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Thread: The Official Super Smash Bros. Brawl Thread

  1. #21
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    Apr 2005
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    St. Louis
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    I want to see Tom Nook putting the smack down. I can see him now smacking people with a butterfly net and reeling them in with his fishing pole.

  2. #22
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    I vote for:
    Simon Belmont (Castlevania - hey, if Solid Snake is in, why not?)
    Mega Man (same)
    Sonic
    Knuckles
    King DeDeDe
    and hopefully all of the cast from Melee to return..
    Maybe a new mode where you pick more than one fighter, so that when you die in the match the first fighter is replaced by the 2nd fighter you picked, and so on?

  3. #23
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    Mar 2006
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    Maybe Bonk will make an appearance, with all this recent Hudson love coming Nintendo's way. Of course, I'd most like to see Sonic, because, you know. Nook would be awesome, too, though.

  4. #24
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    I'm sorry but... who is Tom Nook?

  5. #25
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    Mar 2006
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    He's the shop keeper from Animal Crossing. He looks all cute and friendly, but since he's the only shopkeeper there is, and the one with all the money, I get the feeling he's got mob ties or something.

  6. #26
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    Hot Springs, AR
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    Sonic and Knuckles, definitely. Isaac, Garet, and Felix would be awesome as well(Golden Sun).
    I'm starting to miss buttons...

  7. #27
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    Seriously, how cool would Bonk and Sonic be in this?
    Chris Hentschel
    XBOX Live Gamertag: Womp73| iOS GameCenter: Wompratz | Follow me on Twitter: lord_wompus | Nintendo 3DS Friend Code:4081-5550-3712

  8. #28
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    Nov 2002
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    If they got in, it could just as well be renamed battle of the 16-bit video game mascots.. lol

    EDIT: Official English Website for Super Smash Bro Brawl!!
    http://www.smashbros.com/en/index.html
    Very nicely done!

    And as well, the music is being done by the man behind Final Fantasy's various soundtracks, Nobuo Uematsu!
    http://www.smashbros.com/en/music/index.html

    As well there's a design diary by the guy directing it, this tidbit I rather enjoyed:
    Quote Originally Posted by Masahiro Sakurai "How this Game Came to be Made"
    So it was that Nintendo's Shigeru Miyamoto introduced me to a "particular team" that had just completed a large-scale game.

    Until the day comes when I can announce the team's name, I shall simply refer to them as "The Studio."

    "Let's do it. Let's definitely do it!"
    The words of The Studio's executive were very simple.

    I was surprised when I saw the GameCube controllers they were using. The coating on the analog stick was worn down like an old eraser...
    "Our guys have played Smash Bros. more than 10,000 times!"

    It had to be a lie.
    But when I saw their battle records, it showed a terrible number of matches that were not fabricated.

    This was the result of years of uninterrupted playing of Smash Bros. during lunch breaks. There are often cases where your team doesn't understand the content of the game you're making, but that wouldn't be a concern this time.

    It was promising.
    This had to have been fate.
    So, with the members of The Studio as our core, we dramatically increased our staff members.

  9. #29
    Join Date
    Apr 2005
    Location
    London
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    2,755

    Super Smash Bros. Brawl

    Sounds like a wise decision to me.
    In his latest column in Famitsu, as translated by IGN, Sakurai discusses the reasoning behind his - somewhat controversial decision - to eschew the fancy features of Nintendo's brand new Wii remote in favour of a more traditional control scheme for the game: "I was given the task of creating Smash Bros. Of course, the topic becomes, how should we use the special remote controller? During the planning stages, we gave a lot of thought to this."

    Ultimately though, Sakurai's team decided to rein in their plans for the game's control, deciding that constructing an elaborate new system just for the sake of it, would make things too difficult.

  10. #30
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    Feb 2005
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    Some fellow on another forum said its knowing when NOT to use the Wii controller that will be more important.

    Quite possibly.
    "Wonderful innovative titles are 'sometimes' ignored [by consumers], while some repetitive titles with minor improvements in game play and graphics provide much better returns to the games publishers,"

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