Gaming Smash Bros 3DS

Biochao

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Here is the announcement video, that basically contains all the information that we know, if anyone didn't watch the presentation.

[youtube]http://www.youtube.com/watch?v=jBt1M4BjlpY[/youtube]
 

Schlupi

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YES!!! YES!!! YESYESYESYESYEEEEESSSS

FINALLY Nintendo announces a Smash Bros for a handheld! SWEET! I can't wait. I have been wanting a portable Smash since 1999. I am glad I got a 3DS! Nintendo really (censoredlol) the competition this year, AGAIN huh?
 

tijntje_7

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With my thread, before the 3DS even came out. 'Nintendo please ;_;' Asking for a ssb 3ds existing before the announcement of this game. Proves that nintendo reads gbatemp.

Also, this is awesome sauce-o-tastic. Except for the fact that I won't get a 3DS x]
 

Guild McCommunist

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I really don't see how the franchise would be all that enjoyable outside of playing it as a local multiplayer game. Brawl is probably one of the best local multiplayer games for the Wii and I couldn't see it being fun if it didn't involve my friends cramming into a room and shouting at each other over it. Seems like it'd be kinda dull on a handheld.

Plus I could see using some large fields would lead to a lot of issues with seeing your character, and the only solution seems to involve making it harder to see your opponents or making the fields smaller, both of which don't seem like great alternatives.
 

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I don't really know how well it will turn out. Brawl was a great game for local multiplayer, like Guild said.
I hope it can still work with the 3DS, I'd think that it wouldn't be as fun when you're not sharing a single screen.
 

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BobTheJoeBob said:
I don't really know how well it will turn out. Brawl was a great game for local multiplayer, like Guild said.
I hope it can still work with the 3DS, I'd think that it wouldn't be as fun when you're not sharing a single screen.

Yeah, and I HOPE TO GOD they fix the lag/delay issues that plagued Brawl online. If Smash Bros 3DS has lagless online battles... consider it Godly.
 

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Best party game ever. I've never played as much as Brawl as I did when I was in my first semester of college and it's nice to know that some new titles are on the way to freshen things up.
 

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Guild McCommunist said:
I really don't see how the franchise would be all that enjoyable outside of playing it as a local multiplayer.
I've always felt the single player aspects in brawl, while not being stellar, were still enjoyable aspect of the franchise since the original SSB, with tons of different ways to complete it for trophies or unlockables and shit.
 

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tijntje_7 said:
With my thread, before the 3DS even came out. 'Nintendo please ;_;' Asking for a ssb 3ds existing before the announcement of this game. Proves that nintendo reads gbatemp.
Actually, people have been begging Nintendo for a handheld Smash Bros for eons before that topic, so the only thing that this proves is that Nintendo finally decided to make what the fans have been asking for for a loooooong time.
 

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Donald Serrot said:
tijntje_7 said:
With my thread, before the 3DS even came out. 'Nintendo please ;_;' Asking for a ssb 3ds existing before the announcement of this game. Proves that nintendo reads gbatemp.
Actually, people have been begging Nintendo for a handheld Smash Bros for eons before that topic, so the only thing that this proves is that Nintendo finally decided to make what the fans have been asking for for a loooooong time.
True true, I guess they were waiting for the RIGHT handheld to make its mark before deciding on this. Because DS in itself isn't that strong to make a good SSB, it would be really choppy, while on the 3DS it'l have great graphics + 3D!
yaynds.gif
 

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Seeing there will be WiiU/3ds multiplayer, and that in a WiiU video they showed a 5 player game. Do you think nintendo will add "more than 4 players" battles?
 

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clops3000 said:
Seeing there will be WiiU/3ds multiplayer, and that in a WiiU video they showed a 5 player game. Do you think nintendo will add "more than 4 players" battles?
i don´t think so, 5 players kicking their asses in a little screen like the 3ds... not so sure, plus, check this:
QUOTE said:
e3 2011: El nuevo control del Wii U no se venderá por separado [/url]

Hoy en el stand VIP de Nintendo un portavoz de la compañía habló sobre el precio de cada pieza de hardware. Lo que esta persona dijo fue: “El control y la consola serán vendidos como una sola unidad. No podrás comprar el control solo.” Esto significa mucho y también revela algo que temía que pasara desde que en el video de presentación no vi nunca más de un control de Wii U conectado a la misma consola…

Al parecer el nuevo sistema de Nintendo sólo está siendo diseñado para soportar un solo control con pantalla, mientras que los otros jugadores necesitarán usar un Wiimote. No sabemos todavía si será posible emparejar más de un control con pantalla al mismo Wii U.

Aunque todavía falta mucho para el lanzamiento del Wii U, sí podría imaginar que esta limitación se deba al poder del hardware. No creo que transmitir video vía inalámbrica a cuatro controles sea una capacidad fácil de implementar. Por el momento, hasta que Nintendo no haga un comunicado oficial o defina la lista de características del Wii U, tendremos que olvidarnos de ese shooter para cuatro jugadores en el que cada uno de los participantes juega en la pantalla de su propio control, ni qué decir de un modo vs en Pikmin o de un Mario Kart…
QUOTE said:
Source: Atomix

basically, it says that a spokesman from Nintendo said the control and the console are going to be selled as a unit. You can´t buy it separate. As you may see in the video, it was only 1 new control and the others were wiimotes.


DunkrWunkah said:
This is what we've been waiting for Skip... This is what we've prepared for!
Srs note: I need to get a 3DS pronto!
this brings up my next question: when? well... i´m kinda sad, check this out
QUOTE
not so fast
Cold Water Thrown on Smash Bros. for Wii U and 3DS

Brian Ashcraft — At Nintendo's E3 press event, Nintendo honco Satoru Iwata revealed that Smash Bros. was heading to the Wii U and the 3DS. There are no screenshots of the games. Nothing. That's because work on neither title has begun.

According to Smash Bros. designer Masahiro Sakurai, "Honestly, at this point, we shouldn't be announcing these games to the general public, but since we need to assemble developers for the games, we made them public."

Sakurai added that work on the games has not started, and their future is dependent on the ability of those recruited to work on the titles.

Sakurai heads up new Nintendo subsidiary Project Sora, hence the interest (and need) to recruit development staff. Super Smash Bros. Brawl was developed by a variety of studios, including Monolith Soft and Game Arts.
source: Kotaku
it says that, Masahiro Sakurai, designer of Smash Bros, said that he haven´t reunited with the developer team yet, this means that work havent started

remember how long did we wait for ssbb? if the new version its for 3ds in 3d and wiiu in hd, can you imagine how long will we have to wait?

so yeah, we´ll wait but please, bring us a masterpiece just like the previous ones
 

DarkLG

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I see them making 2 smash bros games really.Release a main one for the console then release a sort of side game on 3DS .
 

Anakir

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QUOTE said:
- Sakurai is using his experience working with Kid Icarus 3DS to smooth the development process of 3DS smash. Mentions he would randomly think about Smash during Kid Icarus development

- "While I'm sure some people just want a new DX (Melee) or X (Brawl), that is not the answer I'm looking for"

- There's a lot of implied differences between the 3DS and WiiU versions. The issue of limitations (or lack thereof) come up ("I could make 50 characters, or double the stages, or make everything prettier (graphically), but with the WiiU I don't have to choose just one of those options"), while he runs into that problem with the 3DS, "maybe something fun like the original smash bros." adding something about a handicap.

- 3DS version will be more "personalized" than the WiiU version, as most likely the handheld machine will only be played by one person. This regards "personal data and achievements." He's probably referring to the stat-keeping mode the Smash games have had and how a handheld version would most likely only be tracking a single person's stats.

- Sakurai feels conflicted, saying something to the effect of "On one hand, a player feels a great sense of accomplishment by beating something really difficult. On the other, if it's too hard, they'll feel a sense of frustration by constantly losing to it." (implied differences between versions)

- Iwata goes on to add that a handheld experience is typically a "fun experience in a short amount of time," and that adjustments would have to be made to work around that.

- "So, for the 3DS version, since you must enjoy it alone, it has a system of rewards that you can customize your character with. And then you can bring these characters from the 3DS to the WiiU to fight on. So one "individual" on a handheld will appear in the "stadium" of the home console." Iwata summarizes by saying "The 3DS version is where players will earn individual achievements for themselves, while the WiiU version will be a place to show those achivements off"

- Sometime late in the Melee development cycle, Iwata told Sakurai "you can never have enough Smash Bros!," to which Sakurai replied "YES YOU CAN." Sakurai apparently doesn't remember this.

- Iwata mentions that he likes how in Smash, both high level and beginner level players can feel a sense of accomplishment in comparison to other fighting games. If you don't know what you're doing in other fighting games, you'll typically get destroyed, in Smash you can earn a few more hits. Sakurai adds onto that saying "You'd think it'd be natural to help new players improve, but when the goal of a fighting game is to beat your opponent down, that becomes difficult." Iwata "feels helpless and weak when he loses badly," and lastly Sakurai adds that "the 3DS version will have ways to help beginner players," going on to suggest co-op "There will be a reward system for good players helping bad ones"

- Apparently the balancing and rebalancing of characters was entirely up to Sakurai, but he's going to ask for some help from other members of the team this time around. He still feels the creator of the game will have the clearest vision of how the balance should look like, but definitely welcomes the help. Iwata asks what type of balancing he's referring to, and Sakurai responds talking about balancing animation/frame/hitbox data, while making sure it makes sense in the scope of the game. It has to "look natural and feels good to land the attack"

- There's implied distinction between casual and competitive play made by Sakurai, saying "all these claims of 'this character is too strong' or 'this character is too weak' varies from person to person." When he looked at the sets of data from Wifi games, all characters had relatively the same level of success. "However, according to the competitive scene, that doesn't seem to be the case elsewhere."

- A balance regarding the difficulties of surgical balance changes, and how they don't want characters to "feel the same," adding that specific traits/strengths/weaknesses are intentionally built to differentiate characters. Along with the "oh now that we nerfed this, this other thing is broken," etc. Iwata comments that this type of balancing is ridiculously hard and congratulates Sakurai for pulling it off with every single character by himself.

- Sakurai mentions that while new developers might see this initially as a learning opportunity, it'll eventually turn into a lesson of pain.

- More commentary regarding the extreme level of difficulty regarding balance vs uniqueness in a fighting game cast, with Iwata joking that "I knew I had an eye for talent when I picked you"

- Sakurai comments "the mechanics of a game better fit the system the game is on." The 3DS's small screen, for example, is something they have to work around, making sure the backgrounds and stage structure are clearly visible.

- Iwata comments that some designers enjoy gimmicks like FMVs and cutscenes, because it's where developers get the most free reign to show off their skills.

- Sakurai mentions "I think it'd be best if we can design something that works well and looks good regardless of whether it's on a portable or on an HDTV, but having a different team for each version is also good because we can still make very specialized additions to each." Each individual project will take advantage of each developers "specialty and where they're most likely to apply it."

- Essentially boiling down to "while keeping coherence between the two version is important, they don't want to use that as an excuse to compromise potential features for either version"

- Apparently Sakurai had no direct involvement with either Sonic's or Link's implementation in Brawl.

- He's slightly concerned by the fact that the various branches of Brawl staff worked on different schedules so the development process has gotten rather long. Iwata asks "but now you get to be a lot more hands-on with Smash 4, right?" to which Sakurai answers "Yes, but I'm coming into development right after Kid Icarus finishes, with no rest inbetween. So any help I can get is much appreciated"

- Sakurai says as a game designer and head developer, he really enjoys making something himself and seeing it turn into something good, but if he takes it in the wrong direction he won't reach the people he intends to. With Smash he wants to reach out to as many as he can. Iwata comments "this leaves a lot up to chance when it comes to the finished game," but Sakurai responds "I prefer it to a "stable" series where every sequel is juts the same game with a little bit added on. While it's painful to make something new, it's fun to figure out how." While with Smash, each iteration has a different fun twist, and even someone who doesn't know much about the series can pick apart the differences fairly easily.

- Iwata anguishes over how expensive the project is and that it requires a lot of people.

- Sakurai "Anyway, I look forward to the people you bring to this project, since the success of it is dependent on who you gather for me! Still, even if you don't gather enough people, I wouldn't want to see the project stretched thin, so we could focus on only one system." Iwata: "What? Even after we announced at e3 that we'll be developing for both systems?!" Sakurai: "Well either that or I take a small team and we take five years"

- in the conclusion, Iwata thanks Sakurai, and Sakurai says "thanks, but my time is currently focused on making sure Kid Icarus is perfect for launch!"

http://www.smashboards.com/showthread.php?t=304894

Yep. SSB4 is going to be bad. Confirmed.
 

anvaen

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Anakir said:
Yep. SSB4 is going to be bad. Confirmed.

Bad? do you mean bad-ass or not-good? if the answer is not good, please enlighten us

QUOTE- Essentially boiling down to "while keeping coherence between the two version is important, they don't want to use that as an excuse to compromise potential features for either version"
this aspect was worrying me, now i can sleep well, i mean, i thought that the wii-u version would have to adecuate its cuality, in this case, to lower it, to be able to play on both consoles
 

MakiManPR

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Anakir said:
QUOTE said:
- Sakurai is using his experience working with Kid Icarus 3DS to smooth the development process of 3DS smash. Mentions he would randomly think about Smash during Kid Icarus development

- "While I'm sure some people just want a new DX (Melee) or X (Brawl), that is not the answer I'm looking for"

- There's a lot of implied differences between the 3DS and WiiU versions. The issue of limitations (or lack thereof) come up ("I could make 50 characters, or double the stages, or make everything prettier (graphically), but with the WiiU I don't have to choose just one of those options"), while he runs into that problem with the 3DS, "maybe something fun like the original smash bros." adding something about a handicap.

- 3DS version will be more "personalized" than the WiiU version, as most likely the handheld machine will only be played by one person. This regards "personal data and achievements." He's probably referring to the stat-keeping mode the Smash games have had and how a handheld version would most likely only be tracking a single person's stats.

- Sakurai feels conflicted, saying something to the effect of "On one hand, a player feels a great sense of accomplishment by beating something really difficult. On the other, if it's too hard, they'll feel a sense of frustration by constantly losing to it." (implied differences between versions)

- Iwata goes on to add that a handheld experience is typically a "fun experience in a short amount of time," and that adjustments would have to be made to work around that.

- "So, for the 3DS version, since you must enjoy it alone, it has a system of rewards that you can customize your character with. And then you can bring these characters from the 3DS to the WiiU to fight on. So one "individual" on a handheld will appear in the "stadium" of the home console." Iwata summarizes by saying "The 3DS version is where players will earn individual achievements for themselves, while the WiiU version will be a place to show those achivements off"

- Sometime late in the Melee development cycle, Iwata told Sakurai "you can never have enough Smash Bros!," to which Sakurai replied "YES YOU CAN." Sakurai apparently doesn't remember this.

- Iwata mentions that he likes how in Smash, both high level and beginner level players can feel a sense of accomplishment in comparison to other fighting games. If you don't know what you're doing in other fighting games, you'll typically get destroyed, in Smash you can earn a few more hits. Sakurai adds onto that saying "You'd think it'd be natural to help new players improve, but when the goal of a fighting game is to beat your opponent down, that becomes difficult." Iwata "feels helpless and weak when he loses badly," and lastly Sakurai adds that "the 3DS version will have ways to help beginner players," going on to suggest co-op "There will be a reward system for good players helping bad ones"

- Apparently the balancing and rebalancing of characters was entirely up to Sakurai, but he's going to ask for some help from other members of the team this time around. He still feels the creator of the game will have the clearest vision of how the balance should look like, but definitely welcomes the help. Iwata asks what type of balancing he's referring to, and Sakurai responds talking about balancing animation/frame/hitbox data, while making sure it makes sense in the scope of the game. It has to "look natural and feels good to land the attack"

- There's implied distinction between casual and competitive play made by Sakurai, saying "all these claims of 'this character is too strong' or 'this character is too weak' varies from person to person." When he looked at the sets of data from Wifi games, all characters had relatively the same level of success. "However, according to the competitive scene, that doesn't seem to be the case elsewhere."

- A balance regarding the difficulties of surgical balance changes, and how they don't want characters to "feel the same," adding that specific traits/strengths/weaknesses are intentionally built to differentiate characters. Along with the "oh now that we nerfed this, this other thing is broken," etc. Iwata comments that this type of balancing is ridiculously hard and congratulates Sakurai for pulling it off with every single character by himself.

- Sakurai mentions that while new developers might see this initially as a learning opportunity, it'll eventually turn into a lesson of pain.

- More commentary regarding the extreme level of difficulty regarding balance vs uniqueness in a fighting game cast, with Iwata joking that "I knew I had an eye for talent when I picked you"

- Sakurai comments "the mechanics of a game better fit the system the game is on." The 3DS's small screen, for example, is something they have to work around, making sure the backgrounds and stage structure are clearly visible.

- Iwata comments that some designers enjoy gimmicks like FMVs and cutscenes, because it's where developers get the most free reign to show off their skills.

- Sakurai mentions "I think it'd be best if we can design something that works well and looks good regardless of whether it's on a portable or on an HDTV, but having a different team for each version is also good because we can still make very specialized additions to each." Each individual project will take advantage of each developers "specialty and where they're most likely to apply it."

- Essentially boiling down to "while keeping coherence between the two version is important, they don't want to use that as an excuse to compromise potential features for either version"

- Apparently Sakurai had no direct involvement with either Sonic's or Link's implementation in Brawl.

- He's slightly concerned by the fact that the various branches of Brawl staff worked on different schedules so the development process has gotten rather long. Iwata asks "but now you get to be a lot more hands-on with Smash 4, right?" to which Sakurai answers "Yes, but I'm coming into development right after Kid Icarus finishes, with no rest inbetween. So any help I can get is much appreciated"

- Sakurai says as a game designer and head developer, he really enjoys making something himself and seeing it turn into something good, but if he takes it in the wrong direction he won't reach the people he intends to. With Smash he wants to reach out to as many as he can. Iwata comments "this leaves a lot up to chance when it comes to the finished game," but Sakurai responds "I prefer it to a "stable" series where every sequel is juts the same game with a little bit added on. While it's painful to make something new, it's fun to figure out how." While with Smash, each iteration has a different fun twist, and even someone who doesn't know much about the series can pick apart the differences fairly easily.

- Iwata anguishes over how expensive the project is and that it requires a lot of people.

- Sakurai "Anyway, I look forward to the people you bring to this project, since the success of it is dependent on who you gather for me! Still, even if you don't gather enough people, I wouldn't want to see the project stretched thin, so we could focus on only one system." Iwata: "What? Even after we announced at e3 that we'll be developing for both systems?!" Sakurai: "Well either that or I take a small team and we take five years"

- in the conclusion, Iwata thanks Sakurai, and Sakurai says "thanks, but my time is currently focused on making sure Kid Icarus is perfect for launch!"

http://www.smashboards.com/showthread.php?t=304894

Yep. SSB4 is going to be bad. Confirmed.


Smash is NOT mean to be competitive is a fun fighter NOT a competitive fighter That Smash competitive scene should die

Is going to be awesome
 

Rabbi Nevins

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MakiManPR said:
Smash is NOT mean to be competitive is a fun fighter NOT a competitive fighter That Smash competitive scene should die

Is going to be awesome

In your opinion sure. Take it from someone very active in competitive smash, just because we are playing competitively doesnt mean its not fun. I love smash, I still have fun playing with items and free for alls. Its just different. You havent played competitivley obviously so what justifies you to say we should 'die.' The way the game is played competitively is still fun, in a different way. There will always be a competitive scene for the game because all those who compete LOVE smash. How could we not if we continue to play for hours and hours on end. Playing in a very casual way for the amount of time we put in would get very repetitive. To keep the fire going and the love for the game up we compete, it adds something to the game. You imply that just because its competitive, its not fun?
 

MakiManPR

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Rabbi Nevins said:
MakiManPR said:
Smash is NOT mean to be competitive is a fun fighter NOT a competitive fighter That Smash competitive scene should die

Is going to be awesome

In your opinion sure. Take it from someone very active in competitive smash, just because we are playing competitively doesnt mean its not fun. I love smash, I still have fun playing with items and free for alls. Its just different. You havent played competitivley obviously so what justifies you to say we should 'die.' The way the game is played competitively is still fun, in a different way. There will always be a competitive scene for the game because all those who compete LOVE smash. How could we not if we continue to play for hours and hours on end. Playing in a very casual way for the amount of time we put in would get very repetitive. To keep the fire going and the love for the game up we compete, it adds something to the game. You imply that just because its competitive, its not fun?

IAM from a competitive Smash scene(also SSFIV AE , MvC3, etc) from my country go to tourneys and have an account in Smash Boards so I know what I'm talking about. Yeah competitive Smash is not fun, taking out all that make it fun is not fun. WTF? look what u guys have done to Brawl even hacks to make it more "balanced" and more like Melee? If the developers made it like that is meant to be played like that like a fun fighter and if you don't like it go play something else.
 

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