Mega Man's unlock conditions:
Cancel a match.
Rösti;126711011 said:Wrapped this up:
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I'd buy it. Would you?
Rösti;126711011 said:Wrapped this up:
![]()
I'd buy it. Would you?
Mega Man's unlock conditions:
Cancel a match.
Mega Man's unlock conditions:
Cancel a match.
LOLMega Man's unlock conditions:
Cancel a match.
Mega Man's unlock conditions:
Cancel a match.
Rösti;126711011 said:Wrapped this up:
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I'd buy it. Would you?
Mega Man's unlock conditions:
Cancel a match.
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.
/DeadLike the franchise
Hey if you want to spend 8-10 hours just so you can unlock Toon Link, be my guest.
Mega Man's unlock conditions:
Cancel a match.
Rösti;126711011 said:Wrapped this up:
![]()
I'd buy it. Would you?
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...
Mega Man's unlock conditions:
Cancel a match.
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...
So the pyrosphere scan says "A large shadow looms"
Miiverse home to awful human beings, confirmed.
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".
Fire Emblem seems way too low with how many games it's had.
I wouldn't buy it unless I grow a third arm.
You are bad guy, but this does not mean you are bad guy.Just caught up with the fanfic, why am I a bad guy?![]()
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.
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.
I wouldn't buy it unless I grow a third arm.
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.
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C-Stickers go home.
Considering the popularity of Awakening in general.
I can't see them not having the next game similar to it.
Considering the popularity of Awakening in general.
I can't see them not having the next game similar to it.
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.
That really sucks. Hopefully the money they made from Awakening doesn't mean FE12 will be similar to it.
Tap jumpers rule.SMASH SERVICE ANNOUNCEMENT![]()
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C-Stickers go home.
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.