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Super Smash Bros. for Wii U |OT| True Potential of Smash Bros.

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I'll have to try this. Something about a party game intended for people who are all heavily invested in video games seems antithetical to Sakurai's philosophy. I bet it's super fun, though.
I'm kind of afraid to go back and try it single player. I think I'm gonna hate it when I do.

Maybe I'll just let that one good memory be what I got out of Smash Tour, end it on a good note. But them achievements.
 
I mean stick with sonic if that's who you like. Personally I think you have to be a little crazy to main him lol, because I don't know how they keep their attention span going for so many long matches. I zone out quickly, which is why I am liking the 2 stock change.

Ggs man

GGs!

all stages should seek to be as perfect as gamer

I love Gamer. Especially combined with the pseudo-horror music; it's a great FFA stage.
 
I think a cool 1P mode would be one that's based on Stamina. The worst part about SSE and Smash Run is that when you take a lot of damage, it gets annoying since you're blasted around like a pinball. Having it % based would be better because then you gotta play a bit differently, and it'd be less frustrating. Instead of platforming, make it like a little RPG-mode...you run around a map, and fight enemies on a normal FD-style stage with Stamina to simulate battles, and face off against a Boss at the end.

I agree with you in the case of regular Smash mode. However, it is really annoying trying to do All-Stars and then you get F-Zero and get killed by a racer.
I feel like they should have done an omega like switch and have a regular stage with no hazard option. This is the default Solo configuration. It is obviously in the program because I played Pyrosphere with no Ridley and I actually liked it.

I have a fond spot for F-Zero, because the other night I was playing it on All-Star, messed up my recovery and was going to die---but then thankfully it got to the part where the ground comes back, and it blasted me to safety.
 
I agree with you in the case of regular Smash mode. However, it is really annoying trying to do All-Stars and then you get F-Zero and get killed by a racer.
I feel like they should have done an omega like switch and have a regular stage with no hazard option. This is the default Solo configuration. It is obviously in the program because I played Pyrosphere with no Ridley and I actually liked it.

Oh yeah for this I 100% agree. I was playing Crazy Orders yesterday and got killed by a stage hazard on 75m in the 3rd round. I was furious. That shit is stupid.

How do you play Pyro with no Ridley...?
 
If I could pick my favorite level it would probably be Jungle Hijinks because it is one stage that could not have been done in any other Smash game.

How do you play Pyro with no Ridley...?
I think I got it via Classic. Ridley never showed up which made it fun.
I have also played Wily's Castle on 3DS with Yellow Devil not showing up before.
 
Maybe I've been fed gruel my whole life but I can't see where Smash 4's stage design failings lie in comparison with previous entries. What would a good stage be?

The thing is, Smash is such a versatile engine that there is no such thing as a "good Smash stage." There are simply a number of different aspects that people like over others. It's simply depends on who is playing the game. Some people hate "fighting the stage" and want an extremely simplistic stage with only a few platforms. Some people like the chaos of fighting the stages (Rainbow Cruise on Melee/Brawl is a great example of a good stage where the stage itself presents a challenge). Others want a dynamic stage that encourages a "running battle" as the stage itself transforms (Pokémon Stadium, Peach's Castle 64, the Brawl Fire Emblem stage). Finally, some people want stages that take advantage of Smash Bros' platforming roots and have a high degree of verticality (Hyrule Temple, New Pork City, Poke Floats, Pauletena's Temple). I like the latter two points of emphasis- the running battle and platforming. I try to emphasize these elements in my custom stages.

The fact that there is no one perfect Smash Bros. stage is the reason that it's so important that the stage creator exists in my opinion. I've already spent hours perfecting some stages for my friend's and I. To me, it's one of the most rewarding parts of the game. It could be better (can we PLEASE get 8 player support for custom stages, Nintendo?), but I'm extremely glad it exists.
 
Smash Tour is pretty dull, but as I played it to get Pac-Land, I have to admit, I really wanted to win still. Only issue I have is I sucked at all the little battles with gimmicks, but in the final round where it's a straight-up FFA, I always won quite easily, rendering the rest of the game pointless.

Also, I like messing with Equipment, but I wish Sakurai kept Stickers. Having the Equipment be based around something real Nintendo would be easier to keep track of, and neater to collect.

Oh yeah for this I 100% agree. I was playing Crazy Orders yesterday and got killed by a stage hazard on 75m in the 3rd round. I was furious. That shit is stupid.

That's your fault, bro. :p

Crazy Orders shows you what stage is coming next. That's part of the risk, you don't want to go to a risky Stage like that, or a big one that can drain your time.

The thing is, Smash is such a versatile engine that there is no such thing as a "good Smash stage." There are simply a number of different aspects that people like over others. It's simply depends on who is playing the game.

True. I think Walk-Off stages are fun, and was taken aback when suddenly I saw so much hate for them. Onett and Boxing Ring are awesome levels.
 
I seriously don't get why Adventure Mode is so liked, especially more than SSE.

It's the definition of half-baked, for me. You got three neat side-scrolling levels, but then it basically abandons that in favor of more or less Event Matches. And it's the same thing, and you have to do it with every character. It got stale.

SSE was way better, imo. It wasn't perfect, but it was way more varied, and was a fun way to unlock everyone if you enjoy the SP-style of Smash. And people, when Brawl came out, acted like it seriously detracted a ton from the rest of the game, but Brawl was about equal to 4 in terms of the main content, and 4 doesn't have anything near SSE-levels.

Adventure Mode from Melee was actually based on classic Nintendo franchises. I'll take that "half-baked" mode over the random, boring, forgettable, generic, repetitive shit that was SSE any day.

The perfect single player/adventure more for a Smash Bros game is a more fleshed out Melee Adventure mode. Sidescrolling stages from most/every franchise represented in the game. Kinda disappointing Smash 4 didn't even try to do that, and instead the dev team wasted time on shit like Smash Run and Smash Tour.

SSE, Adventure Mode, and Smash Run are all horrible because Smash's gameplay does not lend itself well to a platforming game. I find all of them to be tedious and generally not fun.

Smash Tour is chaotic as hell, but at least the game mode doesn't revolve around doing things Smash is bad it. That's why I'd say it's the best of the bunch (when playing with real people, not CPUs).

I'd rather play a platformer with Smash gameplay than... a party game that doesn't even remotely resemble Smash Bros with 40 seconds of actual Smash Bros here and there. Why would I ever play Smash Tour when I could just play standard ass Smash Bros and not waste time playing that boring ass board game?
 
What objects do you put in the stage to drop cds and parts?
Mew drops them. I just built a massive stage, put Master ball on high, and send Amiibo to work. It will work even better when Samus, Zelda, and Marth arrive. Then they can collect items together.

----

Am I the only Mii main?
 
Adventure Mode from Melee was actually based on classic Nintendo franchises. I'll take that "half-baked" mode over the random, boring, forgettable, generic, repetitive shit that was SSE any day.

Well, I disagree. Adventure Mode just re-used the regular stages bar the two examples at the beginning, and escape from the exploding Metroid Planet, which about evens out to how SSE has the Skyworld, Jungle, and Halberd-levels. I thought SSE was far more memorable, and would easily take it again (of course adding the Nintendo Smash Run enemies, and slightly more Nintendo-themed). Adventure Mode bored me after like five times, but I liked replaying SSE.
 
If we got extra mode dlc containing board the platforms, break the targets, co-op adventure mode and smash run, on top of probable character dlc, I'm not sure I'd need another smash
 
I seriously don't get why Adventure Mode is so liked, especially more than SSE.

It's the definition of half-baked, for me. You got three neat side-scrolling levels, but then it basically abandons that in favor of more or less Event Matches. And it's the same thing, and you have to do it with every character. It got stale.

SSE was way better, imo. It wasn't perfect, but it was way more varied, and was a fun way to unlock everyone if you enjoy the SP-style of Smash. And people, when Brawl came out, acted like it seriously detracted a ton from the rest of the game, but Brawl was about equal to 4 in terms of the main content, and 4 doesn't have anything near SSE-levels.

Sometime back in the Summer when I booted up my GC once more for Melee and had to start over from scratch data wise I reached a similar conclusion, Melee's adventure Mode is nice in concept but in execution it flounders somewhat.
The few scrolling levels that there are nothing special, dare I say that visually speaking they suffer from the same drab visual vibe that Brawl's SSE does, the Mario stage in particular has just a few scatterings of Mario elements (pipes, breakable bricks and some sort of mario like giant mushrooms dotted in the background) across a typical bland hillside environment, it's basically on par with Brawl's SSE Halberd stages.

Outside of these stages you just go through smaller scale event like matches, fight 2 mini Kongs on Kongo Jungle, now Big Kong on Jungle Japes and there's your DK adventure portion, fighting Kirby Team for Pop Star (which is also covered moreso in event mode), fight Fox on Corneria followed by rematch with more stage hazards, well you get the idea and it all ends fighting slightly bigger Bowser.
The only really interesting elements are the few variables like beating Kirby team quickly lands you a giant Kirby fight, Giga Bowser, Falco maybe replacing Fox and the timer based Luigi arrival, this provides some slight replay value.
Otherwise this mode is simply good enough for a run every now and then but my sympathy towards anyone grinding this out for those smash trophies because after two runs across two days I had no desire to go around again, meanwhile Classic still brings it.

Point is while not the worst thing by any stretch and still better than some other modes (I can't stand All Star from Brawl onwards) its quality status seems to be greatly elevated by fond reflections of the past.
I then replayed SSE afterwards to confirm my thoughts on that and actually had more fun, it also has problems like being too long and the same environment issues among other things but at least it's one and done with character unlocks thrown in, Ideally a shorter SSE style mode with bigger franchise focus would be the adventure mode Smash gets if they ever revisit the concept, like the best of Melee and Brawl's attempts.

Really though Boss Battles is one of the best single player side modes and I have to thank SSE for that one.
 
Adventure Mode from Melee was actually based on classic Nintendo franchises. I'll take that "half-baked" mode over the random, boring, forgettable, generic, repetitive shit that was SSE any day.

The perfect single player/adventure more for a Smash Bros game is a more fleshed out Melee Adventure mode. Sidescrolling stages from most/every franchise represented in the game. Kinda disappointing Smash 4 didn't even try to do that, and instead the dev team wasted time on shit like Smash Run and Smash Tour.



I'd rather play a platformer with Smash gameplay than... a party game that doesn't even remotely resemble Smash Bros with 40 seconds of actual Smash Bros here and there. Why would I ever play Smash Tour when I could just play standard ass Smash Bros and not waste time playing that boring ass board game?
I'm glad adventure and SSE are gone. Both were wacky to me.

Classic and All Star are good enough for me, especially when you're talking about an almost 50 man roster. Adventure would take forever to clear.
 
Really though Boss Battles is one of the best single player side modes and I have to thank SSE for that one.

I remember the 3DS data had audio for "Boss Rush", wonder if that'll come in an update, or was dropped?

All the Brawl Bosses had data in the 3DS too, I believe, but place-holder. And then Ridley re-uses his Boss Icon from Brawl. Makes me wonder if at one point, they were just going to re-use Boss Rush from Brawl.
 
I remember the 3DS data had audio for "Boss Rush", wonder if that'll come in an update, or was dropped?

All the Brawl Bosses had data in the 3DS too, I believe, but place-holder. And then Ridley re-uses his Boss Icon from Brawl. Makes me wonder if at one point, they were just going to re-use Boss Rush from Brawl.

The 3DS had "Boss Battle!" which is used in Smash Tour.
 
How does Event Mode stack up to the Melee and Brawl versions?

Also, I thought the best part of SSE were the cutscenes. I'm sad that we didn't get more short movies of Nintendo characters just interacting with one another.
 
Anyone down for some 1v1?

I can play for a little while, NNID is the same as my username here.

Edit: Oh, nevermind. Beaten.

How does Event Mode stack up to the Melee and Brawl versions?

Also, I thought the best part of SSE were the cutscenes. I'm sad that we didn't get more short movies of Nintendo characters just interacting with one another.

I think the grid makes it kind of interesting. Only done enough to unlock the three stages from there.

Seems like going for full completion on them would be pretty challenging, the additional goals for rewards seem like they could be pretty tough.
 
How does Event Mode stack up to the Melee and Brawl versions?

Also, I thought the best part of SSE were the cutscenes. I'm sad that we didn't get more short movies of Nintendo characters just interacting with one another.

Event Mode is better than ever. Multiple objectives, paths, the levels are fun and unique unlike Brawl's, and there's co-op.

So, has anyone seen that Megaman X song in the game yet?

This is Important.
 
The 3DS had "Boss Battle!" which is used in Smash Tour.

edit: Hang on, my mind just jumped to Smash Run instead of Smash Tour, disregard!

Now I'm just going to mourn the Tower of Smash rumour and its concept that combined events, order like matches and boss battles together in one too good to be true mix.
 
How does Event Mode stack up to the Melee and Brawl versions?

Also, I thought the best part of SSE were the cutscenes. I'm sad that we didn't get more short movies of Nintendo characters just interacting with one another.
Event mode is fun, but you should try to get all characters first before attempting it or you will find roadblocks pretty quick.
I also agree with you. That should have been the reward for Classic instead of a clipshow with music. Something like MvC3 endings did...
 
I seriously don't get why Adventure Mode is so liked, especially more than SSE.

It's the definition of half-baked, for me. You got three neat side-scrolling levels, but then it basically abandons that in favor of more or less Event Matches. And it's the same thing, and you have to do it with every character. It got stale.

SSE was way better, imo. It wasn't perfect, but it was way more varied, and was a fun way to unlock everyone if you enjoy the SP-style of Smash. And people, when Brawl came out, acted like it seriously detracted a ton from the rest of the game, but Brawl was about equal to 4 in terms of the main content, and 4 doesn't have anything near SSE-levels.

I didn't like SSE because they purposefully changed the physics of the characters, making them feel entirely different and control entirely different from the multiplayer. They run slower, they are even floatier (which makes them more prone to getting launched by enemies everywhere), and other miscellaneous attributes were changed about them. The changes make SSE play worse overall and it really impacted my enjoyment of the single player in that respect.

But not only that they also had you fighting enemies that were basically sponges and weren't very interesting to look at let alone fun to fight. It's literally a Kirby game through and through and I didn't like it because... well, in Kirby games you can suck up enemies to get powers to KO them more easily -- in Smash.... that's not there at all. And if you want to get that kind of experience, you're forced to use the half-baked sticker "equipment" system, which by the way, the game doesn't even really introduce you to it let alone tell you about it when it becomes meaningful to use.

THEN the level design of SSE itself is... not fun it's a chore to slog through. You do some mediocre platforming, eventually are forced into a fight with SSE enemies that you have to clear, then you can start moving again where you're going through yet another boring platforming section (and hell it may not even be platforming, it may just be running in a straight line). And then of course the fact that SSE levels themselves drag on for what seems like eternity, too... and there's a lot of them as well. All with the same general formula. It's a drag.

Melee's Adventure Mode is well liked because it is short and changes things up on you. It's not just mediocre platforming -- in fact, even the levels that are focused on that the characters feel the exact same as they do in multiplayer, their physics are unaltered. So you can blitz through the Mute City speedrun level with Captain Falcon at the same running speed as in multiplayer and it's fun as hell (and actually was challenging the first couple of times with some characters). You're not inhibited at all by the game. And it also helps that those levels have the Nintendo aesthetic where it's clear time and care were put into it, making them very memorable.

I liked how it had a few special matches intermixed with the platforming levels, it made it feel like... how a Smash single player mode should be. It didn't get boring to me to do it with every character, either (then again Melee had a smaller roster so doing it 26 times is less of a slog than doing it 51 times... lol...). To me, it's better than SSE because it's more replayable than SSE was and that's what matters more: replayability. That's what all of Smash's single player modes are like (save for Event mode where you play the events once to beat them and then never again unless you wanna get a better time) they are made for replayability so you can play them in under a half an hour or so to unlock stuff, get rewards, and then go back in and do it again if you want.

How replayable something is just depends on your tastes. I quite enjoyed Melee's Adventure Mode enough to do it a gazillion times even after I beat it once with every character. It never really got old to me. Meanwhile in Smash 4 All-Star Mode is... way past old to me right now because it's literally the same thing every time, nothing changes -- at least in Melee's Adventure Mode where the Triforce was in the maze was different and you could alter some of the matches you had to play and etc etc. Small differences like that made it different enough.

That's just what I think, though. I'd take a handful of shorter platforming levels (like 10 or so) ala Melee Adventure Mode based on Nintendo franchises mixed in with some traditional albeit specially made for matches in an Adventure Mode over the gargantuan 10-hour borefest that was SSE.

Edit: Oh and Melee Adventure Mode gave us Giga Bowser, that's another reason to like it more than SSE. Sure Event Match 51 existed but he originates primarily from Adventure Mode if you do it on... Hard or Very Hard iirc.
 
Question, for those who have unlocked everything? Is there original punch out minor circuit and jogging music in the game? Also, does completing the challenges are the only way to unlock some music for the stages?
 
Wario has had a pretty good track record as far as stages go so far.

Both his stages integrate the gameplay of the series super well, and are just fun to play on. I honestly can't think of any other franchise that gets such accurate representation in its stages.

The only issues I have with them are the invincibility reward on WarioWare, Inc. and the lack of new Wario music on Gamer.

So, has anyone seen that Megaman X song in the game yet?

There isn't any unlockable Mega Man music. What you see is what you got.
 
How does Event Mode stack up to the Melee and Brawl versions?

Also, I thought the best part of SSE were the cutscenes. I'm sad that we didn't get more short movies of Nintendo characters just interacting with one another.

Brawl's Events were really...off. Nonsensical, really random shit.

Smash 4 is great. There's a lot of neat ideas, and stuff that makes sense somewhat, and every character basically gets one Event. The coolest Events are the 1-on-1 Stamina Duels, like Pit vs. Dark Pit, and Marth vs. Lucina, really intense. Well, the latter one is on a walk-off, so it suffers a bit since you can easily trick the CPU off-screen with a well placed grab, but Pit vs. Dark Pit is insanely fun.

The 3DS had "Boss Battle!" which is used in Smash Tour.

Oh yeah...that's the WORSE part of Smash Tour. I had to fight Yellow Devil, like, three times in a row. Ugh. But you get the Ridley Trophy for killing a Boss, so now I need to have that happen again.
 
Both his stages integrate the gameplay of the series super well, and are just fun to play on. I honestly can't think of any other franchise that gets such accurate representation in its stages.

The only issues I have with them are the invincibility reward on WarioWare, Inc. and the lack of new Wario music on Gamer.



There isn't any unlockable Mega Man music. What you see is what you got.

You got all the unlockable CD's?
 
Beelzebufo has been banned for trolling the thread multiple times.
Actually, it was only once.

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Always felt Great Bay is a perfect example of the sort of stage design I miss in Smash. Lots of action on the platform with the turtle occasionally showing up/diving for some epic recoveries and loss moments. The bottom left adds safety respite with a huge risk factor given the low ceiling and small gap. No detrimental stage gimmicks or constant transitions shuttling the players about so your attention is always on the opposition and using the layout for reactionary or tactful purposes.

Too often in Smash 4, a lot of the stage hazards and transitions draw attention away from the core fighting. Nice to have a few of those for variety, but its gone a bit overboard. There is a nice selection of 'static' stages in Smash 4(and way too many transition stages) but even most of those are riddled with survival gimmicks that are quirky initially but end up getting in the way of the actual fun after several matches.

There was a pureness to the Smash 64/Melee stages that many of us still prefer.
I think Great Bay sort of has a reputation of being once of the worst stages though because of that lower ceiling.
 
Nabbit is probably the most unnecessary stage hazard ever and would have been better served as an Assist Trophy.

Classic's overemphasis on eight player smash actually harms the stage variety in Classic, so I would argue that's my main issue there. There should be like... one opportunity for an eight player battle per run through, not having them be 90% of all the fights you do.

Smash Tour and the Wii U version's Classic mode feel like they were only created to be different from their respective modes in the 3DS version, not necessarily that they were their best ideas. I think I would have rather had the 3DS's classic mode in the Wii U and had the Wii U's classic mode be a different mode with a different final boss or something.
 
Nabbit's pretty easy to avoid though, imo. The CPU seems to have a problem with him, but I think it's easy to dodge.

I don't get why some stages are available for 8-Player Smash in normal, but aren't in Omega. Like GCO works normally, but not the FD-version? How come all the FD-stages can't be used?
 
Nabbit's pretty easy to avoid though, imo. The CPU seems to have a problem with him, but I think it's easy to dodge.
It's not even just a matter of dodging him--I think, from a design perspective, there's simply too much going on at Mushroom Kingdom U, to the point that it feels like an eclectic mess. I think it would have been better served to pick two of the three--transforming terrain, randomized hazards/platforms, and Nabbit--not all three.
 
It's not even just a matter of dodging him--I think, from a design perspective, there's simply too much going on at Mushroom Kingdom U, to the point that it feels like an eclectic mess. I think it would have been better served to pick two of the three--transforming terrain, randomized hazards/platforms, and Nabbit--not all three.

up your game, son
 
I legitimately enjoy Nabbit though, whenever he appears it's pretty exciting to dodge him...it's a hazard I enjoy.
 
I've noticed that after a match drags on for too long I get a bit annoyed and tend to give up and it shows in my play style, there's also certain characters I can't stand playing against
 
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