Once again, I’ve come up with an interesting new mode that’s focused on delivering a new way to experience Smash with items. Remember our motto….
<strong>You can’t build a strategy around the unpredictable. Because Brawl will feature more items than ever, there has to be a more organized way to include them in a match. Randomly spawning doesn’t cut it. Like in many FPSs, the weapons spawn in specific locations. Because the player knows which weapon is where, they can plan accordingly either to seek the items in an offensive strategy, or defend against them. Any option for Smash where items aren’t random but planned or predictable in some fashion would yield a deeper overall fighting experience and more fun because of the added level of control and strategy.</strong>
By reading the title, you should already know where I got the inspiration from….<!--more-->
<p align="center"> <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/tetrisds.jpg" /></p>
<ul>
<li>Tetris: As evident in the screen shots, the upcoming tetris blocks available to the player are clearly displayed on the side of the screen. At a glance the player is able to see the next six tetris pieces. This allows for the player to accurately create strategies based on the coming resources. The player might think “Ok. I know I can set this block here because I have a long piece coming up.”</li>
</ul>
<p align="center"> <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/monolithsmarioworld.JPG" height="238" width="343" /></p>
<ul>
<li>Super Mario World: Remember that little box at the top of the screen that would store one of your extra power ups, and drop its itemy goodess at your command?</li>
</ul>
The basics of <strong>Tetris mode</strong> should be fairly obvious now. The top or the side of the screen would display the upcoming items. One by one, these items will drop into the field. From this simple idea there are many variations to consider.
<ol>
<li>Items drop on a timer.</li>
<li>An item drops with then previous item hits the stage.</li>
<li>An item drops when the previous item is picked up.</li>
<li>An item drops when the previous item is used up or destroyed.</li>
<li>An item drops when either player taunts.</li>
<li>No one can grab/use the item until it lands on a surface. Reminiscent of Smash64.</li>
<li>Items wouldn’t have to drop straight down the middle of the stage. They could move side to side as if they were tetris blocks trying to organize their landing.</li>
</ol>
Any of these options would work, and of course, combinations are always a possibility.
With this mode there would be no random explosions, the items would be randomized, and it would allow for building long term strategies. Simple yet effective.
<strong>You can’t build a strategy around the unpredictable. Because Brawl will feature more items than ever, there has to be a more organized way to include them in a match. Randomly spawning doesn’t cut it. Like in many FPSs, the weapons spawn in specific locations. Because the player knows which weapon is where, they can plan accordingly either to seek the items in an offensive strategy, or defend against them. Any option for Smash where items aren’t random but planned or predictable in some fashion would yield a deeper overall fighting experience and more fun because of the added level of control and strategy.</strong>
By reading the title, you should already know where I got the inspiration from….<!--more-->
<p align="center"> <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/tetrisds.jpg" /></p>
<ul>
<li>Tetris: As evident in the screen shots, the upcoming tetris blocks available to the player are clearly displayed on the side of the screen. At a glance the player is able to see the next six tetris pieces. This allows for the player to accurately create strategies based on the coming resources. The player might think “Ok. I know I can set this block here because I have a long piece coming up.”</li>
</ul>
<p align="center"> <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/monolithsmarioworld.JPG" height="238" width="343" /></p>
<ul>
<li>Super Mario World: Remember that little box at the top of the screen that would store one of your extra power ups, and drop its itemy goodess at your command?</li>
</ul>
The basics of <strong>Tetris mode</strong> should be fairly obvious now. The top or the side of the screen would display the upcoming items. One by one, these items will drop into the field. From this simple idea there are many variations to consider.
<ol>
<li>Items drop on a timer.</li>
<li>An item drops with then previous item hits the stage.</li>
<li>An item drops when the previous item is picked up.</li>
<li>An item drops when the previous item is used up or destroyed.</li>
<li>An item drops when either player taunts.</li>
<li>No one can grab/use the item until it lands on a surface. Reminiscent of Smash64.</li>
<li>Items wouldn’t have to drop straight down the middle of the stage. They could move side to side as if they were tetris blocks trying to organize their landing.</li>
</ol>
Any of these options would work, and of course, combinations are always a possibility.
With this mode there would be no random explosions, the items would be randomized, and it would allow for building long term strategies. Simple yet effective.