If we're getting a stupid Metroid rep, it BETTER be Dark Samus.
I don't know what it's doing right there, but it looks lighty, and tenticle rapey, that combo is not often seen. A must for Smash.
Well, I don't necessarily want Dark Samus for his fully-charged Hyper Beam (the tentacle **** you refer to

), but I'd like Dark Samus in SSB4 even if her time has passed.
I wanna let you guys know that I'm returning to my Victini Blog, and I have animations coming up. Here's his battle stance:
Dunno if you care or not, but it's just a heads up. BTW I watched both Victini movies, White being in Japanese, Black being in English.
Cool. Looking forward to whatever you create next.
OK, I'll put something together. I've posted ideas for Coin Launcher mode before, but I haven't updated the ideas since. Here goes a new Coin Launcher table.
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="NEW! Yoshi's Island"]
Hop! Hop! Donut Lifts
This table takes place in an upwards-scrolling area in Yoshi's Island, based mostly off the
Hop! Hop! Donut Lifts level in the original game (level gameplay begins at 4:37). Although the table itself remains in place, the scenery continually scrolls upwards from fading from below the table to above the table. The entire level and all it's features and enemies are designed with the iconic crayon-pastel look of much of the Yoshi series, and the stage itself scrolls upwards starting at ground level and moving up beyond the mountain peaks and into the sky.
As part of the Donut Lifts design, the platforms in this stage consist of lifts, clouds, and "donuts", as well as basic floating platforms.
While in this level, several enemies can appear on the various platforms and surfaces on the stage. These include:
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Shy Guys: The "grunts" of the Yoshi games, these guys can easily be pushed off the level with a single coin launch.
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Fuzzy: These whiskered puffballs float up through the stage. If the player strikes one with a coin, the coin passes through them and the Fuzzy evaporates in a cloud of smoke and hair strands. When a Fuzzy is hit, the view of the stage begins to warp and distort as in the original Yoshi games, making it difficult to target and see the distorting foes.
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Goonie: These birds simply fly across the stage from either side to the opposite side. Some fly above where they can be hit, but those within your vertical range can be killed with a single coin.
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Mace Guy: These Shy Guys flail large balls-and-chains around themselves as they move slowly through the stage. After winding up, they will let the maces fly at you. Hit the maces with a coin to decimate them. After destroying the mace, you can then kill the Mace(less) Guy like any normal Shy Guy.
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Toadies: These minions of Kamek fly across the stage in packs, sharing a unique prize such as trophy or rolled-up ball of stickers with themselves. Strike any one of them with a coin and they'll scatter like quails away, leaving their prize behind to collect.
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Burt: These large, round, bouncing, striped-pants enemies jump around the stage in pairs. They'll jump across platforms and lifts towards the player, and then jump onto the player's launcher to deal direct damage on the launcher. Defeat them before they jump on you with two coins each.
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Stilt Guy: These Shy Guys walk across the platforms on stilts. The player must fire a coin at the stilts, smashing the stilts and letting the Shy Guy fall down to the ground where he can be easily removed with a coin.
Some green egg blocks occasionally appear on the stage too. If you hit them with a coin while they're in range, your next ten coin launchers will instead fire super-powered Yoshi eggs which shatter on impact and kill quicker than normal coins.
Boss Encounter - Giant Baby Bowser
This boss fight is only triggered by a certain event. During the Donut Lifts level, there is a chance Baby Bowser may appear randomly on one of the platforms like any other enemy. A single coin knocks him off.
Shortly after knocking him off, though, the level features fade away through the bottom the table as normal, and the scenery changes to that of a dark forest clearing. A figure emerges in the distance - giant Baby Bowser in pixelated form. During this boss fight, your coins temporarily transform into Yoshi eggs, and the launcher is aimed upwards to where the eggs shoot in an arc at the opposite end of the table, and the upwards direction the launcher faces can be changed by moving up-down on the analog stick/D-pad.
During the battle, Baby Bowser slowly inches towards the player's end of the table, with occasional bursts of speed. The player's goal is to defeat Baby Bowser before he reaches the launcher, otherwise it's massive coin loss. Giant Baby Bowser attacks in a couple of manners, detailed below:
- Baby Bowser stomps his feet, sending boulders flying down onto the stage. These boulders land with a thud and then roll towards the player's end of the table, often towards the launcher itself. Fire eggs at them to break them.
- Baby Bowser fires a fireball from his mouth at the player. Fire eggs at the fireball until it explodes in a puff of smoke. Otherwise, the fireball deals massive damage on the player's egg (coin) amount.
The player defeats Baby Bowser by firing eggs at weak points on his body that glow at different points. The player must strike enough consecutive weak points on Baby Bowser so that Baby Bowser is pushed so far back on the table that he falls off below the edge of the table. Victory music cues and the scenery changes to the next table.
Reward: Baby Bowser trophy, two random Yoshi or Mario-related stickers, x20 coin bonus
[/COLLAPSE]
Social stuff - 10%
Character debates - 3%
Character arguments - 25%
Stages/Others - 1%
Gameplay - 5%
Flame wars - 26%
******-ism - 30%
Hooray for me being in the 5% club! :3