Fortress
Smash Master
This thread was originally supposed to be about replacing characters in the older versions of PM with their newer ones, so as to simulate a more limited roster, but I realized that it would in all honest probably just explode and not work. So, instead, who would want to discuss running a 'mini' version of Project M, with a very, very, very tight roster? Just sort of a discussion on roster sizes similar to 64's. Nothing against 41 characters or anything, but I just think of 64 and how players work with its limited selection. Who would you run in a limited version of Project M, and why? Assuming you had twelve slots, I'd probably do something like:
Space Manipulators:
Snake (Dedicated, close combat)
Link (Rounded)
Samus (Dedicated, ranged combat)
Brawlers:
Lucario (Mid-speed, recovery tools, projectile)
Captain Falcon (Fast-speed, poor recovery)
Bowser (Slow-speed, armor, heavy-hitter)
Grapplers:
Donkey Kong (Poor-ish recovery, more throw options)
DeDeDe (More recovery options, lengthy grab, projectile options)
Ice Climbers (Complex grab options, recovery dependent on character condition, many grab options)
All-Rounders:
Mario
Wolf
Ness
Not sure what the appeal is for a limited roster in Project M, and frankly I'm not sure why I want to try it so badly. I'm not sure if it's because I think a 'deeper' experience could be developed over time when running less characters, or if it's because the tight focus of the game would be, well, just that, but there's some kind of novelty in it that I can't quite put my fingers on.
...how do I change this thread title...
With the focus of the thread being changed, it probably doesn't really belong in 'Custom Content' anymore.
Space Manipulators:
Snake (Dedicated, close combat)
Link (Rounded)
Samus (Dedicated, ranged combat)
Brawlers:
Lucario (Mid-speed, recovery tools, projectile)
Captain Falcon (Fast-speed, poor recovery)
Bowser (Slow-speed, armor, heavy-hitter)
Grapplers:
Donkey Kong (Poor-ish recovery, more throw options)
DeDeDe (More recovery options, lengthy grab, projectile options)
Ice Climbers (Complex grab options, recovery dependent on character condition, many grab options)
All-Rounders:
Mario
Wolf
Ness
Not sure what the appeal is for a limited roster in Project M, and frankly I'm not sure why I want to try it so badly. I'm not sure if it's because I think a 'deeper' experience could be developed over time when running less characters, or if it's because the tight focus of the game would be, well, just that, but there's some kind of novelty in it that I can't quite put my fingers on.
With the focus of the thread being changed, it probably doesn't really belong in 'Custom Content' anymore.
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