The KP Report podcast also noted that Kojima was playing as Snake and Sakurai was playing as Mario during his play time. Apparently, Kojima didn't want to attack Mario "out of respect," seeing as how he grew up with Nintendo's number one mascot.
This little tidbit of news is interesting, not only because it shows how much of a wuss the creator of Solid Snake really is (who wouldn't want to beat the crap out of Mario when playing Smash Bros.?) but also shows how far along the game is in development. Nintendo has been quiet on Brawl for a while, so it's good to hear that the game is at least mostly complete from a third party. That brings high hopes that the Wii's Super Smash Bros. game will come out this year. But will it still be online?
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Apparently, Kojima didn't want to attack Mario "out of respect," seeing as how he grew up with Nintendo's number one mascot.
QuoteThis is quite a bit different from the old "will" be out at launch and "will" have online statements I was hearing a year ago. I waited in line in the cold to make sure I had a Wii when Smash came out, not to get tired of Warioware after playing it like six times. Every day without Smash is like another day with an emulator that cost like two hundred dollars.
That brings high hopes that the Wii's Super Smash Bros. game will come out this year. But will it still be online?
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Originally posted by: S-U-P-E-R when Smash came out
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Originally posted by: S-U-P-E-RQuoteThis is quite a bit different from the old "will" be out at launch and "will" have online statements I was hearing a year ago. I waited in line in the cold to make sure I had a Wii when Smash came out, not to get tired of Warioware after playing it like six times. Every day without Smash is like another day with an emulator that cost like two hundred dollars.
That brings high hopes that the Wii's Super Smash Bros. game will come out this year. But will it still be online?
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Originally posted by: Smash_Brother
And 1v1 fighting would be fine because it would force them to balance characters in a 1v1 setting, no more of people saying "It's balanced because it's meant to be four player! LULZ!"
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Originally posted by: Shecky You might as well play street fighter instead.
QuoteBecause quarter-circles are sooooooooooo hard. Don't be retarded.
Except for the fact that it sucks.
SSB is the antithesis of Street Fighter and all its vile ilk. Rather than memorizing how to input asinine and drawn out commands to control your character, you simply control your character.
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Originally posted by: S-U-P-E-R Because quarter-circles are sooooooooooo hard. Don't be retarded.
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Originally posted by: Smash_BrotherQuote
Originally posted by: S-U-P-E-R Because quarter-circles are sooooooooooo hard. Don't be retarded.
Yes, because all the cool kids hit back, back, toward, low kick, up, high kick, low punch, toward, down-toward, down, low kick when they want to make their character throw a fireball.
And then there's the fact that the series has seen more milking than the entire state of Wisconsin and the practice of Lactophilia since its inception in ancient Rome, combined.
*ahem*
Street Fighter
Fighting Street (Turbo CD)
Street Fighter (ZX Spectrum, Amstrad CPC, Commodore 64, Atari ST, Commodore Amiga, DOS)
Street Fighter II - The World Warrior (ZX Spectrum, Commodore 64, Atari ST, Commodore Amiga, DOS)
Street Fighter II (Nintendo Game Boy - this version combined elements from the first 4 versions of SFII [SFII:TWW-SSFII])
Street Fighter II - The World Warrior (PlayStation - part of Street Fighter Collection Vol. 2)
Street Fighter II - The World Warrior (Sega Saturn - part of Capcom Generation Vol. 5: Fighters, Japanese release)
Street Fighter II - The World Warrior (Super Nintendo Entertainment System)
Street Fighter II' - Champion Edition
Street Fighter II' - Champion Edition (TurboGrafx-16 - Japanese release)
Street Fighter II' - Champion Edition (SNES - part of Street Fighter II Turbo - Hyper Fighting)
Street Fighter II' - Champion Edition (Mega Drive/Genesis - part of Street Fighter II' - Special Champion Edition)
Street Fighter II' - Champion Edition (PlayStation - part of Street Fighter Collection Vol. 2)
Street Fighter II' (Sega Master System)
Street Fighter II' - Champion Edition (Sega Saturn - part of Capcom Generation Vol. 5: Fighters, Japanese release)
Street Fighter II' Turbo / Street Fighter II' - Hyper Fighting
Street Fighter II Turbo - Hyper Fighting (SNES)
Street Fighter II' - Special Champion Edition / Street Fighter II' Plus (Sega Mega Drive/Genesis)
Street Fighter II' Turbo / Street Fighter II' - Hyper Fighting (PlayStation - part of Street Fighter Collection Vol. 2)
Street Fighter II' Turbo - Hyper Fighting (Sega Saturn - part of Capcom Generation Vol. 5: Fighters, Japanese release)
Street Fighter II' Turbo - Hyper Fighting (Xbox 360 - downloadable through Xbox Live Arcade, Released August 2, 2006)
Super Street Fighter II - The New Challengers
Super Street Fighter II - The New Challengers (SNES)
Super Street Fighter II - The New Challengers (Sega Mega Drive/Genesis)
Super Street Fighter II - The New Challengers (PlayStation - part of Street Fighter Collection)
Super Street Fighter II - The New Challengers (Sega Saturn - part of Street Fighter Collection)
Super Street Fighter II - The New Challengers (Atari ST, Commodore Amiga, DOS)
Super Street Fighter II - The New Challengers (DOS - US release)
Super Street Fighter II Turbo / Super Street Fighter II X - Grand Master Challenge
Super Street Fighter II Turbo / Super Street Fighter II X - Grand Master Challenge (Panasonic 3DO)
Super Street Fighter II Turbo (DOS, Amiga, Amiga CD32)
Super Street Fighter II Turbo / Super Street Fighter II X - Grand Master Challenge (PlayStation - part of Street Fighter Collection)
Super Street Fighter II Turbo / Super Street Fighter II X - Grand Master Challenge (Sega Saturn - part of Street Fighter Collection)
Super Street Fighter II Turbo / Super Street Fighter II X - Grand Master Challenge (PlayStation2 - part of Capcom Classics Collection Volume 2)
Super Street Fighter II Turbo/ Super Street Fighter II X - Grand Master Challenge (Xbox - part of Capcom Classics Collection Volume 2)
Super Street Fighter II X Grand Master Challenge for Matching Service (Sega Dreamcast - Japan only) - First fighting game with online play
Super Street Fighter II Turbo Revival / Super Street Fighter II X Revival (Game Boy Advance)
Hyper Street Fighter II: The Anniversary Edition
Hyper Street Fighter II: The Anniversary Edition (PlayStation 2 - part of Street Fighter Anniversary Collection)
Hyper Street Fighter II: The Anniversary Edition (Xbox - part of Street Fighter Anniversary Collection)
A pinball game titled Street Fighter II
A card game titled Street Fighter II - World Warriors Card Game
An LCD game titled Street Fighter II
A board game titled Street Fighter II
A competitive spinning-top game similar to that of Beyblade titled Spin Fighters.
A slot machine titled "Street Fighter II"
Street Fighter Alpha - Warriors' Dreams / Street Fighter Zero (Game Boy Color)
Street Fighter Alpha - Warriors' Dreams (DOS - US release)
Street Fighter Alpha - Warriors' Dreams / Street Fighter Zero (PlayStation)
Street Fighter Alpha - Warriors' Dreams / Street Fighter Zero (Sega Saturn)
Street Fighter Alpha 2 / Street Fighter Zero 2
Street Fighter Alpha 2 / Street Fighter Zero 2 (SNES)
Street Fighter Alpha 2 / Street Fighter Zero 2 (PlayStation)
Street Fighter Alpha 2 / Street Fighter Zero 2 (Sega Saturn)
Street Fighter Alpha 2 (DOS - US release)
Street Fighter Alpha 2 Gold / Street Fighter Zero 2' (Sega Saturn - part of Street Fighter Collection)
Street Fighter Alpha 2 Gold / Street Fighter Zero 2' (PlayStation - part of Street Fighter Collection)
Street Fighter Alpha 3 / Street Fighter Zero 3
Street Fighter Alpha 3 / Street Fighter Zero 3 - Saikyou-ryuu Dojo (Sega Dreamcast) - Online play
Street Fighter Alpha 3 / Street Fighter Zero 3 (PlayStation)
Street Fighter Zero 3 (Sega Saturn - Japan only)
Street Fighter Alpha 3 / Street Fighter Zero 3 Upper (Game Boy Advance)
Street Fighter Zero Double Upper / Street Fighter Alpha 3 Max (PSP)
Street Fighter Zero 2 Arrange
Street Fighter Zero 2 Alpha Arrange
Street Fighter Zero 3 Upper
Hyper Street Fighter Zero
Street Fighter III: New Generation (Sega Dreamcast - part of Street Fighter III: Double Impact)
Street Fighter III: 2nd Impact - Giant Attack
Street Fighter III: 2nd Impact - Giant Attack (Sega Dreamcast - part of Street Fighter III: Double Impact)
Street Fighter III: 3rd Strike - Fight for the Future
Street Fighter III: 3rd Strike - Fight for the Future (Sega Dreamcast)
Street Fighter III: 3rd Strike - Fight for the Future (PlayStation 2 - part of Street Fighter Anniversary Collection)
Street Fighter III: 3rd Strike - Fight for the Future (PlayStation 2 - Japan release only)
Street Fighter III: 3rd Strike - Fight for the Future (Xbox - part of Street Fighter Anniversary Collection)
Street Fighter EX
Street Fighter EX +
Street Fighter EX + ?
Street Fighter EX 2
Street Fighter EX 2 Plus
Street Fighter EX 3
And let's not be forgetting the Puzzle Fighters, the Vs. games and the HD "remixes" on the 360.
So, uh, yeah...
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Originally posted by: S-U-P-E-R
Because quarter-circles are sooooooooooo hard. Don't be retarded.
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Originally posted by: Smash_BrotherQuote
And let's not be forgetting the Puzzle Fighters, the Vs. games and the HD "remixes" on the 360.
Don't forget the movies, the anime, the comics and the action figures (including the GI Joe ones)...
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Originally posted by: Smash_Brother
D'oh, you're right, UB.
Raul Julia's last movie.
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Originally posted by: S-U-P-E-R
There's a difference between milking a franchise and it being popular enough to be ported to everything and re-released regularly
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Originally posted by: Ian Sane
Part of the design of a fighting game like Street Fighter is to make it so it's not just about when to do what move and that the more damaging moves require skill to accomplish. In SSB it takes no really effort to pull of a special move. Now some people like that because they just want to do the move. But when you have to enter a button combination to do that move it means you might f*ck it up. It takes practice to pull off the best moves at a moments notice. The game rewards dedication.
Maybe you like SSB's method better and that's okay. But Street Fighter and games like it have merit. If you don't like it because it's too difficult to do the moves it just means you suck at it.
I will admit though that Capcom milks Street Fighter too much. But then they're Capcom. They milk EVERYTHING.
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Originally posted by: Ian Sane
Part of the design of a fighting game like Street Fighter is to make it so it's not just about when to do what move and that the more damaging moves require skill to accomplish. In SSB it takes no really effort to pull of a special move.
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Originally posted by: thatguy
One could say that the amount of discipline it takes to know that a fox at 20% damage can be thrown by Marth for ten more damage, and then hit successively by the tip of his sword for a nice combo, along with all similar information, is similar to knowing the ins and outs of performing moves in street fighter. When it boils down to it, though, what I think puts Smash Brothers over a traditional fighter is the ease of use, allowing players to switch characters and not lose much of what they learned in previous battles, and the traditional fighter gives too little to learning on a game by game basis, and too much for single-player combo memorization.
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Originally posted by: Ian Sane Plus no one was all "fighting games are too complicated" until Nintendo f*cked up on the N64 and certain genres were absent. Nintendo didn't have fighting games so a large portion of their fans decided that fighting games were crap and then once Nintendo released their own fighting game all fighting games that didn't play like it were crap. All the N64 owners who had a SNES were loving the f*ck out of Street Fighter II. It's the same with RPGs. They became crappy once Nintendo didn't have them and the fans had to convince themselves that that which they were deprived of was no good in the first place.
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Originally posted by: Smash_Brother
Seriously, that's a pretty far-fetched conspiracy theory.
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Originally posted by: Amodaus1
Smash_brother is right in his point about Melee being at the same level of depth as Street Fighter (or other fighters), that why there are tourny's / tiers ect.. ect...
What smash_brother has wrong is his complaint about complex inputs in street fighter being stupid, while NOT acknowleging the fact that to be good in melee you must know the ins and outs of the Short hop/ Shuffle/ Wave dash / L-cancel / Spike cancel / ect.. ect...
So while in Melee your not looking for specific frames to cancel into your super/ special, or moves with enough lag to buffer into that 360 grapple, what you are doing is shifting that finger dexterity over to hiting L right as link's sword plants into the floor, or wavedashing to cancel out of foxes reflector so you can score the C-stick up kick on the stunned opponent. I have always compared that last example to super canceling in Street fighter, its the same premise.
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Originally posted by: Amodaus1 What smash_brother has wrong is his complaint about complex inputs in street fighter being stupid, while NOT acknowleging the fact that to be good in melee you must know the ins and outs of the Short hop/ Shuffle/ Wave dash / L-cancel / Spike cancel / ect.. ect...
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Originally posted by: Amodaus1
You do have your point, but i was making a direct comparision to the dexterity and complexity involved in both games. They are not so un-alike, they are very similar. For arguements sake, I could say that one doesn't not need to use special's or supers in Street Fighter, you could just use strings instead of combos, and juggling can still take place. I know when i started playing SF2 I would only use Hard kicks and punches, usually the hard jump kick and sweep. Then when you learn quater circle foward for the first time, its all about the spam.