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Super Smash Bros. for 3DS |OT| It's out in Japan

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Crayolan

Member
There's also this. Famitsu readers ranked EarthBound as the fifth best Nintendo game and Mother as the twenty-third best, but Mother 3 didn't place at all.

This list is hilarious (in a mostly good way).

Melee: Ranked 9th
Brawl: Ranked 19th

SMB1 at #1, lolwut.

Ice Climber: Ranked 22. I'm sure they're thrilled to find them not in Smash anymore!

Super Mario Sunshine: Ranked 19th
Super Mario Galaxy: Ranked 30th

Kirby's Air Ride ranking at all is amazing. Same goes for Banjo Tooie.
 

PKrockin

Member
There's also this. Famitsu readers ranked EarthBound as the fifth best Nintendo game and Mother as the twenty-third best, but Mother 3 didn't place at all.
Famitsu readers are out of their fucking minds to rate Ice Climber anywhere near a top anything. That game seriously blows ass. I guess they really just love the Ice Climbers in Smash.
 
Famitsu readers are out of their fucking minds to rate Ice Climber anywhere near a top anything. That game seriously blows ass. I guess they really just love the Ice Climbers in Smash.
If anything it proves Sakurai doesn't use that list. But if it was liked there a long time ago maybe that is why they were in Melee to begin with.

It's different, it adds or substracs to the amount of knockback an attack has, as opposed to just influencing the direction.

Here's a post explaining it in detail:

http://smashboards.com/threads/vectoring-the-replacement-to-directional-influence-in-smash-4.368780/
Interesting to know.
 
80's gaming was probably completely different in Japan than it was in the US (where the Atari 2600 was a massive hit). That and the Famicom released sooner than the NES did here.

I can see how something like Ice Climbers could have been played in a Japanese household before Super Mario Bros. made huge waves.

Next they'll try to convince me wrecking crew was good.
Wrecking Crew was a surprisingly neat action-puzzle game, kind of ahead of its time in that regard.
 

Jawmuncher

Member
80's gaming was probably completely different in Japan than it was in the US (where the Atari 2600 was a massive hit). That and the Famicom released sooner than the NES did here.

I can see how something like Ice Climbers could have been played in a Japanese household before Super Mario Bros. made huge waves.

Wrecking Crew was a surprisingly neat action-puzzle game, kind of ahead of its time in that regard.

Wrecking Crew is really cool and once you get used to the jumping mechanics in Ice Climbers that's good too.

I'll try it again and see then.
 
Ice Climbers is hard to get used to because it's a platformer that predates SMB. 1 which dictates the rules of collision detection in platforming, so you have to learn how to jump through the corners of ledges which any other game would disallow you to do.
 

BGBW

Maturity, bitches.
Well I guess they held back the AKB48 tracks to add some incentive for getting the Wii U version. Makes sense.
 
In honor of the terrible Metroid sale on the eShop today I bring you this.

D4Qzp8K.jpg

Went to the Smash site to see what titles were on sale... Metroid. Metroid.

Fuck. At this point can we start circulating #SamusDeservesBetter?
 
D

Deleted member 17706

Unconfirmed Member
I've got access to a Japanese copy of the game, but there doesn't appear to be any kind of tutorial. I know very little about Smash Brothers and jumping into the main mode is just kind of chaotic. Nothing really makes sense.

Is there some kind of primer out there about how this game is played for newbies?
 

PKrockin

Member
I've got access to a Japanese copy of the game, but there doesn't appear to be any kind of tutorial. I know very little about Smash Brothers and jumping into the main mode is just kind of chaotic. Nothing really makes sense.

Is there some kind of primer out there about how this game is played for newbies?

https://www.youtube.com/watch?v=32Sj9YRgmaM

Basics are exactly the same as Brawl.

There should be a video like this in Smash 4 if you wait on the title screen or something but I'm assuming you don't speak Japanese.
 

Hatchtag

Banned
I've got access to a Japanese copy of the game, but there doesn't appear to be any kind of tutorial. I know very little about Smash Brothers and jumping into the main mode is just kind of chaotic. Nothing really makes sense.

Is there some kind of primer out there about how this game is played for newbies?

When you start the game, don't press anything and a tutorial will automatically play.
Alternatively, watch what is roughly the same version of the tutorial, but for Melee:
https://www.youtube.com/watch?v=jA-BbpVsKBw
 
I've got access to a Japanese copy of the game, but there doesn't appear to be any kind of tutorial. I know very little about Smash Brothers and jumping into the main mode is just kind of chaotic. Nothing really makes sense.

Is there some kind of primer out there about how this game is played for newbies?

There should be a How to Play video in there somewhere, I'm sure. Probably if you wait at the title screen for a bit.

Here's the one from Brawl: https://www.youtube.com/watch?v=BYqz-P5HFv0
 
I have been reading through the earlier vectoring arguments, I think I understand now why the relationship between competetiv and casual is so sour.
Please allow me some sweeping generalization:
On the one side you have competetiv types that jump the gun and only expect the worst case scenario without any thorough data available
on the other hand you have casuals that are either uneducated and can't add anything to silence or the ones that brush of any concerns as "not like melee" whining.
And of course you dont call out bullshit if said person is on your "side".

Come on people you can do better than that, this isn't healthy.
 

Formless

Member
Just briefly tested this.

Stage: Battle Field (Final Destination version)
Move being used: Mega Upper/Mega Man's Up Tilt (Fresh)
Testing: Vertical KOs
Vector Input: Straight Down

Opponent: Link
KO percentage w/o vectoring: 87-88%
KO percentage with vectoring: 129%
KO percentage difference: 41-42%

Opponent: Pikachu
KO percentage w/o vectoring: 75%
KO percentage with vectoring: Somewhere between 107-111% (brother just lest/wasn't able to finish testing)
KO percentage difference: 32-36% (not complete data)

Tested on the 3DS Smash demo. Link is the heaviest character, Pikachu is the lightest.

From Smashboards

Uh oh
 

Revven

Member
I actually found it worked better than I originally thought it was going to.

Yeah, generally, I get worried about that kind of stuff too but it isn't bad at all in actuality.

On the other hand, when you're spectating others on a live stream it can be a little hard to shift your attention between both the percentages and the on-screen action. Of course, this is all on how the streamer has their layout but you get what I mean... it's definitely weird compared to what I've been used to watching lol.
 
D

Deleted member 17706

Unconfirmed Member
There should be a video like this in Smash 4 if you wait on the title screen or something but I'm assuming you don't speak Japanese.

You are assuming incorrectly! I'll check that out. Thanks!
 

Revven

Member

Yeah... this definitely points to the heavyweights likely being very beneficial of this change -- they both get to survive longer and KO earlier, there's no drawback for them in this situation really. At least, early on here.

I'm interested in how things will evolve, though regardless. There is a reason to be concerned, however, with how large of a difference in % that comparison shows. I don't recall DI having that much of an impact on survival, it was generally much smaller in %. Like, the difference of getting KO'd at 135% and 139%. Not 150% and then 180% or 190%...

But who knows maybe I'm jumping the gun just like I had my concerns with custom moves being unlocked... oh wait, my concerns for that are legitimized now >_>
 

johnbone

Member
It doesn't seem that bad at all? Any little thing "pro" players can find as an excuse to stick with Project M and Melee, I suppose.

Please don't be so condescending, this is a serious discovery that warrants testing!

Attitudes like your's are why we can't have nice things
 
I have been reading through the earlier vectoring arguments, I think I understand now why the relationship between competetiv and casual is so sour.
Please allow me some sweeping generalization:
On the one side you have competetiv types that jump the gun and only expect the worst case scenario without any thorough data available
on the other hand you have casuals that are either uneducated and can't add anything to silence or the ones that brush of any concerns as "not like melee" whining.
And of course you dont call out bullshit if said person is on your "side".

Come on people you can do better than that, this isn't healthy.

It doesn't seem that bad at all? Any little thing "pro" players can find as an excuse to stick with Project M and Melee, I suppose.

That didn't take long.

(Someone with the full game should test this in training mode.)
 

georly

Member
Yeah... this definitely points to the heavyweights likely being very beneficial of this change -- they both get to survive longer and KO earlier, there's no drawback for them in this situation really. At least, early on here.

I'm interested in how things will evolve, though regardless. There is a reason to be concerned, however, with how large of a difference in % that comparison shows. I don't recall DI having that much of an impact on survival, it was generally much smaller in %. Like, the difference of getting KO'd at 135% and 139%. Not 150% and then 180% or 190%...

It'd be a nice change of pace to have smash change from favoring the quick characters and instead favoring the heavy ones.

Ideally, everyone should be playable in the meta, but how funny would that be if typically bottom tier characters all became top tier this game?
 

Revven

Member
It'd be a nice change of pace to have smash change from favoring the quick characters and instead favoring the heavy ones.

Ideally, everyone should be playable in the meta, but how funny would that be if typically bottom tier characters all became top tier this game?

I'd find it really interesting, personally, but it's just a guess on what might happen if VI actually does become more of a problem for characters like Fox, Sheik, Falcon, Marth, etc etc.
 

StayDead

Member
Please don't be so condescending, this is a serious discovery that warrants testing!

Attitudes like your's are why we can't have nice things

Actually, instinctively poo pooing everything initially in the Smash community is why we can't have nice things. This is effectively doing the same thing as SDI, it just extends survivability from survivng from being smashed off side.

It all leads to off stage chases.
 
I don't see the problem with this. Fast characters always seemed to have an unfair advantage over slower ones (and in most cases speed was tied to weight). Glad they're trying to balance this some more
 
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