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New Smash Bros for WiiU

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鉄腕
Super Moderator
BRoomer
Joined
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TripleDash
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Omega was okay IMO, it's nice to have someone who's neutral around here, my only problem was the one or two word posts and the DPing over editing previous posts.

@Java: Go for it.

EDIT: I believe in the character discussion group we made Omega a Chatot. (it's also one of the reasons I gave him Darkman on the RM list lol).
 

JavaCroc

Smash Ace
Joined
Jun 27, 2011
Messages
788
Location
Stuck inside of Mobile
Alright then, here goes.



Super Smash Bros. 4
Opening Cinematic Script - Edited

I’m writing two scripts for my ideal SSB4 opening. It comes in two versions; one “normal” version that plays if the player has not unlocked every collectible in the game (that includes characters, stages, music, trophies, stickers, etc.), and a “full” version that only plays once all collectibles have been unlocked.

The following songs are cued throughout this script.

Brawl Main Theme
Melee Opening
Melee Opening (Smashing… Live! Version)
Super Smash Bros. Opening

The reason all three songs are used is because the ideal cinematic I have for SSB4 would include a merge of the Melee and Brawl themes, with elements of the original SSB overture at points. This would be done with, of course, a newly-composed song for SSB4. It would be composed so that the parts of all these songs merge together in a beautiful and coherent manner. I used the Smashing… Live! version of the Melee opening as well as the normal version because it had it’s beautiful opening (a remix of the original Smash Bros. opening, actually) as well as some useful differences from the original version.

Below is the complete script for the “full” version of the opening cinematic.

Note: The characters used in this opening are not necessarily who I expect to appear in SSB4, nor necessarily who I want to appear in SSB4. Many of the character appearances are only cameos. Those who are bolded are characters I think are potential SSB4 candidates.

Note 2: Any shouts or “sounds” noted in this script except for the explosion at the end do not exist in the music and cannot be heard.
[COLLAPSE=SSB4 Opening Cinematic Script]Melee Opening (Smashing…Live!) – 0:00 – 0:06

The screen dimly lights up (in a dark blue hue) and reveals a trophy display case (wood paneling, clear glass, 5 rows stacked). The camera zooms in. The case is empty but for one trophy in the center of the top row – Mario. The camera stops zooming in once Mario comes into clear view (only close enough that you can make out the Mario trophy).
Master Hand moves out in front of the screen from behind. He grabs the Mario trophy and takes it out, closing the case behind him. He turns with the Mario trophy in his hand and flies out behind the screen, the Mario trophy visibly right in front of the camera briefly. The now-empty trophy case lies alone

Musical Note: I used the opening lines of the Smashing… Live! version here as the opening lines are actually a slight remix of the original SSB opening lines in the overture.

Melee Opening (Smashing…Live!) – 0:07 – 0:12

The camera changes to a zoomed-in shot of a dimly-lit empty space on a clear table-like surface. Master Hand approaches from behind the screen with the Mario trophy in his hand (the camera is zoomed in very close to Master Hand and the Mario trophy). He gently places the Mario trophy in the empty space. Master Hand tilts the bottom of the Mario trophy to make it face forward. He flies out behind the camera. The Mario trophy is clearly right in front of the camera.

Melee Opening (Smashing…Live!) – 0:12 – 0:16

Camera zooms out from the Mario trophy and gradually reveals an entire row of trophies in which Mario was positioned. The trophies in order from left to right are:

Luigi, Fox, Captain Falcon, Yoshi, Samus, Kirby, Mario, Link, Pikachu, Donkey Kong, Ness, Jigglypuff

This row of trophies is dimly lit with a blue hue. Behind the trophies is complete darkness and shadow.

Melee Opening (Smashing…Live!) – 0:16 – 0:20

Image fades out to a black screen. The Nintendo and HAL Laboratory logos pop up – Nintendo on top, HAL at bottom.

The logos fade out.

Melee Opening (Smashing…Live!) – 0:21 – 0:26

The camera suddenly lights up with golden light. The shot has changed to a distant view of the first row of trophies at sky level. Light enters the room from a distant sunrise rising over mountain peaks. The light shines over the trophies, revealing they are located on a large rock island in a sea of water with the mountains and sun in the distance. (Think the setting of the first few seconds of the Brawl opening) There is a large distance between the location of the trophies and the shore of the island.

As the room lights up it reveals three more rows of trophies behind the first row. You see these trophies from the backside as with the first row.

Additional Note: The island in this opening segment would look something like this island here. The differences are that is longer, flatter, and the grass covering the island is sparse in numbers and hugs the ground (does not stick out like backyard grass or the shrubs in the image).

Melee Opening (Smashing…Live!) – 0:26 – 0:29

The camera changes to a view in front of the trophies from roughly half the height of the distant mountain peaks and sunrise and about a basic suburban house distance away. From the front, the light now reveals the faces of the trophies in the back rows.

Melee Opening (Smashing…Live!) – 0:29

The camera suddenly zooms in on the Mario trophy as it emits a blue, fiery aura around itself. (Think of the similar sequence in the Melee opening)

Melee Opening (Smashing…Live!) – 0:30

The screen turns black. Writing in the bottom-left corner; “All-Stars of Nintendo In”

Melee Opening (Smashing…Live!) – 0:31 – 0:33

Mario transforms as in the Melee opening. The camera is still focused on Mario, but is zoomed in on him than in the Melee opening. In the background and far sides, you can see the other characters transforming as well.

Melee Opening (Smashing…Live!) – 0:33 – 0:37

Mario is completely transformed from a trophy into a living being. The camera changes to a more zoomed-out position from a left angle, showing both Mario and the six closest trophies in his row (Yoshi, Samus, Kirby, Link, Pikachu, Donkey Kong) as they enter cool battle poses (imagine them as whatever you like). The camera slowly zooms out during his segment to show the rest of the trophies changing into battle poses.

Melee Opening (Smashing…Live!) – 0:37

A clawed foot stomps on the ground in front of the screen. Mario and his row of trophies are completely in battle poses now.

Melee Opening (Smashing…Live!) – 0:38 – 0:40

The camera quickly spins around 180 degrees to a right angle. The camera shows Bowser and a separate group of characters moving into battle positions. Visible in front of the camera showing off their battle poses are Bowser, Ganondorf, Ridley (in the air), King Dedede, King K. Rool, Wolf, and Victini (in the air). This sequence is in slight slow-motion.

Melee Opening (Smashing…Live!) – 0:41 – 0:43

Camera changes angle to the space in-between the two groups of characters from the side of the original trophy row while at just slightly above the height of the heads of the larger character (Ganondorf, Ridley). Now the characters from each side dash to the opposing side and charge up their attacks. As they prepare to attack, the camera enters slow-motion.

Brawl Theme – 0:05 – 0:06 (Vocals Only)

Audi fam…

The character are still about to attack and still moving in slow-motion. This segment, musically, is the transition from the Melee opening to the vocals and main Brawl theme.
Musical Note: Transition from Melee opening to Brawl theme and vocals.

Brawl Theme – 0:06 – 0:09 (Everything)


famam…

Bowser swipes at Mario with his claws, but Mario sidesteps him to the right (camera focused on Bowser as he slashes; changes position before where impact would occur to behind Mario from right angle). With claws still in the air after his unsuccessful attack, Bowser start spewing flames from his mouth. Mario rolls backwards from the flames (camera follows Mario as he rolls backwards with Bowser still in view). Mario then jumps towards Bowser and uses his Fair as he nears his arch enemy; Bowser looks upwards at Mario approaching from the air with his Fair and prepares to slash at Mario (camera switches 90 degrees to right to show other side of Mario as he jumps; camera follows Mario as he jumps and is about to strike Bowser with his Fair; Bowser is below Mario in the shot).

Brawl Theme – 0:09 – 0:12

Illius
Solus in hostes…


Link shoots an arrow from his bow at Ganondorf (camera zoomed in on Link from left angle as he shoots the arrow; camera follows arrow’s path until halfway; midway through, camera focuses on Ganondorf from right angle at midway point of arrow’s travel). Ganondorf sidesteps the arrow; the arrow falls to the ground and sticks into the soil (camera zoomed in on Ganondorf as he sidesteps the arrow).
Ganondorf grabs his sword with both hands, raises it to shoulder level and begins dashing at Link (camera zoomed in on front of Ganondorf as he raises his sword and start dashing). As Ganondorf dashes towards him, Link readies his shield to counter the attack. (camera positioned behind Ganondorf at shoulder height as he raises sword and dashes; landscape and surrounding fight blur except for Link while camera moves; Link clearly seen ahead of Ganondorf raising his shield).

Brawl Theme – 0:12 – 0:18

…ruit
et patriam servavit.
Audi fa…


(Camera at ground level from left angle showing lower bodies of the larger combatants fight in background) Olimar, with his loyal Pikmin following behind his footsteps, rushes between the feet of the combatants. (Camera still follows Olimar, but changes position to show Olimar and his Pikmin from the right side). As Olimar and his Pikmin disappear off the side of the screen, a hammer smashes onto the ground where they once were. (Camera moves upwards from hammer’s impact) King Dedede lifts his hammer from the ground into his hands (enters idle animation), waiting for someone to attack while wearing a look of villainous determination on his face (camera shows Dedede from shoulders upwards, with mostly sky in picture).
Kirby jumps up from behind Dedede and footstool jumps on Dedede’s head; Dedede’s head flattens down from impact. Kirby jumps off Dedede’s head and behind the camera; Dedede’s head returns to it’s normal form as Dedede raises a fist up in the air at Kirby, a villainous, vengeful look on his face.

Brawl Theme – 0:18 – 0:24

…mam.
Illius.


(Camera flies past Dedede’s head and through the brawl, showing images of the action blurred as it moves) Marth and Isaac pop up from sides of screen (camera stops, showing the two from their sides and zoomed in). Marth uses his Dancing Blade combo against Isaac. Isaac is struck by the first two slashes, but uses Move in front of him to push Marth back with a giant, magical hand. Marth’s sword strikes against Isaac’s hand and the hand disintegrates; Marth stumbles a little from the impact, but remains ready to strike back. Marth then takes his blade back and is about to stab forward with his Shield Breaker.

Brawl Theme – 0:24 – 0:27

Cucurrit quaeque…

Fox is fighting Ness; Ness is about to swing with his baseball bat at Fox, but Fox initiates his Fire Fox attack (camera at left angle behind Fox with Ness in front of and Fox and slightly obscured by Fox’s left shoulder). Taking Ness up with him, he shoots upwards, surrounded by flames as in his Fire Fox attack (camera follows Fox upwards into sky with Ness). A flash of light dashes at Fox in the air from somewhere in the distance behind Ness and sends Ness and Fox flying away, leaving embers behind (Ness and Fox fly behind camera’s vision). The flash of light loses it’s shine and reveals Wolf (Wolf had just used his Wolf Flash). Wolf falls back down to the ground, a villainous smile on his face (camera follows Wolf downards).

Brawl Theme – 0:27 – 0:29

…tetigit des…

Samus is shown firing consecutive beams at someone beyond the camera (camera focused on Samus from right angle at Samus’s abdomen up; above Samus, sky is mostly seen). While firing beams, Ridley flies in from behind Samus from up in the sky, grabs Samus with his talons, and flies off with him.

Brawl Theme – 0:29 – 0:30

…truens.

Victini is levitating high above the ground, pillars of flames forming around him and his V-shaped ears enshrouded in fire. On the ground watching up in awe at him are Pikachu, Little Mac, Toad, Yoshi, and Ike. (Camera at ground level at left angle showing Victini in sky and Pikachu, Little Mac, Toad, Yoshi, and Ike are in front on ground).

Brawl Theme – 0:30
Melee Opening (Smashing…Live!) – 0:44

Camera changes back to image of character about to fight each other from 0:05 – 0:06, but the image fades out into black. Meanwhile, Light floods the screen in bright green rays.
Musical Note: Transition between Brawl theme and next segment of Melee theme. It would use the strings decrescendo first before the brass note from this part of the Melee opening kicks in, acting as the transition.

Melee Opening (Smashing…Live!) – 0:44 – 0:49

Previous light quickly dissipates. Shot of Mushroom Kingdom from cloud level. Camera quickly zooms in in a curved fashion downwards to a battle between Mario, Luigi, and Bowser Jr. Bowser Jr. is inside his Koopa Clown Car at above ground level, while Mario and Luigi are in battle poses on the ground to the left of Bowser Jr. (camera’s position is above Bowser Jr. and shows Bowser Jr. in top right corner of screen while the Mario Bros. looking up at Bower Jr., are somewhere between center and bottom left corner of screen).

Camera zooms in on Luigi. Luigi jumps towards Bower Jr. and uppercuts his Koopa Clown Car in a Super Jump Punch-type manner. Camera stays at this position, watching the action from the side. Mario follows Luigi’s attack by jumping and using his sex kick (his Nair) to knock Bowser Jr. off his Clown Car and into the distance. Camera changes angle to the right as Bowser Jr. flies away. Princess Peach’s castle can be seen in the distance.

Melee Opening (Smashing…Live!) – 0:49 – 0:51

Camera zooms in on Peach’s castle onto a balcony below the iconic stained glass window. Peach is outside waving at the Mario Bros. with a smile on her face. There is an open, empty doorway behind Peach that leads onto the balcony.
While Peach waves, flames ignite in the empty doorway as the figure of Bowser emerges from the darkness, his face focused on the princess.

Melee Opening (Smashing…Live!) – 0:51 – 0:54

Camera changes shot to jungle floor from tree level and, without transition, begins moving rapidly to the bottom right corner with blur as the distorted image of Donkey Kong[ with Diddy Kong on his back runs through the plant growth.

Camera changes shot to edge of a Kremling ship with beach shoreline and jungle behind the ship. King K. Rool is right in front of the camera, tilted to the left so that the left side of his face is seen (including his red eye). He is carrying his Blunderbuss with him and is prepared to fire it. Donkey Kong & Diddy Kong jump up from behind the bottom of the ship at K. Rool. K. Rool aims his Blunderbuss upwards at them as Donkey/Diddy Kong are about to smash into K. Rool.

Melee Opening (Smashing…Live!) – 0:55 – 0:58

Shot of Norfair at a left angle from ground level on a chunk of volcanic rock floating in lava. Samus is in front of the camera in a prepared-for-battle pose, her arm cannon at ready.
Ridley falls down from above camera and lands on the opposite side of the rock, his head down. He lifts his head up, spewing flames out of his maw before he makes a lunge for Samus. Samus rolls into Morph Ball mode and uses the Boost Ball to roll under Ridley’s attack. Samus unrolls herself, turns around, and prepares to fire a charged beam of golden energy from her arm cannon.

Melee Opening (Smashing…Live!) – 0:58 – 1:01
Brawl Theme – 0:32 – 0:35 (Vocals Only)

Audi famam…

Camera changes shot to a green background with Link and Toon Link at front, Link at left and Toon Link at right (this following sequence is similar to the Zelda segment in the Melee opening). In the background, images of Link in his various games appear (examples: in wolf form with Midna on his back in Twilight Princess; riding a Loftbird in the clouds as in Skyward Sword). As camera scrolls through background, normal Link pulls out the Master Sword from it’s resting place and raises it above his head, while Toon Link is using his Wind Waker to guide his boat across some waves.
Musical Note – This section of the cinematic merges the second segment of the Melee opening theme with vocals from the Brawl theme. Parts might have to be changed to allow this; the main French horn part in this part of the Melee theme would probably be changed to better fit around the vocals or removed altogether. In addition, the vocals will probably be quicker given the tempo the Melee melody moves at.

Melee Opening (Smashing…Live!) – 1:01 – 1:04
Brawl Theme – 0:35 – 0:38 (Vocals Only)

… illius.

With background still moving through images, the images of Link and Toon Link disappear and Zelda’s image appears in front of the screen at the left side. The background is now colored purple and is scrolling through images of Zelda in her game appearances. In front of the camera, Zelda spins and magically transforms into Sheik, who appears from the smoke in a battle pose. She then straightens herself up, pulls out her harp, and begins playing it.

Melee Opening (Smashing…Live!) – 1:04 – 1:08
Brawl Theme – 0:38 – 0:41

Audi fam…

Sheik’s image disappears. Ganondorf’s image appears at the right side of the screen, and the background is now brown and scrolls through images of Ganondorf. Ganondorf lowers his head and back down before raising them and shouting out to above (this movement is similar to his up taunt, but without the spinning and levitating).

Melee Opening (Smashing…Live!) – 1:08 – 1:10
Brawl Theme – 0:41 – 0:43 (Vocals Only)

…man illius.

Ganondorf’s image disappears. The background changes to a panorama of Hyrule, with Hyrule Castle and the surrounding city in the center and distance and Hyrule Field surrounding it. At “illius”, Link, Zelda, Ganondorf, and Toon Link’s hands form the same pose seen in the Melee opening, with Toon Link’s hand now in front creating the Triforce symbol.
Musical Note: The transition-bringing woodwinds from this segment of the Melee theme are not heard to give emphasis to the vocals and french horn.

Melee Opening (Smashing…Live!) – 1:11
Brawl Theme – 0:44 (Vocals Only)

A Yoshi runs past the screen, bringing the transition as the Zelda sequence disappears behind his movement.
Musical Note: The french horn crescendo from this part of the Melee theme is used instead of Brawl’s rising cello line to bring the transition.

Brawl Theme – 0:44 – 0:47

Spes omnibus…

The Yoshi running across the screen transitions the camera shot to an image of Yoshi’s island. The iconic mountains from the Yoshi’s Island map are in the background, the “crayon” aesthetic is preserved in the depiction of the island, albeit made more 3D.
In front of the screen, a nest with a row three Yoshi eggs lies seemingly untended. Yoshi (THE Yoshi) then pops up from behind the middle egg with a smile on his face. Following him appearing, a herd of Yoshis rush out from beyond the sides of the nest and run towards and behind the camera, bringing the transition.

Brawl Theme – 0:48 – 0:51

…mihi quoque.

The Yoshis transition the camera to a shot of space. From out of the top right corner in the distance, an Arwing and a Wolfen fly out, Wolfen behind Arwing. The camera changes the shot to in front of the Arwing from a right angle, showing the Wolfen visibly trailing behind. In the cockpit of the Arwing behind the glass is Fox, steering his controls to dodge the missile fire of the Arwing. In the cockpit of the Wolfen farther behind is Wolf.
Suddenly, an Arwing flies straight at the Wolfen from it’s left side, forcing the Wolfen to dodge impact and get off Fox’s back. Fox shows an expression of surprise at this Arwing and looks to his right. The camera changes to show the other Arwing turn around in flight. Behind the glass in the Arwing cockpit is Falco.
The camera changes the shot into inside the cockpit of the Arwing with Falco in front of the camera at a right angle, showing his right side to the camera. Falco’s inner eyebrows curve downward and he smiles, ready to kick some Star Wolf butt.

Brawl Theme – 0:51 – 0:56

Terror omnibus, mihi quoque.

Camera changes to shot of boxing ring from a bottom left corner angle and at the level of the top-most ropes at the edges of the ring. Little Mac and Doc Louis are in front of the camera with their backs to it. On the opposite side of the boxing ring and facing at the camera, King Hippo is punching his gloves together with a glare on his face aimed at Little Mac.
Camera changes position to right in front of bruised and battered Little Mac as Doc Louis speaks to him. Little Mac stands up and leaves Doc Louis behind. Camera changes position to show Little Mac and King Hippo at the center of the ring.
Camera changes angle to show Little Mac behind the left side of King Hippo. Little Mac grinds his teeth together as he prepares to uppercut King Hippo.

Brawl Theme – 0:57 – 1:00

Ille.

The image of Little Mac uppercutting King Hippo blurs while the blurry figure of Kirby runs past the screen.
Image on screen changes to show Kirby land in the center of the screen, ready to attack, on one side of the massive structure that is the Fountain of Dreams. The camera is positioned at the edge of the Fountain of Dreams from a left angle, so Kirby is a little distant in this shot. (The Fountain of Dreams is similar to how it looked in Melee) The screen changes to an image of King Dedede standing in battle position on the opposite side of the Fountain.
Camera changes position to show the two rivals dash towards each other from the center of the Fountain of Dreams – King Dedede with his iconic hammer at ready and Kirby ready to attack with his dash attack.
In the distance in this shot, beyond the Fountain of Dreams, the Halberd can be seen. Before Kirby and King Dedede make impact with each other, the camera zooms in on the top of the front of the Halberd, showing Metaknight as he stares amused at the event occurring in front of him, wings at ready and arms crossed.

Brawl Theme – 1:01 – 1:03

Iuxta m…

A Pokeball flies across the screen in front of Metaknight, bringing the transition (much like how the Yoshi earlier in this cinematic created the transition). The camera moves right behind the Pokeball as it flies through the air towards the blurry image of Pokemon Stadium.
The Pokeball lands in the center of the stadium and the camera zooms out a bit at a left angle to catch a better view. The PokeBall opens up and releases Charizard in that fancy aura-like manner you see in the series. The camera changes perspective now to the left to show the Pokemon Trainer at the other edge of the stadium, issuing a command to Charizard as Charizard roars. From behind Charizard and his wings, Squirtle and Ivysaur pop out, facing towards the camera.

Brawl Theme – 1:04 – 1:07

…me…

The camera changes the image to a shot of Ike and the Black Knight about to strike each other with their claymores from a short distance away. Their swords stop each other, and Black Knight is about to push Ike away with his claymore when a flash of blue light with the figure of a human dashes towards Black Knight from behind Ike’s right-hand side and slashes at him with it’s own sword. Black Knight jumps backwards to avoid being struck(camera changes to left angle to show Black Knight jumping backwards).
Camera swings around back to show Marth kneeled down in a battle pose while Ike behind him gets into his own battle position.

Unique Section (Lasts roughly 3-5 seconds)

An image of the entire SSB4 roster appears (the image would look much like the complete Melee and Brawl roster photos) for a second or two. The image then fades out into pitch black.
Musical Note: This segment would be original to this song. It’s only purpose is to transition the song from the Brawl theme into the fourth part of the Melee theme, as the Brawl and Melee themes do not provide anything good that can be used to transition here. Currently, I envision this section as a grand cymbal crash followed by a single, deep note by the bass instruments, followed by the swirling of the string instruments that leads into the Melee melody.

Melee Opening (Smashing…Live!) – 1:20 – 1:29

An image fades in of Medusa in her temple looking into a crystal ball from a short distance from the left side of the fountain. The camera zooms in on the crystal ball as Medusa’s fingers crackle over it, her snakes writhing. Smoke forms in the reflection on the crystal ball, and the clear image of Pit flying through the clouds at night is visible in the ball now. (The temple setting is similar to that seen in the Pit’s Ascent cinematic in the SSE, seen here at 1:33 to 2:09, but the temple has a design more fitting for Medusa)
At 1:26, the image of Pit in the sky morphs, the reflection effect gone as it shows Pit in reality. He twirls through the clouds with his wings as the camera follows his movements from a short distance.
At 1:28, the camera changes perspective to above Pit. Pit flies off beyond the top of the camera’s sight, and at 1:29, the camera descends quickly down through the clouds towards ground, following the figure of a star.

Melee Opening (Smashing…Live!) – 1:30 – 1:36

The camera curves downwards to the left, under the figure that is revealed to be Starfy, dropping from his home of Pufftop. The camera curves back upwards to where it was as the clouds disappear and a deep blue ocean is revealed below.
At 1:35, Starfy dives into the water, leaving waves in diverse directions along the ocean surface.
The camera fades out to pitch black.

Unique Section (Lasts roughly 4-5 seconds)

The screen remains pitch black until the first cymbal begins rolling, at which point electric blue rays of light begin shining from the center of the screen in all directions. By the end of the segment, the light blinds the screen.
Musical Note: This section consists of the strings from the previous section dying down in a decrescendo. For a second or two, there is utter silence. This silence is followed by the rapid rolling of a suspended cymbal which quickly and abruptly stops almost as soon as it starts. A grand, loud cymbal crash follows.

Melee Opening (Smashing…Live!) – 1:20 – 1:23
Brawl Theme – 1:10 – 1:12 (Vocals Only)

Socii sunt…

The electric blue rays of light from the last segment dissipate. The camera is now positioned right above the water surface of the ocean. In the distance, a rock pedestal jutting out of the water with a figure poised on it.
The camera zooms in on the figure quickly – Lucario. Lucario is poised on the pedestal, meditating (much like he appears in this SSE cutscene from Brawl), his head down and his eyes closed. A half-second later after the camera zooms in on him, his eyes open and he turns his head to his right, staring at the distant shape of an island and a funnel of water forming from the ocean in front of the island.
Musical Note: The vocals from the Brawl theme are slightly slower in this segment while the Melee melody is sped up a bit so both can match up at the right tempo. In addition, the main string part in this section in the Melee melody is lower in volume than last time in this piece to emphasize the vocals.

Melee Opening (Smashing… Live!) – 1:23 – 1:24
Brawl Theme – 1:12 – 1:13

… mihi.

The camera zooms in on the water funnel Lucario was looking at with blur effects. While zooming in, we see Kirby flying past the camera on a Warp Star and Mario flying past using his Tanooki suit (neither are blurred like the landscape the camera is moving through is). The camera zooms onto the funnel and pushes through the water to reveal who’s inside the belly of the beast tornado.

Melee Opening (Smashing… Live!) – 1:24 – 1:28
Brawl Theme – 1:14 – 1:16 (Vocals Only)

Qui olim viri…

We now see Alex – one of the antagonists of the Golden Sun series – from the backside within the funnel of water. Alex is the person responsible for forming the water funnel. The camera, still moving, swirls around to show Alex’s front. Alex then lifts his hands and summons the water of the funnel to form a massive wave of concentrated water that crashes onto the shore of the island. However, the wave is blocked off, the water gushing backwards from the impact. We can now see Isaac, his hands out having just formed a magic wall to protect himself from the water’s impact. Once the wave dies down, Isaac summons spire of earth to form around him. One of the spires blocks off the camera’s vision acting as a transition to the next scene.

Melee Opening (Smashing… Live!) – 1:28 – 1:32
Brawl Theme – 1:16 – 1:20 (Vocals Only)

… fortes.
Rivalesque…


The camera moves to the right out of the way of the rock and shows a view of a barren desert with tumbleweed rolling through and a wooden tower on the right side of the screen (The camera is gradually moving to the right during this time and is looking straight into the distance at head level). There is a red object rolling rapidly towards the camera. As it approaches the camera and the side of the tower, the red object stops and unrolls itself – Jiro. Jiro, now unrolled, leans against the side of the tower, adjusting his belt as he does so and putting his head down.

Melee Opening (Smashing… Live!) – 1:32 – 1:36
Brawl Theme – 1:20 – 1:23 (Vocals, Harp, & Snare)

… erant.

As the camera moves past Jiro and the tower and they disappear off the side of the screen, Mr. Game & Watch jumps across the screen, followed by another Mr. Game & Watch, carrying a frying pan… and another one, with a scuba helmet on his head, as well as another one… and three more… four more… and so on. Eventually, the background changes to a view of an empty Flat Zone with a basic tan background. In the forefront, the entire horde of Mr. Game & Watches are doing their various actions. The camera zooms out to show everything here happening on a Game & Watch suspended in pitch black.
As the strings swirl again and return to the melody, bright pink light shines onto the camera, bringing the transition to the next shot.
Musical Note: The transition the next part of the melody and vocals includes both the rising sound of the string and woondwind instruments from Melee and the harp and snare from Brawl (the harp and snare are toned down in volume to emphasize the strings/woodwinds more).

Melee Opening (Smashing… Live!) – 1:36 – 1:38
Brawl Theme – 1:23 – 1:25 (Vocals & Percussion)

Saeve certan…

The camera changes to a shot of Captain Olimar getting up from the ground with face down, emerging from the wreck of his spaceship. He tilts his head up and looks in front of him, surprised. The camera zooms out quickly to show a large mob of Pikmin standing outside his spaceship remains, looking at him.
Musical Note: The previous segment is repeated with different vocals, but woodwinds and additional strings are added to support the Melee melody and the bass drum and gong cymbal from this part of the Brawl theme are retained.

Melee Opening (Smashing… Live!) – 1:39 – 1:43
Brawl Theme – 1:26 – 1:30 (Vocals & Percussion)

…do pugnandoque
splen…


The shot then changes to a full view of Murasame Castle from the outside. On the left edge of the top roof of Murasame Castle, a figure sits. The camera zooms in on a figure with face down, kneeling on the edge of the top roof of the castle – Takamaru. Takamaru lifts his face up, unsheathes his sword, stands up, and jumps right off the roof in an awesome ninja-type manner. The camera swirls around to Takamaru’s backside and shows Takamaru dropping off the castle roof to the ground.
As Takamaru falls, the screen blurs until the image is unidentifiable. The screen then clears up as a transition to the next location.

Melee Opening (Smashing…Live!) – 1:43 – 1:48
Brawl Theme – 1:30 – 1:34 (Vocals & Percussion)

… dor crescit.

As the blur disappears, it is seen that the camera is now looking at a ruined city – specifically, the ruined city seen in Sin and Punishment: Star Successor. We see some Keepers running amok on some platforms in the city. Then, beams fire out from the distance and knock one of the Keepers off the platform and into the abyss. The other Keepers, confused, turn back and see in the distance Saki flying in on a hoverboard. While on the hoverboard, Saki changes his cannon sword to sword mode, prepared to jump from his hoverbaord and slash at the Keepers. (The platforms the Keepers are on would look like the platforms seen in this image).

Melee Opening (Smashing… Live!)– 1:48 – 1:52
Brawl Theme – 1:34 – 1:36 (Vocals, Percussion, & Trumpet)

As Saki flies towards the Keepers, Ray MK III flies in front of the screen, transitioning the background to Robo Holosseum. Here, the camera is positioned behind Ray as he flies through the air, shooting missiles and bombs and whatnot at Hadron in the distance. Ray then flies speedily towards Hadron, weapons at ready, the camera following his flight path and blurring as Ray flies.
Musical Note: The trumpet blare and held vocals from Brawl are used here as the transition instead of the Melee snare drums and lower brass. The only part of the Melee opening even used here are the strings.

Brawl Theme – 1:36 – 1:40

Fog and ice form in front of the camera, obscuring the previous image of Ray and Hadron. The camera flies through the fog, the ice melting, and shows a scene of the edge of a snowy mountain. Here, Popo and Nana (the Ice Climbers) are climbing steadily up to the top when Nana falls. The camera flies over to show Popo falling downwards, her back to the abyss below her when a tether rope falls down to his height and he grabs it. He looks up, smiling, the image of Nana holding the rope (zoom-in on Nana). Fog again fades in and covers the screen.

Brawl Theme – 1:41 – 1:42

Camera changes the shot to that of a large room in Wario’s castle. A massive pile of treasures, gold, and Microgame cases takes up much of the space in the center of the room. Banners of Wario are dotted along the walls. Wario’s motorcycle is parked against the heap of treasure and microgames. Wario pops out of the top of the pile in his overalls attire, shouting out happily towards the screen.

Brawl Theme – 1:42 – 1:45

Image on screen changes to showing Professor Hector (from Gyromite) watch some red and blue gates close and shut in front of him in a laboratory setting, with technology and buttons and whatnot on the sides of the lab. The camera in this shot is positioned behind Professor Hector to the left from a short distance away at ground level. Professor Hector turns his head to his left and give a thumbs-up to an unknown figure. The camera rotates to the left to show R.O.B. handling the “gyros”, or the controls for the gates. R.O.B. raises his “eyebrows” and waves back at Professor Hector, supposedly happy.

Melee Opening (Original Version) – 1:02 – 1:05

The scene changes. We are looking at Onett from the side of a street at a right angle, watching the two Earthbound criminals walk across the opposite end of the street. Suddenly, a portal opens on one side of the street. Racing out with fire in their tracks are Ness and Lucas, surprising the criminals so much that they fall backwards. The camera follows Ness and Lcuas from it’s position as they race out to the other side of the street and stop. The camera zooms in on them as they run back with grins on their faces. Mr. Saturn and Rope Snake appear on Ness and Lucas’s backs respectively.

Melee Opening (Original Version) – 1:05 – 1:08

Change of scene. The camera, from a left angle, is moving past a long row of Pokemon. The camera then changes position to in front of the horde of Pokemon. In the front are Pikachu, Mewtwo, Pichu, Zoroark, and many more. After half a second or less, Jigglypuff and Victini pop out of the bottom two corners of the screen. Victini gives a peace sign like he does in his official artwork.

Melee Opening (Original Version) – 1:08 – 1:10

Change of scene. We are in space now. On the bottom left corner of the screen is a large planet – Zebes. Suddenly, we see a part of Zebes explode, the smoke shrouding the area from further view, and a small object rushing towards the front of the camera from where the explosion occured. As the object approaches, we see that it is Samus’s gunship flying rapidly toward the center of the screen. Once Samus’s gunship is completely in front of the screen, the camera zoom ins through the ship’s cockpit to show Zero Suit Samus at the controls, showing determination on her face as she drives her gunship elsewhere in the universe.

Melee Opening (Original Version) – 1:11 – 1:13

Change of scene. Camera is at a left angle and following the front of the Blue Falcon as it races down Port Aero Town Drive, Captain Falcon visible behind the cockpit. Goroh’s Fire Stingray races up besides Falcon’s aircraft, but Falcon bumps Goroh off the track. The camera then speedily moves backwards and along the track and zooms in on Black Shadow sitting in his Black Bull racing along the track, his fingers on his chin as he think on how to defeat his sworn enemy.

Melee Opening (Original Version) – 1:14

A flash of golden light brings the transition. Camera changes back to image of characters about to fight each other in slow-motion from 0:05 – 0:06.

Melee Opening (Original Version) – 1:14

Starfy uses his spin attack against Medusa, knocking Medusa slightly back (camera’s position is behind Medusa from abdomen up as Starfy spin-kicks against her head; Medusa’s head is knocked backwards).

Melee Opening – 1:15

Donkey Kong, lifting King K. Rool on his back, smashes King K. Rool head-first into the ground, destroying his crown; Diddy Kong supports Donkey Kong from the side by clapping (camera’s position is in front of Donkey Kong from right angle at ground level, looking upwards as Donkey Kong smashes K. Rool against the ground and showing K. Rool’s impact on the ground. Diddy Kong is behind where K. Rool impacts).

Melee Opening – 1:16

Jigglypuff is singing in the midst of the battlefield, with Bowser Jr. and Wario subdued by her ability (camera’s position shows Wario and Bowser Jr. sleeping in front of right side of camera side-by-side as Jigglypuff in center of camera and from very short distance sings; camera moves to right towards Wario and Bowser Jr. as this occurs).

Melee Opening – 1:17

Captain Falcon is using his Falcon Kick against Ray, Metaknight, and Jiro knocking them to the sides as he kicks forward, flames enshrouding his leg. (camera’s position is at left angle at ground level and shows Captain Falcon kicking across ground with Falcon Kick in a right 45 degree direction; Ray, Metaknight, and Jiro are at sides of camera screen when they are knocked away.).

Melee Opening – 1:17

Ivysaur, Charizard, and Squirtle are in front of screen with Pokemon Trainer a short distance behind them giving commands. The three Pokemon together are using their Triple Finish attack against Saki (camera’s position shows Saki at far left side of screen taking damage from Triple Finish; the three Pokemon are at the center of the screen from short distance away, their Triple Finish aimed towards Saki at left side of screen from center of screen; Pokemon Trainer is in the distance from far right side of screen).

Melee Opening – 1:18

Link and Ganondorf have clashed with each other with their swords, staring into each other’s eyes with hate, attempting to push the other away (camera’s position is right in-between the two, zoomed in on both their faces with their swords pointed in opposite directions – Ganondorf’s away from screen, Link’s towards right side of screen).

Melee Opening – 1:19

Mario is rushing through the air at Bowser with his Nair, while Bowser jumps up towards Mario with his claws about to swipe at Mario (camera’s position shows Mario on right side of screen moving towards Bowser while Bowser is on left side of screen moving towards Mario; both are roughly in the center of the screen).

Melee Opening (Original Version) – 2:13

A Bob-Omb falls down from the sky, about to crash onto the ground in the middle of the epic brawl occurring.

Super Smash Bros. Opening – 1:11

Screen turns pitch black and music silences for less than a second. Then, the screen background changes to a golden color and the four third-party characters – Snake, Sonic, Megaman, and Slime on a Chocobo - are shown here moving in cool poses from the corners of the screen, with this sound effect from the original SSB opening playing. The third-party characters and background disappear within a second.

Melee Opening(Original Version) – 2:14 – 2:26

The camera is at sky level now; the sky itself is cloudy and blue. The Bob-Omb explodes, sending all the SSB4 characters flying upwards in trophy form and falling back down. The camera now quickly ascends upwards through the clouds as the Super Smash Bros. 4 logo fades in.
Meanwhile: “Super Smash Brothers. … Suubtitleeeeeeeeeee!!!!” (I’m sorry, but if you’re going to have the most awesome Smash Bros. game ever, you need the announcer shouting out the subtitle)[/COLLAPSE]

This version is an edited version of the original "full script"; made because people felt the camera and music cues distracted them from reading and visualizing the actual action. So here is a version that removes all music cues and most camera cues (some remain just to give a sense of what you're looking at, but they refer to "we" instead of "the camera" to make it more immersive).

[COLLAPSE=SSB4 Opening Cinematic Script - Edited]The screen dimly lights up and reveals a trophy display case. The camera zooms in. The case is empty but for one trophy in the center of the top row – Mario. The camera stops zooming in once Mario comes into clear view.

Master Hand moves out in front of the screen from behind. He grabs the Mario trophy and takes it out, closing the case behind him. He turns with the Mario trophy in his hand and flies out behind the screen, the Mario trophy visibly right in front of the camera briefly. The now-empty trophy case lies alone.

The image on screen changes to a zoomed-in shot of a dimly-lit empty space on a clear table-like surface. Master Hand approaches from behind the screen with the Mario trophy in his hand (the camera is zoomed in very close to Master Hand and the Mario trophy). He gently places the Mario trophy in the empty space. Master Hand tilts the bottom of the Mario trophy to make it face forward. He flies out behind the camera. The Mario trophy is clearly right in front of the camera.

We zoom out from the Mario trophy and gradually reveals an entire row of trophies in which Mario was positioned. The trophies in order from left to right are:
Luigi, Fox, Captain Falcon, Yoshi, Samus, Kirby, Mario, Link, Pikachu, Donkey Kong, Ness, Jigglypuff

This row of trophies is dimly lit with a blue hue. Behind the trophies is complete darkness and shadow.

Image fades out to a black screen. The Nintendo and HAL Laboratory logos pop up – Nintendo on top, HAL at bottom.

The logos fade out.

The screen suddenly lights up with golden light. The shot has changed to a distant view of the first row of trophies at sky level. Light enters the room from a distant sunrise rising over mountain peaks. The light shines over the trophies, revealing they are located on a large rock island in a sea of water with the mountains and sun in the distance.

As the room lights up it reveals three more rows of trophies behind the first row. You see these trophies from the backside as with the first row.

We now look at the trophies from the front. From the front, the light now reveals the faces of the trophies in the back rows.

We suddenly zoom in on the Mario trophy as it emits a blue, fiery aura around itself.

The screen turns black. Writing in the bottom-left corner; “All-Stars of Nintendo In”

Mario transforms as in the Melee opening. We're still focused on Mario, but is zoomed in on him than in the Melee opening. In the background and far sides, you can see the other characters transforming as well.

Mario is completely transformed from a trophy into a living being. We zoom out, showing both Mario and the six closest trophies in his row as they enter cool battle poses. The camera slowly zooms out during his segment to show the rest of the trophies changing into battle poses.

A clawed foot stomps on the ground in front of the screen. Mario and his row of trophies are completely in battle poses now.


We spin around and look to our right. The camera shows Bowser and a separate group of characters moving into battle positions. Visible in front of the camera showing off their battle poses are Bowser, Ganondorf, Ridley, King Dedede, King K. Rool, Wolf, and Victini. This sequence is in slight slow-motion.

We are now looking at the space in-between the two groups of characters. Now the characters from each side dash to the opposing side and charge up their attacks. As they prepare to attack, the camera enters slow-motion.

Bowser swipes at Mario with his claws, but Mario sidesteps him to the right. With claws still in the air after his unsuccessful attack, Bowser start spewing flames from his mouth. Mario rolls backwards from the flames. Mario then jumps towards Bowser and uses his Fair as he nears his arch enemy; Bowser looks upwards at Mario approaching from the air with his Fair and prepares to slash at Mario.

Link shoots an arrow from his bow at Ganondorf. Ganondorf sidesteps the arrow; the arrow falls to the ground and sticks into the soil. Ganondorf grabs his sword with both hands, raises it to shoulder level and begins dashing at Link. As Ganondorf dashes towards him, Link readies his shield to counter the attack.

Olimar, with his loyal Pikmin following behind his footsteps, rushes between the feet of the combatants. As Olimar and his Pikmin disappear off the side of the screen, a hammer smashes onto the ground where they once were. King Dedede lifts his hammer from the ground into his hands, waiting for someone to attack while wearing a look of villainous determination on his face.
Kirby jumps up from behind Dedede and footstool jumps on Dedede’s head; Dedede’s head flattens down from impact. Kirby jumps off Dedede’s head and behind the camera; Dedede’s head returns to it’s normal form as Dedede raises a fist up in the air at Kirby, a villainous, vengeful look on his face.


Marth and Isaac pop up from sides of screen. Marth uses his Dancing Blade combo against Isaac. Isaac is struck by the first two slashes, but uses Move in front of him to push Marth back with a giant, magical hand. Marth’s sword strikes against Isaac’s hand and the hand disintegrates; Marth stumbles a little from the impact, but remains ready to strike back. Marth then takes his blade back and is about to stab forward with his Shield Breaker.

Fox is fighting Ness; Ness is about to swing with his baseball bat at Fox, but Fox initiates his Fire Fox attack. Taking Ness up with him, he shoots upwards, surrounded by flames as in his Fire Fox attack. A flash of light dashes at Fox in the air from somewhere in the distance behind Ness and sends Ness and Fox flying away, leaving embers behind. The flash of light loses it’s shine and reveals Wolf. Wolf falls back down to the ground, a villainous smile on his face.

Samus is shown firing consecutive beams at someone beyond the camera. While firing beams, Ridley flies in from behind Samus from up in the sky, grabs Samus with his talons, and flies off with him.

Victini is levitating high above the ground, pillars of flames forming around him and his V-shaped ears enshrouded in fire. On the ground watching up in awe at him are Pikachu, Little Mac, Toad, Yoshi, and Ike.

Shot of Mushroom Kingdom from cloud level. Camera quickly zooms in in a curved fashion downwards to a battle between Mario, Luigi, and Bowser Jr. Bowser Jr. is inside his Koopa Clown Car at above ground level, while Mario and Luigi are in battle poses on the ground to the left of Bowser Jr.

Luigi jumps towards Bower Jr. and uppercuts his Koopa Clown Car in a Super Jump Punch-type manner. Mario follows Luigi’s attack by jumping and using his Nair to knock Bowser Jr. off his Clown Car and into the distance. Princess Peach’s castle can be seen in the distance.

Peach is outside her castle on a balcony, waving at the Mario Bros. with a smile on her face. There is an open, empty doorway behind Peach that leads onto the balcony.

While Peach waves, flames ignite in the empty doorway as the figure of Bowser emerges from the darkness, his face focused on the princess.

We see a jungle floor below and, moving rapidly through the treetops, see as the blurry image of Donkey Kong[ with Diddy Kong on his back runs through the plant growth.

We now see a Kremling ship with beach shoreline and jungle behind the ship. King K. Rool is right in front of us. He is carrying his Blunderbuss with him and is prepared to fire it. Donkey Kong & Diddy Kong jump up from behind the bottom of the ship at K. Rool. K. Rool aims his Blunderbuss upwards at them as Donkey/Diddy Kong are about to smash into K. Rool.

We’re in Norfair on a chunk of volcanic rock floating in lava. Samus is in front of the camera in a prepared-for-battle pose, her arm cannon at ready.

Ridley falls down from above and lands on the opposite side of the rock, his head down. He lifts his head up, spewing flames out of his maw before he makes a lunge for Samus. Samus rolls into Morph Ball mode and uses the Boost Ball to roll under Ridley’s attack. Samus unrolls herself, turns around, and prepares to fire a charged beam of golden energy from her arm cannon.

We see a green background with Link and Toon Link at front. In the background, images of Link in his various games appear. As the background moves by, normal Link pulls out the Master Sword from it’s resting place and raises it above his head, while Toon Link is using his Wind Waker to guide his boat across some waves.

With background still moving through images, the images of Link and Toon Link disappear and Zelda’s image appears in front of the screen at the left side. The background is now colored purple and is scrolling through images of Zelda in her game appearances. Zelda spins and magically transforms into Sheik, who appears from the smoke in a battle pose. She then straightens herself up, pulls out her harp, and begins playing it.

Sheik disappears. Ganondorf appears, and the background is now brown and scrolls through images of Ganondorf. Ganondorf lowers his head and back down before raising them and shouting out to above.

Ganondorf image disappears. The background changes to a panorama of Hyrule, with Hyrule Castle and the surrounding city in the center and distance and Hyrule Field surrounding it. Link, Zelda, Ganondorf, and Toon Link’s hands meet togeth in the air, with Toon Link’s hand in front creating the Triforce symbol.

A Yoshi runs past the screen, bringing the transition as the Zelda sequence disappears behind his movement.

The Yoshi running across the screen brings us to an image of Yoshi’s island. In front of the screen, a nest with a row three Yoshi eggs lies seemingly untended. Yoshi then pops up from behind the middle egg with a smile on his face. Following him appearing, a herd of Yoshis rush out from beyond the sides of the nest and run towards us.

We’re now in space. From the distance, an Arwing and a Wolfen fly out. We see the front of the Arwing, the Wolfen visibly trailing behind. In the cockpit of the Arwing behind the glass is Fox, steering his controls to dodge the missile fire of the Arwing. In the cockpit of the Wolfen farther behind is Wolf.
Suddenly, an Arwing flies straight at the Wolfen, forcing the Wolfen to dodge impact and get off Fox’s back. We see the other Arwing turn around in flight. Behind the glass in the Arwing cockpit is Falco.

We look inside the cockpit of the Arwing with Falco in front of the camera. Falco’s inner eyebrows curve downward and he smiles, ready to kick some Star Wolf butt.

We now see a boxing ring. Little Mac and Doc Louis are on opposing sides of the ring. King Hippo is punching his gloves together with a glare on his face aimed at Little Mac. We see bruised and battered Little Mac as Doc Louis speaks to him. Little Mac stands up and leaves Doc Louis behind. Little Mac and King Hippo are now standing in the center of the ring. Little Mac grinds his teeth together as he prepares to uppercut King Hippo.

Kirby runs past the screen. We see Kirby land, ready to attack, on one side of the Fountain of Dreams. We then see King Dedede standing on the opposite side of the Fountain.

The two rivals dash towards each other from the center of the Fountain of Dreams. In the distance in this shot, beyond the Fountain of Dreams, the Halberd can be seen. Before Kirby and King Dedede make impact with each other, we zoom in on the Halberd, seeing Metaknight as he stares amused at the event occurring in front of him.

A Pokeball flies across the screen in front of Metaknight. We follow behind the Pokeball as it flies through the air towards the blurry image of Pokemon Stadium.
The Pokeball lands in the center of the stadium and and opens up, releasing Charizard. We can see Pokemon Trainer at the other edge of the stadium, issuing a command to Charizard as Charizard roars. From behind Charizard and his wings, Squirtle and Ivysaur pop out.

We now see Ike and the Black Knight about to strike each other with their claymores from a short distance away. Their swords stop each other, and Black Knight is about to push Ike away with his claymore when a flash of blue light with the figure of a human dashes towards Black Knight from behind Ike and slashes at him with it’s own sword. Black Knight jumps backwards to avoid being struck. We turn back to see Marth kneeled down in a battle pose while Ike behind him gets into his own battle position.

An image of the entire SSB4 roster appears for a second or two. The image then fades out into pitch black.

We now see Medusa in her temple looking into a crystal ball. We zoom in on the crystal ball as Medusa’s fingers crackle over it, her snakes writhing. Smoke forms in the reflection on the crystal ball, and the clear image of Pit flying through the clouds at night is visible in the ball now. The image of Pit in the sky morphs, the reflection effect gone as it shows Pit in reality. He twirls through the clouds with his wings as the camera follows his movements from a short distance.

Pit flies off away from us, and we start descending quickly down through the clouds towards ground, following the figure of a star.

The figure is revealed to be Starfy, dropping from his home of Pufftop. We see the clouds disappear and an ocean below us. Starfy dives into the water, leaving waves in diverse directions along the ocean surface.

The image fades out to pitch black.

We’re now looking right above the water surface of the ocean. In the distance, a rock pedestal jutting out of the water with a figure poised on it.
We zoom in on the figure – Lucario. Lucario is poised on the pedestal, meditating, his head down and his eyes closed. A half-second later, his eyes open and he turns his head to his right, staring at the distant shape of an island and a funnel of water forming from the ocean in front of the island.

We zoom in on the water funnel Lucario was looking. While zooming in, we see Kirby flying past the camera on a Warp Star and Mario flying past using his Tanooki suit). We zoom onto the funnel and pushes through the water to reveal who’s inside the belly of the beast tornado.

We now see Alex – one of the antagonists of the Golden Sun series –within the funnel of water. Alex is the person responsible for forming the water funnel. Alex lifts his hands and summons the water of the funnel to form a massive wave of concentrated water that crashes onto the shore of the island. However, the wave is blocked off, the water gushing backwards from the impact. We can now see Isaac, his hands out having just formed a magic wall to protect himself from the water’s impact. Once the wave dies down, Isaac summons spire of earth to form around him. One of the spires blocks off our vision.

We move out of the way of the rock and see a view of a barren desert with tumbleweed rolling through and a wooden tower on the right side of the screen. There is a red object rolling rapidly towards us. As it approaches the camera and the side of the tower, the red object stops and unrolls itself – Jiro. Jiro, now unrolled, leans against the side of the tower, adjusting his belt as he does so and putting his head down.


Jiro and the tower disappear. Mr. Game & Watch jumps across the screen, followed by another Mr. Game & Watch, carrying a frying pan… and another one, with a scuba helmet on his head, as well as another one… and three more… four more… and so on. Eventually, the background changes to a view of an empty Flat Zone with a basic tan background. In the forefront, the entire horde of Mr. Game & Watches are doing their various actions. We zoom out to show everything here happening on a Game & Watch suspended in pitch black.

We now see Captain Olimar getting up from the ground with face down, emerging from the wreck of his spaceship. He tilts his head up and looks in front of him, surprised. The camera zooms out quickly to show a large mob of Pikmin standing outside his spaceship remains, looking at him.

We now see a full view of Murasame Castle from the outside. On the left edge of the top roof of Murasame Castle, a figure sits. We zoom in on the figure with face down, kneeling on the edge of the top roof of the castle – Takamaru. Takamaru lifts his face up, unsheathes his sword, stands up, and jumps right off the roof in an awesome ninja-type manner.

We are now looking at a ruined city – specifically, the ruined city seen in Sin and Punishment: Star Successor. We see some Keepers running amok on some platforms in the city. Then, beams fire out from the distance and knock one of the Keepers off the platform and into the abyss. The other Keepers, confused, turn back and see in the distance Saki flying in on a hoverboard. While on the hoverboard, Saki changes his cannon sword to sword mode, prepared to jump from his hoverbaord and slash at the Keepers.

As Saki flies towards the Keepers, Ray MK III flies in front of the screen, transitioning the background to Robo Holosseum. Here we see Ray as he flies through the air, shooting missiles and bombs and whatnot at Hadron in the distance. Ray then flies speedily towards Hadron, weapons at ready, us following him.

Fog and ice form in front of us, obscuring the previous image of Ray and Hadron. We fly through the fog and see the edge of a snowy mountain. Here, Popo and Nana are climbing steadily up to the top when Nana falls. We see Popo falling downwards, her back to the abyss below her when a tether rope falls down to his height and he grabs it. He looks up, smiling, the image of Nana holding the rope. Fog again fades in and blocks our vision.

We are now in a large room in Wario’s castle. A massive pile of treasures, gold, and Microgame cases takes up much of the space in the center of the room. Banners of Wario are dotted along the walls. Wario’s motorcycle is parked against the heap of treasure and microgames. Wario pops out of the top of the pile in his overalls attire, shouting out happily towards us.

We now see Professor Hector (from Gyromite) watch some red and blue gates close and shut in front of him in a laboratory setting. Professor Hector turns his head to his left and give a thumbs-up to an unknown figure. The camera rotates to the left to show R.O.B. handling the “gyros”, or the controls for the gates. R.O.B. raises his “eyebrows” and waves back at Professor Hector, supposedly happy.

We are looking at Onett from the side of a street, watching the two Earthbound criminals walk across the opposite end of the street. Suddenly, a portal opens on one side of the street. Racing out with fire in their tracks are Ness and Lucas, surprising the criminals so much that they fall backwards. We follow Ness and Lucas as they race out to the other side of the street and stop. They turn back with grins on their faces. Mr. Saturn and Rope Snake appear on Ness and Lucas’s backs respectively.

We’re now moving past a long row of Pokemon. Then we’re in front of the horde of Pokemon. In the front are Pikachu, Mewtwo, Pichu, Zoroark, and many more. Jigglypuff and Victini pop out of the bottom two corners of the screen. Victini gives a peace sign.

We are in space now. In the distance is a large planet – Zebes. Suddenly, we see a part of Zebes explode and a small object rushing towards us. As the object approaches, we see that it is Samus’s gunship flying rapidly toward us. Once Samus’s gunship is completely in front of the screen, we look through the ship’s cockpit to show Zero Suit Samus at the controls, showing determination on her face as she drives her gunship elsewhere in the universe.

We’re now following Captain Falcon’s Blue Falcon as it races down Port Aero Town Drive. Goroh’s Fire Stingray races up besides Falcon’s aircraft, but Falcon bumps Goroh off the track. Far behind Falcon on the track, Black Shadow is sitting in his Black Bull and racing along the track, his fingers on his chin as he think on how to defeat his sworn enemy.

We return to the earlier “epic” fight.

Starfy uses his spin attack against Medusa, knocking Medusa slightly back. Donkey Kong, lifting King K. Rool on his back, smashes King K. Rool head-first into the ground, destroying his crown; Diddy Kong supports Donkey Kong from the side by clapping.

Jigglypuff is singing in the midst of the battlefield, with Bowser Jr. and Wario subdued by her ability. Captain Falcon is using his Falcon Kick against Ray, Metaknight, and Jiro knocking them to the sides as he kicks forward, flames enshrouding his leg.

Ivysaur, Charizard, and Squirtle are in front of screen with Pokemon Trainer a short distance behind them giving commands. The three Pokemon together are using their Triple Finish attack against Saki.

Link and Ganondorf have clashed with each other with their swords, staring into each other’s eyes with hate, attempting to push the other away.

Mario is rushing through the air at Bowser with his Nair, while Bowser jumps up towards Mario with his claws about to swipe at Mario.

A Bob-Omb falls down from the sky, about to crash onto the ground in the middle of the epic brawl occurring.

Screen turns pitch black and music silences. Then, the screen background changes to a golden color and the four third-party characters – Snake, Sonic, Megaman, and Slime on a Chocobo - are shown here moving in cool poses from the corners of the screen, with this sound effect from the original SSB opening playing. The third-party characters and background disappear within a second.

We are now in the sky above the island. The Bob-Omb explodes, sending all of the characters flying upwards in trophy form and falling back down. We quickly ascend upwards through the clouds as the Super Smash Bros. 4 logo fades in.

Meanwhile: “Super Smash Brothers. … Suubtitleeeeeeeeeee!!!!” (I’m sorry, but if you’re going to have the most awesome Smash Bros. game ever, you need the announcer shouting out the subtitle)[/COLLAPSE]


@Oasis: Thank you. :)

If you want Adventure Mode, here you go:

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.
Interestingly, I think Adventure Mode is the mode I get most excited about in regards to SSB4.
 

JavaCroc

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Adventure Mode-talk would be nice. Let's all think a better story than SSE.

Java could start, I guess?
You want an Adventure Mode story? Here's an intro to Wario's individual story I outlined.




*Updated version of this Wario Land 2 intro cutscene plays (up to 30-sec mark).*

*When clouds depart and Kitchen Island is in sight, giant Wario nose descends from above screen, and a large hand with pointed index finger emerges from below. The exclamation "Pick!" pops up on the screen and disappears quickly. Generic WarioWare microgame music plays.*

*Finger digs into nose. The exclamation "Success!" fades in the front of the screen with fireworks behind.*

*We now see a television in front of us, on which the microgame is playing. Camera zooms out, showing a generic microgame developer seated near the television, and then the backside of Wario, seated behind an office desk. The setting is an office.*

*Camera shows close-up of microgame developer as he widens his smile.*

*Camera shows Wario behind his desk staring uninterested in the microgame developer's eyes.*

*Camera shows the two on each side of the screen from one side of the office. The office is mostly surrounded by glass panes, and sound from outside in Diamond City can be heard.*

*Close-up of Wario again. Wario reaches for and presses a red button on his desk.*

*A trapdoor opens below where the microgame developer is seated, and the developer and chair fall through. Wario laughs at the incident.*

*Wario behind his desk. Wario gets out of his desk, stretches, scratches his butt, and approaches a solid wall opposite the desk. On it is a calender. The calender shows the month of July and depicts Wario's castle on it's top half. On the bottom half, two weeks are marked out with pen. Wario looks at the calender with mild enthusiasm and marks out the last day before his typical summer vacation. He then moves out of his office. Behind a glass pane, a mysterious, blob-ish figure can be seen on a scaffold. The scaffold descends out of sight.*

*Wario is seen moving through various offices and hallways in the WarioWare building down to the bottom. Many of the well-known microgame developers - Ashley, 9 and 18-Volt, Dribble and Spitz, Jimmy T., etc. - can be seen in the rooms and halls.*

*Wario reaches the bottom floor, opens one door marked "Private" with a key, and enters his personal garage. He turns on the lights, revealing his bike in front of him. This Brawl remix begins playing.*

*The garage door opens up and Wario speeds out on his bike and drives onto the streets of Diamond City, blatantly missing the traffic lights and driving erratically. While driving, he pulls out garlic from his back pocket and chows on it while car crashes pile behind where his bike drives.*

Level Gameplay: Diamond City (you ride Wario's motorbike avoiding obstacles and occasionally completing microgames; too lazy to explain how this works)

*Wario drives beyond the screen's view, and the music fades out. On the sidewalk, a shadowy group of four blob-ish figures with the outlines of bandanas on their heads can be seen. The camera zooms in on them. A car crashes into the fourth and farthest of these strangers and into the adjacent building, and the car explodes. The three strangers in front open their eyes wide.*

*This music begins playing. The four three strangers are seen entering the WarioWare building.*

*Two of the strangers enter the building. The third one catches up quickly, running into the second one and falling backwards. The other two look back and roll their eyes. The third one joins in with them. The three are heard whispering to each other. The group then splits up and explores the building.*

*One stranger is seen moving towards a giant vault with an engraved Wario face - the WarioWare savings vault. The figure blowtorches it open, revealing a vast sea of rollings hills of money and bags of money in front of him.*

*The second stranger is seen entering the basement of the building, where a giant faucet can be seen. The stranger begins running into the faucet until it gives way and releases giant gushes of water into the basement. The stranger sneaks outside as the room floods.*

*The third stranger is seen sneaking through one hallway. Jimmy T. walks by, greets the stranger with a wave of the hand, and the stranger greets him back. Jimmy T. then stops, realizes who he saw, and turns back, pointing at the stranger. The stranger, eyes wide open at his blunder, runs away.*

*All three strangers are seen running outside the building with two more strangers poised outside, gluing the doors shut. All of the strangers run away as the WarioWare employees - all the familiar ones plus generic ones - run towards them. The employees smash into the glued-shut doors and try to pound through when the basement door gives way to the gushing water from the faucet. The building floods up with water, the WarioWare employees seen swimming through it.*

*Jimmy T., floating in the depths of the water, notices an emblem on the floor of the building. He picks it up and examines it - the emblem of the Brown Sugar pirates.*

To be continued...
 

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Those are some of the best ideas I've ever seen for a Smash game, Java. Seriously, props to you on those. :)

I thought I was the only one who felt that Smash 4 should be more lighthearted in tone, or that characters other than the playable ones should make appearances, but obviously, I thought wrong...

BTW, every game needs this theme song
 
D

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I know we aren't on character talk now, but I'm starting to wonder if we actually NEED a 5th Gen rep for Pokemon. I mean sure, we had a 2nd Gen in Melee and a 4th Gen in Brawl, but given the circumstances, I'm not sure a 5th Gen is all that required.

In Melee, Pichu wasn't even planned. Pichu was added later to beef up the Roster.
If the clones didn't happen, we would've only had Pika, Jiggz, and Mewtwo.
While there would've been a 20th character not including Sheik, we don't know who that 20th character would've been, but signs point to Dedede, not another Pokemon.

In Brawl, Lucario was pushed upon by GameFreak. But was it necessarily because Lucario was a 4th Gen?
I mean, aside from being the 4th Gen mascot, Lucario (prior to Brawl):
1. Had a movie dedicated to it. And it's not a Legendary. And said movie came out before the 4th Gen did.
2. Had references in the first Pokemon Mystery Dungeon titles with a "Lucario Rank", the best Rank available, and a coveted Lucario statue you could get.
3. Much popularity to where he was one of the more requested Pokemon. Among him were Pokemon like Blaziken, Deoxys, Darkrai, and Meowth.
4. Plenty of merchandise.

While Lucario did represent the 4th Generation in Brawl, I have reason to believe there was more to it than that. While a 5th Generation Pokemon hasn't even tapped into Lucario's level of popularity and icon status. Zoroark tried, but Zoroark failed.
Hell, Lucario even appears in B/W as one of returning character Cynthia's Pokemon.

So all in all, I'm starting to beleive that a 5th Gen isn't all that "required" and could surfice by having stages, a bunch of Poke Ball summons, and possibly a boss like the 3rd Generation got with Rayquaza.

Thoughts on this matter?
 

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While I'd rather not have bad voice acting, it wouldn't hurt for some characters to speak with text in the new Adventure Mode. Since they omitted the video that started the damn thing(as in the background stuff), it made a lot of it harder to understand. Some text alone only for those who CAN speak would help a lot.

Sure, some characters are so current silent, all the Pokemon except maybe Mewtwo and Lucario, Link, Young/Toon Link, Mario, ORIGINALLY Samus... yeah, I think that's it. The rest can speak without issues.
 

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@Oasis: LMAO, He's just the wurst. (sorry for the bad pun.)

As a side note though, this thread has been lacking in Burger Knight recently. ;)

vvv This is why this thread needs more Burger Knight. :p
 

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Lol Oasis!!! But where's Vio Victini?

Java: OUTSTANDING. Sakurai must hire YOU over some Final Fantasy-scriptors...

EDIT: Oasis, more funny pic ideas:

- King K.Rool's size in DK Country (AND THEY SAID RIDLEY WAS TOO BIG.)

- Me and you talking about potentialSSB4 pairings, mainly RuffiAdept (Isaac X Saki)
 

JavaCroc

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While I'd rather not have bad voice acting, it wouldn't hurt for some characters to speak with text in the new Adventure Mode. Since they omitted the video that started the damn thing(as in the background stuff), it made a lot of it harder to understand. Some text alone only for those who CAN speak would help a lot.

Sure, some characters are so current silent, all the Pokemon except maybe Mewtwo and Lucario, Link, Young/Toon Link, Mario, ORIGINALLY Samus... yeah, I think that's it. The rest can speak without issues.
Text is a good idea to also make the story clearer. I understood most of what was going on in SSE, but others had trouble deciphering what the heck was happening.

Those are some of the best ideas I've ever seen for a Smash game, Java. Seriously, props to you on those. :)

I thought I was the only one who felt that Smash 4 should be more lighthearted in tone, or that characters other than the playable ones should make appearances, but obviously, I thought wrong...
There's actually a lot of people who think Smash Bros. should go back to a 64-ish feel - they're just normally silent until topics like atmosphere and feel of Adventure Mode are brought up. And thanks. :)
 

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Lol Oasis!!! But where's Vio Victini?

Java: OUTSTANDING. Sakurai must hire YOU over some Final Fantasy-scriptors...
Personally, I think my opening script is outdated. It was made with the darker Brawl/Melee feel when I nowadays want a more lighthearted SSB64 feel. Plus, SSB64 was barely represented musically in the script.

I do enjoy my Wario script though, even with some odd flaws. (How would a glass building hold all that water inside? Who installs giant faucets in the basements of their corporations?)
 

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Eh, my fault, I guess I just forgot about you since you don't post as often in here anymore. That'll change, though

Anyone else want The Desk from 64's intro as a secret unlockable stage?
 

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Starfy's story should be wittily collided with Pit's:

Medusa resurrects Ogura, and makes him her new right hand.
Ogura's more powerful than ever, creating storms through Angel Land.

Pit and Palutena sees this happening, and Palutena sends Pit off.

Meanwhile, Ogura goes to kidnap Starfy's parents again, but this time, he even takes Starly with him.

Starfy goes after him with Moe and jumps down to the sea. They slam hilariously on Pit during the fall (who was gliding after Ogura too.) All three fall into the sea.

Pit can't swim (maybe dye whole Icarus-myth story), but Starfy and Moe help him back to the shore. Old Man Lobber follows.

If Starly would be playable, she could try to escape Ogura's and Medusa's fort.

I dunno about Palutena's story though...

Java: Just rely on good ol Nintendo Logic, my friend.
(-U0U-)
 
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YES. Be a nice throwback to SSB64.
Now if I could only find that video of Mario vs. Sonic on a Brawl Hack of that stage...
 

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Java: Just rely on good ol Nintendo Logic, my friend.
(-U0U-)
Yep. Besides, it's WarioWare, and it's a video game; logic has no place. :laugh:

I had imagined Kirby meeting Starfy personally. Starfy falls from Pufftop into the sea again and fins Kirby deep in the waters too. You'd play through some low-gravity underwater levels and emerge from the sea, where something happens (IDK).

Pokemon Trainer and maybe Pikachu would have been in a city where a Poke Floats parade was occuring so they could have an Adventure Mode throwback to Poke Floats.

Captain Olimar would have been fleeing the unknown planet in his spaceship when he's shot down passing through a Star Fox space battleground, landing in Skytown from Metroid Prime 3. Samus would be exploring Skytown as part of mission from the Galactic Federation to investigate why Skytown has moved positions from it's previous planet of Elysia to this new unknown planet.

Mario would at one point be seemingly lost or killed, and his followers are anguished. Then Paper Mario shows up by mere coincidence soon after and confuses Mario's followers, who accept him as a resurrected Mario. Then the original Mario is found alive and he and his paper form meet up and confusion reaches new heights.

Similarly, Link and Toon Link would meet up at one point and then continue together as minor antagonists of each other, trying to best each other in their swordfighting, archery, etc. skills. Link throws a bomb and kills an enemy; Toon Link's bomb explodes in his face. Link can't kill a giant Moblin with arrows from a distance; Toon Link uses his Wind Waker to push the Moblin off the edge of the stage. Antagonism like that.

Yoshi would have began his story on his own island and fought through levels with the classic art-pastel, 2D look of the Yoshi's Island games - perhaps with someone on his back.
 

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Talking of Olimar and Pikmin, if Lip were to become playable, she'd be quite interested on those Pikmin.

I wonder how would Saki be involved. He'd Pit's rival, no doubt!

Java: About Yoshi, I'd imagine him meeting Lip at one point. (Maybe in the beginning of his adventure?)

Would they be rivals? Or friends? I might think the latter's more fitting.
 

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I still think the Great Maze did one thing right, and that was the meshing of the different levels. In this case, the different worlds are all meshed together so you have the characters themselves fighting instead of the trophies (I'm still confused by the whole concept).

A Metroidvania type Adventure Mode could be something. Imagine having to meet this or that character as a requirement to reach a certain point. Like, you need Samus or some crawling character to get to a new area or something.

And speaking of Metroidvania:
 

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Saki doesn't have control of his Ruffian monster form, right? Seriously, I don't know. BUT IF HE DOESN'T, he could be used by the bad guys as a BOSS, which you must defeat to FREE HIM and have him join you. Nice way of explaining his Final Smash? (You know that would be his Final Smash)
 

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I still think the Great Maze did one thing right, and that was the meshing of the different levels. In this case, the different worlds are all meshed together so you have the characters themselves fighting instead of the trophies (I'm still confused by the whole concept).

A Metroidvania type Adventure Mode could be something. Imagine having to meet this or that character as a requirement to reach a certain point. Like, you need Samus or some crawling character to get to a new area or something.

And speaking of Metroidvania:
[COLLAPSE=Metroidvania]
[/COLLAPSE]
That poster is frickin' epic.

I've suggested a Metroidvania layout for the levels before; the levels are all in fact connected to each other by various secret routes or passageways - a map might not even be necessary save for convenience. For example, you're in a lake level, you go off-route, and find a LoZ Sky Cannon. IF you activate the cannon, it sends you flying up into Skyworld. These scenarios wouldn't necessarily be part of the story, but let players continually explore the world and find new locations, secrets, and unlockables like unique trophies and stickers.

What about using characters' abilties as part of puzzles? For example, Link needs to snatch a key to open a door, but the key is on the other side of a long pit with a low ceiling you can't normally jump or move across. Link needs to use his Gale Boomerang to bring the key back to him and then unlock the door. Even little things like passages blocked by wooden barriers broken by fire.
 

Big-Cat

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That's exactly what I was getting at. You could use Samus' morph ball mode to get under tight spots, Zelda using the P:M Din's Fire to set off switches, Peach to float across Lava, Pit to shoot an otherwise unshootable target, etc. There are a lot of possibilities.
 

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Oasis: Usually, you can occassionally play as him in his ruffian form in the first game, which might tell there are situations where he has some control over it. The end credits of the game shows this quite well.

But I agree with that setting regarding Saki being used by the bad guys and how he'd be unlocked.
(-lvl-)b

Others: Yes. It would really put our knowledge about each characters abilities on great use. Really good.

Not all has to have abilities reguired to progress in the story, though: some could help the team overally in some way, like helping to transport into each world much quicker (think like Fly HM from PKMN), give all characters new abilities, etc.

So what would each character do...

- Starfy would swim to find underwater secrets, or help people get some other place by swimming.

Luigi could light up dark places or caves with his Poltergust. He could also defeat ghosts.
(Some would reguire Link's teamwork due Lens Of Truth)

- Peach could do food (I wonder)

- Palutena could help the team transport into other places (Before you can unlock Palutena though, you can use Funky Kong's transport)

You guys have more character ideas?
 

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Oasis: Usually, you can occassionally play as him in his ruffian form in the first game, which might tell there are situations where he has some control over it. The end credits of the game shows this quite well.

But I agree with that setting regarding Saki being used by the bad guys and how he'd be unlocked.
(-lvl-)b
Actually, if you wanted some emotional impact in the story, the Ruffian idea would work well. Saki in his Ruffian is normally controlled by the villains to hunt down the heroes, but at one point, Saki regains control and saves his victims before he loses control again to show Saki is still sympathetic for the victims, but unable to stop himself.

That's exactly what I was getting at. You could use Samus' morph ball mode to get under tight spots, Zelda using the P:M Din's Fire to set off switches, Peach to float across Lava, Pit to shoot an otherwise unshootable target, etc. There are a lot of possibilities.
Yep.

I also think, as I've said before, Adventure Mode should be littered with unlockables you can find throughout the levels. Some of the stuff can be random stuff you'd also find in the Coin Launcher, but some of it would be unique to certain locations in Adventure Mode. Scouring the lands for all the unlockables would increase replayability by a great deal.

Heck, maybe get rid of Coin Launcher to put all emphasis in the single-player modes for collectibles-collecting, although that may be extreme.
 

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A lot of good ideas going around, I like it.

Where would Little Mac fit in? I'd really like to see him with Doc Louis (could give gameplay advice and hints?).
 

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A lot of good ideas going around, I like it.

Where would Little Mac fit in? I'd really like to see him with Doc Louis (could give gameplay advice and hints?).
Hmm. I have no idea. But for sure Doc Louis must be in the mix; I want to hear advice for "Mac Baby" when I'm fighting Goombas or Space Pirates.

EDIT: GoldenYuiitusin is on the right track.
 

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Doc should team with Palutena for enemy commentary, lol-

DK and Mac should be rivals, but when there's enemies around...

BAM

BOOM

POW

Both give them SERIOUS BEATING. :D
 

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Ehehehe, instead of an abandoned zoo being part of the world, how about a giant abandoned gym for Little Mac. :3

Maybe it would be easier to figure out a role for him if we had an idea of who he would meet up with. Really, he seems more like the Pokemon Trainer, in that someone would just stumble upon him beating up on some Primids. Whoever finds him might think he needs help, due to his SIZE, but then they find out that HEY he's actually pretty good.
 
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