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[Official SSB4 Discussion] --- Nintendo announces 2 new Smash games!

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Paper Mario Master

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EDIT: @PM Master

Howzabout the CPU Level could be 6. That's impossible to consider broken.
I still think a Semi-Triforce Slash type would be better or They just get called and do a Hurricane Spin around the stage.....(Oops.....Super Sonic much......)
Or maybe they're all separate and you can't control them........
 

Clownbot

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I still think a Semi-Triforce Slash type would be better or They just get called and do a Hurricane Spin around the stage.....(Oops.....Super Sonic much......)
Or maybe they're all separate and you can't control them........
That's what n88's idea was in the first place, unless I'm misunderstanding one of you guys. :p
 

Big-Cat

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@PM Master

It's a FS. It's supposed to be broken.
Personally, I think that the Final Smash system needs a revamp. Remember that super meter idea? The super move (along with possibly boosted specials) would be the Final Smash's new form. These would not be game breaking, let alone OTK moves. Some can only be done only on the ground, while others can be used anywhere.

For example, Marth's current final smash would be the same, but it's not an instant death move unless you've inflected enough damage already.
 
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I think they should have a controllable power level. If you like to play long matches, in which reaching, let's say, the red zone is easier, then go for it. Alternatively usign the super move while the meter is low the move can still be done but with much less power.

That's my idea for a super meter style attack
 

n88

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I dunno, I'm not really sold on the supermeter idea. Mostly because I have never seen a game that implments a balanced meter system that actually matters. What would you do to fill up the meter? Just kick the **** out of the other person? Boring, much?

Really, the only way I can see FS's being integrated into normal gameplay (Besides the pity FS's) is by breaking the other player's shield. They're pretty much dead when that happens anyway.
 

Neo Exdeath

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I dunno, I'm not really sold on the supermeter idea. Mostly because I have never seen a game that implments a balanced meter system that actually matters. What would you do to fill up the meter? Just kick the **** out of the other person? Boring, much?

Really, the only way I can see FS's being integrated into normal gameplay (Besides the pity FS's) is by breaking the other player's shield. They're pretty much dead when that happens anyway.
Have you ever played the Marvel vs Capcom games? That's how I picture the supermeters working.
 

ToiseOfChoice

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I think we should be open minded to new ideas, characters, and what not. We shouldn't go by some rules some debaters have made up like a character should be recent or retro, character must have moveset potential (true to some extent), or what things shouldn't change.

For example, if I recall, I remember some posters here went berserk after the proposal of a super meter, and just recently, over changing Ganondorf's moveset.
I know this is sorta old, but I want to touch on it for a second.

For the most part, Sakurai doesn't want to make drastic changes to characters or gameplay (at least regarding their core elements). Super Meters may add quite a bit of depth, but in doing so it also diminishes the simplicity factor that Smash is known for. I don't remember the specifics of your system, so hopefully you could remind me. I'm gonna guess it was similar to Super Punch-Out!! though.

As for Ganon, I don't know why anyone's expecting any kind of significant change away from his current style. No character has ever changed drastically between games with projectiles and weapons and whatnot (minus FLUDD, which doesn't revolutionize Mario's gameplay anyway). Unless Sakurai likes the Black Shadow idea (which I hope he does so I can run people over with Black Bull), don't expect much.
 

Finman702

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I know this is sorta old, but I want to touch on it for a second.

For the most part, Sakurai doesn't want to make drastic changes to characters or gameplay (at least regarding their core elements). Super Meters may add quite a bit of depth, but in doing so it also diminishes the simplicity factor that Smash is known for. I don't remember the specifics of your system, so hopefully you could remind me. I'm gonna guess it was similar to Super Punch-Out!! though.

As for Ganon, I don't know why anyone's expecting any kind of significant change away from his current style. No character has ever changed drastically between games with projectiles and weapons and whatnot (minus FLUDD, which doesn't revolutionize Mario's gameplay anyway). Unless Sakurai likes the Black Shadow idea (which I hope he does so I can run people over with Black Bull), don't expect much.
I agree with this. I love how Smash is simple, yet can become very deep and competitive if you want it too, with ATs and what not.
I don't want any hugh changes to the gameplay, and Im not a fan of the "super meter".
The biggest change I'm hoping for is removal of random tripping. I'm all for move induced/item induced tripping (Bananas, dtitls, etc.).
 

Jerome

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Nintendo should make a smash brother game on the ds. It will have the O12 and 4 new fighters. The game would be like the N64 version but it will have some extras like Ness, Captain Falcon, and the 4 new fighters will have there own stage. Plus there will be wifi and tournament mode will be an option in wifi mode. Characters will have 2 kinds of final smashes to choose the first press B up or to choose the 2nd one press B down. Another new feature is the smash store. You can buy new outfits for a character. Not just color swaps but new outfits all together. Oh, and there could be a mini game mode too.

Fighters *easy to unlock **hard to unlock
Mario
Donkey Kong
Link
Samus
Yoshi
Kirby
Fox
Pikachu
Luigi*
Jigglypuff*
Captain Falcon**
Ness**
Starfy*
Roy**
Mewtwo**
Animal Crossing Boy and Girl*

Stages (when you unlock Ness, Captain Falcon or the 4 new fighters you will be able to buy there stage at the smash store.
Peach's Castle
Congo Jungle
Hyrule Castle
Planet Zebes
Yoshi's Island
Dream Land
Sector Z
Saffron City
Fire Field (2500 coins)
Twoson (2000 coins)
Pufftop Palace (3500 coins)
Akenia (5000 coins)
Unknown Dungeon (9999 coins)
The City (8000 coins)
Mushroom Kingdom (Beat game with all default characters)
Battle Field (Beat the Game once)
Final Destination (Beat Game with all characters)

Mini Games
Target Test
Board the Platforms
Race to the Finish
Home Run Contest
Multi man Melee
Kart Racing

Oh yeah! Bring bonus back and Event mode too.

What do you guys think?
This better?
 

Big-Cat

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I know this is sorta old, but I want to touch on it for a second.

For the most part, Sakurai doesn't want to make drastic changes to characters or gameplay (at least regarding their core elements).
Do you have a source for this? I understand not making some drastic changes, but I still feel that Ganondorf SHOULD have his own moveset. It doesn't seem right to have one of the most iconic videogame characters have a moveset based off of a much lesser known character. The moveset he has is somewhat fitting, but it's missing the iconic stuff he's known for like the energy balls, a levitating ability, and using a weapon. Imagine if Link, save possibly his Up B, was a clone of Marth, and you'll see what I'm getting at.

Super Meters may add quite a bit of depth, but in doing so it also diminishes the simplicity factor that Smash is known for. I don't remember the specifics of your system, so hopefully you could remind me. I'm gonna guess it was similar to Super Punch-Out!! though.
I'm all for simplicity, but it shouldn't be so simple that people don't feel like finding the hidden stuff in there. Ultimately, I want to see people getting better with characters because they take time to practice with their characters.

As for my super meter idea, I believe the meter should have 4-5 parts of it. The meter is filled by inflicting damage on the opponent and using special moves, whether these hit or not doesn't matter. Other ways to increase the meter include reflecting/absorbing projectiles, teching, and countering. When one part of the meter is filled, you can perform a super move of one of your specials by pressing A+B and the direction desired.

However, if you decide to fill it up all the way, you can perform your Final Smash by pressing A+B+L. Unlike the current Final Smashes, these require more strategy with them. You have to set up the scenario proper for it.

For example, with Marth's Final Smash (same as it is now), you have to set up the attack by getting your opponent in a state where you can juggle him/her while you're on the ground.

Anyway, the idea for the execution methods for the super specials and Final Smashes will likely change as it would be difficult to perform on a Gamecube controller. Although, we don't even know if the next console will use one. Then again, there's always the possiblity of an arcade stick for the next console.
 

Paper Mario Master

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That's what n88's idea was in the first place, unless I'm misunderstanding one of you guys. :p
Sorry if this is late but I wanted to clear things up, I meant that they would Hurricane Spin around the stage each doing something different......

as for the smash meter......I say no because it would be to complicated for casuals. I mean you just proved why it shouldn't be done, Teching? most casuals don't even know what that is let alone how to do so. And the whether it hits or not? You'd just see people in corners doing smash attacks not hitting anyone :ohwell:
 

Big-Cat

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Sorry if this is late but I wanted to clear things up, I meant that they would Hurricane Spin around the stage each doing something different......

as for the smash meter......I say no because it would be to complicated for casuals. I mean you just proved why it shouldn't be done, Teching? most casuals don't even know what that is let alone how to do so. And the whether it hits or not? You'd just see people in corners doing smash attacks not hitting anyone :ohwell:
How the heck is it complicated? I was a newbie to Street Fighter back in February, and I figured out the controls and everything in a week, but it helped that I looked in the manual in order to understand everything better. Besides, Teching/Ukemi is a known technique if you go to the website, but these need to be in the manual, or at least addressed in the How to Play video.

Anyway, even if casual players don't know how to tech, there are several different ways to do it. Also, when I said that it didn't matter if the move made contact or not, this was in reference to special moves, not A attacks. However, rapid fire specials like Fox and Falco's lasers do not increase with each shot.

I don't know why you guys are so overly concerned with it being to difficult with casual players. I think you may be underestimating them.
 

ToiseOfChoice

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Do you have a source for this? I understand not making some drastic changes, but I still feel that Ganondorf SHOULD have his own moveset. It doesn't seem right to have one of the most iconic videogame characters have a moveset based off of a much lesser known character. The moveset he has is somewhat fitting, but it's missing the iconic stuff he's known for like the energy balls, a levitating ability, and using a weapon. Imagine if Link, save possibly his Up B, was a clone of Marth, and you'll see what I'm getting at.
No official source (unless I wanna dig through my Sakurai Files right now, which I don't because I'm eating), but look at every veteran character. How many of them have had anything beyond a few tweaks per game? All the old content changes gradually instead of radically; the new stuff is what introduces the more innovative ideas.

I'm not disagreeing with Ganondorf getting his own moveset, I'm just doubting that will happen unless Sakurai goes for the Black Shadow idea (which he should, although I doubt THAT will happen unless he also adds Samurai Goroh).

And Ganondorf's powers are pretty much:
- Ganonball
- Trident of Power (with possible fire bat guys)
- A sword
- Turn into Ganon (we have this)
- Maybe levitation (the taunt is enough, he only levitates to play Ganonball in 3D anyway)


I'm all for simplicity, but it shouldn't be so simple that people don't feel like finding the hidden stuff in there. Ultimately, I want to see people getting better with characters because they take time to practice with their characters.
I could be wrong, but this sounds more like a complaint that Brawl isn't competitively deep enough for you. Subjective, so I won't argue it. But I will say that complexity doesn't equal depth. Smash Bros. got to where it is because of its simplicity.

Simplicity: you can understand the meat of the game in 5 minutes.


*Super Meter idea*
Yeah, sounds like Super Punch-Out!! alright. In that game, everything revolved around immediately building up your "super meter" and you'd finish the match in 15 seconds. There's a reason why they didn't bring it back in the Wii game.

Compare your idea to this:

"Every so often, a ball appears. Hit the ball until it breaks, then press B to use your Final Smash."

Simple? Yes. There's no levels of Final Smashery. You either got it or you don't. No combination of buttons to press, just one little button. And then you still have to use it correctly (which varies wildly depending on the character). What's the problem with this again?
 

Starphoenix

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If someone plays a game long enough eventually they will improve, sometimes you have to keep hitting that Goomba twelve times before you realize "hey, I need to jump!"

If a smash meter was implemented (making Final Smashes more of a mechanic and less of a gimmick) they could always include information on how to use it in the tutorial video they always include in every iteration of Smash. I was against the idea of a meter system in Smash, but I must say Kuma has convinced me; it can work and would be a better system for both casual and competitive.

I have a different take on how such a system should be developed.
 

Big-Cat

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I could be wrong, but this sounds more like a complaint that Brawl isn't competitively deep enough for you. Subjective, so I won't argue it. But I will say that complexity doesn't equal depth. Smash Bros. got to where it is because of its simplicity.

Simplicity: you can understand the meat of the game in 5 minutes.
Well, I didn't stop playing Brawl because I found it shallow. I stopped because I got bored with it. Anyway, I was probably exaggerating when I said it took me a week. I didn't have access to it for part of that time. The biggest trouble for me was the charge characters and dashing, but that was because I didn't look at the time.


Yeah, sounds like Super Punch-Out!! alright. In that game, everything revolved around immediately building up your "super meter" and you'd finish the match in 15 seconds. There's a reason why they didn't bring it back in the Wii game.

Compare your idea to this:

"Every so often, a ball appears. Hit the ball until it breaks, then press B to use your Final Smash."

Simple? Yes. There's no levels of Final Smashery. You either got it or you don't. No combination of buttons to press, just one little button. And then you still have to use it correctly (which varies wildly depending on the character). What's the problem with this again?[
Is it simple? Yes, but it's gimmicky and changes the situation more so than the super meter. I may not have been clear on this, but there are no Final Smash levels. You can just use part of it for a super special move like a triple fireball for Mario. I also mentioned combination inputs because you may not want to use the Final Smash or super special move right away for a reason.

If someone plays a game long enough eventually they will improve, sometimes you have to keep hitting that Goomba twelve times before you realize "hey, I need to jump!"
This is true, but I'm talking about punishing the opponent in the most damaging way possible, properly using the character's moves, and overall strategies, but this all comes with experience so we're close on that thought.

If a smash meter was implemented (making Final Smashes more of a mechanic and less of a gimmick) they could always include information on how to use it in the tutorial video they always include in every iteration of Smash. I was against the idea of a meter system in Smash, but I must say Kuma has convinced me; it can work and would be a better system for both casual and competitive.

I have a different take on how such a system should be developed.
I'm curious to hear your ideas on this system. One other user, whose name unfortunately escapes me right now, had a system involving the meter gradually draining so as to discourage camping.

I also must say that you have been the most supportive person here regarding my suggestions.
 

ToiseOfChoice

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Is it simple? Yes, but it's gimmicky and changes the situation more so than the super meter. I may not have been clear on this, but there are no Final Smash levels. You can just use part of it for a super special move like a triple fireball for Mario. I also mentioned combination inputs because you may not want to use the Final Smash or super special move right away for a reason
If by gimmicky you mean "the same as all the other items in the game," then sure.


I know you're big into reading so hopefully this can explain some of the problems with the system you're proposing. I'll get more into this tomorrow if you're still interested.
 

Jerome

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Here's an idea, keep the smash balls and have it so that no matter how hard you hit it the smash ball it will always break once it gets hit 3 times.
The second way is once u have taken a good amount of damage u get to do a final smash just like in brawl.
The new way to activate the final smash is when the crowd starts chanting your character's name if you can keep the crowd cheering for 30 seconds u get to do a final smash. To keep the crowd cheering you must give damage constently. If 3 seconds go by and u didnt give damage or you get KO'd the crowd stops cheering. So what I'm saying is u get to do a final smash by cool fighting style. You have the option to turn the stlye final smash off though.
 
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I like the Super Meter idea, but in much simpler terms. Get a kill, you get a third of the bar filled. If you lya shorter matches (less room for error) then the meter will fill up to a much smaller degree (1 third) and when used only affect the oppoent minimally, with some exra damage/ Knockback, but nowhere near killing. The 3/3 full will be a regular FS.

And possibly the idea of FS canceling (akin to EA Sports street games) to avoid taking an early lead in both Meter and Stock (which would be a slippery slope...right?).
 

Paper Mario Master

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I really didn't have a problem w/ the Smash Ball except for when you hit it like 10 times and then the other person gets it after 3 times............ :ohwell:
 

Pieman0920

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When it takes you forever to break open a smash ball, you notice it, but you don't notice it when it takes you virtually no time at all. Likewise, you notice when your opponent breaks it in no time, but don't really when it takes forever for them. Most of the time its pretty fair (i.e. random) :V
 

Big-Cat

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If by gimmicky you mean "the same as all the other items in the game," then sure.


I know you're big into reading so hopefully this can explain some of the problems with the system you're proposing. I'll get more into this tomorrow if you're still interested.
I'm more than willing to continue this conversation as you're one of the more intelligent posters here. I enjoy a good challenge.

Anyway, I read the article and I see what you're talking about. In its current state, my super meter idea has an extreme slippery slope since the winning player will win, making it a one-sided match.

I suppose one way to prevent a snowball effect would be to increase the meter with damage taken as well. This way, the opponent can't simply attack you to death since he/she is now aware that you can turn the match around under the right conditions. Either that or a revenge meter, but I prefer the former.

I really didn't have a problem w/ the Smash Ball except for when you hit it like 10 times and then the other person gets it after 3 times............ :ohwell:
That's why I'd like to see the system revamped.

When it takes you forever to break open a smash ball, you notice it, but you don't notice it when it takes you virtually no time at all. Likewise, you notice when your opponent breaks it in no time, but don't really when it takes forever for them. Most of the time its pretty fair (i.e. random) :V
I wouldn't call randomness fair in this case. It's like saying items are okay in competitive play.
 

Pieman0920

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I wouldn't call randomness fair in this case. It's like saying items are okay in competitive play.
No, they are still fair, since they have the same chance for happening to each player. In a competetive setting though, it does screw things up though, since that fairness only matters to one person at a time, and thus may not be a full test of skill. What you're thinking of is that everyone has the same advantages the whole way through, and the only thing that should determine who wins, is who is simply better at the game. That doesn't change the fact that items are still fair in how they appear, and who they appear for, and that while its possible that a skilled player may lose a match because the other one got a lucky bomb to throw at them, there still is the same chance that the skilled player may get that bomb and beats the unskilled player with it. What was different about the Smash Ball though is that it wasn't automatic, and if it spawned right next to you, it still may not have been yours.
 

Big-Cat

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I still don't think items are fair. You said that the winning player would lose because the opponent got lucky by grabbing the bomb. Would you consider it fair if the bomb were to appear in front of the losing player just as he/she is about to attack?
 

Big-Cat

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Okay, I can see how this is considered fair, but would you say this contributes to the balance of the game?
 

Pieman0920

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It depends really. The chance that each player will get a the item is the same, and thus it is fair and balanced. When one player gets the item and the other one doesn't have it though, it does become unbalanced in a sense, since one has a advantage while the other does not. Thus it sort of is balanced, yet it sort of isn't. Still, there may be more to that, considering characters like Mewtwo who use items in unique ways that could be specifically meant for balancing out their short comings.
 

Big-Cat

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It depends really. The chance that each player will get a the item is the same, and thus it is fair and balanced. When one player gets the item and the other one doesn't have it though, it does become unbalanced in a sense, since one has a advantage while the other does not. Thus it sort of is balanced, yet it sort of isn't. Still, there may be more to that, considering characters like Mewtwo who use items in unique ways that could be specifically meant for balancing out their short comings.
Maybe it's because I view balance in an entirely different way, but I cannot think of how that can be even considered balancing. The random factor is too big for there to be a fair match.
 
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Well the Chances are fair, as the item can appear to anyone, but when it appears favoring a character over another, the match becomes unbalanced.
Chances-Fair
Result-Not
 

ToiseOfChoice

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Maybe it's because I view balance in an entirely different way, but I cannot think of how that can be even considered balancing. The random factor is too big for there to be a fair match.
I think this sums up your entire train of thought.

You have a problem with items in general, that's fine. You wish the Final Smash wasn't an item, so a system that enables characters to earn them naturally would be superior.

Am I correct so far?
 

n88

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@SuperMeter stuff

I've decided to post my entire thoughts on the matter, because I'm bored.

I'm against it, mostly because there's the question of criteria for filling up the meter. Do you fill it up by winning in general? As Toise pointed out, this has problems. Too one-sided. So what if you got it for losing? P1 ****s P2 for half a stock, then takes a Triforce Slash to the face as a reward. IMO, that's a lot more unfair than randomness. So what if the criteria for the meter was something not necessarily offensive or defensive? This would affect gameplay more than a Smash Ball, because people would just focus on fillling their meter up for the entire battle.

Shieldbreaks are something I wouldn't mind as a criteria, but it's stupid in battles w/anything more than two players and especially Team Battles. Imagine P1 and P2 on a team. P2 allows P1 to break his shield. P1 gets a Landmaster, and destroys P3 and P4.

Plus, you're kidding yourself if you think that the competitive community would ever use any kind of super attack if the option was present to turn it off. If anything, large groups of people (Not competitives) would whine about how much better the Smash Ball was.

Plus, as Toise, said, it over-complicates things. What I'd really llike to see? An HP gauge for the Smash Ball. Just so you knew how hard to hit it. I think that'd be good.
 

Neo Exdeath

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I like the idea of the HP idea for a smash ball. Once, my friend and I were playing as Meta and Pit. I kept on hitting the smash ball with Meta's neutral attack, and could never get it. My friend kept on breaking it in one hit, though. I would like to know how much HP that ball has.
 
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I think FS cancelling would work in the terms of Offensice Defensive balancing. For example, let's say for simplicity's sake that you get a special for getting 2 kills. (obviously this is not a good way to go about it,but for the point it will do). Player one gets a kill, and has half the meter full. Player to then gets his kill, and gains half his meter. Player 2 could use a button/combination that would cancel out the other player's mater for the exchange of his. This could prevent a player from getting one with too much of a lead. Of course in an even battle noone would ever get it, so there needs to be a more balanced way to fill the meter.
 

Neo Exdeath

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If there was a meter, it should be filled up by sweetspotting attacks or doing a good combo or correctly dodging a move by rolling. There, Final Smashes are incorporated into gameplay and people stop complaining about how Sakurai hates the competitive scene.
 

Jerome

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K new topic then. Like i said a few days ago if brawl came out before pokemon diamond and pearl was released, Plusle & Minun would probably be in brawl right? I feel when they make ssb4 the should have a pokemon representing each generation. So i must ask is Plusle and Minun a good idea? When i found out they were in the forbiden 7 i didnt really care but later i thought about it and i think having another pair like the ice climbers would be a great idea.

And about story mode they should keep the brawl story mode but have a new feature called mini quest where a charcter does a level which is like the levels they do in their real games with a boss at the end.

Mario does one of his classic levels with Hammer bro. as a boss
Kirby does Green greens with whispy woods as a boss etc.
 

Neo Exdeath

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Plusle and Minun is not a good idea. They are not popular at all. And plus, we don't know for sure that "prai_mai" is Plusle and Minun anyways. Keep in mind that Popo and Nana had different files.
 

Finman702

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Austin, Texas
Plusle and Minun is not a good idea. They are not popular at all. And plus, we don't know for sure that "prai_mai" is Plusle and Minun anyways. Keep in mind that Popo and Nana had different files.
They are more popular than you may think. And what else could prai_mai be? Any ideas? And I know for a fact that Popo and Nana share a texture file. And Im pretty sure they share PAC files too.
 
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