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MBRedboy31
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  • Have you ever thought about your interests in terms of the six MySims interests?
    Tasty, Fun, Cute, Geeky, Studious, and Spooky

    Each MySim has a main interest, a secondary interest, and an anti-interest.

    Geeky is definitely my main interest, Studious or Cute is my secondary, and Spooky is probably my anti-interest. What are yours?
    I beat Pseudoregalia last night. I didn’t find the upgrade that unlocks the map until after I had found pretty much every other important item (not 100% though) and I was on my way to the final boss. I wonder how different my playthrough would’ve been if I had found the map earlier…
    Is it weird that I’ve never been interested in trying Overwatch but I might try Marvel Rivals sometime? I got some games from the Steam sale that I want to play first, but yeah.

    From watching gameplay, Marvel Rivals’ third person camera seems far less disorienting (I can’t really tell what’s going on in Overwatch gameplay I’ve seen.) And/or maybe, possibly, probably it’s also that I’ve thought something about Overwatch and its sequel have been cringe the entire time and I didn’t and still don’t want to interact with that?
    I was thinking about a hypothetical custom combo mode mechanic for Smash or another platform fighter. You’d activate it or pick up an item for it or something, and, if you hit an enemy with it active, you become briefly linked to them, and every attack you do during this time teleports you in front of them so it automatically hits.

    So, like, as Mario, you could launch an enemy way offstage then input forward air and he’d instantly zip offstage to land the dunk. Or after the launch you could nair or up air first then press forward air, and no matter what you choose, it’d work. Maybe you could dunk the enemy onstage then input a smash attack and you’d warp down to the ground to intercept them and get the KO.

    I think this’d be unpleasant in competitive play, but it’d be super hype for casual players and lots of fun to mess around with in general.
    I’m watching a livestream of the 20 new extra hard “Ultimate EX” levels they just added to Super Monkey Ball Banana Rumble. They’re all modified versions of existing levels, and like… wow. It feels like some kind of sadistic kaizo romhack, but actual SMB kaizo romhacks aren’t designed like this (they’re usually fully custom modeled stages,) so it feels like its own thing.
    Have you ever thought about how crazy it is that the Donkey Kong Land games exist?

    Like… we have these SNES games with super detailed prerendered 3D sprites and animations and backgrounds, utilizing the full power of the SNES, and then somehow they ported them to the Game Boy. Not even the GBC. Just 4 colors in their color palette. And they didn’t completely reimagine them in an art style that’d more obviously fit the GB’s specs, they made them look as close to the SNES as possible.

    And somehow it kinda works. Maybe in a kinda awkward way, especially due to how zoomed in the camera is, but it works.
    The next two Super Monkey Ball characters have been revealed!


    There will also be a free update featuring new singleplayer and multiplayer modes. The only one revealed so far is a singleplayer mode where you try to beat as many levels as you can in a row without dying even once. So… have fun trying to do 200 levels deathless!
    MBRedboy31
    MBRedboy31
    But wait, there’s more, apparently the other features of the update are revealed already.

    • New “Ultimate EX” stages that are supposed to be super hard, although it doesn’t say how many there are.
    • “Monkey See” mode with a 1st person camera.
    • Alternate “Banana Bonus“ mode for Time Attack where collecting bananas saves time from the timer.
    • ”Super Speed” mode where your movement speed is buffed. (Imagine the absurd speedrun skips!)
    • Ability in singleplayer to instantly restart the level without opening the pause menu.
    • In online multiplayer Adventure Mode, the room is not disbanded after completing a world (this was a huge headache before.)
    • In 16 player multiplayer, new Super Punchy Brawl mode, which sounds kind of like a 16 player interpretation of the classic Monkey Fight, but we’ll have to see. You can collect upgrades for your boxing glove around the map.
    • A new Banana Hunt map.
    • Ability to change the color of your nametag seen in multiplayer.
    • Random button for character selection.
    • Ability to buy things from the in-game shop in bulk (you had to buy stuff one at a time and it was very slow.)
    In the alternate universe where the LX-III and UFO50 existed, I wonder if there are any Planet Zoldath purists who, even after all these years, are still like, “What happened to Pilot?! Why did they make him so cutesy? He’s supposed to be a tough space hero! In Pilot’s only appearance in aaaaages in Spelunky 2 they still used the weird chibi design! We want the real Pilot back!!”
    I just beat Fractal Block World! The game manages to be super-low-budget-looking and also feel galaxy brained at the same time. I think I beat the game relatively fast for a not-quite-blind casual playthrough as I did it in 8 hours (I didn’t explore many of the side areas yet, of which there are a lot. Some people play it for over 80 hours!) It’s pretty handy that the game has places where you can find out where to find structures and stuff, I’d be super lost without that.

    Also, I must appreciate the fact that the game somehow occasionally manages to make textured floating spheres scary and/or unnerving. I might have 45 nuclear bombs in my pockets, but what is that going to do against The Eternal Plague or against the inner-universe’s most lethal and unkillable giant billiard balls?
    Random weird idea for an apocalypse book/movie: battle royale fog appears on Earth and slowly covers up the entire planet over the course of about 5 years. The fog is some kind of eldritch game logic-like entity that defies any capability of anyone doing anything about it or trying to survive in it, and is infinitely tall, so escaping to outer space isn’t an option since it also fills up the entire universe.

    Who gets to live on the tiny bit of space that’d be left in the last year or so? Would massive wars be waged that ultimately feel fruitless? When it gets down to the last few square miles, would the last few people be politicians, or the rich, or organized crime, or just anyone who managed to squeeze their way in there at the last moment? Would there be a maniac who tries to get the victory royale just for the heck of it, since everyone’s imminently doomed and nothing matters anymore?
    I was thinking about the concept of a UFO 50 platform fighter, and I was thinking about how it could come with two versions of the game: the actual original game that was discovered years ago in-universe but wasn’t included in the UFO 50 compilation, and an “unofficially modded” version where Mossmouth’s devs hacked in some of their own characters and stages (Guy Spelunky, ect.) The devs creating their own Smash Remix style version of the game just because they thought it would be cool would be pretty interesting, and would let them do that crossover without breaking the lore they've set up around it.
    What if the next Smash gave us the ability to play as Spirits? You know, like… play as the PNGs.
    Yes, it’d look insanely ridiculous.
    But, we would we get to play out some pretty funny matchups. And nearly everyone’s most wanted would be playable in some way, even if it’d be far from ideal.
    I really ought to try the Rivals 2 demo before it’s gone, but, like… I’m very nervous. I don’t think I’m prepared for this at all. I don’t think all the Multiversus I’ve played over the last several months has prepared me for this in the slightest. I was never really any good at Rivals 1 either and couldn’t figure out who I should main in that.
    I wonder if the Nintendo Alarmo is going to be updated with themes based on all of the biggest Switch 2 games. All of its known themes are hyperspecifically based on specific Switch games instead of the game franchises in general so it’s going to feel a bit oddly dated in less than a year.

    If you were wondering what my opinion of the Alarmo in general is, I think it’s cool that it exists but I’m not planning on getting one.
    Random thing, but I think it’s interesting that Jimmy T’s love of anachronistically cutting-edge mobile phones is one of the few things in Nintendo character design that isn’t at all timeless and must be continuously updated to make sense.

    Back when he debuted on the GBA, he was rocking his ultra-recent flip-phone with texting capabilities, and a bit later in Warioware Twisted he already upgraded to a fancier phone with a camera. (Remember how terrible those old cameras were?) But nowadays he has a smartphone since his previous flip-phones look so old now that they don’t look out of place for him to be using them, even though disco dudes obviously did not have 2000’s flip-phones.
    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.

    Another edit: For anyone reading through my profile posts and wondering about this now that it’s released, it does include the Gardens area and its exclusive Essences and the exclusive Sims, but does not have online multiplayer. In the original PC version you could only get some of the Gardens’ essences on your file and had to trade with friends for the rest, while on Switch you can get them all on one file since there’s no online at all. The lack of online results in the Gardens being kinda lonely since that’s where you’re supposed to meet your friends, but having it be lonely is better than nothing, I guess.
    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.)
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