I see you're a person of great culture.
Cue astronauts on the moon, trying to clone Smash in LittleBIG PlanetI went back to Brawl a few years ago and simply couldn't believe how long it takes to return to the ground after jumping
it's like playing Smash on the damn moon
I just realized something really important.
ST Falcon.
Assault Suits Valken.
What could this mean for future of the Smash Bros franchise...?
On one hand, it's the obvious tactic when one's afraid of not going to top oneselfI think that's also why I want the next game to be drastically different. At the end of the day these games all play pretty similarly and serve a similar purpose. Super Smash Bros. Ultimate can and would continue to exists as the game that perfected the (classic) Super Smash Bros. formula while a new game could start a sister/sequel series that isn't so concered with being a iterative thing.
for me, they're both a little awkward. Melee is too fast and Brawl is sooooooo slloooowwwI wonder if i went back to Melee and Brawl, which one i would prefer,
I hated what they did to Lucas and Ivysaur in that game
While we're on the subject of Brawl, seeing as how I've been replaying Four Swords Adventures, can we talk about this obscure track selection?
Having almost entirely forgotten about FSA by Brawl's release, it seemed like an okay pick -- it's FSA representation and it's an upbeat version of a recurring series theme. (One that's generally gentle and slow, so it's a clever roundabout) Yet having finished the level in question, it only plays in...one screen. Right at the end, where all the villagers come out and thank you. My false memory told me you got to travel the restored village afterwards, but nope, most of the level's accompanied by this spooky ambience.
There were some other weird picks in that game's soundtrack -- *Preparing to Advance, Victory is Near, and Gritzy Desert come to mind -- but this one's fascinating to me in that I'm visualizing Sakurai combing through Four Swords Adventures for an appropriate song and went "eureka!" upon finishing. (Yes, sound archives and all that, but humor me here.)
*Really, I don't think anyone anticipated Yuka Tsujiyoko to arrange that 30-second prep menu from Sacred Stones, yet somehow it's still her best work for Smash; seriously, what happened with her instrument quality after that?
I 100% disagree about Ivysaur. That's the best iteration of Ivysaur. Wish I could shoot a Solar Beam on command in Ultimate. Also, Seed Bomb is way more fun than Bullet Seed.
The Oracle games, Minish Cap, Four Swords and Phantom Hourglass got forgotten for Zelda music
The gripes in that sense (elevating Melee's adventure mode) are either from people who don't care about single player, so it's just a polite way to say they didn't want it to exist, or actually complaints about the lack of game themes and references in the Subspace Emissary stages.Ive seen people talk about how great Adventure Mode is for Melee and honestly imo its....very repetitive. Its cool the first time but its very short and honestly redoing it multiple times for trophies gets real old ,it feels very barebones which im not surprised given how rushed Melee's development was. Subspace Emissary is by no means perfect and it has its issues but i think it does a better job at an adventure mode than Melee did (even tho i think the platforming isnt that great and it drags at the end )
I found some of the enemies in that mode really wierd lol. They felt more bootleg than anythingThe gripes in that sense (elevating Melee's adventure mode) are either from people who don't care about single player, so it's just a polite way to say they didn't want it to exist, or actually complaints about the lack of game themes and references in the Subspace Emissary stages.
it does bothers me when people refers him to as "Sonic's father", when in actuality we should be saying that more on Naoto Oshima and Hirokazu Yasuhara; --but that doesn't come close when Inafune got the reputation of being Mega Man's father... (even he said repeatedly he shouldn't be called that); It needed Mighty No 9 for people to stop parroting that.I got to be honest here, I never understood why Yuji Naka was the Sonic guy. He's was clearly a talented programmer, but I don't know why he's a big deal outside of that role.
I always figured the thought process behind the village of the blue maiden was as you say, using a recurring theme within the series for smash and having a version that's more fast paced and fitting....if only they'd noticed it loops incredibly quickly because again, as you pointed out, its made for the very end of 2-2 (or was it 2-1?) of FSA after you spend all stage with a kinda slooooow and deliberately weird version of the main Kakariko motif. At the bottom of my music is goes, lest I get driven mad by the loop
Probably should've used this really
A lot of music additions from Brawl onwards are seemingly decided via being shiny and new, to represent something recent, usually this happens with rips but I expect this is why Gritzy Desert got slotted in along side stages sometimes leaning more on music that fit the theme (so a desert theme for mushroomy kingdom I guess), Yoko was willing to remix it and hey at least she didn't butcher her own work like "Try, Try Again" which still stings.
At least we can say preparing to advance was very appropriately placed in SSE.
I'm still trying to decide if I want to reply to this, or if I want to see you go for the legendary quintuple post.Was Geno ever planned fro Project M (or any other project on that level, if those exist)?
It'd be cool for more third-party characters to pull an SNK and include music and Spirits from several of their company's series. Playing through DOOM: Eternal and unlocking all the CDs with tracks from Quake, Wolfenstein, and Commander Keen made me want some of them to make it in alongside Doomslayer if that ever happened.
Crash could come with some Spyro music too
I feel the opposite between the two, honestly. Inafune came in later which is why he says that he shouldn't be credited as the creator of Mega Man, but his influence wasn't a lie, either. He had influence on the character designs, writing, and general director of the series. Naka might have created the basic gameplay concept, but he wasn't involved in the outstanding level designing of the original games, he didn't create the visual and musical identity that are so important to the series, and so on. He just strikes me as a random workhorse who gets credit for a project way bigger than him out of sheer technicality.it does bothers me when people refers him to as "Sonic's father", when in actuality we should be saying that more on Naoto Oshima and Hirokazu Yasuhara; --but that doesn't come close when Inafune got the reputation of being Mega Man's father... (even he said repeatedly he shouldn't be called that); It needed Mighty No 9 for people to stop parroting that.
I feel the opposite between the two, honestly. Inafune came in later which is why he says that he shouldn't be credited as the creator of Mega Man, but his influence wasn't a lie, either. He had influence on the character designs, writing, and general director of the series. Naka might have created the basic gameplay concept, but he wasn't involved in the outstanding level designing of the original games, he didn't create the visual and musical identity that are so important to the series, and so on. He just strikes me as a random workhorse who gets credit for a project way bigger than him out of sheer technicality.
Should I type five posts in a row to be king of this thread? I'm sure I can put together a nice presentation on why Godzilla should be the first and only non-video-game character to make it into Smash.