D
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Naming taunts? What's up with that?
Those match-ups are really lopsided, they'd be boring to play.
You should have a picture at the beginning of the moveset.
Stage feels pointless. Extras are pointless.
I miss cheap_josh... (cry2)
Cool set.
While I could reply to this piece by piece, it can all be summarized rather quickly: I am fully aware that this is the most unsmash moveset ever made, but as I’ve told you in the chat, I can appreciate all approaches to movesetting. This is the exact opposite of my recent trend of simplicity and less is more, so I still definitely find something enjoyable about making sets like this. Even the set itself acknowledges how utterly unsmash it is. It’s obviously not everyone’s cup of tea. Considering I have more representation then anyone on Ocon and Junahu’s voting lists thanks to my more simple sets, though, I’m not worried about them being turned off from just one.EDIT FOR SRS BUSINESS:
Jesus Christ, Roller Coaster Tycoon is insane. It's probably the most insane moveset I've ever read, because it's so utterly unSmash. Seriously, Junahu is going to have a field day with this, and Ocon? Don't get me started. I mean, I don't even know where to begin. The specials alone boggle the mind and break the character in half instantly, although I'm not sure whether they make him broken or Falconbroken.
Here's the kicker: this moveset is going to be incredibly popular. I can just sense that HR is going to seize upon it as one of his favorites ever, and I doubt he'll be the only one. This moveset is just pure, concentrated originality, and that's going to be clear to everyone who reads it, so it WILL place highly, of that I'm sure (unless something goes terribly wrong). Knowing that, I feel no guilt in giving you negative commentary.
I don't even know where to start. The most obvious indicator of this moveset's insanity is that it doesn't even deal in such trivialities as DAMAGE and KNOCKBACK; it deals in money, a unit the moveset itself specifically invents, and totally centers the game around. Playing against Roller Coaster Tycoon would quite simply be a losing battle for absolutely everyone, because he basically plucks your character out of Smash and drops him into his own game. It's like Mario morphing every stage into Mushroom Kingdom. It's like Game and Watch turning every level into Flat Zone. It's crazier than that. It's mind-boggling.
I mean, basically you've taken all the mechanics of Roller Coaster Tycoon and thrust them forcibly into Brawl. One of the most blatant examples is with those security guards, who you set to patrol in EXACTLY the same way that you do in his game. It's appalling, it's brilliant, and it's totally unrealistic. And building your roller coaster manually? Absurd! But... it's so cool! You can actually build it however you want, and make it go off the blast zones? Awesome! But... it's so ridiculous!
The real warning sirens should go off as soon as one realizes that RCT (abreviated henceforth for brevity's sake) has no ways to directly hit the foe. He's basically not even playing the same game; certainly not playing a fighter. This... is the EMBODIMENT of why MYM is not Brawl and could never be Brawl. RCT is not a Brawler. He's a bandit, a vandal sneaking into the game and hacking its very structure to its core. But he's not like MM9:MM, oh no. Where that one was an innocent wanderer who stumbled into the wrong game and was shown firmly out, RCT knows perfectly well that he's not wanted. He's planned and schemed for this, and theoretically he could fit in. You're a sick, evil man, Warlord.
And hell, FOOD COUNTERS? You actually make the foe get hungry after a few seconds? That's so ludicrous, it's genius... or maybe the other way around. I can't believe you put stuff like that in here.
Okay, let's see... constructive complaints... uh.... how does he get double Ganondorf's height into the air (at minimum) if his jump is a paltry 1? What else, what else.... uh, it seems kind of pointless to have so much control over building your roller coaster if it doesn't actually DO anything to have it twist and turn.... maybe make U-Turns causes the foe some brief disorientation after they get off, depending on how many you have? Uh, security guards should have more stamina, because otherwise I think you're pretty damn unlikely to actually get any structure built before the foe starts beating on you, and you with no GTFO moves, as you'd put it. On the flip side, he's broken once he gets going, so it all cancels out, I guess. This is typical of a trap character, one could say, but never to THIS extent. This is profane.
And what does he do on moving stages? Break down and weep, I suppose. And you say everything he builds goes away once he's KO'd? And he has no real recovery? Wow man, this is underpowered. He'll never even manage to start up, since the foe can just bash him away and then gimp him - or even just stand there and watch him plummet without any outside interference. Serves him right for sneaking into a game that doesn't want him.
But MYM is a game that wants him, unfortunately, and I fully expect to see RCT-the-profane in our Top 5 when all is said and done. Hell, it's hard for even me to resist the urge to love him, so what does that mean for MYMers like wyvern?
Heheh. . .Sorry. I plan on commenting him, Hornet Man, and Black Knight momentairily. I just read Bubble Man up through the nair before reading this post, so it shouldn’t be long before I get some commentary up.Well, whaddya know, RollerCoaster Tycoon is up. First, let me wave good bye to any more attention BubbleMan.EXE might have gotten. Good-bye...
I wouldn’t say it’s remotely feasible, but it could –theoretically- work in a perfect world. Anyway, glad you liked it so much. I wasn’t worried about unsmash-ness with this set, seeing that was my entire goal with it.With that out of the way, wow. You really did a very impressive job of implementing the grandaddy of business simulator games into Brawl. The system is incredibly complex and entirely unsmashlike, but that was basically the entire goal of this set. I can't imagine a better way to implement him, and you did a fantastic job. The background dragging idea is an entirely kickass way to make it at least somewhere near the realm of feasibility and balance, so good job there.
Would you believe my original plan didn’t have roller coasters involved at all? I tried to think of a way to make them special. . .But then it hit me. Allow them to be manually constructed. It made them an important part of the playstyle and more flashy then the other rides like I needed it to be.Starting with the specials, I question your choice of the funds system on the theme park entrance. Wouldn't it make more sense for each individual ride to have a set price; setting it all to one level is weird, and there isn't any real encouragement as far as you showed to alter prices. The Side Special was very nice, and the Up Special makes perfect sense, and the Down Special is just sweet. Handbuilding your rollercoasters? YES!
Bumper Cars I agree are a bit iffy in description and the slide is indeed an instant gimp. . .But does it matter? He has no moves whatsoever to hit them off the stage with. His only means of knockback, blowing up rides, does vertical knockback, so. . .It’s just a trap like any other. Foes won’t be having to recover against the tycoon, so having a wall against the ledge doesn’t really matter (Though in doubles. . .).For tilts, you made a good choice by making it the stalls and various items, and the games with the First Aid Room and such are sweet. The Smashes are all good move choices, but the aerials are a tad disappointing; how is it not an instant gimp if I build the slide entrance right on the edge, and why are the Merry-Go-Round and the Ferris Wheel mirrored? The Bumper Cars had so many effects that I couldn't keep track of them all too.
Grab is fix’d. As for the final smash, it originally just gave him infinite money, so. . .I made it more flashy and such so Junahu would have less to cry about. I made it only 8 seconds so it, y’know, wouldn’t be an instant kill if he got somebody on it cause he could just easily make the track go off the blast zone then loop it back before the timer was up.Also, why is the grab last? I'd put it right after the specials, personally, since it completely changes the entire moveset's flow. The Final Smash also seems a little lackluster; GO KARTS are his ultimate attack? Why does he only get eight seconds, why not be able to go in and save that Smash for later, like the rest of his set?
That was just a rather obligatory trolling comment from Rool, but in all seriousness, considering how unsmash Tycoon is, does it really come as a surprise that his match-ups are so game breaking? Tycoon is the definition of trap character. Extreme doesn’t even begin to cover it.Match-ups, as K Rool, said, are rather one-sided, and the lack of any sort of appendix explaining who rides what rides makes them feel a little manufactured. In the end, though, I absolutely have to commend you for having the balls to drop such an amazing, ambitious, insane set; like Sloth demanded playstyle, Tycoon wrecks feasability, so congratulations on a great read.
Must be good to lure you out of your hidey hole, eh, GW? Considering your preference towards my sets this contest, I certainly hope so. . .Ditto on the memories of the series. It’s a very memorable part of my gaming past. And you’re right. . .The entire set is a direct import of the game itself into Smash. Either way, thanks for the praise. As for my opinion. . .Check the final smash.THE TYCOON: No BS, this is by far one of my favorite sets this entire contest, and your best this contest. 100% flawless interpretation of an amazing game into Smash despite being Obviously Un-smash as you call it. I had a blast going through this Stock Market Clusterf*** of a moveset.
Ive had a past with the Tycoon series. An awesome one. That doesnt make me too biased, though. I actually feel that it makes me enjoy the set more due to expiriencing these rides and attractions in the game itself.
The shear reverse of what one would expect. every thing in this set seems like a random character that causes anyone attempting to main him to go insane, but building and gaining revenue was flawlessly implemented into Un-smash.
Every move i agreed with on every effect or damage or side note. Whether or not you agree, this is one of the best movesets this contest for me, and is getting a Supervote 100%. (I WILL try to get 30 posts...(ono))
As I said in the chat, MW and I will kill you if you post on this page; both of our sets need more commentary, and even if it wasn't for that UserShadow has been waiting three pages already to post a set. Lord Sakurai has already assured us of our victory though. Although he needs to fix the pagestreching image tags.OH MY GOD
Roller Coaster Tycoon is just about the least feasible MYM set for Smash ever, which added to its epicness. Yeah he's a blatant trap character. So what? It's still genius. Instead of being some kind of set-and-forget thing, RCT has to manage his funds and turn up a profit, so you can't just spam really powerful traps. You have to price-gouge your customers to be able to set up things. This is pretty much a direct translation of RCT into Smash, without being ridiculous (see: MM9 Megaman [sorry Junahu]).
Criticisms? Little to criticize, really. Umm... like darth meanie said, the final smash is a little random, but that's okay, as there's no better option for it. It's blatantly un-smash, but hey, so is the rest of MYM! Seriously, amazing set.
And is it true that you need the next page too? I just finished Bubbles... Just wondering...
And this is why Warlord is my favorite MYMer. <3...I can appreciate all approaches to movesetting...
UPLOADING: BBCODE
.
.
.
UPLOAD SUCCESSFUL
FINDING FILE...
...
...
FOUND FOLDER "STANDARDS". OPEN? YES/NO
YES
FOLDER "Control Stick Usage on the Ground"
...
FOUND TWO FOLDERS: TILTS------SMASHES
SELECT: TILTS
BACK
TILTS------SMASHES
SELECT:SMASHES
BACK
BACK
FINDING PROGRAM "aerials"
...
PROGRAM FOUND
EXTRA DATA FOUND, BUT IT IS CONSTRICTED.
UNZIP FILE "Zair.ZIP"? YES/NO
YES
OPENING FILE...
X
'SPE-POPUP BLOCKED!
VIEW POPUP FROM [url]WWW.SITUATIONALSFTW.COM?[/url]
OK
X
'SPECIALS' FOLDER IS UPDATED.
LOOK AT UPDATE? YES/NO
YES
FINDING FILE 'GRABS'
FILE IS CORRUPTED!
ALLOW VIEW ANYWAY?
YES ...installing 'savage combo'. Bang Install failed.
WARNING!
MYMWall.F1r3 HAS DETECTED TROJAN HORSE FILE 'Final Smash'
WOULD YOU LIEK TWO DEL33TTeH FyL? /Oui/Non/
neiN? WtF r U t-
...
...
I drew that parallel all too often while I was writing her. Yeah, I think that Shellder and Bubble Man required less moves for their mechanics, but I'm still glad to hear this, as I was quite worried that she didn't have enough control-based moves and that she would be difficult to utilize because of it. Best yet? Coolio!Bubbles: Bubbles seems to be the opposite of Shellder and Bubble Man from MYM5; instead of having trouble moving, Bubbles has trouble stopping. That being said, those sets didn’t do nearly as much to effect their movement as Bubbles does. Her placement of poles, walls and glue needs to be thought out in order to be used effectively, and she can rack damage through the neutral aerial or chaingrabs, in some cases. I personally love the idea of a character moving throughout the whole battle, which also leads itself to a completely unique playstyle that hasn’t been seen in MYM before. I’d have to say this is easily your best set yet.
Good catch there. I copy/paste my headers each time for convenience, but I suppose I forgot to change the title this time... though I have no excuse for the Down Tilt thing.I'm going to elaborate tomorrow when I'm rested, but for now, I'll just say I quite like Bubbles. There are some organization bloopers: Smash Attacks have the header Pole Attacks and Down Pole Attack is instead titled Down Tilt, are the two obvious ones.
Glad to hear it. I'm worried that I pushed the bubble-based attacks too far, but given that Bubbles has so little to draw from in the first place I guess it worked out.More importantly, Bubbles is a set much like Sukapon, just more mainstream and with more blatant creativity. Bubble-based movesets are rare enough, although two in two pages is pretty amusing. I haven't read BubbleMan.EXE yet, but Bubbles is certainly interesting in how she uses them.
Yeah, I squeezed all the true to character things I could out of her, but the only moves that really were directly true to character were Neutral Special, Side Special, Down Special, Down Smash and you might be able to say that the Down Tilt was an imitation of the Unira sea urchins, but that's pretty much it. I just did a bunch of bubble-based things for the rest of the attacks.And, of course, her main gimmick is pretty awesome. You do a lot with it, between the poles and the wall-generating attacks. I suspect that this moveset is incredibly true to character, although I wouldn't know for sure, never having played Clu Clu Land. The only real thing I can find to quibble about immediately is that you try very hard to be concise here and there and it's sometimes a bit tricky to decipher. Maybe I'm just tired.
That's fine, you actually commented. This tides me over.More commentary tomorrow, but hopefully this'll tide you over for now.
indeed.EDIT: Silver, you're now my hero for actually commenting.
I'm just gonna touch on your quibbles before anyone else does. I left out the 'make-items-Horcruxes' mechanic because it would seem very OOC for Voldemort to pick up a Banana Peel and put his split soul into it. The items have to be important historical relics, like in the books. I believe in one book's Horcrux description they mentioned that a soul portion should be placed in an important item...which Smash items are not. His two props (Horcruxes and Nagini) are major parts of the book, and are not random props brought out for the hell of it (that would be taking individual relics and casting them at foes). Second, I don't know if you caught this, but light green is the color of the Killing Curse, which is Voldemort's trademark spell. It had to be prominent in there, despite not being dull.I love Harry Potter books/movies, I love Voldemort's backstory and character, and so it's fitting that Lord Voldemort is one of my favorite sets of yours, maybe better than the horribly underrated Bleak. It may just be one of my favorites of the contest. You could have taken the easy way out and just given him random HP spells and potions for every move, but instead you gave him fitting original moves that fit into his playstyle. Before reading this I had high expectations for the Horcrux, and you don't disappoint, though I would like to have him be able to make items Horcruxes.
My main quibbles here are minor. There are a couple of props, but that's okay, as they are canonical and fitting props. More importantly, but still minor, is the fact that lime green doesn't fit a dark wizard AT ALL, but the organization is still fitting and great. Also, the playstyle section... is honestly too concise, though you somehow managed to cover all the important issues in only three paragraphs. Seriously, phenomenal job.
I believe that would be Expelliarmus. Voldi looks great at a skim, Kupa, and i intend to read it eventually.3. Basic Combo should be the name of the disarming spell . . . what was it now . . .
Why, thank you, Rool. I considered doing so, as I did with Pennywise (the other character who has no stage), but I couldn't find the right vids. I'll link them right away.Say, Kupa... Harry Potter movies have some good music: why not link it in the attack section headers? It immensely uplifts the experience, for me at least. Here, I even dug it up for you:
Into the Pensieve (HP 6)
Great mood-setting piece.
Malfoy's Mission
Very nice theme, and mostly fits Voldemort as a character perfectly.
Journey to the Cave
Incredibly epic once it gets started.
The Drink of Despair
Sinister and tragic in turn, you're not going to find much that's more fitting than this for Voldy.
Inferi in the Firestorm
Same as above, minus the tragic part.
Horcruxes
This is actually fan-made, but it's a variant on John Williams' original score and really quite excellent. Plus it's as close as you'll get to a theme for Voldemort.
A Window to the Past (HP 3)
My favorite HP theme, even though it's quite mellow for Voldemort.
Theme of Fawkes (HP... 2?)
Uplifting and all, yeah, but it's still Harry Potter and it's still very good.
This post soon to be edited with commentary on BubbleMan.EXE, Doc Robot, and Voldemort... provided I see music in the headers.
MUSHROOM
Mushroom... a mushroom? You've gone insane here, making a moveset for a fungus. I'm immensely surprised and pleased to see that, despite Mushroom having a grand total of zero moveset potential, this fits him like a glove and is actually feasible. I'm glad that you didn't fall prey to Pokemon syndrome, there are enough varieties of mushrooms in Mario for you to use a different one for every attack, but you used plenty of original attacks that leap out and say "I'm Mushroom!"
I was going for originality in his moves, and I'm glad I managed to make it feasible and suitable. I would have used more forms, but that would have made it generic.
...But reviews have to be longer than this, so I have to criticize something...
Boooooo!!!! XD
The mechanic, I'm afraid, isn't very fitting. Mushroom isn't really known for transforming, he's just known for having a bunch of different forms, so it isn't as fitting as it is with Zelda/Sheik or Pokemon Trainer. If you absolutely had to do this, it would be better if he could transform into a type of mushroom for a Smash Attack to change his stats like give him more weight or something, though I don't want you to replace the Smash Attacks, as they are some of my favorite moves in the set. Oh, and as long as we are talking aboutstats as they relate to Mushroom's forms, why didn't you type out the statistics of the various forms in the actual statistics section? That would make quite a bit more sense. On top of this, it's also confusing to say that Mushroom X has Y times the Z value of normal Mushroom instead of just saying X/10 weight.
I wanted Mushroom to have different forms, but there were limited ways to do that other than transforming. Otherwise my set would have been Super Poison Mega Mini Boo Bee Spring Mushroom . As you said, I could have used Smashes, but I liked them a lot.
I have no idea why I didn't type out the stats, maybe because the stat section was already looking a little too large. A multicharacter set I'm working on is going to feature the X/10 method however.
Also, we're in a feasability/readability movement, so writing out descriptions for statistics and animations at all ain't gonna fly. To be completely honest, I don't know why, but MW told me I should and what MW says is OBLIGATORY. D:
Description animations were all the rage in MYM5, when I made the set XD. And I'm not spending all my time writing them to delete them. I've never been criticized for too much detail before lol.
Now that I'm done nitpicking the introduction, let's see the set itself!
A general theme for the set itself is that you aren't expressing things as well as you can. The most notable symptom of this is the little headers saying the lag and stuff. I mean, it isn't a huge deal, this is something that makes Jimny sets Jimny sets, but eh, it just feels a little random to mention power, lag and priority without mentioning things like range and special properties up there as well. More importantly, you have a slightly awkward writing style that makes moves seem more complicated then they are, which can scare people off. I don't mind it too much as it adds personality but it's something I'm sure people will comment on later.
I am also scrapping the little headers in my next set- that's an old habit I've had since Cortez. I tend to mention special properties in the desription themselves, and only put about range on projectiles (see Cortez for this XD).
As for my writing style, I'm British.....
/thread
As MW said when he commented on Sukapon, the reason specials are put first is to draw the reader in with the most interesting attacks. Actually, the attacks are interesting but they just don't bleed "Mushroom" as much as the other moves do. The Neutral Special is the biggest violator of this, but it's present in the Up Special as well; I would have had him pop out of a ? block like how you get mushrooms in Mario games. On a completely unrelated note, Mushroom sounds like he has a deep playstyle, so where's the writeup?
I know the neutral special is generic, but I had no other ideas, and little to work with other than transformation etc. As for the Up Special, I was trying to incorporate other elements of Mario 1 and 3 in the set, such as the music block, and I thought a Vine was a perfect way to do this. As I said, the file with my playstyle died, so I'll redo that.
...I'm sure I sound massively critical now, and I don't want that to happen at all because I love this set, and I'm out of things to criticize... how about I praise some stuff now?
Yay!
The big reason I love this set is the attacks that feel like ways Mushroom would fight as a Smasher despite the fact that he doesn't fight, hell he isn't even a character, Mushroom is a conglomerate of all the Mushrooms in the Mushroom Kingdom... what I'm trying to say is that you gave fitting attacks to a non-fighter. The Smash Attacks are by far my favorites in the set, just because making people transform is... so mushroom. The fact that you actually buff the opponent as well in it adds another layer to the genius. Other attacks aren't quite as orgasmic, but cool nonetheless. Other awesome attacks in the set include the musical note block dtilt, and the castle uthrow, and the adorable-sounding balancing-on-his-head utilt, and... the vast majority of the moves.
I always seem to pick characters who are limited, i.e Cortez with all his guns, Ripper Roo with no arms, Articuno was a bird, and Mushroom has no limbs. With 3 smashes there was no way I could give up an opportunity to use transformations, and SMG had 3 Mushrooms new to that game, so I had to use them. Buffing the opponent was also something I wanted to do; this came from the fact that in Smash sometimes you can't tell what Mushroom you picked up until you transform. That was my main inspiration for the whole set. I liked the musical block, and I'm glad you liked the up throw- which was something I rushed yesterday afternoon.
What do I think of this set? Well, there are things that could be improved upon, and things that downright don't work, but this is still an aweshum set. As I've said all too many times you took a character who doesn't work and just made him work, and reading this makes me sad because of how reclusive you are with movesets. Come voting time, I'll be sure to strongly consider this guy.
I'm just glad I made him work, made him sorta in character, and made him Smash-like in a way.
Oh, and I almost forgot:
BEST SSE ROLE EVAR
I asked H_R if I should make that his SSE role, and he said yeah, so I did XD.
Sorry about the title, couldn't resist.
@MUSHROOM: First off I have one question. Why did you make the Super Mushroom form do that when you said yourself is pretty much going to cause you death every time? Other than that? I admire your skill in giving a freaking Mushroom a moveset. It's an inspiration to those of us who are also making sets for characters that others might say are impossible to fully realizeOverall Rank: :mushroom::mushroom::mushroom::mushroom: Four Mushrooms out of Five.coughcoughAryllcough
I made the Mega Mushroom do that because in a way it is disadvantgeous to you, but if you transfrom the opponent then they are at a disadvantage. Anyhow, I'm glad you liked it .
Feel free not to accept my comments, but try not to with those jolly blue people up there. Look at them all!
Comment accepted- blue people cuddled .
Thank you for the feedback .Mushroom is a set that from the beginning I can see takes some major guts to even make a set like this, so lets see what we've got.
Major guts, and enjoyment for making sets that have little potential or could easily be generic.
First off, I have to say you made a good move with the transformation mechanic; its really all that Mushroom really has to do, so good job there, although I'm going to have to frown at all the random chance. Random mushroom selection is pretty bad design, and the 20% chance of effect with the smashes doesn't feel worth it. Several moves are blatantly strange, the electric F-tilt and Nair, for example, don't really fit at all.
The transformation is a key part in the moveset, so I'm glad I got it down OK. Without random chance it would have been awfully unbalanced- it'd be like Mr. Game and Watch getting a 9 Judgement 100% of the time. I know a lot of moves didn't fit, but I didn't want all transformations, and I had little to work with.
While there is a semblance of playstyle here, that Mushroom hits opponents with different status effects based on his form, it doesn't fit together well. His side special is otherwise boring, and his smashes have a poor chance to work; to top it off you don't have control of your form, and adding in weird negative effects to the Mega Mushroom form seems like a way to balance it out after writing it.
If you've read my other 4 sets you'll know that I'm more focused on feasability in Smash than generally exciting and breaking the rules slightly sets . The smashes may not work all the time, but if I recall they still deal damage and knockback if they work, so they are still functional. Mega Mushroom was always about negativity- if a character is large in a fighting game it is often bad for them, as it makes them a target.
On the subject of organization, I don't like the way you head off all of the moves with stats; it doesn't really help visualize it, and the explanations aren't very specific. When it comes right down to it, although this set is excellent for a Mushroom, its not a good set overall, and that comes down to character choice. I look forward to see what you could do with a character with some semblance of potential after what you did here.
I've done the headers since MYM4, but I may try one without if I ever make another set. This was more of a test of "could a set for a generic item work?", and it did in my opinion. I probably won't make that many/any sets after this- heck I'd given up with the whole MYM thing, but I decided to pick it up again a few days ago.