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So I was originally gonna start getting ready for bed, but I started thinking about something and knew I wasn't going to be able to stop thinking about it until I got it out.
All three games would be complete remakes of the originals, with HD graphics akin to those seen in the Retro Studios titles. However, there would be both a conventional CRT filter and a filter which makes the game somewhat resemble the pre-rendered graphics of the original trilogy. These filters can be combined.
While you'd only have each game's default Kong rosters to start out, clearing games unlocks Kongs in others. Clearing DKC1 unlocks DK in 2 and 3, clearing DKC2 unlocks Diddy in 3 and Dixie in 1, and clearing DKC3 unlocks Kiddy in 1 and 2.
Every game can be played in "Classic Mode" and "Modern Mode". The only real difference is that Classic has a lives system while Modern does not.
The Game Over screens, rather than being different for each game, would probably be similar to DKCR. However, each game does have its own Game Over music, with 2 and 3 getting extended versions similarly to the K. Rool's Cacophony cover in Returns.
The photographs from the GBA versions of DKC1 and 2 return, with them also being added to 3.
The DK Attack mode from the GBA version of DKC1 has been added to all games.
DKC1-specific
Due to the way video game saving is handled now, Candy's Save Point is kinda irrelevant... that is, if we didn't make some changes! Due to DKC1 lacking a bonus world like its sequels, I decided to remedy this by expanding upon the Candy's Challenges bonus levels from the GBC version. For every level you score all four KONG letters in, you unlock a tough, yet brief challenge hosted by Candy.
Similarly, while Funky's Flights still offers fast-travel services, it also hosts the Funky's Fishing minigame from the GBA version of DKC1.
The Master Necky Snr. fight has become its GBA incarnation.
Music Test has been added.
The death jingle now varies based on the level environment.
DKC2-specific
Saving at Kong Kollege is now free.
Kerozene from the GBA version has been added as a boss in Stronghold Showdown.
DKC3-specific
You can switch between the SNES and GBA soundtracks.
Wrinkly's Save Cave looks the same as the SNES version, but now Wrinkly gives you hints.
The 100% completion ending for getting all the Banana Birds is now preceded by a brief level taking inspiration from Wrinky's Retreat from the GBA version.
Finally, what's a FazDude-designed game complilation without unnecessary bonus games?
Firstly, the original DKC trilogy, emulated from the SNES.
Next, the Donkey Kong Land trilogy, emulated from the Game Boy.
All the minigames from the GBA remakes: Candy's Dance Studio, Expresso's Racing, Funky's Flights, Bag a Bug, Cranky's Dojo, Swanky's Dash, and the Funky's Rental challenges. Some of these served completion purposes in the originals, but here, they're just fun bonuses.
There's something funny about the latest (or one of the latest, anyway) Simpsons episodes not only parodying Roblox while using the Bobux meme, but somehow getting away with using Mario sound effects ripped straight from Donkey Kong and SMB1.
The next change I would make is Sonic's Down Smash, which is just him doing the splits and kicking on each side. I've changed this to him spawning two Flickies on both sides of him, while maybe Sonic does a pose or something with his arms crossed, maybe something like that.
Nobody asked for it, but you're getting it anyway - Even if it's over a month later. What if every fighter in Smash 3DS/U got a unique victory/results theme?
Y'know, I find it surprising how people found two/three errors on my platformer crossover roster on the "Here's the keys" thread before anyone noticed I left out Annalynn on purpose.
(Not that I'm ungrateful for the corrections, I appreciate y'all!)
me peacefully sleeping during game award show season (i have come to terms with the fact that none of the games i really care about will be nominated for anything)
So I decided to do a Mario moveset for Multiversus - Not because I really want him in or anything (there are quite a few WB icons missing from the MVS roster that I feel need to be addressed before we get third-parties, and even then Mario isn't really that high on my list of wants in that department), but because I've never really done a MVS-style moveset before, and who better to do it with than a character I know like the back of my hand?
Passive: Mega Mushroom Meter
Mario has a meter on his HUD which fills up as he deals damage. Once the meter is full, it can be activated, causing Mario to double in size similar to the bosses found at the end of Arcade Mode. This makes him slower, heavier, and stronger for a short period of time.
Neutral Normal Attack
Grounded: The punch-punch-kick combo from Super Mario 64, which is also his jab in Smash.
Aerial: His aerial kick from Super Mario 64.
Side Normal Attack
Grounded: Mario charges up a hammer swing, with the hammer taking its appearance from the Mario & Luigi games. This is similar to Bugs' Side Normal Attack.
Aerial: Same as grounded.
Up Normal Attack
Grounded: Mario charges up a leaping uppercut.
Aerial: Mario charges up a bicycle kick.
Down Normal Attack
Grounded: Mario charges up a spinning lariat, bringing the Star Spin from Super Mario Galaxy to mind. This can be used to reflect projectiles.
Aerial: Mario charges up a downward stomp, being able to spike opponents.
Neutral Special
Grounded (Fireball): Mario tosses a fireball forwards which bounces along the ground rather quickly. There is a cooldown to this move, but it is specifically timed so Mario can have a maximum of two fireballs on-screen at a time.
Aerial (Fireball): Same as grounded.
Side Special
Grounded (Dive): Mario dives forward, damaging opponents in his path.
Aerial (Cape Dive): Same as grounded, but Mario wears the cape from Super Mario World.
Up Special
Grounded (Super Jump Punch): Mario leaps upwards, dealing multiple hits of damage to opponents on the way up. Notably, this move breaks armor.
Aerial (F.L.U.D.D.): Mario uses F.L.U.D.D.'s Hover Nozzle to take to the skies, which acts similarly to the Iron Giant's double jump flight (albeit with much less longetivity).
Down Special
Grounded (Vegetable): Mario plucks a vegetable out of the ground - These can be used as throwable projectiles to hurt opponents, but can also be thrown at allies to cleanse them. However, this has a cooldown.
Aerial (Ground Pound): Mario uses the Ground Pound, crashing to the ground with his rear.
Honestly, this was pretty fun to do - Due to the way MultiVersus' movesets are more focused on gimmicky moves and team-based gameplay, I was able to do things I wouldn't be nearly as OK with in a Mario moveset for Smash. Regardless, let me know your thoughts!
Fun fact: I was originally planning to submit skeletal chickens as the Los Pollos Hermanos chickens' skin in DriDim, serving as a E-for-everyone way to reference Gus' death in Breaking Bad. I scrapped it as soon as I thought of the deep-fried idea, though, since I think it's both funny and sensible regardless of if you've watched the show.
NGL, I'm pretty proud of my submissions for the Breaking Bad items in DriDim, especially given that I haven't really watched either BB or Better Call Saul.
Since it doesn't look like we're getting music jobs for the Hasbro platfighter thread (for understandable reasons), I might as well just dump a lot of songs I think would fit on my Monopoly stage!
Everyone's saying that the post-credits scene of the Mario movie's gonna be something like a Wario reveal, but given all the talks about a Donkey Kong movie, it'll likely be a teaser for that - Probably alluding to the Kremlings.
so this was originally gonna be like wawawa's latest status but i got lazy so just have a collage of some of (but by no means all) of my most wanted smash characters