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  • I don't play any games even semi-competitively, but I find competitive game design really interesting. I'd love to make a competitive game at some point.
    It's surprising there aren't more companies trying to make competitive kart racers - there's certainly a market for them, just look at KartRider or - if Korea's too long a mental flight - CTGP Revolution.

    The closest we've really got from a major studio is CTR, but the very poor online and the devs' refusal to balance out the engine classes made it dead on arrival despite shining potential.
    Glubbfubb
    Glubbfubb
    I just want a mario kart maker
    ZoroCarlos
    ZoroCarlos
    Hmmm... as a competitive CTR player I don't think that even balancing the other engine classes besides speed would have made them competitively viable, considering that tech like u-turning make speed's biggest weakness practically null.

    But I do wish they would have buffed the other engines a little to make them more fun casually. Like... drift has no reason to exist, you should have just improved the turn or balanced engine.

    Another point you could have mentioned is that... the item balance is pretty bad too lol. Missiles track like ass and aren't fast enough sometimes to even matter. The clock appears once in like 10 races. Turbos are only useful for accelerating after being hit, otherwise a waste. The Super Engine is bugged and gives you practically infinite reserves. Blue Shields are OP and frontrunning with one is basically a free win. Bowling Bombs have an awkward tracking system that makes them miss 90% of the time, why can't they just go right where I'm facing? On top of everything there is no invincibility after being hit, so you could just get turbo squashed like 3 times after being hit with a Warp Orb and just jump from 1st to 6th out of your control.

    The online is garbage though, agreed. But to say it killed the game on arrival isn't quite right despite its flaws. I played actively through all the GPs and the playerbase was always active, as well as the online communities organizing events and such. Compare to something like Team Sonic Racing which was just dead after a week or two. Not to mention that the most competitive part of all racing games, Time Trials, works like a charm, it's probably the most fun part of the game for me... kind of therapeutic actually.

    With that said, I hope that if the game is rereleased on PC or a sequel comes along that these problems with the online and item/engine balance are addressed. Thank you for listening to my Ted talk.
    Swan Lesson is a bit of a meme as "the most unfitting song in Smash", but I can kinda see what they were going for by including it - it makes a great BGM if you imagine the battle as an honourable duel between legendary warriors or something like that as opposed to a brutal deathmatch or a bunch of wacky characters having a violent party. If Smash Wii U had it on a stage like Coliseum or Bridge of Eldin rather than Duck Hunt I think more people would've interpreted it that way.
    This may sound like a joke, but Waluigi in Fortnite would make a lot of sense. He's the only Mario character who really fits the Fortnite proportions, the Fortnite dances fit his personality perfectly, both are memetically divisive, and being a character with a bigger Western fandom than Japanese he'd fit well into Fortnite's American pop culture megacrossover.
    I wrote a trophy description for if Melee teased WarioWare as well as Animal Crossing and Cubivore

    Jimmy T.
    When fabulous disco star Jimmy T. isn't busting moves on the dance floor, he's developing Microgames: short and frantic minigames you have to clear within an increasingly short time frame. He may seem like an odd character, but that's nothing compared to his co-workers: a taxi-driving dog and cat; a centuries-old alien; and samurai toddlers are among the fresh new faces making wild games under their powerful boss, the one and only - actually, let's wait for the official release to say who!

    FUTURE RELEASE
    It's funny how now that Smash is focusing on big show-stoppers, the fangames that once succeeded by making those dreams come true are now putting in the absurd and unpredictable retro characters people originally played these games to avoid.
    I grew up with Diddy Kong Racing DS, and when I heard what Taj sounded like in the original N64 version I was actually kinda horrified. Not because of the Arabface (well... partially) but rather because he wasn't enunciating everything condescendingly.
    I really hope developing my game will be as fun as conceptualising it has been.

    Recently I decided I wanted my game's universe to have reverse cartoon dimorphism (basically, imagine all the women look like EarthBound characters, and all the men look like Pokémon characters) - but then I realised: I already had the design for my protag, and he's a cartoonish boy! So you know what I did?

    Bam! She's a girl now, just needed eyelashes and longer hair on the front - also sleeves. I can't remember why I put in the sleeves. (This design is 100% not final BTW, I want to give her a stronger silhouette) But the thing is: I already had his name - Daniel - and that's not a very feminine name! But then inspiration struck from the most stupid possible place: the original version of Caillou was a baby and when they aged him up for TV they kept him bald because it was impossible to imagine him with hair

    and now Caillou is iconic as "the bald cartoon boy", so naturally Daniel can become iconic as "the mermaid platformer mascot with a male name" because of an odd holdover

    Now, the game's previous working title, the embarassing borderline-parody "Bodacious Dude Daniel" became a problem because, well, "Dude" is in it. I evaluated multiple title options and settled on "Daniel's Peculiar Tail"

    It seemed like a title that could've actually been given to a 90s game and not a parody; I felt a "Name the Species" title only really works if they're a relatively obscure animal (hedgehog, bandicoot) and have a descriptive name; (supersonic speed, crashing into boxes) and while "tail" is refering to Daniel's fin as well as a story in this context I hoped it'd create positive subconcious associations with Sonic's buddy Tails given my only real target audience (I don't believe in target audiences TBH, but there's certainly people who will like my game more than others) is fans of 2D Sonic disillusioned by 3D outings, especially the "Adventure" and "Dark" Eras which notably downplayed Tails' sidekick role as they went on.
    If Takamaru got in Smash, they should scrimblofy him - and possibly even age him down - like how they animefied Pit. It'd distinguish him further from a majority of swordfighters (MK and Toon being the only real similar comparisons), shorten his frame, and be pretty cool for the 5 classic Pit enjoyers out there.
    Tankman from Newgrounds
    Tankman from Newgrounds
    No, Takamaru can't be Scrimblofied. He is still perfect like himself.
    Unless Takamaru would be too Anime-styled person and we need to change him, but no.

    And speaking of Classic Pit, Classic pit would be DLC Costume for Pit, but it would look like Melee Trophy Pit to make him more Realistic, but not too realistic like Modern Pit.
    cashregister9
    cashregister9
    They kinda already did with Takamaru in Captain Rainbow...
    It's the morning, I've stayed awake all night and I'm tired out of my mind, and I just wrote a roster for a Simpsons platform fighter complete with archetypes.

    In case you're wondering, Sideshow Bob's stances would be between his regular self (short knife, more power) and captain persona (long sword, less power)
    I will never understand why people put down Waluigi because "he was made to be Wario's tennis partner" - I'd argue that if anything that proves his importance as a character given most game characters are made to fill gameplay roles wheras Waluigi was created specifically to fill a canonical role.
    Just added Wii Menu Ambience to the Smash Infinite music list 💪😎👍
    PlayStation All-Stars is often said to be a victim of bad timing - which is true, but not just in the roster sense. PSASBR was very clearly made by passionate Smash fans, pretty much everything a casual player would conciously love about about 64 though Brawl is there: the engine feels good, the roster is incredible for a first instalment even without triangle-breasted treasure hunters or mutated marsupials, and there's a lot of genuinely clever moves and gameplay additions. The problem was that Smash, from a gameplay level, wasn't fully understood by anyone other than the devs and competitive players at the time - and even then competitive players were still fooling around on Poké Floats and Rainbow Cruise at the time

    If you were trying to distinguish your platform fighter from Smash without any knowledge of competitive play or the games' internal mechanics, your first thought wouldn't be air grabs or removing blocks, it'd be changing how you kill. PSASBR tried having super meters that were the only way to kill - a fun concept on paper that probably could've worked in a more simple genre, but fighting games - trad or plat - are inherently complex, and PSASBR's super meter punishes careful thought. PaRappa's neutral circle, a command grab and parody of Mortal Kombat's "Get Over Here!" using a microphone is extremely easy to spam as it can be cancelled into itself. That'd be bad enough in a Smash game, but at the very least in Smash the hip hop hero would actually need to kill using strong moves - in PSASBR, you just have to wait to hit Level 2 (PaRappa's level 1 is harder to pull off than rest) and with a now-disgraced voice actor's cry of "My skateboard NEEEEEEEEVER stops!" you've won the match before you can say "I gotta believe!" Ratchet is a braindead trapper who fills the screen with projectiles with no thought, Big Daddy and Afro-form Toro the Sony Cat's down strongs over-compensate for their slow speed with power and XP gain, and don't even get me started on Kratos

    Rivals of Aether came out a bit later, when competitive Smash was better understood and more mainstream, and I'd say it layed the groundworks for platform fighters in future even more than Smash did. It wasn't afraid of comparisons to it's influence, but differentiated itself in small ways even casual fans would recognise once they played. Now we know that throwing foes off the stage is as essential to platform fighters as stamina bars are to traditional fighters - platform fighters are fighters, yes, but they're also platformers, and platformers are all about mobility. Recovering back to stage tasks mobility, and therefore is an essential part of the genre. I personally hope future platform fighters can find fun ways to vary the launching off-stage aspect - Nickelodeon's divisive rock-paper-scissors mechanic feels like it could do this to a small extent in practice by basically making strong airs anti-spikes - but either way it shouldn't be cut unless you're going exclusively casual, and in that case you may want to simplify your game a little. Shovel Knight Showdown is a really good example of a casual-only platform fighter because it doesn't pretend to have depth and has a unique gimmick that actively makes it better casually but also makes it very clear it doesn't have any hidden depth - small, non-unified movesets.

    If PSASBR was made today by the same team and helped by better higher ups, it would've been phenomenal, possibly a legit Smash rival if they could get all or most of the characters they wanted. There are so many competitive Smash resources and game design analysises to sink your teeth into now that even someone who can't tell a wavedash from a waveland could make a passable platform fighter if they just spent a few months researching - PSASBR only really had a casual understanding of Smash and the vast but tangentially related world of traditional fighters to go off of.

    Either way, the future for platform fighters is bright - even if (or possibly because!) Smash may or may not take a 10 year hiatus. Rivals' custom characters in particular give me hope. There are so many well-designed characters and stages there and I would happily buy a whole game made by devs with Workshop experience.
    I've been getting an influx of unwanted DMs lately, so I will say this:

    Please do not DM me unless it is important, in relation to creation threads, or you're someone I'm on good terms with. DMs make me extremely anxious because I associate DMs with reports.
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