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Personally, I have no interest in getting any of the Lego Mario sets, but I'm really happy with the kind of characters and enemies they're actually choosing to include in them. I mean, I never would have guessed it would be possible to own an official Lego Bogmire...
Some random ideas, mechanics and such from my unrealistic ideal Smash game.
This game is called "Super Smash Bros. Eternal." Every character from Ultimate has returned, many of which have received changes to their movesets (although very few have been truly overhauled). Squirtle, Ivysaur, Charizard, Pyra, and Mythra are all separate, individual fighters now...and 11 newcomers have been added. This brings the base game roster to 100 total fighters.
Waluigi (Super Mario)
Vaati (The Legend of Zelda)
Kris (Deltarune)
Octoling (Splatoon) - Inkling Echo Fighter
Lip (Panel de Pon)
Sir Arthur (Ghosts 'n Goblins)
Dr. Eggman (Sonic the Hedgehog)
Gardevoir (Pokemon)
Gothitelle (Pokemon) - Gardevoir Echo Fighter
Captain Syrup (Wario)
Space Invaders (Space Invaders)
Every character has a minimum of 10 costumes now, but a small amount of characters have more: Yoshi, for example, has access to all 12 canon Yoshi colors, and Lip has all of the other playable fairies from Panel de Pon as alts, each of which has an alternate costume inspired by their equivalent characters in Tetris Attack.
The Final Smash meter is now a prominent part of gameplay and is designed to be competitively legal...it can be charged in three stages: and is activated by pressing B while taunting (just like in a particular Ultimate mod). The first stage Final Smash is usually something simple, like a strong physical attack or large projectile. The second stage is often something a bit bigger...but the third stage is always a flashy cutscene Final Smash that can only hit one opponent at a time and serves as a one hit KO. However, it's really difficult to charge up for a third stage Final Smash, so don't expect to see them very often in gameplay...unless you change the settings to make sure they are the only ones that appear!
Mario
Stage 1: Stomp - Mario attempts to stomp on an enemy. If he succeeds, you can keep pressing buttons with proper timing to continue bouncing on the enemy's head for additional damage. It isn't especially powerful, and you can only bounce eight times maximum (you'll hear the 1up sound effect if you pull it off, but nothing special happens).
Stage 2: T-Rex Rampage - Mario captures a T-Rex and charges forward, which basically functions the same as Beast Ganon albeit a bit stronger.
Stage 3: Power-Up Posse - Mario swings his Hammer to try and trigger the cutscene. If he succeeds, he'll use multiple Double Cherries to become a one-man army, each clone equipped with a different Power-Up. Each Mario then barrages the opponent relentlessly before the original unpowered Mario finishes them off with a Stomp.
Mr. Game & Watch
Stage 1: Donkey Kong - Mr. Game & Watch transforms into Donkey Kong as he appears in the Game & Watch game "Donkey Kong" and throws a series of barrels that roll along the ground. They can be jumped over easily, but they deal a lot of damage to compensate.
Stage 2: Octopus - Mr. Game & Watch transforms into the Octopus from "Octopus" and attempts to grab opponents with his tentacles. If successful, he'll squeeze them for big damage before letting them go.
Stage 3: Game & Watch Gallery - Mr. Game & Watch throws an actual Game & Watch "Ball" system, and if he hits someone, they'll be sent to a cutscene where they are bombarded by attacks from characters representing the entire Game & Watch library...you'll even see Popeye, Mickey Mouse, Donald Duck, and Snoopy if you pay attention! The final blow is dealt by the shark from "Parachute," who straight up devours the target.
Sonic
Stage 1: "SEEEEGAAAAA!" - Sonic dashes back and forth across the screen twice, just like in his classic Genesis startup screens. He damages anyone in his way, and he doesn't need solid ground to run on for this move...
Stage 2: Cyan Laser - Sonic uses a Cyan Wisp to become a laser that fires across the screen and can ricochet off of walls and ceilings. He'll do fairly strong damage to anyone he blasts through, but it's hard to control where he'll end up after using it.
Stage 3: Chaos Control - Sonic uses a Boost to dash forward, and if he runs someone over, they'll be sent to the cutscene where Sonic becomes Super Sonic and uses Chaos Control to destroy them.
Kris
Stage 1: Red Buster- Susie appears and fires a large, fairly powerful Red Buster projectile.
Stage 2: Giga Impact - Kris hops into the background and pilots the giant punching robot (with a randomly chosen head and color palette). They use it to punch somewhere in the foreground, just like with Bowser's Final Smash in Ultimate.
Stage 3: It's Just a [specil] Chaos - Kris's eye flashes red as they perform a rough slash with a knife. If someone is hit, they'll be sent to a cutscene where they are pummeled by bullets from both Jevil and Spamton NEO (secret bosses from other chapters will likely be added if this hypothetical game was released after those chapters are). The damage from the bullets causes the opponent's SOUL to shatter in a recreation of Undertale and Deltarune's death animation.
Every character in the game has a unique, dedicated home stage, and each stage has an alternate form with a competitive layout. Many stages will have identical competitive forms, but it's still neat to have access to all the locations anyway. One notable change is that Small and Big Battlefield have been replaced. Small Battlefield is now the Floating Stadium from the Subspace Emissary, and Big Battlefield has been replaced with Galeem and Dharkon's battle arena (with it's competitive layout matching the exact layout from their boss battles).
I keep randomly getting new ideas for this fake game, so I will probably make another random idea dump on here sometime soon. Also, I do intend to get back to my Smash Generations series soon after a little hiatus...so watch out for that.
guys help my brain keeps mixing lyrics of songs with their parodies so i keep singing stuff like "baby tonight the dj's trying to steal our stuff again"
Day 5 of creating a Generations gameplay route for each Smash character!
In a hypothetical Super Smash Bros. game with a story mode, the villain somehow manages to summon the Time Eater from Sonic Generations. Using it's power, the Smashers are all flung into their own versions of White Space, where they must team up with past versions of themselves (or future versions in some cases) to explore many locations from their past, collect all seven Chaos Emeralds, and defeat the Time Eater to escape.
In each character's route, I will go over the gameplay styles for both the Classic and Modern versions of each character, every Level (or whatever else they may have) on their quest, and what they must do in order to acquire Chaos Emeralds. Some of these will be slightly more descriptive than others, either because it will be necessary to do so or just because I'm more familiar with some franchises than others. I will attempt to release one of these daily until I've passed through all 86 characters on the Smash roster, going in order of official Fighter Number.
Day 5: Yoshi
Classic Yoshi is based on Super Mario World 2: Yoshi's Island, including all the gameplay mechanics regarding Baby Mario. Modern Yoshi, however, is based on Yoshi's Crafted World, including the ability to throw eggs into the background and foreground.
Make Eggs, Throw Eggs (Yoshi's Island)
Blargg's Boiler (Yoshi's Story)
Classic Boss Battle! Burt the Bashful (Yoshi's Island)
Tale of the Spirit of Money (Yoshi Topsy-Turvy/Universal Gravitation)
Stork Skyline (Yoshi Touch & Go)
Classic Boss Battle! Bowser (Yoshi Topsy-Turvy/Universal Gravitation)
The Cave That Never Ends (Yoshi's Island DS)
Ukiki Trouble in Clawdaddy Cove (Yoshi's New Island)
Modern Boss Battle! Hector the Reflector (Yoshi's Island DS)
A Little Light Snowfall (Yoshi's Woolly World)
Skelesaurus Wrecks (Yoshi's Crafted World)
Modern Boss Battle! The Great King Bowser (Yoshi's Crafted World)
Every level except for Stork Skyline contains a secret exit, which leads to a bonus challenge with a Chaos Emerald as a reward. Almost every challenge is based on a puzzle game...the challenges are:
After collecting all the Chaos Emeralds, the Yoshis (and Baby Mario) can achieve their superforms and battle the Time Eater in a Boss Battle that plays very similarly to the Baby Bowser fight from Yoshi's Island.
Day 4 of creating a Generations gameplay route for each Smash character!
In a hypothetical Super Smash Bros. game with a story mode, the villain somehow manages to summon the Time Eater from Sonic Generations. Using it's power, the Smashers are all flung into their own versions of White Space, where they must team up with past versions of themselves (or future versions in some cases) to explore many locations from their past, collect all seven Chaos Emeralds, and defeat the Time Eater to escape.
In each character's route, I will go over the gameplay styles for both the Classic and Modern versions of each character, every Level (or whatever else they may have) on their quest, and what they must do in order to acquire Chaos Emeralds. Some of these will be slightly more descriptive than others, either because it will be necessary to do so or just because I'm more familiar with some franchises than others. I will attempt to release one of these daily until I've passed through all 86 characters on the Smash roster, going in order of official Fighter Number.
Day 4: Samus
Classic Samus follows the gameplay of Super Metroid, while Modern Samus follows the gameplay of Metroid Dread. Instead of individual levels, the two Samuses will explore a large interconnected map featuring locations from every Metroid game that have been mashed together. Both Samuses have different abilities they can collect around the map, so swapping between them (which is done at Save Stations) is necessary to complete their objective...which is to locate all of the Seven Bosses and collect the Chaos Emeralds they guard.
The areas that make up the map include:
Brinstar (Metroid)
Phase 2 (Metroid II)
Wrecked Ship (Super Metroid)
Restricted Laboratory (Metroid Fusion)
Phendrana Drifts (Metroid Prime)
Chozodia (Metroid: Zero Mission)
Ing Hive Temple (Metroid Prime 2)
Vesper Defense Outpost (Metroid Prime Hunters)
Phaaze Sanctum (Metroid Prime 3)
Pyrosphere (Metroid: Other M)
Excelcion (Metroid Prime: Federation Force)
Phase 6 (Metroid: Samus Returns)
Hanubia (Metroid Dread)
The Chaos Emeralds are guarded by seven Bosses who hide out in different parts of the map. The Bosses are:
Ridley
Kraid
Mother Brain
Metroid Queen
Dark Samus
Sylux
Raven Beak
After all the Emeralds are collected, the Samuses can activate superforms and access the Final Area, where the Time Eater resides. After defeating it, the Samuses have to escape the area before it self-destructs...
Day 3 of creating a Generations gameplay route for each Smash character!
In a hypothetical Super Smash Bros. game with a story mode, the villain somehow manages to summon the Time Eater from Sonic Generations. Using it's power, the Smashers are all flung into their own versions of White Space, where they must team up with past versions of themselves (or future versions in some cases) to explore many locations from their past, collect all seven Chaos Emeralds, and defeat the Time Eater to escape.
In each character's route, I will go over the gameplay styles for both the Classic and Modern versions of each character, every Level (or whatever else they may have) on their quest, and what they must do in order to acquire Chaos Emeralds. Some of these will be slightly more descriptive than others, either because it will be necessary to do so or just because I'm more familiar with some franchises than others. I will attempt to release one of these daily until I've passed through all 86 characters on the Smash roster, going in order of official Fighter Number.
Day 3: Link
Classic Link follows the traditional top-down Zelda gameplay while Modern Link directly copies Breath of the Wild. Instead of playing through a set of levels like the previous two characters, the Links will get to explore a full map made up of various areas from the Zelda series that have been mashed together. The player will swap between the two Links in specific areas in order to progress. Each dungeon provides a new item for Classic Link, but only some of them provide new runes and skills for Modern Link.
As stated before, the Links explore a full map made of mashed up locations from throughout the series. There is one dungeon from every mainline Zelda game located near a town or something from that game. The areas and their respective dungeons are:
Old Hyrule & Level 1 (The Legend of Zelda) - Classic Link gets the Boomerang, Modern Link gets the Magnesis Rune
Rauru Town, Parapa Desert, and Parapa Palace (Zelda II) - Classic Link gets the Lantern, Modern Link gets the Stasis Rune
Kakariko Village and Thieves' Town (A Link to the Past) - Classic Link gets the Bow, Modern Link gets the Cryonis Rune
Mabe Village and the Color Dungeon (Link's Awakening) - Classic Link gets the Bombs, Modern Link gets the Remote Bomb Rune
Death Mountain, Goron City, and Dodongo's Cavern (Ocarina of Time) - Classic Link gets the Hookshot
Great Bay, Zora Coast, and Great Bay Temple (Majora's Mask) - Classic Link gets the Bunny Hood, Modern Link gets Mipha's Grace
Lynna City (Oracle of Ages) / Subrosia (Oracle of Seasons) / Room of Rites (Linked Game) - Classic Link gets the Shovel
Talus Cave (Four Swords) - No associated locations, Classic Link gets the Mole Mitts, Modern Link gets Revali's Gale
Forsaken Fortress (Wind Waker) - No associated locations, Classic Link gets the Deku Leaf
Palace of Winds (Four Swords Adventures) - No associated locations, Classic Link gets the Fire Rod
Mt. Crenel and Cave of Flames (Minish Cap) - Classic Link gets the Gust Jar, Modern Link gets Daruk's Protection
The City in the Sky (Twilight Princess) - Classic Link gets the Spinner
Bellum's Ghost Ship (Phantom Hourglass) - No associated location, Classic Link gets the Bombchus
Snow Realm and Snow Temple (Spirit Tracks) - Classic Link gets the Ice Rod
Lanayru Desert and Lanayru Mining Facility (Skyward Sword) - Classic Link gets the Beetle, Modern Link gets Urbosa's Fury
Skull Woods (A Link Between Worlds) - Classic Link gets the Sand Rod
Riverside (Tri Force Heroes) - Classic Link gets the Magic Hammer, Modern Link gets the Master Cycle Zero
Hyrule Castle (Breath of the Wild) - Both Links get the Master Sword
The Chaos Emeralds are all hidden throughout the map, and must be earned by participating in special challenges. The challenges are, in no particular order:
Crossbow Training
Bombchu Bowling
Rhythm Challenge (Based on Cadence of Hyrule)
Digging Game
Balloon Fight (Inspired by Tingle's Balloon Trip)
Horde Battle (Based on Hyrule Warriors)
Loftwing Race
After getting all the Emeralds and clearing all the dungeons, the Links gain access to the Time Eater's dungeon, which is located in the exact center of the map. Upon entering, the Links activate superforms and use them to fight through an extra challenging dungeon that culminates in a battle with the Time Eater! Be sure to keep collecting rupees so the superforms don't disappear!
Day 2 of creating a Generations gameplay route for each Smash character!
In a hypothetical Super Smash Bros. game with a story mode, the villain somehow manages to summon the Time Eater from Sonic Generations. Using it's power, the Smashers are all flung into their own versions of White Space, where they must team up with past versions of themselves (or future versions in some cases) to explore many locations from their past, collect all seven Chaos Emeralds, and defeat the Time Eater to escape.
In each character's route, I will go over the gameplay styles for both the Classic and Modern versions of each character, every Level (or whatever else they may have) on their quest, and what they must do in order to acquire Chaos Emeralds. Some of these will be slightly more descriptive than others, either because it will be necessary to do so or just because I'm more familiar with some franchises than others. I will attempt to release one of these daily until I've passed through all 86 characters on the Smash roster, going in order of official Fighter Number.
Day 2: Donkey Kong
Classic DK plays just like in the original SNES Donkey Kong Country trilogy, complete with the Tag-Team mechanics! This means that it is technically possible to complete all the Classic levels without using DK...meanwhile, Modern DK plays just like in Tropical Freeze. In it, DK has two hearts, and gets two more (plus a new ability) whenever he gains a partner. The partner Kongs that may appear include Diddy, Dixie, Kiddy, Tiny, and Cranky. The specific partner Kongs available vary between levels...
Now, as for the abilities available to partner Kongs, I will only describe the ones that haven't been seen in games before...
Modern Kiddy Kong makes DK heavier, reducing his jumping height while also allowing him to create mini-earthquakes whenever he lands from a jump or fall.
Classic Tiny Kong plays just like Dixie Kong, except she's able to shrink on special panels. She uses her original design from Donkey Kong 64.
Modern Tiny Kong gives DK her shrinking ability on special panels. She uses her modern design as of Diddy Kong Racing DS.
Classic Cranky Kong controls roughly the same as Scrooge McDuck in DuckTales for the NES.
World 1:
Jungle Hijinxs (Donkey Kong Country) - Barrels contain Diddy Kong
Big Ape City (Donkey Kong Land) - Barrels contain Diddy Kong
Lockjaw's Locker (Donkey Kong Country 2) - Barrels contain either Diddy or Dixie
Classic Boss Battle! King K. Rool (Donkey Kong Country) - Features Diddy Kong
World 2:
Krazy Kremland (Donkey Kong Land 2) - Barrels contain either Diddy or Dixie
Kremwood Forest (Donkey Kong Country 3) - Barrels contain either Dixie or Kiddy
Great Ape Lakes (Donkey Kong Land III) - Barrels contain either Dixie or Kiddy
Classic Boss Battle! KAOS (Donkey Kong Country 3) - Features Dixie Kong
World 3:
Angry Aztec (Donkey Kong 64) - Barrels contain either Diddy or Tiny
Strawberry Kingdom (Donkey Kong Jungle Beat) - No Barrels are found
K. Kruizer III (DK: King of Swing) - Barrels contain Diddy Kong
Modern Boss Battle! Cactus King (Donkey Kong Jungle Beat) - No Partners
World 4:
Toybox (DK: Jungle Climber) - Barrels contain either Diddy or Dixie
Sunset Shore (Donkey Kong Country Returns) - Barrels contain Diddy Kong
Fruity Factory (Donkey Kong Country: Tropical Freeze) - Barrels contain either Diddy, Dixie, or Cranky
Modern Boss Battle! Lord Fredrik (Donkey Kong Country: Tropical Freeze) - Features Diddy Kong
Every level based on a mainline Donkey Kong game features a secret exit hidden somewhere...is it in the Classic or Modern version? You'll have to explore to find out! If you find the secret exit, you'll unlock a Bonus Stage featuring a special challenge for a Chaos Emerald. The challenges are:
Jungle Hijinxs: Rambi Challenge (Collect all the bananas on a timed obstacle course with Rambi the Rhinoceros)
Lockjaw's Locker: Enguarde Challenge (Collect all the bananas on a timed obstacle course with Enguarde the Swordfish)
Kremwood Forest: Swanky's Sideshow Challenge (Beat a full set of Swanky Kong's mini games, including trivia, target practice, and more!)
Angry Aztec: Mine Cart Challenge (Clear a traditional hardcore Mine Cart level)
Strawberry Kingdom: Donkey Konga (Clear a rhythm minigame featuring the DK Bongos)
Fruity Factory: Temple Challenge (Clear a hardcore Temple level)
After collecting all seven Emeralds, the two DKs can achieve their superforms and battle the Time Eater! They must make good use of their Kong allies, who get cheap ripoff superforms in a similar manner to Tails and Knuckles in Sonic Heroes.
I was going to upload my Day 2 of making a Generations Route for every Smash character, but my computer is acting up and my phone just DOES NOT let me make posts that long on SmashBoards. So I’ll have to skip it today. Hopefully, I’ll be able to get it up tomorrow…
One truly depressing thing is accidentally stumbling across a 2017 SiIvaGunner WANO rip and seeing all the comments saying stuff like "Please don't die Stefan"
Day 1 of creating a Generations gameplay route for each Smash character!
In a hypothetical Super Smash Bros. game with a story mode, the villain somehow manages to summon the Time Eater from Sonic Generations. Using it's power, the Smashers are all flung into their own versions of White Space, where they must team up with past versions of themselves (or future versions in some cases) to explore many locations from their past, collect all seven Chaos Emeralds, and defeat the Time Eater to escape.
In each character's route, I will go over the gameplay styles for both the Classic and Modern versions of each character, every Level (or whatever else they may have) on their quest, and what they must do in order to acquire Chaos Emeralds. Some of these will be slightly more descriptive than others, either because it will be necessary to do so or just because I'm more familiar with some franchises than others. I will attempt to release one of these daily until I've passed through all 86 characters on the Smash roster, going in order of official Fighter Number.
Day 1: Mario
Classic Mario follows the traditional 2D Mario platformer mechanics, whereas Modern Mario uses 3D gameplay. More specifically, Classic Mario plays like the Super Mario Bros. style in the Super Mario Maker games, while Modern Mario plays like he does in Bowser's Fury. Most levels will feature powerups as well...some powerups are special and can only be found in certain levels! In Classic Mario's levels, the goal is always a Flagpole, while Modern Mario's goal will change to match the level...he may be searching for Power Stars, Power Moons, Shine Sprites, or Cat Shines sometimes!
Considering Mario's vast history, he has one of the largest routes out of every character in the game!
World 1:
Construction Site (Donkey Kong)
The Sewers (Mario Bros.) - Not so much a level as it is a minigame. You have to clear a set number of Mario Bros. stages to pass.
Demolition Site (Wrecking Crew) - Same as the Sewers, only with Wrecking Crew.
Mushroom Kingdom (Super Mario Bros.)
Lost Underground (Super Mario Bros.: The Lost Levels)
Subcon Desert (Super Mario Bros. 2)
Classic Boss Battle! Bowser (Super Mario Bros.)
World 2:
Airship (Super Mario Bros. 3)
Chai Kingdom (Super Mario Land)
Ghost House (Super Mario World)
Mario Zone (Super Mario Land 2)
Fairy's Forest (Mario & Wario) - Actually not a minigame level, instead featuring an original pair of levels inspired by Mario & Wario.
Clash Tower (Mario Clash) - Another minigame level
Classic Boss Battle! Wario (Super Mario Land 2)
World 3:
Sunken Ship (Super Mario RPG)
Cool, Cool Mountain (Super Mario 64)
You vs Boo! (Super Mario Bros. Deluxe) - You can only pass this level if you finish it before Boo does...
Mount Rugged (Paper Mario)
Noki Bay (Super Mario Sunshine) - F.L.U.D.D. appears in this level! Modern Mario uses him the whole time, while Classic Mario gets to use him as a powerup.
Modern Boss Battle! Cackletta (Mario & Luigi: Superstar Saga)
World 4:
Twilight Town & Creepy Steeple (Paper Mario: The Thousand Year Door)
Goomboss's Lair (Super Mario 64 DS)
Shroob Castle (Mario & Luigi: Partners in Time)
Monty Mountains (New Super Mario Bros.)
The Underwhere (Super Paper Mario)
Gusty Garden Galaxy (Super Mario Galaxy)
Modern Boss Battle! Major Burrows (Super Mario Galaxy)
World 5:
Pump Works (Mario & Luigi: Bowser's Inside Story)
Penguin Playground (New Super Mario Bros. Wii)
Supermassive Galaxy (Super Mario Galaxy 2)
Pixel Skies (Super Mario 3D Land)
Golden Shores (New Super Mario Bros. 2)
The Bafflewood (Paper Mario: Sticker Star)
Classic Boss Battle! Paper Gooper Blooper (Paper Mario: Sticker Star)
World 6:
Painted Swamplands (New Super Mario Bros. U)
Dreamy Mount Pajamaja (Mario & Luigi: Dream Team)
World Bowser (Super Mario 3D World)
Course World (Super Mario Maker) - This level constantly switches between the four game styles, and features a variety of platforming challenges inspired by Mario Maker creations.
Doop Doop Dunes (Mario & Luigi: Paper Jam)
The Emerald Circus (Paper Mario: Color Splash)
Modern Boss Battle! Motley Bossblob (Super Mario 3D World)
World 7:
Yamamura's Challenge (Super Mario Maker for Nintendo 3DS) - Similar to Course World, except Yamamura will give you challenges that must be met in order to earn Dragon Coins and Star Coins.
Airship Runway (Super Mario Run) - This level forces you to run nonstop.
New Donk City (Super Mario Odyssey) - Cappy appears in this level! Modern Mario uses him the whole time, while Classic Mario uses him as a powerup.
Ninji's Super World (Super Mario Maker 2) - Same idea as Course World, although the SM3DW style is in this one...
Shogun Studios (Paper Mario: The Origami King)
Lake Lapcat (Bowser's Fury)
Modern Boss Battle! Ruined Dragon (Super Mario Odyssey)
Each level (except for the minigame ones) contains three Dragon Coins (in Classic) and three Star Coins (in Modern). If all of these are collected in a World, that World's Bonus Stage opens up! Each Bonus Stage is a Mario Kart race on an iconic track. If you win, you get a Chaos Emerald! The tracks you'll race on include:
SNES Mario Circuit 1
N64 Toad's Turnpike
GBA Sky Garden
GCN DK Mountain
DS Waluigi Pinball
Wii Moonview Highway
3DS Rainbow Road
Once all seven Emeralds have been earned, you can challenge the Time Eater! In battle, the Marios take on Superforms and tackle a bunch of platforming challenges that alternate between 2D and 3D, halting every so often to get a chance to attack the Time Eater! I hope you've learned how powerups work to make it out alive...and don't forget to keep collecting coins, or else the Superforms will disappear!
I don't know how likely it is I'll be able to keep this up, but I'm gonna try. See ya next time with Donkey Kong!
My most wanted newcomers for a future Smash game, specifically just enough to bump the roster up to 100 total characters if Squirtle, Ivysaur, Charizard, Pyra, and Mythra are featured as individual fighters. Sora used to be on this list...but now that he's actually here (still can't believe it!), his spot has been claimed by Eggman.
Note that Octoling is an echo of Inkling, and Gothitelle is Gardevoir's echo.
I always have and always will prefer 2D animation and pixelated sprites to anything with 3D models. There’s just something more fun about them to me. Not that 3D stuff can’t be good and 2D stuff can’t be bad, though.
Ok, first off, I have no idea what kind of theories people are already throwing out, so this may not be new.
So...I'm starting to think that Ralsei actually is Asriel. Like, Kris's actual brother Asriel. Now, there's tons of obvious stuff of course...he clearly looks like Asriel, his name is an anagram of Asriel...yeah, we all know that. But, there are some other interesting things introduced in Chapter 2.
First up, the bedroom Ralsei made for Kris looks suspiciously similar to the one Kris has in the Light World, only without all of Asriel's stuff...second, Ralsei is able to travel to other Dark Worlds without freezing, which Lancer and Rouxls couldn't do because they "weren't compatible." Now, counterpoint to that one, Ralsei's Dark World is hospitable for all Dark World residents so I guess if he really is from there that could explain why he can go to the other ones...but if that's not the case, then I think he could have survived there because he's actually a Lightner.
The other thing I find mildly suspicious is...how did Ralsei get to the other Dark World? Lancer and Rouxls only got there because they stowed away in Kris's "Pants Hole," but Ralsei definitely did not do that. I think that if Ralsei is actually a Lightner, then he may have simply travelled there himself just like Kris and Susie did, which he totally could have gotten away with thanks to the, uh...traffic conditions outside...
But now you're probably thinking, how could this be possible if Asriel is at college? Well, I think it could be possible that he actually never went. Maybe he actually found the Dark World instead and he's been there the whole time. Kris and Susie don't seem to recognize him, sure, but...well...we know Kris doesn't really say anything, and Susie may not know Asriel or care enough to have known him. And keep in mind that the Castle Town was empty before we brought everyone in. Maybe all of this is a trick, and Ralsei is actually our enemy...? He does have his own Fountain, right...?
I'm probably just overthinking stuff. But hey, it's still something to think about until we get Chapter 3 in like 8 years from now.
Flashback to the time in 1st grade when somebody actually managed to convince me that you could unlock a ton of Sonic characters in Mario Super Sluggers