The Super Smash Bros. Discussion and HEY join this idiots http://steamcommunity.com/groups/Smashpunc
51,434 replies, posted
[QUOTE=Helix Snake;45187161]Hopefully there's an option for that. One of the main points of the C-stick is executing smash attacks with absolutely no charging.[/QUOTE]
I wouldn't mind a method of flicking for quick smash, holding the stick in a direction to charge it. But options never hurt either.
Wasn't there an option like that in Brawl where if you held A while flicking the c-stick it would charge, but if you only flicked the c-stick, it would just quick-smash?
I might just be imagining it, though.
I can confirm the C stick thing. It only happened because i saw it charging for a frame or two before actually trying it. The way I use the c stick at least, it didn't make a difference until I actually held it.
Also, the charging animations are way more intense now. Like the character really shakes and shit and it's pretty awesome.
You can hold Z to charge c-stick smashes anyway
[QUOTE=Reds;45180541]One of the main reasons why I hate Bowser Junior, other than him being generally annoying and the aforementioned reasons, Shadow Mario was a much cooler villain and could have made for more interesting boss fights.[/QUOTE]
I liked Bowser Jr. I didn't think he was annoying as much as I felt that he was a mischievous little spoiled brat, which I think is a personality that suits the son of Bowser perfectly. I thought that Shadow Mario was a cool villain too, but I was pretty alright with the twist being that Bowser Jr was shadow Mario rather than it being another sentient darkworld manifestation of nightmares or some other shit.
I'm one of the few people whose favorite Mario game is Sunshine though
There's nothing wrong with that, Sunshine is a fantastic game, I just wish it were a bit longer.
Also while it's fine in Sunshine because Fludd, I miss the ability to punch.
[editline]23rd June 2014[/editline]
Sunshine has my favourite platforming because it's extremely fluid and Mario has a sense of weight to him.
The bonus stages in Sunshine where you don't have Fludd are also really fun and challenging.
In terms of controls I think I like Super Mario Sunshine the best, Mario can move with such speed and you have so many mobility options it's crazy.
[QUOTE=Reds;45188917]
Sunshine has my favourite platforming because it's extremely fluid[/QUOTE]
heh
Mario adventure games nowadays are annoying in how they keep trying to stuff in things from older Mario adventure games.
[QUOTE=A B.A. Survivor;45189241]Mario adventure games nowadays are annoying in how they keep trying to stuff in things from older Mario adventure games.[/QUOTE]
I think the last game that pulled it well was mario galaxy 1 and 2
No one's gonna post it? Okay then
[IMG]http://i.imgur.com/Niqlvdi.jpg[/IMG]
[quote]Pic of the day. Is this a match made in heaven? Remember, no matter how big you may be, there is always someone bigger.[/quote]
This stage is kinda fugly
Size jokes again.
Ridley confirmed.
The stage is Pac Man's home console stage, by the way, based on the platformer "Pac-Land". The fairy is an actual part of the game; at the halfway point of each level, you meet up with the fairy and then go back, sort of like a crappy Wario Land 4.
There. The more you know.
edit: also, the graphics are directly from the game i believe, which is why it's not a particularly good looking stage
No one's bigger than my lord and savior Rosalina.
[QUOTE=Mio Akiyama;45184172]Stop playing so Much Fallout NV, it's Doc Louis[/QUOTE]
I think the same thing when final smashes are called ults
[QUOTE=Mio Akiyama;45184172]Stop playing so Much Fallout NV[/QUOTE]
Worst advice in the history of advice.
[QUOTE=Zadrave;45189373]I think the last game that pulled it well was mario galaxy 1 and 2[/QUOTE]
galaxy always fet like a glorified Mario64. not even updated, just polished enough to look decent by wii standards.
as such, it felt like a step backwards in comparision to the step from mario64 to sunshine. the first estabished the basis of 3D movement with bits of exploration and platforming, while the later expanded the overall freedom in the form of increased mobility and larger areas to explore. galaxy limits you to an enclosed space and masks it with the ability of jumping from island to island, wich is more evident on the remake of the smb64 level in galaxy 2.
galaxy 1&2 are not bad games at all, but they are certainly not as innovative much less original as people likes to call it. as i see it. the development of the last games that revolve about mario rely way too much on power ups and nostalgia instead of clever level desing and difficuty curves, while dropping the concept of exploration altogether -something that essetially became a stapple in the very first games of the franchise.
The way I see it, Mario Galaxy is an example of the best a linear(ish) Mario game can be, closer to the sidescroller formula than anything.
It's a different style of game in that sense than 64 or Sunshine, I don't think a comparison is really fair. That's just me though.
I really wanted them to expand even more with the "adventure" theme they developed with sunshine, instead of dumbing down the whole franchise to apeal to younger audiences. it doesnt even need to be an open world or a metroidvania kind of game, but instead a mario game where youd have to traverse your way to each area in order to progress, developing a plot in the process.
you know, like the first sonic adventure.
They moved away from Sunshine and a lot of its ideas because of [I]EXTREMELY [/I] heavy criticism they'd received over it at the time from many sources. It was seen as a poor choice - even an outright mistake - for years.
It took until around Galaxy's release for the majority to finally warm up to Sunshine and call it a classic, but by then it was a little bit too late to turn back.
[editline]t[/editline]
IIRC, because of this initial harshness, Nintendo is confused as to why people suddenly want a Mario Sunshine HD, since not long ago people seemed to passionately hate it.
[QUOTE=Metaru;45189822]galaxy always fet like a glorified Mario64. not even updated, just polished enough to look decent by wii standards.
as such, it felt like a step backwards in comparision to the step from mario64 to sunshine. the first estabished the basis of 3D movement with bits of exploration and platforming, while the later expanded the overall freedom in the form of increased mobility and larger areas to explore. galaxy limits you to an enclosed space and masks it with the ability of jumping from island to island, wich is more evident on the remake of the smb64 level in galaxy 2.
galaxy 1&2 are not bad games at all, but they are certainly not as innovative much less original as people likes to call it. as i see it. the development of the last games that revolve about mario rely way too much on power ups and nostalgia instead of clever level desing and difficuty curves, while dropping the concept of exploration altogether -something that essetially became a stapple in the very first games of the franchise.[/QUOTE]
i personally prefer linear gameplay and think mario galaxy is the best linear 3D platformer i've ever played. in fact it's one of my favourite games ever. claiming that they're trying to "mask" the games linearity with the ability to jump from planet to planet is ridiculous. they designed mario galaxy as a linear game and that's what it fucking is, they're not trying to pretend that it isn't and there's nothing wrong with linear gameplay, and the jumping from planet to planet thing/the whole idea of each planet having it's own gravitational pull IS an innovation in linear gameplay, i don't think any game has done anything like that before. i also think that it's a step up from sunshine in terms of overall aesthetic, setting, and music.
also exploration was not a staple established by the first games of the franchise at all. the first games of the franchise were extremely linear, SM64 was the game that deviated from that. if anything i think SMG is more true to the original games of the franchise in it's gameplay than SM64/sunshine.
3D Land and 3D World are my favourite 3D Marios, to be honest. I've always preferred shorter levels and a point A to point B design in platformers, rather than the sandbox design of Mario 64 and its contemporaries.
I like both, and I think there's more than enough room for both in the series.
3D World is my favorite linear Mario game, and Sunshine is my favorite explorative one.
I don't want open world, I want open-level. I want a hub world and individual levels, and there are hardly any games that do that anymore.
[QUOTE=Y'all.;45189928]i personally prefer linear gameplay and think mario galaxy is the best linear 3D platformer i've ever played. in fact it's one of my favourite games ever. claiming that they're trying to "mask" the games linearity with the ability to jump from planet to planet is ridiculous. they designed mario galaxy as a linear game and that's what it fucking is, they're not trying to pretend that it isn't and there's nothing wrong with linear gameplay, and the jumping from planet to planet thing/the whole idea of each planet having it's own gravitational pull IS an innovation in linear gameplay, i don't think any game has done anything like that before. i also think that it's a step up from sunshine in terms of overall aesthetic, setting, and music.
also exploration was not a staple established by the first games of the franchise at all. the first games of the franchise were extremely linear, SM64 was the game that deviated from that. if anything i think SMG is more true to the original games of the franchise in it's gameplay than SM64/sunshine.[/QUOTE]
exploration in a way being able to find alternate routes while still following the same objetive, namely warp pipes and some bonus areas. stuff that would let you revisit a level and allow you to find new areas with their own risks and rewards.
However, gravitational pull (as a mechanic) was nowhere near being innovative, nor in the way galaxy implemented it. the concept predates way back to the super nintendo and yoshi island's boss fight on a planetoid. even sonic adventure 2 features levels with objects having their own gravity field. it was a novelty to feature it as a key element of the gameplay but even then the concept of traversing thru planets with their own gravity is not as used as much or as extensively as the game suggests.
God dammit I saw 40 posts and I thought there was a new character reveal...
And I want high speed racing to make a comeback since its sadly becoming a niche genre...
Come back, Captain Falcon!
[QUOTE=Ayane-152;45190253]And I want high speed racing to make a comeback since its sadly becoming a niche genre...
Come back, Captain Falcon![/QUOTE]
I dream of a day seeing this in HD.
[media]http://www.youtube.com/watch?v=-NbduA_aLT0[/media]
[QUOTE=Metaru;45190140]exploration in a way being able to find alternate routes while still following the same objetive, namely warp pipes and some bonus areas. stuff that would let you revisit a level and allow you to find new areas with their own risks and rewards.
However, gravitational pull (as a mechanic) was nowhere near being innovative, nor in the way galaxy implemented it. the concept predates way back to the super nintendo and yoshi island's boss fight on a planetoid. even sonic adventure 2 features levels with objects having their own gravity field. it was a novelty to feature it as a key element of the gameplay but even then the concept of traversing thru planets with their own gravity is not as used as much or as extensively as the game suggests.[/QUOTE]
maybe mario galaxy didn't invent the concept but it was a far bigger part of the game and the level design than in yoshi's island/sonic adventure 2.
i don't think mario galaxy was as innovative as mario 64. i just think it's a really solid game with enough unique concepts to feel like a fresh spin on traditional mario gameplay. i also do not think it's a "step back" just because it's linear. i prefer linear gameplay because i like a clear objective and clear progression and don't like feeling lost, but that's just me. i can understand the appeal of non-linear/exploratory gameplay like in SM64 and i don't think either gameplay style is superior.
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