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| My SSB4 idea thread; 1st Update: Game Mechanics | |
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| Tweet Topic Started: Apr 24 2008, 02:56 PM (1,466 Views) | |
| FoxFan12 | Apr 24 2008, 02:56 PM Post #1 |
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Okay so I know tons of people are going to post numerous reasons why I fail at life for posting a list of ideas for an SSB4 especially since Brawl's barely had enough time to sink in. So I'd like to get a few issues out of the way before you flame me. First of all I am not disappointed with Brawl in any way, in fact many aspects of it inspired these ideas, not because I felt something was missing...but because one aspect of it or another was so brilliant, that I couldn't help but taking the idea one step further. Secondly I am not expecting an SSB4 very soon if at all, and wouldn't expect or anticipate most if any of these ideas to make it in, if they did in fact make an SSB4. And finally I am not whining because none of my ideas made it in. My purpose for sharing my ideas with you is quite simple. I simply enjoy coming up with new ideas for the series, and I want to share my ideas to see what other fans think of these ideas, and I see nothing wrong with that. So now that we have that out of the way I'd like to explain a bit about how this works. In this thread I will share with you my ideas for a hypothetical SSB4, given unlimited amount of memory space, time, and resources to make it. However, I have a bit of a dilemma. My ideas are so numerous, that given the long winded description needed for some of them, that I'm sure most of you would see a wall of text, and skip over everything, except maybe the characters. The solution: I will release my ideas with a series of updates, and with every update I will release one character with each update. This way, more of you will actually spend the time to read the idea. But some of my ideas are not very good...which is why every idea I'm not so sure of I will label with a "(?)". And finally I would like to mention that with some of the characters I will release a moveset. The moveset will only be of their special moves, since just about any character can perform a series of punches and kicks. These specials will be represented with ^V> and N (N stands for Nuetral) FS stands for Final Smash. Also please forgive me is my posts have any squares or other strange symbols. I types these up in MS word first, but it messes up the posts. So without further ado I present to you the first update in my thread: ---------------------------------------------------------------------------------------------------------------------------------- New Mechanics- 1) Characters can now attack while gliding, and continue on their flight 2) Smash Throwing A) Items: To perform a smash throw on an item is similar to doing a normal smash move, the only difference is pressing the throw button instead of the attack button Opponents: This technique is only useful with three players or more. The purpose of smash throwing a person is to do more damage and knock-back to any players the thrown person may hit in their flight. A smash throw on a player is the same as performing a Smash move regularly but with an opponent in your grasp3) Team throwing: Team throwing is not entirely unheard of already in Smash Bros. However, before it was only possible to do by turning on team damage. Now it is a new mechanic entirely, that does no damage to your team-mate, and can be cancelled by either player, by tapping down (while the grabbed player is still being grappled) on the analogue stick. The purpose of team throwing is to reach advantageous areas that could otherwise not be reached, or reached as quickly or easily. The thrown team-mate can bring their flight to an instant halt by performing an air dodge. After they do this the player will start to fall. Team throwing can be turned off in the options menu 4) Midair grab: Players may now be grabbed when one or both players are in the air. Once grabbed the player will automatically be thrown in the opposite direction of the jump. (A player jumping to the right will throw the grabbed player to the left.) The inverted direction is to prevent KOs from becoming too easy. If a player jumps off the stage to grab another player and that person is thrown in the same direction they’ve already been sent flying towards, it's pretty much a guaranteed KO, however if the direction is inverted it causes the player to think more about whether it is really appropriate for the situation and think about it a little more. The direction inversion is also meant to be helpful for team grabs 5) Tripping is removed 6) The overall speed of the game is slightly faster than Brawl, but slower than Melee. The speed would be right in-between the speeds of those two games 7) Directional Air dodging is back but Wavedashing is not. Doing so would result in an instantaneous stop upon landing 8) If you are grabbed you are no longer quite as helpless as you would be in the other three games. If you wiggle the Analogue Stick rapidly, your character will break free, and be released slightly sooner. When you break free the opponents arms are thrown back preventing them from attacking for a fraction of a second, leaving the perfect opportunity for a counter-attack. 9) (?)Free-shielding: In Melee you can move your shield around by slightly moving the Analogue stick. The problem with this is that it often leads to doing a rolling dodge accidentally. To fix this you can press the attack button while shielding, then move the control stick without fear of doing a rolling dodge. In the other Smash games this would result in performing a grab, which some players prefer because it allows you to be in a defensive position before grabbing. However since you can press the grab button from inside a shield anyway I really see no real need for this to remain. This week's character:Ridley ![]() This flying character from the Metroid series finally enters the fray. Of course he's a bit smaller than the Ridley of Metroid, to better fit in with the other characters. His fighting style is somewhat similiar to that of Charizard. Specials: N Flamethrower: Ridley breathes fire on his opponents ^ Tailspike: Ridley Launches his body into the air at a slight angle, and curls his pointy tail between his legs. Any player who he hits with the very tip of his tail is picked up by hook at the end of his tail, and is then flung downwards, making this move the ultimate meteor smash. >Chew: Ridley leans his long neck forward and chews on the opponent and spits them out V Release Metroid: Ridley moves upward a few inches, and moves his wings inward covering a small area just underneath his feet. He opens his wings to reveal a glass vial cointaining a baby Metroid. The container is dropped and breaks on the floor. The baby Metroid will float on screen and attatch to any players unlucky enough to get too close. Fortunately you don't have to move too much to detatch a baby Metroid. FS Fireball: Ridley Flies into the background and faces the stage. He then spews a series of Fireballs from his mouth. To control where the fireball hits you can move is head left and right by tapping on the analogue stick. It controls somewhat similiarly to Lucario's Final Smash.Modes 1) Multiplayer: New mechanics aside the basic premise of Multiplayer remains untouched. However it does bring in new modes (like the stock, time, and coin modes) a) Bonus: Anyone remember Bonus from Melee? Where the player with the most bonus points wins? Well…umm…it’s back and exactly the same as before, with the possible exception of a few new bonuses…also Bonuses return after their absence in Brawl…so yay for bonuses ! Most Kills: It’s like Time mode, except the points totaled register kills. You can die as many times as you like, and your point Total will never decreasec) Damage Given: The player who deals the most cumulative damage wins the match. KO’s count for absolutely nothing, your one and only goal is to deal more damage than any other player d) Damage Taken: The Player who takes the least damage overall wins. e) Sticker Battle mode: Players can battle using the stickers they’ve earned. For quickness, players do not have to apply their stickers on the fly. Instead they can save Trophy bases in the vault which they can apply stickers to and then save them. The same sticker can be re-used over and over again on different trophy bases, regardless of how many of them you have. Any character specific stickers do not appear when creating a trophy base. If sticker battle mode is selected the players can look at pictures and effects of different trophy bases saved and select the one they wish to apply on their character. The same trophy base can be applied to all four players if they wish. This week's character: Balloon Fighter Balloon Fighter Actually almost made it into Melee. Unfortunately due to physics problems he was scrapped and replaced with the Ice Climbers. However I'm sure with some time those problems could be worked out. Balloon Fighter's feet never touch the ground, when he fights. Instead he hovers just over the ground. He's floatier in the downward direction than most other characters as well, giving Peach a run for her money as far as being one of the most likely to recover. Since Balloon fighter needs to flap his arms to move, he doesn't use them for fighting that much unless he is standing completely still. Instead he attacks using kicks and headbutts, and flips and turns in ways that would be impossible if he weren't suspended in the air by his balloons. His attacks don't do much damage, so Balloon Fighter is for those who prefer a strong defense, over a strong offense. Balloon Fighter can also fly. Specials: N Balloon lay: Inspired from the Balloon Trip portion of balloon fight. Balloon fighter lays down an electrical spark incased within a balloon. He can place three Balloons on the field at a time wherever he wants. Whoever runs into a balloon will recieve an electrical shock. If he tries to place a fourth balloon, the first of the three will pop, and the range which the Balloon can hit will not only slightly expand, but do slightly more damage...making for an interesting strategy. > Balloon Toss: Balloon fighter takes a page straight out of the Bubble Bobble playbook. He throws a balloon out in front of him. If it hits a player, they will become trapped inside a balloon and will continue to rise untill they are attacked, or the balloon pops (similiarto how Yoshi eggs break) v Fish attack: Balloon fighter takes out a miniature version of the monster fish and plants it on the opponents head. The fish has the same effect as Lip's stick would ^ Ball & Chain: This is inspired from no part of Balloon fight. Instead it kind of follows the Balloon theme in that a Ball and Chain might look somewhat like a balloon in that both are spheres attatched to a string. Balloon fighter takes out a Ball and Chain from his backpack and throws it upward. On it's way up it will pop his balloons and propel him slightly upward. If he is close to the ledge this move will act like a tether recovery, at this point. If Balloon Fighter makes it back on land two new balloons will fold up out from behind him, almost instantly. If he misses the ledge, he will drop extremely fast, and almost certainly fall to his instant death. Since this move will make you drop so fast, it is also a good idea to use it to stop a loosing aerial fight, or to prevent yourself from being juggled. FS Monster Fish ride: The giant Fish from the game will give Balloon fighter a ride. He can control the Fish's vertical movement for a very short while (when the fish picks him up it will automatically decide to go either only to the right or only to the left depending on which way Balloon fighter is facing at the moment) any players he hits will be picked up in his mouth, then chewed up, and spit out. ------------------------------------------------------------------------------------------------------------------------------- 2) Classic…is of course returning, and is bringing with it modes and elements that had been ditched in newer Smash games. a) Break the Targets: One of the only elements to be brought back in Brawl from the original this time there will be both a character specific Break the Targets mode as in Melee and the original, as well as a non-character specific mode. Fighting X team: I’m not actually creative enough to come up with a team that makes sense…but classic mode would be bringing back the team battle just before the battle with Master Hand.c) Race to the Finish makes a comeback. Instead of the Race to the Finish in Melee where players could go through many doors, that are very easy to get to before time is up, it returns back to the race to the finish of the Nintendo 64 where there is only one door at the very end of the course. d) Board the platforms from the Nintendo 64 Smashbros, finally makes it’s triumphant comeback. 3) Adventure: Not just one Adventure mode but two. One more similarly resembling Melee’s Adventure mode, and another resembling SSE. Both feature cutscenes to explain a story, and on occasion textboxes to convey the story a) Individual: This is a return to Melee’s Adventure mode. Individual adventure is shorter than cumulative adventure. Each level of Individual Adventure is a platforming level resembling one of the games represented in SSB4, followed by a battle. The first and last stage of individual adventure are custom tailored to fit the series the character represents. The first stage is a platforming level, based on the series, and is oftentimes an exact recreation of a level from the series’ past. The last stage is a boss, unique to characters of the series, and sometimes varies depending on whether you are playing as the hero or villain of the series. Each series has its own story, sometimes simple, sometimes complex, but all the levels aside from the first and last are the same. Cumulative: This is similar to SSE. The story is basically the same as SSE, except this time since the characters can now talk via textboxes a little more is explained about the story. The one big difference is that there are occasionally branching paths that change depending on what character you choose when prompted. Don’t worry though you won’t have to replay the whole thing over again just to get all the levels. Instead there will be an indicator over a stage that still has another path that you haven’t taken. When you replay the level there will be a checkmark over the decision you made in previous playthroughs, so that you can choose the character that will take you to a new path.4)Stadium Of course Stadium is returning. It brings with it all the old modes, as well as board the platforms…and an entirely new mode: a) Mission Escape: This is an entirely new mode that appears in classic as well as in the stadium. Imagine it as a mix between board the platforms and race to the finish. Players are tasked with getting through a character-specific obstacle course, within a time limit. To get through the players must utilize all four of their special moves, to hit switches, open doors and overcome all obstacles. Mission Escape is found nowhere else in the game. This Week's Character is Micaiah: ![]() The "Silver haired Maiden" from Fire Emblem: Radiant Dawn joins the fight. It doesn't feel right to see her punching and kicking, not that she's a pacifist, it's just not her style. Instead she reaches out her arms and legs and casts a light spell at the end of the attack, making her fighting stlye seem somewhat like a mix between Zelda and Lucas. N Heal: In Fire Emblem Micaiah can sacrifice some of her HP to other Party Members. This doesn't translate very well into a fighting game, so instead she flips the concept on it's head. A shield of light briefly surrounds her. If she is attacked during the small time frame that this sheild covers her 3/4ths of the damage will be subtracted from her damage percent, and the other 1/4th will be dealt back to the dealer with no knockback. Unlike Ness and Lucas's PSI Magnet, this shield works on close range attacks as well as projectiles, making it one of the most versatile (and hard to pull of) defensive specials. > Yune: See that orange bird floating above Micaiah's hand? That's Yune. You wouldn't expect such a small bird to do much damage, and it doesn't. Micaiah releases Yune from her hand. Yune Flys out of her palm quickly (about as fast as Fox's side special), then flies back, dealing low damage percentages each time it hit's. So what's so great about this move? Well if the character it hits is holding an item and Micaiah is not, then Yune will steal the item and bring it to Micaiah. This also includes items produced by characters such as Turnips, and Bombs. Now it's not fair to have every item you pickup, taken away from you the instant you get it. Therefore if Micaiah uses this attack too often, Yune will get tired and start to fly really slowly (Eventually to the point that the attack does no damage at all). ^ Blinding light: This is a lot like Zelda's special recovery. A bright light envelops Micaiah and quickly fades out. The player inputs a direction much like they would if they were using Zelda. The light then fades in somewhere else, and Micaiah expells the light from her body, releasing a flame around her at the end of the attack. V Thani: This works a lot like Pikachu's down Special, except the attack is released just in front of her, and it can pass through platforms. Micaiah unleashes a thick bolt of light in front of her. After the bolt of light hits the ground it thins out. At it's thinest point it deals the knockback (players caught in the bolt will be stuck there until the bolt thins out) ----------------------------------------------------------------------------------------------- Stage Builder In Brawl there are three part types parts, specials, and features in SSB4 those are brought back and new types are added. Also there are some parts that ignore terrain effects, or have special types of terrain. In other words in Brawl if a space is highlighted in red no other parts may be placed there. Now this is not always the case, it can vary depending on what part you pick. Also parts can be flipped upside-down now. You can also hit a button to auto-synch moving platforms, and control the speed of certain moving parts. You can even make your own stages for break the targets, that will appear as options in the stadium. In addition you can decide whether you want your stage to be floating (Like battlefield, or Final Destination), or grounded (Like Mario Circuit, or Bridge of Eldin). 1) new parts a)(?)Vertical platform: These platforms do not prevent users from passing, instead they prevent projectiles 2) New specials: a)breakable blocks: these are the blocks you find in Mushroomy Kingdom. They come in two varieties normal and prize. A prize block will drop an item if you have items turned on. To switch between normal and prize blocks you hit the switch to flip the direction. Wind tunnel: this is similar to the wind version of the Pokemon Stadium 2 stage, except it is only in one spot, and the wind will stop if it hits another part.c) Trap door…pretty self explanatory, you step on it, and the door falls d)(?) Flame platform step on it and it burns you Barrel: remember the barrel from Kongo Jungle on the 64? Same thing Water Blocks if you hit these you’ll swim along the top of them, until you run out of strength and fall through. Unlike real water these blocks can even be placed in the middle of the air e)(?) Fake block. You’ll step on this block and expect it to move as normal…however instead you’ll find it’s an illusion and you’ll fall through f)(?) Invisible Block: The opposite of a fake block. It doesn’t look like it’s there but it is. g) slanted conveyor belt: The same as a normal conveyor belt at an angle. When you turn it in the right/left direction it not only changes the direction of the belt, but which way it slants, however since you can flip parts upside-down you should be able to get any combination you want. j) Warp pipe: If you place two warp pipes on the stage, you can go down one pipe and come out the other. When you flip a warp-pipe it changes colors and only becomes compatible with that color warp pipe. If you have more than two pipes of the same color, the pipe you come out of becomes random. If there’s only one warp pipe, it becomes nothing more that a fancy looking wall k) Bumper: That’s right…as well as an item bumpers may now become stage builder parts. They can only be placed in the upright position, as if they are in the air. l) Ladder finishing block: Do you know how ladders in stage builder can be real annoying, but in other parts of the game it’s not. That’s because of the platform at the end of the ladder in the other spots of the game, which you can stand on after you reach the top. That’s exactly what the ladder finishing block is. If it’s not placed at the top of a ladder piece it’ll act as a normal platform. 3) Switches: Switches are a lot like special parts, and in most cases mimic them…the only difference is that a switch must be hit to turn the effect on a) score-keeper: I’m gonna’ be honest…most people won’t use score keeping switches. These switches will have a sign attached to them with a number on display, the number starts at zero and will increase by one every time it is hit. That’s it. So what’s the point? Basically this is for stages that are meant to be played differently. For example I saw this one stage that has goals and is meant to be played in practice mode with a Soccer Ball, and is of course played like a game of soccer. The score keeping switch is meant for unique stages like this one. Catapult Switch: players step on a platform , somewhat resembling a trap door, with a switch at one end. If player one is standing on the platform and player two hits the switch, player one gets sent flying…much like on the Pirate ship stage.c) Wind Tunnel Switch: pretty self-explanatory d) Spike Switch: spikes will start retracted, if you hit the switch spikes will come up next to you. If used efficiently these would be used to stab opponents. e) Trap door switch: hit the switch and the platform next to you will drop. f) Moving platform (vertical): There’s something just like this in rumble falls. Hit the switch and the platform will move up a little bit. g) Moving Platform (horizontal) The same thing but it moves horizontally 4) Hazards: Hazards are a new type of piece, and most of them have their own type of terrain a) Rolling Hazard. Place one of these along the ground and it will roll across the stage, and hit those who come in it’s path Falling Hazard: place where you want the hazard to fall from, and it will crush those, who step underneath it at the wrong timec) Lava-block: These blocks will rise three blocks higher than their normal height, and burn those who step on them. These can even be placed over other objects. 5) Decorations: These are little designs you can put in the background of your stage after you’re all done to give it some personality. This week’s Character Isaac: ![]() Isaac moves rather slow. He controls sort of like Ike, but a little bit faster. He has the ability to control earth based objects, so most of his N Charge: Okay I’ll admit it, I stole this from Marth. This move is basically like Marth’s neutral special as it is represented in Melee. > Rock Throw: Isaac will telekinetically throw rocks toward his opponents. ^ Rock Surfing: Isaac pulls a rock from the ground, stands on it and moves upward. He throws the rock out from under his feet when he’s done. V Rock Spike: A rock juts up from the ground and stabs those who are stand in front of it. It stays on the stage for a short while, and acts as part of the terrain. This move is also useful for blocking projectiles. |
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| FoxFan12 | Apr 30 2008, 03:15 PM Post #2 |
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Bumped for update...not that anyone has been reading this anyway. |
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| vgamefreak | Apr 30 2008, 03:59 PM Post #3 |
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You proved me wrong that Balloon Fighter would be a complete failure. If they'd actually made him based on this topic he'd actually be an ok character. |
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Last Watched: Harry Potter and The Deathly Hallows - Part 2 Last Video Game Played: New Super Mario Bros. Wii Last Computer Game Played: Minecraft | |
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| Runescape0404 | Apr 30 2008, 04:20 PM Post #4 |
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I'm reading it just not posting |
![]() ![]() ![]() ![]() ![]() ![]() ![]() Click here to feed me your soul!Join supersmashforum which is right here brawler card byKirbychu MyPokePet ![]() Pie the lvl. 99 charzard ![]() Linkums the Charmander lvl 2 Moves Scratch-6 | |
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| Kirbyhater | May 1 2008, 01:16 PM Post #5 |
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Sorry if you were gonna use this but it would be great if Cloud or Vaan from the FF games were in the next game, or as I think it will be called:Super Smash Brothers Combat |
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| FoxFan12 | May 1 2008, 02:28 PM Post #6 |
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No I wasn't...I kinda' pondered Cloud for a little bit, but I don't want too many third parties. I want to keep the third party count to three...so in other words there's room for one more third party character...that being said I probably gave away who it was already. |
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| LuigiMan | May 2 2008, 05:41 PM Post #7 |
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Very good. I like the moves you made for Balloon Fighter and Ridley, you definitely put a lot of thought into them. |
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| vgamefreak | May 2 2008, 07:42 PM Post #8 |
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I think he put a lot of thought into the whole thing. It's good to see people doing things they like. And who knows, they could use some of these or at the very least incorporate part of it into some other game.We need Masahiro Sakurai to read a translated version of this. :lol: |
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Last Watched: Harry Potter and The Deathly Hallows - Part 2 Last Video Game Played: New Super Mario Bros. Wii Last Computer Game Played: Minecraft | |
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| LuigiMan | May 2 2008, 09:44 PM Post #9 |
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Or this guy could be the next Sakurai and make the game himself. That way, we can be sure it would be exactly like this. |
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| Ziji | May 4 2008, 05:02 PM Post #10 |
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It sucks that they couldn't fix the problems in time to put Balloon Fighter in Brawl.. He would be a great character. |
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| GameBoyPlayerAdvance | May 4 2008, 07:57 PM Post #11 |
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Well my idea of a policy to keep 3rd partys in check was one per game, so that would mean next time knuckles could be added, but because MegaMan was unjustly absent he couldn't bring with him Zero or Bass/Protoman. I like most of your new mechanics, and I had thought stickers should be able to used in a special brawl, (with them not decreasing(even from story mode)) I'd also make tournament and special brawls count in your stats. Your kills is a must have, sure you can turn off SDs but not falls. (although I rarely play time. No strategy) |
![]() ![]() [size=6]Join my new Italian vs. Demon RP![/size]
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| FoxFan12 | May 5 2008, 03:55 PM Post #12 |
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Well I am thinking about going into game design when I'm older, so it might be possible if I'm good enough, and dedicated ^_^. |
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| FoxFan12 | May 9 2008, 02:53 PM Post #13 |
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Announcement: Updates are now on Friday. Wednesdays are too difficult. |
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| foxfighter1 | May 12 2008, 05:24 PM Post #14 |
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this is spam, you could have just read it but not posted at all retard. Also you DID post when you tried to make your point |
Anythings better than the love Giant![]() NOOOOOOOO!!! IT'S JUST NOT RIGHT!!! >=[ >=[ >=[ | |
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| vgamefreak | May 12 2008, 05:38 PM Post #15 |
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Actually, he's more or less replying to this:
He's trying to tell him that he is reading it, so he in fact does have some viewers. I do agree though, the post is poor quality. |
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Last Watched: Harry Potter and The Deathly Hallows - Part 2 Last Video Game Played: New Super Mario Bros. Wii Last Computer Game Played: Minecraft | |
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Opponents: This technique is only useful with three players or more. The purpose of smash throwing a person is to do more damage and knock-back to any players the thrown person may hit in their flight. A smash throw on a player is the same as performing a Smash move regularly but with an opponent in your grasp













brawler card byKirbychu My


It's good to see people doing things they like. And who knows, they could use some of these or at the very least incorporate part of it into some other game.







