Super Smash Bros. for 3DS & Wii U Thread 7: How Can My Smash Brother Be This Cut

Press pack.

I really don't see how the two are related at all.

There is some obvious shift in his thinking after Brawl considering the types of newcomers that are in Smash 4.

That was the old one.

I think it's still the Jump Thrust, just captured at a weird looking frame of animation.
 
As far as being faithful to its origins, absolutely. Sure, gameplay-wise, it's not faithful, but it literally encompasses every single thing that happened in the first two games. Every enemy, every stage, everything has story around it, explained, etc. Absolutely. I don't think i've seen a retro revival of any franchise that was a SEQUEL (not a reboot) be so faithful to its predecessors.

Huh? Uprising seems to completely ignore the Gameboy game. It does encompass everything of the first one though, especially in the Medusa stages.
 
I really don't see how the two are related at all.

There is some obvious shift in his thinking after Brawl considering the types of newcomers that are in Smash 4.

That was the old one.

I feel like his take on Pit, bringing pit into the modern world with smash bros brawl, then making pit have his own, modern game, that is so rich of detail and completely builds upon the existing worlds made sakurai appreciate character history and heritage even moreso than before. He could have scrapped all of the old enemies, but he kept them. He could have changed the enemy names, but he kept them. He could have rebooted the franchise, started over, but he made a sequel that takes place 20 years after the last game.

He completely learns to appreciate everything that fans like about the old games, learns how to remain faithful to that, and then learns how to make them work in the modern world.

Then, he reveals smash 4, with mega man. Mega man could have been more like his manga/anime counterpart, but he made him look like his 8-bit instead. His poses, his animations, his moves, all 100% faithful to megaman. Why? Because sakurai now has an appreciation for character IP heritage, all thanks to Pit and Kid icarus. Something he didn't appreciate before, because he was never tasked to make a sequel for someone else's game.

He shows donkey kong get his roll. He shows wireframe little mac. He shows link's back flip. He's starting to make changes that better reflect the character's history and heritage.

This is all just my opinion, but looking at sakurai's work over the last 20 years, I can see how it all has evolved.

Then he does stuff like changing ZSS, and link's up-air, and, well, I have no explanation for those :p

Huh? Uprising seems to completely ignore the Gameboy game. It does encompass everything of the first one though, especially in the Medusa stages.

to be fair, I barely played the game boy one, so, good call on calling me out.
 
I think it's still the Jump Thrust, just captured at a weird looking frame of animation.
It isn't.

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In summary:

  1. Fighting game with non-nintendo characters was prototyped
  2. Fighting game became smash 64
  3. Many abilities were kept due to development time/cost
That much definitely isn't true. There's a long interview on Shigesato Itoi's site regarding the development of the first Smash Bros., and Sakurai says that the decision to use Nintendo characters in Fighting King was made early on after only one rough character was developed. In the screen shots released from that early prototype, none of the animations match up to anything found in SSB64.
 
That much definitely isn't true. There's a long interview on Shigesato Itoi's site regarding the development of the first Smash Bros., and Sakurai says that the decision to use Nintendo characters in Fighting King was made early on after only one rough character was developed. In the screen shots released from that early prototype, none of the animations match up to anything found in SSB64.

Thank you for that info! I was just speculating. I always assumed captain falcon did what he did because it was based on one of the original charcters in the prototype.

Edit:

Lol iwata

iwata.JPG
 
I always assumed captain falcon did what he did because it was based on one of the original charcters in the prototype.
I've seen this opinion a lot, but the only similarities between Captain Falcon and the prototype character is that they're regularly proportioned humans. They still have different attacks and stances.
 
I feel like his take on Pit, bringing pit into the modern world with smash bros brawl, then making pit have his own, modern game, that is so rich of detail and completely builds upon the existing worlds made sakurai appreciate character history and heritage even moreso than before. He could have scrapped all of the old enemies, but he kept them. He could have changed the enemy names, but he kept them. He could have rebooted the franchise, started over, but he made a sequel that takes place 20 years after the last game.

He completely learns to appreciate everything that fans like about the old games, learns how to remain faithful to that, and then learns how to make them work in the modern world.

Then, he reveals smash 4, with mega man. Mega man could have been more like his manga/anime counterpart, but he made him look like his 8-bit instead. His poses, his animations, his moves, all 100% faithful to megaman. Why? Because sakurai now has an appreciation for character IP heritage, all thanks to Pit and Kid icarus. Something he didn't appreciate before, because he was never tasked to make a sequel for someone else's game.

He shows donkey kong get his roll. He shows wireframe little mac. He shows link's back flip. He's starting to make changes that better reflect the character's history and heritage.

This is all just my opinion, but looking at sakurai's work over the last 20 years, I can see how it all has evolved.

Then he does stuff like changing ZSS, and link's up-air, and, well, I have no explanation for those :p



to be fair, I barely played the game boy one, so, good call on calling me out.

I can definitely see a marked difference in the already mostly superb attention to detail in Sakurai's developing/directing. Little things like Link's back flip or big things like his Jump slash show that he is finally confident enough and willing to make crucial changes to veterans for the sake of accuracy and that he truly wants to portray the characters in the way they were meant to be portrayed. It is a definite evolution in his thinking. That's for sure.
 
Nice way the GIF's were blown up. Nice and clean.

Am I seeing things or are the animations in those gifs slightly different with the top one having Link lean back more during the up air?

I swear he is more upright in the bottom one and it looks much more natural than the top one.
 
Am I seeing things or are the animations in those gifs slightly different with the top one having Link lean back more during the up air?

I swear he is more upright in the bottom one and it looks much more natural than the top one.

I'm not quite seeing it.

It looks normal in both to me.
 
Could be the collect flashing effect obscuring the first few frames or that one gifmis shorter than the other. Ah well.

Edit: I figured it out I think; in the first gif, his Up air hits the enemies and it causes him to lean back more from impact and in the second one he doesn't hit the waddle Dee so stays more upright since there is no recoil.
 
That much definitely isn't true. There's a long interview on Shigesato Itoi's site regarding the development of the first Smash Bros., and Sakurai says that the decision to use Nintendo characters in Fighting King was made early on after only one rough character was developed. In the screen shots released from that early prototype, none of the animations match up to anything found in SSB64.
Do you happen to know where can I read a translated version of this interview?
 
I'm pretty sure some of Falcon's attacks (Like Falcon Kick's ground animation) are based on an F-Zero racer, in the same way Fox got some of his moves based on his spaceship.

Never noticed the crotch. Now I can't unsee it.

Zero Suit's animations just seem off. Like the recovery in her trailer has her pointing her boots upward. What was up with that?
Her Jet Boots propel her upwards. For that to work she has to point her boots towards the stage.
 
She is able to turn into a ball when in her suit. Some stuff just won't make sense, so it is best not to think about it lol.
 
Samus is able to compress her body into a small ball to roll around and people are complaining about the way zero suit samus stands when shooting a gun? Come on Samus clearly isn't a normal human <_<
 
Samus is able to compress her body into a small ball to roll around and people are complaining about the way zero suit samus stands when shooting a gun? Come on Samus clearly isn't a normal human <_<
It's similar to the Link situation. There was no reason to change it, and now the move is less faithful to the series.
 
That's not how jets work though!

They should be facing away from the stage! This has bothered me for some time now.

But then she wouldn't also be able to kick people in the face with her boots.

Yes, it's inaccurate, but it's also funny and better than her tether, and will probably do some decent damage. A good trade off as far as I'm concerned.
 
I always figured that Rayqaza was in the lake because they cut a scene where Fox and Falco must have been in a dogfight in the upper atmosphere which caught Rayquaza's attention and dragged him into the fray. Eventually they all crashed in or by the lake.

It's utter fanon, but it's all I've got.
 
That's not how jets work though!

They should be facing away from the stage! This has bothered me for some time now.

Technically the boots could work facing towards the stage as long as the heels were pointed away and they are springy and malleable so maybe they pivot around during recovery?
 
Do you happen to know where can I read a translated version of this interview?
I don't know if it's ever been translated in full. I read bits and pieces of a translation back in the pre-Brawl days on... I think GameFAQs, and the Fighting King part (among others) stuck with me.
 
ZSS's rigging does seem a little off in areas, like the stomach collapse in the new laser gun pose. It must be well-nigh impossible to get it perfect for the wide variety of moves and poses these characters perform, but I'm hoping it improves before final release. I wonder just how much exactly is still subject to change? You'd think they wouldn't show anything that was still in a very early state. People were pointing out some similar issues in Sheik's hands that should be fairly simple to fix.
 
I might be off-base here because I haven't really spent that much time thinking about it, but isn't everyone kinda missing the point of the "jet boots"? The thrust isn't from the underside of the boots, but the back (or heel). That's what is meant to give ZSS's kicks the increased force. By the same token, when you point your toes straight upwards, your heel faces the ground, therefore ZSS accelerates upwards to recover.
 
Uh, I'm not sure that's how jets work.

In this case though it's more that Zero Suit Samus just has weird animations in Smash 4.

Pretty sure it's just the one. (the jet boots Up-B) And I'm pretty sure that in motion it'll actually look good and work well.

And if people really do care so much about the stance when she's shooting, well that just seems silly to me. It's more dynamic. It'll probably look good in motion too.

People always like to dissect these thing in still images, but come on. Most of this stuff will even out and look good in motion, or it won't even be noticeable.

Except Link's up air. He does hold that position for a good while, as we've already seen. But even then, it's no big deal. Not hard to get used to.
 
The same way getting hurt more makes you fly further when hit.

Shouldn't ROB move down when he uses his up B in the air then? Also, I still don't see the connection.

I think he's making the astute point that the governing logic over all of this is that it's a video game and has to work like a video game. It doesn't have to make any sense (like having a higher damage percentage making you fly further), it's a video game.

The old MST3K Mantra still holds true today :) "Repeat to yourself, it's just a show, I should really just relax"
 
ZSS's rigging does seem a little off in areas, like the stomach collapse in the new laser gun pose. It must be well-nigh impossible to get it perfect for the wide variety of moves and poses these characters perform, but I'm hoping it improves before final release. I wonder just how much exactly is still subject to change? You'd think they wouldn't show anything that was still in a very early state. People were pointing out some similar issues in Sheik's hands that should be fairly simple to fix.

Maybe the animation oddities are due to the 3DS and WiiU sharing animations in spite of having completely different models for the characters? I guess they might leave tweaking Wii U animations for later, considering the release dates.
 
It's similar to the Link situation. There was no reason to change it, and now the move is less faithful to the series.
Zero Suit Samus' recovery was never faithful to the series; the whip was invented for Smash.

So I can forgive the move for that. I have trouble forgiving how it looks stupid because she's pointing the jets the wrong way.
I might be off-base here because I haven't really spent that much time thinking about it, but isn't everyone kinda missing the point of the "jet boots"? The thrust isn't from the underside of the boots, but the back (or heel). That's what is meant to give ZSS's kicks the increased force. By the same token, when you point your toes straight upwards, your heel faces the ground, therefore ZSS accelerates upwards to recover.
If you've watched the direct, Samus points the jets upwards and towards the stage, which would shoot her down.
 
I think he's making the astute point that the governing logic over all of this is that it's a video game and has to work like a video game. It doesn't have to make any sense (like having a higher damage percentage making you fly further), it's a video game.

The old MST3K Mantra still holds true today :) "Repeat to yourself, it's just a show, I should really just relax"

.

Though it really is fun to playfully debate these sorts of things and since we will always project our own anthropic view on the world, these sorts of arguments will always come up. I think they are great as long as it stays friendly.
 
Maybe the animation oddities are due to the 3DS and WiiU sharing animations in spite of having completely different models for the characters? I guess they might leave tweaking Wii U animations for later, considering the release dates.

Definitely a possibility. It must be such a weird development environment, having both games being worked on by (presumably) largely the same teams, with the same characters and moves... but wildly different assets.
 
ZSS every time she uses her up b it ends up shooting flames towards her body >.>

This is assuming there are jets on the top half of the boots which she uses to jet back up
 
Zero Suit Samus' recovery was never faithful to the series; the whip was invented for Smash.
I think he's talking about the Paralyzer (neutral B). The old animation was a recreation of the Zero Mission sprite, but now it isn't based on anything.
 
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