Has smash ever been ported?
Yes actually - Smash 64 was ported to the
iQue player, a portable internet-connected N64 and Nintendo's first (semi*-)official foray into China, 2005. Not that the console did well at all - in fact it sold only around 10K (most people there dismissed it as pirate stuff) - but it's kinda instrumental to how future Smash ports might come to be. On Nintendo's consoles (unless the video game landscape changes to the point consoles are no longer worth it) and there needs to be a percieved justification for it from their PoVs.
*(Putting this here since not only was it released under the iQue brand, consoles were officially illegal in China from 2000 up until 2014.)
At this rate, even Nintendo might have to start acquiring more studios. Tencent and Netease have done more industry consolidation in a few years than ANY of the big three have across their collective history...
Wait, this needs to be Smash-related, um... Nintendo buying other studios increases their chances of being in Smash? Yeah, I got nothing.
It's important to remember that Tencent and Netease are doing this partly because their position in China are not secure in the slightest - not with a state that readily freezes video game approvals for months on end and demands a lot of concessions in order to get games officially released. Just recently the Chinese state froze approvals and then effectively said "
Okay we gotta regulate these like we do film" which is not what you call subtle.
I'm not saying this to justify the megacorps' actions to consolidate a significant chunk of the industry - Tencent recently tried to consolidate China's two big streaming services into a Mega-Twitch FTR, and although those plans fell apart it got kind of close - but we gotta be aware of the context.
So, I've been toying with ideas on how to follow up with Ultimate by soft-rebooting the gameplay in order to shake up the next game, to deal with the near-inevitability of roster cuts.
One thing that I seem to keep coming back to is giving everyone "Smash Specials." Instead of there being 4 different special moves per character, there are now 7. A neutral special, a special for up, down, and sideways performed like a tilt attack, and a special for up, down, and sideways performed like a smash attack.
I'd like to hear your thoughts on this, especially regarding the following questions:
1 - Do you think this fits Smash's philosophy of being "easy to learn, hard to master," in regards to control scheme?
2 - Do you think that people who have played smash for a long time will be able to adapt to the three new specials easily?
3 - In general, how much do you think the cast will need to be reworked overall in order to accommodate the new specials? Do you think most of them will mostly be the same except for the new moves, or do expect most of them to have to undergo major changes?
4 - Of all the characters in Ultimate, who do you think will be among the characters to get the largest changes to their kit?
5 - Of all the characters in Ultimate, who do you think would benefit the most from the addition of the new special moves, and who would benefit the least?
6 - Of all the characters in Ultimate, who do you think will be the easiest to make new moves for, and who would be the hardest?
7 - For characters like Ryu who have command inputs as part of their move set, do you think there will be trouble adapting them to the new control scheme?
8 - Are there any other characters who might have trouble adapting to the new control scheme?
9 - Say that the next game choses to bring over 50 veterans, for sake of scale. How much effort do you think it would take to make the changes necessary for this to happen? Approximately how many new characters do you think is equivalent to this amount of work?
10 - Overall, do you think this might be a good idea?
1. Maybe? I'm kinda leaning yes since the tilt / Smash attack system is already rather intuitive, even if it takes some time for casual players to fully learn and get used to. That said the difference between executing a tilt and a Smash attack is a fine line, and doing the same with the B button is going to result in an adjustment period.
2. I'd assume so: they're going to adapt to this idea much faster than more casual players because veterans and competitive players make adaptation a priority. The main caveat here is misinputs: it affects characters differently depending on their specials (apparantly seasoned
mains would literally rather have no Side B instead of Egg Roll, partly so there's no misinput risk when they try to B-reverse Egg Lay). So Sakurai and co. would have to clamp down on that a bit.
3. All right, we're getting into a main reason why Smash is really difficult to master (and a "hidden" part of the skill curve): there's a lot of character-specific stuff and those are not going to be entirely consistent. Adding effectively 3 new moves for each character is going to be a major change no matter what, and a lot comes down to how it's executed. As for answering the question, it's really difficult to say; but leaning towards most being unchanged elsewhere since most moves work fine for what they're supposed to.
4.
. MockRock did
an entire video on him and raised Kirby's Specials as a main issue since the Melee days. In short the specials - while casual-friendly - do not help allieviate his approach issues and both Inhale / Final Cutter suffer from being undertuned (Stone is TBF kinda fine, Hammer is though a main sore spot due to how it works and is just a big smack - which is what Kirby does anyhow). So him gaining another 3 would presumably help him a lot.
's another obvious beneficiary since he might gain something that can actually allieviate his neutral / disadvantage / recovery issues. Out of the newer characters I wanna say
since intermediate and above Shulks do not use Side B / Down B except in edge cases... but at the same time Monado Arts is central to him, so whatever Specials he gets here are going to synergize with that.
5. Yeah this is not going to be controversial:
would top this again.
is another strong candidate since additional specials might help out his issues with disadvantage or further synergize with his primarily offensive kit.
... hoo boy, as if his moveset wasn't "Lets make sure he has great everything (almost)" (you can probably tell I don't really like how he plays, but that's another topic). Are you tired of seeing Grenades and C4s plastered all over the stage? Too bad, because now he gets probably Tranqs and what not on top of that. As for benefit the least, I'm not sure since 3 new moves are always welcome. Depends on what those moves are.
might be here since he has already four Specials that are at least a threat in certain situations, and all four of
's are very useful in certain situations too.
6. Those who have it easiest are those with straightforward playstyles. Your Ganondorfs,
, etc.
would presumably need Limit versions,
would need Arsene versions, so they're in the difficult camp. Others who are in the difficult category would probably include
and
, who are decidingly unorthodox.
7. Yes, but it's also as a result of Ryu / Ken / Terry also being able to execute command inputs with the special button (something I'd like to see limited to just one button, not both at the same time, as to limit misinput risk). Still though, this is an existing concern and would probably apply to any other FGC newcomer.
8. I could see
having a difficult time since suddenly one adds misinput risk to Quick Attack and Thunder.
might also have some trouble adjusting since seasoned Diddy players use the B button a lot for maneuverability and various shenaningas. Assuming
's existing Specials do not get remapped / replaced he'll have increased misinput risk due to players using Spin Dash / Charge. A lot. Additionally,
due to how her ARMS system currently works.
9. You're still looking at a major project. Again, 3 new Specials will majorly change the game both on a casual and a Serious Business level. This is doable IMHO, but this is also going to require the project to start instantly with that in mind. Giving an equivalent to fighters is nearly impossible, but at least 10 fighters' worth of work just to illustrate what kind of ballpark we're talking about.
10. This is an interesting idea, certainly. While I've talked in length about the misinput risk, I do think this is a good idea to at least explore since this would give practically everyone in the cast more options. More cool stuff for casual players to do, which is in the end what's important to a lot of casual players. Or references, which is a very welcome bonus to quite a few Smash fans too (both casual and competitive). And for more serious-leaning players I could see this going well. Much depends on how these are executed of course, but still.