Mario123311
Smash Ace
- Joined
- Mar 26, 2013
- Messages
- 721
Just having "Ice Climber" would have been an easy solution, Buff Popo and make him a single character. I mean: You played him Solo in Melee's target test.
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I have no objection to Ice Climbers being changed. I don't main them and never will. I'm not demanding that they stay the same and I'm not saying that the "2 characters in 1" aspect is representative of who the characters were at all. All I am saying is that, within the Smash series, that is their unique gimmick and taking it away would result in a completely different character with far less appeal. You might aswell make someone new at that point because new characters are inherently more appealing than veterans IMO.Honestly, I don't care for Ice Climbers. And I'm getting tired of all the DLC being cut veterans. I expect them all back eventually, but out of the four characters we got, three were just guys we've already seen. But I digress. The thing about Ice Climbers is that, everyone says that their iconic for being two in one, but in all honesty, Ice Climbers was simply a two-player game. You could beat the entire game just playing as Popo, and I persoanlly think it's more fun that way. So, the only reason Ice Climbers should have both Popo and Nana is the same reason that we already have so many cut characters: people are too scared of losing their previous mains. I have to admit, if R.O.B got cut, I'd be the same way, but I think people have to move on and live with just one Ice Climber on their 3DS or just deal with none at all and go play as them in Melee or Project M or Brawl. Just because they aren't in the current game doesn't mean you'll never play them again, you just have to go back and enjoy them. Now, sorry for the rant, becauze I entirely see why people want cut characters like IC back so badly, that was just my take on the subject.
No the AI is the same, they even patched it at one point to make it the same. Having Nana at 30fps would definitely be jarring on the eyes and I also don't know what made the Ice Climbers not work on the 3DS but lowering the amount of frames might not do it.I'd prefer for them both to be on Wii U and 3DS, just make Nana 30FPS on 3DS like Olimar's Pikmin. No one will care that the A.I. is terrible because no one plays 3DS competitively. I'm starting to think the issue isn't graphic fidelity, but the fact that the 3DS's AI obviously isn't as smart as Wii U's.
Play against level 9 CPUs in each version--The AI is not the same. I'm just offering an idea to keep them working as a couple because I want them back. No one plays 3DS competitively, so it's not a big deal if one assisting Icie was 30FPS--They'll be 60 on Wii U of course, but the fact is that the 3DS is literally why the Icies are gone, but if we can get them to function, even if it's poorly, we can at least have them back on Wii U. If they can get them both 60 on New 3DS, but frametrap Nana at 30 on a regular 3DS, all the better.No the AI is the same, they even patched it at one point to make it the same. Having Nana at 30fps would definitely be jarring on the eyes and I also don't know what made the Ice Climbers not work on the 3DS but lowering the amount of frames might not do it.
What seems to be the case, also why sheik and the like split up was because the 3DS can only load so much at one time and the amount of info was too great even with removing every nonessential bone AND removing gravity completely. I don't know if you ever coded something like that but that is very computing intensive.
I might possibly be OK with it at a stretch if they were identical between New 3DS and WiiU. It's annoying console pushing but it does technically keep the versions the same rosterwise, upholding the initial promise.Play against level 9 CPUs in each version--The AI is not the same. I'm just offering an idea to keep them working as a couple because I want them back. No one plays 3DS competitively, so it's not a big deal if one assisting Icie was 30FPS--They'll be 60 on Wii U of course, but the fact is that the 3DS is literally why the Icies are gone, but if we can get them to function, even if it's poorly, we can at least have them back on Wii U. If they can get them both 60 on New 3DS, but frametrap Nana at 30 on a regular 3DS, all the better.
Perhaps I need to experiment more... I can 2 stock 3DS level 9's much easier than Wii U--They're very predictable. I could be wrong about the differences due to placebo, but they still seem easier to read and have slower reaction time.http://www.ssbwiki.com/List_of_updates_(SSB4-3DS)
Look at the update for 1.05 and it says the 3DS AI was updated to match the Wii U AI.
I kind of wished the 3DS version was played competitively. It has some fun stages.
Exxxxactly!I might possibly be OK with it at a stretch if they were identical between New 3DS and WiiU. It's annoying console pushing but it does technically keep the versions the same rosterwise, upholding the initial promise.
I think the interesting thing about the two different IC idea is, it could instantly make the 3DS version competitive again. I mean think about it, most competitive players have moved on to the Wii U right, but with a new character that can't really be found on the other version (Sopo) there may be a reason for some to go back. And who knows, maybe that'll end up developing crazy Sopo play the likes before we've never seen. It'll give so many opportunities to advance the meta, it's almost too good to pass up.The only issues I can see from this on paper would be how it affects the meta game, which is generally focused on the console game mainly, and the extra amount of work required to make two different playstyles for one character. It may need additional resources to flesh out two different things and it would be debated upon to see if it's worth the extra work. But if the team were to be open to an idea like this, then I would certainly be in favor of it as it gives ICies to both versions without the hassle of trying to find out if they can work eventually through countless modifications that may all fail.
This is the best idea I've heard so far.Another (crazy) idea I have for 3DS's sake is to have Popo have a regular model but Nana is just a sprite. Or have them both be sprites.
I wanted a handheld Smash to be sprite based. Sad that it never came to be.
Doubt it. He's very specific with his vision and doesn't like to compromise it for anything. If this wasn't his vision, then he wouldn't have even considered it.Since it'd be nothing more than a visual difference, I would be fine with sprites, though I'm sure if that were enough to solve the problem Sakurai would have done it already.
Yet it would fit in perfectly with their retro origins and he claimed they tried a lot of different things to get Ice Climbers to work. I would be surprised if that wasn't one of those things.Doubt it. He's very specific with his vision and doesn't like to compromise it for anything. If this wasn't his vision, then he wouldn't have even considered it.
I'd be surprised if it was. Not exactly an obvious idea, doubt he even thought about it to be honest.Yet it would fit in perfectly with their retro origins and he claimed they tried a lot of different things to get Ice Climbers to work. I would be surprised if that wasn't one of those things.
I can deal with them getting rid of desync for one game, or at the very least limiting it to throws.My guess is the issue mostly lies on Nana's AI. Even though she's mostly mimicking Popo, I imagine there's issue when they de sync.
I would suggest they tether Nana to get her to stay freaking put.
I think it would be fine if you grabbed at a certain percentage. Then you could switch between Popo and Nana every 3 seconds w/o having to change anything.Ice Climbers would also require that the grab limiter be changed from preventing you from regrabbing to preventing you from being regrabbed.
Desync seems to be a glitch more than an intended feature. Nana is programmed to do everything Popo does and if she ends up having to do something else she tries to play catch-up causing the desync. So it's not really something you can take out. Having Nana as a sprite would alleviate the issue if it was too graphically intensive but not if it was computing intensive. Although Nana wouldn't have any bones to compute so... I don't know if it would work; plus only one being sprite based would look weird.I can deal with them getting rid of desync for one game, or at the very least limiting it to throws.
Sprites can look nice. No one said it had to be 8 or 16 bit, although I think it would look fine.Desync seems to be a glitch more than an intended feature. Nana is programmed to do everything Popo does and if she ends up having to do something else she tries to play catch-up causing the desync. So it's not really something you can take out. Having Nana as a sprite would alleviate the issue if it was too graphically intensive but not if it was computing intensive. Although Nana wouldn't have any bones to compute so... I don't know if it would work; plus only one being sprite based would look weird.
I didn't say it wouldn't but they should be the same style is what I'm saying like this guy.Sprites can look nice. No one said it had to be 8 or 16 bit, although I think it would look fine.
I agree with Splebel, 2 sprite climbers or none please.
Oh okay. Yeah I'd assume both would be sprites anyway if they decided to go that direction. I'd hate it too if one was modern looking, and one was a sprite.I didn't say it wouldn't but they should be the same style is what I'm saying like this guy.