Tag: Super Smash Bros. Brawl

Putting the “Pro” in “gamer”

Putting the “Pro” in “gamer”

With Finals and graduation and all of that terrible real life stuff on the horizon, I’m staving off imminent insanity in the only way I know how:

Video games.

Specifically, finally trying out that brand new Nintendo Switch Pro Controller I got for my birthday. Two months ago.

To be fair, I mostly haven’t used it up until now for two reasons.

First being the obvious fact that I just haven’t had a whole lot of time to play as the semester has progressed. But also I’m just a stubborn baby that tried to convince himself his janky left Joy Con was still usable, despite a significant drift.

In retrospect I don’t know why I was such a stubborn baby. The Pro Controller is actually a solid accessory!

Not only does it fit comfortably in my hands, but I appreciate the grips not being made of the same material as the semi-transparent body, meaning they don’t get covered in fingerprints.

However, I did immediately come across some trouble with the concept of using a more traditional controller for the Switch…

It doesn’t work with every game.

I notably found this out while trying to play some Pokémon Let’s Go Eevee with Aly.

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She was complaining about the drifting Joy Con, so we tried to use the Pro Controller.

Turns out you can’t use it to do things like throw Pokéballs without the same gyroscopic technology, so they just didn’t add any functionality for the external apparatus.

Cool.

On the bright side, I’ve been able to properly try out the device with a pair of Indie titles I picked up again:

Both Wizard of Legend and Enter the Gungeon received recent updates, and I’ve been playing them to avoid slamming my head against a wall from all this work.

They both add a bunch of new content.

Wizard has a new locale called the Sky Palace (similar aesthetically to The Minish Cap‘s Palace of Winds, much to my nostalgic pleasure), new enemy types and a bunch of additional spells.

Meanwhile Gungeon got… Basically tons more of everything.

It’s amazing to me that such an already stuffed game has been filled with an almost imperceptibly large amount of extra content again. That’s good service if I’ve ever seen it.

The funniest thing about playing both of these titles in quick succession is how different the control schemes are, which makes it difficult to swap between the two.

For instance: In Gungeon, item pick-ups and general interactions are done with the “B” button, while shooting and dodge rolling are done with the triggers. But in Wizard, “B” cancels out all interactions and every action/magic command is done with the A/B/X/Y buttons.

But this difficulty context switching is only going to get worse tomorrow. Because we just found out that Nintendo is dropping the Super Smash Bros. Ultimate 3.0 Update:

Joker is finally here with all of his funky Persona 5 music (and a ton of really well-done fan service by the looks of things).

Sakurai is appeasing his hordes of complaining fans by adding the Stage Builder we all thought was gone. Now with moving platforms!

Clips can be edited together and posted online via the Nintendo Switch.

Move over Adobe Premiere Pro, turns out I could have been learning how to edit video in Smash Bros. all along! That’s the future of journalism.

Frankly the only “bad” part of this whole update video is the fact that no teaser was dropped for the next DLC character. Nintendo could have kept us strung along for years if they doled out teasers for new fighters one at a time.

Yet that’s not even a reasonable “bad.” The fact that all this content is coming deep into the game’s life-cycle shows it has a god damn ton of longevity.

It’ll be rough switching between all those control schemes, but it’ll be worth it.

Especially on account of all these memes:

You’d be mistaken if you thought I wasn’t going to whittle my study time away building stages in Ultimate.

Even though the mode is based on drawing and I’ll probably be terrible at it.

At the very least I’ll try bringing back some Brawl classics for my friends and I to enjoy.

Who knows, maybe I’ll even introduce you all to the pit of death in the near future. We’ll just have to wait and see!

The change to Super Smash Bros. Ultimate’s single player experience I feel would make it even better

The change to Super Smash Bros. Ultimate’s single player experience I feel would make it even better

After pouring over 70 hours into the game, I think it’s safe to say that I love Super Smash Bros. Ultimate.

Ultimate is probably the first Smash Bros. game that I would argue has stellar single player content which really jives with the way I like to play games, even if it doesn’t have a Subspace Emissary mode ala Smash Bros. Brawl.

Subspace Emissary offered a healthy mix of story-driven character interactions, platforming-based overworld sections, Smash fighter duels and big boss encounters to bring something to the table for everyone.

It even had secret characters hidden within the platforming sections who could only be unlocked via finding them. That’s a super cool reward for putting time into the game!

Plus it had couch co-op for anyone playing with a friend.

But for all the positivity Brawl offered for solo players, Subspace Emissary did shine brightest when playing it cooperatively. Also beyond that mode, it mostly survived among my friend group because of how fun it was to do regular Smash battles on custom-made stages.

What Smash Ultimate lacks in a story as character-driven as Subspace Emissary, it more than makes up for with the amount of care poured into the details of World of Light’s adventure and individualized Classic Mode routes.

I figure I’ll dive into each individually, making room for my change pertaining to Classic specifically.


World of Light

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World of Light has a vague overarcing plot. Kirby must set out to save every other Smash fighter, as they have been captured by Galeem, the lord of light, and replicated for nefarious purposes.

In terms of interactions between characters, World of Light is lacking.

Instead it centers around Spirits, over 1,000 characters curated from just about any Nintendo (and third party) title that have taken over the mindless puppet fighters.

These Spirits are battled across a world map chock full of references. For instance, there’s an entire town made up of Nintendo consoles just underneath Lumiose City from Pokémon X & Y, and it can be revealed that the entire town is powered by a facility utilizing the electricity of Zapfish from Splatoon.

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Each of the battles with Smash Ultimate’s Spirits also have great care put into how their source material is referenced.

One of my favorites is the Legendary Dogs from Pokémon:

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But there’s a whole lot more to love, from a Dr. Wily battle where Dr. Mario hides behind eight metal Mega Men to a classic Donkey Kong spirit that has you fight alongside Peach against a massive DK on the arcade game’s stage.

Even this little indie gem:

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And those are just a few of the hundreds of Spirit battles. I powered through the somewhat grind-heavy adventure just to see as many of them as I could.

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That’s the power of well-crafted references. World of Light and the corresponding Spirit Board has them in spades, but even more come forth with Classic Mode.


Classic Mode

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Gotta let my main represent!

Masahiro Sakurai’s team put just as much care into giving every fighter a unique Classic Mode route that fits their character.

At this point I’m kind of an expert in the subject:

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There are three categories of Classic routes I would separate all 74 into.

  1. References to the character’s game series or a particular storyline.
  2. Combining opponents by color or theme based on the character’s interests.
  3. Playing with the character’s quirks.

The first category has some of the most fun Classic runs.

  • Mega Man follows the story of his second adventure by taking on eight characters before fighting a giant robot, then Dr. Wily (Dr. Mario), then Mewtwo as an alien version of Wily.
  • Ryu fights proxy Street Fighter representatives and is the only one with Stamina battles (similar to fighting game life bars).

For characters that group things together, there’s a ton of variety.

  • Marth only fights dragons, ending off with a battle against Monster Hunter’s Rathalos.
  • Bowser fights red costumed fighters in reference to his hatred for Mario.

In the last category, you have unique rule sets.

  • Kirby fights characters that are known for eating, and only food items spawn.
  • Mewtwo takes control of one of his previous round’s opponents to be a teammate in the next.
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Luigi fights his nightmares, including Dracula!

There’s so much to love about Classic Mode in Smash Ultimate that the one (in my opinion) glaring execution error shines.

With all of the variety exuding in each route, far too many end with a fight against Master Hand and Crazy Hand.

They are the biggest representatives of the Smash series as a whole, so it makes sense that they would be the default final boss. But the amount of times I groaned seeing them show when I expected someone else were far too frequent.

Why don’t more of the Mario characters battle Giga Bowser, for example?

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Rosalina does fight the space-faring Marx, but still.

It seems like a small thing, but the routes that go all-out on final bosses are the best. Toon Link’s Classic Mode is based on the Four Swords Games, and culminates in a four-on-one battle against Ganon from Ocarina of Time.

Now I’m not complaining to Sakurai’s team. They did so much more than they had to with Ultimate, and I love everything about it!

But if I could make any change to the end product, I would have added a more diverse boss battles.

Not just by handing out the six World of Light bosses more readily. So much more could have been achieved by adding a few Classic Mode-exclusive bosses as well.

I would have cranked the nostalgia machine up a few notches by adding a boss related to each of the eight original Smash 64 characters.

Mario, Link and Kirby already have representatives with Giga Bowser, Ganon and Marx. But imagine this:

Donkey Kong facing off against some variant of K. Rool, or even Lord Fredrik from DKC Tropical Freeze to tie in with the recent Switch port.

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Samus taking on a returning Meta Ridley from Brawl, or one of her many other big baddies (Crocomire from Super Metroid perhaps? Beloved game, fun second form).

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Yoshi taking on a massive Baby Bowser slowly approaching the arena, just like in Yoshi’s Island. Bowser’s final smash is kind of halfway there as is!

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I know we already have a Bowser… But still. Iconic.

Fox would have to fight some giant figure like Andross, though doing a horde boss battle against the members of Star Wolf might be cool.

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Finally, Pikachu. We could bring back Rayquaza. But there are a billion legendary Pokémon who could be intimidating bosses. Perhaps Ultra Necrozma to tie in Ultra Sun and Ultra Moon?

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Adding just a few extra bosses would add a ton of diversity and surprise for players who took on the World of Light first and might assume they’ve seen everything.

Again, don’t take this as me complaining about the end product in any serious manner. I’m simply a fan of all things Nintendo and can’t help but drool at the thought of even more iconography being brought together with such a well-crafted game.

That being said, what else would you want to see added into Smash Ultimate if you were on the dev team? It doesn’t even have to stick to bosses: Characters, alternate skins or items are always fun points of discussion as well!

Let me know in the comments or somewhere on the Internet, because even as I transition into playing Pokémon Let’s Go Eevee with my sister, I’m still thinking all about that Smash.

A smashing blast to the past

A smashing blast to the past

Gotta love tentpole programming.

Super Smash Bros. Ultimate is officially out today! Even though I haven’t personally gotten my hands on it just yet, by all accounts it promises to be a fantastic collection of all the greatest parts of the series’ 19-year history.

I’m excited to get my hands on this sucker, because I’ve been a pretty hardcore fan of Masahiro Sakurai’s wonderful party fighter games since Melee on the GameCube.

Melee was quite literally a game that defined my young childhood, with many birthday parties spent playing as Young Link on the “Great Bay” stage from Majora’s Mask (many years before I actually played its game of origin).

Brawl was the game that offered my core friend group, from middle school on, to duke it out, find our main characters and test our creativity building our own fields of combat.

Smash 4 brings with it memories of being so excited that I played the demo endlessly during art class in senior year, time that left me proficient in newcomer Mega Man as much as I would be proficient in Lucina — my current main character, passed along from Marth before her.

Yet the fourth entry in the series became so much more. Long nights in the Daily Titan newsroom were more manageable after my boi Aaron Valdez brought his Wii U and we held DT tournaments.

Hell I even have some fond memories of the original Smash Bros., despite the fact that I never owned a Nintendo 64. I distinctly remember going to an animation camp while visiting my grandparents in Florida one summer, and a major highlight of the camp was getting there early to play on some of the consoles available in their waiting room.

My attachment to the series went far deeper than just playing the games with my friends, however.

When Stephen Hillenberg died a few weeks ago, writing my blog obituary for him brought back a lot of memories. One of the most potent memories was attending a sprite animation camp (here in California) over a summer with my friend Mitchell Winn from all the way back in elementary school.

Thanks to that camp, I learned a good many things about grabbing sprites from my favorite games off of The Spriters Resource and using them in different projects.

I took on ambitious sprite projects in the months and years to follow. Including recreating that famous Band Geeks halftime scene from Spongebob with video game characters.

One other project that felt pertinent to today required going back into my old desktop Mac.

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This dinosaur literally hasn’t been touched since 2012 based on the security update. Thus it has become a crystalized time capsule for 15-year-old Jason.

I had so much fun going through this thing that I’m going to talk more about my discoveries later this weekend.

But for now, the important connection back to Smash Bros. were these desktop wallpapers I made using character sprites from various games and other fan projects:

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The Featured Image, a classic fight between Link, Charizard (sans Pokémon trainer as this was the Brawl era), Kirby and Marth on “Mushroom Kingdom II.”
SSBB Battle Battlefield Stage
Four hatted-Kirby duke it out on Melee’s “Battlefield.”
SSBB Battle Yoshi Stage
Pikachu, Yoshi, Marth and Falco fight on “Yoshi’s Island,” where Marth shows off his Dolphin Slash. A favorite move of mine, clearly.
SSBB Battle Mario Stage
The Mario Bros. take on Link and Sonic on the aptly named “Mario Bros.” stage.
SSBB Battle Final Stage
A slightly askew duel between Samus, Fox, Zelda and a very tiny Captain Falcon on Brawl’s version of “Final Destination.”
SSBB Battle Onett Stage
One of my prouder pieces from what I remember, in which Ness knocks Kirby out of the park in his home turf of “Onett.”
SSBB Battle Mario Stage2
We return to “Mario Bros.” so the Bros. can confront a series of variant Sonics each colored after Chaos Emeralds. Not sure if these are the classic Chaos Emerald colors, but the different poses are sweet if you ask me.
SSBB Battle Temple Scene
It’s a race for the Master Sword between Link and Young Link (clearly set during the Melee era) on the leftmost side of the “Temple” battleground.
SSBB Battle Subcon Stage
Apparently I predicted Smash Ultimate being a thing years ago by pitting the (at the time) Melee-exclusive Mewtwo and Brawl-exclusive Snake on “Mushroom Kingdom II.”

Would have helped if I made them all the same size so they didn’t get stretched out when I rotated them as wallpapers. But hey, eight years ago.

All of these babies were created between May and June of 2010 using Graphic Converter, as I never learned Photoshop or anything.

2010! I know I spent all this time building up 15-year-old Jason, but these specifically are all a product of 13-year-old Jason’s ingenuity.

Now that Smash Ultimate is out, I’m hoping to get my hands on it soon so I can start to make some new memories with that game. Perhaps a few of them will come somewhere remotely close to leaving an impression as strong as the older titles.

Here’s to everyone having a happy Smash Ultimate day!