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Super Kooparaider
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PostSubject: Classic Mode   Mon Oct 03, 2011 10:45 am

Discuss everything about Classic Mode here folks.

Here's the order:

Stage 1: Normal Match (vs. 1 enemy)
Stage 2: Team Match (2 vs. 2)
Stage 3: Break the Targets
Stage 4: Normal Match
Stage 5: Vs. Team Character
Stage 6: Board the Platforms
Stage 7: Normal Match
Stage 8: Vs. Giant
Stage 9: Vs. Metal Mario/Dark Link
Stage 10: Race To the Finish
Stage 11: Vs. Fighting ? Team
Stage 12: Vs. Master Hand



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Leo
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PostSubject: Re: Classic Mode   Mon Oct 03, 2011 11:23 am

IMO, Classic mode should have a 2-player mode. Like Boss-Battles and All-Star from brawl.
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Super Kooparaider
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PostSubject: Re: Classic Mode   Mon Oct 03, 2011 11:25 am

Now that would be cool.
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Jak



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PostSubject: Re: Classic Mode   Mon Oct 03, 2011 11:31 am

I have never played Crusade's Classic Mode (Nakido), but from what I saw it has some issues. My main worries are it's sloppy presentation and laziness with which "vs. team" battles were made. SSB and Melee before each battle presented two or more characters facing each other and it looked nice. Brawl was cheap and we got enlargened artworks instead. What is in Crusade? Some mugshots (the same as those on HUD in game, if I recall correctly) with VS between them. Woo-hoo. Awesome. Yay. Yippie. Yahoo. Cool beans.
"vs. team" battles are worse. 1 player vs. 2 3-stock bots and 1 4-stock? Sorry, but no. It just needs to be coded properly.
The 85. wrote:
IMO, Classic mode should have a 2-player mode. Like Boss-Battles and All-Star from brawl.
Yeah, but that would need 8 players on screen to be actually challenging. Though still better than nothing.

...online 2-player Classic would kick ass.
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Daw
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PostSubject: Re: Classic Mode   Tue Oct 04, 2011 12:18 am

I.
Race to the finish.
Will.
MAKE.
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diego222
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PostSubject: Re: Classic Mode   Tue Oct 04, 2011 4:05 pm

Although the actual classic is fun it still has some issues:
Metal Mario needs fixing. He dies earlier than usual. He just walks and doesn't try to follow you if you jump or fly to escape. (He cannot even jump onto the floating platform at the center) And also he doesn't feel some strong or mid attacks that he should actually feel.
Timer needs to be 5 minutes and not 4.
When fighting against a team of a character they have a weaker knockback in all of their attacks.
Bonuses after each battle (like in melee and 64) should be implemented.
Crazy hand is missing.
Master hand is still missing some of his attacks.
And race to the finish and sprite team attack are missing.
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PostSubject: Re: Classic Mode   Tue Oct 04, 2011 6:59 pm

Metal Mario also needs to have his own name at the bottom-thing. I guess. Dark Link has one, Metal Mario only has Mario's.
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plasmis
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PostSubject: Re: Classic Mode   Tue Oct 04, 2011 7:00 pm

Lol, really? I never realized that. I should totally pay close attention to that next time.
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PostSubject: Re: Classic Mode   Sat Oct 08, 2011 9:38 am

Are/were there any plans to add other sub-bosses, à la Metal Mario and Dark Link?
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Super Smash Bros Crusade
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PostSubject: Re: Classic Mode   Sat Oct 08, 2011 9:43 am

I don't think so. When Adventure Mode was in the planning stages, we had the idea of pairing up each character with a "rival" character so they had a unique sub-boss before the final level. I don't think Classic would have anything like that though.
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buggy786
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PostSubject: Re: Classic Mode   Thu Sep 18, 2014 2:28 pm

i have chossen the character 

bomberman-donkey kong- mega man-samus aran- kristal-shadow the hedgehog-geno-mewtwo-songoku-ryu-chun li-toon link-mario-ridley-saki amiyama

all recorded wft killager bubsy Goku Face  
Weegee Psyduck DHD Laugh FARUKOOON Robotnik Slowpoke Kappa Frog Troll Forever alone Me gusta Okay Rage
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buggy786
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PostSubject: Re: Classic Mode   Thu Sep 18, 2014 2:41 pm

Super Kooparaider wrote:
Discuss everything about Classic Mode here folks.

Here's the order:

Stage 1: Normal Match (vs. 1 enemy)
Stage 2: Team Match (2 vs. 2)
Stage 3: Break the Targets
Stage 4: Normal Match
Stage 5: Vs. Team Character
Stage 6: Board the Platforms
Stage 7: Normal Match
Stage 8: Vs. Giant
Stage 9: Vs. Metal Mario/Dark Link
Stage 10: Race To the Finish
Stage 11: Vs. Fighting ? Team
Stage 12: Vs. Master Hand



bart simpson i have a question

for my game

stage1:normal match
stage2:team match
stage3:normal match
stage4:break the target
stage5:normal match
stage6:team vs giant
stage7:one vs team
stage8:board the platform
stage9:normal match 
stage10:one vs sprit team
stage11:figth vs metal mario or dark link
stage12:figth vs master hand

this is my idea

super smash bros crusade v0.8
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sluigi123
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PostSubject: Re: Classic Mode   Mon Sep 22, 2014 12:45 am

Since I'm starting to lack free-time now, I'd better put this up.
My Idea since 0.9 came out:

Solo Classic
1: 1 v 1
2: 2 v 2
3: 1 v 1
4: Break The Targets!
5: 1 v 10 (3 at a Time)
6: 1 v 1
7: 3 v Giant
8: Board The Platforms!
9: 1 v 1
10: 1 v Metal Mario / Dark Link
11: 1 v 20 (Sprite Team; 3 at a Time)
12: 1 on Master Hand

Co-Op Classic
1: 2 v 2
2: 3 v 3
3: 2 v 2
4: 2 v 1 Giant OR 4 v 2 Giants
5: 2 v 2
6: 2 v 20 (4 at a time)
7: 2 v 2
8: 2 v Metal Mario Bros. / Dark Link & Dark Toon Link
9: 2 v 40 (Sprite Team; 4 at a Time)
10: Master Hand (HP x2) / Master Hand & Crazy Hand
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PostSubject: Re: Classic Mode   Tue Sep 23, 2014 2:24 am

blast from the high functioning autistic past
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Spoon300
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  152

PostSubject: Re: Classic Mode   Wed Nov 05, 2014 1:12 pm

Personally, with both of Sm4sh's radical re-imaginings of Classic Mode (Yes, Both.) It's pretty dang easy to see what needs to be done.

Classic Road (Debuted in: Super Smash Bros. Melee - GCN, 2001)
* Smash your way through twelve grueling trials as you make your way to the Master Hand.

And my thoughts on how it should work?

1-1 on 1
2-3 on 3 Team battle
3-Break the Targets
4-1 on 1 on 1 on 1
5-2 on 2 on 2 Team Battle
6-Giant Battle
7-Board the Platforms
8-1 on 1 on 1 on 1 on 1 on 1
9-Fighting Smasher Team
10-Race to the Finish
11-Fighting Alloy Team
12-Metal Battle
13-The Hands

Classic Maze (Debuted in Super Smash Bros. - 3DS, 2014)
* Choose your own adventure, Fight through Six Stages of your own choosing as you reach your final destination.

1-1 on 1/3 on Giant/2 on 2
2-3 on 3/2 on Metal/1 on 1 on 1 on 1
3-Break the Targets/Board the Platforms/Race to the Finish
4-2 on 2 on 2/3 on Fighting Smasher Team/2 on Giant
5-Metal Battle/1 on Giant/1 on 1 on 1 on 1 on 1 on 1
6-Fighting Alloy/Fighting Smasher/Fighting Kirby Team
7-The Hands

Classic Conquest (Debuted in Super Smash Bros. - WiiU, 2014)
* It takes skill to master this mode, choose your opponents and reach for the Hand that feeds you.

The footage of this mode from Sm4sh for Wii U speaks for itself...

But there is another... One that can be unlocked when all the actors are in place.

Classic Quest (Debuted in Super Smash Bros. - WiiU, 2014)
* Now's your chance to play through a newly expanded version of the Mode that Started it all.

1-vs. The Triforce (Link, Zelda, Ganondorf)
2-vs. Yoshi Team (10 Yoshis)
3-vs. Star Fox (Fox, Falco, Krystal)
Bonus-Break the Targets
4-vs. Mario Bros.
5-vs. Pokemon (All the Pokemon developed for the Game)
6-vs. Giant DK
Bonus-Board the Platforms
7-vs. Kirby Team
8-vs. Bounty Hunters (Samus/Zero Suit Samus and Captain Falcon)
9-vs. Earthbound Kids
Bonus-Race to the Finish
10-Metal Mario Bros.
11-Fighting Alloy Team
12-The Hands (Crazy Hand joins at Intensity Levels above 2.0)

And if we're gonna incorporate the intensity meter in all this, we have laid out these points at which we can save.

Intensity at 5.0 or higher

13-vs. Koopaling Team
14-vs. Fire Emblem Warriors
15-vs. Odds and Ends Team
Bonus-Sandbag Smash
16-vs. 3rd Party Team
17-vs. Bowser

Intensity at 7.0 or Higher

18-vs. Giga Bowser (Overtaken by Master Core at Intensity Level 8.0 or higher)
19-vs. The Spirits of Skyworld (Kid Icarus Characters, Assisted Magnus and Kratos if Already Installed)
20-vs. Dry Bowser
21-vs. Master Fortress
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Falcon8r

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PostSubject: Re: Classic Mode   Wed Nov 05, 2014 2:49 pm

Jaklub wrote:
My main worries are it's sloppy presentation and laziness with which "vs. team" battles were made. SSB and Melee before each battle presented two or more characters facing each other and it looked nice. Brawl was cheap and we got enlargened artworks instead. What is in Crusade? Some mugshots (the same as those on HUD in game, if I recall correctly) with VS between them. Woo-hoo. Awesome. Yay. Yippie. Yahoo. Cool beans.
"vs. team" battles are worse. 1 player vs. 2 3-stock bots and 1 4-stock? Sorry, but no. It just needs to be coded properly.
The 85. wrote:
IMO, Classic mode should have a 2-player mode. Like Boss-Battles and All-Star from brawl.
Yeah, but that would need 8 players on screen to be actually challenging. Though still better than nothing.

...online 2-player Classic would kick ass.

If you're going to call it lazy or sloppy, please suggest alternatives.

Spoon300 wrote:

2-3 on 3 Team battle

Huh, what a concept. Now that we have 6-man, voila - 3 vs 3 matches!

For now we'll probably stick to the classic "Classic" like in SSBC 0.8. If nothing else we could revamp the Bonus games (and probably should) and add Crazy Hand.
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Spoon300
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PostSubject: Re: Classic Mode   Wed Nov 05, 2014 3:14 pm

Oh, Alright. I Guess I'll Post my Suggestions in the Unofficial Boards... I'll do some Name Changes here and There.
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Spoon300
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PostSubject: Re: Classic Mode   Wed Nov 12, 2014 7:12 am

I thought I'd Necro up the thread by mentioning a way to change up the Hand battle, An added rival at Intensity Levels 4.0 and above. An added fighter picked right from the roster which do some unique moves with the Hands themselves, for example: if you're playing as Mario, Expect to see Crazy Hand using Giga Bowser as a Bowling Ball. And if the dev team wants to use the Master Core, he can appear once the rival fighter is K.O.'d! I can even see the swarm reducing the poor fella to Dry Bowser as it forms into Master Giant. And while we're on the Topic of Master Core... Oh, that's right. I'm not allowed to describe characters until the ban's lifted this friday, how silly of me!
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HypeConduit
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PostSubject: Re: Classic Mode   Wed Nov 12, 2014 7:34 am

Spoon300 wrote:
how silly of me!

I simply cannot believe somebody can have the capacity to be as disregarding to others as you.
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Falcon8r

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PostSubject: Re: Classic Mode   Wed Nov 12, 2014 7:54 am

Spoon300 wrote:
I thought I'd Necro up the thread by mentioning a way to change up the Hand battle, An added rival at Intensity Levels 4.0 and above. An added fighter picked right from the roster which do some unique moves with the Hands themselves, for example: if you're playing as Mario, Expect to see Crazy Hand using Giga Bowser as a Bowling Ball. And if the dev team wants to use the Master Core, he can appear once the rival fighter is K.O.'d! I can even see the swarm reducing the poor fella to Dry Bowser as it forms into Master Giant. And while we're on the Topic of Master Core... Oh, that's right. I'm not allowed to describe characters until the ban's lifted this friday, how silly of me!

The unique moves is a decent idea (but probably way too much work for the short term), but your bitterness detracts from any appeal this post had.
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Slissith

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PostSubject: Re: Classic Mode   Wed Nov 12, 2014 8:07 am

Why is he not banned yet?
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Spoon300
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PostSubject: Re: Classic Mode   Wed Nov 12, 2014 1:25 pm

Okay, Okay, I kid, I kid. I genuinely am sad I don't get to make posts until friday, I've got movesets for three characters from a Sega Franchise with which I took varying degrees of creative liberties, especially when one of them's gonna be a major player in my sick, twisted version of classic mode.

And Master Core, I'm actually willing to doodle armor onto the guy with a Wii U Gamepad...

Not that I own one... le sigh...

So if any of you picture a fancy Crystal-like Armor hiding the swarm within it, that'd be just great.
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deejayLem01
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PostSubject: Re: Classic Mode   Thu Feb 26, 2015 6:09 pm

No classic mode for v0.9?
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SP



  3855
  cellularSP

PostSubject: Re: Classic Mode   Thu Feb 26, 2015 6:35 pm

deejayLem01 wrote:
No classic mode for v0.9?

It will be included in v0.9.1
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sluigi123
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PostSubject: Re: Classic Mode   Sun May 31, 2015 2:03 pm

Quick question, will Master Hand (and possibly Crazy Hand) have the inclusion of the new moves that're in Sm4sh as well as some brand new ones exclusively for Crusade? Idea
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Braystar
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PostSubject: Re: Classic Mode   Tue Aug 11, 2015 10:59 pm

So in the next update, Classic is coming back?
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JaegerKrieg
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PostSubject: Re: Classic Mode   Mon Mar 21, 2016 6:45 am

We really do need Classic Mode back c:
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