• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Super Smash Bros. for 3DS & Wii U Thread XIII: Leak Dynasty

Status
Not open for further replies.
Mega Man's unlock conditions:
Cancel a match.

iggwkluuexrkkkgr30.gif
 
Mega Man's unlock conditions:
Cancel a match.

DAMN SON THAT'S COLD
L+R+A+Start

Rösti;126711011 said:
Wrapped this up:

nintendo64controllerfbuktv.png


I'd buy it. Would you?

Haha this wouldn't be very practical for Smash without a second stick. Yeah it works for Smash 64 and we'll have to deal with a single stick layout for 3DS unless CPP is supported, but for Wii U I'm definitely gonna need that superior two stick layout.
 
I wouldn't mind a N64 controller. Never had any problems with figuring it out. If they moved the stick to the left it'd be pretty great.

Stick smashing is for sissies.
 
Regarding unlockables, they should just use standard melee/non sse brawl methods AND add the konami code to the titlescreen to unlock everything.
I can't see a reason why this wouldn't make everyone happy, but thats probably why it won't be in.
 
Thankfully none of the unlockables will require playing through Subspace Emissary thankfully.
That mode getting dropped wasn't even a loss.
 
Rösti;126711011 said:
Wrapped this up:

nintendo64controllerfbuktv.png


I'd buy it. Would you?

This wouldn't work with Smash but I wish they released something like this for every Nintendo controller. If they pushed Virtual Console harder I think they'd have a market for N64, SNES and NES controller re-releases.
 
Thankfully none of the unlockables will require playing through Subspace Emissary thankfully.
That mode getting dropped wasn't even a loss.

To be honest, I don't get why SSE is hated THAT much. Yes, it was a boring mode, yes it took away a lot of resources that could've made Brawl a better game.
But I think that while the execution lacked, and it was way too ambitious a project for Sakurai's rather small team for Brawl, the idea itself was absolutely fantastic. It would've taken only a few things to make it an entertaining mode, and the cutscenes were fun.

It was at least entertaining enough to play through once.
 
To be honest, I don't get why SSE is hated THAT much. Yes, it was a boring mode, yes it took away a lot of resources that could've made Brawl a better game.
But I think that while the execution lacked, and it was way too ambitious a project for Sakurai's rather small team for Brawl, the idea itself was absolutely fantastic. It would've taken only a few things to make it an entertaining mode, and the cutscenes were fun.

It was at least entertaining enough to play through once.

That was my issue with it.
The end product just wasn't worthy of the time. True it could have been improved for later games in the series to be better, but I think it was still a better idea in the end to drop it. After all when it comes to Smash once you have all the characters most of the time it all just turns into trying to get all the collectibles and keeping your time in SP modes to a minimum if you have people to play with.
 
I think SSE would have gotten a lot less hate if they just dropped the whole "random enemy appears, screen locks until beating them" mechanic that was used through most of the game outside of the Great Labyrinth.

That basically turned it into a "beat'em up" game like Final Fight or Double Dragon, rather than an adventure game, and the beat'em up genre is niche for a reason...

The end product just wasn't worthy of the time. True it could have been improved for later games in the series to be better, but I think it was still a better idea in the end to drop it. After all when it comes to Smash once you have all the characters most of the time it all just turns into trying to get all the collectibles and keeping your time in SP modes to a minimum if you have people to play with.

Are we really seeing all that extra content from dropping it though? The only thing that this new Smash seems to be adding more compared to Brawl are items...
 
I think SSE would have gotten a lot less hate if they just dropped the whole "random enemy appears, screen locks until beating them" mechanic that was used through most of the game outside of the Great Labyrinth.

That basically turned it into a "beat'em up" game like Final Fight or Double Dragon, rather than an adventure game, and the beat'em up genre is niche for a reason...

Why you draggin Beat Em Ups through the mud like that? What'd they do to you? SSE's design overall was just bad.
 
I think SSE would have gotten a lot less hate if they just dropped the whole "random enemy appears, screen locks until beating them" mechanic that was used through most of the game outside of the Great Labyrinth.

That basically turned it into a "beat'em up" game like Final Fight or Double Dragon, rather than an adventure game, and the beat'em up genre is niche for a reason...

You have a very weird definition of "beat'em up".
 
Why you draggin Beat Em Ups through the mud like that? What'd they do to you? SSE's design overall was just bad.

You have a very weird definition of "beat'em up".

Well, it's the truth. Kirby games have a similar mechanic, but they're reserved for a few boss-like encounters. SSE does that all the time. Almost every time a random group of enemies appear the player is screen locked. Sometimes you also have reinforcements arriving and you need to beat the entire group before advancing. The only side-scrolling genre that actually follows SSE's structure, where the player is almost always screen locked until getting the enemies out of the way are beat'em ups, not platformers.
 
Fire Emblem seems way too low with how many games it's had.


I wouldn't buy it unless I grow a third arm.

Half of them are either Japan-only or remakes, also Awakening is the first game in the series to reach a million (both games with Ike sold like shit....*sigh*)

Edit: however I think the <5 million figure is pre-Awakening
 
Well, it's the truth. Kirby games have a similar mechanic, but they're reserved for a few boss-like encounters. SSE does that all the time. Almost every time a random group of enemies appear the player is screen locked. The only side-scrolling genre that actually follows SSE's structure, where the player is almost always screen locked until getting the enemies out of the way are beat'em ups, not platformers.

More than Beat Em Ups do that, and it's a different genre entirely. This was just bad. Final Fight isn't bad. Don't compare the two.
 
Half of them are either Japan-only or remakes, also Awakening is the first game in the series to reach a million (both games with Ike sold like shit....*sigh*)

That really sucks. Hopefully the money they made from Awakening doesn't mean FE12 will be similar to it.
 
More than Beat Em Ups do that, and it's a different genre entirely. This was just bad. Final Fight isn't bad. Don't compare the two.

I don't see how it being "bad" or not has to do with anything.

Platformers (like Kirby) sometimes have a few examples of a similar gameplay situation, but they aren't part of the core design like they are in SSE or beat'em ups. Games like Mario and Donkey Kong don't even have that. It's not just a few random rare encounters that lock the player and force to fight against waves of grunts before progressing. It's there all the time in most levels outside of the final one.

Part of SSE's problems is exactly that design choice not fitting a fairly lengthy gameplay experience like it. Doing away with that would have improved it quite a bit.
 
I don't see how it being "bad" or not has to do with anything.

Platformers (like Kirby) sometimes have a few examples of a similar gameplay situation, but they aren't part of the core design like they are in SSE or beat'em ups. Games like Mario and Donkey Kong don't even have that. It's not just a few random rare encounters that lock the player and force to fight against waves of grunts before progressing. It's there all the time in most levels outside of the final one.

Part of SSE's problems is exactly that design choice not fitting a fairly lengthy gameplay experience like it. Doing away with that would have improved it quite a bit.

Doing away with in SSE would've helped a small bit of it, yes, but it's not fair to Beat Em Ups to generalize it to that mechanic. Character Action games do it too, and it's not bad or boring there at all.
 
I don't see how it being "bad" or not has to do with anything.

Platformers (like Kirby) sometimes have a few examples of a similar gameplay situation, but they aren't part of the core design like they are in SSE or beat'em ups. Games like Mario and Donkey Kong don't even have that. It's not just a few random rare encounters that lock the player and force to fight against waves of grunts before progressing. It's there all the time in most levels outside of the final one.

Part of SSE's problems is exactly that design choice not fitting a fairly lengthy gameplay experience like it. Doing away with that would have improved it quite a bit.

I liked how Adventure Mode in Melee was. Enemies would only lock you in if they were of the playable sort.
 
Not using the C-Stick is like not using jump buttons because it 'makes it too easy' or something.

C-stick owns all day every day, long live c-stick.

People who complain about the c-stick are just too wimpy to use it.
 
Not using the C-Stick is like not using jump buttons because it 'makes it too easy' or something.

C-stick owns all day every day, long live c-stick.

People who complain about the c-stick are just too wimpy to use it.

Agreed, it's key to my Project M Squirtle game. Up Throw into Dash Cancel (if the enemy DIs) + Up Smash is one of my most reliable kill moves.
 
Status
Not open for further replies.
Top Bottom