Thursday 24 January, 2008
GAMEPLAY
The more I played Super Smash Brothers the more I realized the game does not get boring. Due to the vastness of variables in the gameplay, the match can go either way, not always depending on the skill level. Items are such a great way to allow any character to gain an advantage. I also found there are different modes of multi-player, one which uses time and one that uses stock lives. The timed version seems to be a lot more fun because of the way it is scored. The person with the most kills (KOs - deaths) wins the match, and in the event of a tie sudden death mode is initiated. This is where each character is an obscene amount of damage percentage, which in turn means the smallest of attack can send them flying. So usually it means the first person to inflict damage wins.
DESIGN
The percentage of damage is one of the most innovative ideas I've seen in a video game. Certain attacks do a percent of damage, and have a different degree of impact on the character(how far they fly after an attack). The higher the percent, the more vulnerable the character is to fly the furthest. So, when you have a character with high percent, and is hit with an attack that does a very low percent of damage, it is still possible for the character to fly out of the screen and be KO'd if the attack has a large force of impact upon the character.
I also found that the characters have different ways of jumping back onto stage. The most common form is two jumps and one attack that boosts them into the air. There are many exceptions to this though. Characters that are small and are easily knocked off the level have more jumping abilities than the rest. And if a character is not knocked off easily, then they have fewer jumps or not as much range in their jumps.
These qualities of characters are very important and actually make up a big part of the game. The slower characters have more powerful moves and usually are not thrown off the level that easy. Each good quality of the character is evened out with a bad quality , making the characters fight in their own special way. Each character has different strategies and combinations that they can do.
The one most frustrating part of the game was people that are considered "edge campers", where they just stand on the ledge knocking you back every time you get close to coming back. After the character uses the certain amount of jumps awarded to that character, and they are attacked in the air, they are not able to jump anymore. So after you use all your jumps a person can just knock you back and you will just float helplessly off the end of the level.
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