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New Smash Bros for WiiU

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Johnknight1

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I do have it saved in it's current state on both the Broom and as a Word document on my computer, so it's not disappearing. :p

It'll take time to add all these songs to the archive, guys, so be patient.
Yeah, but we can save those if there is addable music for Smash Bros. Wii U, and download said songs-since that is such an epic list. :reverse:

10 characters is a lot of DLC, dude, let alone 20...
I think we will get somewhere about half a dozen of DLC characters. Of course, that is assuming we get DLC characters. Personally, I would rather have DLC stages from all the 3 previous smash bros. game first (then add DLC characters).

Honestly if there were DLC characters, most of them probably would be late cuts like Mewtwo and Roy from Brawl who already have data on the disc, or data stored elsewhere.

The only way we'll get over 10 is through player-added characters or something. It would be cool to have player-added characters, amirite=??? :awesome:

Also if there's a major glitch it oughta be patched (with a removable patch), lulz. C'mon-the Meta Knight Infinite Cap is lammmeeee!!!

Then again we also could use DLC items, assist trophies, Pokéball Pokémon, features, options, single-player stuff, bosses, modes, etc. etc. etc.

As long as it's there, I'll get it. *empties pockets*
 

Verde Coeden Scalesworth

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Seems you actually knew how to play and enjoyed it, I for one never know how to play it, I did however enjoy Kombat Puzzle like tetris which I really enjoyed while having the "chibi" versions of some characters on-screen.

:phone:
Honestly, it's just like Chess. All you have to do is win the actual fights themselves.

@Metaloverlord: That sounds sweet, the future installment stuff.

Overall, I'm not sure who'd fit best in SSB4. I won't rule out Sub-Zero. He could be rather interesting, especially if he used his Kori Blade for some of his moves/combos. There's also simple stuff like ice punches and so on.

Ermac would be sweet, I admit. Too bad a MK character would never happen, sadly. :(
 

Verde Coeden Scalesworth

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Boss Mode. Where one player plays as the Bosses.

Return of Race to the Finish(can be chosen in the Stadium) and Board the Platforms, as well as Grab the Trophies. And then there's the old Coin Machine from Melee.(I think it should return, but the Coin Launcher should also be available)

Something similar to the Destroy the Cars from Street Fighter. A practice mode where they actually bring you through all your moves and possible obvious combos.(like with Dancing Blade, but not ones that are only user-created) Perhaps some mini-games like from Mario Party?
 

Metal Overlord

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Speaking of Subby, What would Sub-Zero's FS be? It can't be his Spine Rip fatality for obvious reasons.

He would have two alts: his cyborg form and his older brother.
 

Verde Coeden Scalesworth

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Speaking of Subby, What would Sub-Zero's FS be? It can't be his Spine Rip fatality for obvious reasons.

He would have two alts: his cyborg form and his older brother
I could something of a cutscene with various combos using his weapons. But unlike Ike, he'd have it from different angles. It'd actually be more interesting than a few slashes. Something like a Hyper Combo or whatever.

I remember the X-Ray moves from MK9, something like that. But you know, not bloody, etc.

Anybody remember Yun-Seong's Critical Finish in SCIV? How about something like that? http://www.youtube.com/watch?v=5BxeI2q9eFI
 

Metal Overlord

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Boss Mode. Where one player plays as the Bosses.

Return of Race to the Finish(can be chosen in the Stadium) and Board the Platforms, as well as Grab the Trophies. And then there's the old Coin Machine from Melee.(I think it should return, but the Coin Launcher should also be available)

Something similar to the Destroy the Cars from Street Fighter. A practice mode where they actually bring you through all your moves and possible obvious combos.(like with Dancing Blade, but not ones that are only user-created) Perhaps some mini-games like from Mario Party?
Holy crap this would all be awesome. :grin:

Adventure Mode should definitely have some side quests, as well.

@HyperFalcon again- I was gonna say his brutality from Ultimate Mortal Kombat 3 but that's even better. :cool:
 

Verde Coeden Scalesworth

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Holy crap this would all be awesome. :grin:

Adventure Mode should definitely have some side quests, as well.

@HyperFalcon again- I was gonna say his brutality from Ultimate Mortal Kombat 3 but that's even better. :cool:
A brutality is fine too. And fits within Smash all too well. Although his weapon would still be his Kori Blade, heh.

And yeah, I admit that Brawl's SSE felt more vibrant in stuff to do, but it felt like a completely different game from Melee's Adventure Mode. It's true that SSB is somewhat based upon the Beat-Em-Up style fighter. But the thing is, it still plays in a similar way to a regular fighter. The SSE just further pushed it apart from the traditional fighters. That, and I gotta admit, it was kind of boring to me. I think if it atleast had more enemies that weren't original, I would've liked it more. Although the higher gravity for every character was just plain out annoying.

Anyway, there were some side quests in the SSE to find Jigglypuff, Toon Link, and Wolf. But I'd like more than that. Just find a few characters and some hidden items really isn't that big of a deal.
 

Verde Coeden Scalesworth

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Thanks, King. I feel SSB could use more variety besides storyline. I feel like it got less and less interesting mini-game wise as the new games came up. I mean, we have a ton of different mini-games, but they keep getting replaced by stuff that could be called mediocre. I mean, is there anyone who liked only 5 Target Tests?(sounds good on paper, until every single character has to go through every single one. If I calculate correct, that's 185 times total?)
 

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A brutality is fine too. And fits within Smash all too well. Although his weapon would still be his Kori Blade, heh.

And yeah, I admit that Brawl's SSE felt more vibrant in stuff to do, but it felt like a completely different game from Melee's Adventure Mode. It's true that SSB is somewhat based upon the Beat-Em-Up style fighter. But the thing is, it still plays in a similar way to a regular fighter. The SSE just further pushed it apart from the traditional fighters. That, and I gotta admit, it was kind of boring to me. I think if it atleast had more enemies that weren't original, I would've liked it more. Although the higher gravity for every character was just plain out annoying.

Anyway, there were some side quests in the SSE to find Jigglypuff, Toon Link, and Wolf. But I'd like more than that. Just find a few characters and some hidden items really isn't that big of a deal.
Sorry for the late response, I was busy with something.

I think Adventure Mode would be a lot better if the story involved more than just the playable characters. And, I 100% agree, didn't have all those uninspired locales and enemies, as well.

There needs to be much better character unlocking methods. And I don't just mean more difficult, I mean more creative and fun in addition to being more challenging.
 

Aurane

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Sorry for the late response, I was busy with something.

I think Adventure Mode would be a lot better if the story involved more than just the playable characters. And, I 100% agree, didn't have all those uninspired locales and enemies, as well.
Idk wat game it was (that I got the idea from), but what if the Adventure mode was different for each character? You know, like they have their own story/adventure?
 

Verde Coeden Scalesworth

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Sorry for the late response, I was busy with something.

I think Adventure Mode would be a lot better if the story involved more than just the playable characters. And, I 100% agree, didn't have all those uninspired locales and enemies, as well.

There needs to be much better character unlocking methods. And I don't just mean more difficult, I mean more creative and fun in addition to being more challenging.
I mean, there was pretty much one level related to the Mother series, and the rest were generic as hell. I mean, the Castle area was semi-related to Fire Emblem, but it wasn't even based upon it. Just generic.

@Asage: Soul Calibur III perhaps? Or even 1? They have their own unique Story Modes.

I don't think we need one that gives over 30 characters their own unique mode, unless it's a very specific mode, as in, it's different for everyone, but you don't have to take different paths. I don't mind if it's static, when there's tons of characters.
 

Metal Overlord

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Idk wat game it was (that I got the idea from), but what if the Adventure mode was different for each character? You know, like they have their own story/adventure?
That would be pretty cool, but I'm uncertain as to how feasible that may be.

I could see the story in general staying the same, but you would play it from different perspectives. Like, for example, if you choose Fox, you'd only play Fox's part of the story, or if you chose Victini, then you'd only play Victini's part of the story..

And then once you beat Adventure Mode with everyone, you'd unlock a "Final Story" type of mode, like in Sonic Adventure 2 and Heroes.
 

Aurane

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@Asage: Soul Calibur III perhaps? Or even 1? They have their own unique Story Modes.
I don't think we need one that gives over 30 characters their own unique mode, unless it's a very specific mode, as in, it's different for everyone, but you don't have to take different paths. I don't mind if it's static, when there's tons of characters.
Thanks for the game info ^^ It was bugging me. But yeah, of course it would be different. For example, Mario has to save Peach (Wow), but in an ironic twists of fate, he and Link team up to save Zelda and Peach. And if ur in 2 player mode, you can as both of them, ya know? I think Victini's would be Epic! Victini faces everyone to prove that he is truly the victorious pokemon ^^
 

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And then once you beat Adventure Mode with everyone, you'd unlock a "Final Story" type of mode, like in Sonic Adventure 2 and Heroes.
And Shadow the Hedgehog, Sonic Adventure 1, Sonic 2006... even Sonic Battle.

They've been doing the "Final Story" thing for an extremely long time. Ever since SA1, really. I'm not sure if it applies to the "only one playable character" games like Unleashed and Colors, though.
 

Aurane

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I like this idea alot, actually. I'm adding it in my projects.
And Link's mission would protain to Mario's as well, but with a little remix in his.
 

SwayneGang

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You must mean the Sonic Adventure games.

I've been playing Melee recently, and I thought of an idea for a new mode: Trophy Tussle.
 

Verde Coeden Scalesworth

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Thanks for the game info ^^ It was bugging me. But yeah, of course it would be different. For example, Mario has to save Peach (Wow), but in an ironic twists of fate, he and Link team up to save Zelda and Peach. And if ur in 2 player mode, you can as both of them, ya know? I think Victini's would be Epic! Victini faces everyone to prove that he is truly the victorious pokemon ^^
No problem. And yeah, I could see even perhaps the series having their own story mode. As in, all the Pokemon have one, StarFox has one, etc.

Sure, there'd be some characters who have their own without any help for another one-off series. Although... they could be together. It's hard to say.

^ Oh, god yes. It'd have limited stages, mind you, but that'd be awesome!


Robotnik usually ends up being a false antagonist, as well.
That's true. Except Sonic Advance 1 and 2. And I think he's the main boss in Rush and Rush Adventure alone with the alternate universe Eggman.
 

Metal Overlord

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And Shadow the Hedgehog, Sonic Adventure 1, Sonic 2006... even Sonic Battle.

They've been doing the "Final Story" thing for an extremely long time. Ever since SA1, really. I'm not sure if it applies to the "only one playable character" games like Unleashed and Colors, though.
Robotnik usually ends up being a false antagonist, as well.
 

Aurane

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I just happened to realize I LOVE this idea! Y.Link and Toon Link ^^ Eh? eeeehhh? I'm gunna make a script on them right now.
 

SmashChu

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Because you always prefer the ladies. :awesome:


Anyways, I'm going to re-post this from the Broom. If people have song suggestions, now's the time to post them.

Super Smash Brothers 4 - Music Selections Archive
No Rhythm Heaven? For shame.

BTW, I never see anyone talk about Rhythm Heaven stuff. The series has done pretty well, at least with the DS game.
 

Johnknight1

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I still do coin launcher! (ever 2 months)

But seriously, mini-games could be awesome. However, player-made mini-games are still the best. Like the Bowser Challenge in Melee.

Of course in Brawl there is soccer and of course bowling. :awesome:

Of course, the Brawl tournament scene has a few other way more amazing mini-games, especially in good ole' Canada!
 

JavaCroc

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I could see the story in general staying the same, but you would play it from different perspectives. Like, for example, if you choose Fox, you'd only play Fox's part of the story, or if you chose Victini, then you'd only play Victini's part of the story..

And then once you beat Adventure Mode with everyone, you'd unlock a "Final Story" type of mode, like in Sonic Adventure 2 and Heroes.
I've suggested this idea before as well. The benefits of implementing this design would be enormous - players can choose to play only as their favorite character if they wish, replayability will be greatly increased since you could play as each character for each part of Adventure Mode's storyline, and if played right, the story is improved by showing individual characters experiences and reactions.

I've suggested a lot of Adventure Mode stuff over time. Here's some bullets for the mode I once made.

Better, More-Nintendo-Focused Story: This is pretty much agreed upon. The question is, how would this be implemented?

Play as Each Character in Each Character's Part of the Story: Basically, when you select the Adventure mode option in the menu, you go to the character selection screen and choose a character. Then you play Adventure Mode, but only from the experience of that particular character. So if you choose Pit, you only play his part of the story; you don't get sidetracked by whatever Mario is doing on the other side of the world. There would be a limit to how far you can go with a single character, and once that limit is passed, you can continue with that character. But I have no idea how this would be implemented.

Unlockables: I lopped all these features into one category. There are numerous unlockables peppered throughout Adventure mode - some you gain by just completing a level, but others are found through different means. Sometimes you have to do a side-quest given to you by a non-playable Nintendo character to be rewarded. Other times you'll need to explore a level top-to-bottom to find the little secrets. This feature would greatly increase the re-playability of Adventure Mode by encouraging players to find all the various unlockables.

Cameo Appearances by Non-Playable Characters: Marth and Caeda sharing a tender moment before Marth separates to begin his quest. Encountering K.K. Slider along a barren trail playing one of his tunes. Seeing Pokemon actually run through the thick grasses of the Kanto region. Waluigi attempting to beat up his rival Luigi before Mario kicks his *** out of town. I don't think this needs much more explaining for it's potential.

Side-Quests: Again, another feature that can greatly expand the re-playability and appeal of Adventure Mode. For example, guide a lost Nintendog through the level back to it's owner. Or translate ancient scriptures that describe the story of a lost civilization using Samus's visor. These side-quests would include unlockables as rewards, of course. For example, for guiding the Nintendog home, you gain it as an Assist Trophy in normal play.

Secret Areas: Pretty self-explanatory. In levels featuring Zelda characters, for example, you can find Hidden Grottoes underneath the level that contain small enemy encounters and an unlockable as a reward.

Mix of More Lighthearted and Darker Tones: The story can start somewhat lighthearted, more akin to the concept behind SSB64. Some humor is perfect; for example, Ness attempting to attack an opponent with PK Fire, but accidentally lighting Luigi's pants on fire and making him run panicked. But as the story progresses, it increases in darkness until it becomes darker than Brawl's story ever was. At it's darkest, for example, a vision of what a Nintendo apocalypse would look like; an emotional and dark concept that should be handled much like the emotionally-gripping incinerator scene in Toy Story 3.

Make It Only Unlocked Once the Player Has Unlocked Every Character: All-Star Mode can replace Adventure Mode as the other major available-at-start mode, and can develop and grow as the player unlocks characters to show the player's progress. This prevents Adventure Mode from being just some cheap way to unlock characters and would make it something very much worth the effort.

No Rhythm Heaven? For shame.
Suggest the music and I'll add it. :laugh:

StarPhoenix has mentioned Rhythm Heaven a couple of times and has included some songs from the games in his stage concepts. Otherwise, talk is definitely limited regarding the series.

I still do coin launcher! (ever 2 months)

But seriously, mini-games could be awesome. However, player-made mini-games are still the best. Like the Bowser Challenge in Melee.

Of course in Brawl there is soccer and of course bowling. :awesome:

Of course, the Brawl tournament scene has a few other way more amazing mini-games, especially in good ole' Canada!
Regarding Coin Launcher...

Coin Launcher - Nintendoified
(Under Construction)



Tables

This is the big addition to Coin Launcher that provides all the diversity and challenge that Brawl's Coin Launcher needed. Upon starting Coin Launcher mode, the table is set to the default table, which looks much like Brawl's Coin Launcher table but with a Smash Bros. symbol on the floor of the table. However, after a Vs. mode-type countdown, the table flips either clockwise or counter-clockwise to a new table.

Once changed to a new table, a timer appears in the top left portion of the screen, showing how much time you have on a particular table. Once the countdown ends, the table flips over again for a new table.

The tables themselves will be described below. Each table is reflective of a certain Nintendo franchise or game.

[COLLAPSE="The Legend of Zelda"]
Lantern Cavern

This table takes place in a long, dark series of tunnels and caverns lit by torchlight and the blue glow your Coin Launcher radiates. The cave is modeled after your traditional Zelda cave level, although it most resembles the Lantern Caves found throughout Twilight Princess, such as the one seen here at 1:32. Although the table remains put, the cave will be scrolling towards the player, so the player will be "moving" through the cave. As the player navigates the tunnels and chambers of the cave, enemies, pots, and prizes show up.

Enemies, which consist of both enemies from the more realistic Zelda titles and the more "toonish" games, include:

- Freezards: These motionless, living blocks of ice will breathe cold, freezing mist at you as you near them. Strike them multiple times with your coins to make them crumble and explode in shards of ice.
- Miniblins: These fierce little minions of Ganondorf attack in small packs with pitchforks. Two coins can dispatch any one Miniblin.
- Stalfos: Skeleton warriors who attack isolated and by dual-wielding swords. A couple of coins will send their bones flying away.
- ChuChus: Blob-like enemies who just walk casually towards the player and come in different colors. These enemies can come in large variants, which when hit by a coin, split into smaller ChuChus. The smallest ChuChus require only one hit to splatter them across the floor.
- Bomskit: Although these bipedal insect-like creatures don't directly attack the player, they drop bombs in their running paths that can get in the way of the player and explode on impact. A single coin destroys a bomb or a Bomskit.
- Tektite: Four-legged, one-eyed arachnids who jump about the table. Although they can't be attacked in the air, two coins can take one down on the ground.
- Armos: Stone, mobile statues that will move towards the player and subsequently explode once next to your Coin Launcher, causing a good deal of damage. One coin aimed at the diamonds in their chests will destroy them.

Some pots are scattered along the walls of the cave. Smash them with a coin for a 50% chance to win a sticker or 10% chance to win a trophy. Trophies and waste paper will move through the level like any normal level as well.

Boss Encounter - Ghoma


All the features of the Legend of Zelda table fade out, and the table changes to inside a large hall in a dungeon, designed exactly like the one seen in the Zelda Wii U tech demo, including walls around the table (the coin launcher is contained under an arched doorway) and a see-through ceiling. Some rumbling is heard, and then crashing down from above the Coin Launcher table is Ghoma.

Ghoma attacks you in a couple of ways, listed below:

- Ghoma raises it's front legs, standing up on it's back legs, and falls back down on it's front legs, releasing an energy wave towards the player. You must shoot enough coins at the energy wave to disrupt it before it can damage you.
- Ghoma begins releasing eggs from it's abdomen onto the floor. These eggs break open to reveal smaller Gohmas that then rush towards the player. Two coins each will get rid of them.
- Gohma shoots a laser beam from his eye that slowly moves towards the player. If the laser strikes the player, it inflicts steady but massive amount of damage over time on the player's coin amount. However, the player can counter the laser by continually firing coins towards it, eventually deflecting it.

To defeat Gohma, you must strike it's front four legs as it walks along the floor of the level with coins. After about five coins each, the legs turn useless and Gohma collapses on the floor, it's eye on ground level. This is your chance. Strike at Gohma's eye with coins until it bursts.

Once it's eye bursts, Gohma will stand up, dizzily attempt to maneuver across the board, and collapses once again. Gohma then disappears in a cloud of smoke and sparks.

Reward: Gohma trophy, two random Legend of Zelda stickers, x20 coin bonus[/COLLAPSE]
[COLLAPSE="Wario"]No trophies nor waste paper are present on these tables.

Microgames

The table quickly flips over clockwise onto it's backside and onto a new table. This new table will consist of one six random WarioWare microgames. All of the microgames, as per the WarioWare games, have unusually short countdowns that the challenge must be completed in.

- Eating for Two: Two Wario heads pop out from the floor of the table with mouths open, and your coins transform into cloves of garlic. Shoot the garlic cloves into the mouths of the Warios to feed them and win a reward.
- Rump Roast: The table is located within the racetrack of a horse show. A row of horses are running towards the opposite end of the table; your horse is marked differently from the others by way of skin color. Your goal is to shoot coins at your horse to make it run faster and beat the other horses to the finish line. Win the race with your horse and you win the reward.
- Vicious Veggies: This table is located in outer space. The planet Earth is positioned behind the player, and the walls on the player's side of the board are removed. Vegetables of varying sizes and varieties start firing towards Earth from the opposite end of the table. Your goal is to shoot down these vegetables with your coins before they crash onto Earth or yourself. The vegetables vary in difficulty depending on size; a large pumpkin will take more coins to destroy than a small onion, for example.
- Same Diff: Two pictures appear on the table, looking similar yet different. The player must strike one coin at the one difference between the two images. Do so, and you win a reward. Do not launch a coin or strike the wrong object, though, and you fail the microgame.
- Mirror Mirror: The table changes to an image of a snowy mountain. Distributed across the table in specific locations are mirrors. A beam of light is positioned from one side of the table. The goal is to hit the mirrors with coins to rotate them so that the beam of light reflects off of them onto the player's Coin Launcher. Do so within the given time and you win.

Boss (??) Encounter - Jimmy T. and the Thang Family


The table floor suddenly changes to a dance floor with color-changing squares. A disco ball descends from above the table, flashing light all over. In the center of the board, five areas where squares would be, arranged in a large triangle pattern on the board, are empty.

Suddenly, a looped version of this music begins playing, and square platforms rise from the empty spaces on the table, bringing with them Jimmy T. and each member of his family - Papa, Mama, James, and Jamie as they dance mildly to the music.

Once the platforms have risen and connected with the rest of the board, the playey's goal is to pellet each member of the Thang family. When a coin strikes Jimmy T. or one of his family member, the hit character will immediately execute a fancy dance move. The player's goal is to keep the family members dancing and moving all about the board with the coins until the end of the routine.

At the end of the routine, the family members stop on whatever square they are on. At this point, the player's performance in this "boss fight" affects the outcome. If the player did little to provoke the Thang family to dance, they just droop their faces dowards and look disappointed. If the player was successful, the Thang family perform one final iconic disco move together. In either outcome, the famiyl members descend below the board on whatever platforms they were standing on.

Reward: Jimmy T. trophy, Thang Family trophy, x20 coin bonus[/COLLAPSE]
 

Verde Coeden Scalesworth

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He was the main boss in Colors, too. Speaking of which, Planet Wisp was confirmed to be in Sonic Generations recently.
Yeah. I was referring to the games where you can play as someone other than Sonic, and had a Final Story, to note. I have yet to play either version of Colors. I got them both, though.

^ Skyworld. :p
 

Johnknight1

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Woaw that's some good coin launcher ideas. I would love if the Coin Launcher had "boss battles," enemies, random events, and maybe even versus performances (online). ;P

That way people who maybe make the single-player stuff can have something to do if they finish. Or it could be something fun they could add later as (FREE!!!) DLC.
 

Metal Overlord

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Those are some truly epic ideas, Java. :grin:

I suggested some of those ideas myself before like that Adventure Mode could use some inspirations from Pixar movies and Smash 64, but All-Star Mode replacing Adventure Mode as the new single-player mode available from the start? Genius. :cool:

That would mean that at the start of the All-Star, you could only fight all of the starters until you started unlocking characters
 

Starphoenix

How Long Have I Been Asleep?
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No Rhythm Heaven? For shame.

BTW, I never see anyone talk about Rhythm Heaven stuff. The series has done pretty well, at least with the DS game.
It is possible, maybe even likely, we may get a stage. I always envisioned a mix between WarioWare and Hanenbow with more rhythmic mechanics involved. I've contemplated doing a stage concept, but I have little knowledge on the series. Why don't you try taking a stab at it Smashchu?

@Coin Launcher:

Best idea ever. Nuff said.
 

Verde Coeden Scalesworth

Flap and Swish~
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A non-generic Coin Launcher? I barely read through it and I already agree.

Is it me, or did a buttload of Brawl's stuff feel generic as hell?
 
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