K. Rool fans should read this new translated post from SourceGaming...it's the initial design document for Smash 4, and needless to say, it has a handful of revelations for anyone interested in character selection and evaluation.
There are points on here that don't sit well with me (the confirmation of token "surprise" characters and these specific characters being the first ones locked in), but that's water under the bridge. What we can see here is how Sakurai uses "themes" to evaluate the uniqueness of a character, or at least the particularly gimmicky ones.
If you haven't yet put in your ballot or plan to put in others, consider listing off some themes K. Rool could use ("weapons user" or "traps and trickery," for starters) rather than just individual move choices. Doing the latter is possibly a contributing factor to Sakurai adapting the mindset of "the fans don't know any better, so I'll give them what they didn't know they wanted."
![](http://www.sourcegaming.info/wp-content/uploads/2015/07/Scan-Translation-3.png)
There are points on here that don't sit well with me (the confirmation of token "surprise" characters and these specific characters being the first ones locked in), but that's water under the bridge. What we can see here is how Sakurai uses "themes" to evaluate the uniqueness of a character, or at least the particularly gimmicky ones.
If you haven't yet put in your ballot or plan to put in others, consider listing off some themes K. Rool could use ("weapons user" or "traps and trickery," for starters) rather than just individual move choices. Doing the latter is possibly a contributing factor to Sakurai adapting the mindset of "the fans don't know any better, so I'll give them what they didn't know they wanted."
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