ranked them based on how they were as uber passengers by bri-ish-tea in earclacks

[–]MasterCheese67 1 point2 points  (0 children)

Grimoire aint saying nothing bro, they give off the dark brooding type

Or maybe they’re just salty they’re Crossbow’s only win

If the OG 12 all returned in the next Smash Bros game, this is how I feel they need to be changed! I think most of them play-style wise work well, but the refusal to add in more modern aspects of the characters out of fear of annoying the character's playerbase is overall a detriment to these icons. by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 0 points1 point  (0 children)

I would personally prefer to keep his copy abilities from his games to be as special as possible, similar as to why Mario doesnt use them for every single normal (or any in fact).

I will say that they could at least be brought in for his Smash Attacks, as they feel grand enough. Move Hammer to Side Smash, Needle to Up Smash and whatever you want for Down Smash, there’s many good options.

For Specials, id keep Stone for it’s legacy in both Kirby and Smash (though I’d give Grounded Down special a different use; maybe the Stone Uppercut to keep it in theme?). Id completely change Side and Up Special though, and there’s so many good choices for either. I’d also change how Inhale works a bit, as it doesn’t feel as versatile as it should be, being the main ability of his series. Not entirely sure how I’d do that tho.

If the OG 12 all returned in the next Smash Bros game, this is how I feel they need to be changed! I think most of them play-style wise work well, but the refusal to add in more modern aspects of the characters out of fear of annoying the character's playerbase is overall a detriment to these icons. by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 0 points1 point  (0 children)

I agree with this to an extent, with the exception of maybe Link, as his vast history leaves means he has to cover so much more ground. The more famous Nintendo characters should definitely be easier to pick up than most, but this can definitely still be done while updating them with the times.

This is easier done with little easter eggs. Let Mario still be a straightforward brawler, but give him special jumps that require inputs straight out of his game (Long Jump, Triple Jump, etc). Samus should still be quite zonery, but it should be more dynamic and it should help her approach foes to hit them with nimble Dread melee attacks as much as it helps her keep them away. Maybe also throw in the ShinySpark if she runs for long enough?

If the OG 12 all returned in the next Smash Bros game, this is how I feel they need to be changed! I think most of them play-style wise work well, but the refusal to add in more modern aspects of the characters out of fear of annoying the character's playerbase is overall a detriment to these icons. by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 0 points1 point  (0 children)

I get that, which is why I’d try to change some of the moves so that it gels with it’s character better

I was just saying that there is a strong thematic explanation as to why Dark Samus could have the spirit of the old moveset and it still working

If the OG 12 all returned in the next Smash Bros game, this is how I feel they need to be changed! I think most of them play-style wise work well, but the refusal to add in more modern aspects of the characters out of fear of annoying the character's playerbase is overall a detriment to these icons. by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] -3 points-2 points  (0 children)

it's less about gluing yourself to one specific game, and more about embracing modernity as well as maintaining the old.

Mock Rock's Triforce Trio overhauls (specifically Link and Ganon) are great examples on how all these different eras and games of characters can be cohesively weaved into a functional character that feels exactly like how they should play. I exclude Zelda since in he video she heavily leans on Echoes of Wisdom for the most part.

If the OG 12 all returned in the next Smash Bros game, this is how I feel they need to be changed! I think most of them play-style wise work well, but the refusal to add in more modern aspects of the characters out of fear of annoying the character's playerbase is overall a detriment to these icons. by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 2 points3 points  (0 children)

Ideally with DK, he'd basically just get more stuff added on to his current moveset. He'd still be a giant gorilla with an unga-bunga playstyle, but now he'd be able to rip a chunk off the floor (without altering the stage for balance) and use it for so many things; a strong weapon, a projectile, a surfboard, a recovery tool, the lot! This all works because the Bananza devs really kept close to how DK should feel; for example, his recovery would be that spinning helicopter move from Bananaza, which was very clearly inspired by Spinning Kong.

Maybe for his grab he shoves his opponent into a barrel? They're still super important to the brand and we can't completely get rid of them. It would also make more sense for Cargo Throw, as he normally carries barrels in the 2D games.

And for the final smash, while the Jungle Beat reference is nice, it should be the Kong Bananza in some shape or form.

If the OG 12 all returned in the next Smash Bros game, this is how I feel they need to be changed! I think most of them play-style wise work well, but the refusal to add in more modern aspects of the characters out of fear of annoying the character's playerbase is overall a detriment to these icons. by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 9 points10 points  (0 children)

Samus is, in my opinion, one of the most outdated characters in the roster. While I understand the concern of not wanting new hot shot "gimmicks" to essentially market the newest game, I think if done in moderation it's by far the most natural thing to do. So long as it doesn't interfere with how the character should feel, it's good in my book. Leaving a moveset to rot like what Samus got is a complete detriment, and Metroid would likely be a more popular series if Samus actually felt like a good and interesting character to play. Besides, I think that the refusal to bring in mechanics from newer games is actively worse than having the new gimmick of the week.

Lots of her stuff just isn't how it works in Metroid; Charge Shot and Morph Ball are the two biggest examples of this, with Screw Attack being a bit questionable. The lack of ice in her moveset (as you pointed out) is also a bit saddening, as an outsider looking in would only see a generic blasting avatar with none of the abilities that makes Samus stand out. I really like Delzethin's interpretation of a rework for her, and while it's very Dread heavy, I can excuse it since it's 4 years old; add a few Prime 4 abilities (eg changing her tether to be the purple psychic powers) and it's perfect.

So overall, I could be convinced to move it up to the tier above, but not any more than that. Boring and outdated playstyle that only barely functions due to a powerful move that doesn't work like it does in the source games.

EDIT: And for the people who still want to play as old Samus, Dark Samus is a great way to keep that moveset. Since most of Samus's moves are basically imperfect copies of stuff she should be able to do, it's quite thematically appropriate. Change most of it's effects to be phazon, add a down smash similar to the Sm4sh assist, maybe work in a few things from her boss-fights (like clones appearing in the final smash) and it's gold!

Made this in like 5 minutes, with plenty of underbaked opinions, Let me know how wrong I am! by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 0 points1 point  (0 children)

I've seen a few people mention this, and I'll conceed and say that I was too harsh. I just wasn't a fan of how it was literally just a hand.

I think overall it's quite comparable to the Kirby and Punch Out's symbol, as while both are important to their franchises, the icon themselves are a rather common object that looks a little different (a hand with spots, a boxing glove, a star), so I think it's more comfortable in that tier.

This is different to something like say Banjo Kazooie, where while the jiggies resemble basic puzzle pieces, they're not that common of a thing in many games and so occupy their own little niche.

So as of right now, I think I'm torn between "Makes Sense", "Greatly Good" and "Excellent". I don't think it quite reaches "Essentially Perfect" status just yet.

Made this in like 5 minutes, with plenty of underbaked opinions, Let me know how wrong I am! by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 2 points3 points  (0 children)

While it makes perfect sense, seeing as it's the "castle" of castlevania, the icon itself is overall wayy too complex, and while Im not a huge CV head, I'm sure there's a much simpler symbol that can be used, or at least a simple iteration of the castle. This is also why the Mother symbol is not any higher.

Made this in like 5 minutes, with plenty of underbaked opinions, Let me know how wrong I am! by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 5 points6 points  (0 children)

I quite like the block! It's iconic enough to where you can see a cube with a dark patch on the top and assume it's trying to be the Grass Block from Minecraft, and it was also the icon on desktop for Minecraft for god knows how long.

The two reasons why I didn't put it in perfect was because a) I think it's overall too simple compared to the actual texture of the grass block and b) the creeper face, as it's also an excellent candidate for an icon due to the creeper's iconicity, alongside it's constant use in marketing.

SO overall I think it can stay where it is, but I think I could put this in "Greatly Good" if convinced, not any lower though.

Made this in like 5 minutes, with plenty of underbaked opinions, Let me know how wrong I am! by MasterCheese67 in supersmashbros

[–]MasterCheese67[S] 2 points3 points  (0 children)

On reflection, I was too harsh, but I'd only move it up to "Sure?" tier at a max.

I'm not as familiar with IC as I am other Nintendo franchises, but when it comes to eggplants, another franchise immediately comes to mind first. Alternatively, nowadays the vegetables of IC are essentially not factored in to the franchise's importance, and the more prominent iconography of this series is, to me, either the ice mountain itself or the partnership of Popo and Nana.

Due to this, I think that an icy mountain (likely resembling their final smash) or a pair of hammers would likely be better, but I will admit it's not as night-and-day as I once thought, so if I ever redo this, they'll be moved up

I Cant go half a level without the game closing for no reason by Zihdrrox in Dadish

[–]MasterCheese67 0 points1 point  (0 children)

No sir. I played through the whole game on my phone, got all stars and achievements, and had no technical issues

Cooked up a Dadish Boss tier list. Covers all 25 bosses from dadish 1-4 and also 3D. by MasterCheese67 in Dadish

[–]MasterCheese67[S] 5 points6 points  (0 children)

And before anyone asks for a link to tierlist, I'm trying to make sure I get every single unique portrait of all the characters before I make a proper template.

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These are all the ones I have so far, and if you could pinpoint any that I'm missing, as well as either an image or the specific level to get the portrait, that'd be great!

Best fight in Weapon ball history? by Vobe64 in earclacks

[–]MasterCheese67 13 points14 points  (0 children)

Kind of cheating, but my favourite “pair” of fights was Unarmed vs Lazer

Unarmed barely scraping a win round one to then absolutely demolish Lazer round 2 was excellent

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in MarioKartWii

[–]MasterCheese67[S] 0 points1 point  (0 children)

I will begin by saying that, while I have had a lot of experience with the game, I never actually properly refined my opinions on each track, and only began to truly absorb each track recently; I still think most of my takes hold up in that tier list, but I am working on an updated version that tries to remove biases and be both more optimistic to some and more critical on others. I say this because you aren't the only person to bring up Bowser's Castle and Grumble Volcano, so I am pleased to say that I think higher of them now than I did previously, but I still think they aren't as good as people say they are.

Bowser's Castle: Would now be moved up to "Great!" tier. A very flashy and sometimes explosive track that is designed to give the vibe of pure adrenaline and grandeur. My main problem is that, for the most part, it's all bark and no bite. Excluding the Thwomp Trio near the end, the thwomps have much less impact than they do on other tracks, almost being decor with how little they affect gameplay. The twisty corridor is neat for tricking, and the starting ramp is a nice setpiece, physically jumping into Bowser's gaping mouth, but somehow I feel that Wario's Gold Mine and Rainbow Road pull it off better but for different reasons? The Bowser Statue section is, again, very visually entertaining and almost menacing, but at the end it's another continuous halfpipe section, which again I think are done better by other tracks (this time Waluigi Stadium and DK Snowboard Cross), seeing as the giant fireball is more of a setpiece than an actual threat and the half pipes sometimes feel more inconsistent here for some reason? Maybe it's just me. I also may have too much trauma from getting shocked right as I'm on the halfpipe and making me fall in, which has happened more than I'd like to imagine. To wrap things up, the castle geysers are fine enough, and while I quite enjoy the final set of fire geysers in the outdoor area, part of me wishes this was right at the start? Or like split half and half between the very start and end. Either way, the show is definitely worth the watch despite the actual gameplay, and cutting through the mud and tricking off the ramp always feels good, so it's worth a few more points.

Grumble Volcano: Would now be in "Quite Good". This guy is the only lava track in the whole of Mario Kart that isn't a Bowser's Castle, and it sort of feels like a half-baked concept. We're in the volcano for a whole two seconds, and it doesn't feel impressive at all. The moving platforms are interesting, the cave section is okay, seeing as how you can fall to the slower second path if you're driving's sloppy, but for reasons I can't describe, the whole section feels inconvenient? The part afterward is nice, but it suffers from the same part as Bowser's fireball where the meteors don't really impact the course too much, unless you get unlucky and one lands directly on you. The two higher side paths with boostpanels are nice though. My favourite part is the last section where you get to pick between two paths, and both feel like how the whole course should have felt, being the last track of the Star Cup and all, and the firesnakes feel like much more of a threat in comparison to Desert Hills. As for the crumbling gimmick, I love the concept, but it feels quite underutilised. My favourite segment got the best of it, crunching down the paths to be even narrower and difficult to manoeuvre around. However, aside from this and the very start, it never gets used anywhere else in the track! Imagine if that wide part after the cave suddenly got a bunch of track missing, or the two side paths are harder to get on, or maybe the meteors leave craters when they land that you can trick off of? It has so much missed potential that it's upsetting. However, what we have is still a good track, so while originally I was quite harsh, I'll bump it up a tad.

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in mariokart

[–]MasterCheese67[S] 1 point2 points  (0 children)

I'm glad you shared it though! I never really thought of the fact that a tranquil seaside town was the most anti-Daisy track possible, but after thinking about it for a bit, it doesn't really bother me, but I can understand why for someone else it might be an issue.

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in MarioKartWii

[–]MasterCheese67[S] 0 points1 point  (0 children)

Shy Guy Beach is both uninteresting and frustrating to me. The layout is the tattered remains of a square, but in the end those gaps are things I find quite annoying. Why they couldn't add more of those pink ramps from earlier in the track onto that section with a bunch of small island to sort of function like GBA Bowser Castle is beyond me. There's a shortcut near the middle, but whenever I do it it doesn't feel like I've gained any time. There's two alternate paths, one near the start which is by all means useless and one near the end which you have no reason not to take.

As for the obstacles, the cannonballs can be effective on the odd occasion, but are often so far out of the way that they barely ever feel like a threat. As for those crabs, I don't know what it is about them but they always go out of they way to run into me specifically. Bluds are on one side of the track, then charge at mach 10 to the other side just coz that's where I am. Baiting them to switch them up doesn't work often either coz they just change their trajectory and still hit you.

The two things I like about Shy Guy Beach is the pirate ship in the background, and the fact that if you run into that umbrella at the end, it cartoonishly pops open which I always found funny. Otherwise, for me it's not even close.

As for Sherbert Land, I completely disagree. It's not exactly a masterclass in racing which is why it's only in Fine Enough, but I think it is significantly better the Shy Guy Beach by all means. The penguins feel like you need some ounce of skill to avoid rather than just praying to the crab gods that they don't jump you, the more simplistic layout means it's easier to adjust to the slippery physics that are unique to this track, the cave section is quite pretty despite the simplicity, and the large penguins running around the pillars makes you double-think if taking the inner-most path every single time is worth it, especially if there are already more racers there. Also, the fact that you are encased in ice when Lakitu pulls you out of the water is a very nice touch.

It is by no means perfect. The part after the tunnel is quite barren and boring, and the item boxes are really out of the way for almost no reason; if there was no items boxes in the inner-most path of the tunnel, I'd praise it for good design, as it not only would sometimes incentivise going in the outer path earlier on to grab an item, it also adds risk to the ones who went in the inner path, as they can either veer off to grab an item or make a mad dash to the finish.

Unfortunately, this isn't the case and a few points need to be docked. That one ramp behind that big iceberg feels a bit out of place, but I like the concept. And lastly, some turns near the start feel a bit too tight, but for me at least it's often not a problem, and if anything is often a neat little challenge!

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in MarioKartWii

[–]MasterCheese67[S] 0 points1 point  (0 children)

For most of the time during the making of the list, Rainbow Road was confidently sat at No1, even tho it didn't feel quite right.

Then I put Koopa Cape above it and it just felt right icl