Author Topic: SuperSmashBros.DS  (Read 6506 times)

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Offline toad

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SuperSmashBros.DS
« on: January 23, 2006, 10:46:16 AM »
how cool would it be if they had super smash bros for the ds, it can handle it the graphics. It would look sumthing btw n64 (which was the better of the 2 in my oppinion) and gc.  they could feature more gameboyish characters.... for example ash from pokemon.  Nintendo would be rich, and we (or maybe just myself) would be very happy. i would really like to hear wat stages, characters, weapons modes and your opinions on SSB.ds.

Offline Arbok

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RE:SuperSmashBros.DS
« Reply #1 on: January 23, 2006, 12:39:02 PM »
Quote

Originally posted by: toad
It would look sumthing btw n64 (which was the better of the 2 in my oppinion) and gc.


Your opinion is now null... IMO (irony +1). I kind of miss the godly throws from the first game, but I never play it anymore after getting the GCN version, which I hail as one of the best video games of all time, and my personal favorite.
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Offline darknight06

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RE:SuperSmashBros.DS
« Reply #2 on: January 23, 2006, 01:22:34 PM »
Just wait for the Revolution game, it would do the series more justice.

Offline Hocotate

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RE:SuperSmashBros.DS
« Reply #3 on: January 23, 2006, 01:32:32 PM »
A Smash Bros. DS would be nice. I like the idea of putting more Gameboy characters in it too. But right now I'm just really looking forward to the Rev Smash Bros. I can't even think of how it will be controller, but I have a feeling it will blow everyone away and really sell the Rev. Or maybe it will just use the shell....
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Offline Stimutacs Addict

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RE: SuperSmashBros.DS
« Reply #4 on: January 23, 2006, 03:30:22 PM »
i'll probably use the shell for the first few rounds, but eventually I'll have to succumb to the freehand remote for lightning fast dodges, smashes, etc.
I'll shut up now...

Offline animecyberrat

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RE:SuperSmashBros.DS
« Reply #5 on: January 30, 2006, 07:01:06 PM »
No No Mario PArty DS thast what I am waiting for, and it HAS to be online. Smash Bros DS would be cool if they use the touch screan in a good way. But I cant think of any good ideahs right now.  
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Offline Requiem

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RE: SuperSmashBros.DS
« Reply #6 on: January 30, 2006, 07:35:18 PM »
2 Floor stages

Have fights that have to level of stages. One can be vastly different then the other. When you fall from the top, you might be able to land on the bottom stage. Better yet, if your luckly, you can return to the top with some mechanism I dont feel like describing.

This could allow for some huge battles (8+) and some pretty cool game modes (capture the trophy).

Or

Individual camera and Screen camera

Screen camera is what we are use to today, with the auto-zooming and all.
Individual camera allows you to see your charachter up-close at all times.

With two screens it is now possible to have both....
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Offline Spak-Spang

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RE: SuperSmashBros.DS
« Reply #7 on: January 31, 2006, 07:07:25 AM »
A DS version of the game would have alot of potential and could allow for much larger battles since multiplayer would all have their own screens.

I would welcome the game.

I too feel that the Nintendo 64 version of the game was much better.  The game felt simplier, and the levels better designed than the more complicated Melee levels.  I also felt the characters were much better balanced and you could tell what was going on in the game easier.  

My friends and I played Smash Brothers all the time, but Melee was too difficult for me to get the same devotion from.


Offline toad

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RE:SuperSmashBros.DS
« Reply #8 on: January 31, 2006, 07:39:38 AM »
wow, i found my new best friend! finally someone agrres with me
now, the ssbds would have wi-fi up to 4 ppl, and they should keep the same fighting engine, kinda like a port, but only the fighting engine. it would be cool if they made the levels vertical, so they can use both screens

Offline Smash_Brother

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RE:SuperSmashBros.DS
« Reply #9 on: January 31, 2006, 09:16:57 AM »
Original SSB >>>>>>>>> SSBM, period.

SSBM had clones, worthless trophies and focused the entire game on speed instead of strategy. The original SSB moved at a speed which was just right so you could plan strategies and execute them accordingly. In SSBM, the focus is more on speed and reflex than it was in SSB, making it feel more like a cheaply made arcade port than a true SSB game.

It's still a fun game, but it is NOT SSB. SSB was a phenomenon which I have yet to see replicated in the gaming world, one which my friends and I had racked up well over 1,000 hours of gameplay with.

The original SSB was like a big razz on Capcom's fighting games, even having an intro which DIRECTLY made fun of those of Street Fighter. SSB was designed to NOT be like Capcom's fighters: no ridiculous combos, no clones, no superultramegahyperalphaomegathree bullsh*t, and the focus was equally on reflex and strategy.

SSBM took a big step closer to being more like Capcom's fighters: clones, and speed and reflex are now a much bigger part of the game. As one of my friends put it, "It feels more mortal kombat-like where you should spend less time planning and more time mashing buttons." Also, SSBM gives button mashers a much better chance than SSB ever did. If you mashed buttons in SSB, you lost, period. In SSBM, a Marth player mashing the C-stick can still win 4 player time battles simply by walking into the middle of a another fight and using that near-instant smash attack to seagull kills from other players (seagulls = scavengers, if you don't live near an ocean).

I'm not trying to start a huge flamewar here, but for me, SSB will always be the better of the two games and, as such, it will be my FIRST download when the Rev N64 game download server goes live.

As for SSBDS, I think waiting for the Rev is a better idea. Also, it's not likely to happen as we've never heard a peep about development of a DS SSB whereas we're at least aware of the Rev version.

I'm hoping the Rev version will include a "classic" mode which moves at the speed of the original game. I think that, what with being online, the game would benefit from moving at the speed of the original because it would make latency less of an issue. Even with broadband, the lag time is definitely going to play a factor in how fights turn out.

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Offline darknight06

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RE:SuperSmashBros.DS
« Reply #10 on: January 31, 2006, 10:52:54 AM »
"SSBM took a big step closer to being more like Capcom's fighters: clones, and speed and reflex are now a much bigger part of the game. As one of my friends put it, "It feels more mortal kombat-like where you should spend less time planning and more time mashing buttons."

In a serious tournament environment, this game is NOTHING like Street Fighter and definitely nowhere close to being like Mortal Kombat.  MASHING BUTTONS IS GUARANTEED DEATH!!!  If anything, part of SSBM's problem for most beginners in the competitive scene is that even some of the most basic of techniques take quite a bit of ability just to execute somewhat consistently.  Once you've gotten past that,  the game's strengths become very apparent.  Planning and knowing matchups is EVERYTHING in this game and it's arguably more important here than in pretty much any other game with the exception of SF3TS and VF4.  I've even seen people say at high level the game is second only to VF4 on depth, and these guys play them all.  And this doesn't even take into account the team tournaments.  You guys really need to check out some of the specific character and tournament videos for SSBM, it may surprise you.  

As far as original SSB is concerned, I got two names for you.  Kirby.  Ness.  THE END.   Oh, the original smash had combos as well.  

Offline Smash_Brother

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RE:SuperSmashBros.DS
« Reply #11 on: January 31, 2006, 12:22:57 PM »
Quote

Originally posted by: darknight06
As far as original SSB is concerned, I got two names for you.  Kirby.  Ness.  THE END.   Oh, the original smash had combos as well.


LOL! I have two words for YOU: Marth. Fox. THE END.

I've seen the videos. Unless you're playing as Marth or Fox (or MAYBE Shiek), then you lose. There's a reason why the Gameover tournament was won consistently by the same Marth player.

As for combos, you misunderstand. When I say "combo" I mean having to push back, back, toward, down-toward, low kick or some other such garbage, not stringing together a series of moves.

SSBM didn't have the same appeal that the original did. The speed makes the game harder on the eyes and consequently less likely to be played for hours at a time (don't even get me started about the screen shaking).

My other hope for SSB Rev is that they FINALLY balance heavy characters.

-SB
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Offline Hostile Creation

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RE: SuperSmashBros.DS
« Reply #12 on: January 31, 2006, 01:11:07 PM »
Wow, odd that you mention Marth and Fox.

I'm excellent with Marth, my friend is excellent with Fox, and we always play together.
However, you do realize skill is a factor, right?

Also, SSBM is worlds better than the original.
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Offline Smash_Brother

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RE:SuperSmashBros.DS
« Reply #13 on: January 31, 2006, 01:14:32 PM »
Quote

Originally posted by: Hostile Creation
However, you do realize skill is a factor, right?


No, I just pick Marth, put the controller on the floor, and my three friends who didn't pick Marth or Fox fight to see who gets 2nd.

-SB
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Offline Spak-Spang

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RE:SuperSmashBros.DS
« Reply #14 on: January 31, 2006, 01:52:33 PM »
I do agree with what was said about Super Smash Brothers being much more balanced.  It is because of the speed and less franticness of the levels.

Unless you moddify the game rules Melee just seems much harder to keep track of everything.  The game moves at a speed which is just a tad bit too fast already, but then you add in all the items, weapons, level interactions, 4 players, real items, fake items, reversals and it is really TOO MUCH for a 4 player game.  

There is no doubt tons of skill and technique to be learned within the game, but at the same time, that skill can be replaced with random luck, items, attacks.

Melee is a game that went too far in adding cool features, and is a game where the additional graphics and abilities of the system actually hinder the game.  Levels are too big, or worse too congested.  The moving levels are pratically unplayable for strategy.

Although I enjoyed the game, I could never get others to play the game with me.  And when I did, strategy didn't play a single part of more than 2 player games because that 3rd or 4th player wildcard couldn't be as easily controlled or predicted within Melee.


Offline darknight06

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RE:SuperSmashBros.DS
« Reply #15 on: January 31, 2006, 02:43:51 PM »
I still don't want to see a SSB on the DS.  If they go the two screen route the game will be locked at 30fps and it'll probably be more limited in what they'll be able to do with it.  That and then for most people going back to 64 would mean the loss of a million and some options.  And then people are asking for it to be online too?  Why do people seem to forget that fighters almost never seem to completely work online?  If it's not input lag, it's framerate issues and if items are turned on, that's gonna be a lot for the DS wireless to have to handle.  Crap, I'm already worried enough about how the Revolution game will turn out online, that's gonna be a bastard in and of itself to deal with.

Offline Smash_Brother

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RE:SuperSmashBros.DS
« Reply #16 on: January 31, 2006, 05:16:14 PM »
Quote

Originally posted by: Spak-Spang
Although I enjoyed the game, I could never get others to play the game with me.  And when I did, strategy didn't play a single part of more than 2 player games because that 3rd or 4th player wildcard couldn't be as easily controlled or predicted within Melee.


This is the problem I have as well.

And the screen shaking is ridiculous. Dammit, why does the whole world shake when Pichu hits the ground?!?

All I wanted in a SSB game was the IDENTICAL game engine with updated graphics, more levels, items and characters, some recovery increase for Link and a bit of a nerf to Ness and Kirby (not the massive overnerf they received).

That's all I wanted, but the engine changed so drastically that no one wants to play it anymore: it's more of the "twitch" gameplay than it is calculated or strategic and thus non-gamers will have a harder time trying to succeed at it since their reflexes aren't usually up to par.

And it's definitely more taxing on the eyes. I sometimes love playing Bowser just because he's much more difficult to lose track of on screen than the smaller characters.

-SB
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline Guitar Smasher

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RE: SuperSmashBros.DS
« Reply #17 on: January 31, 2006, 05:35:07 PM »
I guess Nintendo will just have to dumb down the next one for you guys.

Offline Smash_Brother

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RE:SuperSmashBros.DS
« Reply #18 on: January 31, 2006, 05:47:20 PM »
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Originally posted by: Guitar Smasher
I guess Nintendo will just have to dumb down the next one for you guys.


It's not a question of "dumbing down". The fact is, the first SSB was perfect in the design of its engine. The game scaled perfectly with a player's abilities as they came to understand more and more of the finer nuances of the physics, the exact weight, maximum velocity and striking power of an item, the height of the jumps, the distance of recovery, etc. etc.

Barring some minor tweaks to certain characters, the game was absolutely flawless. I say that because of the fact that I could get a group of 8 people to crowd around a single TV and play "All but 1st drop" for hours at a time. No other game has EVER been able to do that, not SSBM, not Mario Kart, nothing.

I'm not going to tell you to like or dislike the game, but I've yet to see another game replace the entertainment value provided by SSB. Until that happens, I will forever hail SSB as the best of the series.

I would, however, love to see the torch passed to the Rev SSB.

-SB
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline toad

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RE:SuperSmashBros.DS
« Reply #19 on: January 31, 2006, 06:37:22 PM »
i couldnt of said it better myself

Offline IceCold

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RE:SuperSmashBros.DS
« Reply #20 on: January 31, 2006, 08:34:40 PM »
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In SSBM, a Marth player mashing the C-stick can still win 4 player time battles simply by walking into the middle of a another fight and using that near-instant smash attack to seagull kills from other players
Wow.. That, my friend, is just not true. It's very possible to dodge C-Stick smashes; they don't make the game unbalanced at all..
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Offline Smash_Brother

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RE:SuperSmashBros.DS
« Reply #21 on: February 01, 2006, 06:09:43 AM »
Quote

Originally posted by: IceCold
Wow.. That, my friend, is just not true. It's very possible to dodge C-Stick smashes; they don't make the game unbalanced at all..


When two players are fighting each other, it's duck soup for a Marth player to just walk up to the fight and mash the C-stick to knock one of them off the stage (possibly both). This is how weaker players win 4 player time battles. It can be a different story with stock battles, where the crappy Marth player will eventually wind up being pitted against a far superior opponent.

It is not possible to be engaged with a skilled opponent and simultaneously watch your back for c-stickers. If you are not focusing 100% of your efforts on fighting that other player, then they're clearly not of your skill level.

The point is scavenging for kills (seagulling) works quite well, especially with Marth because his smash happens near-instantly and when it lands with the tip of the sword, it's more than reasonably strong enough to send the average character over the edge at 80-100%.

-SB  
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