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Lord_Brand

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  1. Centaur Man is said to be from Greece, so I'm guessing the stage is meant to be a reference to Greek temples and the like. Heck yeah, Knight Man is my personal favorite of the MM6 set! Helps that he gives you a good weapon, too. A neat detail about the BEAT stages (also known as the "Warrior" stages, in contrast to the "Element" stages): Once you beat one of those stages, that stage will change colors every time you visit. By the way, I liked your earlier analogy comparing MM5 to a song as the series is influenced by music (it's called "Rockman" in Japan for a reason), thus the analogy is highly apt.
  2. Huh. After your account of Top Spin, I was sure you'd hate Charge Kick. But it would seem the invincibility does indeed make a difference. For Mega Man 6, I recommend starting with either Wind Man or Plant Man, as they tend to be the easiest bosses. Centaur Man's not a bad first pick either. MM6 introduces new functions for Rush, the Power and Jet Adapters. The Power Adapter allows you to charge up mighty punches able to smash cracked walls and blocks, while the Jet Adapter allows you to fly upward for a short amount of time. However, they don't allow you to use Special Weapons or slide while they're active. You get the Adapters upon defeating Flame Man and Plant Man. There are also four BEAT tiles to look out for this time, in Tomahawk Man, Yamato Man, Knight Man, and Centaur Man's levels. However, you don't find them hidden within the stages themselves but rather receive them upon defeating the hidden bosses. You see, those four Robot Masters each have a fake who you'll encounter following the conventional path through their stage. You still get the Special Weapon for defeating the fake, and you can beat the game without ever fighting the real deals, but you won't get the BEAT tiles unless you defeat them. To reach them, you'll need the Power and Jet Adapters. Since you probably got Beat in MM5, I'll let you know that he works similar this time, but he is a bit nerfed. You'll want to try a different weapon on the final boss, just saying. Also, look out for a hidden room in Tomahawk Man's stage hidden behind a cracked wall. A certain somebody will give you the Energy Balancer in that room, which allows you to recharge whichever Special Weapon needs Weapon Energy the most as long as your current weapon is full or you don't have one equipped. The Energy Balancer is such a useful item that they brought it back in every subsequent mainline Classic entry and incorporated its function into the X series from the get-go. Overall, MM6 is better than 5. Its weapon selection isn't the greatest, but it's functional and better than 5's at least. I definitely recommend Part 2. 7 and 9 are two of my favorite installments for good reason. Here's a general idea of what's waiting for you if you decide to get Part 2: Mega Man 7 Mega Man 8 Mega Man 9 Mega Man 10 Overall, I'd say MM7 and 9 alone make Part 2 worth it. If you liked Bass in MM&B, then you'll probably also enjoy 10.
  3. Well, in many ways it's better than 1. It has more presentation, better graphics, more refined gameplay, etc. But none of its weapons are Thunder Beam-good. Here's the breakdown of each Special Weapon in MM5, spoilered in case you want to find out for yourself: Where Mega Man 1 was an ugly-looking game with a great weapon, some good weapons, and a couple bad weapons, Mega Man 5 is a great-looking game with one decent weapon and a bunch of meh to bad weapons. Of the NES games, this is the one that feels the most "phoned in".
  4. Yeah, Rush Jet's free movement in MM3 trivialized platforming sections, so starting with MM4 they made it focus more on horizontal movement while Rush Coil is supposed to be your go-to choice for vertical movement (not that it's any substitute for free-form flight). Regrettable, but understandable. Rush Marine would be most useful in Dive Man's stage, which is almost entirely underwater, but your Special Weapons are generally more effective against enemies, so I can see why you might not have used it much. MM4 was Rush Marine's last appearance in the series thus far; MM5 switches to just the Coil and Jet, and 7, 9, 10, and 11 all feature the Coil and Jet as well. Speaking of MM5, a little heads-up: Rush Coil in that game works completely different from how it does in basically every other game in the series. MM5 Rush Coil looks like one of those spring-bellied animal rides you used to see outside stores like Walmart, and instead of launching you upward like the other Coils do, when you jump on him he jumps up with you standing on him as a platform, which you'll then have to jump off of. It'll take some getting used to. As for the Balloon and Wire items, the Balloon Item is designed for more precise platforming as it doesn't launch you upwards like Rush Coil does, while the Wire Adapter's greatest use is against Wily Machine 4 phase 2 (the one you had trouble with). I should have told you how to use the Wire ahead of time. My apologies! And yeah, it sucks that the ladder enemies aren't destructible in MM4. Did you try using Flash Stopper on them? They should still be susceptible to its effect. I concur. One thing to be aware of, though: If you get hit while charging a shot in MM5 or MM6, you'll lose the charge. MM7 and later titles thankfully do away with that nonsense. As an upside, your Charge Shot is highly effective against the Robot Masters in MM5, to the point you may end up preferring it over their weapon weaknesses. Napalm Man in particular takes just as much damage from the full Charge Shot as his own weakness. Another heads up about MM5: Its weapon selection is considered one of the weakest in the series. About the only weapon considered truly worth using outside of boss fights is Gyro Attack, which is basically Magnet Missile if it allowed you to choose when the projectile goes upward, giving you a lot of control. Based on what you said about weapons that allow you to attack from multiple angles, you'll love Gyro Attack. And Gyro Man isn't that hard, so you might want to go for him first. MM5's transport item is Super Arrow, which you receive upon defeating Star Man. Imagine Item-2, but it can also deal damage to enemies (Wily Machine 5 is even weak to it), and it sticks in walls for a short time, allowing you to use it as a platform. Be aware that it drains energy pretty quick while riding it, however. Keep an eye out for the MEGAMAN5 tiles, each of which is hidden in one of the Robot Master stages. Once you have all eight, a certain robot bird will become available for you to summon as a homing attack drone who may just prove helpful against the final boss... The easiest of the tiles to miss is in Wave Man's Stage, where you'll have to perform a jump at the right time during the waterbike segment to grab it. Yes, that's right, MM5 has a mandatory vehicle section! With a midboss no less! MM5 is generally considered the weakest entry in the series, between its underwhelming weapon selection, the arbitrary changes to Rush Coil and the charge shot, and the forced vehicle segment. Even the first four endgame bosses are kind of lazy (though nonetheless tough). Thankfully, most of the game is at least easy enough to balance out the flaws. I just want to make sure you go in knowing what to expect. Did you know that Archie produced a Mega Man comic series? I own every issue (Worlds Unite and Battle Books notwithstanding). You might enjoy giving the series a read, if you can track it down. I've played it some, and I'd say it's a fine enough platformer to try. I recommend getting the Treasure Trove Collection, that gives you the original game, the three DLC campaigns, and a brand-new versus game all in one (and I only found out about that after buying my brother a card for the King of Cards campaign, believing it to be the original game with King of Cards as additional content).
  5. If you jump in place, nothing. He only reacts when you move left, move right, or attack. That said, you might be able to bait him into jumping into your shot by jumping then shooting.
  6. If it allowed you to just pirouette your way through projectiles and midair enemies, that would have more than made up for the short range, trust me. Just wait 'til you get to Mega Man 9... The X series mostly plays like a faster and smoother version of the Classic series. Instead of a slide, you get a dash that can segue into faster and farther jumps (though in X1, you'll have to find an upgrade for your legs before you can use it). You also get a wall slide and wall kick that lets you cling to and climb walls by tapping jump repeatedly while pressing against the wall. Just those two changes makes a world of difference. On top of that, you get Armor Part upgrades found in capsules hidden in four of the eight Maverick stages (Mavericks are the MMX series' version of Robot Masters, like Chill Penguin and Storm Eagle) that expand your abilities further. Once you start X1 and clear the intro stage, I strongly, STRONGLY recommend playing Chill Penguin's stage first, as one of the capsules is laying right in your path, and you need its upgrade to find the other three. Also, when playing the intro stage itself, the boss at the end (a purple dude who looks like Boba Fett piloting a blue mech) can't actually be beaten. He's a hopeless boss fight by design. He's basically unavoidable, so your health will go down quickly enough for him to fire a spark-like shot that stuns you and ends the fight. Let the spark hit you, and a cutscene will play which introduces the series' de facto badass. After that, you'll be able to tackle the Maverick stages. Just wanted to let you know ahead of time so you don't end up spending an hour trying to beat the boss. Also, not to spoil anything, but you'll fight the same boss later on, and the same rule applies there: He has to hit you with the stun shot to advance the plot. After that, you'll finally be able to give him the butt-whupping he's had coming all game. Suffice to say, Mega Man X is Mega Man but cooler and (at its best) even more fun. There's a reason they chose Mega Man X as the core series for Mega Man X DiVE (a smartphone game that I also recommend. If you decide to sign up, let me know what handle you pick and I'll add you as a friend if you like. That way, we can send each other energy for playing stages as well as invite each other for co-op or PVP matches. I go by Bcrossfire there). Indeed, Mega Man 4 is the game that introduced the charge shot to the series! Though it's a little different from what you'd expect. In MM4, the level 2 charge shot is more of a bolt, while MM5 and on use the large spherical shot you might be more familiar with (the MMX series features the charge shot as well, in fact each game has at least one upgrade for it!). As another heads-up, Skeleton Joe enemies must be defeated by a Charge Shot to defeat them permanently, otherwise they'll just collapse into a pile of bones then reassemble. Speaking of skeletons, Skull Man has a peculiar behavior where he won't move at the start of his fight until you do. If you move left or right, he shoots. If you shoot, he jumps. Keep your eyes open for secret side paths in Dive Man and Pharaoh Man's levels. Each leads to a secret item! If you have trouble finding them, let me know and I'll give you hints. I gotta say, introducing a new player to the Mega Man series is fun. I'm such a series veteran now that it's refreshing and even thrilling to see someone genuinely new to the franchise (at least, the part of it that I'm more familiar with) experience it. You're in for a treat!
  7. The ironic thing is, had Top Spin been programmed to make Mega Man invincible (at least to projectiles and collision damage) during its use, it would probably be remembered as the most broken weapon in MM3. I don't think that's a bug, some of the early MMX games have credits like that as well. I won't spoil them for you of course. :P I'm looking forward to when you play those as well, if you decide to play them. That grid is the password system. Yesirree bob, long before you whippersnappers had save states and flash drives, us old fogies of the 80s and 90s had to write down passwords to resume our progress - unless we were lucky enough to play a game cartridge with a save battery on it! MM3 wasn't the first entry in the series with the red-dot-blue-dot grid password system, either - Mega Man 2 introduced it, but you only got your password at the game over screen, which given the availability of save states I'm guessing you didn't see. MM3 has your password show up after every stage, in case the player can't clear Capcom's behemoth in one sitting. 4, 5, and 6 use that same system, while 7 moves on to a new grid with numbers instead of dots. 8, 9, 10, and 11 all use conventional save files. As a little heads-up for Mega Man 4, I recommend starting with Toad Man. He is by far the easiest boss in the series. After jumping a few times, he'll perform a dance that summons Rain Flush, which is unavoidable, but if you shoot him while he tries to use it, it interrupts the dance and makes him jump a few more times. Heck, shoot at the right time and he won't even jump, he'll just keep trying to dance. Keep shooting him and he'll never get to attack. As a reward, you get the Rain Flush, which damages everything on screen. Just make sure you watch your Magic Weapon Energy meter!
  8. After playing Mega Man 2, 3's weapon selection feels very restrictive in comparison. In 2, you had Leaf Shield to deal with Pipis; in 3, no such weapon exists for the Su Bees. The deal with Top Spin is that its hit box is barely bigger than Mega's hurtbox, so it's tricky to hit enemies without taking damage yourself. The reason the energy drains so quickly is because Top Spin hits every frame it's active, causing its energy to drop fast. But if you try it out on Gamma phase 3, you'll find that it can knock his health down astonishingly fast as well due to the aforementioned hit-per-frame. I'm afraid I don't have much advice about fighting Proto Man, other than that he's weak to Hard Knuckle (which is ironic, considering that's where he's been giving you trouble). That's pretty much the case, yes. I read that Mega Man 3 was intended to be far bigger and more epic than MM1 and MM2, however they were unable to realize all their ideas. I suspect the Doc Robots were originally going to be rematches against the MM2 bosses proper, but due to time constraints they created this bulky, janky Frankenbot to stand in for them. They were planning nostalgic throwbacks to MM2's levels, hence why some of the Robot Master and stage themes are so mismatched. Incidentally, Doc Robot's name in Japan is actually "Dokurobotto", a portmanteau of "dokuro" meaning "skull" and "robotto" obviously being "robot", hence "skull robot". As so often happened back in the day, the pun was lost in translation. That's a clever way of using Magnet Missile! I don't have any patience for repeat weapon/item swapping mid-battle, so I just guess and shoot. ^^; Here's the basic plot: As for Proto Man's backstory: Mega Man 4 is a lot more clear about its plot; it even begins with an animated intro! The gameplay is also much smoother, and the weapon selection closer to MM2 in quality. They also add the charge shot! I think you'll enjoy 4 a lot more. 4, 5, and 6 are all generally easier than the first three barring a few egregious exceptions, and their Robot Master cycles are finally ironed out properly, with none of the wackiness 2 and 3 pulled (for better or for worse). 2 and 3 may get the most recognition, but 4 is where they really started refining the formula. Mega Man & Bass wasn't really the ideal jumping-on point for the series, as it's notoriously difficult with level design that favors Bass, and along with MM8 abandoned a lot of the conventions that had become series staples by that point. By the time you get to 8, you'll see what I mean.
  9. Not gonna lie, a standalone Capcom Crossover fighting game is a brilliant concept. Such a series would be easy to produce on a regular basis since Capcom doesn't have to negotiate with other parties, and goodness knows that they have probably the most prolific line of IPs short of Nintendo themselves. But to be honest, I would love to see Capcom try their hand at a Smash-style game as opposed to the usual Street Fighter-inspired fare. It's not like they haven't done sidescrollers with directional attack inputs before. Not to mention Smash is much more casual and newcomer-friendly. And being a Capcom-centric game would mean it can be packed full of Mega Man characters, like I wish Smash itself could be. That said, a Nintendo × Capcom Smash crossover would be fun too. Dedicated crossovers with specific third parties are one direction I could see future Smash games going, in fact.
  10. I've been writing down ideas for how I'd have incorporated her into the Gen 1 games. She'd appear in most of the "dungeon" areas as well as the towns, and would spend a good deal of time traveling with Red. At first, she does so mostly for safety and comfort, but over time she grows to enjoy Red's company and happily tags along just to spend more time with him. She could possibly help out by providing free healing on occasion, since double battles wouldn't be a thing yet (though in Gen 3 remakes, she would definitely join Red in Double Battles). And yes, there would be times where you battle her as a friendly training exercise. In contrast to Blue, who picks the starter strong against yours, she has the starter that's weak to yours, though she learns to compensate for that with other Pokemon strong against your starter. Her battles would generally take place between Blue's, trading off between the two of them. I think I'll start a topic about this to go into further detail. Incidentally, Green and Blue's names are switched in Japan. This is because Green was the original alternative version to Red, hence why the GBA remakes were named Fire Red and Leaf Green. Blue was the original third version, before even Yellow (which technically makes Yellow a fourth version, in Japan at least), thus the girl was and is named Blue in Japan. In my opinion, that naming convention works better as Blue sounds slightly more feminine than Green, but I imagine the rival's name being Blue is too firmly entrenched in the Western imagination to change it at this point. In the case of remakes with an added female protagonist, I think I'd actually keep "the girl in a black dress" a distinct character, making her more analogous to Bianca, Shauna, Lillie, or Marnie. That way she can still play a role as an NPC while giving the player a female option.
  11. The reason offense tends to be favored over defense is that too much defense slows games down to a point it becomes grindy and boring. Not to mention, defense that's too efficient can just shut down offense entirely. To use Magic as an example, they've been leaning away from using first strike and deathtouch defensively because they discourage attacking too much. Deathtouch blockers practically guarantee losing at least that many attackers, and first strikers can potentially take out an attacker without fear of trading. And that goes double for double strikers. It's just too oppressive.
  12. The funny thing is, had they implemented a character like Leaf/Green in Gen 1, then Misty likely wouldn't have been one of Ash's companions at all, just another Gym leader he encountered on the journey to get the badges. Not gonna lie, I'd have loved to see Red and Green as the protagonists of the anime. Heck, I'd have loved to see Green as a character in the original games. I've even begun writing scenarios for where all she'd appear and what she'd do. Which is to say, she'd appear in most of the "dungeons" starting with Viridian Forest as well as the towns, oftentimes accompanying Red and occasionally battling him to test how far she's come with her Pokemon.
  13. Another tip from when I played the MM3 challenges: When fighting Yellow Devil Mk II, try using Rush Jet to fly over its parts when it's disassembling and reassembling. Some of its attack patterns are practically impossible to dodge on the ground. Will you be putting up a topic sharing your experiences with the Collection by chance? I'd be happy to see how you progress and to offer advice if need be.
  14. I believe Top Man is generally considered the easiest to start with in MM3. His pattern is fairly simple: he tosses three tops, dashes across the room while spinning, then repeats. If it's any help, here are the orders in which I beat the Robot Masters during my most recent playthroughs: You might be interested to know that I'm planning 3D remakes of the Mega Man X series, which I hope I can someday make a reality. The 3D series expands the plot and characters far beyond what the 2D games did, and expands each mainline entry into a three-Act story to boot. Being that they're 3D, there's greater emphasis on exploration and NPC interaction. Think Breath of the Wild meets Ratchet & Clank; you get to explore massive futuristic cities and other locales, interact with key NPCs, upgrade your health and weapon energy, accumulate armor parts with various effects, and even get to play other characters in bonus missions. All with HD 3D visuals and a rocking soundtrack to tie the whole package together.
  15. Ah yes, I played through the Classic Collection myself a while back. Beat all ten games, then went on to play through 11 again on top of that. Some of the challenges can be fun, while others can be frustrating. I don't mind the Robot Master boss rush challenges myself, at least the ones that let you use Special Weapons (the buster-only challenges can be a chore; I've yet to beat the MM8 buster-only rush, in fact). One thing to be aware of: Many of the challenges in Part 1 use this full-screen "slow flashing" effect that is painful to the eyes. Seriously, if you or anyone in your household is prone to epileptic seizure, do NOT play those challenges, especially at night. Same goes for most of the fortress stages. The NES Mega Man games really liked full-screen flashing, almost as if the developers wanted to cause seizures or something. The least they could have done is include ample warnings, or to give us a means of turning the damn flashing off. Thankfully, Part 2 uses a much less abusive transition effect in the form of a tiling animation, which I really wish they'd used for both Parts. I'll tell you what: Anyone who says Mega Man 7 is too easy hasn't tried taking on the Robot Masters, the Fortress bosses, or especially Wily without E-Tanks. Those bosses were designed with the idea that you'd have a ton of tanks to burn through, allowing you to damage race the bosses. No such luck in the challenges. Wily Machine & Capsule is downright infuriating, since it takes a full 30 seconds for the match to start each time (and there will be a lot of resets). And you have to go through the Wily Machine and Capsule in one go. The Machine takes up a stupid amount of time and the Capsule requires near-perfect reflexes and timing to dodge those projectiles. I haven't even completed it yet, and instead went on to tackle the X and Zero/ZX collections. It's that frustrating. Also, I'm gonna go on the record here and say that MM2 and MM3 are severely overrated. Are they iconic and significant to the series? Yes. Are they riddled with frustrating design flaws and, in 3's case, useless padding? Also yes. Truth be told, I count them in the lower half of the mainline series, just above 1. Here's my rating for the 11 core entries, in case anyone's curious: I'd really like to see a Legacy Collection for Dr. Wily's Revenge, II-V, Bass, and Xtreme 1 and 2. It's kinda surprising they didn't put those on the Classic or X Legacy Collections. But maybe they plan on remastering or remaking those eventually?
  16. Dragon Quest III allows you to have female Monks in your party. The Hero can even be a female and reclass into a Monk after a certain point. For that matter, Dragon Quest XI has Jade. Mega Man X8 can also recreate this effect with Layer using the K Knuckle, though you have to unlock her and buy her Rapier from the Lab first. Thankfully, there's a code you can use to unlock the Rapier for purchase early, leaving the matter of grinding the Metals needed to afford the Rapier (40,000). I recommend the Metal Generator trick for that.
  17. Capcom is well known for their crossover series of fighting games that sees their own characters fighting against and alongside those of other companies. Marvel vs. Capcom is the most famous by far, rivaling Street Fighter itself in popularity. SNK takes second place, and Tatsunoko is a distant third. There are likely many other companies out there that Capcom's fans would love to see them throw down with. In this topic, we talk about various Capcom Vs. crossovers we'd love to see happen, be it rosters, mechanics, story, or just a glancing overview of what we'd like to see and why. As is customary, I the topic creator shall of course go first with his personal Capcom Vs. wishlist. SEGA Vs. Capcom - This is one I think many of us have wanted to see for a long time. Archie Comics' Worlds Unite crossover came so, so close to making this happen in paper form. Mega Man could finally return to the Vs. scene and meet his friendly rival, Sonic the Hedgehog, on the 2D field of battle, joined by A-list and maybe even B-list teams of Capcom and SEGA characters. Atlus, being a subsidiary of SEGA, could contribute some reps as well, like Joker from the Persona series. For this particular crossover, there are three things I'd like to see: An emphasis on trios, heralding the return of three-fighter teams. This would include notable trios like Team Sonic (Sonic, Tails, & Knuckles) and the Maverick Hunters (X, Zero, and Axl), though of course you're free to pick whichever three fighters you want. Super Forms, either drawn or adapted from source games like Super Sonic and Super Mega Man or made up for the crossover itself. A mechanic I call Chaos Fusion, where two compatible fighters can merge together into an even more powerful Fusion Fighter for a short time. This can be combined with Super Forms to create Super Fusion Fighters. Nintendo Vs. Capcom - No video game company on the planet has a more stellar lineup of IPs than the face of video gaming, Nintendo, as Super Smash Bros. fans can attest. So, who better for Capcom to face off against? There's potential for lots of interesting matchups here, like Wolf Link vs. Amaterasu or Marth vs. Ryu (of Breath of Fire). We could also see a team up between the kings of hijacking plots, taking on multiple forms, and coming back from the dead time and again, Ganondorf and Sigma. Square Enix Vs. Capcom - Another prolific name in the video games industry with whom Capcom really ought to square off at some point. In addition to obvious choices like Cloud and maybe Sora, this crossover ought to bring in brawlers like Sabin, Tifa, and Zell to throw down with the likes of Ryu, Chun-Li, and Ken. Aerith and Iris could make appearances as well, both being quite memorable (ironically or otherwise) for their death scenes in FFVII and MMX4, respectively. Naturally, Dragon Quest, World of Mana, Chrono, and even Xenogears would be on the table as well. Lara Croft, Gex, Marina (of Mischief Makers) and Kain (of Legacy of Kain) could appear as surprise guests, owing to the fact Square Enix now owns the Tomb Raider, Gex, and Legacy of Kain IPs, and Enix published Mischief Makers on the N64. Other post-merger IPs to pull from include Bravely Default, NieR, Octopath Traveler, and The World Ends with You. Suffice it to say, SE has a lot of content to offer a Vs. game, if you can handle the majority of the characters being from RPGs. Technically, Nintendo could get in on this action too with Geno and Mallow, and maybe even Mario, Peach, and Bowser, as a nod to SMRPG, the game that started Mario's RPG career. Obviously they would be exclusive to Nintendo versions. Much like Super Forms in my proposed SEGA vs. Capcom, Square Enix vs. Capcom could feature Limit Breaks as a nod to the SE half of the equation. They could be tied to Super Combos or take the place of them. As another nod to the SE half, Tag Assists can evolve into Combo Techs, referencing Chrono Trigger. Dual and Triple Techs are both available. I would also push for SQEvC to have three-fighter teams as a nod to numerous RPGs like FFVII and Chrono Trigger where your active party can have three members at once. Shonen Jump Vs. Capcom - Another crossover that surprisingly hasn't happened yet, Capcom versing the most prolific shonen publishing company in Japan who brought us series like Dragon Ball, One Piece, Naruto, and My Hero Academia. Combined with Capcom's lineup of video game IPs, that could make for an epic crossover on par with if not surpassing Capcom's stints with Marvel. Also, I think it'd be sweet if Shantae and Risky Boots could show up at some point as a nod to the fact Capcom published the very first Shantae game on Game Boy Color, thereby helping the half-genie hero get her start. So, how about you folks?
  18. Don't really see the point in hoping for more than one, but of my choices who aren't already Assist Trophies or Mii Costumes: Crash Bandicoot Mega Man X Roll Spyro the Dragon Dr. Eggman
  19. Having played up until the Stone Tower Temple, I'll say that Majora's Mask 3D was good in a lot of ways and bad in a few. The Good Better graphics, obviously, just like OoT3D. More convenient save system. More expansive Bomber's Notebook, with more characters. Improved inventory management over OoT3D. Added fishing holes, with a wide variety of fish to catch. Extra Empty Bottles. The Bad The clock doesn't stop moving in the fishing holes, which makes it kinda hard to relax and focus on fishing. Zora Link's swimming controls feel worse, particularly the dolphin jump. The revamped boss fights are interesting in concept, but the added eyeball weakpoints feel artificial. Gyorg's boss fight is also much more of a pain now, not to mention time-consuming.
  20. Take a close look on the right side of this screenshot, in the blue tile area. Tell me what you see. Rocks and Purples aren't really interchangeable; Purples are designed to stun with the shockwaves they create while Rocks are designed to break stuff when you throw them at it. That could translate to, say, making opponents trip and breaking shields more easily, respectively. Furthermore, Purples hold on like any other kind of Pikmin while Rocks cannot. I'd just have Red, Yellow, Blue, Purple, White, and Rock all be available via plucking, while Winged are reserved for the U Special. As far as Echoes go, you'd have to alter Brittany and Charlie a little bit so they can use the same rig as Olimar and Alph (kinda like the Koopalings and Bowser Jr.), otherwise their rig joints will be a little different. But if you do, I'm not against having them, Louie, and the HF President all be included as alts as well. Maybe by the time Smash 6 comes around, we'll see Pikmin 4 happen and there'll be at least two additional new captains to fill the final two alt slots? Though in all likelihood, they'll have four to keep with the game number. Ultra-Spicy Spray is one example of where a separate Action button could be useful. Though Olimar has yet to make use of the Shield + Special command as well.
  21. The lack of Krystal and Shantae would disappoint me, like always. But the addition of Crash would be neat. At this point, I'll take Krystal as an Echo of Fox over not getting her as a fighter at all. One big difference could be that her Up Special, Rocket Boost, would use blue flames, thereby being Aura rather than Fire (similar to the differences between Simon and Richter's Holy Water). Technically, she was an Echo of sorts in Star Fox Adventures (though one could argue Fox was her Echo in that game, since we play her first), and she also plays exactly like Fox in Star Fox Assault (with the distinction of spawning with two Barriers instead of one in Versus). If they were to add a staff to Fox's moveset in Smash 6, then Krystal could use her staff in turn and still be an Echo, though I might make Fox's staff more mechanical in appeareance, with more angles and flat edges to contrast with the smooth, elegant design of Krystal's staff. Incidentally, I've thought of giving Falco and Wolf some tweaks, as well. To Falco, I'd add jet boots that allow him to hover in air, pull off more acrobatic aerial stunts, and deliver more powerful kicks. In general, he'd be better at aerial combat than Fox but worse at ground combat. Wolf meanwhile would gain a knife (befitting his pirate-like nature) and become better at ground combat than Fox at the cost of being worse in the air. And for all Star Fox characters, I've thought of adding an Arsenal mechanic that allows them to switch their Blasters out for other weapons a la Star Fox Assault, like the Machine Gun, Sniper Rifle, Homing Launcher, and Grenades. Though a lot of those would also work well as new Shooting Items in Smash 6. I'd also add a charge function for the Blasters, with the added effect of locking on to a target and firing a homing shot, referencing both the Blasters' charge shot in Assault and the homing charge shot introduced in Star Fox 64.
  22. Well then, I guess we should ask a mod to lock the topic?
  23. Funnily enough, I was going to include Classic Eggman alts, but I decided that would feel weird unless Sonic - and Tails, Knuckles, and Amy, should they be playable - got Classic alts as well. Since Sonic thus far only has Modern alts, I decided to stick with that for Eggman as well.
  24. Eggman Alts Red Green - Based on E-100 Alpha, aka "Zero" Black - Based on E-101 Beta Blue - Based on E-103 Delta Orange - Based on E-104 Epsilon Purple - Based on E-105 Zeta White - Based on Professor Gerald Robotnik, Eggman's grandfather Eggman Nega, or at least a color scheme based on him
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