07/20060426-screen-kingdomhearts2.jpg" title="20060426-screen-kingdomhearts2.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/07/20060426-screen-kingdomhearts2.jpg" alt="20060426-screen-kingdomhearts2.jpg" /></a></p>
What if Sakurai wanted something more substantial like Kingdom Hearts. Now there’s a story featuring a conglomeration of seemingly unlike characters from alternate universes. “Final Fantasy characters, I would like for you to meet my good friends the Disney characters.” Somehow this game was pulled off successfully.

What if this fall we could embark on a journey featuring our Mii’s running around an assortment of Nintendo worlds with our Brawl buddies fighting evil? It doesn’t have to make sense. It just has to be fun. An approach like this is a massive undertaking. But what if Sakurai had the resources? I’ve heard that Sakurai and his team got a boost in staff from Nintendo. All off them can’t be used for making and balancing characters.

In the meantime, keep your eyes peeled. Melee’s Adventure mode was a flop. I’m sure Sakurai wants to rectify this single player situation.

Training Mode! I don’t use this mode very much because it’s not very useful. I want a training mode where I can experiment and closely examine different situations. There are few reasons why Melee’s training mode fails.

1) No C-stick: If you’re going to train, you’re probably training for matches with other people. In versus mode, the C-stick was converted form a camera stick, to a context sensitive miracle stick. Why would the conditions in the training mode be different from versus mode? Was this an oversight? I think so. I believe that the game was originally programmed with the C-stick controlling the camera. When the developers realized that this would be bad for multiplayer, they adapted it for attacks.

2) Weak AI: Why didn’t they include the option to battle a level 9 computer? The AI we have now is pathetic. And the options to set it to jump or walk aren’t enough.
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/07/training_mode3.jpg" title="training_mode3.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/07/training_mode3.jpg" alt="training_mode3.jpg" /></a></p>
3) No Pause: When you pause the game the menu comes up, but the game never stops. This makes it to freeze and examine the game.
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/07/training_mode2.jpg" title="training_mode2.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/07/training_mode2.jpg" alt="training_mode2.jpg" /></a></p>
4) No help: When the AI is insufficient, we turn to our friends to help us train. Up to 4 people can train together, but 3 of them have to be the same character. Isn’t smash a legitimate 4 player fighter? Why limit the number of characters in training mode?

5) No DI: The combo meter doesn’t factor in Direction Influence. So, when you think you’re making a combo, chances are, your opponents can simply lean out of it. This is very deceptive. What good is a combo if it’s not a really a combo?

All fighting games try to include useful training modes that will hold up to future years and future levels of play. <a href="http://youtube.com/watch?v=dwJKgyAQw6Y" title="Virtua Fighter did a good job">Virtua Fighter did a good job</a>.

I suggest that Training Mode needs VCR controls. What I mean by this is features like pause, rewind, zoom in, and reset. If the player could pause and rewind the game, he could see exactly how things work. What if the player could rewind play in Training mode, and then start playing form any point in the footage? What if you could reset to that point to train for specific situations? This would be an incredibly powerful and versatile asset because one player can create situations involving multiple characters all by himself. In this way, the training mode will be as good as the player.

Training mode could also include mini games that help player learn different functions in the game. What if the “how to play” video was interactive? In other words, when Mario dashes on the screen, he’ll wait for you to dash before continuing. Virtual fighter already demonstrated some simple “mini-games” to help teach players how to perform attacks. It’s little ideas like this that go a long way.

Sneaky
07-06-2007, 01:49 PM
Rewind? Who will control that, player 4? That sounds like something that should go into a camera mode.

Rockin
07-06-2007, 02:24 PM
Actually, the Training mode is a bit more useful then you think.

While I do agree about no C-stick action, I still see Training mode somewhat useful. I could use the speed adjustment to help develop my moves better. Like, if I wanna learn how to WD, I could start going from 1/4 speed and then when I get better, I increase the speed a bit as I get better. This type of help could do wonders for L cancelers and performing other advance types of attacks. I could even practice some of my techs with the help of the Bom-omb.

Yeah, the AI is definitly weak. They should’ve made it better, but I’m pretty sure we’ll see better improvement in Brawl.

CJ
07-06-2007, 02:49 PM
Maybe they’ll make higher AI levels also. I get tired of smashing level 9s over and over again personally I think it should go to 18 now that would be a challenge.

Sneaky
07-06-2007, 02:50 PM
Try fighting a team of level 9 Pichus. Two or three; your choice. Just try, i’ll wait.

CJ
07-06-2007, 03:09 PM
I took on two and killed them. What’s the big deal. I find it useless to battle several level 9s at a time because that’s not how it’s gonna be in tournaments.

Falcofucker
07-06-2007, 03:11 PM
AI souldnt be so predictictable like when the always walk into proxy mines or go for pokeballs only

Sneaky
07-06-2007, 03:20 PM
Did you beat three of them? O_o I still can’t pull that off.

Karleko
07-06-2007, 03:22 PM
I miss C-stick in Training mode. I tried the Pichu challenge, very cute. I think Kirby’s taunt is the only taunt that doesn’t piss you off when performed.

Sneaky
07-06-2007, 03:23 PM
You bring up a good point, Falco. The thing is, most human players fall for the mines because they don’t stick out on green floors or are obscured by camera angles. I wouldn’t find cpu opponents to be much fun if they were dodging EVERY predetermined strategy. Plus, the developers know that the player will also scramble for pokeballs (and the potentially powerful Pokemon inside), so the CPU is made to thwart this.

Sneaky
07-06-2007, 03:24 PM
Well Kirby’s taunt wouldn’t piss one off because after it, Kirby loses their hat.

Karleko
07-06-2007, 03:27 PM
Yeah, that’s true (about the hats)

Sneaky
07-06-2007, 03:31 PM
Anyway about that Pichu challenge, did the three of them ever knock you into the air and spam Thunder? I find that hard to escape.

Anyway, I have another challenge. Try going to Stamina Mode, play as Fox, fight a level 9 Samus, then set the handicap for Fox as 2, while Samus gets 8.

Sneaky
07-06-2007, 03:33 PM
Oh, and make the stage Final Destination.

Karleko
07-06-2007, 03:34 PM
I was using Link, and kept them at bay with boomerang and bombs, so they didn’t get me. I’ll try fox vs samus + stamina later.

Sneaky
07-06-2007, 03:35 PM
Link huh? Clever.

The idea also works with Ganondorf. The stage just has to be Final Destination.

princess peach
07-06-2007, 03:38 PM
not really you can press the R butten to escape
try it.

Karleko
07-06-2007, 03:46 PM
Ok, the fox vs samus + stamina + FD + Handicap was fun. I got to practice my double shine, I got up to 8 times in a row.

Karleko
07-06-2007, 03:53 PM
I just tried it against Link (instead of Samus), D-trow, shine 4 times.

Sneaky
07-06-2007, 03:54 PM
Now try against Ganondorf.

Sneaky
07-06-2007, 03:55 PM
And play as Falco.

Sneaky
07-06-2007, 03:56 PM
The Samus Challenge works against any opponent, it’s just that Samus has that charge shot, those missiles, and long grab ratio. They force you to keep her away from you.

Falcofucker
07-06-2007, 03:59 PM
Yes…play as Falco or ill bust your face…sorry, im supposed to be good so Kirby doesnt get mad. SRY

Falcofucker
07-06-2007, 04:00 PM
The best challenge is legendary Pokemon by far. I could play with my wobofet for hours :-)

princess peach
07-06-2007, 04:05 PM
you mean the poke ball right?

Falcofucker
07-06-2007, 04:07 PM
YEAH..thats it

Karleko
07-06-2007, 04:09 PM
Sorry it took so long, was plaing around with Marth against the pichu brothers, I tried with Falco, even easier, however, the shine combo, not so effective.

Falcofucker
07-06-2007, 04:11 PM
Karleco…i thought i got rid of you yesterday…this isnt a chatroom, at least not for you so keep it moving

Karleko
07-06-2007, 04:12 PM
For some sort of reason I find it harder to double shine with Falco. And to stay on topic. When playing against someone that is not quite my lvl, I play against them in Training Mode, claiming I am slower and thus weaker, not explaining that I am slower because of my innability to use the C-stick.

Falcofucker
07-06-2007, 04:13 PM
LOL i heard you were as big as a c stick and your girl told me last night about your “innability to use your C stick” HAHAHAHAHAHHA

Sneaky
07-06-2007, 04:14 PM
Now when you say they’re not your level, are they better or worse smashers than you?

Sneaky
07-06-2007, 04:16 PM
And… what’s a “double shine”?

Karleko
07-06-2007, 04:17 PM
Well, I would never call someone worse than me, seeing as how, someone can always do some sort of combo you never even thought of thinking about, basicly someone who isn’t as fast with using wavedash and L-cancel and all those teqniques.

Karleko
07-06-2007, 04:20 PM
http://www.youtube.com/watch?v=Ql5eh4LxpU8

Double Shine, even though it’s more than 2 times.

princess peach
07-06-2007, 04:23 PM
you have a gift

Karleko
07-06-2007, 04:25 PM
That’s not me in the video, just for future references. You can practice it in Training Mode (staying on topic).

princess peach
07-06-2007, 04:32 PM
ok
thanks.^_^

Sneaky
07-06-2007, 06:14 PM
So what benefit does Double Shining have?

Karleko
07-06-2007, 06:28 PM
In actual battle, i’s just o show how fast you can move your fingers, or to deplete your opponents shield, or hit him right when he drops his shield and doesn’t expect you to shine. Basicly.

Sneaky
07-06-2007, 07:01 PM
So it’s a fancy shield breaker.