Fireblend said:Yasunori Mitsuda
(PROCYON STUDIO CO., LTD.) CHRONO TRIGGER / XENOGEARS
YES!
Whoa, you're too cool.xTOXNx said:needless to say, I lol'd
I went on smashboards and said to all the kids who stayed up all night to see it, "I told you so".
Dude yeah. Every time I go through this list I find more awesomeness.Fireblend said:Yasunori Mitsuda
(PROCYON STUDIO CO., LTD.) CHRONO TRIGGER / XENOGEARS
YES!
intendo followed up on its promise from last week with a big update to the Smash Bros. Brawl official website. Lucky for us, the update can be viewed the the language of your choice, including English!
The site is a bit lacking in new content at this point, but there are a few notable points. According to the English (US) and Japanese sites, the game is indeed due out for release some time this year. Other versions don't list a release date.
The site also lists a huge staff of musicians who are lending their talent to the project. The list includes everyone from Nintendo's own Koji Kondo to such familiar videogame composers as Yuzo Koshiro, Motoi Sakuraba and Noriyuki Iwadare. Visit the music page for a sample track.
We're expecting to have more details on Smash Bros. shortly, so once you've had your fill at the official site, keep checking back here at IGN Wii
Not WarioWare Smooth Moves, but that's due to the nature of most of the minigames' playing fields being designed as a fixed immovable area of one 4:3 screen.evilromero said:Did they say it wasn't in 16:9? That would surprise the hell out of me if it ran in standard aspect ratio. All Nintendo games are 16:9.
The site is a bit lacking in new content at this point, but there are a few notable points. According to the English (US) and Japanese sites, the game is indeed due out for release some time this year. Other versions don't list a release date.
WastingPenguins said:Sorry guys, I just woke up and I'm not sure if anyone mentioned it, but notice how the "How to Play" icon on the menu of the site is a sideways wiimote, NES style...
Could it be? There are about half as many buttons as you need!
Dante said:What kind of point were you trying to prove? it doesn't look better then my lovely ps3.
You can count on it. I'm betting on early '08.God's Vessel said:Oh oh. Please don't make Europe wait till next year.
Gekkonidae said:Move with the D-pad, up is jump, down is crouch. 1 is normal attack, 2 is special attack. A is block. What did I miss?
WastingPenguins said:Sorry guys, I just woke up and I'm not sure if anyone mentioned it, but notice how the "How to Play" icon on the menu of the site is a sideways wiimote, NES style...
Could it be? There are about half as many buttons as you need!
Gekkonidae said:Move with the D-pad, up is jump, down is crouch. 1 is normal attack, 2 is special attack. A is block. What did I miss?
WastingPenguins said:Sorry guys, I just woke up and I'm not sure if anyone mentioned it, but notice how the "How to Play" icon on the menu of the site is a sideways wiimote, NES style...
Could it be? There are about half as many buttons as you need!
Gekkonidae said:Move with the D-pad, up is jump, down is crouch. 1 is normal attack, 2 is special attack. A is block. What did I miss?
The growing feet and fists were also in SM64.WastingPenguins said:About the growing fists... you realize that this happened in Melee, right? Go do Mario's up-tilt, for instance. Uppercut, and his fist gets HUGE.
Target said:The growing feet and fists were also in SM64.
Mr. Pachunga Chung said:C-Stick: Smashes --> not REALLY needed - direction + 1 works as well
BrendenLee said:A Wiimote inspired control scheme would have to include a lot of waggle to compensate for missed buttons.
I would speculate this would be the control scheme on the sideways Wiimote
A: Normal Attacks --> 1
B: Special Attacks --> 2
X: Jump --> waggle up/d-pad up
Z: Grab --> waggle sideways
L/R: Shield --> B
C-Stick: Smashes --> more waggle?
Analog: Movement --> D-Pad
+, -, A buttons are pretty much useless because you need to be using the d-pad at all times.
WastingPenguins said:Aghhh, c-stick is SO SO SO much more important than just for smashes...
radiuhm said:Couldn't they simply just use the classic controller? Is it really that bad, I would'nt know since I've never used it. I'm getting more and more interested about the control scheme almost as much as I'm wondering what players will be implemented. I wouldn't mind the GC controller, but like someone said earlier why would they use an old controller and push it with one of their leading franchises.
WastingPenguins said:Aghhh, c-stick is SO SO SO much more important than just for smashes...
radiuhm said:Please explain?
radiuhm said:Please explain?
radiuhm said:Please explain?
Firestorm said:Hold on, I made a macro on NSider about C-Stick because I got annoyed at the idiots who were following some dumb NP Editor's opinion how "C-Stick was Cheap"
Edit: Or read what Wasting Penguins said.
The following is reworded from AustinP of SmashBoards' original post. I did not think all this, I merely re-worded it since the original was a bit hard to read IMO:
Basic Uses
Fast, Uncharged Smashes
Pressing the C-Stick in any direction allows you to do a quick, uncharged smash without any wasted time. It also reduces the chance of you making a mistake, like doing a tilt instead of a smash. Remember that you can charge a C-Stick smash by holding the Z button as you hit the C-Stick!
Item Throws
Throw items strongly in the direction of the C-Stick.
Semi-Advanced Uses
Aerials
Aerial attacks can be done with the C-Stick. It's very useful. This means that if you're moving through the air in a direction using the control stick, you can use the C-Stick to do an attack. For example, let's say you're going backwards, but want to do a forward aerial attack. You press back on the control and and forward on the c-stick to do your f-air. SHFFLing u-airs also requires the C-Stick. You hit down on the control stick to fast fall and up on the C-Stick to do the u-air.
Crouch Cancelled Smashes
While crouch cancelling attacks, use the C-Stick to do a smash attack. Since your control stick is being held down to CC, you can use the C-Stick to do the smash attack.
Wavesmash
You use the control stick to wavedash, so you can use the C-Stick to do a smash attack out of the wavedash.
Advanced Uses
Jump Cancelled Smashes
If you jump cancel a shield or dash, you can smash out of it. Since you have to use the control stick to jump to JC (X/Y don't work with this), you use the C-Stick to do the smash attack. Remember to press it at the same time so that you don't leave the ground. I think Fox requires a 4 frame delay, I'm not sure on that. This allows you to smash right out of a dash (instead of a dash attack) or shield.
Dashdanced Smash
While dashdancing, you have one frame in which you are standing still. Since it's only a frame and the control stick is busy Dash Dancing, you use the C-Stick to do a smash attack while you stand still in that frame.
Shield Techniques
While shielding, the C-Stick does these moves:
Up: Jump
Forward: Roll forward
Back: Roll backwards
Down: Side-step
If you're lagging from an attack, holding the shield button and the C-stick in those directions will allow you to do the action as soon as possible without having to time it. It's like a buffer. You will also not accidently shield shift. The only character who can't do this is Yoshi due to the nature of his shield.
Instant Throws
If you hold the C-Stick in a direction while grabbing, you'll instantly throw them in that direction after grabbing. This gives your opponent very little time to DI.
Edge Tricks
If you press down or back on the C-Stick, you can let go of the edge without risk of fastfalling. Remember not to do it too hard or you'll do a d-air/b-air!
Automatic Crouch Cancelling
If you hold down the C-Stick while playing at low %, you'll automatically crouch cancel attacks. So you can CC and DI using the control stick at the same time.
Automatic Smash DI
If you hold the C-Stick a certain direction during the time you are being hit and before you are sent flying, you will DI in that direction. This is less effective than regular DI and smash DI, but still useful nonetheless.
momolicious said:anyone else think the big character portraits will get in the way of the action>?
camineet said:this is not a troll, so don't take it the wrong way.
SSBM on Gamecube had Dreamcast-class graphics, maybe even below DC-level.
SSBB on Wii has Gamecube or Gamecube+ class graphics, and it looks exellent.
the leap from SSBM to SSBB might not be like a full generation, but it's a large improvement. nothing to complain about. can't wait.
and OMFG at the list of composers/music people
What DC game matches SSBM?camineet said:this is not a troll, so don't take it the wrong way.
SSBM on Gamecube had Dreamcast-class graphics, maybe even below DC-level.
camineet said:this is not a troll, so don't take it the wrong way.
SSBM on Gamecube had Dreamcast-class graphics, maybe even below DC-level.
SSBB on Wii has Gamecube or Gamecube+ class graphics, and it looks exellent.
the leap from SSBM to SSBB might not be like a full generation, but it's a large improvement. nothing to complain about. can't wait.
and OMFG at the list of composers/music people
SSBM on Gamecube had Dreamcast-class graphics, maybe even below DC-level
I'm sorry man, but I have to disagree with you on that one. I can't think of one game that can match SSBM graphics-wise on the DC.camineet said:this is not a troll, so don't take it the wrong way.
SSBM on Gamecube had Dreamcast-class graphics, maybe even below DC-level.