Zantetsu
Smash Master
Smash 64 has been around for almost 12 years now, with online play going on for around 8. For the most part, the game's competitive rules haven't been changed much, even with the recent 64BR ruleset. Now, looking at how the game is played on both console and online, there isn't many differences. Sure, you've got all the bull**** added to the online aspect, but the game itself isn't any different. People complain, including me, over the differences of online and offline and we try to make it as close to console as possible, but is that the direction we should be looking in?
After 8 years of Kaillera, the only thing I've noticed that has helped our online play become more like console is P2P and computers/internet connections being upgraded. At the rate that it's going, this game is never going to be like console, especially with all of the different controllers/keyboards with broken DI. Even if the game became like console, majority of us don't travel and play with other Smash 64 players for it to even matter. What I'm trying to say is, this game isn't going to be like console, and it never will. So why don't we take advantage of what we CAN get out of this, and apply our emulation benefits to make the game more competitive.
What do I mean by this? I'm talking about hacks, mostly. Gameshark codes, possibly even rom edits. The possibilities are endless. That's exactly what this thread is for. Discussing what we can do to SSB64 to make it a more competitive game. Here are a few ideas I've had:
We have 3 Neutrals and 1 Counterpick. To me, this is pretty awful. Wouldn't it be possible to apply a gameshark code to redirect stages that aren't used (Sector Z, Mushroom Kingdom) to stages like Battlefield and Metal Mario's stage? Forgive me if I'm stupid, but I don't see what's stopping these stages from being Neutrals or Counterpicks if stages like Kongo Jungle and Peach's Castle are legal.
This mostly applies to Hyrule Castle for me, but could also apply to other stages as well (Dreamland's wind, Peach's Castle's bumper). We already have the gameshark codes for it, so why don't we apply it? I think it would make a stage more equal if it was removed entirely.
This is something that I won't defend too much, mostly because it alters with the way we already know the game, but what if we did make some edits to characters to balance them out? I'm not looking to change any movesets or anything, but mostly add different attributes to moves. Such as giving Samus and Link's recoveries more distance, or making Jigglypuff a bit heavier. I'm not asking for those exact things, but they're just samples of what we could do to make the game a bit more balanced.
If we were to do any of these things, we'd end up with more gameshark codes then we have now. But if we applied the codes straight to the rom, and distributed (not through smashboards, but through other ways) the rom as something different so we can't get paired up with those who don't have it and if we got the majority to use "Super Smash Bros (U) (!) Competitive Edition" rather then the normal "Super Smash Bros (U) (!)", then we wouldn't have to worry about all of the codes.
I'm up for discussing either one of these topics that I've brought up, as well as discussing what you might have in mind. If there's more people who are interested in this other then me, then this might just become step 1 of a whole new way we do online SSB64.
Now, DISCUSS!
After 8 years of Kaillera, the only thing I've noticed that has helped our online play become more like console is P2P and computers/internet connections being upgraded. At the rate that it's going, this game is never going to be like console, especially with all of the different controllers/keyboards with broken DI. Even if the game became like console, majority of us don't travel and play with other Smash 64 players for it to even matter. What I'm trying to say is, this game isn't going to be like console, and it never will. So why don't we take advantage of what we CAN get out of this, and apply our emulation benefits to make the game more competitive.
What do I mean by this? I'm talking about hacks, mostly. Gameshark codes, possibly even rom edits. The possibilities are endless. That's exactly what this thread is for. Discussing what we can do to SSB64 to make it a more competitive game. Here are a few ideas I've had:
- Replace the useless stages
We have 3 Neutrals and 1 Counterpick. To me, this is pretty awful. Wouldn't it be possible to apply a gameshark code to redirect stages that aren't used (Sector Z, Mushroom Kingdom) to stages like Battlefield and Metal Mario's stage? Forgive me if I'm stupid, but I don't see what's stopping these stages from being Neutrals or Counterpicks if stages like Kongo Jungle and Peach's Castle are legal.
- Turn off stage hazards
This mostly applies to Hyrule Castle for me, but could also apply to other stages as well (Dreamland's wind, Peach's Castle's bumper). We already have the gameshark codes for it, so why don't we apply it? I think it would make a stage more equal if it was removed entirely.
- Balance the game
This is something that I won't defend too much, mostly because it alters with the way we already know the game, but what if we did make some edits to characters to balance them out? I'm not looking to change any movesets or anything, but mostly add different attributes to moves. Such as giving Samus and Link's recoveries more distance, or making Jigglypuff a bit heavier. I'm not asking for those exact things, but they're just samples of what we could do to make the game a bit more balanced.
- Applying codes straight to the rom
If we were to do any of these things, we'd end up with more gameshark codes then we have now. But if we applied the codes straight to the rom, and distributed (not through smashboards, but through other ways) the rom as something different so we can't get paired up with those who don't have it and if we got the majority to use "Super Smash Bros (U) (!) Competitive Edition" rather then the normal "Super Smash Bros (U) (!)", then we wouldn't have to worry about all of the codes.
I'm up for discussing either one of these topics that I've brought up, as well as discussing what you might have in mind. If there's more people who are interested in this other then me, then this might just become step 1 of a whole new way we do online SSB64.
Now, DISCUSS!