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MBRedboy31
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  • Y’know, it might be fun if the next Smash were to get something similar to Multiversus’ Signature Perks, where you pick just one and it modifies a specific one of the character’s moves or adds a unique passive bonus. It’d be a lot less work for the devs than making 3 versions of every special move like in Smash 4 and it’d be easier to balance. (They also ABSOLUTELY need to be selectable directly from the CSS! Nobody will use them if they’re exclusive to a customization menu!!)

    Kirby with Arya’s face-steal-on-KO signature perk would be super fun, BTW.
    Janx_uwu
    Janx_uwu
    Competitive Smash 4 did intermittedly allow custom moves for its first year, before all the overpowered stuff like Hyperspeed was discovered. (This is also when Small Mii Brawler was legal)

    Although I think a lot of people just stuck to the base characters' movesets cause that's what they were used to.
    MBRedboy31
    MBRedboy31
    Janx_uwu Janx_uwu I’m looking toward the future here, and I already witnessed the Smash 4 competitive scene. Do you think this system would be better or worse? Your comment doesn’t acknowledge the new system I’m describing at all.

    Also, I’m not talking exclusively about competitive play. Having Smash 4 customs not selectable on the CSS is also massively in the way of them being used casually. Imagine how much fun people would have if you could just easily select them without all the hassle of setting up custom sets and stuff. Having a single perk to select on the CSS instead of 4 separate moves each time would probably be a bit easier and faster as well.
    Janx_uwu
    Janx_uwu
    jesus man i'm sorry alright. i was just yappin

    new system sounds cool i guess idk. it would definitely solve some concerns people have with wanting echoes for gameplay reasons. Like I main bowser and I would love to have a faster, weaker, lighter bowser clone like Dry Bowser or something. So a perk would potentially let me have that even if Bowser doesn't get an echo/clone in the near future.
    Props to the shoulder-bash-cancel-jump in LEGO Brawls for being the tech that makes one of the most dramatic differences in game feel I’ve ever seen.

    Normally you just kinda walk and jump around slowly to hunt for those powerups that let you properly contest the objective (your base moveset is really wimpy,) but with this easy to perform trick you can yeet yourself everywhere at ludicrous speed. It’s like a Multiversus dodge jump but much more powerful. I wonder what that’d look like in a more “standard” platform fighter instead of whatever Lego Brawls is. You could cross the entire stage in an instant!
    I haven’t played Lego brawls in ages so I don’t know if anything about this changed, tbh. But, this move still sticks out in my mind.
    Random question: what color Joycons are attached to your Switch right now (if you have one/ have one with Joycons)?

    I didn't really intentionally plan this, but mine has a yellow left joycon and a dark gray right joycon, which gives it kind of an industrial theme.
    I like to imagine that the Blanka-Chan costume in Street Fighter 5 and 6 isn’t Blanka himself, but rather, some regular guy who somehow happened to obtain a magical costume that gives him all the abilities of the real Blanka.
    After over 2 decades, Dole branded bananas finally returned to Super Monkey Ball.

    (albeit only in a limited time event, in Super Monkey Ball Banana Rumble)
    In Gunfire Reborn, I’ve finally unlocked (basically) all the Talents, unlocked all the weapons, and unlocked all the Occult Scrolls. There’s nothing else in the main progression to grind for now, and doing the hardest difficulties is just a matter of actually going and doing them. Feels kind of weird not needing to hoard Soul Essence (except for cosmetics) or worry about unlock conditions anymore, honestly, but it’s also kind of freeing.
    Imagine if Yoshi’s Wooly World had its large cast of Nintendo-character-patterned amiibo unlock Yoshis as collectibles found across the world, instead of just amiibo unlocks. It would’ve felt kind of like Astro Bot’s large number of cameos, and they would‘ve had the opportunity to include some super deep cuts instead of just most of the Smash 4 roster plus a few extras. Finding the third-party skins such as Sonic, PAC-MAN, Mega Man, and Ryu (the 3DS version added some more amiibo skins since it’s newer) would’ve been pretty cool surprises too.
    Usually we think of Nintendo and their close affiliates being the ones who gets the most out of their hardware, graphically speaking, but, it’s interesting to think about how that wasn’t really the case on the GBA. The GBA was capable of surprisingly alright 3D graphics, but it was almost purely 3rd parties utilizing that. I do have to wonder what first party 3D GBA games would’ve looked like…
    I like to imagine that the playable Banana Guard in Multiversus is actually somehow the strongest BG of all time by a huge margin, but, due to a very long series of unfortunate (and usually incredibly goofy and unlikely) coincidences, he was never seen in the show and never managed to show up to any battles. Since he thus hasn’t seen the other BGs fight, he just assumes that all of the BGs are as strong as he is, hence his confidence in the BGs as a collective.
    According to the Smash Ultimate loading screen tips, Kazuya doesn‘t actually have any tilts, he just has a bunch of command inputs, in the same way EWGF is a command input.

    It’s slightly disappointing IMO, since I wanted to see the official Nintendo lingo for a back-down tilt or whatever.
    A long time ago, I rented Amazing Island for the Nintendo Gamecube, which is a game about creating monsters and using them to play minigames. As it turned out, to actually create your own monsters you have to complete the first set of minigames, and for the life of me I could not complete the first set of minigames. You only get a couple retries, and after that, you have to start the minigame set all over again. Without completing those minigames, all you can do is take a little personality test thing and the game generates a monster for you. So… that was one of the most disappointing games I’ve ever rented.
    Has there ever been a gritty realistic styled multiplayer shooter where the player corpses don’t despawn and just pile up over the course of the the match as the players die and respawn? Do they eventually act as cover if enough players die in one place? (I legitimately don’t know, I know barely anything about gritty shooter games.)
    If Eggman ever gets in Smash, while he’d obviously be driving some kind of vehicle and using a bunch of weapons and stuff, I don’t want him to only use his vehicle’s weapons, I want to see him reach out of the cockpit with one of his long arms, pick up the opponent by the neck like Ganondorf does, and smash their skull over his vehicle’s dashboard. He’s a villain, make it feel brutal! He fights bare knuckle in the current comics sometimes!
    You know how Smash has an “Original 12?” It’s funny to think about how Street Fighter has merely an “Original 2.”

    I know SF1 has a bunch of NPC fighters, many of whom are playable in later Street Fighter games, but nobody counts Smash 64’s NPCs (Master Hand, Polygons, etc.) in the Original 12.
    In terms of games, tomorrow, there’s two things I’m pretty excited for!
    • The English version of BAKERU (it had been out in Japan for a while but now it’ll finally be in English. It’ll also now be on PC as well as Switch, and Steam is where I currently have some money, plus I’ll get slightly better framerate.)
    • A big update for Fall Guys featuring stuff like Scrapyard themed levels, score-based custom levels (instead of only races and survivals,) and a rubber chicken weapon that your bean uses as a baseball bat.
    Also I have to go to the dentist tomorrow. Oh well…
    The Patrick Star Game is honestly a pretty unique and clever take on a licensed game. I wonder what other franchises would work well for a similarly Goat Simulator-esque “cause physics based mayhem + do small tasks on the side” game?

    (on a personal-tastes side note, physics-based stuff really catches my attention when considering what games I want.)
    But the real question is, does the Switch port of MySims 1 include the exclusive content from the kinda obscure PC port of the game...?

    Edit: A point against that is that the PC port had online multiplayer, which isn’t mentioned anywhere on the game’s page on Nintendo’s website. But, the handful of exclusive Sims and the Gardens could still be added without online.
    In Star Fox Guard on Wii U, when you make an ID card to act as your save file, you add a picture of your Mii’s face to it.

    But, since Star Fox takes place in a universe of only anthropomorphic animals, clearly this means that your Mii is actually your character’s humansona. (Skinsona? Idk…)

    Pretty interesting that Grippy’s company is willing to let you use your ‘sona as your identity.
    I wonder if the next Smash should completely redesign how many ATs work. Currently, the more “sort of a playable character” ATs just do their thing completely autonomously, you can’t really interact with them besides being beaten up by them or attacking them, and there isn’t a whole lot of counterplay to it being a 2v1.

    My idea is that many ATs would follow directly behind you and attack when you do certain things, sort of not quite like a much less featured second Ice Climber. Some would dish out follow-up hits when you land a hit on an enemy, some would fire supporting projectiles when you use a special, some would attack enemies while you hold shield, some would grant you buffs or healing. Some of them could assist your recovery by attacking when you do your up special, or carrying you through the air if you hold the jump button. If you’ve played any of the Rifts in Multiversus where Toasty assists you by firing projectiles at enemies you hit, these ATs are kinda like that but more fleshed out and powerful.

    The idea here is that the AT would create a proper team-up between you and the character, and, by their moves being wholly tied to what you do, makes them far more interactive. Your opponent is also able to counter them simply by managing to attack you, since the ATs won’t help you while you’re in hitstun. (Also, just imagine the combo videos with these ATs.)
    A feature that’d be fun in an update to NASB2 (or could be added to a hypothetical NASB3) would be a “Super Fast Mode” setting that slightly speeds up the frame data of all attacks and makes all airdodges and grounded rolls become airdashes without spending slime, so that it feels somewhat like NASB1. It wouldn’t actually quite be like NASB1, but it’d still be interesting to see something that combines both games’ traits.

    The closest thing I’ve seen to this in another platform fighter is SSF1 Mode in SSF2, which is a much more drastic change than this NASB1 mode would be.
    One thing I think would be interesting to see explored in some future Zelda game is what would happen if there were another male Gerudo who’s not Ganondorf.

    Gerudo societies after OoT (such as in BoTW/TotK) seem to have abandoned their old tradition of making male Gerudo their king and instead embraced having an all female society, so I wonder if a new male Gerudo would be exiled. Would he be mad at Gerudo society, or would he take his anger out on just-returned-from-death-yet-again Ganondorf for ruining the idea of male Gerudo hundreds of years ago and getting him exiled in the first place?
    One thing I don’t like about some Splatoon maps, especially many of the ones in the later entries, is how a lot of the maps seem disconnected from the environment they take place in.

    As a comparison, I’ll compare Arowana Mall to Barnacle and Dime. Arowana Mall is nestled tightly among a group of shops, and has some side paths that go around some of the shops, so you can imagine that Inklings walk through the turf war area when there’s no turf war happening to shop (even if the terrain is absolutely ridiculous and impossible to traverse without inking the ground first, but that can be kinda chalked up to videogame level design surrealism or whatever.) On the other hand, Barnacle and Dime’s battle area is in the middle of a body of water in the mall, far away from all of the shops. There is no way any mall customers ever come to that island except to do battles. You could imagine the battle platform being placed unchanged in a wide variety of places and it wouldn’t really matter, so the mall background has no affect on the design of the battle map.
    Interesting thing about the Nintendo Switch Sports basketball update is that there is now a completely separate credits scroll just for basketball. (The golf update didn’t get its own credits, just basketball.) I haven’t painstakingly compared the two to see how different the dev team for the basketball update is, but the obvious thing from the top of the credits is that basketball has a different director.
    An idea that I don’t think I’ve seen anybody try in a platform fighter yet is a character that is extremely light such that they usually die around 50% or so, but also have twice as many stocks as everyone else (and give only 0.5 points when KO’ed in a time match.)

    It’d rather significantly change the dynamics of the match since the opponent has to focus more on KO’ing than on racking up damage, and the character would be able to do riskier offstage plays since their stocks are relatively disposable. It’d probably make the most sense for “mook” characters that are expected to have low durability and be numerous in number.
    Have you ever thought about how weird it is when you're exploring an ancient ruin in an RPG or whatever and the ruin contains ancient treasure chests containing the exact same currency the game's world's modern society uses? Aside from the fact that it's strange that they've used the same currency for so long, it's also funny to think about how those treasure chests must've contained a massive amount of money that's now a mere pittance due to inflation.
    Denpa Men being in the Direct reminded me that I should finally actually beat Denpa Men 1, where I got to the final dungeon years ago but never beat it, so I finally did that today!

    I had three Barrier items in my inventory, which make your entire team damage immune for a few turns, which made the final boss surprisingly easy (but it was still a bit nailbiting somehow despite that.) On a side note, my entire team was already wearing their rainbow patterned bodysuits for the extra darkness defense, which turned out to be pretty fitting for Pride Month.

    I could do the postgame, but I’m not sure if I want to. I don’t have Denpa Men 2 or 3 and I’d have to pirate them if I want to play them.
    This is possibly the funniest pick Sega could’ve done for the Super Monkey Ball DLC
    People talk about how Nintendo is doing better than the competition due to their games being lower budget due to not needing as fancy graphics and thus releasing more consistently. But, since their next console apparently is going to have a significant power increase, will they eventually run into the same issue? They’re still going to need to convince people to buy their next console, and if it doesn’t have any marketing hooks other than better graphics, their next big first party games are going to take longer and cost more to make. Hopefully they can still supplement with lower budget games to fill in the gaps, though.
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    Quillion
    Quillion
    Studios in general just need to be less afraid to go against consumers' overly high expectations (which they are partly responsible for tbf) and release games that aren't as "polygon pushing" as they possibly can. Not saying they're perfect, but in general, that is one of Nintendo's strengths.
    I wonder if Splatoon Kart could work well as a unique Mario Kart alternative. Naturally, you‘d be able to paint the track to speed yourself up and slow your enemies. The players would probably need to be divided into 2 or 3 teams for better color readability. Maybe the karts would hover and you can push them down into the ink with good timing, sort of like how the hovering vehicles in Kirby Air Ride only touch boost pads if you make them touch the ground, which would make enemy ink not quite as obnoxious. Or maybe the kart can jump so you can jump over enemy ink.

    I don’t foresee Nintendo actually making this because they wouldn‘t want anything competing with Mario Kart, but it’s interesting to think about.
    Messed-up movie idea: horror movie where hackers somehow manage to summon a group of TF2 bots into the real world.

    It’s an absolute massacre. Remember that most common building materials don’t stop bullets and these heartless killing machines can see and aim through walls with perfect accuracy.
    I think it’s pretty interesting that computers are relatively easily able to fully simulate a universe with 4 spatial dimensions (it’s all just math that doesn’t fundamentally change when you add more dimensions beyond requiring longer calculations,) but lack any way to easily convey it to we 3D humans with our eyes that only see in 2D. Devs try their best of course, but it can only go so far.

    For some examples of 4D games, we have games like 4D Golf, 4D Miner, and 4D Toys!
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