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The N64 Controller was big designing flaw...Infact I loved it my second favorite controller after GC controller.rumor has it they're bringing back the n64 controller![]()
It was designing flaw because basically the L shoulder button and the D-Pad were mostly out your fingers reach so they are considered non-functional.n64 controller revolutionized the industry. also was how nintendo has always had the most creative controllers. remove the c stick imo
You know, I would actually approve of this dude being in. Granted, a lot of people will probably bring the "Too many sword users!" argument, but I'd still like to see him.Magnus :
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Sakurai has stated that he likely will not make another Melee, it was to quote him "just too hard". When it really isn't, it has all the same basics as Smash 64 did, everything that the competitive community does has absolutely no bearing on the casual players yet he treats it like there's this force between the two and that you have to choose a side to cater to.^I agree with this guy. I've always loved Melee and Brawl around equally, and I've never quite understood Melee fanboyism outside the competitive community. Outside of Meta Knight and Ganondorf, Brawl isn't too terribly imbalanced. Also, I'm not sure what all the excessive complaining about how SSB4 is going to ruin competitive smash bros is about. Keep in mind Sakurai made Melee too, and it sounds like this time around he's going to take balance more seriously. I just can't wait until we get some more info.
I think it has more to do with the time the Melee was made. Only 2 years. It required a lot of dedication from him, that's why he doesn't want to go through it againSakurai has stated that he likely will not make another Melee, it was to quote him "just too hard".
but Game Cube controller was the step ahead...it was perfect...the buttons came in different shapes so you can recognize every single button without the need to look on you controller....and had 2 analogue sticks and the Left analogue stick was placed in the best place... Z button was placed in perfect place...yeah but z trigger was first of its kind. you dont need L and R shoulder we only have ten fingers (sometimes less)
It's very likely because he is a an ally in the Kid Icarus game that is developed by Sakurai himself.I thought the C-stick was a hell of a lot better than having C buttons. I'd rather use the stick for Smash too.
You know, I would actually approve of this dude being in. Granted, a lot of people will probably bring the "Too many sword users!" argument, but I'd still like to see him.
Still doesn't change what he's said about competition.I think it has more to do with the time the Melee was made. Only 2 years. It required a lot of dedication from him, that's why he doesn't want to go through it again
This man knows what he is talking about. Good post.Sakurai has stated that he likely will not make another Melee, it was to quote him "just too hard". When it really isn't, it has all the same basics as Smash 64 did, everything that the competitive community does has absolutely no bearing on the casual players yet he treats it like there's this force between the two and that you have to choose a side to cater to.
Furthermore, a lot of smashers don't know about the intricacies of Brawl from a coding standpoint. Sakurai deliberately disabled a lot of stuff that was the core of Smash since Smash 64, this includes non-tumble DI (doesn't exist in Brawl), ASDI while on the ground (again it's in the game but disabled in a certain way), crouch canceling (and no not referring to the hitlag only version, which by the way does prove CC'ing was in the game at some point), and quite a few other things. The fact that they actually had those things in the game at some point and Sakurai deliberately cut them out has me as a competitive gamer worried. Hell, the fact that he took something out as integral and basic as non-tumble DI has me wondering if Sakurai knew what he was doing at all. Because that one small sounding but impactful gameplay mechanic is the main reason why a lot of things are ******** in Brawl (see: DDD's Dthrow, Falco's Dthrow, and Sheik's Ftilt lock).
It's disheartening to have heard his opinion on competition, thinking that it should be a level playing field between competitive players and casual players. He doesn't intend to magically go back to the way it was for Melee. Maybe he'll go back to how Smash 64 is as a start, once he takes the current Brawl gameplay and what not. But I have a lot less hope and hype for this franchise going forward because of his decision to exclude a bunch of things that impact the game's balance so hugely.
Taking out non-tumble DI is not a minor thing and something you could forgive Sakurai for. It's the main thing that caused a lot of moves in Brawl to be utterly stupid.
I don't know what you have against swords but SSB isn't a weapon based game so Sword,Axes,Lance do the same purpose FIGHTING....the real question is: are there too many characters? on one hand more characters= more fun. but at a a certain point some characters will poop on everyone else (see MK). from a competitive standpoint, how much is too much?
not to mention sword characters.. really ike?
for those of us who dont know, what is this mechanic?non-tumble DI
What the **** are you saying ? dude as long Link,Ike,MK,Marth,Young Link all wield Swords...and you doubt swordsmen in SSB ?dont have anything specific against them i always win my local tourneys regardless.
my point is where does a ******* sword wielding bro fit into the game? im no loremaster but im pretty sure nintendo games arent supposed to be violent. how can a game do well if you have cute little balls of love like kirby and jigglypuff getting sliced to pieces by some all too feminite sword wielder?
Nope Sakurai is the lead developer but he said that he will let his team take care of the balancing instead.Sakurai isn't the lead developer anymore, though, right? I think that competitive Smash has a reasonable chance of being good this time around as long as Sakurai isn't calling the shots.
DI of attacks that do not hit you hard enough to send you into tumble.for those of us who dont know, what is this mechanic?
And i agree with your post. That in a nutshell is why i worry about the future of smash and abit about nintendo since they keep trying to push for innovation too hard.
....dude what are you smoking... Miyamoto is alive...im saying i seriously doubt miyamoto condones all this violence. nintendo is a family company and if he were still alive today this would hold true.
This post is "Sakurai obviouslly doesn't know what he is doing. He removed something SO basic as gibbra bubbloria. He obviously doesn't know what he is doing." I've played Smash Brothers since back in 1999 and I have no idea what non-tumble DI is.Sakurai has stated that he likely will not make another Melee, it was to quote him "just too hard". When it really isn't, it has all the same basics as Smash 64 did, everything that the competitive community does has absolutely no bearing on the casual players yet he treats it like there's this force between the two and that you have to choose a side to cater to.
Furthermore, a lot of smashers don't know about the intricacies of Brawl from a coding standpoint. Sakurai deliberately disabled a lot of stuff that was the core of Smash since Smash 64, this includes non-tumble DI (doesn't exist in Brawl), ASDI while on the ground (again it's in the game but disabled in a certain way), crouch canceling (and no not referring to the hitlag only version, which by the way does prove CC'ing was in the game at some point), and quite a few other things. The fact that they actually had those things in the game at some point and Sakurai deliberately cut them out has me as a competitive gamer worried. Hell, the fact that he took something out as integral and basic as non-tumble DI has me wondering if Sakurai knew what he was doing at all. Because that one small sounding but impactful gameplay mechanic is the main reason why a lot of things are ******** in Brawl (see: DDD's Dthrow, Falco's Dthrow, and Sheik's Ftilt lock).
It's disheartening to have heard his opinion on competition, thinking that it should be a level playing field between competitive players and casual players. He doesn't intend to magically go back to the way it was for Melee. Maybe he'll go back to how Smash 64 is as a start, once he takes the current Brawl gameplay and what not. But I have a lot less hope and hype for this franchise going forward because of his decision to exclude a bunch of things that impact the game's balance so hugely.
Taking out non-tumble DI is not a minor thing and something you could forgive Sakurai for. It's the main thing that caused a lot of moves in Brawl to be utterly stupid.
Basically, there's two main hitstun animations a character has.for those of us who dont know, what is this mechanic?
It's not that I don't understand that, I understand entirely he's out to target everybody. But the most of everybody is not the competitive community so you can't blame me for not being excited for this next game given what he did to Brawl. I don't really care about its success, I'm aware of what journalists said and how much it sold. That's all you ever bring to the table, we're here to discuss where Sakurai will take the next game, how he will come up with something new, how he plans to get everybody. The latter of which he failed to do with Brawl FOR the community as a whole. For me, I'm simply saying that the competitive community is in the minority even though he acknowledges our existence.This post is "Sakurai obviouslly doesn't know what he is doing. He removed something SO basic as gibbra bubbloria. He obviously doesn't know what he is doing." I've played Smash Brothers since back in 1999 and I have no idea what non-tumble DI is.
First, competitive is just "You fight me." Easier doesn't mean "less competitive." You are still competitive as usual.
The big problem is 1)Everyone thinks Sakurai is out to get them and 2)That casual players (or normal players as I call them) are totally unaffected by this. The reason for a lot of these changes is that these things do indeed make the game harder. Let me put this straight. Sakurai made this game because he thought that traditional fighting games were too hard and exclusive. Sakurai's first game was made because he thought games at the time were too hard. Smash Brothers is inclusive.
The fact is a lot of what you mentioned doesn't matter and the fact that Brawl is the 2nd most played Wii game and the best selling Smash Brothers game shows that no one else cares. All this stuff is is boosting because you can do it and someone else can't. It's just an easy way to get a leg up. This is also an online game, so having these things is just going to hurt the 99% of people who never use them nor know anything about them Heck, most people like the game just fine without them.
It's the mentality that "Sakurai must make the game for ME." He wants to make a game that more people can play and has always continued to try and grow Smash Brothers. And what's wrong with that. What's wrong with more people playing and enjoying your favorite game? I've never understood the blind hate towards accessibility.
Oh, my bad then.Nope Sakurai is the lead developer but he said that he will let his team take care of the balancing instead.
I hope to God this is the case. I understand Iwata has always had a lot of faith in Sakurai, but it takes more than one man to get a job this huge done with high quality. And besides, with more people on board to help balance the game, this means that balancing process, in theory, speeds up.Oh, my bad then.
I guess if he's willing to let his team take care of the balancing rather than having himself do it, I suppose it means he'll also be more willing to do at least some of what his team wants to do for the rest of the game design, or at least listen.
Why not just make that Mario's DownB? It can be new and old in the sense that it could give him a hop as well as have a good knockback, and still be a spin attack. I imagine that it replaces FLUDD, mainly because this game is likely to have a Galaxy focus. And, like Fox's and ZS Samus's, this DownB can be used for more than attacking; it can aid in recovery by being a third jump.A random though came across my mind and I thought maybe pressing Special + Attack(A+b) simultaneously should output a new special move.
I mean, some PSAs do this like Gray Fox and Athena, and it would help in increasing characters' movepools.
We could have it work wildly differently for the characters.
Some examples:
Mario - SMG spin jump
Instead let's wait and see SMTanooki...it might have interesting moves...I want Ike to have the ability to do his beam slash...Why not just make that Mario's DownB? It can be new and old in the sense that it could give him a hop as well as have a good knockback, and still be a spin attack. I imagine that it replaces FLUDD, mainly because this game is likely to have a Galaxy focus. And, like Fox's and ZS Samus's, this DownB can be used for more than attacking; it can aid in recovery by being a third jump.
Agree'd. More opinions flying around, the better the ideas you might get for the balancing too.I hope to God this is the case. I understand Iwata has always had a lot of faith in Sakurai, but it takes more than one man to get a job this huge done with high quality. And besides, with more people on board to help balance the game, this means that balancing process, in theory, speeds up.
New moves can bring something but I want the game to stay true to the freedom in movement,it's a key element in the game....but the less complicated the better so leave as it is and let's think about pacing games.I've been thinking of new special moves to add to the four we already have for quite some time now that BirthNote brought it up. I've had basically two ideas for it: EX moves ala SF, or if the game switches to a BlazBlue like setup, assign atk+B to different versions of specials or entirely different specials.
I think you got the impression I was suggesting that they switch to stuff like QCFs and DP motions. Not at all. The idea I had in mind was that doing something like this allows more options for characters:New moves can bring something but I want the game to stay true to the freedom in movement,it's a key element in the game....but the less complicated the better so leave as it is and let's think about pacing games.
That gives me an idea: Instead of the Galaxy spin, he could do the Tanooki tailspin, in which he suddenly has the suit while spinning, and once that move finishes, the suit disappears. And, since the suit has flight properties, the spin will give him a slight hop when used in midair!Instead let's wait and see SMTanooki...it might have interesting moves...I want Ike to have the ability to do his beam slash...