Remember that article I wrote way back when I wrote about <a href="http://smashboards.com/showthread.php?t=114867">Smash-isms</a>? I drew my inspiration from other respected fighting games such as the Street Fighter Series. It’s that time again, but this idea is a lot more practical and a lot more interesting.
<p align="center">Â Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/sf018street-fighter-alpha-ryu-and-ken-posters.jpg" /></p>
If you’ve been reading the blogs, you should be aware of a few trends or patterns I adhere to. One of my running themes is..
<strong>You can’t build a strategy around the unpredictable. Because Brawl will sport more items than ever, there has to be a more organized way to include them in a match. Randomly falling from the sky doesn’t cut it. Like in any FPS, the weapons spawn in specific locations even if type of weapon changes between matches. Because the player knows what is where, they can plan accordingly to either seek the items in an offensive strategy, or defend against them. Any option where items aren’t random but planned yields better overall fun because of the added level of control and strategy. </strong>
If there is one item in particular that has me worried it’s the Smash Ball…
Every week or so the DOJO updates with another character’s final smash. Each one is unique and interesting. The first time I saw Mario unleash his Final Smash I thought “Smash has Supers now!?!” Many other 2D fighters feature special super powerful moves that are commonly called Supers. Traditionally, a character can only perform their super move once they’ve filled up their super meter by fighting. This gave me an idea.
“The Final Smash is a secret skill that can be performed but once…and only after obtaining an item called the Smash Ball, which is a precious item, indeed.” Sakurai.
According to Sakurai, we can only use our Final Smashes after grabbing the Smash Ball. As I’ve already said, if items are still randomly dropped into the stage, then we may never be able to properly build strategies around these amazing moves. So I suggest changing this rule by creating a unique mode called<strong> Super Classic Smash!</strong>
<p align="center">Â Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/meter-places.jpg" /></p>
Basically, each character would have a “Smash Meter.” It can be positioned right underneath each characters picture (right below the percentage) or any of the other places I’ve indicated with the red arrows. By doing various things, this meter will fill up. Once it’s full, you can unleash your Final Smash without needing a Smash Ball!
<p align="center">Â Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/super-meter-aw.jpg" height="129" width="188" />Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/super-meter-aw2.jpg" height="151" width="201" /></p>
<p align="center">Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/super-metere-aw22.jpg" height="227" width="303" /></p>
<p align="center">The Advance Wars Series used all sorts of meters. The stars are the best because they allow you to easily count and determine how much the meter has been filled. See how discrete they are?!
What if the players could choose how their Smash Meters filled up depending on their play style. A-style could fill up the meter best by using a variety of A moves. B-style would do the same but with B (special) moves. The possibilities for different styles are endless. What if you had a SM-style (Stale-moves-style). With this style, the more you successfully use one attack, the more your meter will fill up. In this way, the bonus awards from Melee could be incorporated into very interesting game types.
The Smash meter doesn’t have to only apply for Final Smashes. I’ve quoted the creator himself that you have to grab the Smash Ball to perform a Final Smash. So what if the Smash Meter let you do other things when full. Here are some quick ideas off the top of my head…
<ol>
<li>When full the meter will automatically activate and drain back down until empty in about 5 seconds. During this time you are unflinchable.</li>
<li>When the meter if full, the next smash attack/throw/Special attack will be twice as powerful. This may not seem like a big deal, but any extra power can turn the tide of any battle.</li>
<li>When the meter is full, an item of your choice drops near your character when you taunt. The item would be set before the match begins.</li>
<li>When the Meter if full, you become 1.5x faster for 5 seconds.</li>
</ol>
<p align="center">Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/street-metere-stuff.jpg" /></p>
Beyond these simple ideas, there are still more interesting possibilities. What if the Smash meter could had three layers so you can essentially fill it up three times before using it at all. What if you could use different amounts of meter at any given time. Using just 1 meter would be an item drop. Using 2 meters would be 2x power shot. And using all 3 meters would be a Final Smash.
Between these options and the different styles, matches can recreate a classic Street Fighter feel or a feel that can only come from the awesomeness that is smash.
“There’s a method for powering yourself up as needed to do battle with the Subspace Army—a method that has not been seen before.
I’ll explain this in great detail another time.”
Believe and Fight in the Streets!
<p align="center">Â Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/sf018street-fighter-alpha-ryu-and-ken-posters.jpg" /></p>
If you’ve been reading the blogs, you should be aware of a few trends or patterns I adhere to. One of my running themes is..
<strong>You can’t build a strategy around the unpredictable. Because Brawl will sport more items than ever, there has to be a more organized way to include them in a match. Randomly falling from the sky doesn’t cut it. Like in any FPS, the weapons spawn in specific locations even if type of weapon changes between matches. Because the player knows what is where, they can plan accordingly to either seek the items in an offensive strategy, or defend against them. Any option where items aren’t random but planned yields better overall fun because of the added level of control and strategy. </strong>
If there is one item in particular that has me worried it’s the Smash Ball…
Every week or so the DOJO updates with another character’s final smash. Each one is unique and interesting. The first time I saw Mario unleash his Final Smash I thought “Smash has Supers now!?!” Many other 2D fighters feature special super powerful moves that are commonly called Supers. Traditionally, a character can only perform their super move once they’ve filled up their super meter by fighting. This gave me an idea.
“The Final Smash is a secret skill that can be performed but once…and only after obtaining an item called the Smash Ball, which is a precious item, indeed.” Sakurai.
According to Sakurai, we can only use our Final Smashes after grabbing the Smash Ball. As I’ve already said, if items are still randomly dropped into the stage, then we may never be able to properly build strategies around these amazing moves. So I suggest changing this rule by creating a unique mode called<strong> Super Classic Smash!</strong>
<p align="center">Â Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/meter-places.jpg" /></p>
Basically, each character would have a “Smash Meter.” It can be positioned right underneath each characters picture (right below the percentage) or any of the other places I’ve indicated with the red arrows. By doing various things, this meter will fill up. Once it’s full, you can unleash your Final Smash without needing a Smash Ball!
<p align="center">Â Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/super-meter-aw.jpg" height="129" width="188" />Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/super-meter-aw2.jpg" height="151" width="201" /></p>
<p align="center">Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/super-metere-aw22.jpg" height="227" width="303" /></p>
<p align="center">The Advance Wars Series used all sorts of meters. The stars are the best because they allow you to easily count and determine how much the meter has been filled. See how discrete they are?!
What if the players could choose how their Smash Meters filled up depending on their play style. A-style could fill up the meter best by using a variety of A moves. B-style would do the same but with B (special) moves. The possibilities for different styles are endless. What if you had a SM-style (Stale-moves-style). With this style, the more you successfully use one attack, the more your meter will fill up. In this way, the bonus awards from Melee could be incorporated into very interesting game types.
The Smash meter doesn’t have to only apply for Final Smashes. I’ve quoted the creator himself that you have to grab the Smash Ball to perform a Final Smash. So what if the Smash Meter let you do other things when full. Here are some quick ideas off the top of my head…
<ol>
<li>When full the meter will automatically activate and drain back down until empty in about 5 seconds. During this time you are unflinchable.</li>
<li>When the meter if full, the next smash attack/throw/Special attack will be twice as powerful. This may not seem like a big deal, but any extra power can turn the tide of any battle.</li>
<li>When the meter is full, an item of your choice drops near your character when you taunt. The item would be set before the match begins.</li>
<li>When the Meter if full, you become 1.5x faster for 5 seconds.</li>
</ol>
<p align="center">Â <img src="http://smashboards.com/blog/wp-content/uploads/2007/10/street-metere-stuff.jpg" /></p>
Beyond these simple ideas, there are still more interesting possibilities. What if the Smash meter could had three layers so you can essentially fill it up three times before using it at all. What if you could use different amounts of meter at any given time. Using just 1 meter would be an item drop. Using 2 meters would be 2x power shot. And using all 3 meters would be a Final Smash.
Between these options and the different styles, matches can recreate a classic Street Fighter feel or a feel that can only come from the awesomeness that is smash.
“There’s a method for powering yourself up as needed to do battle with the Subspace Army—a method that has not been seen before.
I’ll explain this in great detail another time.”
Believe and Fight in the Streets!