MattTheGameFreak
Smash Apprentice
- Joined
- Sep 18, 2007
- Messages
- 123
Note: This article was originally written on a website of mine. (Project M just recently announced what essentially is Idea #2... It has me quite excited. This article was written before the announcement)
The beauty of the Super Smash Bros. series is diversity. It’s not a fighting series limited to one-on-one confrontations. Matter of fact, the series likens closely to wrestling, significantly more than it does to Street Fighter, Tekken, and other fighting series.
With diversity in mind, lets explore what more the Super Smash Bros. series could delve into, that it has not yet done. Characters, stages, and items will not be directly discussed.
![](http://gamestemple.files.wordpress.com/2014/06/wii-u-gamepad-example.png?w=600&h=357)
New Super Mario Bros. U employed a type of “god” mode. Super Smash Bros. just needs to expand on it.
Idea #1: There’s a fantastic opportunity to further show the potential of an extra screen, which has not been hinted at for Super Smash Bros. for Wii U or 3DS, yet. Item God Mode would pit a player on the Wii U gamepad, or a 3DS unit as a god among players. The “item god” would be able to pick and choose any item he or she wants with the touch screen and drop them wherever they wish, even on top of players. Ultimately this could turn out to be a terrible experience for players, depending on the behavior of the “item god”, however. Therefore, you could set the “item god’s” item frequency to low, medium, or high, only allowing he or she to cast so many item spells within a certain time limit.
Idea #2: The wrestling comparison is no joke, when you think about how much fun it would be to play the game in a Royal Rumble format. Applied to Smash Bros., two players would start on the stage, and then after a certain time limit, an additional player would enter the fray, and so forth. Only four players could be on the stage at any given time, so the time for the next combatant could not start till another player is eliminated.
![](http://gamestemple.files.wordpress.com/2014/06/royal-rumble.jpg?w=600&h=285)
This image appeared during a Smash Bros. video at E3… Royal Rumble, anyone?
Now you may be unhappy that you were eliminated, but fear not, you could have a roster of nine or however many characters under your control, who rotate out. Obviously if Player 1 still has three characters remaining, while Player 2 has none, and the other two have a character or more remaining, there would only be three characters on the stage, at that given point.
If you’re fine with being eliminated for good after just one character, then you better have enough friends to rotate between… If it were single elimination for each player though, health could be automatically awarded to the player who scored a kill , to make it more fair for early combatants.
Idea #3: It’s surprising to not see stamina mode played often in the Super Smash Bros. series, given that it’s the closest thing the series has to the traditional fighting game style. Stock stamina, or team stamina (Marvel vs., or Tekken Tag Tournament style) would be excellent additions with the traditional fighting game style in mind. Presently stamina only allows for single-elimination (adding stock would given players multiple chances in a given match, with only 100% or whatever amount of health to play around with), and while it’s true that you can play team stamina, Smash Bros. style, you cannot rotate characters out like you can in the given fighting game examples.
Idea #4: Presently stock matches with a time limit do not operate like time battles (the last person left, or the person with the most stock wins), and that is absolutely fine. It would be fantastic though if you could play with time and stock, and still have it scored based. Why? It adds an entire new layer of strategy, where you can eliminate particular players to stop their point progression. Mario Kart 8′s battle mode already operates like this, but for sake of Smash Bros., eliminated opponents will not be ghost.
Idea #5: Backtracking to idea #1, once again employing the use of the Wii U gamepad, or a 3DS unit, the player playing “god” could at will change the rules of the match. The “god” could start the match in slow-mo, but at any given point make everyone extremely fast, or tiny, or select players invisible, so forth. As with idea #1 though, this could turn out to be a terrible experience for players, depending on the behavior of the “item god”. Technically you can combine ideas #1 and #5.
Idea #6: Reverse control mode (self-explanatory. Left now goes right.) Maybe this mode could switch it on and off every so often, like the Pokemon stage in Brawl.
What ideas do you all have?
The beauty of the Super Smash Bros. series is diversity. It’s not a fighting series limited to one-on-one confrontations. Matter of fact, the series likens closely to wrestling, significantly more than it does to Street Fighter, Tekken, and other fighting series.
With diversity in mind, lets explore what more the Super Smash Bros. series could delve into, that it has not yet done. Characters, stages, and items will not be directly discussed.
![](http://gamestemple.files.wordpress.com/2014/06/wii-u-gamepad-example.png?w=600&h=357)
New Super Mario Bros. U employed a type of “god” mode. Super Smash Bros. just needs to expand on it.
Idea #1: There’s a fantastic opportunity to further show the potential of an extra screen, which has not been hinted at for Super Smash Bros. for Wii U or 3DS, yet. Item God Mode would pit a player on the Wii U gamepad, or a 3DS unit as a god among players. The “item god” would be able to pick and choose any item he or she wants with the touch screen and drop them wherever they wish, even on top of players. Ultimately this could turn out to be a terrible experience for players, depending on the behavior of the “item god”, however. Therefore, you could set the “item god’s” item frequency to low, medium, or high, only allowing he or she to cast so many item spells within a certain time limit.
Idea #2: The wrestling comparison is no joke, when you think about how much fun it would be to play the game in a Royal Rumble format. Applied to Smash Bros., two players would start on the stage, and then after a certain time limit, an additional player would enter the fray, and so forth. Only four players could be on the stage at any given time, so the time for the next combatant could not start till another player is eliminated.
![](http://gamestemple.files.wordpress.com/2014/06/royal-rumble.jpg?w=600&h=285)
This image appeared during a Smash Bros. video at E3… Royal Rumble, anyone?
Now you may be unhappy that you were eliminated, but fear not, you could have a roster of nine or however many characters under your control, who rotate out. Obviously if Player 1 still has three characters remaining, while Player 2 has none, and the other two have a character or more remaining, there would only be three characters on the stage, at that given point.
If you’re fine with being eliminated for good after just one character, then you better have enough friends to rotate between… If it were single elimination for each player though, health could be automatically awarded to the player who scored a kill , to make it more fair for early combatants.
Idea #3: It’s surprising to not see stamina mode played often in the Super Smash Bros. series, given that it’s the closest thing the series has to the traditional fighting game style. Stock stamina, or team stamina (Marvel vs., or Tekken Tag Tournament style) would be excellent additions with the traditional fighting game style in mind. Presently stamina only allows for single-elimination (adding stock would given players multiple chances in a given match, with only 100% or whatever amount of health to play around with), and while it’s true that you can play team stamina, Smash Bros. style, you cannot rotate characters out like you can in the given fighting game examples.
Idea #4: Presently stock matches with a time limit do not operate like time battles (the last person left, or the person with the most stock wins), and that is absolutely fine. It would be fantastic though if you could play with time and stock, and still have it scored based. Why? It adds an entire new layer of strategy, where you can eliminate particular players to stop their point progression. Mario Kart 8′s battle mode already operates like this, but for sake of Smash Bros., eliminated opponents will not be ghost.
Idea #5: Backtracking to idea #1, once again employing the use of the Wii U gamepad, or a 3DS unit, the player playing “god” could at will change the rules of the match. The “god” could start the match in slow-mo, but at any given point make everyone extremely fast, or tiny, or select players invisible, so forth. As with idea #1 though, this could turn out to be a terrible experience for players, depending on the behavior of the “item god”. Technically you can combine ideas #1 and #5.
Idea #6: Reverse control mode (self-explanatory. Left now goes right.) Maybe this mode could switch it on and off every so often, like the Pokemon stage in Brawl.
What ideas do you all have?
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