What I’m about to report on probably contains spoilers. So if you don’t want anything ruined for yourself (if that’s the kind of person you are [not that there’s anything wrong with that]) then stop reading now. There is wisdom in the screen shots. We must examine them now!
If we ignore that KrazyKid who proclaimed “interchangable B Moves” in a certain thread this morning, then there can only be a few (conceivable) possibilities as to which “button home” the Mario Tornado will belong.
<ol>
<li> Down B in the air only</li>
<li>Down A in the air only</li>
</ol>
Let’s think about this. As we’ve seen in the Nintendo World 2006 video, this move hovers Mario in the air. A moves typically don’t have gravity defying effects like this. Also, if you can still “helicopter” upwards, isn’t that the opposite of a down A air move, especially if the hit boxes are on Mario’s fist and not his feet? Something seems off.
Regardless if it’s an A move or a B move (or something else), here’s good evidence that Mario can still move upward with this move.
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/mario_070906d-l1.jpg" alt="The Blue Waves" height="300" width="364" />
As you can see there are two small blue shock waves moving up from the contact point on both Zelda and Kirby.
I think these shock waves are part of a way to visually display the effects of havok, DI, and the momentum of moves/attacks. This is a step in the right direction to achieving perfect game design. Nobody wants to memorize the invisible calculations of a game in order to play it. There are fighters like this, and even the best players hate the game’s guts. Just ask Changsta how he feels about the Naruto figher. Apparently it’s all about wack-a-doodle invisible-invincible-ungrabable-hit-box-frame-cancels. When a game features too many invisible aspects like that, it moves away from being a “game” and closer to being a representation of “abstract concepts.” That is not a good direction to be in unless you want to play in a Kandinski Improvisation painting.
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/kandinski.jpg" alt="Kandinki" />
Sakurai would never expect a little kid playing Brawl to understand how collisions and the momentum of moving bodies work. But if he shows it with a neat blue shock wave, the kid will be able to better discern the games mechanics. After all, we did. I remember teaching my friend Travis how to play smash when I barely knew anything about the game (or game design for that matter). I told him that when you land from a jump without doing an attack, the dust cloud that’s kicked up is “spiky.” This means you can immediately do something else after landing. If the cloud is “poofy” (like when landing from a B moves) then you can’t do something right away: lag. From such simple visual cues, I was able to begin to make sense of the extremely complex game of Melee.
It’s clear to see that these shock waves correspond to the direction that the energy from an attack moves. Notice all the angles.
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/diddykong_070822d-l.jpg" alt="diddy" height="236" width="287" /> <img src="http://smashboards.com/blog/wp-content/uploads/2007/09/ike_070807d-l.jpg" alt="Samus and Ike" height="235" width="286" />
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/pokemon_trainer_070829c-l.jpg" alt="seeds" height="237" width="291" /> <img src="http://smashboards.com/blog/wp-content/uploads/2007/09/peach_070817c-l.jpg" alt="Peach " height="234" width="285" />
<p align="left">Even in these’s pictures where it’s a little harder to spot! Once you start seeing the waves, it all becomes clear.</p>
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/metaknight_070905c-l1.jpg" alt="kirby good night" height="236" width="288" /> <img src="http://smashboards.com/blog/wp-content/uploads/2007/09/zerosuit_samus_070719c-l.jpg" alt="zamus" height="239" width="291" />
It appears the Kirby and Metaknight have clashed swords in mid air. There’s a faint white bubble coming out of Metaknight’s head. It travels off the screen shot and back around for a complete circle. If you find the center of that circle, you’ll have found where the two swords met. This is new to Smash!
What if these shock waves delve deeper? What if the deeper blue color they contained, the more powerful the hit/the less you can DI the hit? The game will start to make a lot more sense a lot more quickly if elements like that were in place.
Keep your eyes peeled for future screen shots.
If we ignore that KrazyKid who proclaimed “interchangable B Moves” in a certain thread this morning, then there can only be a few (conceivable) possibilities as to which “button home” the Mario Tornado will belong.
<ol>
<li> Down B in the air only</li>
<li>Down A in the air only</li>
</ol>
Let’s think about this. As we’ve seen in the Nintendo World 2006 video, this move hovers Mario in the air. A moves typically don’t have gravity defying effects like this. Also, if you can still “helicopter” upwards, isn’t that the opposite of a down A air move, especially if the hit boxes are on Mario’s fist and not his feet? Something seems off.
Regardless if it’s an A move or a B move (or something else), here’s good evidence that Mario can still move upward with this move.
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/mario_070906d-l1.jpg" alt="The Blue Waves" height="300" width="364" />
As you can see there are two small blue shock waves moving up from the contact point on both Zelda and Kirby.
I think these shock waves are part of a way to visually display the effects of havok, DI, and the momentum of moves/attacks. This is a step in the right direction to achieving perfect game design. Nobody wants to memorize the invisible calculations of a game in order to play it. There are fighters like this, and even the best players hate the game’s guts. Just ask Changsta how he feels about the Naruto figher. Apparently it’s all about wack-a-doodle invisible-invincible-ungrabable-hit-box-frame-cancels. When a game features too many invisible aspects like that, it moves away from being a “game” and closer to being a representation of “abstract concepts.” That is not a good direction to be in unless you want to play in a Kandinski Improvisation painting.
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/kandinski.jpg" alt="Kandinki" />
Sakurai would never expect a little kid playing Brawl to understand how collisions and the momentum of moving bodies work. But if he shows it with a neat blue shock wave, the kid will be able to better discern the games mechanics. After all, we did. I remember teaching my friend Travis how to play smash when I barely knew anything about the game (or game design for that matter). I told him that when you land from a jump without doing an attack, the dust cloud that’s kicked up is “spiky.” This means you can immediately do something else after landing. If the cloud is “poofy” (like when landing from a B moves) then you can’t do something right away: lag. From such simple visual cues, I was able to begin to make sense of the extremely complex game of Melee.
It’s clear to see that these shock waves correspond to the direction that the energy from an attack moves. Notice all the angles.
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/diddykong_070822d-l.jpg" alt="diddy" height="236" width="287" /> <img src="http://smashboards.com/blog/wp-content/uploads/2007/09/ike_070807d-l.jpg" alt="Samus and Ike" height="235" width="286" />
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/pokemon_trainer_070829c-l.jpg" alt="seeds" height="237" width="291" /> <img src="http://smashboards.com/blog/wp-content/uploads/2007/09/peach_070817c-l.jpg" alt="Peach " height="234" width="285" />
<p align="left">Even in these’s pictures where it’s a little harder to spot! Once you start seeing the waves, it all becomes clear.</p>
<img src="http://smashboards.com/blog/wp-content/uploads/2007/09/metaknight_070905c-l1.jpg" alt="kirby good night" height="236" width="288" /> <img src="http://smashboards.com/blog/wp-content/uploads/2007/09/zerosuit_samus_070719c-l.jpg" alt="zamus" height="239" width="291" />
It appears the Kirby and Metaknight have clashed swords in mid air. There’s a faint white bubble coming out of Metaknight’s head. It travels off the screen shot and back around for a complete circle. If you find the center of that circle, you’ll have found where the two swords met. This is new to Smash!
What if these shock waves delve deeper? What if the deeper blue color they contained, the more powerful the hit/the less you can DI the hit? The game will start to make a lot more sense a lot more quickly if elements like that were in place.
Keep your eyes peeled for future screen shots.