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What do the Melee Legends think of P:M?

MetalMan

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GabrieloMiguel
No point in changing how top tiers play for the sake of having new playstyles when every melee low tier plays exactly the same as well but with more options. Just because mario is better doesnt mean he plays any different from melee. The top tiers do t need to be changed just to fit the flavor of the month

Im afraid you misunderstood where I was going. Im not saying to change them for the sake of having a new playstyle, Im not even saying they should change their playstyles (contrary, I said changing some things but without affecting their basic playsyle), even then Im not saying to change them at all. All im saying is, If the PMBR think that Fox(using fox since hes relatively unchanged and hes my main) should remain the same, they do it because they think he is OK with everything he has right now,not because thats the Melee way. But, if they feel he needs adjustments, theyll do it cause he needs it, not because he shoukd be his Melee self.

Also, its interesting what you said about low tiers now play exactly the same as well but with more options, could that indicate unchanged characters would need more options too? All im saying is even the most unchanged fighters could and should change if they need to.

Mario IS better now and why? he basically got buffed and mixed with Dr. Mario. Thats exactly where Im going, he changed, but he plays all around the same. Ok, now his fireballs are different, this angle is different etc. So a MARIO (as in, doesnt play Dr mario for example) player picks him up gets used to things and plays.

I see you mained Dr in Melee, so I feel you could understand that Mario DOES play the same just with new tricks (Dr. Mario's)

Me, I feel Fox could better use his F-air and F-tilt. Fire Fox, dont really care and the Illusion could do something nice if it connects at the end, somewhere along the lines of Falco's meteor, just up maybe?
 

The_NZA

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Im afraid you misunderstood where I was going. Im not saying to change them for the sake of having a new playstyle, Im not even saying they should change their playstyles (contrary, I said changing some things but without affecting their basic playsyle), even then Im not saying to change them at all. All im saying is, If the PMBR think that Fox(using fox since hes relatively unchanged and hes my main) should remain the same, they do it because they think he is OK with everything he has right now,not because thats the Melee way. But, if they feel he needs adjustments, theyll do it cause he needs it, not because he shoukd be his Melee self.

Also, its interesting what you said about low tiers now play exactly the same as well but with more options, could that indicate unchanged characters would need more options too? All im saying is even the most unchanged fighters could and should change if they need to.

Mario IS better now and why? he basically got buffed and mixed with Dr. Mario. Thats exactly where Im going, he changed, but he plays all around the same. Ok, now his fireballs are different, this angle is different etc. So a MARIO (as in, doesnt play Dr mario for example) player picks him up gets used to things and plays.

I see you mained Dr in Melee, so I feel you could understand that Mario DOES play the same just with new tricks (Dr. Mario's)

Me, I feel Fox could better use his F-air and F-tilt. Fire Fox, dont really care and the Illusion could do something nice if it connects at the end, somewhere along the lines of Falco's meteor, just up maybe?

Some of your Fox ideas are mad hype...I wish we could nerf aspects of him (recovery cool down) and give him new tools, but I'm afraid all that will happen are minor nerfs to his playstyle in order to bring him down to the rest of the cast.
 

MetalMan

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Some of your Fox ideas are mad hype...I wish we could nerf aspects of him (recovery cool down) and give him new tools, but I'm afraid all that will happen are minor nerfs to his playstyle in order to bring him down to the rest of the cast.

Again, I dont feel he needs to go "up" or "down" to go with the cast, He just needs to open up with new alternatives. As in, x move shouldnt always lead to X move. If I get an up tilt on my opponent for example I shouldnt always resort to say U-air, If F-air was more useful at the edges I could use that instead. Who wouldnt want a character who can mix up his strategy?
 

otheusrex

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Jan 10, 2013
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In regards to Sakurai's opinions, ahem............FORCED DESIGN

I can see what he's looking at and agree. Brawl online play without items and stuff is super defensive and slow, and that does make it very boring. The reason why this is is because Sakurai intentionally tried to avoid the competitive depth of melee, but ended up making something with really boring core play. An obvious example of Forced Design would be if he made it so that items coudln't be turned off. There's a delicate balance between steering players towards the intended path of gameplay and forcing your design upon them. Many of the most successful games with the best replayability have had designs that guide first time players down the main road while making them think they're coming up with it themselves, while also allowing and rewarding people who want to branch off and explore other options. Look at the difference between Super Metroid and Metroid Other M. I think smash should have this same versatility of design when it comes to competitive/casual play.

I have to imagine what sakurai is thinking when he scorns competitive smash... I think he thinks it ruins the game for people who want to play casually? but this doesn't make sense because casual players play other casual players and the people who play competively play other competitive players. I enjoyed melee as a casual game between my friends long before I even knew about the competitive smash world. I don't see how a game that some people choose to play competitively makes it so that everyone does, but having made brawl so that no one can play competitively except in a very boring manner is what I call forced design.

Anyways, when brawl came out I was excited because I was hoping nintendo would have balanced the characters to make my low tier main viable, but then disappointment. I finally discovered project m and that has become my smash game now. I love having a game where no character is just outright bad. It's exciting to see melee vets like hbox and m2k play pm vs pmers. I really hope taj will play mewtwo now that he's gonna be in pm
 

MetalMan

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GabrieloMiguel
Please stop with the off-topic.

Sorry I guess.

So the consensus is that Melee Legends either:

Support it
Dislike it
See no point
Want it to be exactly like Melee but wont play it


Heres me hoping it doesnt become a Melee 2.0
 

The_NZA

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The big reason melee players wont switch over to PM is downright more psychological than that. If you are still playing Melee in 2013, you Love melee. You are also, most likely, pretty good at it. ESPECIALLY if you are a legend. You've played it so much, you've internalized some things about your skill level, and seeing how you mostly play 8 matchups or so, you understand what your normal win/loss ratio looks like.

Switch over to PM, and things change. People who are good (but you comfortably beat 70% of the time in melee), run game on you, and with your 0% matchup experience, you lost more than half your games. Now, you've only been playing PM for a day, but thats all it takes for the game to give you a "bad experience". It's easy when what you believe to be your skill level isn't validated by results, and because these melee pros aren't approaching PM like a new game and are instead approaching it like Melee 2.0, it only makes these internal feelings feel worse.

its easy to see why many decent melee players will try PM only to decide it isn't for them. Sometimes, you don't want to learn new matchups and only want to keep playing in the confines of the world you understand and are master in. That's my two cents, anyway.
 

the_suicide_fox

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The big reason melee players wont switch over to PM is downright more psychological than that. If you are still playing Melee in 2013, you Love melee. You are also, most likely, pretty good at it. ESPECIALLY if you are a legend. You've played it so much, you've internalized some things about your skill level, and seeing how you mostly play 8 matchups or so, you understand what your normal win/loss ratio looks like.

Switch over to PM, and things change. People who are good (but you comfortably beat 70% of the time in melee), run game on you, and with your 0% matchup experience, you lost more than half your games. Now, you've only been playing PM for a day, but thats all it takes for the game to give you a "bad experience". It's easy when what you believe to be your skill level isn't validated by results, and because these melee pros aren't approaching PM like a new game and are instead approaching it like Melee 2.0, it only makes these internal feelings feel worse.

its easy to see why many decent melee players will try PM only to decide it isn't for them. Sometimes, you don't want to learn new matchups and only want to keep playing in the confines of the world you understand and are master in. That's my two cents, anyway.

No, if PM isn't doing well with Melee players it's because it's a hack and not the real game. If Smash 4 was like PM it would be a different story.
 

JOE!

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Don't you think the game would be silly if everyone was at the level of top tiers though? Especially if they're not as technical and execution heavy as spacies? Why bother busting my *** with fox if someone else gets the job done easier?

And if you don't want everyone else at the same level as spacies, what's the point of balancing the game when spacies remain the ultimate choice?

I'm not specifically justifying any specific nerfs per say, but any well balanced game can't simply bring lower tiered characters up, but higher tiered characters down. Even if there are no broken characters.

As someone who's going into game development, I'm sure you're aware of this.

Sent from my SGH-T699 using Tapatalk 2
Great point here and something I talked about in a huge post in the Forced Design thread: nobody likes to see nerfs because people as a whole focus tremendously on the bad and not the good. You could tell somebody that their character will get an extra damn jump but then lose damage on Ftilt or something, and people will complain endlessly about how Ftilt sucks now and only like 1-2 posts will be about how they got a new friggen jump lol. Think about how many characters actually received buffs in 2.6: how often do you hear of them and not the things that got nerfed?

But yes, how do the "melee legends" suppose everyone else get buffed? Suppose everybody gets tweaked like Mario: just better moves in general to the point that they are just as effective as Fox. Now hold on, Mario is much easier to play consistently than Fox, no? If he is just as good and easier to play/master than Fox... why play Fox?

Same works in reverse: Jigglypuff was a top tier in Melee. Left unchanged, other buffed characters are shown to stomp on her thanks to not being exposed to the normal melee matchups that she was allowed to wreck in (for example, Toon Link is Young Link++ and therefor acts as a check, among other characters). So left unchanged, she may actually be worse than in Melee by a significant margin because she was only good in the context of everyone else sucking + being good vs the melee top tiers.

So, what is the PMBR to do? Making everybody as good as Fox either means Fox becomes suddenly less attractive / WORSE because other characters get more bang for their buck so to speak, getting away with Fox's stuff without the mastery / high risk needed. Alternatively, we give them all the options ever like Fox has (fun fact: Fox is so good not only because he has some stand-out Vertical kill potential, but because he has an option/answer for anything you throw at him. Rarely is a Fox in a neutral situation where he's like "welp, ****..." no, Fox always has an answer to whatever you throw at him making forcing a decision his way in the form of goofy combos / Spacie specific CG's almost needed to combat it), which makes everybody stale as there would be less playstyle variety. Everybody would either be a spacie variant, sheik variant, marth variant or possibly puff/falcon variant, and with a cast of 40: emulating just 3-5 playstyles just feels wrong.

So, what is the answer here?

The solution is that characters change in order for the game as a whole to be healthy. If Jigglypuff is underperforming due to new characters / new relevant matchups, she would probably be the one changed instead of the other characters simply due to her prior "status". If Fox's design is shown to be too much but mechanically and in practice, he may receive changes rather than changing EVERYONE ELSE which would take up to 39x the effort for a result that ultimately hurts Fox anyways. Top tier status is relative and shouldn't be a benchmark for such a new playing field: just look at how Marth's usage and overall effectiveness (according to the community) has dropped from his pedestal in Melee. Sure he is just as good, but the game around him changed to allow people to be just as good if not slightly better. If he isn't considered top tier in this new environment, should he be exempt from changes since he was in another?

The way I see it, this is a new experience within a familiar setting where is something as huge as new matchups upset you, maybe the game isn't for you as the whole premise is to make a cast of 40 viable instead of just 8-10. If something small is in the way of you having fun? The PMBR are probably already on the case or unfortunately it will have to be something to get used to due to some limitation, and could even end up being a fun new way to think about the game (you can't edgehog tethers, but you can force them to jump!). For the people that only care about the 8-10 top tiers in melee, that is cool if you love them and such but what about the hundreds upon hundreds more that want to play the other 16-18, or better yet 32-34? Focusing on the melee tops so much (both in character and legends) has merit, but it seems like a mistep for a game that is supposed to encompass all the players who wanted to take any character to the top of their game, not just the select few using the select few.



Slightly more on topic, the one legend who I've met/played with I'd have to guess likes the game as he plays it each time it's set up at Umass and enjoys using new characters. He has a killer Ike and apparently is interested in Lucario, but his one complaint is that he feels that moves could be a little more powerful.
 

GaretHax

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Suicide Fox, there are few things on the planet that deserve to be despised, the mentality that just because something has a corporate sticker on it makes it somehow more authentic happens to be one of them. If it helps people with such sakurai-separation-anxiety perhaps they should pretend it is more akin to one of the hundreds of street fighter clones, but with melee-esque gameplay. People make games, customization, optimization, and innovation are not some evil, inorganic, unoriginal-plague that infests gaming. People paint their cars, people paint their houses, original works are improved, laws of math and science are over-ridden, things progress and are improved upon and modifying something to make it better suit your tastes is instinctive. The idea that mods are somehow illegitimate and of innately sub-par quality because someone other than the original creators made their own changes to it is just plain ignorant. How people can so quickly forget the insane influence community-made mods have had on game design since their inception baffles me.
 

Viceversa96

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Nah. I don't believe tech skill shouldnt be an indicator of how good a character should be.

I was more alluding to the amount of options that spacies have actually.

That being said, a character with lesser options that are buffed to an extreme, to me doesn't feel like good design.
Like wise, a character with a mountain of amazing options in so many scenarios doesn't feel like good design either.

Bringing a character with less options to an extreme to keep up with a character with many amazing options doesn't make sense to me, because bringing things to an extreme tends not to work out because the reward:option ratio becomes super skewed, and in practice, that just leads to stupid stuff in game that's justified by "Well he was buffed this much to keep up with these guys!"

To avoid this, I feel it'd be better to bring down characters with a multitude of amazing options in many scenarios.
Wow you would put can you feel the sunshine under your name :(
 

A Revelation

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Don't you think the game would be silly if everyone was at the level of top tiers though? Especially if they're not as technical and execution heavy as spacies? Why bother busting my *** with fox if someone else gets the job done easier?
Sent from my SGH-T699 using Tapatalk 2
It's possible to like Fox as a character.
 

the_suicide_fox

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What a weird, weird mindset

What's weird about it? I think most players, especially those on console, feel more comfortable playing an official game. It would make sense that some people would be put off by that simple fact that it's a mod.

Suicide Fox, there are few things on the planet that deserve to be despised, the mentality that just because something has a corporate sticker on it makes it somehow more authentic happens to be one of them. If it helps people with such sakurai-separation-anxiety perhaps they should pretend it is more akin to one of the hundreds of street fighter clones, but with melee-esque gameplay. People make games, customization, optimization, and innovation are not some evil, inorganic, unoriginal-plague that infests gaming. People paint their cars, people paint their houses, original works are improved, laws of math and science are over-ridden, things progress and are improved upon and modifying something to make it better suit your tastes is instinctive. The idea that mods are somehow illegitimate and of innately sub-par quality because someone other than the original creators made their own changes to it is just plain ignorant. How people can so quickly forget the insane influence community-made mods have had on game design since their inception baffles me.

But it's a sad fact of life I'm afraid. That official sticker means a lot to some people. Reasons why companies like Apple do so well despite having rather crappy products. I know a lot of android users that won't root for the reason same.
 

TreK

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But it's a sad fact of life I'm afraid. That official sticker means a lot to some people. Reasons why companies like Apple do so well despite having rather crappy products. I know a lot of android users that won't root for the reason same.
It's because the crap they sell interacts with other craps they sell, and refuses to interact with the less crappy stuff that they don't sell.
And most people who don't root don't because they think it's illegal and will void their warranty.
 

Fortress

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It's because the crap they sell interacts with other craps they sell, and refuses to interact with the less crappy stuff that they don't sell.
And most people who don't root don't because they think it's illegal and will void their warranty.
Joke's on Apple/Samsung/Whomever; I don't even have a phone.
 

JOE!

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Continuing my design rant:

The 11+ years of metagame development I think is a blessing and a curse. On the one hand, it grants the BR the luxury of speed due to having such a vast wealth of knowledge to look into, same with P:M players when it comes to figuring their mains out. On the flipside, this allows a developer to look at something that was discovered after years of play like SHDoubleLaser or Uthrow->Uair, and design a character to do something similar inherently. This may feel "cheap" to vets of melee that had to practice their (projectile pressure) when suddenly (ivysaur) gets to (pressure shield with a projectile) for free! It's the same result, but it has a foreign feel to it since something that they themselves discovered and worked with is just suddenly handed to other players and it feels like a cop-out to some. That said, what is really the difference between discovering how to (Uthrow -> Uair) and having a character who is shown to have (Uthrow -> Bair) as a feature?

Perhaps it's also the uncanny valley effect taking place where it is almost 1:1, but not quite which over time builds up a feeling of uneasiness.

What's weird about it? I think most players, especially those on console, feel more comfortable playing an official game. It would make sense that some people would be put off by that simple fact that it's a mod.
http://thecreatorsproject.vice.com/blog/the-top-10-game-mods-of-all-time
http://www.pcworld.com/article/237897/top_16_pc_game_mods.html

Just two examples, but modding is more popular than ever and for me personally, In college I just got done with a whole semester dedicated to Modding Half-Life2 due to having MOD experience being REQUIRED on resumes nowadays because it shows you know wtf you're doing in the company's own engine by showing you know how to work *an* engine. Modding games is a huge thing now and really should not be seen as Taboo especially after things like Counterstrike.
 

Fortress

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Just two examples, but modding is more popular than ever and for me personally, In college I just got done with a whole semester dedicated to Modding Half-Life2 due to having MOD experience being REQUIRED on resumes nowadays because it shows you know wtf you're doing in the company's own engine by showing you know how to work *an* engine. Modding games is a huge thing now and really should not be seen as Taboo especially after things like Counterstrike.
That's mostly my argument in favor of P:M being a mod, is that some of the best titles out there have been mods; be it on the Source or Unreal engines, mods work. Most of my personal design experience stems from level design, but, you know.
 

JOE!

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That's mostly my argument in favor of P:M being a mod, is that some of the best titles out there have been mods; be it on the Source or Unreal engines, mods work. Most of my personal design experience stems from level design, but, you know.
Hell, I'm going to be working on an MMO that you could even say is a mod because we are modifying the Unreal3 engine to our own needs

http://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans
#shamelessplug

Pretty much anything that isn't 100% made from scratch is considered a modification of another game(engine).
 

the_suicide_fox

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It's because the crap they sell interacts with other craps they sell, and refuses to interact with the less crappy stuff that they don't sell.
And most people who don't root don't because they think it's illegal and will void their warranty.
Exactly part of the same reason people are turned off by a mod. I don't root because I'm lazy and don't use my s3 for anything other than a glorified MP3 player and email device, and occasional game of Cut the Rope. There's not much I would get out of rooting. However, I would like to buy a tablet in the next year and that I plan on rooting. But still, people don't trust the un-official.


http://thecreatorsproject.vice.com/blog/the-top-10-game-mods-of-all-time
http://www.pcworld.com/article/237897/top_16_pc_game_mods.html

Just two examples, but modding is more popular than ever and for me personally, In college I just got done with a whole semester dedicated to Modding Half-Life2 due to having MOD experience being REQUIRED on resumes nowadays because it shows you know wtf you're doing in the company's own engine by showing you know how to work *an* engine. Modding games is a huge thing now and really should not be seen as Taboo especially after things like Counterstrike.

PC and console are different beasts. Modding on PC has been around forever. Modding on console is a very touchy subject. Like Teneban said, most people feel like it would void their warranty (which mods actually do, even though PM specifically doesn't). Again that's just how it is. I'm not arguing with any of you guys, I'M TELLING YOU STRAIGHT UP that's just the way it is. People want something official. If Smash 4 was identical to PM I guarantee you would be seeing a lot more support from veterans.

Also I haven't had the chance to even try PM, but it looks awesome and very promising. I have a hard time imagining why Melee players wouldn't like it (from what I understand it's basically Melee's gameplay with Brawl's graphics), which leads me to believe that the mod part is where most of these guys are getting hung up.
 

TreK

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Exactly part of the same reason people are turned off by a mod. I don't root because I'm lazy and don't use my s3 for anything other than a glorified MP3 player and email device, and occasional game of Cut the Rope. There's not much I would get out of rooting. However, I would like to buy a tablet in the next year and that I plan on rooting. But still, people don't trust the un-official.
So your argument is that people who are afraid of PM because it's a mod are stupid ?

I can live with that.

Edit : PAL people have an excuse here :C
 

the_suicide_fox

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^Not that they are stupid, it is possible. Just they don't like that it's not an official game. Like if you went to the android market and saw Anrgy Birds for $5, and Mad Fowls for $1, I would bet most people would pay the extra money for Angry Birds even if they are exactly the same game.
 

MetalMan

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By the way, I also like Fox as a character.

One of the biggest problems of people* liking PM is they want it to be exactly what they were playing before + characters, which is unrealistic if thats what you expect of a follow-up game.
 

TreK

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One of the biggest problems of people* liking PM is they want it to be exactly what they were playing before + characters, which is unrealistic if thats what you expect of a follow-up game.
Those people don't love P:M, they love Melee 2. An hypothetical game that will never exist.
I hate Melee 2. Which is why, for the longest time, I didn't want to try P:M out. I'm glad I was wrong about P:M lol
 

JOE!

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Maybe HIS idea of ehat melee 2 would look like. Then thats understandable.
That's another thing: everybody has a different idea of what a Melee2 would be like so the reality of P:M kills some people's dreams while realizing others.
 

Anther

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Maybe HIS idea of ehat melee 2 would look like. Then thats understandable.
I want to know what melee 2 play/look like to someone that doesn't like PM.
Or the other one.. what does melee 2 play/look like to someone that likes PM.

I think PM is what I was hoping brawl would be when it was released, minus l-cancelling. I think even the multiple air dodges and the two way ledge grabbing are legit features introduced to brawl. The auto ledge snapping on most characters not so much.
 

1MachGO

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P:M essentially is Melee 2.

What Teneban is thinking of is a Melee 1.1

Anyone who has been around the P:M development since the early days knows what I am talking about.
 

TreK

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P:M essentially is Melee 2.

What Teneban is thinking of is a Melee 1.1

Anyone who has been around the P:M development since the early days knows what I am talking about.
Yeah, that makes sense.
 

MetalMan

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Those people don't love P:M, they love Melee 2. An hypothetical game that will never exist.
I hate Melee 2. Which is why, for the longest time, I didn't want to try P:M out. I'm glad I was wrong about P:M lol

No, what Im saying is not that they love PM or Melee 2, Im saying some people wont love/like PM if its different. Which beats the point basically.
 

Viceversa96

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Those people don't love P:M, they love Melee 2. An hypothetical game that will never exist.
I hate Melee 2. Which is why, for the longest time, I didn't want to try P:M out. I'm glad I was wrong about P:M lol
My god...the prophecy has come true.
 

Scarlet Bean

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K so can you make this game campier? I'm pretty bad at this game, butI think I'm getting the hang of it. my main is Toon Link. I think he needs more projectiles. please listen to my request!
I hate being aggressive, which is why I love PM lol :)
 
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