I was really hoping for some semblance of an adventure mode to make it through, especially after having a lot of fun running around in Smash Run. Alas.
I'm not too big on Classic or All-Star because it just feels like a super tedious run to do them. I haven't beaten them for all the characters because it's just a lot of work to do, I feel.
On a different topic... I love Ike's walking animation. It's like he's a stern dad that's got something to lecture you about.
mario is red, i am green, i try my best, but everyone's meanI wouldn't have minded just a collection of Adventure-style levels to run through, even without any cutscenes or plot.
You cannot firmly grasp the true form of Squidward's technique!I would've fleshed out Melee's Adventure Mode. Namely give a whole platforming level for each stage and a fight. Occasionally skipping straight to a fight, but mostly have a platforming level.
You know, I have to wonder why Pit is obsessed with this site. It’s gonna ruin his life!I'd have done a sort of "grid of levels" similar to how Event Match's menu works here, with secret exits or clear conditions unlocking secret paths.
Each level would lock you to a specific set of characters at first, not unlike in SSE, but after clearing it you could play with whatever ones you want.
You cannot firmly grasp the true form of Squidward's technique!@Rivux: "You will be home before 9, or you're GHRAAAGH!!
I fight for my FAMILY.
The sad, REAL American dichotomyAww, I like the Intensity system.
Moreso in KIU, though, where I'm using it to make powerful weapons drop.
I have a message from another time...I don't like the whole "Aww, you died to something that was unfairly out of your control? HAHA, YOU SUCK, I'M BUMPING YOU DOWN TO EASY MODE BECAUSE CLEARLY YOU CAN'T HANDLE THIS ONE" thing. Besides feeling insulting, it also makes it annoying to clear challenges that require you play on specific difficulties.
Back in Melee and Brawl getting a game over in Classic Mode seriously hurt your score and invalidated maybe one or two challenges, but you could keep playing where you left off instead of having to quit. Oh, and here you have to spend coins to play on harder difficulty, which sucks too.
You cannot firmly grasp the true form of Squidward's technique!I haven't really found the Intensity scale to be a problem unless I crank it to 8.0-9.0. If lower, I tend to win, and if not I have won enough to get back what I paid... and, well, a couple other rewards.
edited 28th Aug '15 2:35:37 PM by Folt
Fantastic Supreme Überkaiser Emperor Folt of The Infinity and Beyond" ... "The First"!Yeah, I dislike the Intensity Scale. I really dislike how your lives are set for Classic.
You know, I have to wonder why Pit is obsessed with this site. It’s gonna ruin his life!Hmm. This is one of those situations where I don't feel the same way about it as you, but I can definitely see why someone else would, and that it's a valid reaction. And that I can't, and shouldn't try to, say that your reaction isn't valid because it contradicts mine.
So, out of respect for your time and mine, I'm just gonna say "fair enough" and we can move on.
I have a message from another time...I spent my whole afternoon practicing for a 56 person tournament tomorrow.
Most of it was fighting Sheik, with Greninja.
I just went through ninja hell.
People can settle disagreements on the internet that way? Holy shit!
The sad, REAL American dichotomyAs a fan of getting the shit kicked out of my anus, the intensity system sort of breaks the pace. One slip up is another try, from the top, with feeling.
@Full Moon: Go for gold, son.
Any tips for how to use quick fall correctly? I can never use it right, and that's needed to approach with back aerials (One of Manilow's best moves, yay)
edited 28th Aug '15 6:34:37 PM by mrsunshinesprinkles
"Curry killed the pussy hoping that I could kill the hate in you" - Curry, D. "TABOO | TA13OO." TA13OO, PH, 2018It works better in KIU, I think.
In Smash, you're aiming mainly to beat the high difficulties for the record, and for the achievements. And while KIU also has that, you're mainly aiming for powerful new weapons. And that's the thing. In KIU, you can get stronger by making and findng new equipment, which makes the higher intensities easier. Whereas in Smash, it's kind of more fulfilling to do it wihtout equipment, and you only really improve by getting more skilled.
And I prefer to use Smash Tour/Orderss for equipment grinding anyway.
I have a message from another time...It is more tolerable in KIU, but there is one hole in your reasoning; I am a fucking doodlehead. I do the 9.0 to prove I can, even if it isn't the main point, like smash.
"Curry killed the pussy hoping that I could kill the hate in you" - Curry, D. "TABOO | TA13OO." TA13OO, PH, 2018Which is also a factor, to be sure.
I will beat KIU's Boss Rush on Hard some day. No I won't.
I have a message from another time...I love Master Core, but its implementation really strongly implies that you're not really finishing Classic on anything less than 8.0 intensity in Smash 4. All other things being equal, very little of KIU is locked behind Intensity Gates- You still fight all the bosses and so on.
edited 28th Aug '15 6:51:15 PM by Pulse
I sure said that!My main issue with 9.0 is that I can't seem to beat Master Fortress. Even the extra life doesn't help.
The Heart Container is still there after Fortress Wave 1 if you don't grab it after beating Master Shadow. I only found out because I managed to defeat my true self after losing a life but before taking damage.
I sure said that!Oh, for a Smash Bros equivalent of Double Item.
I have a message from another time...Yeah, I usually use the Heart Container after Wave 1 of the fortress.
But honestly, Master Fortress is pretty much hit-or-miss. If you get hit once in the wrong room, prepare to be pinballed between a wall and an acid spot until you die.
I once got jump attacked by the final Stalfos, which knocked me back into some acid, and I got comboed from 0 to death just from bouncing between the acid and ceiling. I wanted to tear my hair out.
You cannot firmly grasp the true form of Squidward's technique!Amusingly enough I think my best run through Master Fortress was with Little Mac.
I usually save the heart container, but it doesn't help much when you get bounced around.
I actually like how 3DS did Classic Mode: While there is certainly a lot of randomness in terms of the fights, the paths on the map are color-coded from easier to harder fights and things like Giant Battles decide how many teammates you'll get by the progress you've done. All in all, it kind of feels like a mix of Classic and Melee Adventure Mode, but streamlined to fit the handheld experience.
Certainly much better than Wii U's Classic Mode anyways where the difficulty is basically decided by how many opponents you want to take at once and if the random chance to proc a Metal or Giant opponent happens.
Fantastic Supreme Überkaiser Emperor Folt of The Infinity and Beyond" ... "The First"!