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Post by Deleted on Nov 18, 2008 2:48:58 GMT -5
Hello, people - this is regular TEi here with a fun thread-type submission for you to enjoy. ;D
I've been thinking a lot lately and I realized that we don't actually have a thread where we can discuss potential 3rd Party involvement in Smash Bros. completely free of the typical "debates" we usually chase each other around in circles with. So I've decided to sit back and start one up. Basically, here's what you're going to do:
// Take a third-party video game company that has made a game for Nintendo // Choose one character from that company to be playable in the game // Validate yourself, for flavor (and so you aren't just making a glorified list) // Give a rough outline of the character's moveset (no need to be too detailed, unless you want to be) // Choose a Final Smash for the character // Choose one Assist Trophy to represent the character's franchise // Choose one Boss character to represent the character's franchise // Choose one stage for the character, go into detail // Choose one or two items to represent the character's franchise (something that could have been capitalized on Brawl but sadly wasn't) // Choose three to ten songs to represent the character's franchise // Highlight three of those songs that you'd like to see remixed // Choose six trophies to represent the character's franchise (in addition to the trophy for the character him/herself, their Final Smash trophy, a trophy for the Assist Trophy character, and a trophy of the Boss character). // Choose stickers if you feel dedicated enough to do it, completely optional.
Now, before you get started and jump into this, I want to make one thing abundantly clear. This is a topic for us to have fun with. The instant I see things start to spiral into the typical chaos we have with this subject I WILL have this thread locked. Which means I do not want to see any of the following:
// Arguments about certain characters "deserving" a spot in SSB over others // Anything provocative to be said about Square-Enix. We've run the Geno vs. Cloud argument so far underground that the dead are envious. Choose who you want from the franchise if you feel like going there, explain your reasoning, please, feel free - but to those who disagree, just keep your silence. Please. // People picking a character from a 3rd party exclusively based on their popularity or status within the video gaming community. Pick the character you want to see from that company, imagine your dreams have come true and really go to town with it. Pick Megaman because you want to see the Blue Bomber more than Viewtiful Joe or Amaterasu, not because he's Capcom's mascot; or, inversely, pick Viewtiful Joe or Amaterasu even though they aren't Capcom's mascots.
And lastly, there are only two guidelines for who you can and can't pick; these two guidelines were also set by Sakurai himself, so I feel like it's fair to reinstate them to keep things somewhat under control.
// The playable character must have originated from a video game (so no Strong Bad or Naruto) // The playable character must have appeared on a Nintendo system (so no Master Chief or PaRappa the Rapper).
Now, I've been stewing on this for a couple weeks, so I know where I plan on going with it. And I guess the best way to go about something like this is to lead by example; because it's late I'm going to start with one of the seven new ideas I've come up with.
Company: Rare
Franchise: Banjo-Kazooie
Character: Banjo-Kazooie
Character Icon: A Jiggy, which has an outline, then a gap of transparent space, and then the rest is filled in with color.
I chose them because: Even though Rare is mostly owned by Microsoft now, they still produce games for Nintendo's handhelds. That being said, I feel that Banjo-Kazooie is Rare's swan song title despite it being Just Another Super Mario 64 Clone, but it had its own fantastic moments and worlds and music that made it far more memorable than others. The dynamics of the characters also make them really appealing, because...well, they're all really gross. XD Especially Gruntilda.
Notable Moves: Feathery Flap - Banjo-Kazooie's second jump. While in B-K and Banjo-Tooie it covered a lot of horizontal distance and practically no vertical distance, in SSB, it's more tailored to the needs of the game and can get the pair the height they need for a proper recovery.
Flip Flap - The duo's Up-B move, moderate recovery distance but leaves them open to attack upon landing. Banjo damages enemies with his clawed feet when being pulled backwards into the air.
Egg Shot - Their regular B move. Banjo crouches forward and Kazooie coughs up eggs from his backpack. The eggs travel in a straight line and can be fired only three at a time; they move fast but are pretty weak and don't stun, sort of like Fox's blaster.
Beak Buster - The pair's Down-B special. If used on the ground, Banjo jumps into the air and slams downward, Kazooie landing beak-first on their enemies; if used in the air, it can be charged by holding the button down for a few seconds, after which Kazooie lands while moving in a drilling motion, causing more damage.
Rat-a-Tat Rap - Their Smash-B move, Banjo gains a little height as Kazooie pecks at whoever is unfortunate to be standing in front of them.
Backpack Swing - If Banjo's player hits the A button while running, the bear will take off his backpack and swing it around him (a la Ice Climbers' Squall move).
Beak Barge - The pair's Smash-A move. Banjo crouches down and Kazooie lunges straight ahead, plowing into enemies. Can be used as a decent alternate recovery move.
Up Taunt - Banjo stops, glances left and right curiously; Kazooie pops out of his backpack, squawks, and pecks the back of Banjo's head, making him growl and her giggle.
Side Taunt - Banjo lies down to take a brief nap and quickly wakes back up.
Down Taunt - Kazooie enters the pose she uses for the Talon Trot, with Banjo on her back, before returning to their normal position.
Final Smash: Beak Bomb - Kazooie gains the ability of free-flight for a few seconds and all attacks have been replaced by the Beak Bomb, which causes the bird to charge in a straight line with deadly force. The move can be angled somewhat, but only by about 45 degrees. Banjo and Kazooie are invincible and cannot be KO'ed while this is active, however missing a Beak Bomb can send the pair flying far past their target; if they fail to connect and time runs out, they can fall into a pit without being able to recover.
Notable Alt. Colors: Banjo's pants will turn turquoise (like beta screenshots of B-K and Diddy Kong Racing), and his backpack will turn a slightly lighter shade of blue. Other color schemes will likewise see his pants and backpack change in color synonymously, using green, red, purple and orange; there will also be a "Dark Banjo" scheme where his pants and backpack turn purple, his fur turns dark brown, and Kazooie's feathers are more of a maroon color. Because y'all're crazy for your evil color scheme variations
Assist Trophy: Mumbo Jumbo - The skull-headed Shaman appears on the battlefield and uses his staff to deal small amounts of damage and stun opponents. He's more of a nuisance than anything else, but can be absolutely deadly on a scrolling stage.
Boss: Gruntilda (B-K version, before being turned into a skeleton) - Grunty appears as she did in the final boss fight of the first Banjo-Kazooie, riding on her broomstick. She'll plow into players with her broomstick's spade-like jaw, hurl fireball spells, and occasionally fire a homing spell your way. When things get desperate, she'll start soaring over the player and launching fireballs straight downward, and occasionally hurl lightning at you.
Items: Honeyhive - An alternate healthsource in Banjo-Kazooie, Honeyhives often can be found with bees zipping around them; pick one up with all your might and heave it an an enemy player to cover them with sticky honey. The bees, enraged, will attack the enemy and cause him damage, while the honey itself makes their movements slow and heavy. If the player misses the throw, the Honeyhive bursts on whatever wall, ceiling or floor it connects with, resulting in a Pitfall Seed-style mine that anyone, even the player, can stumble into.
Stage: Spiral Mountain - The starting area for all three Banjo-Kazooie titles, it serves as the training ground for Bear and Bird as well as the entrance to all three worlds that lay beyond (Gruntilda's Lair, and...um...whatever the places are called in Banjo-Tooie and BK:NaB). Set in front of the mountain itself, the terrain occasionally changes with the inclusion of Quarries rolling into place, and the moat around the mountain serves as the only pitfall in the area. The tiers of Spiral Mountain have platforms built into them so you can stand on them, and the bridge to Grunty's Lair (which you can see in the background) has been extended in the opposite direction as well, so that may also be stood atop of. The top and sides of this level are completely unobstructed.
Songs: - Banjoland (Banjo-Kazooie: Nuts & Bolts) - Gruntilda's Lair (rotates through all variations) (Banjo-Kazooie) - Spiral Mountain (Banjo-Kazooie) - Nutley Acres (Banjo-Kazooie: Nuts & Bolts) - Clanker's Cavern (Alternates between standard and "Deepest Depths" variations) (Banjo-Kazooie) - Rusty Bucket Bay (Banjo-Kazooie) - Click-Clock Woods (Spring)[/b] (Banjo-Kazooie) - Click-Clock Woods (Winter) (Banjo-Kazooie) - Versus Gruntilda (Banjo-Kazooie) - Mad Monster Mansion (Banjo-Kazooie) Victory!: Got a Jiggy! (Minus the sound effects, of course.) Trophies:- Banjo-Kazooie - Beak Bomb - Mumbo Jumbo - Gruntilda - Bottles - Jinjos - Humba Wumba - Jiggies - Honeyhive and Bees - Captain Blubber[/color]
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Post by Snuka7 on Nov 18, 2008 3:36:01 GMT -5
Man Tei! Nice ideas for Banjo-Kazooie, I really wanted him in. But what can you do? It may be a bit because of the break-up between Rare and Nintendo. Anyway, Spiral Mountain sounds like an awesome stage to play on! Did you enter it in the 'Stage Contest' competition the Fry held? I'd do one, but I gotta go now.
Now....who is going to do Mega Man? lol
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Post by Fryguy64 on Nov 18, 2008 7:30:53 GMT -5
I'd love to do a Mega Man, Pac-Man or whatever, but I think I'm gonna go a little "out there" instead.
Company: Sega Franchise: Alex Kidd
ALEX KIDD Sega's unofficial mascot before Sonic The Hedgehog tore onto the scene. He's a cute little prince with a massive punching fist for demolishing rocks. As my favourite ever game on the Sega Master System, I think Alex Kidd is deserving of a revival.
Special Attacks Standard Special: Shellcore Alex punches with his giant fist, causing the opponent to fly away. Forward Special: Janken Alex dashes forward and thrusts out his hand in either Rock, Paper or Scissors formation. Each one does a different level of damage and causes the opponent to fly off in a different direction. Up Special: Pogo Alex's recovery. He leaps into the air on a pogo stick (from Alex Kidd: The Enchanted Castle) Down Special: Break Time Alex sits on the ground and gobbles up an onigiri or a hamburger, causing a dangerous area around him where characters are drawn into the centre.
Final Smash Power Bracelet Alex's bracelet glows and you start shooting a deadly, continuous stream of magic beams from it for a set time.
Assist Trophy Shop Gorilla He appears, flanked by a cheerleader monkey and eyepatch bear. He attacks with Janken moves, and weights fall from above.
Boss Character Janken the Great He appears, and as he attacks with Janken moves, he also emits powerful beams of energy that cause explosions.
Stage Planet Aries: Miracle World A bluesky stage with a series of grassy, rocky platforms poking out of the water. Eagles and ghosts fly around and cause damage to players. An octopus appears in the water with whippy tentacles and acts as an additional platform and hazard. The platforms are also covered in yellow, breakable rocks.
Items Skull Block Throw the skull block at a player to damage them and stun them temporarily.
Music (All remixes) Miracle World Main Theme - The main stage music from Alex Kidd in Miracle World. Lost Stars Main Theme - The main stage music from Alex Kidd and the Lost Stars. Enchanted Castle Main Theme - The main overworld theme from Alex Kidd in the Enchanted Castle. Janken Battle - The Boss theme from Alex Kidd in Miracle World, remixed in several different styles.
Trophies Parplin, Chokkinna, Gooseka, Stella, Ashra, King Thunder
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Post by Sqrt2 on Nov 18, 2008 9:26:15 GMT -5
One question before I submit anything: Do any of the songs have to be remixes, or can I just choose original tracks (like the majority of Sonic's were)?
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Post by TV Eye on Nov 18, 2008 9:48:55 GMT -5
Here we go TEi! I know you'll like this one Company: Sega Franchise: Jet Set Radio BeatYo yo yo! It's Beat! Member of the graffiti gang known as the GG's. He's here to bring his crazy style from the streets to the world of Smash Bros.! Special AttacksStandard Special: Graffiti: Beat pulls out a canister of graffiti and sprays it right in his opponents eyes. The Rokkaku police force sure knows how much this stings... Forward Special: Graffiti Boost: In the games, when you get 10 graffiti cans, you can press your special button to get a tremendous speed boost, damaging all you come in contact with. Up Special: Crazy Air: Beat will do a different aerial trick ever time you use this move. He might do a backflip, or what have you... Down Special: Grind!: Now, what would a JSR character be without the ability to grind? As there are no visible railing, he'll have to settle for either the ground, or your face! Final SmashRokkaku Swarm: Beat knows how to piss off the police! He sprays every one who touches him and after about fifteen seconds, the Rokkaku come and beat down everyone tagged. Assist TrophyDJ Professor K: That DJ sure knows everyone thing that goes on, every thing he says seems to come true! Even if, say Bob-Ombs were to rain from the sky. (He's similar to Tingle, but instead of helping you, he will throw down damaging items.) Boss CharacterGoji and Rhino: Goji, the head of the Golden Rhino's appears with his giant, mechanical, fire-breathing golden rhino! The only weak spot is Goji himself... StageShibuya-Cho: A futuristic city crowded to the brim. You'll be able to fight on the many ramps and rails that clutter it. Other Jet Set characters can be seen in the background grinding away. ItemsExploding mine: The mine that appears in multiplayer mode of Jet Set Radio Future. You can pick it up and throw it. If it lands on the ground it continues to roll until it makes contact with something. MusicSneakman Concept of LoveFunky DealerTrophiesGum Tab Yoyo Combo Poison Jam Pots
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Post by Deleted on Nov 18, 2008 10:00:20 GMT -5
Which reminds me, don't be afraid to either replace Snake and Sonic as Konami and Sega's representatives. Also, Virtual Console and WiiWare appearances count as being on a Nintendo console, and if you have your own idea for a character that somebody else has already done, please go right ahead and contribute. Variety is the spice of life after all! Somebody else could come along and do a Banjo-Kazooie set-up inspired entirely by, say, Banjo-Tooie, which I purposefully avoided because I despise the game XD
I'll put more up later, I's at work right now so...yeah. Not enough time to sit down and plot another one out. XD
EDiT:
One question before I submit anything: Do any of the songs have to be remixes, or can I just choose original tracks (like the majority of Sonic's were)?
// Choose three to ten songs to represent the character's franchise // Highlight three of those songs that you'd like to see remixed
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jigglysama
Chibi-Robo
Pokemon Gijinka Fan
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Post by jigglysama on Nov 18, 2008 11:17:21 GMT -5
meh, the "must be from a Nintendo game" rules bothers me. My favorite non-Nintendo franquise is from a PC game...
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Post by Fryguy64 on Nov 18, 2008 11:44:27 GMT -5
meh, the "must be from a Nintendo game" rules bothers me. My favorite non-Nintendo franquise is from a PC game... Is it a Lucasarts title, by any chance? It only has to have appeared on a Nintendo console - and that was a rule that Sakurai himself laid down. There's loads of great characters that have never been on Nintendo systems, but you have to work within the confines set out
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Post by Koopaul on Nov 18, 2008 14:33:12 GMT -5
Didn't he say it also has to be from a third-party company too? So that would mean Banjo-Kazooie is out of the picture, they aren't third-party despite originally appearing on a Nintendo console.
Anyway...
Company: Namco Franchise: Pac-Man
Pac-Man A video-game legend if there ever was one. Known to have pioneered the arcade era of games, the yellow guy has been around longer than Mario himself. Pac-Man has great ties with Nintendo, and such a classic iconic figure would be welcomed along side of other legends like himself.
Special Attacks Standard Special: Chomp
He stole Wario's move! Well this move sorta suits Pac-Man better, it works the same, hopefully Wario will get something new.
Forward Special: Name Undecided
Pac-Man will do an open-mouth roll forward. He'll leap at the opponent and swallow them whole, then spit them out backwards or forwards. You can use this move as a recovery, however if you don't hit your target you'll trip and fall.
Up Special: Name Undecided
Pac-Man will chomp rapidly while propelling straight in the direction you aim him. Like Fox. Also a character will get carried with the chomping and take damage.
Down Special: Name Undecided
Pac-Man's body will do a quick flash, like he ate a Power pellet. Anyone close enough will become dizzy.
As a fighter Pac-Man has a unique set of animations, most of the time he has arms and legs, while at other moments (like dodging, double jumping or B UP) his arms and legs are gone. His sound effects are completely based on the arcade noises. His taunts include his dieing animation from the arcade game.
Final Smash Power Pac-Man
Pac-Man turns into a giant 2D arcade version of himself. All the opponents on stage will turn blue unable to attack or move well. The giant Pac-Man will fly around stage trying to chomp at his enemies. If they do get hit, they'll go flying with lot's of damage, practically an instant KO. However after doing that to one character, (if they survive) they will turn back to normal and will be unaffected by you. If you fail to get them all, they will eventually flash white and you'll both become normal again, just like in the arcade.
Assist Trophy Ms. Pac-Man She appears in her retro arcade form. This 2D sprite will chomp back and forth across the stage until she can land a hit. Easy to dodge but when she does hit a fighter, *bwoip* "100" points! The character will fly high. Ms. Pac-Man will disappear after that.
Stage Pac-Land Don't be fooled by the name this is in fact a 3D version of the original Pac-Man arcade. Complete with realistic textures and 3D ghosts. The background is still black however. You can jump through the platforms of this large stage, the ghosts will occasionally fly through and cause damage.
Music Stage Theme: Remix using all the arcade jingles and sound bits much like the Donkey Kong song. Pac-Man World Theme: The main theme to all the Pac-Man World games remixed together. Pac Pix: Level music from the DS game Pac Pix remixed into rock techno. Pac-Mania: Main theme from Pac-Mania unremixed.
Trophies Pac-Man Ms. Pacman Blinky Inky Pinky Clyde
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Post by Captain Walrus on Nov 18, 2008 21:29:58 GMT -5
Company: Hudson Soft Franchise: Adventure Island
MASTER HIGGINS I logged a lot of hours into the Adventure Island games on the NES, so if I had to choose between Bomberman, Bonk, and Higgins for Hudson's rep, I'd always pick Higgins.
Special Attacks B: Axe Toss - Higgins tosses a stone axe forward in an arc. → + B: Boomerang - Higgins throws a boomerang. It's different than Link's boomerang in many ways. One, it is weaker. and it doesn't travel as far before it returns. Two, Higgins can keep throwing more boomerangs before the others return. Three, the boomerangs will always return to Higgins - no matter what. ↓ + B: Skateboard - Higgins hops on his skateboard. This greatly increases Higgins' speed, but decreases his power. A hard hit will knock Higgins off his skateboard. ↑ + B: Cloud - A cloud rises up beneath where Higgins is standing. Can be used to carry away opponents in an aerial battle or to recover. Cloud fades away after a certain amount of time.
Final Smash Eggplant - You get a large egg item. The person you throw the egg at will get the evil eggplant to follow them and drain their energy - which in Smash means their damage percentage steadily increases and their ability to jump is reduced until the eggplant goes away.
Assist Trophy No assist trophy due to the item.
Boss Character Witch Doctor - Same as in Adventure Island, he moves back and forth and shoots tons of fireballs.
Stage Coastal Clash - A typical Adventure Island stage. Two rocks that cause your character to trip are on the left and a campfire that damages you on the right. Snails will occasionally crawl across the screen and cause damage. Cloud platforms move around.
Items Dinosaur Egg - Breaking the egg leaves either a diamond, spade, heart, club, or star card. Each shape represents a dinosaur buddy that your character can ride. They last until you've received so much damage. If you ride Classy, the plesiosaur, you can't do anything but flop up and down until you've received enough damage for the dinosaur buddy to disappear.
Music Level 1 (Adventure Island) [Remix] Map Screen (Adventure Island II) [Remix] Level 1 (Adventure Island II) [Remix] Island Boss (Adventure Island II) Level 1 (Adventure Island III) Cave (Adventure Island III)
Trophies Tina, Honeygirl, Classy, Red Taylor, Blue Taylor, Classy, Pokey, Don-Don, Snail, Skateboarding Master Higgins
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Post by Dasher Misire on Nov 19, 2008 22:51:07 GMT -5
Company: Square-Enix Franchise: The World Ends with You Symbol: Player Pin Character: Neku Sakuraba I chose him because: This game was made for the DS in mind, is basically the one post merge Square-Enix series exclusively on a Nintendo system, and it sold well. The game is absolutely amazing and got nothing but praise. Plus, one of the most original characters in a long time. Long live Square-Enix! Note: Neku does not use a sword, a gun, his fists, or a key. Neku fights with pins that contain various psyches. He can activate these psyches to fight Noise in his game, and they vary in many types, from icebergs to meteors to DS Mic-controlled radio waves. He and his partner can team up to use a Fusion Pin, under certain circumstances, and those are basically Limit Breaks/Turbos. Notable Moves: Shockwave- Neku's foward A is a four strike combo, longer than Solid Snake or Meta Knight combos. He moves a few steps forward as he slashes with a shockwave of energy like a sword slash. Quite powerful but quite slippery. Force Rounds - Neutral B, Neku uses the unbranded Force Rounds pin to fire balls of energy in front of him. B must be tapped repeatedly, though like Bowser's flame breath, the rounds become weaker and weaker. Foes will stop flinching if they're stuck in a flurry of rounds for over two seconds, just enough time to dodge roll. Pyrokinesis - Neku's Side B, works a lot like Snake's Nikita missile but with flame effects like Mario Finale. Neku sets forth a "snake" of fire, and can control it for about three seconds in any direction. Press the shield button to release the flame. Summon - Up B and a tricky but useful recovery. Neku summons a squirrel noise with reaper wings, a valuable pin at the end of the game, to fly across the screen with an upward trajectory. If done in the air, the squirrel will appear from right below Neku and serve as basically a lift, but it won't be controllable and Neku cannot jump. Just have to hope you time it right, think a more useful Mewtwo recovery with a curve. The summon squirrel is actually Rhyme turned into a noise to save her from being erased from existence. The name is Summon Rhyme but I know not everyone's played the game yet.Psychokinesis- Neku's down B involves using the Force! Well sorta. He points ahead and a white glove will throw a car, stop sign, fire hydrant, or other things from Shibuya's streets around at random curves and heights. Only one item can be on-screen at a time, and it can be picked up and thrown until it is broken from up to three throws or a smash attack (two if it's a car). The move can be used again after the obstacle from before breaks or dissapears. Massive Hit- Neku's forward smash attack. In TWEWY, this move could be charged up at great risk of being hit, because you have to press the stylus on Neku's sprite to have him charge. When released, Neku does a jump attack with a giant energy blade, yelling OUTTA MY FACE! Basically that's here but over a stylus and pressing a sprite you do a smash. Piercing Pillar- Up Smash. Neku points up to the sky and an icicle pops out of the ground. Again, he's extremely open to be hit and the attack won't do much damage unless charged for a while. Hope your foe slips up if you want the full damage. This works on foes who are in midair. Velocity Attack- Dash Attack, Neku does a sort of shoulder dash for a split second with a burst of energy surrounding him. Think superspeed in a cartoon. Final Smash: Grand Fusion - Teaming up with Shiki, Joshua, and Beat, Neku combines their power into one Fusion Pin, basically a Limit Break in the game. The animation is here: www.youtube.com/watch?v=ZG4oiGxDsrs&feature=related#On-Screen Appearance: Neku warps onto the stage with a static effect like he enters a battle with Noise. Sometimes, like Snake's chance of talking when he appears, a computer voice will ask Neku and the player, "ARE YOU READY"! Idle: Neku floats a bit in the air, with one hand balled into a fist and held down while the other is an open palm with green energy being emitted from it. After a few seconds, he'll hit the ground and adjust his headphones, then float back up an inch again. Taunts: Up: Neku strikes a pose like his battle stance artwork, bending his knees and holding his hands in a "I'm charging an energy blast" sorta manner. A green light puck (light ball) appears in his hands. Side: Neku makes a fist and holds it like you would to say "YES!", with an angry expression, telling the opponent, "You're good as gone!" Down: Neku pulls out his phone and toggles with it for a brief moment. Victory Poses 1: Neku drinks from an orange soda can (Cure Drink pin) and does a "Cheers" pose. 2: Neku floats down to the ground and does a swift flick of the arm looking cool as he states, "That was nothing!" 3: Neku looks at his hand (in the game when a mission was complete, a mission timer that was on the Player's hand vanishes) and says "Looks like today's mission is done." Assist Trophy: Yoshiya Kiryu- English nickname is Joshua. The Composer of the Underground (UG), and head of the Reaper's Game, the whole game is a bet between him and the Conducter, as he feigns being a player and acts as an ally with Neku, since Neku is a proxy in his bet. Joshua is not dead like the other players, so he has the ability to use his Reaper powers.When summoned, Joshua freezes every foe on solid ground or solid platform with a blinding snapshot from his cell phone. He quickly jumps up and levitates like Lucario does in his Final Smash, and shoots down energy beams from the sky with snaps from his fingers. Opponents won't flinch, but the damage is heavy if hit spot-on, so the player who summoned Joshua now has an upper hand. Boss & Items: I'll add these another time possibly. Stage: Scramble Crossing- The big center scramble in the Shibuya district of Tokyo. The fictional versions of real locations are visible, like the 104 Building. People wander around Songs: (From The World Ends With You unless otherwise noted) - Long Dream - Deja Vu - Someday - Emptiness And - The One Star - Transformation All of these in both Japanese and English. Trophies: -Neku Sakuraba - Grand Fusion (Final SMASH) -Joshua -Shiki Misaki -Beat -Rhyme -Sanae Hanekoma -The Reapers (Megs Kitaniji, Konishi, Sho Minamimoto, Uziki, Kori Kariya, and Yodai Higashizawa in a circle) -777 (with his reaper friends, their names escape me but one was Tom, I think) -Shooter (Star of the game! ) -Player Pin (explains the Reaper's Game)
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Post by Flip on Nov 20, 2008 17:41:48 GMT -5
I have a bunch of ideas already in that Moveset Factory thread (like Crono, Chocobo, Mega, etc.), so I'm going with two fresher ideas I've had lately. They're cool and one is fairly unique, so enjoy! ---------------------------------------------------------------------------------
Company: Nippon-Ichi
Franchise: Disgaea
Character: Laharl
Honestly, Disgaea is like.. the biggest fad for RPG fans right now, and I think it will be a for a little while longer. Now that the series has hit the DS, it has rightfully taken its place among the pantheon of great Nintendo games and I think the addition of Laharl would be phenomenal. C'mon... it's friggin' Disgaea!
Notable Moves: Overlord's Wrath - Laharl's standard B attack. Charging this attack forms a series of small energy spheres to swirl around Laharl's head. When let go, Laharl yells "Bite the dust!" and flings the energy balls forwards in a few different directions. The time spent charging changes how many he throws, and you can throw at any point after you charge even just one ball. In midair, he gets that cool "float" effect while charging.
Meteor Impact - Laharl's Side B move. He does a minor flip backwards and lands on an instantly summoned meteor, then blazes forwards to plow through enemies. This attack always goes straight forwards, but by applying different pressure to the control stick you can change the speed, distance, and power of the attack. Sometimes when using this attack, Laharl laughs like a complete maniac.
Winged Slayer - Laharl pulls out a sword and leaps into the air. At the peak of his jump, he pulls back the sword and swoops downwards, slashing it powerfully at his lowest point. This attack looks sort of like an "J" as Laharl starts out vertical, then comes back down in a swooping path to deal damage. You can cancel the attack Dedede style, but if done after the initial leap you have a longer lag to recover.
Blazing Knuckle - Laharl does a small backflip and then slams into the ground fist first with flaming knuckles. This causes a "blast radius" around him that knocks back foes. In midair, he comes careening down at an angle and does not stop until he hits the ground--much like the Yoshi or Bowser Bombs. "Here I come!"
Hurricane Slash - Appears as Laharl's Uair, he slashes his sword in a vortex that catches players and draws them in for the strike.
*Note: Laharl fights with his fists and feet, but pulls out a sword for certain attacks (such as his smashes and a few aerials)
Final Smash: Prinny Barrage - Laharl gets ready for a great attack, but BAM! He is squished by his vassal, Etna, he yells out for the Prinny Squad! A rain of prinnies falls onto the stage from an angle and blows up all over the place, raining destruction everywhere (like Sudden Death meets PK Starstorm). As the prinnies kamikaze they have humorous quotes ("Doooood!" "Eat it dood!" "This sucks!"). At the end, Etna goes "Heh... sorry... Prince!" and leaps away.
Assist Trophy: Flonne - The best Assist ever! ...Flonne appears and throws up her arms, turning into an angel. "Lord, give me strength!" The player who summoned her, and their teammate(s), are hit with beams of light that recover up to 50% damage. How nice!
Boss: Mid-Boss - Of course! He's fast and loves to kick, using his most popular attacks on foes. However, he's really delicate and will stop the fighting to "fix himself" if you hit his face.
Items: Prinny - Prinnies appear as items too, dood. A prinny will appear like a Mr. Saturn and just wander the stage good-naturedly. If you hit a prinny, it explodes. If you pick up and toss a prinny, it explodes. But if you just happen to pass a prinny... it goes into a murderous rage and cuts you to bits! Prinnies are very unpredictable.
Stage: Demon World - The most RPG-like stage Smash Bros. will ever get. This stage takes place on a replica of the maps from Disgaea, only the players fight on just one row of squares. In the background are various monsters and player characters watching, and the further backdrop is the famous keep of the Demon Overlord. The gimmick to this stage is that, beyond the simple platform layout, there are Geo Blocks! Geo Blocks appear along the stage on any one particular grid and come in all colors. Geo Panels, or grids that are colored, also appear. If you haven't played Disgaea, here's how it works: Geo Blocks have special effects, and will cause said effect to whoever stands on the same colored Geo Panel that the Block is on. So a Red Block that damages players located on a green Panel makes all green Panels damage players. Destroying said Block gets rid of the effects, but also changes the color of the Panels if the two don't match (so in this case, the Red would turn all the Green Panels Red if destroyed). When Panels are destroyed, they also deal damage to those standing atop them. It gets complicated, I know, but in SSB, all you need to understand is that destroying Blocks deals damage to Panels (and knockback), and that's good. There are no added effects, but a slew of damage if you're smart (and you start a Geo Chain where destroyed Panels destroy more Blocks which destroy more Panels!)
Songs: -Underworld -Lord Laharl's Hymn (Original, remixed w/ Choral and Instrumental) -Etna Boogie -Angel Smile -Hell's Whisper -Welcome to the Demon's Castle -The Flower of Happiness -War Comrade -Battle of Eight Beat -Do Your Best, Girl! -The Invasion from Within (by -Sinful Rose (Disgaea 2) -The Song of the Gods (Disgaea 2) -Maritsu Evil Academy (Disgaea 3)
Trophies: - Laharl - Prinny Barrage - Etna - Prinny - Flonne - Mid-Boss - Archer - Big Sis Prinny - Pleinar - Adell - Mao
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Company: Hudson
Franchise: Neutopia
Character: Jazeta
I downloaded Neutopia and it's such a great game. I know its clearly just Zelda 1 with a fresh coat of paint, but I must admit: it's a damn good paint job. I really enjoy it and don't see why it got such a bad rap from "diehard" Zelda fans once it appeared on the VC. It's a really good game.
Notable Moves: Elemental Staff - Jazeta puts the sword away for a second to fling magic from the powerful Elemental Staff. At normal, this is a Fire Staff and depending on his health the strength and effect of the magic change. At perfect health, he throws a slow moving wave of fire that comes up from under opponents and deals damage as it pushes them into the air. At mid health (100%+) the attack becomes a "boomerang" ball of fire that flies out, deals damage, then returns immediately to Jazeta. Finally, at high damage (200%+) the ball of fire loses some of its strength and simply bursts rather than returning to Jazeta. All of these fire attacks may be thrown in any angle around Jazeta, but only two may be out at a time. When changed to the Lightning or Wind Wands, the attacks differ slightly: Lightning, 1. a single bolt that goes through foes, 2. two bolts that split diagonally, 3. six bolts in all diagonals and up/down; Wind, 1. a mini gust that pushes back and deals no damage, 2. gusts to both sides, 3. a wall of wind that flies forwards.
Powerstab - A charged attack, when unleashed Jazeta stabs his sword in any of 8 directions around his body and moves a little in that direction (when in mid-air, this is more noticeable). An okay move for recovery, but even better for shattering shields.
Return Wings - Jazeta twirls straight up into the air on a flashing pair of wings. With his sword out he deals damage and by pressing B he can slash it during the ascent for a more powerful blow. However, at the peak of his leap he gets the "refractory" period that's typical of Up B moves and falls down again.
Boom Bombs - His own version of Bombs, Jazeta grabs a small bomb in his hands. These bombs explode into a haze, unlike Link's, and can be used more like a smokescreen in exchange for less damage/knockback. Jazeta's bombs may be picked up by other players or Jazeta himself and thrown before blowing up, but they don't explode in the hands of Jazeta when he first pulls them.
*Note: Jazeta is a sword fighter. He also carries a shield, just like Link! By taunting repeatedly or selecting an "Elemental Flavor" on the select screen he can determine what wand he carries. He can also switch wands by using his Final Smash in a certain way.
Final Smash: Staff Change - Jazeta summons the true strength of the wands (which, btw, only his son used the Wind/Lightning...) to cast a massive spell. Fire sends a ring of fire radiating out from Jazeta; Lightning casts massive bolts to strike around Jazeta as he sends out miniatures from his body; and Wind surrounds Jazeta with two powerful circling cyclones. If you use the Final Smash and circle the control stick during the attack and then press B, the element of the wand shifts to a new one!
Assist Trophy: Goron - Jazeta's son from Neutopia II appears! Since his father stole his two elemental wands, Goron settles for his boomerang to attack. Goron dashes back and forth hawking a giant boomerang at foes, dealing damage and leaping between platforms.
Boss: Dirth - The powerful sorcerer boss of both Neutopia games, Dirth is slow and strong but flings intense magic. He can use Wind, Lightning, and Fire Spells that mimic Jazeta's and more while teleporting around to avoid damage.
Items: Magic Ring - Grab this to weaken all the enemies in play! In Adventure Mode, this turns all enemies into weak little blobs. In an actual fight with playable characters, this stuns all of them at the same time and turns them into weaker forms temporarily (usually with some sort of Darkstalkers-esque gag in place, i.e. Mario becomes little Mario, Kirby becomes a marshmallow, etc.), though as they are stunned they can only take damage and cannot be knocked back.
Stage: Sky Sphere - The final area of the original Neutopia, this stage takes place atop two tall towers (....). There are also clouds and floating platforms to stand on, but the only stable ground is the two massive towers and their circular balconies. As you fight, familiar enemies fly by in the background. There are also stones that can be pushed or shattered but, on occasion, they are "living" stones and will shoot out spikes or flames at players who get too close. Otherwise, this stage is fairly straight forward. The balconies may be destroyed from too much damage, Skyworld style, as well.
Songs: -Land Sphere/House Theme -Cave Sphere/Two Towers (Neutopia II) -Title Theme -Credits -Water Sphere -Sky Sphere/Final Dungeon -Dungeon/Boss Fight -Final Boss (Dirth) -Dungeon/Boss (Neutopia II)
Trophies: - Jazeta - Staff Change - Goron - Dirth - Princess Lily and Princess Keia -Elemental Staves -Crystal Ball -8 Medallions -Magic Ring -Giant Enemy Crab (...no, seriously. this was a boss)
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Post by Da Robot on Nov 21, 2008 5:07:15 GMT -5
Company: Daisuke “Pixel” Amaya, (creator of Cave Story) and helping to put the game on WiiWare is game developer Nicalis.
Franchise: Cave Story.
Warning Cave Story spoilers may be present, they have been blocked out with spoiler text
Character: The playable character of Cave Story, (spoiler) named Quote. (Yes, the main character's name is a spoiler).
Special Moves. (spoilers)
Standard B: Poloaris Star (or whatever the first gun is called) Side B: Bubbler, fires a slow stream of bubbles, that slow down projectiles. Up B: Jet pack 2.0 has a two point movement sort of like Pikachu's Up B Down B: Kings sword, damages the area around the character, can be charged up for stronger attack.
Final Smash (spoilers) Super upgraded Poloaris Star, the main character now with a super powerful gun can now run around the stage (like R.O.B. does with it's FS) attack other players with a very powerful gun.
Taunts: - Main Character turns around with a question mark above his head (like when you press down in CS to look at something.
- Pulls out a map to look at (does not actually happen in game but character does have a map)
- Jumps up and down on spot. (has no inspiration from game, I just made it up. Olimar does something like it).
Assist Trophy: Curly Brace, She runs around with her machine gun shooting and following opponents that are nearest to her.
Boss: Balrog (Huzzah!) He jumps around the stage, causing shockwaves when he lands and he also shoots barrages of missles at people.
Items (Spoilers)
Missle Launcher a powerful shooting weapon. Holds up to 18 missles that can be fired in either volleys of 1, 2 or 3 at a time (hold attack button to fire each combo of missles).
Life Jar, takes off 30 damage, I think the Smash games could use a item that takes off a small chunk of damage (Maximum Tomato's take off 50%)
Stage: (Spoiler) Hard to think of good area from Cave Story, I think Grasstown (I hope that's right) would do as it has nice tone structures, grass and also some nasty pits with spikes. Also that robot that tells ypu how to make the bomb could appear and drop some on the stage.
Music: (Spoilers)
- Grasstown - Mingma Villiage - Boss Battle theme - Climbing up outside structure thingy theme - Dragon egg place - Sand Zone
Trophies - Main Character named - Curly Brace - Balrog
Spoiler trophies below.
- Misery - The Doctor - Mingmas - King - King's sword. - Experience chip things - Professor - Kazuma (I think that right) - A bunch more humans but I can't remember their names.
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Post by 8bitretroshit on Nov 21, 2008 12:48:43 GMT -5
I think I wrote a bit too much, but anyway:
Company: Konami
Franchise: Twinbee
Twinbee One of Konami's franchises that's popular in the land of the rising sun, but unheard of in the USA. Twinbee's a round, sentient mech that grew legs at some point probably just so he could be featured in games other then shoot 'em ups. Since I grew up with the Nes original and the Snes Platformer, to me Twinbee's as big and awesome as Solid Snake and Simon Belmont.
Notable Moves: Rocket Boost - The up-B special. Works kinda like Diddy's, except when released Twinbee flies in one of 8 different straight directions. Either up, up-right, right, down-right... you get the point. When still holding the B-button in the sky, Twinbee will slowly float down for up to 5 seconds, allowing you to aim the direction of his flight. When the 5 seconds are up, he'll just plummet down. As a nod to the platformer game, flying into the ground or a wall will make him ricochet like a Pong ball. Rocket Punch - The side-B special. Twinbee shoots his fists forward. Like most games it works like a quick boomerang. Unlike Link's boomerang it actually passes through characters, allowing more hits if there are more people on a row. One setback, since it's his hands he's firing off there you can't use the majority of your A and B moves for a second. Up-B special is one that still works however. Power Shot - Standard B-special. Like in the platform game Twinbee will put his hands together and fire a very fast blue laser that can interrupt like Falco's blaster. While the projectile travels the screen very fast, the move has some cool-time and can't be used in fast succession. Power Punch - Down B-special. He 'winds up' his punch similar to Sonic's forward smash. The damage dealt is minimal, but characters getting hit will be pushed back a set distance that won't change with their % increased. A desperate move to keep enemies at a distance. Forward Smash - Twinbee whips out his huge yellow hammer and gives it a mighty swing. Running - When Twinbee runs he actually uses his engine to float over the ground.
Final Smash Winbee appears beside him and, similar to the games in co-op mode, they hold hands to release a huge shot that flies through the stage horizontally. Think Mario's Final Smash, but faster and instead of 'dragging' opponents off the screen by damaging them over and over again it's one powerful hit with much knockback. However, because it's faster it's also possible to sidestep/air dodge it, if timed right.
Assist Trophy Gwinbee - He'll float behind and above whoever summoned him and repeatly shoots basic bullets horizontally that stun like Falco's laser. While doing this he also throws weak bombs down in front of the player. A good tactic would be to just grab your enemy and have him get hit by Gwinbee's bombings.
Boss Evilbee - Since most of Twinbee's bosses are huge flying fortresses and whatnot, there's no choice but have another bee robot as a boss. He'll fly around the screen high out of reach, bombing the ground. After a while he'll land either to the left or right side of the arena and fire a shot at you. He'll then warm up his jetboost to take off to the sky again, at which point you can hit him. He'll intensify the bombings and shoot twice as his HP gets lower, but other then that it's a boss with a simple pattern.
Item Yellow Bell - In most Twinbee games there's usually yellow bells hiding in the clouds and touching them will give you bonus points. Shoot them a couple of times however and the bells change colour, giving you a powerup. To recreate this in Smash a Yellow Bell item will continue to bounce vertically on the stage when it appears. Touching it will heal you for about 10%. Hit it once without actually touching it and the bell launches skywards and changes it's colour. Characters gain different helpful effects when touching these coloured bells: Red Bell: Makes you big, similar to a Super Mushroom. Blue Bell: Increases a player's speed, similar to wearing a Bunny Hood item. White Bell: Increases the knockback of your attacks twice as much for a short while. Green Bell: Summons a tiny 'option' directly behind a player (instead of floating above like Gwinbee) that will fire tiny bullets everytime the player presses A. The bullets won't stun, similar to Fox's blaster, so it's main purpose is to accumulate damage together with your regular attacks. Ofcourse it's also useful as a temporary long-range weapon. The Option disappears after a short while. Black Bell: Slows you down, similar to being unlucky with one of those timer items. Pink Bell: Gives a player the Starman effect. Hitting a coloured bell will change it back to a Yellow Bell.
Stage A rather simple stage made out of cloud platforms. 4 small clouds, 2 on each side of the stage and 3 horizontally big ones in the middle, above one another. Basically the stage looks like an 8 made out of horizontal platforms. All clouds are passable, save for the bottom one which has a bit of floating island rock in it, allowing you to grab the edges aswell. Aside from all this, smiley clouds will gently scroll down left and right of the 7 static cloud platforms and can be used to help you get back to safety. On rare occasions some of Twinbee's strange enemies (including strawberries, forks and... toiletseats) will fly across the screen. These only add a measly 1% when hit, but will interrupt whatever you're doing making them a really annoying hazard. The looping background is that of the first stage of Twinbee Yahho!
Songs - Twin Flight (Twinbee Yahho!) - Gift of the Wind (Detana! Twinbee) - Sky Swimming (Twinbee Yahho!) - Crossing a Sea of Clouds (Detana! Twinbee) - Green Hills Blue Skies (Twinbee: Rainbow Bell Adventure) - Stage 5 (Pop'n Twinbee) - Ingame Theme (Twinbee) - Kiss My Parasol (Twinbee Yahho!) - Let's Face the Fog of Paradise (Detana! Twinbee) - You Meet for... (Twinbee Yahho!)
Trophies Twinbee & pilot Light (Character Trophy) Twinbee & Winbee (Final Smash Trophy) Winbee & pilot Pastel Gwinbee & pilot Mint (Assist Trophy) Evil Bee (Boss Trophy) Dr. Cinnamon Warumon Melora Madoka Ace
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Post by Flip on Nov 22, 2008 12:03:45 GMT -5
The main character from Cave Story is Quote , for those curious Also, the witch, Misery, would have to be a trophy or Assist if such were the case. And my favorite songs from the game (which really isn't spoiling much) are Egg Corridor, Running Hell, Scorching Back, and the ever-calm Geothermal. Moonsong is downright classic, and doesn't even need to be said--it should be in the game automatically. Does Flip love Cave Story...? XD EDIT: Also, Twinbee is in Dreammix TV. Hang on...
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