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Super Smash Bros. Infinite Project (Finally Finished!???)

Which title should we use?


  • Total voters
    22
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Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
11,990
Location
Cheese Wheels of Doom
Red - Angry Birds - physics puzzle

Angry Birds is quite possibly the definitive mobile game and definitive physics puzzle game. Its success spurred in a new age of physics puzzle games on mobile devices such as Where's My Water and Cut the Rope, and was considered such a revolutionary title that Shigeru Miyamoto claimed he wished he came up with it first. Red is a highly nostalgic character to a generation that is starting to reach adulthood, the same generation that spurred a lot of the hype behind Steve. The Angry Birds series is considered to have entered a dry spot lately, but signs are pointing to a major comeback with the announcement of Angry Birds Reloaded and Bad Piggies 2.

Red is limbless, he doesn't even have wings, but it isn't hard to imagine him fighting in Smash if you composite all the birds abilities - laying eggs, exploding, inflating, dashing, boomeranging backwards, and blowing bubbles are just a few Angry Bird abilities. Additionally, he could roll around thanks to his spherical shape and has a pretty sharp beak. Red could also use a slingshot for his grabs or a command grab, allowing him to get full control over a thrown foe's trajectory.

Physics puzzles make a perfect fit for Smash as it is a series with a heavy emphasis on physics (knockback). Physics puzzlers are one of the most universally understood and beloved genres of games. Another thing to mention is that characters in falling block games like Arle and Lip rarely if ever are actually involved in gameplay, so it'd be pretty difficult to incorporate their games' mechanics into their moveset compared to with Red.

It is incredibly easy, and tempting even, to dismiss Red as a "meme pick" or "irrelevant" - and while there is some truth to the latter, it cannot be overstated how big Angry Birds was in the early 2010s and how much effect it had on the gaming industry long term as the game that legitimatised mobile gaming and helped more "simple" games rise back to prominance. Games in the Angry Birds series as a whole have been downloaded over 4 billion times - keep in mind, the highest selling game frachise of all time, Mario, has only sold 804.62 million copies - the Angry Birds series has almost quadruple the amount of downloads Mario has sales and has been played by almost half the human population - even as a mostly freeware series that is an impossible to ignore statistic.
 
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Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
Screenshot_20210617-203021_Slides.jpg

Mean Lean and Green
Plant and Zombie for Smash
Realsed on DS and Switch
Genras Tower Defense, Card Game, Hero Shooter FPS
Who are they

Plant Vs Zombies is a series of tower defense games created by Popcap games, a subsidiary of EA, although this game was orginally a tower defense game the series has spread off into the fps and card battle genres with the Garden Warfare games and Heroes.

The core of the franchise rrevolves around the daily battles between the plants and zombies. However in this case the plants and zombies will team up to make a new fighter featuring there most popular members, Peashooter and Browncoat.

Why they should be added into Smash
Plants vs Zombies like smash is character driven featuring expressive characters and bombastic battles to provide colorful gameplay across there many ggames.That will fit perfectly with the colorful brawls of Smash. Plus the series has enough rescorses to become a good power in smash dungeons or potential items.

Isnt Crazy Dave the Preferred Choice For New Fighter
Crazy Dace is popular yes but he only represents the plant side in the series where zombies have just as much moveset potential, so it would make sense to combine the two most iconic members of both groups into one fighter who would represent the best of both sides.

How they would be fought
Plants and Zombie would be a duel fighter with Zombie doing the movement and Peashooter doing the attacking by default, however there just as capable of swapping positions and both stances would have there own unique moveset focusing on one side of both the Plants and Zombies. Peashooter would be more agile but weaker and Zombie would be slower but stronger in my opnion.

Why they should be in Smash over other Entries
As a cult classic series of cartoony tower defense games Plants vs Zombies isnt as well known as the competition but they make up for it by having more unique moveset potentials and designs in comparison to some potential newcomers being retreated ground, if we use both elements of the Plant and Zombie equally we could have another classic fighter on our hands.

PS does anyone like my smash render

Misc Info for possible music

Day Theme PVZ1
Grave the Roof-Roof Theme PVZ1
Zombies on your Lawn
PVZ 1 Medley
PVZ2 Pirate Seas Medley
PVZ2 Wild West Medley
PVZ2 Dark Ages Medley
PVZ2 Modern Day Medley
Battle for Neighborville
(That's all I have so far)
 
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warpenguin55

Smash Journeyman
Joined
Aug 20, 2018
Messages
490
Now these are some cool submissions so far. I'm planning on submitting mine when I'm off work. If you've read one of my earlier posts you'll know who it is already.
 

Adrianette Bromide

Smash Lord
Joined
Dec 22, 2020
Messages
1,129
Location
Beeland Capital
Do you hear that sound of popping? Plop plop plop, whatever could it be?

Is it bubblewrap? Is it a bubble blower? No, wait, it's...

Job 126: Arle Nadja
from the Puyo Puyo series
Arle.png

What is Puyo Puyo?

Puyo Puyo is a puzzle game similar to Tetris and Dr. Mario in which you must guide falling objects within a large rectangular grid to connect them with others. Whereas Tetris is a high score game focused on surviving as long as possible and Dr. Mario focuses on completing the levels as fast as you can, Puyo Puyo started out with a more competitive aspect to it. You'd be dropping down pairs of different coloured Puyos, blob-like creatures that pop when connecting more than three of them together.

puyo-puyo-champions_feature.jpg


By doing this, you'd accumulate garbage to send towards your opponent, whether it be the AI or a human, and clog up their grid making it more difficult for them to survive. The key to this is creating long spanning chains where when one group of Puyos pop, another group will pop after from the new layout and so on. You lose when you can't drop down anymore Puyos. Here's an example of both classic and modern Puyo Puyo gameplay to understand better.

https://www.youtube.com/watch?v=Gq0U-ml1HS4&ab_channel=TamerKohTamerKoh

https://www.youtube.com/watch?v=VSW5XedJNog&ab_channel=ShiroBrawlShiroBrawl

The series debuted in 1991 with the release of the very first Puyo Puyo on the Famicom and MSX2. The games have since had an... interesting time being localized. See, cutesy girls slinging colourful blobs at each other might work in Japan, Nintendo overseas decided it would not work as well so what Japan knew as this-

PuyoPuyoArt.jpg


Everyone here probably knew as this-

220px-Sonic_Mean_Bean_Machine.jpg


Yeah, Dr. Robotnik's Mean Bean Machine was a reskin of Puyo Puyo that was more accessible for the Western Nintendo audience. A lot of Puyo Puyo games are still stuck having Fun in Localization Hell!

Who is Arle and how would she fight?

Arle Nadja is a young magician whose role is the main heroine of the Puyo Puyo series for most of the games in the franchise. Her core gimmick would undoubtedly be using Puyos as a projectile of some sort and it would be a sin if her down aerial was not a fast-falling Puyo attack. She is a well versed magician for her age and is notable for her usage of the fire, ice and lightning elements. Her most iconic combat spells are Fireball, Ice Storm and Thunder while she has some other support spells up her arsenal such as Diacute, Heavenly Ray and her iconic Bayoen! move.

She's also almost always seen with her iconic pet who once belonged to the evil Dark Prince, Carbunkle. Perhaps an option for making her a duo fighter?

tumblr_7f6dd482bc57409c947cf157156856ef_7da35dc5_400.png


She's actually be a pure magic caster which is something there is a considerable lack of with really only Zelda and Palutena fulfilling that specific niche. Of course in Infinite, Ashley would be part of that lineup as well. What she also brings to the table is the potential to fight with a puzzle mechanic as well better than Dr. Mario could as a clone character of Mario.

So where do these moves come into play in the Puyo Puyo series? Well, here's the thing. They don't... really, anyway. They're reference in voice lines during combat and magic is something the characters are capable of but Arle's combat abilities actually come from an even lesser known video game series known as...

Madou Monogatari!

unnamed.png


Madou Monogatari was the series that actually introduced a lot of the characters found within the modern Puyo Puyo series, developed by the company Compile. It was a dungeon crawler RPG with a unique gimmick, at least in the earlier entries, that there was no visible stats and HP and damage would be inferred via character animations. The story starred Arle Nadja, a 5-year old girl in kindergarten who needed to climb up a treacherous tower to graduate from kindergarten.

Compile had eventually filed for bankruptcy but due to earlier company restructuring, the characters and the greater IP was saved in the hands of Sega who would use the characters to create the ever so popular blob popping puzzle game in Japan...

Drrobotniksmbm-logo.png


Hey wait a minute, you're not Puyo Puyo! GET OUTTA HERE!!!

Ahem, where was I? Oh yes, the ever so popular blob popping puzzle game-

Puyo_Puyo_logo.png

And if I didn't convince you already, you can add Puyo Puyo with Persona as two games in Smash that canonically have Satan in them!

Satan.png


Unfortunately, the Satan that appears in the Persona games is not for good boys and girls of all ages so I will not be showing him off here.
 

Attachments

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cashregister9

Smash Hero
Joined
Apr 4, 2020
Messages
9,388
Job 126:

Saber
from the Fate Series.



Fate is a franchise that was started in 2004 with the Visual Novel Fate/ Stay Night. and from there this franchise has weaseled it's way into not only the internet zeitgeist but throughout the Japanese media industry as a whole, Fate had several successful anime and it has the 8th highest grossing mobile game of all time and was the most talked about game on twitter in 2020.

Saber is the Icon of the fate franchise, even spawning a subcategory of character in that franchise called "Saber Faces" Saber or a variation of her has appeared in every piece of Fate media.



The specific Saber incarnation I've selected is Artoria Pendragon a servant Summoned by Shirou Emiya, she and Shirou is just one pair of Servant and Master, There are others also participating in the Holy Grail War, Whoever wins the war obtains the Holy Grail.

Fate isn't what people think of when they think "Visual Novel" but what Fate is a massive multi media franchise that transcends many different types of games. She like all the other Servants utilize a Noble Phantasm as well.

What can saber do? She has the legendary sword Excalibur, this sword has many properties like becoming invisible and shooting lasers, But also due to Saber's Legacy she could theoretically draw from all of her different incarnations throughout the franchise, Be that Okita Souji who uses a Katana or Jeanne D'Arc who uses a lance, or even Artorias summer form which transforms her Sword into a Water Gun.

 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
Job 126:

Saber
from the Fate Series.



Fate is a franchise that was started in 2004 with the Visual Novel Fate/ Stay Night. and from there this franchise has weaseled it's way into not only the internet zeitgeist but throughout the Japanese media industry as a whole, Fate had several successful anime and it has the 8th highest grossing mobile game of all time and was the most talked about game on twitter in 2020.

Saber is the Icon of the fate franchise, even spawning a subcategory of character in that franchise called "Saber Faces" Saber or a variation of her has appeared in every piece of Fate media.



The specific Saber incarnation I've selected is Artoria Pendragon a servant Summoned by Shirou Emiya, she and Shirou is just one pair of Servant and Master, There are others also participating in the Holy Grail War, Whoever wins the war obtains the Holy Grail.

Fate isn't what people think of when they think "Visual Novel" but what Fate is a massive multi media franchise that transcends many different types of games. She like all the other Servants utilize a Noble Phantasm as well.

What can saber do? She has the legendary sword Excalibur, this sword has many properties like becoming invisible and shooting lasers, But also due to Saber's Legacy she could theoretically draw from all of her different incarnations throughout the franchise, Be that Okita Souji who uses a Katana or Jeanne D'Arc who uses a lance, or even Artorias summer form which transforms her Sword into a Water Gun.

Did the anime come first, I am just asking cause I'm not familiar with fate
 

SharkLord

Smash Hero
Joined
Jun 20, 2020
Messages
7,667
Location
Pangaea, 250 MYA
Job 126
Touhou Project ~ Reimu Hakurei
Shoot-em-ups (Including bullet hell), indies/doujin soft (Not really a genre so much as an industry, but it's still notable coverage)

1624035275465.png


Reimu Hakurei is the main protagonist of the Touhou Project, and for good reason. She is in charge of managing the ancestral Hakurei Shrine, which gives her two important jobs: One, exterminate troublesome youkai, and two: Look after the Great Hakurei Barrier, which hides Gensokyo from the Outside World and allows for it's youkai inhabitants to survive even when outside humans stop believing in them. Gensokyo is an isolated section of Japan that... Well, if I try to explain Touhou lore we're gonne be here for a while, so I'll just drop off the big Touhou essay I did a while back
And here's another big writeup. Grab a snack, this might actually surpass the Adolpost.

View attachment 297666
Shrine Maiden of Paradise ~ Reimu Hakurei
Reimu hails from the Touhou Project, usually just shortened to Touhou and officially titled Project Shrine Maiden in the West (Though nobody actually calls it that). Touhou is classified as a "doujin soft" game, a Japanese term for video games made by hobbyists for fun rather than profit. The term is basically the Japanese equivalent of an indie, and has a fair amount of overlap; As such, it wouldn't be too much of a stretch to call Touhou an indie as well.

Touhou started in 1996, with the release of Highly Responsive to Prayers for the PC-98. There, Reimu was portrayed as an inexperienced shrine maiden who had to guide around a bouncing Yin-Yang Orb in what was essentially an Arkanoid clone. The following games began to solidify the standard Touhou formula; A top-down shoot-em-up with intricate and difficult patterns, spread out across six increasingly difficult levels and an extra stage.

Starting with the sixth game, Embodiment of Scarlet Devil, the series moved away from the PC-98 and moved to Windows instead. This also brought about a soft reboot for the series; Only Reimu and her friend Marisa carried over, with radically different designs, the setting was established and developed a much tighter continuity, and various gameplay elements were implemented that would become series mainstays. The following game, Perfect Cherry Blossom, weeded out the more of the PC-98 era's elements and solidified the series in completely.

As of current, the Touhou Project has 17 mainline games, including the PC-98 releases. However, it has a sizable number of spin-off titles as well; These games are indicated by a decimal point in their numbering, based on the mainline titles they were released between-For example, Immaterial and Missing Power is numbered 7.5, and Fairy Wars is the 12.8th. These spin-offs include six fighting games, five unorthodox shooters, and an upcoming side-scrolling action game. In addition, Touhou has a sizeable amount of print works and music albums, expanding it's universe even further. These supplementary materials have good synergy with the games, with just about every game character getting a mention, and a couple characters from the books making appearances in the games.

Touhou takes place in a haunted region known as Gensokyo, sealed off from the Outside World, and housing humans and youkai alike. In Touhou, youkai are sustained by human fear. This becomes problematic when humans stop believing in superstitions and folklore. Gensokyo is a land where forgotten things go, like extinct animals or lost tools, making it a safe haven for weakened youkai. Gensokyo is separated from the Outside World by the Great Hakurei Barrier, which is maintained by the Hakurei Shrine, managed by Reimu herself. Since Gensokyo is depended on the existence of the barrier, Reimu has a very important job on her hands.

In order to perpetuate Genoskyo's existence, the spell card system was put in place. The spell card system acts as an equalizer, so that humans may defend themselves and youkai may sustain themselves, without bloodshed from either party. In gameplay, this serves to justify the existence of the danmaku patterns, right down to the names. The ease of battle, coupled with the lack of injury, has also led to the inhabitants of Gensokyo fighting at the drop of a hat for varying reasons, often times just because.

The main crux of the game's plots revolve around Incidents; Various abnormal events. These Incidents vary in severity, from something as life-threatening as an eternal winter to SUDDENLY, FLYING BOAT. Reimu, Marisa, and whoever else they may have brought along then set out to resolve these Incidents by beating up everyone in their path until they get to the culprit. Due to the aforementioned spell card system, the culprit usually caused the Incident just because they were bored, and are let off the hook just as easily. There are some exceptions, but the amount of instigators who weren't forgiven can be counted on one hand.

An interesting thing to note is Touhou's staggeringly-large cast of characters, with the majority having a minor role and a very vague personality. This leads to many different interpretations, as well as minor characters suddenly becoming extremely popular. It should also be noted that at least 95% of the entire cast is female, with the only recurring males being a non-combatant and a cloud person who needs a female character to act as his hitbox. ZUN has admitted that Touhou has a reputation of using girls in fancy outfits over spaceships and military vehicles like most bullet hells, so he can't add a male character even if he wanted to.

There are many, many characters; So many that I can't even make a list of them. I will, however, point out that Touhou powers are jacked. Reimu's ability to float means that she can float away from reality itself and become invincible, Yuyuko can induce death and kill you instantly, Yukari can manipulate borders, which pretty much means she can manipulate reality, Keine can EAT HISTORY, so on and so forth. I still don't understand how some of these things work.

The Touhou Project's real claim to fame is it's absolutely massive fanbase. Despite it's status as a simple shoot-em-up, the colorful cast of characters, coupled with ZUN's incredibly lax and encouraging attitude towards fanworks, has lead to Touhou becoming a major pillar of the doujin scene, though in the Touhou fandom this term is usually used to refer to Touhou fanworks. The Touhou Project dominates fan conventions, enough that it got a yearly convention all to itself in the form of Reitaisai. While the fandom isn't at the same level as it's peak thanks to the advent of more recent doujin games, the Touhou fandom is still going strong to this day.

The sheer amount of Touhou fanworks is so large that some fans aren't even aware that the fanchise is based around the games. Many fan-made anime adaptdations exist of the series, though ZUN is adamantly against an official adaptation, and multiple fangames have been produced as well, from Touhou versions of other games like Castlevania and Mega Man to original creations; Some are serious, while others are offbeat and based around fandom in-jokes and memes.

And, of course, the music. The soundtrack of Touhou games is held in very high regard, and the amount of remixes the fandom puts out is absolutely ludicrous. To put it into perspective, the average Touhou song has between 60 and 200 remixes, with some songs outright overshadowing the original and getting remixes of their own; For example, Bad Apple!! feat. nomico, or Night of Nights (Which is one of the songs listed in today's mood-setters).

Oh yeah, and this... Whatever the %$#@ this is supposed to be.
-snip-
-snip-
I would have listed even more, but SmashBoards won't let me enter more than 25 pieces of media. As such, I've decided to leave a link to this massive playlist right here for further reading.

Touhou is one of, if not the biggest indie not yet represented in Smash, and arguably the biggest indie game period. Nintendo has been very friendly with indies as of late, and Smash has gradually been adding indie content to Smash: A Commander Video trophy in Smash 4, a Shovel Knight AT in Ultimate, Miis for Sans and Cuphead, and Steve, a former indie, as a fighter. However, we haven't had a full indie fighter yet; Even if Minecraft used to be an indie, it's Microsoft's IP now.

There are three things brought up against Reimu's chances: Lack of Nintendo connection, being Japan exclusive, and heavy usage of fangames. That being said, I feel that it's not quite as one-sided as some may suggest.

First off, Nintendo connections. For one, there's a decent amount of Touhou fangames on the Switch already, so you can type Touhou into the eShop search bar and get some results back already. For another, Nintendo (And Sega too) sold Touhou arrange CDs at Reitaisai, the dedicated Touhou convention. Lastly, ZUN has stated that he's considering porting the fighting game Antimony of Common Flowers to the Switch. At the very least, both parties are seem to be aware that cooperation is a profitable avenue, and are considering the possibility. Perhaps Reimu in Smash could be the final push they need?

On a semi-related note, recently Touhou had a crossover with Hello Kitty, the second-biggest franchise PERIOD. That's huge. In addition, Sanrio stated the reason for the crossover was Touhou's increasing popularity with younger children. If Nintendo needs someone who appeals more to younger audiences, Reimu could work fairly well (Granted, that's probably not a very picky demographic). Regardless, this proves that Touhou is at least big enough to catch the eye of larger companies. Besides, we've already gotten some more distant third-parties with Snake, Cloud, and Joker. Perhaps Reimu will be FP2's "distant" character.

Reimu also got a cameo in Taiko no Tatsujin RPG, which is on the 3DS and the Switch. This is notable because it also contains characters from Ace Attorney, Monster Hunter, Yo-kai Watch, and Nintendo's very own Kirby. Aside from the fact that Reimu is on the same screen as Kirby and Phoenix Wright, it's Reimu, Kirby, and Phoenix Wright on the same screen WHAT ARE THE BAMCO GUYS SMOKING.

Second problem, perceived Japanese exclusivity. That's a bit of a misconception, actually. Aside from the numerous Touhou fangames already on the Switch, some of which are localized, there's also twelve Touhou games on Steam. Granted, only one of them is translated, but that's not out of lack of care; Rather, it's because the fanbase will just create their own translation in a couple days, defeating the need for ZUN to translate the text himself and allowing him to focus his effort elsewhere. I could honestly see Sakurai walking us through a setup of the Touhou Community Reliant Automatic Patcher (THCRAP) in Reimu's presentation. It may seem a bit odd, but hey, we would've said the same about Sakurai plugging the Xbox in a Nintendo livestream.

That being said, Touhou is still very Japan-centric, and the more roundabout ways to get into it may pose a bit of an issue. If Reimu gets in, there would more than likely be a lot of "bruh literally who" moments from the Western fanbase, and she would most definitely be a Japan-appeal rep. If we get a Japan-centric character who isn't Reimu, my optimism would drop significantly.

Something to note is that the worries about region-centric characters comes from the Sakurai interview about Takamaru, and to a lesser extent Ayumi Tachibana being dropped from Melee. While that's true, Touhou is a wee bit bigger than either of those games. Unless, of course, Mysterious Murasame Castle is actually a long-running series with 17 main installments and a convention all to itself. I think Touhou's overwhelming popularity in Japan is enough for it to break through, while Takamaru has just one game, a couple ports where it's just one of the many games included and a handful of references throughout various Nintendo games. Also I sacrificed Takamaru's soul to ensure Reimu's inclusion so he is now super dead sorry guys

Lastly, the fangame issue. Honestly, I think this one's pretty overblown. Sure, Nintendo is super stingy with their IPs and despise fangames... But that's only because it's fangames of their IPs. If it's for any other game, Nintendo won't give a %$#@. Sonic Mania? Minecraft mods? Nintendo doesn't care at all. IF it's not using their IP, they won't come after you. Touhou isn't their IP, so they wouldn't care. That's all that needs to be said, really.

Personal story, I found Touhou through this remixer named RichaadEB, who did an entire album of Touhou metal covers. I just went down the rabbit hole from there.

I even made a Touhou Challenger Pack concept, which you can see here:
https://fantendo.fandom.com/wiki/Super_Smash_Bros._Ultimate_X_Touhou_Project
Admittedly, it's a bit exaggerated. I might want to go back and touch up some things there, namely Reimu's moveset, but I feel that it's overall a pretty good introduction to the franchise.

I also kinda sorta copied a large portion of the intro for this essay. It's not plagiarism if you own the thing though, right?

Eheheheh...
Anyways...

Touhou would represent the shoot-em-up genre, a staple of the arcade scenes. Shoot-em-ups include Spacewar!, one of the first-ever video games, and Space Invaders, which is one of the most iconic video games of all time. They're also common genres to stick into sudden gameplay shifts, including SSSBU's credits sequence. Reimu also represents the bullet hell subgenre, which is about... Well... Yeah. This gives here a little extra coverage in regards to genre.
However, SEUs don't see much discussion regarding Smash beyond Reimu; This is likely due to the fact that they usually use spaceships that some may find tricky to adapt into Smash. There's been some moveset pitches for the Space Invaders, but we set them to snowglobe hell via democratic vote so they're out. Reimu's by far our best bet for a shoot-em-up in terms of general popularity in the speculative scene, and if we remove her as well I honestly don't think we'll be seeing any SEU rep in Infinite.
Well, unless we count run'n'guns, but why would we do that? They're still different genres, and if we count them we might as well count rail shooters under that group and kick out both shoot-em-ups and run'n'gun submissions entirely thanks to Star Fox.

That being said, Reimu represents another sect of gaming: The indie scene. Not really a genre so much as a grouping, indies are a growing industry that have slowly been getting more representation in Smash. However, unless you count Steve (Who is now owned by Microsoft, one of the biggest triple-As you can find), indies haven't had a fighter in Smash yet. Reimu could help represent that, and I'd argue she's the best for representing that thanks to the sheer amount of content and history the Touhou Project has cultivated around itself.
First off, seniority; Most indies are associated with the mid-2010's indie boom, but Touhou's been around since 1995 - To put that in perspective, she's older than Banjo and Cloud. That being said, Touhou didn't really get going until 2002... Which is still long before the indie boom. The other indie with seniority pushing her, Shantae, was just starting in that same year, and she would languish in cult classic status for about a decade or so.
Secondly, the content. Most indies have only one or two games that suddenly hit it big, with a couple like Shantae and Shovel Knight having about four or five. Touhou has 30(!), alongside a large amount of spinoff manga. The wiki has a good list of everything official. Touhou far outclasses just about every other indie - And that's not getting into the fanworks.
Touhou's fandom cannot be understated. There are piles upon piles of fan creations, from animations like Fantasy Kaleidoscope, to fangames like Luna Nights and Spell Bubble, to remixes like Night of Nights and Bad Apple. Extra emphasis on the remixes; There are some circles that just devote themselves entirely to Touhou covers (Though some, like Unlucky Morpheus, end up moving on to original content); Some notable names include Akatsuki Records, Demetori, IOSYS, and Alstromeria Records (The latter of which also did the iconic cover of Bad Apple). All these fanworks are supported by Touhou's sole creator, ZUN. Hell, there's a bloody Touhou convention, held every year (Except in 2020, because y'know, COVID). How many other indies can lay claim to that sort of fandom?
I believe that Reimu represents the indie market by virtue of having her series being a breeding ground for those up-and-coming content creators.

There's also moveset potential, if that floats your boat. Reimu has free flight, homing talismans, Yin-Yang Orbs that work as both thrown projectiles and projectile-throwers, anti-projectile tactics like Grazing and barriers, and a load of shoot-em-up mechanics to work with, to say nothing of her two fighting game movesets (There's actually six fighters, but each kit got used for three games each). If you want to have fun checking out movesets, Reimu's definitely a good option.

And before you ask, don't worry, there's a decent amount of Touhou games on the Switch. The only official game is Antimony of Common Flowers, but hey, Q2 worked for Joker. And if we take fangames into account - Which we should, honestly - It expands a fair bit. If we're only taking the loaclized games into account, there's Luna Nights, Spell Bubble, Azure Reflections... Heck, there's even a planned port for Koumajou Densetsu - That is, literally just Castlevania.

Of course, we'll have to address the elephant in the room; Touhou's region-centric nature. Yeah, that is a bit of an issue, I must admit... But on the other hand, I'd argue this is the best time to add such a character. We're just dropping her off in a random Smash Direct for the base game; No big E3 reveal, no DLC marketing, nothing. And besides, given how lax he is with the IP, ZUN would probably just ask for some beer and call it a day. There's no risks, no losses, just slot her into the base game and that's it.
Do note that region-centric characters in Smash aren't unprecedented; Namely Marth, Dark Pit, and Hero for Japan and Little Mac, Ridley, and to a lesser extent the Belmonts for the West. And besides, the prompt was a new genre; With the legacy of the shoot-em-up genre and the added bonus of her truly massive status in the indie scene, plus the lack of risks involved in our current situation, I think we can overlook that issue.

If that's not enough the music should convince you. Check around this massive (And I mean MASSIVE) collection of remixes and come back to me when you're done. We'll see how you feel then.
 
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Paraster

Smash Lord
Joined
Nov 29, 2018
Messages
1,463
Location
The 104 Building
Here we go with the only idea I have that is neither illegal nor a character that I don't actually know much about:

Untitled.png

(render source)

Chell (Portal)

Genre:
Puzzle (plus FPS?)
Nintendo Representation: Bridge Constructor Portal (Switch)

Why Portal/Chell? Portal is renowned as one of the most unique and interesting puzzle games ever, using FPS-like controls and shooting mechanics in service of portal-based physics puzzles with a lot of moving parts. When Portal was released alongside the second episode of the renowned Half-Life 2 and the long-awaited Team Fortress 2, it stole the show and garnered a sequel that would become one of the most critically acclaimed games of the 2010s.

I said in my discussion post that a puzzle character would require more creative thinking to implement, and Chell is a great example of that. While her moveset is limited in her original games, it could be expanded through creative use of Portal's mechanics--the cubes, the turrets, the energy sphere, the faith plate, etc. Perhaps she could be based around summoning Aperture devices to throw around or control the stage, using portals to get from point A to point B in a flash. Maybe even give the Portal Gun some of the functionality of Half-Life 2's Gravity Gun.

In addition, Portal would make for interesting stages with its sterile test chambers (or their run-down Portal 2 variants) and potential cameos from beloved characters GLaDOS and Wheatley (imagine GLaDOS insulting you whenever you get KO'd). The soundtrack would also be deceptively engaging, ranging from imposing ambient tracks to pulse-pounding techno pieces. Here's a playlist of tracks that could make good remixes or just be added as-is.
 

Commander_Alph

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I know YipTap already submitted this but this different..

Unrepresented Genre
Visual Novel
Danganronpa

Danganronpa is a video game series developed by Spike Chunsoft roughly decades ago in 25 November 2010, created by Kazutaka Kodaka, an expert in developing detective and mystery games the setting is set in a place called Hope's Peak Academy where a bunch of students trapped inside and forced to compete on a death game where hosted by the mystery self-proclaimed principal of the school know as simply by Monokuma.

These students, known as Ultimate Students was chosen by the school itself and given to talented individual that excel in specific subject and is the people that you spent the whole majority of the game with by building your trust with each other or in the case of the alternate game mode can learn more about their backstory and form a relationship with. This title however is really broad and not just limited to sports or science as something like the Ultimate Yakuza is possible as long as your position is high like none other around. This however is an exception for these 4 individuals who also servers as the main character and in the final climax of each game holds the title of being the Ultimate Hope. Let's introduce them shall we~

Danganronpa Protagonist, Reveal the Truth!
Makoto Naegi

An Ultimate Students chosen by Hope's Peak after earning it from a lottery, this gives him the title of the Ultimate Lucky Students. He is one of the participant of the first killing game in the first game of the series titled 'Trigger Happy Havoc'

along with the other students of Class 78th. He is also has a little sister named Komaru Naegi who is the main character of the spin-off of the third person shooter game, Ultra Despair Girls to which occurred between the events of the first and second game.
Hajime Hinata

The main character of the second game in the series, Goodbye Despair, as well the participant of the second killing game, during the whole course of the game he is unable to indentify what Talent or even the title that he gets making him an outlier of the whole group, still he is determined to bring justice to the victim of the killing game.
Kaede Akamatsu

She bares the title of being the Ultimate Pianist and is the other main character of the third game, Danganronpa V3: Killing Harmony, she has shown to be an expert in playing the piano as early as when she still a baby, then she slowly harness that skill as she gets older with more and more achievement she received in numerous contest and she has a great sense of hearing.
Suichi Saihara

The Ultimate Detective and alongside Kaede being the main character of the aforementioned third entry in the series, you bump into him as early as the prologue of the game to which you are woken up on an empty abandoned classroom, while at first he's a little bit levelheaded he is however really eager to assist Kaede in helping her solve the mystery and eventually grew out of it and be more open thanks to her.

These students possess a unique ability exclusive to them in the form of Truth Bullet which is used during the Class Trial to shoot down contradictions, being the main mechanic of the game that really set it apart from their peers like Ace Attorney it is no surprise that this is a must have when it comes to Danganronpa representation even being the main force of hope in contract of the villain's motive around despair. Not only that during said Class Trial you sometimes perform minigames from Hangman's Gambit to reveal a hidden keyword to even riding around on a virtual snowboard and picking the right path to go by giving a correct answer to a question. These minigames are all offer more variety in their moveset without spoiling a large part of the game itself.

As a fighter they will work similarly to Hero where they will get 4 alternate costume based on the main character of each game with the main one being Makoto Naegi.




Along with them come with the music which is composed by Masafumi Takada and is an absolute banger to listen to go along with the game "psychopop" theme that Kodaka had in mind, have a listen to some of these tracks from each game:​
 
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Yiptap

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I know YipTap already submitted this but this different..

Unrepresented Genre
Visual Novel
Danganronpa

Danganronpa is a video game series developed by Spike Chunsoft roughly decades ago in 25 November 2010, created by Kazutaka Kodaka, an expert in developing detective and mystery games the setting is set in a place called Hope's Peak Academy where a bunch of students trapped inside and forced to compete on a death game where hosted by the mystery self-proclaimed principal of the school know as simply by Monokuma.

These students, known as Ultimate Students was chosen by the school itself and given to talented individual that excel in specific subject and is the people that you spent the whole majority of the game with by building your trust with each other or in the case of the alternate game mode can learn more about their backstory and form a relationship with. This title however is really broad and not just limited to sports or science as something like the Ultimate Yakuza is possible as long as your position is high like none other around. This however is an exception for these 4 individuals who also servers as the main character and in the final climax of each game holds the title of being the Ultimate Hope. Let's introduce them shall we~

Danganronpa Protagonist, Reveal the Truth!
Makoto Naegi

An Ultimate Students chosen by Hope's Peak after earning it from a lottery, this gives him the title of the Ultimate Lucky Students. He is one of the participant of the first killing game in the first game of the series titled 'Trigger Happy Havoc'

along with the other students of Class 78th. He is also has a little sister named Komaru Naegi who is the main character of the spin-off of the third person shooter game, Ultra Despair Girls to which occurred between the events of the first and second game.
Hajime Hinata

The main character of the second game in the series, Goodbye Despair, as well the participant of the second killing game, during the whole course of the game he is unable to indentify what Talent or even the title that he gets making him an outlier of the whole group, still he is determined to bring justice to the victim of the killing game.
Kaede Akamatsu

She bares the title of being the Ultimate Pianist and is the other main character of the third game, Danganronpa V3: Killing Harmony, she has shown to be an expert in playing the piano as early as when she still a baby, then she slowly harness that skill as she gets older with more and more achievement she received in numerous contest and she has a great sense of hearing.
Suichi Saihara

The Ultimate Detective and alongside Kaede being the main character of the aforementioned third entry in the series, you bump into him as early as the prologue of the game to which you are woken up on an empty abandoned classroom, while at first he's a little bit levelheaded he is however really eager to assist Kaede in helping her solve the mystery and eventually grew out of it and be more open thanks to her.

These students possess a unique ability exclusive to them in the form of Truth Bullet which is used during the Class Trial to shoot down contradictions, being the main mechanic of the game that really set it apart from their peers like Ace Attorney it is no surprise that this is a must have when it comes to Danganronpa representation even being the main force of hope in contract of the villain's motive around despair. Not only that during said Class Trial you sometimes perform minigames from Hangman's Gambit to reveal a hidden keyword to even riding around on a virtual snowboard and picking the right path to go by giving a correct answer to a question. These minigames are all offer more variety in their moveset without spoiling a large part of the game itself.

As a fighter they will work similarly to Hero where they will get 4 alternate costume based on the main character of each game with the main one being Makoto Naegi.




Along with them come with the music which is composed by Masafumi Takada and is an absolute banger to listen to go along with the game "psychopop" theme that Kodaka had in mind, have a listen to some of these tracks from each game:​
Even though my heart belongs to Monokuma, I would like any form of Danganronpa content. You bet I'm voting for this.
 

Venus of the Desert Bloom

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First-Person Shooter/Perfect Dark/Joanna Dark



Perfect Dark was the critically acclaimed spiritual successor to the even more critically acclaimed Goldeneye 007 which paved the way to how modern FPS are like today. Perfect Dark was released in 2000 and featured the secret agent, Joanna Dark, as she fought against the corrupt organization called DataDyne. This mission would eventually snowball from a covert op infiltration assignment to one that spanned entire galaxies. This game was extremely influential to the FPS genre for its exploration in secondary fire features and enhanced enemy AI as well as a greatly expanded multiplayer experience. Perfect Dark was the go-to choice for me and my friends for more than a year and we loved adding as many bots as we could. Combat Knives was always tons of fun to play with. While Perfect Dark may be on the fringe of influential FPS games and overshadowed by games such as Doom, Halo, TF2, CoD, and even Goldeneye, Perfect Dark still has its origins on Nintendo and, along with Banjo, would be a welcomed addition to the roster.

Joanna Dark would be a light and speedy fighter in a similar vein as Zamus but with intense firepower and gadgets like Snake with the ability to select her firearms which also includes expendable ammo. In addition, she would have access to her secondary fire feature for all of her weapons which would make her one of the most versatile projectile-oriented fighters to date. Our moveset submissions would dive into her available weapon roster and dig out ones that would work well in Smash such as the x-ray/wall penetrating Farsight, remote-controlled rocket launcher the Slayer, pinball grenades, and the aforementioned knives which can be switched into a Throwing Knife which induces a poisoned effect.

Here is a demonstration of weapons she could use

This also comes included with other Perfect Dark content such as stages and Mii costumes. I would love to see a Carrington Institute stage but there are other possibilities like Skedar Ruins, DataDyne HQ, or even Facility from Goldeneye.

Carrington Institute under attack!

It would be a huge treat to see two huge Rare juggernauts, Banjo and Joanna, return together in Nintendo’s greatest crossover game.
 
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tonygameman

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Job #126: Unrepresented Genre Newcomer - Marco Rossi (Metal Slug - 1996)



Series: Metal Slug
Genre: Run n' Gun (sub-genre of shoot 'em up; mostly), Third-Person/Action Shooter (3D/Zero Online), Card (Commander), Tower Defense (most mobile games like Defense/Attack/Infinity), Strategy (Wars/old & new Tactics), RPG (elements were used in Infinity/Revolution), etc. (just check out here)
Nintendo Representation: Wii (Anthology/Virtual Console), Nintendo DS, Game Boy Advance, Nintendo Switch

What the Heck is Metal Slug?
For starters, Metal Slug is one of SNK Corporation's flagship and most popular video game franchises, besides The King of Fighters. It was released on their arcade machine/home video game console brand called Neo-Geo before it was also ported to other consoles, developed by Nazca Corporation in 1996 before it was acquired by SNK, who developed it's sequels and retains it's ownership.

The series' plot/story centers on the Peregrine Falcons Squad, a small group of skilled soldiers, led by major Marco Rossi and captain Tarma Roving (his best friend), who fight against a rebel army led by General Donald Morden, supernatural entities such as aliens, zombies, mummies and various other forces intent on world domination. Since the second game, fan-favorites Eri Kasamoto and Fiolina "Fio" Germi from the S.P.A.R.R.O.W.S joined the playable cast, with two newcomers Trevor & Nadia (who only appeared in MS4) and even Ralf, Clark & Leona of Ikari Warriors/King of Fighters fame. Speaking of, Tarma, Eri and Fio may appear as Marco's alternate costumes with their own animations like Byleth's.

Gameplay consists of run n' gun elements and shoot 'em up mechanics, which pits a player against a large numbers of enemies and power-ups, which makes their weapons more powerful after freeing P.O.W.'s (prisoners of war). Unlike other games, you can perform a melee attack if you get close enough from an enemy. Besides weapons, players can also use vehicles called "Slugs" such as a titular tank, the SV-001 and others such as those modeled after animals like camels, ostriches, elephants, etc.

How does Marco Play?
Well, run n' gun is something you would call as a combination of platforming and shoot 'em up, it's that simple as you can just move around, jump and shoot enemies with weapons until you reach a boss and try to destroy it.

Anyway, as a military soldier, Marco has access to various weapons such as a knife (tonfa/hatchet for girls) for melee combat, a handgun to shoot opponents, a boxing glove inside his backpack to punch them, explosive grenades which can be thrown, a jetpack to fly in the air (as seen in Metal Slug 3) and able to use secondary weapons (even switch as he can stock them in Metal Slug 6 and 7/XX; complete with an announcer shouting) like:
  • Heavy Machine Gun (shoots faster with slightly more powerful bullets, even has a variant which uses dual machine guns)
  • Shotgun (short-ranged, but powerful blast)
  • Flame Shot (flamethrower)
  • Rocket Launcher (has two variants called Enemy Chaser, which is homing and Super Grenade, which shoots bigger missiles)
  • Laser Gun (shoots a multi-colored laser beam which pierces through opponents; only first five weapons may be chosen for a switch gimmick)
  • Iron Lizard (shoots a missile on wheels which travels along the ground)
  • Drop Shot (a bouncing sphere, which explodes on-contact with an opponent, a wall or after 3 bounces)
  • Fire Bomb (a stronger variant of a grenade, which leaves a trail of fire upon landing, burning any opponent who come in contact with)
  • Thunder Shot (shoots out lightning bolts that will home onto opponents)
  • Zantetsu Sword (a blade that can send out crescent projectiles by slashing)
As a trade-back, weapons and grenades consume ammo and can run out of it, except a handgun. To refill the current weapon, Marco has to hit the opponent a few times to drop an ammo crate, allowing him to pick it up for re-filling them.

In Metal Slug 5, Marco and others can perform a slide technique to dodge various projectile attacks, which I can see being used as either a Down Tilt or dash attack in his moveset. In Metal Slug 7/XX, he can also glide in the air by using a parachute and even kick enemies when close enough (as seen in Metal Slug 2/X, 4 in which Trevor uses a bladed boot and 7/XX where Tarma uses it to either fix or destroy a vehicle, which would be his pummel) & crawl since the original 1996 game.

Thank MrElectroG64 for this idea. For one of his special moves, Marco can summon a titular "Metal Slug" tank (which is actually named SV-001) and jump inside to control/drive it, able to jump a bit higher, has super armor akin to Bowser's "Tough Guy" gimmick (despite it's slow speed) and use a smaller moveset which involves revving forward, ramming opponents, spinning it's lower body around, shooting with vulcan guns & tank rounds from the cannon and maybe even use Rocket Launcher to propel it upwards, depending on amount of ammo you have left.

Finally, Marco can eject off of a tank by jumping out of it as it suddenly flashes in red, exploding right behind him (which damages both him and opponents). Holding the button will make a tank ride forward at high speeds upon Marco jumping out of it, making a weak-damaging self-destruct explosion with powerful knockback on-impact. He will be forced to eject off a tank when it's damage escalates above 100%.

For his Final Smash, Marco will call upon a golden version of SV-001 tank itself called SV-001 Type R to ram opponents. When hit, he will hop on it and fire many shots from its vulcan guns while several other Slugs (such as Slug Flyers, Slugnoid and those modeled after animals, all used by Regular Army soldiers) appear to assist him, akin to Mega Man's. He then fires a cannon shell and finishes by jumping out of a tank, as it runs towards opponents while glowing red and then blows up in a powerful, tremendous explosion, sending them all flying away.

So, Why Choose Metal Slug over Others?
While Contra is among famous run n' gun classics, Metal Slug offers many things such as choosing various different characters with their own abilities (as of Metal Slug 6), upgraded versions of weapons, the ability to drive multiple vehicles to kill enemies, transformations (from being fat to a zombie), etc. It's visual style, pixel art, details, awesome soundtrack/songs & stellar game design are quite iconic, and humor is hugely entertaining.

Just check these playthroughs by yourself to understand it's gracefulness.

Sure, SNK is popular for it's fighting games such as Fatal Fury, Samurai Shodown and The King of Fighters (especially in Latin America/Mexico), but that's why I decided to give Metal Slug a chance to shine in, as the series would easily translate to Smash and it has lots of potential (give me a fat form as a taunt/brief aesthetic change from eating too many food items and Avatar of Evil as a Legend-class spirit). I'll suggest to give the series a go whenever you can, as ports of the first five games (Arcade Archives) and both Neo-Geo Pocket Color titles are available on Nintendo Switch via eShop store.
 
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Janx_uwu

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Guardian (Destiny)
Genre: FPS/Shared World/Looter Shooter

Destiny is a massively popular looter shooter that was relesed in 2014 and has since had numerous expansions, as well as a sequel with its own expansions. While it may be somewhat overlooked in the eye of the public, Destiny sold extremely well and was the biggest new franchise launch ever. Why? Well, the nature of a shared world looter shooter is why. You can hop in for some quick multiplayer matches or a campaign mission for 15-30 minutes, or you can spend hours to days grinding a tough-as-nails raid with your friends. Speaking of which, the game allows you to play with your friends or random people, which means the game is super accessible even if you're just in for the single player experience, or want some fun multiplayer but have no friends who play it. For those interested in the game's plot, I'm a bit too lazy atm to write it all out, so here's the wikipedia page. Anyways, TLDR, humans 700 years in the future had colonized the Solar System and all was good, but then it wasn't for some reason, and then the Traveler came along and gave certain protectors of Earth's city a newfound power, that being the Light. This allows them to take back their colonies from the hostile aliens while at the same time defending the last city of Earth from said hostile aliens.

There are three types of Guardians, which the player can choose when starting up a game-the Hunter, the Warlock, and the Titan. The Hunter shoots from afar with sniper weapons, the Titan likes to get up close and personal with melee attacks and short-ranged shotgun type weapons, and the Warlock is a middle ground between either one. For the simplicity of Smash, we can do one of two things, which we can vote on later-either choose one (I would personally go with Warlock since it would probably give us the most to work with), or B, we can just call him Guardian and whatever moveset wins is what we align him with.

There is one major problem here, though-Destiny has never appeared on a Nintendo console. However, despite it isn't talked about much nowadays, the Destiny series has changed gaming forever with its unique take on a looter shooter, which I described above. Also, Bungie-the developer of Destiny-is owned by Microsoft, and if the job posting is correct, than Halo content would be allowed due to how tight Nintendo and Microsoft. (Though I must address that the director of Destiny 2 has said there are no plans to bring the series to Switch because of the console's portable nature-but that could change thanks to the recently rumored Switch Pro).

So, how would the Guardian play? Well, I haven't played Destiny in a very long time so I don't have specific weapons in mind. But imagine them as a long-range zoner focused on projectiles with a very good up close game-but also suffers from slow movement speed and a poor recovery. They could also use their Ghost, the companion that aids you in your fights and exploration, or even the Sparrow, AKA the coolest hover bike in existence, which could be their main burst option. For skins there are almost endless amounts of shaders and armors to choose from, and we can base skins off of certain main characters such as Cayde-6 or enemies such as the Cabal. In terms of stages, we could choose a location from our Earth such as Old Chicago or Old Russia, or we could go for a Destiny exclusive location like Dreaming City.


All in all...why Destiny, and why this genre? Well, this genre for how fast its growing, and Destiny for how successful it was in a slew of other very recent looter shooters. Now, I know what you're thinking-if we're choosing an FPS rep, why not Master Chief? Good question-and I have a good answer. See, the team that made Destiny previously worked on the Halo series-so, in a way, Master Chief is with Guardian in spirit. Choosing Guardian would give us a character with a ton of moveset potential as well as letting the ever popular genre of Looter Shooters, as well as the even more popular FPS genre, get represented by a worthy candidate in Super Smash Bros Ultimate.​
 
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Venus of the Desert Bloom

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Ah Destiny, the game I played for years and loved every minute of it and got all the expansions and then got dumped cause I couldn’t get a PS4.

Still, I had a blast with it. Not sure how the character select mechanics would work but I would totally be down to give it a try. And also relive my glory days as an elite Hunter along with my Icebreaker and Hawkmoon.
 

ahemtoday

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I thought of submitting a text adventure rep with AFGNCAAP from Zork, but that's barred because it's owned by Activision. Which is a hilariously mundane reason for something so left-field to be barred.

You know what? I have an idea.

Zero (Zero Escape)
ZeroArt.png

"Consider this a privilege. You have been chosen. You are going to participate in a game.
The Nonary Game. It is a game where you will put your life on the line."

The Zero Escape series is a trilogy of visual novels from Spike Chunsoft, each of which focuses on a deadly game where nine people wake up in an encloses location with bracelets on, and must escape or die trying. Along the way, they'll uncover secret about deep conspiracies from underground organizations and psychic powers based on something called the "morphogenetic field".

"Zero" is the title held by the mastermind of each game, who instructs the game's participants. Here, I've gone with the Zero from the first game. Later Zeroes are distinguished by slightly different numbers, such as Zero II and Zero III, which I suppose would make this Zero I, though this title is never actually used in the game.

Why Zero Escape?

Zero Escape would be our first visual novel representative, specifically hailing from the era of DS visual-novel-hybrids, like Ace Attorney, Ghost Trick, and Time Hollow.

The Zero Escape series, and its spiritual successor, AI: The Somnium Files, have been pretty tied to Nintendo consoles since their inception. In fact, the first game in the series; 999: Nine Hours, Nine Persons, Nine Doors; was specifically built around the DS's features in a very major way plot-wise. This gives it more direct ties to Nintendo than Spike Chunsoft's other visual novel series, Danganronpa, which only had its Switch releases revealed this week.

Why this Zero? Why a Zero at all?

Now, Zero is about as far from the protagonist of Zero Escape as you can get, playing an antagonistic role. And compared to, say, Monokuma, Zero also rotates out with the rest of the cast - they do appear in the other games, but not in the same role as major antagonist like in 999. There is definitely a case to be made that Junpei, the protagonist of 999 and participant in Zero Time Dilemma, is the character to go with.

However, there are two reasons I think Zero would make a better representation of Zero Escape than Junpei would:

Firstly, if you look at some of the game's marketing, Zero and their gas mask are one of the most recurring icons of the whole series, even appearing as a billboard in AI: The Somnium Files... and maybe even on Makoto Naegi's jacket. It seems as though Zero serves as the series mascot. Perhaps that makes them a more recognizable "face" than Junpei.

Secondly, I think if you have to boil down the aesthetic and feeling of Zero Escape to a single character, I think Zero accomplishes that much better. While Junpei is just an ordinary person caught up in a deadly game, Zero is the Jigsaw-like figure that put them there. The experience of Zero Escape is being forced to play someone else's game, and if you want someone to do that, Zero's your man.

What can Zero even do as a fighter?

Well, Zero makes no in-person appearances as Zero, but by looking at the character's overarching concepts, one can come up with a few ideas.

Firstly, as previously mentioned, Zero makes you play their game. While this naturally translates to a moveset focused on limiting the opponent's options, one can also take it more literally, weaponizing some of the Nonary Game's mechanics against the enemies. Particular ideas include: the AB Game, a take on the Prisoner's Dilemma from Virtue's Last Reward wherein two participants must either Ally (to gain points if the other also Allies) or Betray (to steal points from an Ally, but gain nothing from a Betrayer); or something based on digital roots using the numbers in a damage meter. This concept also gives us the one move Zero actually performs onscreen - where they kidnap the participants using gas grenades filled with the sedative Soporil β.

Secondly, one of the participants in the Nonary Game is Zero. This lets Zero dip into some of the same space Junpei would have in a moveset, utilizing various items from the escape rooms. Unlike Junpei, Zero could use them in a much more weaponlike manner while remaining in character. It would also be fun to give Zero some idle animations from their true identity.

Third is the morphogenetic field, one of the defining elements of the Zero Escape series. A key part of the gameplay is going through a bad ending, and using knowledge obtained within that bad ending to get a better ending. This mechanic is easily the core of the series, and could make for a very unique fighter.
 

Venus of the Desert Bloom

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Janx_uwu Janx_uwu
Ah Destiny, the game I played for years and loved every minute of it and got all the expansions and then got dumped cause I couldn’t get a PS4.

Still, I had a blast with it. Not sure how the character select mechanics would work but I would totally be down to give it a try. And also relive my glory days as an elite Hunter along with my Icebreaker, Last Word, and Hawkmoon.

Edit: lol I posted this and thought it was after Janx. I was trying to obtain my player records online since they scrubbed legacy platformers. I was trying to recall my gear.
 
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Venus of the Desert Bloom

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Non-video game characters should not appear in the Super Smash Bros. series.
Well, that’s gonna suck cause our next character inclusions will be:
  • add a Nick Jr character
  • add a Disney character
  • add a Shonen Jump character
  • submit a Sponge Bob moveset
  • add a Marvel character
  • add a Cereal Mascot character
  • add a horro/slasher film monster
  • add a historical figure in history
  • submit Darth Vader moveset
  • add one of your teachers
 
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Adrianette Bromide

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Well, that’s gonna suck cause our next character inclusions will be:
  • add a Nick Jr character
  • add a Disney character
  • add a Shonen Jump character
  • submit a Sponge Bob moveset
  • add a Marvel character
  • add a Cereal Mascot character
  • add a horro/slasher film monster
  • add a historical figure in history
  • add one of your teachers
Oh boy, I can't wait to add Thanos to Smash.
 

Wario Wario Wario

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Well, that’s gonna suck cause our next character inclusions will be:
  • add a Nick Jr character
  • add a Disney character
  • add a Shonen Jump character
  • submit a Sponge Bob moveset
  • add a Marvel character
  • add a Cereal Mascot character
  • add a horro/slasher film monster
  • add a historical figure in history
  • submit Darth Vader moveset
  • add one of your teachers
  • Oobi - does he headbutt or punch?
  • Kuzco, stance fighter who switches between llama and human
  • A Jojo rep, because some people just want to watch the world burn
  • Up B: Hair-dryer pants, B: Bubble missile, Side B: Krabby Patty flip, Down B: Bubble bowling ball
  • Starfox (no relation)
  • Bigg Mixx - it's too hard to choose one, put them all in.
  • Jason Vorheez - finally, an NFL 21 rep!
  • Christopher Columbus - we need more villains in this game.
  • B: Force Choke, Side B: Literally just dancing blade, Up B: that cool backflip they always do, Down B: Counter.
  • [NAME REDACTED], who one Christmas when I was like 8 said "Merry Christmas" to all the kids expect me who she just said "rude!" to.
 
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Speed Weed

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SW-1814-1029-3514
Alright, bois, get ready: this is gonna be a big one. I'm a bit nervous - haven't done a writeup like this since Takamaru - but I'll try my best at explaining to you, the users of the Smash Infinite creation thread, just why exactly are the streets so angry. And also why said angry streets are based as ****.

"This city was once a happy, peaceful place... until one day, a powerful secret criminal organization took over. This vicious syndicate soon had control of the government and even the police force. The city has become the center of violence and crime where no one is safe.

Amid this turmoil, a group of determined young police officers has sworn to clean up the city. Among them are Adam Hunter, Axel Stone and Blaze Fielding. They are willing to risk anything... even their lives... on the...

Streets of Rage"


Character from an Unrepped Genre: Axel Stone from Streets of Rage
PXZ2-Axel_Stone.png

Genre he's representing: Beat-em-ups

Streets of Rage is a series of beat-em-ups created by SEGA, revolving around a group of people beating up some hooligans and freeing the city of crime. When the first game released for the Mega Drive (or Genesis if you're a stinky 'Murican) in 1991, SEGA was no stranger to beat-em-ups - they'd already made games such as Golden Axe and Alien Storm by that time - but they made this game to fill the niche of a game moreso themed around street brawling, along the lines of games such as Double Dragon and Final Fight, while also taking inspiration from shows like The A-Team and Starsky and Hutch. The first game's story revolved around a trio of police officers - Axel Stone, Blaze Fielding and Adam Hunter - who, after the crime in their city had gotten to such an extent that it took over the police force, decided to leave the force and take matters into their own hands, eventually defeating the crime syndicate's leader and the main villain of the original trilogy, Mr. X. The game had an interesting twist towards the end, where, depending on how you responded to Mr. X, you yourself could end up turning to the life of crime and become the new boss - netting you a bad ending. The game released and was praised for such things as the gameplay and music (which we'll get to later).

The following year, Streets of Rage 2 released and it was an upgrade in every way. The graphics, the gameplay, the level design, the music, they were all refined from the previous game. Most notably, the characters could now perform Blitz Attacks - special attacks that came at the cost of a bit of your health. As for the story this time, Mr. X and the Syndicate came back and kidnapped Adam for revenge, so the other two members of the gang have gotta go save him, along with two newcomers to the group: Adam's totally radical little brother Skate, and professional wrestler Max Thunder. The game got even more praise than the first one, and is commonly regarded as both one of the best games on the Mega Drive and one of the greatest beat-em-ups of all time. That is some high ****ing praise.

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Then, in 1994, Streets of Rage 3 came out and uhhhhhh...hoo boy. This one's pretty divisive. Some people like it, some people don't. It does have its fans, but it's come under fire for such reasons as the new music style, the tone of the game and some pretty weird localization: character designs were changed around, the difficulty was messed with, and the story was completely changed around - in the Japanese version, the gang had to stop Mr. X from unleashing a deadly bomb called Rakushin on the city, but in the localized version, he was instead using robots to replace and impersonate government officials (if Zan's SoR4 bio is anything to go by, the JP version is the canon one). This time, the gang was changed around yet again: Axel, Blaze and Skate stuck around, but Max was swapped out for Dr. Zan, an old man who also happens to be a cyborg. There were also a few unlockable characters: Shiva, Mr. X's right-hand man who debuted in the second game, Roo, a literal kangaroo, and Ash, who's one of the more infamous examples of the game's localization shenanigans. For all its problems, the game did have some improvements: characters could run and dodge, the gameplay was a bit faster, the story was more complex and there were even cutscenes! But regardless, there's still a lot of stink surrounding this one to this very day, and it's most people (myself included)'s least favorite Streets of Rage.

And after that....there was silence. For decades, there were no new entries in the series. There were attempts at doing so, but they failed. There was a really cool fangame, but...it was a fangame. Axel did get to appear in Project X Zone 2, which was one hell of a pleasant surprise. Until, in 2020, 26 goddamn years after the last one, Streets of Rage 4 came out, to critical and commercial success, and was widely regarded as a worthy revival of the series. This time around, the development duties were handed off to DotEmu, Lizardcube and Guard Crush Studios. 10 years after the events of the third game, while Mr. X is finally dead for good, his children - Mr. and Ms. Y - have started a new crime syndicate and sent Wood Oak back into a spiral of crime. So the original trio get back together, along with Adam's daughter Cherry and Floyd Iraia, Dr. Zan's apprentice who's also a cyborg. The game has a brand new 2D comic book-esque artstyle, and things like the combat system and level design have been further expanded on. The game's also getting DLC in the future - Mr. X Nightmare, which among other things, adds 3 new characters: the return of Max and Shiva, and fan-favorite boss Estel. Oh, and Axel is a hobo now.

That's the series' history outta the way. Now then, has it been on Nintendo? Yes! The original trilogy came out right in the era of Genesis Denesis What Nintendenesis, but over the years, they've gotten rereleases on Nintendo platforms, under stuff like the Wii Virtual Console, the "3D Classics" line of SEGA rereleases for the 3DS, and the Mega Drive collection available on the Switch. Streets of Rage 4 is also available on the Switch!

So why include a beat-em-up in Smash? Personally, I feel like out of all the not-yet-repped genres in Smash, beat-em-ups are one of the most natural fits! It's in the name: you beat people up. And you run and jump around, and you have aerial attacks, and throws, and specials, and you can pick up items, all things that Smash also has and that would make the transition smooth as hell. In addition, the way a lot of beat-em-ups encourage creativity and experimentation fits right in with Smash!

So...why Streets of Rage? Well, I think the other big candidate for clear-cut straightforward beat-em-ups (Yakuza is up for debate on whether it counts as a beat-em-up) would be Double Dragon. And while I do think DD is more iconic...I feel like Streets of Rage has ultimately had more of a lasting impact on people. I still see people nowadays talking about how much they love Streets of Rage, it's considered one of the highlights of the Mega Drive's library and the beat-em-up genre, not to mention just how many people see it as one of the best SEGA series, and the legendary soundtrack which I'll get to in a minute. Try to put that into perspective: Streets of Rage is generally considered to be one of the best of its kind in terms of console of origin, genre, company and soundtrack. That really says a lot. Bottom line, Streets of Rage is a beloved classic series that people just really love the **** out of. Not to mention it's recently pulled off a successful comeback, meaning it's still fresh in people's minds. And also the fact that classic SEGA doesn't have a whole lot in Smash - most of the SEGA stuff in Smash is from their modern stuff, which is fine, but the old-school side of things deserves some love as well and Axel would be a great candidate for that.

And the music, oh god, the music. The music of Streets of Rage is so iconic to the series that it has its own Wikipedia article. Made mostly by the legendary Yuzo Koshiro (with some help from Motohiro Kawashima), 1 and 2's OSTs are famous for taking advantage of the system's sound capabilities to create some absolute bangers rooted in the club music of the late 80s and early 90s. 3's OST is more divisive, and 4's OST (done by a whole team of composers unlike previous games), while it hasn't reached that same icon status as before just yet, is generally agreed to also be straight fire.

What could Axel himself bring to Smash? I'd imagine he'd mostly be a "street brawler" archetype, with a focus on chaining attacks together. Something I think could be interesting is the way SoR3 handled Blitz Attacks. You had a 5-second cooldown meter for your Blitz Attacks, and if you used them during the cooldown period, you'd slightly damage yourself. So here's my pitch: Axel's specials are stronger than most other characters' specials, but they're kept in check by the cooldown meter to avoid spamming them. With the exception of your recovery, if you use your specials before the cooldown finishes, you'll get a bit of damage - just like in the original game. So this poses an interesting split in ways you'd be able to use Axel: you can mainly focus on pulling off regular ol' combos on your opponents before taking advantage of the right time to whip out your specials, or you could focus on finishing them off as quickly as possible, at the cost of leaving yourself very much vulnerable once the next stock rolls around. Axel could also bring something interesting with him in terms of aesthetic: just the vibe of the settings would be pretty unique in Smash, which would also be further complemented by the music he'd come with: not a lot of other series in Smash have early 90s electronic dance music as their main musical genre.

Now then, before we wrap it up, how about I treat you to some BANGERS? These are some of my favorite tracks from across the series. Enjoy:

-Fighting in the Street
-Violent Breathing
-Go Straight
-Dreamer
-Under Logic
-Wave 131
-S.O.R. Super Mix
-Character Select
-They're Back
-Funky HQ
-An Exhibition
-Rising Up

So there ya go. I ****ing love Streets of Rage and I poured my heart and soul into this, and I sincerely hope I convinced you guys Axel would be a worthy addition. Have a good one, and I can't wait to see how this vote plays out.
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PeridotGX

Smash Hero
Joined
Jun 8, 2017
Messages
9,017
Location
That Distant Shore
NNID
Denoma5280
I don't have a big writeup for this guy, I don't think he's winning with or without a thesis.
Maxwell (Scribblenauts) | Omniversal Battlefield Wiki | Fandom

Anyways, this is Maxwell from Scribblenauts. I don't know what genre Scribblenauts belongs in (puzzle, I guess?) but whatever ut us, we don't have one in smash. Maxwell's shtick is that he can summon anything, which would obviously lead to a wild moveset. he can also give things adjectives, further providing customization. He's not all too prominent now, but he was very popular in the DS to early 3DS era. The Wii U version of the third game in the series, Unlimited, even had Mario and Zelda content! He's also met batman, if that counts for anything.
 

Jomosensual

Smash Champion
Joined
Aug 13, 2018
Messages
2,014
Job 126:

Booker/Elizabeth - Bioshock Infinite
Genre - First Person Shooter



Who are Booker and Elizabeth

Booker DeWitt and Elizabeth Comstock are the 2 main characters of Bioshock Infinite, which is the game where they first debut. While that is the only game they’ve been a part of in the series, the 2 of them help shape the plot for the upcoming and even some of the past games in the series(it makes sense once you play it). Booker is the main playable character from the series while Elizabeth is a main NPC who the story revolves around. They would be a tag team character due to how Bioshock Infinite’s gameplay works. Booker would do the fighting while Elizabeth remains in the background. I’ll expand on this more later.


Booker/Elizabeth’s main competition from Bioshock would be Jack and Delta, the other 2 protagonists in the series. I think Booker and Elizabeth would be the pick though. Even though the original Bioshock is the most highly regarded, Jack is kinda generic looking, and I’m not sure he even has a canon face that can be used. Delta is a Big Daddy, which is pretty much the mascot of the game series, but he’s a different type of Big Daddy than the ones people would think of when it comes to Bioshock. There’s also the issue of him being massive and using a ton of projectiles. It would make it likely pretty hard to balance. Booker/Elzabeth wouldn’t come with balancing issues, have a set look, and also have the best moveset potential as they can use the vigors and guns like the other 2 but also can use Elizabeth’s tears. For Booker and Elizabeth their only real knock is that they might not have Rapture as a stage, which wouldn’t properly rep Bioshock. But I have a solution for that below as well.



Smash Prominence

Bioshock currently has no content in Smash outside of one spirit that got added in the E3 spirit event. For a series as iconic as it is, this shouldn't be the case. I’m not going to argue that Bioshock should be everywhere in Smash, but a playable fighter it has earned given that it’s one of the most iconic series of the 2000s/2010s. And now with it on the switch it feels like there’s no real reason as to why the series shouldn’t get a role in Smash.



So, How Would Booker/Elizabeth Even Function?
The moveset for Booker/Elizabeth would be a pretty complex deal, but once hammered all out it would be one of the most unique in the games. Booker would obviously use both guns and vigors(which would likely have cool downs much like Robin’s items) and also have Elizabeth around to open tears and toss items to Booker, much like how she does in Infinite gameplay. Elizabeth would be like Pokemon trainer where you can’t attack her in the background.

I invision Booker to be a middleweight character. His jumping and floating would be pretty much in the middle. His air and grappling would be ok at best most likely. He doesn’t do a ton of either in the game outside of sneak attacks or skylines. With most of his game being projectiles he would be very strong in that area.

For his moveset viability I imagine him being able to pull up 2 different weapon wheals to cycle through. One would be for his guns and the other for the vigors. I’m at the airport while I type this so I’m not going to give an ability or usage for each but some of the vigors could also be worked into things like grabs, For example, Undertow could also function as one of his grabs or murder of crows could be a recovery. There’s so much moveset potential here that not including a character from this series feels like almost a waste.


Now on to Elizabeth’s role in the team. Like I said above she both throws Booker items and opens tears, which are portals to other universes that can give him items or allies for a short period of time. She could work in a few ways, but the most viable two for me would be either using a command to call for her(obviously with a cool down) or to have her call out to Booker when he’s in danger of losing a stock and pressing a command to use her. Either way, she’s a necessity in this moveset. The items she would throw would be things like health(or food, since this is Smash), items such as extra ammo or salts to speed up Booker’s cool downs or other items in the game such as beam swords, Mr Saturns, Pow Blocks, etc. Maybe in really tough deals for the player she could spawn stuff like a Patriot to run in and fight with Booker but that could be a little much or tough to balance. I personally like the idea of her not always being available as that would be somewhat OP.


For the stage I picture it being a combination or traveling stage between Columbia, which is where Infinite takes place, and Rapture, which is the main location of the first 2 games. I just don’t see a good way to rep Bioshock without Rapture being around, but it wouldn’t make a ton of sense to leave out Columbia if Booker and Elizabeth are on the roster. I figure they can travel through all most well known areas of both locations and feel reasonable still, with there being being a brief stop at the lighthouse as well in between. All 3 of those would cover the best known locations in the series.


For spirits I’d imagine that would be super easy as well. Jack and Delta would be easy calls, as well as Andrew Ryan, Frank Fontaine, Atlas, and all the other major characters in the game. Music I could see as a bit of an issue since there’s a lot of copyrighted tracks in Bioshock, but there still are some good tracks I’ll link here later, as well as some atmospheric tracks that would be different that most songs we have in the game.



Potential Concerns

I feel like I’ve addressed most issues involving the content from the series that would come with or issues with them being the potential fighter already, but let me address some out of series issues I could see people take with the pick:

Wouldn’t Bioshock make it harder for other characters from FPS to get in? My answer to that is no, and easily no. While I know guns are something all the FPS series have in common, the Bioshock protags, espiaclly Booker, would be very different moveset wise. Most FPS characters would likely include stuff like grenades, mines, and other throwables, while Booker uses Vigors that would act extremely different from those. That leaves room for Doom Guy or Master Chief or whoever to also rep the genre but still be different. Then there’s obviously Elizabeth’s abilities which neither of them would likely have. Booker would only really be the same as far as guns go, which wouldn’t disqualify another series in DLC.

Booker and Elizabeth seem too complicated for Smash. How would all this work? I laid it out a bit above, but there’s so many different ways the moveset could work. 2 weapons wheels for guns and vigors/plasmids could exist. It could be a gun wheel and vigors worked into the moveset. Elizabeth’s involvement could work with a shield + B input, randomly, or when Booker in is trouble. There’s so much here that saying it’s too much is short sighted when there’s likely even more solutions I haven’t considered yet.

Bioshock is cool and all, but should it really be the first FPS in Smash? Doom has a longer history with Nintendo and Halo is more iconic. Why not them? I don’t think that’s a terrible point, those 2 do seem like the front runners from the genre. But as I menionted above, Bioshock doesn’t kill off either of those series due to how different the moveset would be. Now for who should come first, I honestly do think that Bioshock should be in the running due to how much more available it is to all gamers. Doom is, at least in my exierence, the FPS series most Nintendo fans lean towards while other gamers lean other series. Halo is still Xbox/PC exclusive, which means the majority of gamers likely haven’t played it either. Not that its not more iconic, but Halo is also not very big in Japan while the Bioshock Collection actually did fairly well there. So between the 2 big hitters I think more gamers in general would be hyped up over Bioshock than Doom and Halo, even if those 2 obviously have their pluses. Bioshock also isn’t speculated too much for Smash, so it would be a pretty major moment seeing it being the series that gets repped first for the genre. It’s one of those under talked about series that I always mention deserving more Smash buzz. Also it would be another western 3rd party, which is a major roster need. And it’s not like we’re digging deep for one either, Bioshock is one of the highest regarded western gaming series worldwide. It would 100% feel deserved.

Alright, all this seems awesome, but wouldn’t it make more sense to save them for E3 or the VGAs? This is a very good point as they would be amazing choices for those spots, but I don’t think it’s 100% needed that they show up there only. While Bioshock 4 is seemingly in development, it isn’t officially announced yet to my knowledge. And in general, a new title in the series hasn’t been released since 2013 or so. That meaning of course, that Bioshock isn’t super relevant right now, nor is it a major player in the Smash spec scene. So while I could see the argument that it could be held off, it feels like you could drop the character right here and surprise people while holding off on a bigger name in the spec scene or more relevant character for one of those dates. If Bioshock 4 was about to release or just got announced then yeah, I’d say hold off, but until then I think you could slip it in at the end of a Smash direct for a big moment. Also, not all big western characters need to be held off for a western event. Dropping one now would break the current trends and leave at least a little doubt in everyone’s minds as to when certain characters can be revealed when.



TL;DR

In conclusion, Bioshock belongs in Smash for so many good reasons. The series is iconic and fills multiple needs on the roster. Booker and Elizabeth would maximize the potential of what this series has to bring to the table, while using the core concept of the entire series and also use Elizabeth to bring never before seen moveset potential onto the roster. And with how unique the character would be, there’s still room for Doom Guy, Master Chief, and all the other popular characters from FPS series in the game. Who doesn’t love a good surprise character that deconfirms nobody and helps open more doors for amazing characters? That would come with an extremely unique character as well from a series basically every gamer has at least heard of. There really is no downside to adding a Bioshock rep into Smash.
 

warpenguin55

Smash Journeyman
Joined
Aug 20, 2018
Messages
490
Ahri(League of Legends)


Why MOBA?
The MOBA genre is still a pretty popular genre. Especially in China and South Korea, two super big video game markets.

Why League of Legends?
Because it's still one of the most popular games in the world! According to Twitch, LoL is the 3rd most popular game being watched at the time of writing. It's also one of the biggest e-sports in the world, if not the biggest. Not to mention, Tencent owns Riot Games and was a major contributor in getting the Switch into China.

Why Ahri specifically?
Ahri is one of 155 (yeah, there's that many) champions in LoL. While it might seem like a daunting task to pick one, The Ruined King game helps cut this roster down to 7. They are the 6 playable champions (Ahri, Braum, Illaoi, Miss Fortune, Pyke, and Yasuo) along with the Ruined King himself (Veigo). Of these 7, only Ahri and Yasuo are considered top tier in terms of popularity and are the only ones that would easily work in Smash. However, Yasuo can already be created as a Mii Swordfighter, and it's actually a pretty close fit to his LoL gameplay. Ahri's playstyle and design would be much more unique. Mage-like playstyles aren't really a thing in smash (I think it's just Lucas, Ness, Zelda and Palutena).
 

Capybara Gaming

Just Vibing
Joined
Feb 5, 2013
Messages
9,808
Location
Kamurocho
I know, I know, I said I was gonna do one for Zagreus, but this might be the only chance I have to submit her for playable status... even though no one will vote for her besides me and maybe Perkilator Perkilator haha...(dies on the inside).

Sakura Shinguji (Sakura Wars series)
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Sakura Wars is a combination dating/social sim, visual novel, and tactical RPG (though primarily falls under social sim as it's all about building relationships) set during an alternate timeline version of the Taisho era of Japan, in a world where the Industrial Revolution made steam power the primary source of energy. Sakura is the newest member of Tokyo's Flower Division (a defense force and theater troupe who fight demons and bring joy to the hearts of those they protect) and titular character of the series.

Why should we include Sakura Wars in Smash?
The series was a runaway hit from the Saturn-era, and is by far SEGA's most beloved series in Japan, outselling other franchises by the millions. On top of that, all of the genres it represents, social sim, visual novel, and tactics RPG have been changed forever by the series' distinct mechanics, including, for example, Codename: S.T.E.A.M and Danganronpa.


In addition, we currently don't have anyone on the roster who wields a katana like Sakura. Her fighting style would involve a mix of swordplay, use of her spiritual power, common items from her life living at the theater, and even her mechanized defender unit, her Koubu. Yeah, that's right, it's a cute anime girl in a steampunk mech. What more could you ask for?

Oh, and just for good measure, it's got incredible music. This is a multimedia franchise so beloved in Japan, there's multiple anime, stage shows, and collectible merch, including plenty of model kits! And it's start to become less and less obscure in the states, and even returned after over a decade-long hiatus, and with a legacy of almost 25 years, she's been around so much longer than your "Minecrafts" and "Style Savvys."

Visual Novels are a distinctly trendy genre nowadays, with games like Ace Attorney, Doki Doki Literature Club, and others becoming mainstream and more than just a cult classic with their fans. So to not have any representation for something so massive nowadays seems criminal. And Sakura and her fellow franchise characters are no strangers to crossovers - Project x Zone, Phantasy Star Online, Super Robot Wars, Star Ocean... and a chance here for Smash.

A Taisho era tale to touch hearts... SAKURA LOVES TO BATTLE!

 
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Janx_uwu

Smash Master
Writing Team
Joined
May 17, 2020
Messages
3,036
Location
your mother's sleeping quarters
"Okay, look: We both said a lot of things that you're going to regret, but I think we can put our differences behind us; for science... you monster."

GLaDOS Takes The Cake! (FPS/Logic Puzzle rep)

GLaDOS first appeared as the main antagonist of the game Portal, which later got a sequel (where she was an antagonist turned tritagonist. Standing for Genetic Lifeform and Disk Operating System, GLaDOS basically controls Aperture Science Facilities in its entirety-a facility where many humans once resided, pushing the boundaries of human achievement in the realm of science. GLaDOS' goal is just that-but for years and years after killing everyone in the facility with a deadly neurotoxin, she's had no human test subjects and has had to make do with robots. That is, until Chell comes along. GLaDOS gives the woman a portal gun and tells her to complete 20 test chambers-her reward? Cake. Begrudgingly, our main character begins to bend the laws of physics with the man-made transportation device, while GLaDOS sets up new test chambers to test the skills of the human mind. Along the way, GLaDOS is, well, not the most kind of robots. She'll often drop some snarky comments regarding Chell's performances in the chambers or simply throw fatphobic insults at her. I would list them all here if I could because it's pure comedy gold, but 1. I'm on a time limit here and 2. you really just need to play the game for yourself to understand what makes them so great.
PORTAL 1 SPOILERS AHEAD
Chell finally beats every test chamber, and GLaDOS is "very, very impressed." So then, it makes absolutely no sense-well actually, makes quite a lot of sense-when Chell is nearly burned into an incinerator by GLaDOS. But, with ingenuity and quick thinking, the portal gal is able to escape her fiery doom and confront GLaDOS head on. It isn't easy-what with the robot throwing around neurotoxins, missiles, and insults like they're confetti-but Chell manages to incinerate every last one of GLaDOS' personality cores, causing her to explode along with most of the facility. Chell is mysteiously dragged away by an unknown figure, and we end on this note-well, actually several notes, its a whole song.
This was a triumph
I'm making a note here; "Huge success"
It's hard to overstate
My satisfaction
Aperture Science:
We do what we must
Because we can
For the good of all of us
Except the ones who are dead
But there's no sense crying
Over every mistake
You just keep on trying
Till you run out of cake
And the science gets done
And you make a neat gun
For the people who are
Still alive
I'm not even angry
I'm being so sincere right now
Even though you broke my heart,
And killed me
And tore me to pieces
And threw every piece into a fire
As they burned it hurt because
I was so happy for you
Now, these points of data
Make a beautiful line
And we're out of beta
We're releasing on time
So I'm GLaD I got burned
Think of all the things we learned-
For the people who are
Still alive
Go ahead and leave me
I think I'd prefer to stay inside
Maybe you'll find someone else
To help you?
Maybe Black Mesa?
That was a joke Haha - Fat Chance
Anyway this cake is great
It's so delicious and moist
Look at me: still talking
When there's science to do
When I look out there,
It makes me GLaD I'm not you
I've experiments to run
There is research to be done
On the people who are
Still alive
And believe me I am
Still alive
I'm doing science and I'm
Still alive
I feel fantastic and I'm
Still alive
While you're dying I'll be
Still alive
And when you're dead I will be
Still alive
Still alive
Still Alive by GLaDOS perfectly sums up herself and Portal as a whole. It's cold, sterile, and bitter, but with an air of comedy and a bit of mystery.

So, why GLaDOS? Well, first of all, she's hillarious. I mean, just imagine the kind of cold-blooded insults she'll throw out on the Battlefield! But more importantly, Portal is a monumental game series, not only well crafted for experienced gamers and speedrunners but also for those whose first game ended up being Portal. I know many who had this as the first game they ever beat, and for some, it's the only game they ever beat. Portal is just that good. Kind of like Smash's "easy to learn, hard to master" shtick, huh?
Not just that, though. I choose GLaDOS over Chell for a couple of reasons. For one, I feel GLaDOS has much more moveset potential thanks to being the control center of all things Aperture. And two, she has a lot more personality to her than Chell, which I think would make for a more interesting choice. She is elligible thanks to Portal Bridge Constructor on Switch.
But how would she play? She is attatched to a giant facility at all times after all. Well, I see two possibilities. One, find a way for Chell and GLaDOS to combine in the form of turning her into her Potato form and sticking her onto the end of the Portal gun. There, you can have the best of both worlds-the easiness of adapting a human character into Smash and get the snarky quips and special abilities of GLaDOS. Two, you could maybe put GLaDOS in the background where she would make the robots from Portal 2 do her bidding. I'm sure there are other ways to make her work in Smash, but this was all I could come up with.

But yeah, that's the submisssion. Shorter than I expected but I think I got everything I wanted to cover.​
 
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