Alfonso "Missle Launch" Crawford
Smash Apprentice
Link to original post: Riot Bowser
Well! I've been away for a while, I see. Life… it's unexpected! The game that'll be the template of Smash Riot, “Project Infinite,” is reaching a point whereat I can safely start developing an honest Smash-engine: of course, neither will have much of a cosmetic sheen to themselves. As of this writing, the available version is slightly outdated; but a copy of my progress can be downloaded here. (You'll need Python and Pygame, to load the game.)
The KING of the Koopas!
In a recent tournament that I attended, I found that I can still rock my favorite little baby to make opponents go to sleep: this is a problem. I was operating off of the idea that Bowser has been woefully under-equipped, and that I would be performing an act of grace by buffing him to what would have been a merely respectable stature.
I'm lying, by the way. I want to make Bowser instill in players the same feeling early Meta Knight instilled. With Iron Tager and Zangief bringing glory to the “big guy”-character at long last, I'm going to just take things too far. Read on!
700 Pounds of Defense
I've read that Bowser's “weight” is a reduction of fifty points in his knockback. To make things utterly ridiculous, I have extended the limit to seven-hundred points: that's right; all damage below 700% will not receive any bonus, with any other value being reduced by as much.
The decision is far from catastrophic! Every attack has a minimum of knockback, and any quick character will be able to simply combo off of their own strings to drive Bowser towards an edge. Power-characters can remain close to a precipice, and work for a spike from which Bowser's recovery will not serve as an escape. I plan on officially recognizing the “least damaged player wins”-rule, and a keep-away player can exploit that. Maintaining an equal stock may prove to be the balance-breaker, and I can remedy that by having all players automatically lose a stock if their damage-level exceeds 999%.
Shouldn't That Thing on His Back Actually DO Something?
With how collision-regions may work [I say “may” because I'm uncertain if I still have the old code that I wrote.], I can give Bowser's shell it's own polygon: this means that it can have it's own properties. The property I will give Bowser's shell is armor. When not used as an attack, Bowser's back will be largely immune to hitstun.
The best balancing I can imagine that would fix the above proposition is annul the armor during all of ftilt: Fsmash keeps it, just to be fun. There's little chance to turn around aerially, so exploiting the armor-shell means losing the forward aerial. I don't know how to temper the command-grab, nor do I know if it's a necessary action.
Now Less Emo
Bowsercide feels good: let's all just admit that, eh? A Bowsercide gives the victim two choices; mutual death, or dying alone. I have a question, though: what if the choices were changed to dying alone and still dying alone? Am I being cruel? I guess that means I'm doing my job!
There's something of a trick to cheating death, though. You must side-B the opponent while facing towards the ledge if you were not on it. Doesn't it look like Bowser's reaching for the ledge, in his slam? Well, now he actually can grab the ledge! The victim nonetheless plummets to death, though. What will be more fun than pulling the trick off is when you just miss it. Everyone will laugh at you, and you'll fully deserve it.
Mad Rapping Skills
The hot fire Bowser spits will not weaken, anymore. The lag on fire-breath will also be reduced slightly. Fire-breath's recovery may be lengthened, if the move becomes boringly effective.
Hittin' Run
The knob's already at 11, but we're not stopping yet! Bowser's dash will become an attack in its own right! A multihit-attack box will envelop Bowser, when he apparently just propels himself forward by the power of sheer malice: projectiles will beat it, if your projectile is not a blue laser: mines work, too.
***
The last interesting point goes into the new mechanics I have lined up, so I'm going to leave it out for when I have a demo to give. On top of what was already a solid character, my improvements make Bowser bannable: I'm okay with that, since it only serves as a challenge to make everyone else meet his level. I'll continue posting these little articles when I'm bored of staring at my programming-software, so don't give up me yet, eh? Have a nice day.
Well! I've been away for a while, I see. Life… it's unexpected! The game that'll be the template of Smash Riot, “Project Infinite,” is reaching a point whereat I can safely start developing an honest Smash-engine: of course, neither will have much of a cosmetic sheen to themselves. As of this writing, the available version is slightly outdated; but a copy of my progress can be downloaded here. (You'll need Python and Pygame, to load the game.)
The KING of the Koopas!
In a recent tournament that I attended, I found that I can still rock my favorite little baby to make opponents go to sleep: this is a problem. I was operating off of the idea that Bowser has been woefully under-equipped, and that I would be performing an act of grace by buffing him to what would have been a merely respectable stature.
I'm lying, by the way. I want to make Bowser instill in players the same feeling early Meta Knight instilled. With Iron Tager and Zangief bringing glory to the “big guy”-character at long last, I'm going to just take things too far. Read on!
700 Pounds of Defense
I've read that Bowser's “weight” is a reduction of fifty points in his knockback. To make things utterly ridiculous, I have extended the limit to seven-hundred points: that's right; all damage below 700% will not receive any bonus, with any other value being reduced by as much.
The decision is far from catastrophic! Every attack has a minimum of knockback, and any quick character will be able to simply combo off of their own strings to drive Bowser towards an edge. Power-characters can remain close to a precipice, and work for a spike from which Bowser's recovery will not serve as an escape. I plan on officially recognizing the “least damaged player wins”-rule, and a keep-away player can exploit that. Maintaining an equal stock may prove to be the balance-breaker, and I can remedy that by having all players automatically lose a stock if their damage-level exceeds 999%.
Shouldn't That Thing on His Back Actually DO Something?
With how collision-regions may work [I say “may” because I'm uncertain if I still have the old code that I wrote.], I can give Bowser's shell it's own polygon: this means that it can have it's own properties. The property I will give Bowser's shell is armor. When not used as an attack, Bowser's back will be largely immune to hitstun.
The best balancing I can imagine that would fix the above proposition is annul the armor during all of ftilt: Fsmash keeps it, just to be fun. There's little chance to turn around aerially, so exploiting the armor-shell means losing the forward aerial. I don't know how to temper the command-grab, nor do I know if it's a necessary action.
Now Less Emo
Bowsercide feels good: let's all just admit that, eh? A Bowsercide gives the victim two choices; mutual death, or dying alone. I have a question, though: what if the choices were changed to dying alone and still dying alone? Am I being cruel? I guess that means I'm doing my job!
There's something of a trick to cheating death, though. You must side-B the opponent while facing towards the ledge if you were not on it. Doesn't it look like Bowser's reaching for the ledge, in his slam? Well, now he actually can grab the ledge! The victim nonetheless plummets to death, though. What will be more fun than pulling the trick off is when you just miss it. Everyone will laugh at you, and you'll fully deserve it.
Mad Rapping Skills
The hot fire Bowser spits will not weaken, anymore. The lag on fire-breath will also be reduced slightly. Fire-breath's recovery may be lengthened, if the move becomes boringly effective.
Hittin' Run
The knob's already at 11, but we're not stopping yet! Bowser's dash will become an attack in its own right! A multihit-attack box will envelop Bowser, when he apparently just propels himself forward by the power of sheer malice: projectiles will beat it, if your projectile is not a blue laser: mines work, too.
***
The last interesting point goes into the new mechanics I have lined up, so I'm going to leave it out for when I have a demo to give. On top of what was already a solid character, my improvements make Bowser bannable: I'm okay with that, since it only serves as a challenge to make everyone else meet his level. I'll continue posting these little articles when I'm bored of staring at my programming-software, so don't give up me yet, eh? Have a nice day.