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KneeOfJustice99
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  • It's so cool that every time I find myself thinking "damn, it could be fun for this concept to exist in a platfighter", it turns out to already exist in Rivals. Like, damn, I think people are sleeping on a lot of the base characters over there and how their unique mechanics work, because it's genuinely interesting stuff. (Of course, a lot of it is adapted from more traditional fighters, but that's still fascinating in itself.)
    genius idea alert (please note that this makes me smarter than both atari and bandai) - video game controller that features four face buttons on both sides in place of face buttons and a d-pad, allowing for left-handed and right-handed configurations without having to physically turn the controller upside down (simply using either a menu option or even a physical switch in the controller)

    something something two nickels. though the wonderswan at least occasionally had you hold it vertically instead which i suppose gives it a leg up on the lynx. makes emulating rockman & forte 2 a pain though lol
    With more info on how MKW's character selection screen works having been released, I'm genuinely curious as to if there's been some mass exodus of in-house UI/UX designers at Nintendo, or at least anyone to playtest it.

    I'm sorry but the whole "scroll through one MILLION options" is getting silly. Why aren't character costumes placed under each character? Why not have smaller profile images? Like, I get that it might not be possible to show every character in one screen, but there's workarounds for this. Don't even get me started on the fact that it takes twice as long if you're in multiplayer.

    I feel like I'd be thinking about this less if it weren't for the fact that this exact issue has been a sticking point of mine in the newer Zelda titles, and I'm genuinely getting curious as to if there's some kind of throughline here. Maybe some mysterious internal mandate that says menus should have no basic categorisation options and should take twice as long as they reasonably need to?

    It just seems weird, and really backwards for a company that's ostensibly supposed to be one of the more forward-thinking out there. Idk, that's just me. Can't wait for Smash 7 to have another horizontally scrolling menu that takes 20 minutes to get to Ryu Hayabusa and Goku.
    Baysha
    Baysha
    I saw a gif where there were three people in a line, guy in the back pickpockets the guy in the front's wallet, guy in the front notices, then starts beating up the guy in the middle. The reaction to numerous things in Mario Kart world feels like that
    KneeOfJustice99
    KneeOfJustice99
    In light of W3's point; agreed, and I probably phrased that weirdly in my post. I have nothing against the costume variants (they're undeniably cool!) but my suggestion's more as a way to help trim the CSS a little smaller. If the menu design were better, it'd probably be fine to have those characters on seperate icons, but with this design, that way of handling them just exacerbates the problem.
    Janx_uwu
    Janx_uwu
    What wario said about the size I heavily agree with - it makes it look like a mobile game.

    Actually, is this from the same team as Tour? Cause that would make a lot of sense.

    EDIT: Also, just realized. Mario Kart Tour. Mario Kart World. World, tour. huh.
    Okay, I know I'm a huge hypocrite for this, but; if Gilgamesh (Babylonian Castle Saga) were to be in a fighting game, I think it'd be really funny for his main "gimmick" to be that certain, seemingly random sequences of actions taken in a round will result in him gaining a buff of some kind which lasts until the match's end - be it to attack, defence, speed or otherwise - and then have there be 50-something sequences that are just straight up never explained, some of which require really specific elements like particular stages or opponents.

    Yes, I know it'd be awful and horrible and would fly right in the face of the whole "simplicity" thing I tend to lean into with these things, and it leans way too far into "source accuracy" in a stupid way to be viable, but counterpoint; it'd be really funny.
    Fun Smash trivia quiz because I'm bored (but this one should be a lot easier than others I've posted in the past) - when a character performs a parry or receives their Final Smash in Ultimate, there's a little glint in their character portrait's eye on the HUD.

    There are technically four playable characters who are exceptions to this rule; who are they, and where does the glint appear for each of them?
    fogbadge
    fogbadge
    I wanna say Samus and dark Samus but I think meta knight’s sword glints
    KneeOfJustice99
    KneeOfJustice99
    You're right on Piranha Plant, and in theory, your logic about characters not having eyes is sound given that's why it applies to Pirahna Plant... but it's technically incorrect.

    (That said; Game & Watch would technically count as a 5th example of this, but given some of his forms do actually have eyes, he isn't really an eyeless character.) But, Samus, Dark Samus and Meta Knight aren't actually who this applies to.

    It's actually the Mii Fighters. Despite the glint being placed where their eyes would be by default (as in, using a default Mii), the glint doesn't change based on their actual eye positions; so Miis with eyes particularly far from the "default" don't have the glint where their eyes are, just where they should be.

    Hence the big "technically" for Game & Watch. In his case, the glint is always where his eye would be, whereas in the Mii's case, that wouldn't always apply, so they're technically exceptions to the rule.
    fogbadge
    fogbadge
    and I almost guessed them too
    Probably a bad take but here goes; I don't think Ganondorf's moveset still containing Falcon DNA, even to the extent of making him a "Falcon clone", is actually a bad thing in a vacuum. Rather, I think he's an example of being caught between Smash's two distinct design philosophies - the older "we'll try and make it feel like this character, but take creative liberties to make it more fun/easier to develop", and "it needs to be as accurate to the source as possible to celebrate its legacy". Ultimately I think he's fun to play so really I'd argue that's more important than "representing the Zelda series", but admittedly that's just because I don't think going for absolute source accuracy is really a smart idea when so many genuinely greatly designed elements of the Smash series came about from a combination of some respect for the source material but also a willingness to adapt and change it as needed for the new environment (and some of the more clumsily designed elements of the series have come about from that desire for "source accuracy", like Mega Man's characterisation or the increasingly complex fighter-specific gimmicks which I don't think is a coincidence)
    i always find it tragically hilarious when new studies come out about how playing video games is ruining your hands, eyes, posture, back, ears, and brain, because to memory, i've never come across a study into another sedentary activity performed in front of a computer screen for extended periods of time; office work. funny how that works isn't it. it's almost like we've been socially conditioned to view one activity as morally correct due to it consisting of "work" and the other as morally wrong because its an activity associated with leisure or something
    On a more positive note;



    Came across this recently while aimlessly trawling around Wikipedia (surely it's not just me who does that?). It's honestly a pretty interesting way of framing the whole "retro game collection" concept, and it's also a neat way of making a game about Game Center CX given what kind of a series that actually is.

    Thing is, while it's presented as a minigame challenge collection centred around fictional games from the 80s (think a little like NES Remix), it's also unique in that it includes the "entire games" as bonus content (unlike NES Remix. Grr.) - but then also fully-featured manuals as they would have been printed in the era, and even issues of a fictionalised gaming magazine from the era, featuring interviews from the developers and whatnot (as well as the bottom screen featuring yourself and Arino characterised as children in the 1980s, sharing rumours about the games as an additional information source.)

    Then, as I keep reading, something jumps out as being familiar.



    Technically, I came across this game years ago (by technicality) through Haggle Man, who was also featured in Super Mario Bros. Crossover (a pretty cool Flash game featuring different NES-era characters with their own mechanics going through SMB1 and Lost Levels) as a skin for Ryu Hayabusa. Kinda wild to realise years after the fact that this character I always just assumed to have been from a real, presumably Japan-exclusive series, was made for a fictionalised series in his own right.

    ...I find this kind of approach to creating "alternate histories" in video games really fascinating. It's one of the reasons I really loved UFO 50, but from what I can tell, the Retro Game Challenge series is more specifically trying to ground itself into our own history, just with fictionalised companies and slightly-altered details for the sake of copyright (ie, the Famicom being changed to the "Game Computer" or whatnot) - and, obviously, it doesn't go anywhere near as far as a project like Player Two Start.

    From what I understand, there's actually an entire trilogy of these titles out there. It's really neat to see this kind of thing existing in a few different forms even before the more well-known example later down the line... but damn, there's a small part of me that would love to see at least one of these "fictionalised" series get more entries. (Haggleman, specifically.) I've seen a few people suggest that they wish Bandai-Namco had used actual licensed titles, but... I think that'd detract from the appeal, honestly. The fact that there's an additional kind of barrier to looking things up on the Internet even today helps cement the game's concept really well - even if you're really into video games, including the types of games included here, you're highly unlikely to know anything about the games included. That's a cool thought for newcomers and diehards alike.

    Almost makes me think some kind of "alternate-universe company compilation" would make for a cool creation thread, though there's of course a bit of overlap with MartianSnake's game-pitch thread (and the "alternate universe Smash" thread from a couple of years back.) Maybe that'll be a summer project?
    Okay, dumb rant/take, but - I sometimes hear people talk about the music distribution for certain series in Smash being really out of whack, and I totally agree with that to a certain extent - the fact that there's some series that basically never get remixes or even new tracks overall kinda sucks, especially when they're series that happen to have a lot of potential in the musical department.

    Why do I never hear people talk about Street Fighter in this sense?

    "Oh, but Street Fighter has 39 songs! That's way more than a lot of series!" Four of them are unique remixes, the other thirty-five are just straight up gamerips from Super Street Fighter II Turbo. I genuinely can't think of another instance where the musical selection for a series was literally just pulling the entire soundtrack to one game and then a handful of remixes. That just seems utterly bizarre, and while I totally understand that the mindset behind Ryu and Ken's inclusion is that they're specifically based on their SSFIIT appearances in terms of design and characterisation, it just... feels off.

    Imagine for a moment if a series like Mega Man was exclusively represented with like, two remixes and then basically every single song from Mega Man 2, but nothing from the rest of the series. It's just bizarre. That's not even getting into how many interesting pulls you could go for that'd genuinely fit really well - the more recent V and 6 would lend decently well, stuff from the Alpha and SF3 subseries would be great picks, and I'm sure people wouldn't mind stuff from related games like Final Fight in a similar vein to Fatal Fury's music selections - but instead we just get... the entire Super Street Fighter II Turbo soundtrack.

    I feel like I shouldn't even complain, because the obvious alternative is something like "yeah okay we'll exclusively include the Type A variant for Ryu for source accuracy because that's the only track that plays on Susaku Castle" but the way its actually handled genuinely just feels kind of bizarre in the sense that, like, I can understand the mindset, and it's something that I guess could be cool in a vacuum, but it just doesn't work in practice? Maybe this is just me being entitled.
    been listening to blarf recently

    KneeOfJustice99
    KneeOfJustice99
    Hopefully this won't ping anyone, just doing a random formatting test to try and figure something out.

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    Lorem ipsum dolor sit amet, consectetur adipiscing elit. Duis tortor ex, congue vitae fringilla et, cursus nec risus. Duis aliquet at nibh non finibus.
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    Sorry for the inconvenience!
    I find it kinda funny that, in 2025, we're still really struggling to find ways to handle double K.O.'s in fighting games in a way that seems fair. Judgement is all well and good (and it's always fun to have judgement-specific characters or cameos), but here's a fun fact; this problem was solved in 2002.

    Glove on Fight, a game made by French-Bread before their Melty Blood series, effectively has it that if a double K.O. takes place, both characters are launched backward and wallbounced back into a neutral position. (Admittedly that game also has it so that only heavies can actually K.O. and lights aren't capable of doing that, which probably lends to that too.)

    I mean... that solves a lot of problems, right? The main problem with judgements is that no matter how it's calculated, it feels anti-climatic - not to mention occasionally unfair - when it'd create more tension to be able to solve this in, well... combat. Sure, dedicated Sudden Death rounds work fine, but they slow down the pace of combat too. This kinda just solves all of that by keeping it in the same round, resetting to neutral, and keeping control of the game in the player's hands.

    You'd obviously need to work out a position that works well for all characters - one character's zoning range is another's punish range - but you could probably give a small amount of directional influence for their landing positions (in a similar vein to how games like MvC handle the same "what is neutral?" problem at round-start by letting you move during the countdown.)

    Idk, just a thought that occurred to me lmao
    Random fun fact; when the first measurements of Everest were made by surveyors (namely, the British), they determined that the mountain was exactly 29,000 feet tall. However, they decided that people wouldn't believe the mountain's height to be such a round number, so they added 2 feet to dissuade those concerns; which actually wasn't checked up on for decades after. Funny to think the British put two feet on the summit long before Hillary (and Norgay!) made it there...
    I feel like the best way to go about a horror project in something like The Simpsons isn't some "subversive blood and gore creepypasta" route, but rather, probably a Lynchian exploration of what it actually means to have been completely and utterly static for over 30 years; despite also having evolved and changed.

    I can only imagine the bizarre, dreamlike scenarios you could play around with. How strange it must be, to know the name of your town, but not your state? Or to think back to your childhood and remember simultaneously being a child of the 1960s and of the 1990s, finding it impossible to reconcile the changes that've occurred despite knowing that your recollection of events just doesn't make sense? Or perhaps realising that people just disappear when out of eyeshot, or that they seemingly become more... abstract, the further away from you they are.

    ...just a silly thought.
    why are there two baskin-robbins/dunkin' donuts in the pentagon. i don't get it. like why two of those specifically when there's only one of everything else? (mcdonalds, subway, taco bell, etc)

    that aside i'd highkey be fascinated to see what it's like working there or whatever because you just know for a fact that, for a minimum-wage fast food job, the background checks must have been absolutely insane. that aside imagine being the guy who can genuinely say "i work at the pentagon" and you still get minimum wage. tragic.

    that aside like... if working at the taco bell in the pentagon is mission critical would you be bound by law not to inform future employers that you worked at the taco bell in the pentagon? like imagine being asked about your employment history and you know damn well you exclusively served taco bell but you're not allowed to actually say or you're going to share a prison cell with snowden so you just say "i'm bound by law not to disclose that" and you never get a callback because employers think you're just bull****ting
    i kinda hope p6 is willing to have a more unorthodox navigator of some kind in a similar manner to how p5r akechi worked. mainly thinking the "bro" character in that kinda role would be not only be pretty interesting narratively & character-wise (given the magician arcana's association with creativity and action, but then also having your main navigator in the field is pretty interesting too), but also really funny.

    like a random encounter hits and you audibly hear him tripping over himself to try and analyse as quickly as possible, before peaking the mic by screaming "DUDE, HE'S WEAK TO PHYS, CREASE HIS JAYS"
    KneeOfJustice99
    KneeOfJustice99
    in the vaguest terms possible as to avoid spoilers, he's able to be selected as a navigator later down the line. he's unique in this sense because when under the effects of different ailments, he's got voicelines that actually comment on it (similar to morgana), but he'll also only be able to provide navigator info while in battle, rather than more generally while dungeon-crawling - plus, when knocked out, he can't go to the sidelines like morgana can, and needs to be revived to be able to continue his navigation.
    Janx_uwu
    Janx_uwu
    Oh that's cool. Tbh the navigators confuse me bc they usually don't tell me anything I don't already know, at least Futaba heals and stuff (in like the one fight i've had with her so far). I know he's a phantom thief later on and got spoiled about him being the rat, but i probably could've figured it out anyways.

    But yknow at least it's better than the navigator in Megaman X5 who legit pauses the fast-paced action platform we game to tell you "hey that's a big robot go beat it"
    KneeOfJustice99
    KneeOfJustice99
    I think the Navigator system is one of those things I'd like to see a rework of going forward, to be honest. I might be in a bit of a minority in thinking it's something I'd like to see stick around in some form or another, but different optional takes on the role would be a lot of fun.

    Fuuka in P3R feels like a neat template for this kind of thing going forward; moving away from purely automated navigation skills and having navigation skills instead cost the Navigator's own SP to use (more akin to a party member) seems like a neat way of handling that, and it's something I think could be integrated into the idea of having Navigators on the field more often. (Even if you kept them outside of the battlefield itself, it's still a smart rework.) Iirc Q/Q2 had something similar whereby you can entirely control your Navigator in terms of what buffs/info they give you, which seems like a cool mechanic in my mind.

    And you're absolutely right on X5's Navigator system being an absolute trainwreck. I genuinely have no idea who thought that'd be a good idea in practice; I don't think anyone would have minded if it kept the gameplay going while the Navigator spoke, but stopping gameplay entirely is just... a bad move.
    there are two solutions to the "prophecy says no weapon made of man can defeat me" conundurum. these are as follows;
    • most prophecies were developed before the introduction of the rocket launcher
    • female blacksmith
    y'know shoutout to nintendo for having the balls to keep a universally accepted standard port for essentially any piece of audio equipment manufactured since the mid 1970s on their latest console. which is apparently really difficult and an utterly unthinkable proposition for many manufacturers in 2025 because "actually our latest ewaste slop that will literally be unusable in two years because we shut down our app entirely supercedes this".
    Okay, dumb hot take probably, but I think the flurry rush in BotW/TotK feels... not unfinished, but underexplored. Sure, it's inarguably unbalanced (I did see a neat idea a while back that suggested the Flurry Rush should maybe use stamina, which could help with balancing? It'd need tweaking...), but I think the baseline idea in the earlier game - that is, a risk/reward type deal where you can use the correct dodge at the right time while in harm's way for a more powerful state - is pretty good. But...



    ...come on, why is mashing the Y button to attack multiple times in rapid succession the only thing you can do? Okay, that's probably not a fair criticism but like... you're already jumping, right? So why not be able to whip out your bow into bullet-time and get a stun, letting you follow up. That feels like it'd at least give you a bit more of an option than just "well done, you've timed the button correctly, now mash!"

    I saw one concept somewhere that proposed uses for the other face buttons, and while I recognise the mindset behind that, I'm not 100% sure doing that with all of the face buttons would be a good idea? But like, at least being able to use your other weapon could be nice, rather than just switching to whatever melee weapon has the biggest number on it. And, honestly, I think this is just a smaller element of a bigger issue with melee combat being a little... underdeveloped in those games. (Yes, it doesn't need to be SoulCalibur, but... a little more, maybe?)
    Janx_uwu
    Janx_uwu
    The combat in these games can be very cool if you know what you're doing. But the game never tells the average player "Hey you can throw your metal boomerang and then catch it while with Magnesis it spins and just have a Megaman metal blade you can eff people up with" that's like something you have to learn from a Zelda youtuber.

    I wonder if you could just do what Ghost Of Tsushima does and just make your attack after a parry or perfect dodge really strong. Flurry rush looks cool but having to do it every time is boring. It's like the Sonic Heroes team attacks except you do it for every enemy.

    wait hold on i have an idea
    Janx_uwu
    Janx_uwu

    So here after Link has dodged he can choose one of four options with the face buttons - (B) stab the eye, which blinds the enemy, (X) slice off a leg which restricts mobility, or (A) cut through the neck, the head becomes a stationary laser turret that sits on the gorund and the lower half starts spinning around like an octopus or something. And of course you can still press (Y) for a Flurry Rush if you're into that sort of thing.

    This could use work, it would definitely be OP in 1-on-1 fights (Ganondorf after I jump to the side four times and cut off all of his limbs). But it's a great tool for crowd control for sure.

    The main problem is it might be a tad violent on non-mechanical enemies, I guess you could make the Bokoblin blood green and it might still fall under E10+? But limb severing is pretty gruesome stuff, so maybe this could only work against Guardian-type enemies.
    KneeOfJustice99
    KneeOfJustice99
    That's actually a really cool take on the concept! At the very least, having the ability to select different "weak points" would be a great thing to have; perhaps as opposed to outright cutting off limbs, you could always have a button for a "weak point" (like the head, that stuns the opponent in a similar manner to when you hit them with an arrow there), or different buttons to disarm the enemy, which would leave them open as though you'd just parried their attack (but could let you steal their weapon too.)

    That being said, I do still find your concept a ton of fun, especially in the context of Guardian-type enemies specifically. Honestly, I think the game design of Guardians is a massively underrated thing to begin with, but that's a whole other can of worms. And the idea of cutting them in twain to end up spinning around and as a stationary turret feels like a ton of fun, possibly even having puzzle-solving uses in shrines!
    it's funny that people seem to think silver's boss battle in sonic 06 is "glitched" or whatever because like no. my guy just came back from the ruined future and is absolutely determined to defeat the iblis trigger by any means necessary. he is canonically yeeting sonic into orbit and there's literally nothing you can do about it

    not like he'd have any trouble surviving up there though because like i guess space is pretty much breathable in the sonic universe huh
    man considering they only did two games in the "series" the sonic storybook saga has so much potential and honestly it'd be so cool to see sonic randomly shoehorned into other myths, legends and stories with weird gimmicks that somehow fit the theme in general.

    something based on greek mythology where like all the characters are somehow imbued with some element of the greek gods could be neat, where sonic's got like winged shoes as the main gimmick and hangs out with hermes or whatever. alternatively sonic's house is transported to sonic adventure windy valley and sent to oz. (which would actually be very funny if only because eggman would be a perfect candidate to fit the role of the "wizard")
    kinda wild to think that the cheetahmen, ostensibly something that really shouldn't have even been remembered past the 90s, didn't just become a huge meme once, but twice, in two completely different parts of the internet - and apparently completely seperate to one another. like on the english-speaking net we all know of action 52 because of avgn but apparently it was a huge meme like three years earlier on nico nico douga despite james having literally no knowledge of that fact. idk obviously it's just a big coincidence but that's kind of wild to me lol
    if we used a time machine to bring an internet user from 2005 to the modern day they would think the internet of 2025 is straight up malware. and would be just as baffled as the rest of us that jimmy fallon is still on television
    If I stop you in the street and ask you for £500, would you give it to me? If not, you might be a serial copyright infringer. Depriving people of the money they might have made from a potential transaction is a criminal offence.
    Y'know, in hindsight, it feels like a slightly odd move for the Switch to never really have taken advantage of the ability to be used in "portrait mode" (given there was only one kickstand and whatnot). This might seem like a slightly bizarre suggestion at first glance, but I do genuinely think there might be something in the vertical screen orientation on a gameplay level if it were to be experimented with a little; and weirdly, this wasn't even entirely absent from the Switch's library, either, given a couple of Arcade Archives allowed for vertical play.

    Idk, I think it'd be a cool addition if the "Switch 2" maintains a similar sort of baseline design to it overall. It might seem silly nowadays given how people look at consoles with a similar "gimmick" (like the WonderSwan) but I do genuinely think there might be something in giving people the option; especially for genres like vertical shooters, tile-based puzzle games, video pinball, maybe certain visual novels, and like a whooole bunch of arcade titles; not to mention people's suggestion of potentially having it as an option if DS ever gets added to NSO or something like that.

    I know there's some aftermarket things that've been invented to support this, and like I mentioned it's not been entirely absent already; but it'd be nice to see some official support for something like that. Even if games aren't made specifically with vertical play in mind (understandable given connection to a bigger, generally-landscape television) I don't see why it shouldn't be an option at least; and besides, it'd be something pretty unique on a development front compared to any other console on the market beyond like, smartphones (which have touchscreen inputs anyway)
    wario & waluigi 2d platformer but instead of being focused on multiplayer wario just uses waluigi as a blunt weapon the entire time. like a big sword. but with sound effects
    flawless kidnapping strategy for resident evil fans; create a trail of yellow paint from their front door to the open door of your van. they will be forced to follow this trail due to the inviolable laws of game design and then you can experiment on them to turn them into leon kennedy but real. just like umbrella probably
    the next mario sports game should be mario chess and it's like chess but you can also get powerups n ****. there's also probably enough characters for this kinda thing. worst case scenario just make everyone wear chess-themed hats rather than always, for argument's sake, having bowser and bowser jr. as the king and queen or something
    shoutout to dr. mario 64 for specifically taking 13 out of its 15 playable characters from wario land 3 of all things
    i think there should be more straight up cryptids in the pokemon universe ngl. but then they're like actually treated that way. like i get that mewtwo might be like that in some ways but i genuinely want it to be the equivalent of some ten year old having caught an actual sasquatch and then after the fight the opponent is like "hold up was that ****ing bigfoot"
    two completely random seperate things
    1. it's so cool how the marvel vs. capcom games kinda just treat it like it's normal that the worlds of marvel and capcom kinda just exist as one now, even after the game's events. like how in mvc3, all of the endings are just like "yeah these worlds are one and the same now look at how they're interacting with other characters". it's a cool element ngl and i think it kinda gets lost when so many crossover narratives try to justify it with like world-ending cataclysms
    2. kinda funny how mario kart's never really had jumping as a particularly prominent mechanic? like beyond just the feather item or whatever. because like you'd think the idea of being able to jump a little to get into different shortcuts would have been something that'd be more closely explored, rather than it being way more prevelant in something like crash team racing. interesting thought considering mario's like the platformer series but then i guess i also do like the fact that the mario spinoffs are able to be their own things <3
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