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Post by 8bitretroshit on Nov 22, 2008 12:51:55 GMT -5
He is. So is Master Higgins, which is why that game owns.
Gameplay-wise it doesn't hold a candle to Smash Bros. though.
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Post by Manspeed on Nov 22, 2008 13:41:18 GMT -5
It owns even harder because of Bomberman and Optimus Prime. Megatron and Solid Snake are also hidden characters, and I think the game would've benefited a ton if they just added Bonk, Goemon and a Penny Racer. ;D Otherwise, the game is really just a cross between SSB's Stamina and Coin Battle modes in nothing but enclosed arenas, and that's pretty much it.
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Post by Flip on Nov 22, 2008 14:25:49 GMT -5
It owns even harder because of Bomberman and Optimus Prime. Megatron and Solid Snake are also hidden characters, and I think the game would've benefited a ton if they just added Bonk, Goemon and a Penny Racer. ;D Otherwise, the game is really just a cross between SSB's Stamina and Coin Battle modes in nothing but enclosed arenas, and that's pretty much it. AND Sparkster.
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Post by 8bitretroshit on Nov 22, 2008 14:48:34 GMT -5
I still don't understand why they went for Generic Moai Head Enemy instead of bloody Goemon. Yeah Gradius is big, but Goemon is a pretty well-known Konami franchise aswell and makes more sense as a fighter... But I'll shut up about it, otherwise TeI will lock this thread
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Post by Manspeed on Nov 22, 2008 15:09:27 GMT -5
They probably used Maoi for WTF value given that the rest of the game was already WTF enough. He plays similarly to how I thought Dr. Kawashima or Andross would play.
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Post by Flip on Nov 22, 2008 17:47:56 GMT -5
Back on topic before we get this thing locked.... I've been playing this on VC a LOT lately.
Company: Taito
Franchise: Bubble Bobble/Rainbow Islands/Puzzle Bobble
Character: Bubble Dragon -- called various names depending on color: Bub is Green, Bob is Blue, Bubu is Red, Kulu is Orange, Coro is Purple, and Develon is Black. If you just select the character without switching costumes, you default to Bub.
Bubble Bobble and its spinoff series (Rainbow Islands/Puzzle Bobble) are really, really popular games. I don't see how this wouldn't be a great idea by any stretch. The characters already look they look they could fit right in with the rest of the Smash cast anyways.
Notable Moves: Bubble -- Bub's signature move. Press B to burp out a bubble that travels at mid-speed straight ahead. You can have five bubbles on screen at once, and if you exceed that the older ones will pop and disappear. Once they reach the end of their range after being fired, they stop and start to float upwards to the sky and will eventually disappear. Bubbles deal minor damage and only flinch foes. However, the higher damage a foe has the more chance they have of being trapped inside a bubble and floating upwards. Foes can shake their way out, but others (including Bub) can push them around or POP the bubble by hitting it/moving into it/jumping on it. Foes with light damage just fall out flashing, but higher damage increases the chance they will come flying out of the bubble. Holding B will charge up the bubble, but it takes a while to charge and you halve your speed and can only face forwards while holding the charge. The bigger bubble travels faster and is more powerful, with a slightly higher chance of catching foes. Any bubbles that are in the air can be bounced on by any player if they do a "Footstool Jump" off of the bubble. This does not pop the bubble most of the time, but it might.
Water Bubble -- Borrowed a bit from Liquid Bros. as well as Bubble Bobble, Bub pops a liquid filled bubble behind him and dashes forwards Squirtle style. He rebounds off walls and has a slight downwards momentum in midair, but he is unable to change directions. Characters caught in the wave are pushed with Bub Piplup style. The move can be canceled at any time by jumping.
Inflate -- Bub gulps a bunch of air and blows up like a balloon, slowly rising into the air. While inflated Bub controls like the P-Balloon in Mario World: you rise rapidly, but can "fight" the air to sink or move in any direction. This lasts about as long as Pit's Wings of Icarus, if maybe a little shorter, and does not deal any damage whatsoever. It may be canceled at any time by pressing B or A.
Lightning and Fire Bubble -- Bub spins and pops two bubbles at the same time: a scorching hot fire bubble and a charged lightning bubble. This sends a burning fireball straight forwards and a zapping lightning bolt backwards. This attack capes if used properly (spins foes) and can also be used quickly in succession without much cooldown or lag.
Rainbow Bridge -- Bub's very bizarre series of smash attacks. His FSmash, USmash, and DSmash all involve sending out differently arched rainbows to damage foes: a low arch for the DSmash, a high arch for the USmash, and a long mid-arch for the FSmash. These are really just extended hitboxes and the rainbows disappear right after the attack.
*Note: Bub fights with his tiny claws, head, fangs, tail, and feet. He has incredibly short range with most of his attacks, moves slowly, has very low gravity, and is very light.
Final Smash: Bubble Cannon -- Bub, or whoever else, pulls out the Bubble Cannon wherever they are standing and gets a couple of free shots! You can aim at any angle from 0-180 degrees and have a limit of 12 bubbles or 15 seconds, Grenade Launcher style. Bubbles all deal decent knockback--similar to being struck with a mid-power Soccer Ball. Sometimes you shoot colored bubbles containing enemies, which will drop out and run around the stage Waddle Dee style when the bubble strikes. There are also explosive bubbles from time to time that you can fire that really devastate foes. If you don't set yourself up in the right spot and you have crappy luck, though... this FS is useless.
Assist Trophy: Kurol- A baby in a frog suit. He runs back and forth "croaking," which damage enemies with the sound radius and music notes. He will block attacks with a big fluffy pillow if you attempt to strike him.
Boss: Super Drunk - AKA Grumpy Grommit, the final boss of the first game. He doesn't really do anything. Just stamp and walk around a lot. He summons little Whilly Whistles to attack and stuff, but he's a cakewalk really.
Items: Chack'n -- A weird item. He's a character from the "prequel" to Bubble Bobble and he works similar to Mr. Saturn. Chack'n can walk on both the floor and the ceiling, and will stretch his legs to block players who come near him. A nuisance item, he can be picked up and tossed Mr. Saturn style without doing much damage. Players hold him like the Cracker Launcher because, while held, he frets and tosses grenades in an arch. You can angle how he fires, but you can't control when he starts or stop. Pressing A tosses him, as well as Z. The grenades can hurt the holder.
Stage: Cave of Wonders -- Or whatever it was called... Basically it's a custom Bubble Bobble stage. There's a hole in the center of the floor and a hole in the center of the ceiling. The platforms in the center, all passable, are arranged in a series of tiered "aqueducts," sort of like this:
|_____ _____| |_____ _____|
As you fight, bubbles will come from the sides and floor of the stage. You can bounce off them or pop them, your choice, but they do get in the way of attacks/movement. Food items, jewelery, and other goodies appear as well to slightly heal the player and increase the fake "score" on the top display. The letters EXTEND can be grabbed and will appear on the left side. Whoever finishes the word gets temporary invincibility. Finally, various Bubble Bobble enemies will fall from the ceiling and start to take on the stage. Mightas, Belugas, and the rest all cameo with their signature attack patterns.
Songs: -Bubble Bobble Main Theme -Rainbow Islands Main Theme -Bust-a-Move Main Theme -...and whatever else. I don't know much else >.>
Trophies: - Bubble Dragon (shows all 6 colorations) - Bubble Cannon - Chack'n - Korol - Super Drunk - Enemies (shows all the enemies) - Bubbles (shows all the bubbles) - Prizes (shows all the prize items) - Dragon Bub and Bob - Human Bub and Bob - Puzzle Bobble Cast (various characters)
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Post by Deleted on Nov 25, 2008 23:00:55 GMT -5
Ack, sorry for the lapse! I've been busy with work and writing, so I haven't really had time to contribute any more ideas (even tho I have a ton). I shall rectify this forthwith! And be sure to look back at my Banjo-Kazooie ideas because I've updated them with taunts and a world icon and added more music.
Upon some reflection, I've decided to rescind the numerical limitation I placed on songs and trophies because Brawl's restrictive nature (especially in regards to third party content) is really asinine. So feel free to go nuts...so long as you go nuts within reason. And don't be afraid to add a victory jingle, too!
(Also, Teev, you were right, I fucking LOVED your ideas ;D)
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Company: Silicon Knights
Character: Alex Roivas
Franchise: Eternal Darkness: Sanity's Requiem
Why?: Well, ED:SR is a farking awesome game, first of all - and if that's not enough reason you need to put your balls in a vice and tighten it right now. Second, it stood out in its era as one of the few bloodnguts games the GameCube had in its library, and - even though that contributed to its status - the storyline itself lent to the mature rating of the game, giving it unheard-of depth in anything Nintendo has ever had before. Plus, Alex is a wonderful protagonist - brave, but also not immune to the eroding properties of the Tome of Eternal Darkness as she gradually loses her sanity to it.
Icon: Mantorok's magick sigil, seen here:
Notable Moves:
(First, I'm going to note that most of Alex's magick-based moves are done with a random alignment unless otherwise noted, largely because - without the whole enemy-monsters-that-are-weak-or-strong-to-the-alignment-you-use dynamic - all of the magick you cast will have the same effect. The color her Enchanted Gladius glows is also randomized, but is mostly for show as it does not affect the battle's outcome.)
3-Point Magick Barrier: Down Special, Purely a defensive technique. Alex uses the Tome of Eternal Darkness to create an energy field only she can pass through; it becomes an obstacle to all other players, and other Alex players can only pass through their own Barriers. It remains standing for eight seconds - long enough to be a nuisance and short enough to not be cheap, however the chances of casting it successfully decrease the more the move is used. Because of its complexity, Alex is left open while casting it. Does not work in the air.
3-Point Shield: Neutral Special. Three balls of light begin to spin around Alex. They prevent her from flinching, but she still takes damage each time she's attacked. Like the Magick Barrier, the more frequently it's used, the less likely it is to succeed; also, the spheres move slightly slower than Alex does when running, so if she moves too fast for them to keep up and gets hit in the meantime, she could well be knocked back regardless. Shield Spells are always enchanted with the Chattur'gha (Red) Alignment.
3-Point Magick Attack: Side Special. Alex sends out a bolt of lightning that either fires straight ahead with great power (if Smashed) or homes in on a player to a certain distance with considerably weaker power (if Tilted). Basically similar to Samus' Missile/Super Missile move. Of the four alignments, getting hit with Chattur'gha (Red) causes more damage, while Xel'lotath (Green) inverts the joystick for five seconds, Ulyaoth (Blue) slows the player down for five seconds, and Mantorok (Purple) stuns the player for three seconds.
Gladius Throw: Alex throws her Enchanted Gladius upwards and at an angle. It serves as a tether recovery, sorta; it homes in on the nearest ledge and if it's in-range, it will lodge in and Alex will teleport back up to grab the handle. While on the ground and as an offensive attack, it has power and good knockback, but it leaves her wide-open.
Final Smash: 9-Point Dispel Magick: Alex hunches in on herself and releases a short-ranged shockwave from her body; anyone caught in it is teleported to the Damned City of En'gha, where nine massive plinths glow with purple energy before exploding with an even greater shockwave, causing damage. The cinematic sequence ends and anyone who was hit will be sent flying off the screen.
Notable Alt. Colors: Alex's Red Team costume changes the color of her tanktop from black to red, as seen in beta screens of Eternal Darkness and also as homage to Chattur'gha's alignment. While the rest of her color schemes focus mostly on just her shirt with minor hue changes to her jeans (Purple for Mantorok, Green for Xel'lotath, Yellow for spells without an assigned alignment), her Blue Team costume changes her jeans to the color blue as well, because...you know, bluejeans actually exist. (And that puts the mark on Ulyaoth too, since we're trying to hit all the Ancients.) Because her default costume is black jeans and a black tanktop, Alex has no "Dark Alex" color scheme.
Assist Trophy: Horror - These massive monstrosities are found commonly throughout the game starting early on and are nothing you really want to fuck with. As the summoned Horror lumbers around the battlefield, it swings its massive claws at anyone unfortunate enough to either run or get knocked into its range - which, I might add, is pretty big given the length of their arms. The power in its melee attacks mean even characters at low percentages will probably get KOed. To make matters worse, the ground directly near the Horrors become coated in effluent Magickal energy that stuns and leaves enemies open to attack. Horrors will occasionally stomp the ground when nobody is nearby to unleash their own variation of the Magickal Attack; the problem, however, is that the creatures are so heavy that they can't jump or swim, and are easily avoided if standing on a high-enough platform.
Boss: Pious Augustus - The undead centurion liche and final boss of Eternal Darkness. Pious relies on a mix of hard-hitting magic and slow-but-powerful melee attacks. Being as powerful as he is, Pious himself is actually immune to damage; when you strike him, you stun him for a second or two without really harming him. Your goal is to instead cause his concentration to break, revealing the location of his Ancient Artifact (either the Claw of Chattur'gha, the Veil of Ulyaoth or the Essence of Xel'lotath - also randomized and purely a cosmetic touch). The Artifact is your true target, and when you have damaged it enough (half of the health bar is dedicated to it alone), Pious becomes vulnerable. He relies on 3-Point Magickal Attacks (cast more quickly than Alex can manage due to centuries' more experience), 3-Point Dispel Magicks (which is utilized in a shockwave effect), and will occasionally power up his Bone Staff with 3-Point Enchant Item to give him more power. His melee attacks rely entirely on power swings of aforementioned Bone Staff, which has incredible range to it; he can also grab you, knock you down, and drill your character with the pointed end while on the ground. Pious moves slowly to account for his strength - and, like all bosses, he's impossible to make flinch.
Item: Crossbow - A common ranged weapon found in stages that take place before firearms were invented, the crossbow fires a bolt straight ahead at a slight arc. It's more powerful than Link or Toon Link's arrows and does not need to be charged; it has ten bolts loaded into it and can be used as a throwing item at any time.
Stage: New Jersey: Roivas Mansion - Set within the iconic foyer of the Roivas' mansion, this stage is actually four different terrains in one; the match always starts on the stairs of the mansion where the ceiling prevents any Rocket KOs, but the left and right are completely open and two pits on either side of the center platforms are open. Twin staircases curve up and around onto a conjoined landing; you can stand on the landing itself, as well as the section of the staircases lined up with the 2D plane the characters fight on.
The stage can also shift so that you're facing any of the other three directions in the room; when one staircase is on the right of the screen, the top and left are completely open while only the topmost corner of the right is, and there's a solid floor beneath. While you can travel partway up the stairs, a cabinet, a piano, a gun case and other various household items slide into the battlefield of their own accord, altering the terrain.
When the other staircase is your battling ground, it will appear on the left of the screen, leaving the top, right and upper left corners open for KOing. Here, ghosts of dead people (and a few playable characters from the game) zoom about poultergiest-style, causing players to be blown around as if being caught up by Link's Gale Boomerang. A chandelier will occasionally fall from the ceiling to create a platform.
The final area has the mansion's front door in the background and is completely open on the top, left and right; a couple cabinets set into the walls serve as high rises, and occasionally books will float by and damage players. Every time the layout changes, one of the characters in the match will say something along the lines of, "This isn't really happening!"
Songs:
- Gateway to Destiny (Remixed) - The Chosen - The Gift of Forever - Snake Princess - Ram Dao (Remixed) - Black Rose - Sanity's Requiem - The Penitent - The Somme - A War to End All Wars (Remixed) - Ashes to Ashes
Trophies: I've decided to add flavor text from this point out, where I can be bothered. Only 'cause I can.
- Alex Roivas: Alex is the primary star of Eternal Darkness: Sanity's Requiem. When her grandfather, Edward, is brutally murdered, Alex returns to his home in New Jersey and follows a paper trail that leads Alex along the sanity-taxing journey through history in a last-ditch effort to stave off The Darkness. Equipped with an Enchanted Gladius, Alex gains the skill and tools needed to combat The Darkness' emissary, Pious Augustus.
- 9-Point Dispel Magick: Edward Roivas utilized the giant plinths in the City of En'Gha to purge the monsters from its depths. In Super Smash Bros., Alex utilizes it to clear the battlefield of anyone dangerous enough to get too close to her. [The Trophy shows the nine plinths arranged in a circle, glowing with energy that changes from blue to green to red and back to blue again. Alex, miniscule, stands on the head of one of the plinths while Mario is being zapped in the center of them.
- Pious Augustus: At one point a centurion for the Roman army, Pious has taken many guises throughout the centuries he's served his Ancient Masters. Manipulative and evil, what goals he can't accomplish through pulling strings he completes by unleashing brute force and eons of magickal experience. [Trophy depicts all forms Pious has taken in ED; front and center is Pious as he appears in his lich form, black armor and corpselike, while pre-corrupted Pious, Pious-as-a-monk, Pious-as-a-rich-benefactor, and Pious-as-a-dictator complete a circle behind him.]
- Horror: One of the strongest, most common monsters utilized by Pious and The Darkness, Horrors are known for their strength and resiliency. Though they have no obvious weak points, severing all three heads will kill the creature. They come in three variations: red, aligned with Chattur'gha; blue, aligned with Ulyaoth; and green, aligned with Xel'lotath. [Trophy depicts all three types of Horrors arranged in a triangle, facing outward.]
- Crossbow: This handy weapon appears in many levels of Eternal Darkness: Sanity's Requiem as a ranged item in eras predating the invention of firearms. It only holds one bolt at a time and needs to be manually reloaded.
- Dr. Edward Roivas: Alex Roivas' grandfather and the narrator for Eternal Darkness: Sanity's Requiem. While a scholar in paranormal psychology, Edward did his part to combat The Darkness himself, defending his home from a vampiric monster and descending into the depths of the City of En'Gha, using the massive Magick Plinths to destroy the monsters inhabiting the city. [Trophy shows three versions of Edward: as he appears in his level, younger and skinnier; as he appears at the end of his chapter when he's forty years older; and as he appears in ghost form, arranged in a triangle.
- Dr. Maximillian Roivas: Alex and Edward's ancestor from colonial North America, Maximillian tried valiantly to fend off The Darkness and the creatures of En'Gha, only to fail. Thrown in an insane asylum, Max spent the rest of his days rotting away. An established medical doctor, Max uses his autopsy skills to provide in-depth examinations of the creatures utilized by The Darkness. [Trophy depicts Maximillian alive in the center, wigless and wearing a straight-jacket on the right, and as a ghost on the left.]
- Artifacts: Each of these mystic items represents the essence of their respective Ancient. Pious Augustus touched one with his bare hands, and its corrosive nature corrupted him and turned him into a tool for the Ancients' use. Collecting the Heart of Mantorok and the two remaining Artifacts allow Alex to confront Pious and match his power. The remaining Artifacts are the Claw of Chattur'gha, the Essence of Xel'lotath, and the Veil of Ulyaoth. [Trophy depicts Heart of Mantorok in the center, with the other artifacts arranged in a triangle formation around it]
- Anthony: A messenger for Charlemegne the Frank, Anthony is drawn into the sinister plans of Pious when springing a trap meant for his lord. Despite his best efforts to save Charlemegne, Anthony is foiled and left to rot until found seven centuries later by Paul Luther, nothing more than a mindless zombie. The ruby embedded in Anthony's eye socket is one third of a key crucial to Paul's quest. [Trophy depicts Anthony unmarred on the right, holding a scramasax, and Anthony as a Zombie on the left, holding a long sword]
- Zombies: The most common enemy in Eternal Darkness: Sanity's Requiem. The red Chattur'gha zombies are tougher than the others and flail madly when decapitated; the blue Ulyaoth zombies begin to "sing" and will explode if enough damage is dealt to them before decapitation; the green Xel'lotath zombies are flamable and generate phantom limbs when severed; while the brown Mantorok Zombies are the weakest of the lot and are easily disposed of. [Trophy depicts all four Zombie types curved around the front end of the trophy stand.]
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Deleted
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Post by Deleted on Nov 26, 2008 1:52:35 GMT -5
And because I'm awesome (and I want to save my progress on Alex), I'm doing another one riiiiight now.
Company: SmileBit/Sega
Character: Beat
Franchise: Jet Set Radio
Whyso?: The Jet Set Radio games - particularly the first one - are my faaaaavoritest games ever and are what really got me into stylization, the graffiti subculture, and expression of individuality. It only feels right that I give that sucktastic Hedgehog the boot in favor of someone much more respectable. ;D Also, this is completely validated by Beat appearing in Sega Superstar Tennis, which was on the Wii. So nerr.
Character Icon: The GG's logo from Jet Grind Radio:
Notable Moves:
Shuffle - Down-Special. Beat plants his skates together and slides across the ground with the wheels at an angle, generating sparks. Anyone he collides with takes damage, but how much and how far they're knocked back depends on how much momentum he has. It's most effective when used downhill. This move is a secret trick from Jet Set Radio Future, if you build up enough speed and click down the left joystick.
Vertical Grind - Up Special. A lamp post or an electrical pole appears and Beat automatically grinds upward along it. When reaching the top, he automatically gains a little more air to boost himself into a good recovery position. He causes contact damage while grinding and just as he jumps away, but is vulnerable upon descent. When used in mid-air, the grinding item falls to the ground and can cause minimal damage - think Snake's box or Sonic's springpad.
Graffiti - Beat unleashes a cloud of spray paint into the air. It causes "graffiti damage," a unique type of damage like Aura or Dark Magic, and because its base attack is weak, it gradually increases the percentage of anyone hit with it. Timing it right means you can stun your opponents, who choke on the cloud of spray paint.
Turbo Dash - Side-Special. Beat crouches down and surges to the left or right, plowing into anyone unfortunate to cross his path. This serves as a horizontal recovery as well, and Beat can't do anything afterwards if used in midair.
Flying Kite - Aerial smash attack. Beat thrusts his legs out while in mid-air and kicks anyone close enough.
1020 - Aerial smash attack; similar to the Flying Kite, only it's a multi-hit attack (stolen from Yo-Yo.)
Shove - Running-A attack. Beat swings both arms to the left or right as he moves, causing whomever he hits to pratfall.
Down-Throw - Beat pins his opponent beneath him and tags them in the general face region, causing Graffiti damage. Similar to Charizard's down-throw.
Up-Taunt - Beat does part of his victory dance from Jet Grind Radio.
Side-Taunt - Beat does part of his victory dance from Jet Set Radio Future.
Down-Taunt - Beat sprays a rough Graffiti Soul into the air that vanishes quickly.
Final Smash: Rudie Rampage. Beat whistles a la King Dedede, and other members of the GGs (minus Gum), as well as the Noise Tanks, Poison Jam, Love Shockers and Immortals rush through the battlefield. Depending on who hits you, you'll either be stunned and plowed down (by smaller characters like Mew and Yo-Yo) or you'll actually get knocked back really far (by big dudes like Combo and Poison Jam).
Notable Alt. Colors: Beat's normal attire is an orange shirt with black pants. His shirt and goggles will change colors - blue, red and green for the Team matches, and then...uh...pink, for the hell of it; his last color scheme will turn his shirt green-yellow and his sleeves black with red trim. His goggles will go from green to silver, a homage to his Jet Set Radio Future outfit.
Assist Trophy: Gum. The steady Second-in-Command for both Jet Grind Radio and Jet Set Radio Future, she dashes throughout the battlefield with a can of spraypaint in hand, leaving a massive tag in the air that causes graffiti damage to enemy players and clouds up the screen. When finished, she performs her victory dance from Jet Grind Radio and vanishes.
Bosses: (YES I'M DOING TWO SHUT UP)
Goji Rokkaku & Golden Rhino - While Goji himself is set up on the Turntable of Evil's DJ booth and perched in the background, he controls the massive Rhino statue from the end of Jet Grind Radio to attack you directly. The Rhino relies primarily on bodily attacks - jumping and attempting to land on you, stomping the ground, trying to gore you with its massive horn, etc. Occasionally it will grow fangs and breath a massive stream of fire that covers most of the screen's floor, and it will, without a doubt, try to bite your ass. Beating the Golden Rhino causes Goji to fall to his doom.
A.KU.MU - Goji Rokkaku's JSRF version, Rokkaku Gouji, assumes the devilish form of A.KU.MU to combat you in the bowels of his tower, which looks like a gargelmesh of Tokyo-To obstacles and parts. As menacing as he is tall, A.KU.MU stands on skates just like his Rudie arch-enemies, but moves slowly due to his bulk. His primary attacks involve swiping with his arms and trying to hook you with his claws, but he'll also release mines onto the field (from JSRF's multiplayer mode) that explode with radial damage. He also comes with a tail-bashing maneuver that drives players into the ground, and can fire beams of energy from his mouth that home in on players.
Item: 10x Spray Paint - collecting this (which looks like an icon of a spray paint can and the number "10x" in one corner) will cause players to not only move faster, but also cause contact damage when running through others. Like Beat's Shuffle move, momentum determines whether or not you just clip them or if you actually send them pretty far. It lasts about fifteen seconds and does not increase jump height at all.
Stage: Tokyo-to - Turntable of Evil: set on an interpretation of the final level in Jet Grind Radio, there are three major platforms with two pits between them. The center platform is the turntable itself, a massive record with Goji Rokkaku DJing in the center (and in the background). The record constantly spins, its pace getting faster the longer the match progresses, pushing players to the right side of the screen. The two platforms on the left and right are bare, however the left has rotating gears blocking the corner and the right has a series of twisting grinding rails. Occasionally, the Golden Rhino statue will slam itself down into one of these platforms but will not attack otherwise and cannot be harmed; during all other times in the battle, it appears on the giant speakers in the background. Due to the nature of the stage, all of the characters appear cell-shaded.
Songs: - Funky Radio (Jet Grind Radio) - Super Brothers (Jet Grind Radio) - Electric Tooth Brush (Jet Grind Radio) - Humming the Bassline (Jet Grind Radio) - Up-Set Attack (Jet Grind Radio) - Let Mom Sleep (Jet Grind Radio) - Grace & Glory (Jet Grind Radio) - Jet Set Medley (Jet Grind Radio) - The Concept of Love (Jet Set Radio Future) - Like a Butterfly (Jet Set Radio Future) - Teknopathetic (Jet Set Radio Future) - I Love Love You (Jet Set Radio Future)
And even though it'd never happen due to copyright issues:
- Improvise (Jet Grind Radio) - Aisle 10 (Hello Allison) (Jet Set Radio Future)
Victory!: Jet Set Groove #1 (I'll get a reference for this ASAP)
Trophies:
- Beat: In Jet Grind Radio, Beat makes one of the three founding members of the GGs, boasting average stats with no obvious strengths or weaknesses. And while he loses his position as leader in Jet Set Radio Future, he's still a force to be reckoned with on the streets. In Super Smash Bros., Beat is all about speed and fast combos rather than power. [Trophy depicts Jet Grind Radio Beat on the right and Jet Set Radio Future Beat on the left.]
- Rudie Rampage: It's a stampede of Rudies! Bent on expressing themselves against all odds, these punks are determined to undermine anyone who stands in their way. Whether the lithe Mew or the burly Combo comes your way, you'd better watch out! [Trophy depicts all Rudies from the Rudie Rampage move zooming in various directions. All designs are based on Jet Grind Radio with the exception of Clutch, Jazz and the Immortals, who have only appeared in JSRF.]
- Goji Rokkaku & Golden Rhino: A madman intent on conquering the world, Goji Rokkaku strove against the GGs and other Rudie gangs of Tokyo-To to obtain pieces of The Devil's Contract, an indie record presumed to have the ability to summon a demon. Because he's not much of a fighter himself, Goji relies on his massive robotic Rhino statue to do his dirty work. Goji was a secret character in Jet Grind Radio with high technique and low defense. [Trophy depicts Goji in the DJ Booth in the center of the Turntable of Evil with the Golden Rhino floating behind him, teeth sharpened and mouth open]
- Rokkaku Gouji & A.KU.MU: Rokkaku Gouji's alternate form, and the final boss of Jet Set Radio Future. After absorbing Tokyo-To into his tower, Gouji transforms into the nightmarish A.KU.MU to unleash a bevy of powerful attacks. Be careful of his laser breath and his tail-smash attacks! [Trophy depicts Rokkaku Gouji standing with his arms crossed next to A.KU.MU
- 10x Spray Paint: In Jet Set Radio Future's multiplayer mode, finding one of these in an item power-up granted the player ten extra cans of spraypaint to use for tagging or as a turbo dash. In Super Smash Bros., getting one of these causes players to move at twice their normal speed for a set period of time, causing damage to anyone they run into.
- Gum: The Second-in-Command for the GGs in both Jet Grind Radio and Jet Set Radio Future, Gum's street-savvy nature and unwavering loyalty makes her an important asset to the team. In Jet Set Radio Future, she's known for "leaving a trail of broken hearts wherever she goes," according to DJ K. [Trophy depicts JGR Gum on the right and JSRF Gum on the left.
- DJ Professor K: The face and voice of Rudie culture, DJ Professor K acts as an informant, passing on crucial tips to the GGs over his underground Pirate Radio station, Jet Set Radio. In Jet Set Radio Future, DJ K is kidnapped by the Golden Rhinos only to be saved by the GGs. [Trophy depicts Professor K on right and DJ K on left]
- Combo: This massive behemoth is the powerhouse of the GGs; the strongest and the slowest, he boasts average graffiti skill and the most stamina. He trades his trademarked bucket hat for a pair of shiny shades. In Jet Grind Radio, he and Cube come all the way from Grind City, following a trail left by their missing friend Coin that points to the suspicious involvement of the Golden Rhinos [Trophy depicts JGR Combo on right and JSRF Combo on left]
- Poison Jam: A rival gang to the GGs, the Poison Jam are horror movie buffs that make up for in brawn what they lack in brains and hygiene. In Jet Grind Radio, Goji Rokkaku abducts the gang and has them brainwashed to give the GGs trouble, but the group is more than willing to help out when freed.[Trophy depicts JGR Poison Jam on right and JSRF Poison Jam on left]
- Onishima & Keisatsu: Chief of Police Onishima is a bit on the short side, but don't let it fool you; he's got a huge temper under that stubbly, pasty skin of his. Carrying around a six-shooter loaded with rubber bullets, he'll stop at nothing to put a Rudie behind bars, including going so far as calling in police dogs and tanks![Trophy depicts Onishima front and center, with one of each of the following at his back: Mook Squad, SWAT team, Parachute Squad (coming in from above), police dog and tank]
- Golden Rhino Assassins: The Rokkaku Group's personal enforcement squad, the Golden Rhinos, are led by a group of assassins that terrorize the city of Tokyo. Oddly enough, Assassin #4 appears to be the group's frontman despite his rank. Assassins #8 and #9 appear exclusively in Jet Set Radio Future at the behest of Rokkaku Gouji. [Trophy depicts all nine known Assassins; Assassin #4 is in the foreground, with #3, #5, #6, #7 and #8 spread out behind him. #2 is flying overhead and #1 and #9, being the tallest, are standing in the back.]
- Potts: The GGs' pet pitbull, rocking 3-D Shades like nobody's business. In Jet Grind Radio, the Noise Tanks kidnap the pup and modify him with a cybernetic implant. If certain circumstances are met, Potts can be unlocked as a playable character. [Trophy depicts Potts JGR on right and JSRF Potts on left. Behind each dog in doggie form is them in bipedal-doggy form.]
- Yo-Yo: The most skilled GG in aerial technique, Yo-Yo has connections throughout the seedy underbelly of Tokyo that allows him to get dirt on rival gangs and the Rokkaku Group. In Jet Set Radio Future he is one of the first Rudies to join the GGs and gets kidnapped by the Golden Rhinos. [Trophy depicts JGR Yo-Yo on right and JSRF Yo-Yo on left]
- Clutch: A GG exclusive to Jet Set Radio Future, Clutch had information on the whereabouts of Yo-Yo after being kidnapped; however, instead of trading it to the GGs, he stole their Graffiti Souls and fled, eluding capture by hopping from one district of Tokyo to another. When caught, he yields both the information needed and the Graffiti Souls.
- Tab & Corn: The third founding member of the GGs, this Rudie goes by Tab in Jet Grind Radio and Corn in Jet Set Radio Future. A "self-styled genius" according to DJ K, Corn leads the GGs in Jet Set Radio Future, despite Beat's objections. [Trophy depicts Tab on right and Corn on left]
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Post by Sqrt2 on Nov 26, 2008 6:00:41 GMT -5
It's not perfect, but here goes.... Company: Capcom Series: Ace Attorney Character: Phoenix Wright Notable Moves: B neutral: Phoenix outstretches his finger and shouts "Objection!" at the top of his voice (with the usual speech bubble appearing). Does more damage the further away the opponent is (and has medium knockback). B up: Phoenix uses Franziska's whip to hit opponents above him. Can be used as a tether recovery. B side: Phoenix throws various pieces of evidence from the AA series at opponents. Damage varies depending on type of evidence thrown (for example, a knife will do more damage than an autopsy report). B down: Phoenix flashes his badge at an opponent stunning them for a few seconds (like Mewtwo in melee). Useless in the air. Final Smash: Chains scroll across the screen and a lock appears (like in the Psyche-Lock mechanic). Then Phoenix shouts "Take That!", the chains retract and everyone hit goes flying (and gets 50% added to their damage meter). Assist Trophy: The Judge - The judge from the AA series appears in the background, and bangs his gavel (which moves back and forth at the top of the screen) down on the stage 3 times, before disappearing. ****Spoiler**** Boss: Dahlia Hawthorne's Spirit from 3-5 - She has three attacks, a shockwave-inducing scream, blue fire rains from the sky and uses her long hair as a whip. ****End Spoiler**** Item: Can't think of one at present, will edit as soon as I've thought of one. Stage: Tres Bien, the French restaurant from the third game. All food items only heal half their usual amount (seeing as Armstrong can't cook), and it is impossible to be KO'd downwards. Also as a bonus, Armstrong appears in the background, doing his 'dance'. Songs:Tres Bien!Distant Traces of BeautyGodot ~ The Fragrance of Dark CoffeeWarehouse TigerLuke Atmey ~ I Just Want LoveMask DeMasque ~ Please Listen!The Igarashi Officers ~ Inspection War SongLarry Butz ~ When Something Smells... Trophies:Miles Edgeworth Dick Gumshoe Mia Fey Maya Fey Pearl Fey Franziska Von Karma Winston Payne Dahlia Hawthorne Larry Butz
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Post by TV Eye on Nov 26, 2008 7:56:04 GMT -5
Also, this is completely validated by Beat appearing in Sega Superstar Tennis, which was on the Wii. So nerr. He was also in JGR for the GBA. I think this symbol would be a better way to represent the JSR franchise.
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Post by Manspeed on Nov 26, 2008 14:01:37 GMT -5
Company: HudsonSoft
Franchise: Bomberman
Character: Bomberman You know, the good ol' white Bomber that's appeared as the main character of every stinkin' Bomberman game since the beginning. "Bomberman" actually seems to be the term for the race of people, whereas the white Bomber himself is typically given a name within the context of each name, usually "Shirobon" in Japan (it means "White Bom") or more recently, "Cheerful White", which is a cruddy localization of the aforementioned Japanese name. I guess the Bomberman in this game is meant to be generic, since his alternate costumes are the typical Black, Red, Blue, Green and Yellow in addition to his default White costume.
Moves: Bomberman fights kinda like Mario, and his specials are borrowed from DreamMix TV World Fighters in that they revolve around generating bombs and throwing them around the stage (kinda like Link's Down B on steroids).
A: Punch, Punch, Kick combo. Almost a rip off of Mario.
Forward A: Bomber kick. Kind of like the way he kicks a bomb, except it's his opponent.
Up A: Two fisted uppercut.
Down A: Stomp, as if he were trying to step on somebody's foot.
Forward Smash: Forward flying kick. Has a bit of a dash to it, so you move forward when ever you use it.
Up Smash: Expanding headbutt. It's a headbutt, but instead of reeling back or anything, the force comes from his head expanding in a comedic anime-ish manner.
Down Smash: Two-footed stomp, which produces a shockwave relative in size to the amount of charge time you put in.
Running A: Head slide. He dives forward and slides face first, like a cross between Dedede's Running A and Mario's Running A while holding a battering weapon.
Aerial: Sex kick. Why do they call it that?
Forward Aerial: Drill kick. Kinda like the Forward Aerial Mario had back in SSB1.
Backward Aerial: Double footed backward kick. Speaks for itself.
Up Aerial: Mid-air uppercut. Looks like a "punch the air" victory pose. Based on a piece of artwork from Super Bomberman 2.
Down Aerial: Downward headbutt. Works almost like Sonic's Down Aerial, and it produces a small shockwave when it hits.
B: Bomb Throw Tap the button once to throw a bomb. Hold the button down to keep the bomb in your hands and pump it up to a bigger size. There's three levels of bomb sizes you can have. You can bonk other players in the head with bombs, and they won't explode until the fuse runs out.
Forward B: Bomb Kick Produces a bomb and kicks it forward immediately. It travels along the ground until it hits something. If another player gets it by a sliding bomb, they may trip.
Up B: Bomb Jump Places a bomb immediately below Bomberman, which then propels him into the air like a trampoline. It's worth noting that the same effect will happen in Bomberman lands on any of his dropped bombs.
Down B: Bomb Drop Drops a bomb immediately at Bomberman's feet. If you walk into a dropped bomb, you'll automatically kick it. If you press A while standing on top of it, you'll pick it up like an item. You can't pump bombs while holding them like this, and other players can do the same thing.
Final Smash: Assist Trophy: Boss: Items: Stage: Songs: Trophies:
Note- I'll finish the rest later.
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Post by Flip on Nov 26, 2008 14:28:44 GMT -5
Yeah, I missed the memo on the number limits, but OH WELL. I'll add some links to my music choices, methinks, if I can find them. I know Neutopia music is near impossible to find on Youtube/Google unless you download the rips.
Still lovin' all of these ideas, though. So fresh!
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Post by rukifellth on Jan 5, 2009 15:57:49 GMT -5
An idea I had was to have 4 3rd part companies with two or three characters each:
KONAMI: Snake, Ocelot and Simon Belmont...
Ocelot would use a lot of hit & run abilities, but using a CQC technique reminiscent of the final battle against him in MGS4. His different colours would also be based on his different game appearences and costumes (including a Liquid costume)
His Special moves would be:
B: Revolver shot: A basic revolver shot. It can riccochete on walls like in MGS3, but it only got six shots. SO if the ammo runs out, you have to use Down B to Reload... Powerfull, but problematic...
Forward B: Fist of Liquid: He charges his fist to deliver a devastating punch from "his" fist...
Up B: Cypher, same as Snakes...
Down B: Reload the Revolver...
FinalSmash: Metal Gear Ray. Simhilair to Snake's FinalSmash. The difference is that a MetalGear Ray is summoned to the battle. Ocelot jumps of to pilot it and use a crosshair to aim it's Hydralic Water Beam at the enemies...
Simon Belmont on the other hand would use his whip to deal out powerfull combos of damage, his Smash being the classical CV1 Whip Slash.
His Special moves would be:
B: Dagger, he throws a dagger straight forward.
Forward B: Cross, The classical cross weapon, used countless times to defeat Dracula. It goes forward and back like a bomerang.
Up B: Axe, he throws an axe that lobs up in the air and falls down...
Down B: He throws a bottle of holywater that explodes in blue flames when it hit's the ground.
FinalSmash: He strikes with his whip. If it hit's, he will continue on with several swift lashes from his whip. Based on his super attack from Castlevania Judgment...
As you can see, he lacks any real Up B move, instead, his double jump is more effective than his first jump...
SEGA CHARACTERS: Sonic, Tails, Smash Daisaku
Tails will use many moves simhilair to Sonic, but slightly slower, but slightly stronger. His special moves are pretty much like SOnic's aswell. But his UP-B will be using his tails as a helicopter simhilair to the original game.
His final SMash would be simhilair to his "Super" mode in SOnic2, with tiny golden birds flying around him...
A Gunstar Heroes classical Villian, Smash Daisaku will use many moves that parodies Dhalsim and M-Bison/Vega from StreetFighter2. Among them, a powerfull air kick that stretches the leg to the same lenght as Dhalsim's leg...
Special moves:
B: Fireball: Smash Daisaku will charge up his gun/jetpack to fire a powerfull fireball. But how it will come differs on the duration, it might be: A Fireball A huge Flamethrower esque flame Two waving Fireballs...
Forward B: JetBoost: He will charge up his jetpack and charge forward, simhilair to Luigi's Green Missile...
Up B: Flaming Jet: Simhilair to Fox's Up-B, but only the firetrail from his Jetpack will harm you.
Down B: Bomb: He plucks out a round bomb like object with a skull painted on it. Once he thows it, it will explode on contact with anything...
Final Smash: Psycho Jetpack: A joke on M-Bison's Psycho Crusher, He will extra charge his Jetpack and fly ALL the way across the level, crushing any opponent foolish enough to be in his way...
CAPCOM: Ryu, Zero, Arthur...
Ryu will use all his moves from the StreetFighter series, so veterans will know his moves. The damage and setting will be the same as Street Fighter2 aswell.
Specials:
B: Hadouken: He throws a blue projectile of KI energy....
Forward B: Flaming Hadouken: He throws a red flaming projectile that does slightly more damage, but is slower...
Up B: Shoryoken (I know, I spelled it wrong): The classical jumping uppercut that created the famous "Shenlong" sentence...
Down B: Hatsumakisenpoukenku (blah, I suck at these names): The classical spinning kick move.
Final Smash: Shinku Hadouken or Sen Goku Satsu: Can't really decide, Shinku Hadouken is a very powerfull version of the Hadouken, while Sen Goku Satsu is a horribly powerfull attack that involves the user, sliding towards the enemy, grabbing them, and dealing almost 30 blindingly hit's in a second...
Oh, and his colours would be:
1: Ryu 2: Ken 3: Akuma 4: Sean 5: Shin Akuma 6: Evil Ryu
Zero would use many moves from the obscure CAPCOM fighter, Onimusha Blade Warriors. Based on the Megaman Zero, Zero, he would use swift beam sword strikes. But he would have an alternate costume like Wario, based on Megaman.EXE from Megaman Battle Network. His moves are:
B: Z-Buster Gun: He can fire three consecutive shoots from his gun, or charge it up to fire a huge blast from it...
Forward B: He throws his Z-Shield like a projectile which semi-homes in on enemies...
Up B: An powerfull upward slash simhilair to his signature upper slash from Megaman X and Megaman Zero...
Down B: Zero uses his Triple Rod to block any incoming attack or reflect any projectile, or hurt the opponent...
FinalSmash: Z-Slash, He slashes the opponent in a Z-Pattern...
And finally, Arthur... Good old Ghosts n Goblins... Frustratingly hard, and fun at the same time... He uses his Sword item for his normal attacks, dealing powerfull strikes. He can only use two jumps, but they are eceptionelly high. His other weapons on the other hand...
B: Lance: He throws the iconic lance weapon which goe STRAIGHT Forward...
Forward B: He throws a torch that burns the opponent on contact...
Up B: Axe, simhilair to Simon's but not as high, but further, causes more damage aswell...
Down B: Scythe, he throws a small Scythe toward the opponent that goes in a spiraling patern...
Final Smash: Hyper Armour: Arthur dons his Golden Armour, and delivers bolts of lightnings, flaming dragon snakes, and tornadoes that ravages the stage...
More will come, I'll update it with a NAMCO list aswell, featuring Klonoa, Janga, and Nightmare (maiby)
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Post by Deleted on Jan 5, 2009 20:16:17 GMT -5
Also, this is completely validated by Beat appearing in Sega Superstar Tennis, which was on the Wii. So nerr. He was also in JGR for the GBA. Er...yeah. I pretend that game never happened, though.
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Post by metalsonicex on Jan 17, 2009 19:45:42 GMT -5
Talk about weird... I'm actually making a fanfic called Return To Subspace on fanfiction.net and most of the new characters I'm introducing are third-party. Well, I might as well hop on the bandwagon with one of my personal favorites:
Company: Namco
Franchise: Splatterhouse
Character: Rick Taylor
Character Icon: A transparent version of the Terror Mask (from SH3)
I chose him because: The original arcade Splatterhouse paved the way for overly-bloody games and was the first GOOD survival horror game, paving the way for that genre as well. It was the first game ever to receive a parental advisory warning and was dubbed 'King Of Video Game Violence' for four years until it was eventually replaced by Mortal Kombat. Such a legend MUST be in Brawl.
Notable Moves:
Grab Attack - Grabs foes by the neck, holds them in the air, then strangles them (taken from SH3)
Grab Attack (Up) - Leaps into the air, flips, and slams foes into the ground (taken from SH3)
Forward/ Back A (held) - Charges up power, then punches forward/ back with immense strength (taken from SH and SH2)
B - Thrusts a chainsaw in the direction he's facing (Imagine Kirby with a Jason-like mask and a chainsaw!)
Down B - Spins around with foot extended (taken from SH3)
Final Smash - Megarick (taken from SH3) -Rick's muscles expand to Hulk-like levels and obliterates his shirt -Rick's standard combo as well as his B attacks are changed in this form while all of his other attacks are powered up
Notable Alt. Colors - Rick's normal outfit is a blue shirt, blue jeans, and a white mask, but one of his alternate costumes is taken from the TurboGrafx-16 port of the original game (greenish-grey shirt/ pants with a red mask)
Assist Trophy - BIggy Man (third boss from the first game) -Appears and charges at foes, attacking them with its' chainsaws
Boss - Jennifer (Rick's girlfriend from the first game) -Most of her attacks are taken from the actual battle (stretching its' claws out; leaping, then stretching its' claws out) -Her taunts are also taken from the battle (reverting to her human form, crying 'Help me...', then reverting to her Corrupted state)
Item - Couldn't find one... Sorry...
Stage - Splatterhouse Outskirts -Stage is a single floating platform (like Final Destination) with the burning West Mansion in the background (Note: For those of you who don't know, the West Mansion also has gained the looming title 'The Splatterhouse') -Burning logs will occasionally roll onto the stage; contact with logs is damaging
My Music Tracks: Splatterhouse - I Can Feel It In My Veins [standard stage theme] Splatterhouse 2 - The Abbatoir Splatterhouse 3 - Stage 5 -There are fifteen tracks I chose in all, but I'm to lazy to post them all
Victory! - Glares at the Terror Mask as it removes itself from his face
Trophies: Rick Taylor Megarick Jennifer Wills Jennifer Wills [Corrupted Form] Biggy Man Cpt. Mozzerella (final boss of first game) Blood Puppet Abbatoir (third boss of second game) Dog Roof (final boss of second game) Cannibal (Teddy Bear-like third boss of third game) The Terror Mask (final boss of third game) -Again, there's more, but I'm lazy.
If you want, I'll come back and post my ideas for Klonoa, Sparkster, Megaman, and Duffman (of Simpsons fame).
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