Author Topic: Super Smash Bros Rumble: Ideas and wishlisht  (Read 7910 times)

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Offline TheBlackCat

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Super Smash Bros Rumble: Ideas and wishlisht
« on: June 29, 2010, 12:17:25 AM »
I know that no new smash bros game has been mentioned, there may not be another game period.  But that doesn't stop us from hoping, right?  So I thought it might be fun for us to post a wishlist for the next smash bros and discuss how certain characters, items, levels, or assist trophies might be best implemented (or whether they are good ideas at all).  So post what sort of features you might like, what characters should be added and existing one should change, what levels, items, or assist trophies might be added, and so on.  The more detail you can provide the better. 

Here are my current ideas:

Features:

Outfits: rather than just changing the color of a character's outfit, it would be cool if, like with Wario in Brawl, you also had alternative models for the characters.  This could avoid some of the clones (for instance Dr. Mario or Toon Link), as well as some of the ugly color hacks used to make a character look like a different one even though the models don't match (like the "Daisy" color scheme for Peach or the "Fusion Suit" color scheme for Samus).  These would naturally include 8bit and 16bit 2D pixelated (and maybe vectorized) versions of characters when possible.  I will include alternative outfits for all the characters I mention later.

Horizontally rotating levels/sliding:  This idea is for a new class of levels that rotate along the horizontal axis (in other words they spin like a top) or move back and forth between the foreground and background.  The rotation would either be continuous and slow or fast and intermittent.  The characters would be locked in a 2D plane, but the platforms and level layout would change.  A good example of a rotating level might be the new star fox level, where it could show the front view, rotate to show a side view (with a wider field and different platforms), or show the front view. 

Outfits for existing characters:
Bowser: Normal, 8bit 2D, 16bit 2D, skeleton, wart
Captain Falcon: Normal, 2D drawn, Samurai Goroh
Diddy Kong: Normal, Candy Kong
Donkey Kong: Normal, 8bit 2D,, 16 bit 2D, Donkey Kong Jr, Funky Kong
Fox: Normal, Star Fox Assault outfit, Dinosaur Planet outfit
Ganondorph: Normal, toon, 8bit 2D ganon, 16bit 2D ganon, 3D classic-style ganon
Ice Climbers: Normal, 8bit 2D
Jigglypuff: Normal, 2D drawn, wigglypuff
King Dedede: Normal, 8bit 2D, 16bit 2D
Kirby: Normal, 8bit 2D, 16bit 2D, yarn (you can see what is inside him)
Link: Normal, 8bit, 16bit, toon, young, shadow (semi-transparent)
Lucario: Normal, 2D drawn
Luigi: Normal, 8bit 2D, 16bit 2D, sports
Mario: Normal, 8bit 2D, 16bit 2D, Doctor Mario (with pills replacing fireballs), sports, water mario (transparent, from Mario Sunshine)
Meta Knight: Normal, 8bit 2D, 16bit 2D
Mr Game and Watch: Normal, 3D, pixelated 2D
Ness: Normal, 16bit 2D, Lucas
Peach: Normal, 8bit, 16bit, Sports (t-shirt and shorts), racing   (motorcycle jumpsuit from Mario Kart), Daisy, Rosalina (using a star   dude in place of toad)
Pikachu: Normal, 2D Drawn, Pichu, Raichu
Pit: Normal, 8bit 2D
Pokemon Trainer: Normal, several variants using creatures and appearance from other games
Samus: Normal / Zero Suit, 8bit / Justin Bailey Suit, 16bit / Black Swimsuit (super metroid ending outfit), Fusion / Orange Tank Top and Shorts (Fusion Ending), Dark Samus / ? (use their imagination)
Snake: Normal, Old, Raiden
Sonic: Normal, 16bit 2D, mecha sonic
Wario: Normal, Warioware, Master of Disguise, Waliuigi
Yoshi: Yoshi, Bad Yoshi from Mario RPG
Zelda: Normal, 8bit, 16bit, toon, Midna, all with equivalent sheik variants

Changes to existing characters:

Samus: make it easier to switch back and forth from zero suit samus

Kirby: can inhale then swallow more than one opponent if they are near each other, which causes you to randomly get a power from any of the characters, even those not being played (and a few from characters not in the game or assist trophies).  Can inhale item containers and spit them out as projectiles, if you swallow a standard one the items disappear but if you swallow an explosive box it hurts you.

Mario: Go back to the cape, get rid of F.L.O.O.D


New Characters:
First: NO new Mario, Zelda,, Pokemon, or Kirby characters, and no more star fox clones.  There are more than enough of those already.  Time to give some other series more of a chance.

Nintendo Characters:

Zebsian Space Pirate (Metroid Series): Outfits: Metroid Prime, Metroid Prime 2, 16bit 2D.  These would be fairly acrobatic, with high jumps and the ability to cling to walls.  They would have a short slash attack for their normal attack, a weak beam for their B attack, and can throw their claws or blade (depending on the outfit) as their B smash attack.  Their down attack would be a slide kick on the ground or a dive kick in the air.  Up B would attack up with its claws/blade while spinning.  Final smash would would call in a swarm of flying pirates that would attack characters on the ground then fly off.

Kihunter Space Pirates (Metroid Series): Outfits: 3D, 16bit 2D.  This would be fa lying/gliding character like pit or meta knight.  On the ground they would walk slowly in small hops but run quickly with larger hops.  If they take too much damage at once their wings fall of and they can't fly, the wings regrow over time.  Standard attack would be a slash with their front claws, B attack would be spitting a glob of acid that stick to characters or the ground and hurts anyone who touches it (or continues to hurt the character it lands on), down B would be a leaping slash on ghe ground or a diving slash in the   air, up B would be to propel itself upward by shooting a stinger straight down.  FInal smash would be to call in a swarm of computer-controlled kihunters with little health.  You also lose control of your kihunter.  The last one alive becomes your character again.

Krystal (Star Fox Series): Outfits: Normal, Space Suit.  She uses the staff from Star Fox Adventures and is fast and jumps high like Fox.  Standard attack would be a slash with the staff, B attack would be a fire blaster shot, B smash would be ice blaster which freezes enemies, down B would the shockwave attack (jump up then smash the staff into the ground, creating a shockwave), up B would be rocket boost .  Final smash would summon a pterodactyl she can ride, flying around the level and swooping down at characters and shooting them with a rifle.

Starfy (Legendary starly): 3D, 16bit 2D.  Standard attack is a spin attack, B is a spin dash, up B is spin up attack, down B rams the ground   and causes a small earthquake.  Slow walking, fast running, high floaty   jumps, light weight, and very low traction.  Final smash is to summon his bunny friend to turn into 1 of the four special modes, with   corresponding powers.  The mode is selected randomly.

Isa/Kachi (Sin and Punishment): Isa, Kachi.  Fast.  Their standard attack is a beam attack, their B attack allows them to lock on to opponents and keep shooting at them while tapping A, B smash is a sword attack.  Up B pulls out their board and allows them to float around and glide for a while.  They can reflect enemy attacks by using the sword attack at the right moment.  Their final smash has them fly to the foreground, where they can attack players with their beam using charged-up shots.


Non-Nintendo Characters:

Megaman: Outfits: 3D, 8bit 2D, 16bit 2D, Bass/Forte, X.  Somewhat slow but is not knocked far.  Standard attack is a punch/kick, B is a standard blaster shot, down B cycles through 4 or so different robot master's power, B smash uses the current master's power, up B is an uperrcut punch with an energy-charged blaster.  Final smash is to fuse with rush, allowing the character to float for a while, shooting powered-up shots with the A button and homing missiles with B (unlimited ammo for both).

Zero (MegaMan Zero Series): 3D, 16bit 2D.  Like megaman, but faster.  Uses a sword for regular attack, charges the sword with the power of a robot master with B, and has a slash that flies through the air with the power of a robot master for B smash.  Down B switches powers, up B is an upwards slash with the sword.  I assume the final smash would be to summon  a big robot to ride which walks around the level, but I am not sure if this is in the Mega Man Zero games, since I have never played them.

Tails (Sonic series): 3D, 16bit 2D.  Is fast like sonic, but not as fast.  Has similar horizontal attack, spin attacks, and so on, but uses his tails as a whip for standard attacks giving slightly longer reach, and the up b is to float using his tail.  Smash attack is to get in a big robot that walks around the level and can shoot missiles.

Knuckles (sonic series): 3D; 16bit 2D, bat chick.  Like tails, but punches with his knuckles, can cling to walls, can glide but not fly, his up B is an upercut then immediately goes into a glide as long as the B button is held down.  Special attack is to summon his subordinates that randomly attack other players.

Bub/Bob (bubble bobble): 3D, 8bit 2D, 16bit 2D.  They shoot bubbles out of their mouths.  Normal attack shoots a bubble that just explodes, doing a little damage.  B attack fires one that traps opponents momentarily, trapping them longer the more damage they have.  B smash fires a stream of bubbles.  Down B jumps up then smashes the ground, which if done on an opponent trapped in a bubble does a ton of damage.  Up B puts you in a bubble that allows you to float around.  Final smash put you at the top of the screen with a puzzle bobble/puyo pop/bust-a-move turret and lets you shoot marbles at opponents.  The marbles stick to each other and remain after the final smash, which can make new platforms or block passageways.


Existing Level Changes:

Frigate Orpheon: The Parasite Queen periodically targets players then shoots them with high-energy beams from the background

Hanenbow: you can swim in the water for a short time.  The electrolpankton will do damage if they collide with you, and can be hit to propel them into other players

Lylat Cruise: The level rotates horizontally periodically, giving you a back, front, left side, or right side view of the ship, with different platform layouts in each case.  In the front view, asteroid and lasers will come from the the player's side of the screen and can cause damage, in the back view they will come from the background, and in the left and right view they will come from the left and right-hand side of the screen respectively.  In side views asteroids can bounce and roll along the stage, in the front and side view they won't.

Mushroomy Kingdom: Add the first Bowser's castle, complete with a race to be the first to retract the bridge at the end and dump your opponents in the lava.

Shadow Moses Island: The metal gears will attack players and smash platforms if they are caught by a searchlight.

New Levels:

Tetris: As you would probably guess, this features falling tetris blocks.  The level scrolls upwards or downwards to keep the top of the blocks about 1/3 of the way from the bottom of the screen.  Falling too far below the bottom of the screen will kill you, and you can be trapped by falling tetris blocks, which are all hard platforms you can't jump through.  The piece placement will not be random, it will be really played by an AI with a skill level determined randomly at the beginning of the match.  So a good AI will tend to keep a relatively flat level and will have lots of disappearing rows the players have to contend with.  A bad AI will have a really random level that moves up fast.  A medium AI will be in-between.

Mario Galaxy: A round level with gravity towards the center of the level, so players fall towards the center and jump away from it.  Horizontal attacks follow the curvature of the level rather than going straight.  It rotates steadily, has pits, a block hole at the center that can kill you, stakes you can do down attacks on that cause stakes on the opposite side of the planet to pop up and hurt players, launching them skywards.  Enemies sometimes walk around the level from the background to the foreground and back.  There are pipes connected different ends of the level, underground areas, and platforms.

Chibi Robo: Like in the game, you are miniature in a giant household.  The level periodically sidescrolls to a new area of the house and you have to keep up.  Area could include the floor by a table with shoes and a fallen cup as platforms, a kitchen counter with a toaster you can use as a springboard and a sink you can swim in, or a bouncy bed with toys to avoid.  Periodically random problems could occur like a dog you have to avoid being stepped on by, overgrown mice and cockroaches, and vacuums.

Monster City: pretty much the opposite of Chibi Robo, you are the size of Godzilla in a miniature city.  You can jump on buildings, swim in the harbor, walk along a bridge, and so on.  Building are destroyable, but if you destroy a building then the military will send in tiny helicopters, airplanes, or tanks to attack you (doing some damage).  You can knock other players into badly-damaged buildings to make them destroy it and have the military attack them.  Other monsters like an alien robot or a radioactive lizard also attack.you and the city.

Art Style Light Trax:  A simple level made of colored glowing lines (which cast light on the players).  The lines zoom in from the sides, top, and bottom of the level and turning randomly while in the level, making random new platforms.  The lines only last for a limited period of time at which point they disappear from the direction they came in.  This leads to a constantly-changing random layout to the level.

Endless Ocean: Underwater level, with physics changed appropriately (higher jump height, slower falls, slower movement, etc).  There are hazards like whirlpools and dangerous fish, but some larger and less dangerous fish and marine animals can be jumped on  (like whales or manta rays)  or grabbed onto (like dolphins or seals).  There are caves, drop-offs you need to avoid, and so on.  This would probably be an up/down scrolling level, starting at the shore line and moving progressively deeper, changing the species and losing light as you go, then reversing and going back up.. 

Boom Blox: Level made of collapsible platforms.  There are a large number of such levels with different layouts that are randomly-selected.  Platforms can be knocked over with attacks and, depending on the layout, by standing in the wrong spot.

New Items:

Mirror shield (zelda series): Your shield reflects enemy attacks instead of just blocking them.  It still shrinks normally, and if it breaks you will drop the mirror shield in addition to being stunned.  You can also drop it if you take too strong of a hit while carrying it.  It disappears on its own after a period of time.

Bombchu (zelda series): a self-propelled bomb that circles a platform (even upside-down) until it hits an someone (including you) or runs out of time.

Jetpack (pilotwings): lets you float for a period of time.

Plastic Sword (Wii Sports Resort): does a little damage, but bounces an opponent far backwards (farther with a smash attack). 

Ring box (sonic series): If you get one of these you get 10 rings.  If you get hit you take no damage but drop the rings.  You and/or other players can then grab them as they bounce along the floor, but if nobody does they disappear after a period of time.  You cannot take damage as long as you have at least one ring, but the more times they are dropped the faster they fade away.

Red shoe box (sonic series): Increases your running speed and jumping height dramatically but decreases your traction.

Paintbrush (mario paint): randomly changes the outfit and/or color of one opponent.  Has no other effects, negative or positive.

Blue Shell (Mario Kart): Homes in on the opponent with the least damage and causes a big explosion near him/her for large damage over a large area

Balloons (Wii Sports Resort): Attach this to an opponent and 3 balloons inflate.  Then a plane from the game strafes the level 3 times, hitting the opponent with paint balls, doing damage and changing his or her outfit each time, resulting in a random outfit.

Giant Egg (Yoshi's Island): Can only be thrown a short distance, but when it lands it does massive damage to anyone it hits and some damage to anyone standing on the same platform.

Goo gun: Shoots a ball of slime that sticks to whoever or whatever it hits.  If it lands on the ground players con only move through it slowly.  If it land on a wall players will stick to it and can wall jump when they are release even if they normally can't do that move.  If it lands on a player they can walk and use a shield but cannot attack, they have to press the attack buttons quickly to break free.  It disappears if it is interacted with enough.

New Assist Trophies:

Boss Summon: summons a boss that does one random attack targeted at a random opponent then disappears.  The more powerful the attack, the more rarely it appears.

Virus (Dr Mario): Three viruses go after the nearest enemy (or enemies).  They reduce speed, jumping height, and attack power and slowly increase damage as long as they are on.  Running past someone fast can brush them off, and getting hit can knock them off.  They will fade on their own after a while, but if they get passed on to someone else this timer gets reset.

Pipes (Mario):  6 pipes appear in random locations: 2 green, 2 red, and 2 yellow.  The pipes of each color connect to the other pipe of the same color, and you can travel both ways through them.  They could appear over a pit, which could be a disaster or a lifesaver depending on which direction you are traveling through them.

Big Metroid (Super Metroid): Latches onto one enemy and increases his or her damage, then latches onto you and decreases your damage by the same amount.  It is heavy, so the jump height is reduces and double and triple jump are entirely eliminated while it attached, so it can kill you or your opponent if it attaches over a pit.

Plant seed (Super Metroid): grows plants like you see in Brinstar in Super Metroid, namely a bed of spikes with a yapping maws (basically a plant that reaches out and grabs you then drops you in the spikes or over a pit, depending on the angle it is growing) and big flowers (which if you step in them chew on you then let you go).  It goes to the nearest platform, so if you do it while just underneath a platform it will attach to the ceiling.  It will grow for a ways, wrapping around corners if necessary.  It does not disappear.

Subspace bugs (Smash Bros): These attack the nearest enemy, turning them into a statue and creating a computer-controlled clone of the enemy that is on your side (it has no friendly fire, either).  The statue cannot be damaged, but it can be picked up and thrown.  If it is thrown in a pit the player loses a life and the clone disappears.  Otherwise the clone has to be killed by your opponents in the normal manner (it stars with zero damage).  So if the targetting opponent is low in damage, it might be better to take the opportunity to finish him or her off.  It he or she is high in damage and thus not a threat, it might be better to let the clone help you out.  This never appears in a two-player match.

Cheer Squad (Elite Beat Agents): The singing group appears, making everyone run faster, jump higher, lose traction, do more damage, and get launched farther while the group is singing.

Grim Leecher (yoshi's island): attaches to an opponent's back and reverses his or her controls for a period of time (just long enough for him or her to get used to it).

Scarecrow (The Legend of Zelda: Ocarina of Time and Majora's Mask): Makes the level turn to night (or change day/night in levels that have that).  At night on levels that do not normally have it, the level gets very dark, although light-emitting items and attacks (like fire attacks magic attacks, or beam attacks) create light around them that illuminates characters and the level.  It is not completely dark, but dark enough that it is hard to make anything out.  Things go back to normal only if someone gets the scarecrow again.
« Last Edit: June 29, 2010, 12:29:06 AM by TheBlackCat »
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Offline ThePerm

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #1 on: June 29, 2010, 12:22:55 AM »
i thought Brawl killed any excitement over the Smash Bros series
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Offline Caterkiller

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #2 on: June 29, 2010, 01:11:54 AM »
i thought Brawl killed any excitement over the Smash Bros series

Not entirely, I still enjoy it. I loved all the music and felt there were only 3 real clones, Toon Link, and Ganondorf, and Lucas everyone else was their own thing. I don't feel like arguing about that so whoever wants to debate about wolf/fox/falco go ahead I DON'T CARE and I'm not replying to it.

I just think people not getting their favorite characters, the story mode being fairly boring when a cut scene isn't happening, along with wi fi being pretty bad it just ruined the experience, especially for people on this board.

I think the stages, items, music, and cast are all fantastic. Plus all the little extra touches like snake calling his buddies about info on all the Nintendo characters! That is classic stuff right there! Only problem is that at a certain level of play, items or no items, some characters just clearly stand above the rest. MK and Snake in particular just cream the rest of the characters, while Link and Ganandorf have such a LOW chance against anyone! Mainly the game needs lots of characters, and it needs to be a bit more balanced out. Add in smooth online play and everyone will love it again.
« Last Edit: June 29, 2010, 01:31:55 PM by Caterkiller »
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Offline Peachylala

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #3 on: June 29, 2010, 02:03:58 AM »
It's rather simple really.

MIYAMOTO CONTROLS SAKURAI MORE.

I liked Brawl too.
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Offline Dasmos

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #4 on: June 29, 2010, 02:17:38 AM »
Go away. These sort of speculation threads just turn in a giant clusterfuck of stupid suggestions and retarded arguments over said suggestions.
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Offline Kytim89

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #5 on: June 29, 2010, 02:44:52 AM »
Throw Jack from Madworld and Travis Touchdown onto the non-Nintendo fighters.
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Offline Dasmos

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #6 on: June 29, 2010, 02:50:59 AM »
Wow, who would have guess the post made directly after mine would have supported my point so well?
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Offline Chozo Ghost

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #7 on: June 29, 2010, 03:02:35 AM »
Nintendo releases one Smash Bros. per generation, per console. The Wii already has its Smash Bros. so that's probably it on that console. But there will probably be one for the Wii2, and hopefully on the handhelds as well which I feel is over due.
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Offline ThePerm

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #8 on: June 29, 2010, 04:55:12 AM »
Go away. These sort of speculation threads just turn in a giant clusterfuck of stupid suggestions and retarded arguments over said suggestions.

QFT

I wasn't much of a hater of SSBB, but there were a lot of obvious things they didn't include in the game.
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Offline Chozo Ghost

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #9 on: June 29, 2010, 08:41:31 AM »
Go away. These sort of speculation threads just turn in a giant cluster**** of stupid suggestions and retarded arguments over said suggestions.

But is that really such a bad thing?
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Offline Dasmos

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #10 on: June 29, 2010, 11:27:57 AM »
Yes. Yes, it is.
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Offline Dirk Temporo

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #11 on: June 29, 2010, 12:21:45 PM »
there were only 3 real clones...Ganondorf

No. Are you serious? The whole Fox crew is WAY more clone-y than G-dorf. Ganondorf plays COMPLETELY differently than Captain Falcon. He's on the complete opposite end of the weight/speed spectrum.
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Offline AV

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #12 on: June 29, 2010, 04:32:53 PM »
i want Wart to be his own character, Mega Man, Simon Belmont and GENO


I want some 3d elements like a Picross 3d cube pops up in front of you and the cubes break apart and fly toward you. Have a puzzle from brain age that requires you to use the touch screen to do something. Like 2+4 = and if you don't reply you get hit.


I like the mario galaxy level, different costumes be graphical versions, allot of the stuff actually.

Offline Ian Sane

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #13 on: June 29, 2010, 04:41:23 PM »
I've realized I'm SSBed out.  I didn't really play much of the original.  My first experience of it was at a friend's house but it was only the two of us playing and he, demonstrating the maturity of a five year old, didn't fill me in on details of how to play the game so that he could kick my ass again and again.  That was a bad first impression.

I gave Melee a chance because I had ran out of things to do on the Cube and everyone was raving about it so I rented it, played it with my friends (including the friend from before, who wasn't such a hot player when his opponent knew how to play), loved it, bought it, and unlocked the sound test with my brother over a couple of weeks of solid playing.  I don't think I've ever given a game such attention.  After work I played SSB Melee until I went to bed.  I liked Brawl but I think Melee had just eaten up all my interest.  There wasn't enough new to not feel like I hadn't done this stuff before.  It's just how things are.

So to get me interested again I think the only way to go is one that did a bit with Brawl - expand the game to other companies.  We've had our Nintendo mascot fighting game, now we need to go beyond that.  I think it's the only way to make things feel fresh.  The other option is fucking with the gameplay and does anyone want that?  If they could go beyond 4 players it would be nice as well.  Online would be the way to do that.

I'm also Mario Karted out.  I don't think multiplayer focused franchises have the legs that single player franchises do.  The new story and new setting can make a single player sequel fresh.  You can't do that with multiplayer focused games.  It ends up feeling too much like a minor update.

Though I also don't like the direction Nintendo has taken with these franchises.  Nintendo seems to like random chaos in their multiplayer games.  It's their idea of balance since a beginner player can still win by luck so they're not discouraged from playing.  I don't mind this to a point, I think SSB relies a lot on random chaos.  But stuff like random tripping and blue shells in Mario Kart?  It's too much.  I want to feel like I have control over whether I win or lose and I see less of that with each game.  I don't see this as something that will improve.  If anything Nintendo will push this even further as they seem to like it.  I'm already bored of the formulas and the franchises are moving a direction I don't care for.  It's no real loss to me to skip them in the future.

Offline Stratos

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #14 on: June 29, 2010, 04:43:38 PM »
How about your character 'de-evolves' as they take damage. 0% is a new, updated look. 20% is a last gen look, 40% is N64, 60% 16-bit/SNES appearance, 100% 8-bit/NES.

Kinda like how as you do poorly in Bit Trip Beat the graphics go down and as you do better the graphics improve.
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Offline broodwars

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #15 on: June 29, 2010, 04:55:09 PM »
I pretty much have 3 major wish list items:
 
1.  No more stages that are essentially an environment that either doesn't do anything or where the environment has minimal (if any) effect on the game.  We had way too many stages like that in Brawl, and they were usually really boring.  Also, while I want large stages, ones like New Pork City where the camera has to pull out so far that it's pretty hard to actually see your character are beyond overkill.
 
2.  No More Clones.  I don't care how slightly they differ from one another: clones are boring and a waste of a character slot, especially in Brawl where we had so many Fox clones.
 
3.  A single-player mode actually worth a damn.  Sub-space Emissary was a good first stab at such a mode, but the stages and enemies were too generic and the progression too dull.
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Offline UltimatePartyBear

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #16 on: June 29, 2010, 06:25:56 PM »
How about your character 'de-evolves' as they take damage. 0% is a new, updated look. 20% is a last gen look, 40% is N64, 60% 16-bit/SNES appearance, 100% 8-bit/NES.

Kinda like how as you do poorly in Bit Trip Beat the graphics go down and as you do better the graphics improve.

That would be a pretty cool effect for the generic enemies used in the 15-Minute and 100-Man stages.

2.  No More Clones.  I don't care how slightly they differ from one another: clones are boring and a waste of a character slot, especially in Brawl where we had so many Fox clones.

Some characters are clones in the source material, though.  Luigi and Falco in particular.  I think they're both worth including in the game, and how else could they be handled than as modifications of Mario and Fox?

Offline Ian Sane

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #17 on: June 29, 2010, 06:48:36 PM »
I also think they absolutely should not release an SSB sequel on the Wii.  No more than one entry per console.  It would be complete overkill to release two Wii SSB games.

Offline Luigi Dude

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #18 on: June 30, 2010, 12:02:39 AM »
2.  No More Clones.  I don't care how slightly they differ from one another: clones are boring and a waste of a character slot, especially in Brawl where we had so many Fox clones.
 

Any type of fighting game with a large roster is going to have clones, PERIOD.  From here on out it's only going to get worse since the more characters a fighting game has, the harder it is to think of totally original movesets that aren't based off a previous one.

Not to mention it's funny how everyone goes crazy over Fox clones, even though there's only 2 of them, and yet other fighting series have way more clones.  Hell, Capcom basically creates a new clone of Ryu with every new Street Fighter game and yet nobody give a damn.  Which is very hypocritical since the difference between Fox and Wolf is much greater then the different between Ryu and the dozen different clones he has by now.
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Offline Peachylala

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #19 on: June 30, 2010, 01:05:18 AM »
Capcom is known for ripping off themselves all the time. Nintendo is not...sometimes.

The clones peeved some people with the same final smashes and all, but seriously they were different. Wolf if my favorite.
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Offline Adrock

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #20 on: June 30, 2010, 02:28:34 AM »
My suggestion is that there is no sequel/update to Brawl and that Smash Bros. as a series is put to rest. I feel like they took Smash as far as it can go gameplay wise and the only additions would be to the roster. I don't think Nintendo should abandon the mascot fighting concept, but if they were to drastically change the gameplay, it would be fair and understandable to christen it a new franchise.
Hell, Capcom basically creates a new clone of Ryu with every new Street Fighter game and yet nobody give a damn.  Which is very hypocritical since the difference between Fox and Wolf is much greater then the different between Ryu and the dozen different clones he has by now.
I disagree. Maybe in the original Street Fighter II Ryu and Ken were almost exact clones. However, characters like Ryu, Ken, Sakura, Akuma, Gouken and even Dan (kind of) play differently enough to justify being separate characters. I think it's a bigger difference than Fox, Falco, and Wolf.

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #21 on: June 30, 2010, 04:02:35 AM »
They can't end the series until they make one with online play that actually works. Also, they need to make Link and Samus suck less than they did in Brawl.
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Offline Shorty McNostril

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #22 on: June 30, 2010, 04:32:59 AM »
Nah.  Smash Bros is finished.  It's all the same.  Unless they make a new one radically different then its not worth making any more.

Offline Pale

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #23 on: June 30, 2010, 11:37:09 AM »
How bout you release Brawl DX that actually features competent online play?  Then they can stop making them.


Edit: Just read insano's post where he said the same thing... but yeah....
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Offline TheBlackCat

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Re: Super Smash Bros Rumble: Ideas and wishlisht
« Reply #24 on: July 01, 2010, 12:40:33 AM »
2.  No More Clones.  I don't care how slightly they differ from one another: clones are boring and a waste of a character slot, especially in Brawl where we had so many Fox clones.
 

Any type of fighting game with a large roster is going to have clones, PERIOD.  From here on out it's only going to get worse since the more characters a fighting game has, the harder it is to think of totally original movesets that aren't based off a previous one.
The whole point of the outfit is to remove some of the need for clones. 

Also, although it is likely that most of the possible move types have been tapped, but they have not come close to tapping all the possible combinations of different move types.  If we do it roughly, we can probably break the common move types into these:

a (4): punch/kick, sword/hammer/short-range weapon, beam, whip
a smash (6): powerful a, longer-range a, a while moving forward, something else from the a list
a up (4): same list as a, but can be a different attack
a down (5): slide, pound ground, low thrust with weapon, low back/forth with short-range weapon, low back/forth with whip
b (7): same list as a, but would be a different attack, plus absorb enemy, enemy's energy, or enemy's attack
b smash (9): powerful b, longer-range b, b while moving forward, something else from the b list
b up (16):  same list as b, but can be a different attack, with or without making you go higher, plus charging the person's body with energy, plus go into a glide
b down (17): same as a down, plus change character, a attacks, b attacks, or movement, reload ammo, charge a or b attack, set a trap, absorb shield, reflect shield, block shield, or do a high jump
b down in air (6): same as a down, plus do a high jump
grab (4): hold or carry, with or without an extension

So based just on those different moves, that leaves 4*6*4*5*7*9*16*17*6*4 = 197,406,720 possible move combinations
Even if we only limit it to different a, b, b up, and b down moves, and assume the other moves would be variants on these (which isn't always the case), that would still be 4*7*9*16*17 = 68,544 possible move combinations.  So the possible character move sets are no where near being tapped.

I might add that this only takes into account combinations where 1 or more moves are of completely different categories, not variants like a heavy slow punch and a light fast punch, which someone here argued meant that characters like Captain Falcon and Ganondorph, whose moves are all of the same type but whose speeds are all different, still don't behave like clones.  If we assume that making all moves have substantially different characteristics but could still be in the same category, that would double the number of move combinations.  It also does not include moves that fit in more than one category, such as kirby's down b which is a block shield and a downward strike.  If we assume any move can be in any 1 or 2 categories, that would increase the number of moves nearly by a power of 2.
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