Post by Flip on Jan 18, 2009 13:36:00 GMT -5
Where's the other two specials? :<
EDIT:
Company: Shiny Entertainment/Interplay
Franchise: Earthworm Jim
Character: Earthworm Jim
Earthworm Jim was one of the few platforming mascots of the early '90s who took off and made something of himself. He's also the realization of the American dream in video game design, considering he was a smalltime US developer's attempt at creating their own "Mario." Jim's a classic by today's standards, and would gladly accept a role in any future Smash game (or any paying job, for that matter).
Beside: all the one liners and awesome quips this guy would be adding to the game are worth the ticket price alone.
Notable Moves:
Blaster -- With a press of B, Jim holds out his blaster pistol and fires a round of shots that deals light damage but also pushes back enemies (Water Gun style). If you hold B, Jim will continue with the rapidfire and can now multidirectional aim anywhere in front of or above him. The range for this attack to hit the foe is small and stops after a certain distance, so it's good for edgeguarding and approach but not heavy damage. After 100 rounds, Jim has to recharge.
Head Whip -- Forward B causes Jim to whip his wormy body out of the suit and into the air. This attack sweetspots at the tip when the whip "cracks," and so it works a lot like all the other whip moves in the game. And, like them, you can tether with this attack. The whip normally flings at 45 degree angle, but you can also whip downward or dead ahead.
IPocket Rocket -- For his Up B, Jim pulls out his trusty Pocket Rocket and bursts into the air quickly and powerfully. He always goes at a 45 degree angle, and the most punch is at the start of the attack. You can slightly angle the rocket toward the top of its ascent, allowing Jim to curve a bit. When using this attack, Jim has to yell, "Whoa, Nelly!" He just has to.
Mega Plasma Blaster-- Pressing Down B causes Jim to hold out a much bigger blaster than normal and slowly charge. Like Dedede's Down B, he can walk around slowly while charging the attack. When he lets go, a massive burst of energy is fired that deals heavy damage. If Jim charges too much, however, not only is the blast massive, but it deals heavy damage to him as well.
Helicopter Spinny Thing-- Jim's Fair, it's his famous head helicopter thing. Like a few of the aerials in Brawl, this multihit attack actually keeps Jim aloft while in motion and can be used as a pseudo-recovery if necessary.
*Note: Jim punches and kicks, pretty much like he does in Clayfighter 63 1/3. Most of his moves would probably mimic that game.
Final Smash: Cow -- Jim strokes his chin, then gets an idea. A board appears with a cow on one end, and Jim leaps into the air and stomps the other. The cow flies into the air and disappears as the match continues per normal. Within roughly 8 seconds, the cow will come screaming down through the stage in a random spot, obliterating players who don't dodge. Randomly, other items will fall instead: a refrigerator, a toilet, or an asteroid.
Taunts:
-"Yes!" and some muscle flexing, followed by fallen pants, heart boxers, and a dash to pull the packs back up
-A standard aim and look pissed pose where Jim aims forwards, then shifts his eyes and turns to aim the other way
-"Aww... hey little fella!" as Snott pops out of Jim's suit and bounces for a bit
Assist Trophy: Peter Puppy -- how could it NOT be this guy? Peter dances around the stage gallantly, but if disturbed he will hulk out and begin terrorizing players for a very, very long time.
Boss: Psycrow -- Psycrow is part of a chase fight, similar to Meta Ridley. As one of the characters, the player needs to attack Psycrow enough times during a chase scene to defeat him and come in first. Otherwise, he makes off with whatever it was he was making off with.
Items: Chip Butty -- A french fry sandwich, basically. Eating this supes up your character so that they slowly heal as they fight for the next 15 seconds. Any damage they take is automatically healed but consumes the benefit of the item, and the rate is 4% a second (making a grand total of 60% total healed). If you die during healing, you lose the effects.
Stage: New Junk City -- A standard stage consisting of piles of trash, bouncy rubber tires, spikes, and conveyor belts. Not much I can add to that.
Songs:
-New Junk City
-Earthworm Jim Medley
-What the Heck?
-and anything else you guys can add
Trophies:
- Earthworm Jim
- Cow
- Peter Puppy
- Super Suit
- Blaster
- Earthworm Jim (no suit)
- Psycrow
- Snott
- Princess Whats-her-name
- Queen Big-ugly-slug-for-a-butt
- Evil the Cat
-Professor Monkey-for-a-head
- Pocket Rocket
- Bob the Goldfish
- Chip Butty
EDIT:
Company: Shiny Entertainment/Interplay
Franchise: Earthworm Jim
Character: Earthworm Jim
Earthworm Jim was one of the few platforming mascots of the early '90s who took off and made something of himself. He's also the realization of the American dream in video game design, considering he was a smalltime US developer's attempt at creating their own "Mario." Jim's a classic by today's standards, and would gladly accept a role in any future Smash game (or any paying job, for that matter).
Beside: all the one liners and awesome quips this guy would be adding to the game are worth the ticket price alone.
Notable Moves:
Blaster -- With a press of B, Jim holds out his blaster pistol and fires a round of shots that deals light damage but also pushes back enemies (Water Gun style). If you hold B, Jim will continue with the rapidfire and can now multidirectional aim anywhere in front of or above him. The range for this attack to hit the foe is small and stops after a certain distance, so it's good for edgeguarding and approach but not heavy damage. After 100 rounds, Jim has to recharge.
Head Whip -- Forward B causes Jim to whip his wormy body out of the suit and into the air. This attack sweetspots at the tip when the whip "cracks," and so it works a lot like all the other whip moves in the game. And, like them, you can tether with this attack. The whip normally flings at 45 degree angle, but you can also whip downward or dead ahead.
IPocket Rocket -- For his Up B, Jim pulls out his trusty Pocket Rocket and bursts into the air quickly and powerfully. He always goes at a 45 degree angle, and the most punch is at the start of the attack. You can slightly angle the rocket toward the top of its ascent, allowing Jim to curve a bit. When using this attack, Jim has to yell, "Whoa, Nelly!" He just has to.
Mega Plasma Blaster-- Pressing Down B causes Jim to hold out a much bigger blaster than normal and slowly charge. Like Dedede's Down B, he can walk around slowly while charging the attack. When he lets go, a massive burst of energy is fired that deals heavy damage. If Jim charges too much, however, not only is the blast massive, but it deals heavy damage to him as well.
Helicopter Spinny Thing-- Jim's Fair, it's his famous head helicopter thing. Like a few of the aerials in Brawl, this multihit attack actually keeps Jim aloft while in motion and can be used as a pseudo-recovery if necessary.
*Note: Jim punches and kicks, pretty much like he does in Clayfighter 63 1/3. Most of his moves would probably mimic that game.
Final Smash: Cow -- Jim strokes his chin, then gets an idea. A board appears with a cow on one end, and Jim leaps into the air and stomps the other. The cow flies into the air and disappears as the match continues per normal. Within roughly 8 seconds, the cow will come screaming down through the stage in a random spot, obliterating players who don't dodge. Randomly, other items will fall instead: a refrigerator, a toilet, or an asteroid.
Taunts:
-"Yes!" and some muscle flexing, followed by fallen pants, heart boxers, and a dash to pull the packs back up
-A standard aim and look pissed pose where Jim aims forwards, then shifts his eyes and turns to aim the other way
-"Aww... hey little fella!" as Snott pops out of Jim's suit and bounces for a bit
Assist Trophy: Peter Puppy -- how could it NOT be this guy? Peter dances around the stage gallantly, but if disturbed he will hulk out and begin terrorizing players for a very, very long time.
Boss: Psycrow -- Psycrow is part of a chase fight, similar to Meta Ridley. As one of the characters, the player needs to attack Psycrow enough times during a chase scene to defeat him and come in first. Otherwise, he makes off with whatever it was he was making off with.
Items: Chip Butty -- A french fry sandwich, basically. Eating this supes up your character so that they slowly heal as they fight for the next 15 seconds. Any damage they take is automatically healed but consumes the benefit of the item, and the rate is 4% a second (making a grand total of 60% total healed). If you die during healing, you lose the effects.
Stage: New Junk City -- A standard stage consisting of piles of trash, bouncy rubber tires, spikes, and conveyor belts. Not much I can add to that.
Songs:
-New Junk City
-Earthworm Jim Medley
-What the Heck?
-and anything else you guys can add
Trophies:
- Earthworm Jim
- Cow
- Peter Puppy
- Super Suit
- Blaster
- Earthworm Jim (no suit)
- Psycrow
- Snott
- Princess Whats-her-name
- Queen Big-ugly-slug-for-a-butt
- Evil the Cat
-Professor Monkey-for-a-head
- Pocket Rocket
- Bob the Goldfish
- Chip Butty