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game-fixer · 3 years
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TO THE MOON!
FNF has a kickstarter now if any of you are interested in donating!
https://www.kickstarter.com/projects/funkin/friday-night-funkin-the-full-ass-game
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game-fixer · 3 years
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Sonic the Hedgehog in Super Smash Bros. Ideas
It's no secret that Sonic is very undercooked in Smash, most likely as a jab at his undercooked games being released. I have several ideas for techniques and a new play style that feels more in line with Sonic's world, style, and most important, attitude.
Let's get to the nitty-gritty
Moveset Change List
Here's my general idea list. I'll go into more detail later
His Neutral A and Tilts will remain the same, except his Side Tilt, which will be his Somersault from Adventure 2. You can even get to the Slide just like in SA2.
Up Smash- Sonic Updraft: Upper Attack from Sonic Battle
Down Smash- Sonic Flare: Heavy Attack from Battle, buffed slightly to attack opponents behind you
Side Smash- Strong Side Kick from Sonic the Fighters
N-Air- Insta-Shield from Sonic 3 and Knuckles and Sonic Advance
D-Air- Axe Kick from Sonic Battle
F-Air-Sonic Windmill: Dash Attack from Battle
Back Air- Backflip Dodge from Advance 2
Up Air- Upper Dash from Advance 3
Grapples- Pummel and Down Throw stay. Back Throw could be more like Pikachu's. Up Throw is like his old Back Throw, just throwing upward and without moving back. Forward is rolling forward and throwing his opponent with the motion.
Dash Attack- Rolling like the Genesis games
Neutral Special- Homing Attack, but more like Adventure's. Much faster and spammable, but not much damage
Down Special- Spin Dash: either hold the button for the Side variant or mash for the Down variant, but faster and harder to control
Up Special- Spring Launch: Charges a Spring from Yellow to Red, you aim what direction you want, and you launch in that direction. Can also taunt during this for Air Tricks.
Side Special- Super Peel-Out: Sonic will rev in place and will take off, causing minor damage to opponents. Controls similar to Wario's Bike or the Spin Dash and can be canceled out of.
Wait...why bother with this? Dashing is a thing in Smash Bros. Why bother with a Peel-Out? Because a big nerf here?
Sonic won't be able to Dash normally!
Sonic Speed Meter
Think about it. If Sonic IS the fastest in the game, isn't it kinda harsh to let him have his speed on a whim, especially since he was never able to just access his speed immediately in game? See where I'm going?
The Speed Meter will give that old school feeling of earning your speed.
As Sonic keeps moving in a stage, he'll get faster and faster, going from a light jog up to his usual sprint with his arms behind his back (no Figure-8, since that's the Peel-Out). Even so, this will only fill his Speed Meter very temporarily, barely allowing maximum capitalization without constant motion. How do we fill the rest? Air Tricks and Combo Attacks! Air Tricks are just like in games like Rush or Generations, but you only get one trick per Spring Launch. What about Combos? Well...
Sonic's Combo Potential
Here's where it gets interesting. Sonic's speed basically screams out to me that he should be a rushdown, low damage with high hit count style fighter. Sonic's Speed Meter will also come with a Combo Counter like in Generations, but it functions like a Hit Counter in any Fighting game. The higher your Combo, the more Speed you'll earn. This is where Sonic's Homing Attack comes in very handy.
Homing Attack and Air Game
There's a reason I kept the move spammable. This will be integral to Sonic's new and improved air game. Get an opponent up into the air slightly and use a Homing Attack. Depending on where you hit, your opponent will go, slightly. You'll bounce off and you can hit them again. This is only used 3 times until you hit the ground again, to avoid overuse. Sonic will also become more mobile in the air. His F-Air will have him move more forward, hitting the opponent upwards of 3 times. His Back Air acts as a split second Air Dodge, but can only be used to move once, like a regular Air Dodge. It has less I-Frames, but has a hidden Spike if you hit your opponent just right with the feet. D-Air will have a slight stepstool effect, bouncing you off your opponent. N-Air can be slightly charged up depending on your Meter (a slight callback to how Sonic's Spin Jump goes faster as he runs faster) and causes more damage. It also hits multiple times. The Up Air can act as a slight 3rd Jump, but only once in mid-air and cannot be used for the extra height after a Spring Launch. When your Combo ends, you'll see a Technique Point message like in Adventure 2, and you'll earn Speed accordingly.
Speed Meter Details and Sonic Boost Mode
A big part of the Speed Meter is that as Sonic gains speed, his attacks will earn more priority. Sonic can still cause damage at a standstill, but he'd be able to be clashed or overpowered by anything, having less priority than Mario's Fireball. At Sonic's top speed (75% Meter) he could roll right through most projectiles and stop enemies in their tracks.
Rolling, Spin Dashing, and Peel-Outs affect the Momentum/Boost Meter differently. Using the Roll Attack will decrease your Meter until your Roll ends, just like the Classics, and LIKE the Classics, Sonic could earn MORE speed rolling down slopes. Same with Spin Dashing and Peel-Outs, though if an opponent hits you out of it, you retain the Meter, so there's a risk vs reward element to this.
While earning Speed seems simple, maintaining it is another matter. If Sonic takes heavy damage, he'll lose a large chunk of Meter. Standing still for too long will make the Meter reduce at a gradually increasing rate. It's imperative that you keep Sonic moving, fighting, or showing off, as Taunts also slightly fill the Meter, but not too many (if you ever played Def Jam Vendetta, it's like their Momentum Meter and gaining less for repetitive taunts and moves)
Once the Speed Meter is full, Sonic will enter Sonic Boost Mode! Similar to Joker and Arsene (but not as cheap, considering there's more strategy than just two moves), Sonic will have new techniques, his power will increase, and his Combo potential can further be increased, along with knockout moves being more prevalent! Your attacks also have nearly unbreakable priority, as only heavies will beat your moves, and some attacks can break through defenses. This will end after you are knocked out, you take more than 100% damage while in Boost Mode, you hit nothing for 10 seconds, you taunt too many times during, or it will end normally after around 1 minute. If the match is 1 on 1, Boost Mode will end after you knock out your opponent with a 25% refill. Let's go over the changes to the normal moves.
(If I don't mention a move in this list, it remains the same, just slightly stronger)
Boost Mode Moveset
Side Smash- Boost Drop Kick: Sonic will leap forward at an opponent and use his built up speed to drop kick them with insane force. If you hit someone at all (even if they shield or parry) you'll bounce off of them and you can begin racking up some Air Combos. If you miss completely, Sonic will fall to the ground and end Boost Mode. Mildly telegraphed if farther away (the move covers the length of half of the bottom platform of Battlefield), but less so up close.
N-Air- more wind gusts out increasing it's range
F-Air- Changes to the Spin Trick from Advance 2 and 3
D-Air- Axe Kick is now a Meteor Smash
Up Air- higher dash and causes multiple hits
Homing Attack: More range
Dash Attack: can follow up a Roll with a jumping attack. Good for following up combos
Side Special- Boost Attack. Faster than Peel-Out and harder to turn around with, but much more powerful and has knockout potential. Does not drain Boost Mode (think Sonic Rush)
Up Special- Spring Launch now includes an attack
Spin Dash is faster as well. Also will replace the Spin Charge sound with the Light Speed Dash Charge sound.
No, I'm not forgetting the big guns
Final Smash...es
Sonic will have 2 Final Smashes, one in and out of Boost Mode.
Normal Final Smash: Light Speed Attack
A cinematic Final Smash (spoilers, they both are) activated with Sonic throwing a line of Rings onto the stage and Light Dashing through them SA2 style. His opponents caught in the line will be sent to the Team Blast style screen from Heroes. Sonic will rev up a Light Speed Attack and blast all around the screen, causing major damage, sort of like a Maximum Spider from MvC3
Final Smash Boost Mode: Super Sonic
Yes, Super Sonic will be his Boost Mode Final Smash. This will again be cinematic, but will surround him, rather than be in a line. The Chaos Emeralds will surround him and form the barrier his opponents would be caught in (I'm thinking...slightly larger than the space under a lower Battlefield platform) with Sonic using Chaos Control. This is where Super Sonic will emerge and send his opponents hurdling through space ramming into them like in Doomsday Zone, ending with a Spin Dash back down to Earth.
More Voice Lines
Say what you will, but Sonic really should be spouting more one liners during battle. Goes with his showboating personality and cocky attitude. Not to an insufferable degree, but just enough to be annoying. That's how he rolls (no pun intended).
Outside of touching up his model to have actual effort put in and actually getting Roger Craig Smith to do new voice clips instead of reusing stuff, that's all I got for Sonic as a fighter.
Now if only we could get new remixes and a different looking stage. I'll take the Death Egg for cripes sake! Just give us something that isn't Green Hill looking more like *insert description here* Hill
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game-fixer · 3 years
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Game Fixes Episode 1: Mega Man X7
I'm gonna start my tenure with one of the most notorious games in all of Mega Man, not just the X series. I have several ideas that can make the game feel more in line with characters and feel less forced.
Of course this will come with general polish in many aspects including a redone script and voice work. No disrespect towards any actors/actresses in the games, of course, but the presentation needs some serious work. Anyway, let's start with the first change
Axl
No, I'm not gonna get rid of him. I think he's a welcome addition to the cast and, if worked right, could be made to be even more beloved in the game he debuted in, despite being the Silver the Hedgehog of the X series.
First idea would be an overhaul in his move set. I say ditch the lame Copy Shot thing for his charge. Also have him function more like Bass from Mega Man and Bass/Mega Man 10, where he stands in place and you aim manually from the start. In 3D, (because I'm not getting rid of 3D) this could even include a first person aim function so you can be more precise. Also a light will shine to show your path so you're not relying on blind fire. Now, I'm thinking he could still charge a shot. What would he shoot? Well you could target multiple enemies at a time, release, and shoot a spread shot of small homing missiles at enemies or even Mavericks which can take a lot of these shots, of course. This feels more like a proper special ability and something that requires a meter for. So what do we do with that Copy Ability that makes him special?
Bio Metal
Yep, the special little MacGuffins from the ZX series. The very same. I'm thinking Axl would be the first Reploid to be made with an early version of Bio Metal, allowing him to change forms at will. This would be his version of X's Weapon Systems. Axl would gain new armor and abilities from the Mavericks he fights to boost his arsenal. A regular shot and a special shot. For example, with Ride Boarski, you'd shoot his regular weapon, but his Special move could be a Tackling Dash that would plow through enemies until the Meter runs out. Flame Hyenard could give a flamethrower for the main shot and his special could give you a clone that shoots for a few seconds. Tornado Tonion could give his leaf shot as a main, and his special lets you throw a tornado and damage enemies in a wide pattern. That sort of thing. The Mavericks aren't the only ones you're getting Bio Metal data from, though. Before I talk about that, let's bring up the main boy himself.
X
I'm thinking X would still be unlockable just like normal, but you'd play as him through an intro stage to feel the power you need to have back. Is he moping about violence and sitting on the couch like a lump like before? Yes and no. X, after causing a serious accident and putting innocent lives in danger, requests to be taken out of active duty until he can sort himself out, but he doesn't want to stop helping. Seeing how lousy X treated our new friend in the real story gave me an idea. Make X train Axl as his superior officer! Axl could be a trainee Hunter, still dealing with his checkered past with Red Alert and realizing they were no better than murderers, thus joining the Maverick Hunters to pay his dues to himself and prove to himself he isn't evil. X, seeing some of his own plight in his Rookie apprentice, starts taking a liking to Axl's ideals, despite his hot-headed, quick-to-the-trigger tactics and lack of professionalism. They butt heads through the intercom, with X saying this needs to be done by the book, but Axl wanting to show how he can take on any challenge no sweat and all that. X would be the Navigator for Axl, though Alia would aid as well.
Unlocking X
While saving Reploids will still be a thing, X will be unlocked halfway through the game. The whole thing would be integrated into the story. Axl defeats 3 or 4 Mavericks. All the while, X is still dealing with his fear of becoming a Maverick, fearing all he lost and hating his carelessness. Before your 4th fight, X will start getting more hostile and snappy at Axl, making Alia worried for X, since she's never seen him so worked up at himself. Axl begins to suspect X going Maverick to himself (he'd think "H-he isn't going...nah, of course not. Commander X is too strong for that...but...) Once the 4th stage is complete we get a midstage, like in Mega Man 7 or 8. A Mechanaloid is causing havoc in the city and Axl offers to go help. However, X sees that it's the same one that he caused the accident with and this sends him spiraling into anger.
"It's still out there?! After all I did, it wasn't enough?!? Damn it!!"
"Commander! Let me go take it out! Those people are in danger!"
"Why? So you can cause more damage with your recklessness?! You want to be a Maverick Hunter? Act like one and grow up!"
"...that's it... I'm not taking this from an old man that's crying about one little mistake he made!"
"...tch...you can't go anyway...you have your mission... just... stand down for now, kid."
"Commander X, what are you-?"
"You're right, Axl. I've been stewing about this for too long. This guy's mine. I have to prove this to myself."
That's how I think the scene would go. You go in as X and fight the Mechanaloid after a short stage rescuing plenty of civilians along the way. Alia and Axl are watching the events and communicating with X as well. X wins the battle, but suddenly his Buster goes off out of nowhere again, nearly destroying something that would put civilians in harms way. They are saved in the nick of time by Axl, who ports in anyway to try to help. X starts to doubt himself again, but Axl could see that it was something out of his control. The two go back to Hunter Base to run diagnostics and they find a bug in X's Buster systems, a lesser string of the Sigma Virus. X gets repaired after seeing this virus as a warning that Sigma might be back. This snaps him out of it and this gets him to go out and fight. You can now choose to go out as Axl, X, or as a team. If you go solo, your shots will be stronger, but without the backup, you'll be left with less defense.
Zero?
Nope, I'm not forgetting our favorite robot swordsman. At all. He will not make a physical appearance at all in the game. Why? Well...the Mega Man Zero series is still a thing. While I like the idea that Zero's ending in X6 being at the very end of the series, I'm trying to keep a stronger set of continuity here. Zero would still be in stasis, though he could communicate with X, since I'm thinking this could be a precursor to Cyber Elves, having Zero be something like a separate AI that can still communicate. As for playing as him? Oh he's still available...as a Bio Metal! I'm thinking after your first Maverick stage, a Zero spirit will appear in a level (kinda like the X Hunters in X2 but less stupid). Go find it, and Axl will be challenged to a fight against Zero, or at least a Reploid being controlled by his spirit. Before Axl finishes it off, X tells him to stand down, and Zero comes back to talk with X. The Spirit also leaves behind the Z-Saber, and thus infusing Axl with Zero's abilities, thus creating a prototype of the Z-Type Bio Metal from ZX.
Red Alert
So, get this. What if Sigma really WAS technically gone forever? I mean the bodies are all used up. The Spirit lives on, yes, but ol' Siggy ran out of his own bodies. Humor me here. What if Red Alert became the new villain faction full time? What if Red became the new face of Sigma? We'll call it...Red Doom or something. Sigma basically integrated himself into Red's systems and basically became part of his robotic code as thoughhe was always Sigma. This could also explain more why Axl needed to leave Red Alert, but it also shows how much in denial he was about Red going Maverick, since Red taught Axl everything he knows.
Script Changes?
I made my case about where the plot should go, but lemme try to work out personalities I think everyone could get down with in general.
Axl is the cocky, hot-blooded new kid who wants to prove himself to be better than where he came from. No petulant, childish talking or stupidity here. He'd be more like Sonic the Hedgehog but still acting just a little green. Still taking things just seriously enough for his quips to be endearing.
X takes his role as a CO very seriously. He's to the point and ensures that Axl is taught the way a situation must be handled. He hates how lax Axl is during his missions and tries to get him to focus. In combat, X is a no nonsense fighter who is ready to bring in the Mavericks, by force if need be. He doesn't try to get them to go peacefully considering his experience. (in fact he'll say once "I guess I can't expect you to come quietly?") No more "Why must Reploids fight each other" and blah blah blah. We all heard this. While he hates the fight, he knows at this point that the world needs a warrior, sort of like Gohan if that helps.
Zero is supportive of X and does his best to help keep his mind out of darkness. He'll even say "You were willing to stand by my side when I feared going Maverick, so I'll be here to do the same."
Red is a lot more cold at the start, outright insulting Axl, saying that he's no more than a worthless prototype, and the next generation of Reploids will be far superior to Axl's faulty design, or taunting X saying "How the mighty hath fallen. How does it feel, X? How does it feel to have to watch as the world crumbles to nothing through the eyes of your good for nothing amateur all because you couldn't keep a tab on your trigger finger?" Red will also be a boss at the end of Axl's first stage before the Maverick fights, and you're meant to lose it to show how powerful he is. You can see shreds of Sigma in there, but he is woven into Red's thoughts and personality in a way that makes Sigma and Red seem equal in the body, though a body can still be created (basically Red Sigma will be put in a more "Sigma appropriate" body with the bald head and big ass chin. Basically Sigma takes Red completely in a way. They're both in control, like their souls combined if that makes sense.
Everyone else is how they should be. Alia, for example is more like how she was in X8.
These are just a few changes that would make Mega Man X7 a much more plot centered game that knows how to work with it's characters. Other fixes like making it faster, tweaking the weapons, making Dr. Light stay as an AI, all that feels superfluous, because a lot of that just makes sense to change. Same with presentation, but with a new script, new lines are inevitable, so duh.
Stay tuned for more Game Fixes! If you want to request a game, lemme know!
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