Project Crusade Community
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| Earthworm Jim (Earthworm Jim) Discussion | |
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Author | Message |
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Alucard Level 3 CPU
68
| Subject: Earthworm Jim (Earthworm Jim) Discussion Fri Oct 10, 2014 7:56 pm | |
| - A pic of Jim:
Allow me to give a FULL explanation on Earthworm Jim. First appearance: Earthworm Jim (1994) Last appearance: Earthworm Jim 3D (1999) Jim is a video game character known from the 90's. He appeared on several Nintendo systems including the SNES, Game Boy, Game Boy Advance and the Nintendo 64. Jim even appeared as a playable character in Clayfigher 63 1/3 for the N64. EWJ was portrayed as a clumsy but determined super hero. When evil was around, he was the one to save the day! From saving Princess Whats-Her-Name from Queen Slug-For-A-Butt to escorting Peter Puppy to his house. - The story behind Earthworm Jim:
Jim lived most of his life as an average earthworm. Heck, he didn't have a name back then! Day after day Jim had to take cover in the dirt because of incoming crows who wanted to make him their next meal. But one day it all changed! One morning Jim was chased by a crow just like most mornings. He dug into the ground just in time for the crow to catch nothing but air. Jim had another day to live and the crow had to eat dirt yet again. Jim poked his head out of the dirt to see if the coast was clear only to have a gigantic space suit fall on top of him. The suit made Jim mutate and grow at a fantastic rate. Jim was now able to perform human tasks like running and jumping. After discovering a raygun in his belt he used it against the same crow who wanted to eat him earlier, frying it to a crisp. That day the earthworm dubbed himself as Earthworm Jim.
- Earthworm Jim's moveset:
Most of Jim's moves come from Earthworm Jim, Earthworm Jim 2 and Clayfighter 63 1/3
SPECIALS:
Down - Jim sets up a seesaw by tossing it out in front of him. It takes a second or two to set up. The seesaw acts like a diagonal mini-platform (Slime is also left on the lower part of the seesaw. If an opponent walks over Slime, the opponent will stick to him trapping him/her for a few seconds). After the seesaw is set up Jim can move around freely. If Down B is pressed again while the seesaw is out, Jim will pull out an anvil and throw it a short distance before him. If the anvil lands on the higher half of the Seesaw, it lifts the other side upwards. If an opponent is standing on the opposite side of the anvil when it lands on the higher half of the Seesaw, the opponent is launched up and takes damage. If you drop the anvil on the lower half instead, the Seesaw will break. The seesaw is only visible on the stage for a short period of time. Jim can also use the anvil as a heavy projectile similar to the Villager's bowling ball, as long as the seesaw is out on the stage. As a bonus there's a 10% chance that Jim will throw a cow instead of a anvil.
Neutral - Raygun: This attack has two types of projectiles. The first being Jim's Plasma shot and the second being Jim's normal Raygun attack. Jim starts out with limited ammo for the Plasma shot. Once he runs out of ammo he will switch to his ordinary Raygun. (similar to the way how Robin switches between his Bronze sword and Levin sword).
*Plasma shot: Jim fires a fast projectile with his raygun that packs quite a punch. The only drawback of this attack is that it takes time to charge up the shot, leaving Jim vulnerable for a few seconds. Jim can aim in several directions while firing his weapon (just like in his games). If he’s on the ground he can only aim forward, diagonal upwards and above him. If he’s in the air he’ll also be able to aim downwards and diagonal downwards.
*Raygun: Jim pulls out his trademark raygun and fires. This attack deals rapid damage but doesn’t make an opponent flinch. It also lacks in range. Jim can also aim with this attack. (aiming works exactly like his Plasma shot).
Side – Pocket Rocket: Jim pulls out his rocket. This move has TWO uses. 1) If Jim is in the air he’ll board the rocket and move sideways. He can ram into enemies while on his rocket. This move is also great for horizontal recovery. 2) If Jim is on the ground he’ll attempt to board his rocket but will lose grip and fall on his face instead. The rocket will then speed off without him in a straight line until it exits the screen. The rocket deals average damage to enemies it makes contact with and knocks them upwards in a tumbling state. This move has a SLOW start-up but the rocket moves at a FAST pace once Jim lets go of it.
Up – Inflatable Head: Jim inflates his head by placing his thumb in his mouth and blowing into it. He then floats around. If attacked while floating, his head deflates and he spins in a 360 degree angle before plummeting down in a helpless state. The rotation acts as an unintentional offense for Jim to give him some sort of advantage since the recovery is rather slow. He doesn't do the rotation if he deflates on its own.
SMASHES:
Side – Jim pulls out his Barn Blaster that causes an explosion right in front of him at a distance.
Up – Jim gives a small jump and deals an uppercut in the air similar to Ryu.
Down – Jim attempts to pick up a cow but collapses under the weight, dealing damage to any nearby enemies.
TILTS:
Side – Jim whips forward with his head.
Up – Jim flexes his muscles and buffs up.
Down – Jim supports himself with his arms and kicks low with both feet.
AERIALS:
Neutral – Jim does a sex kick.
Forward – Jim rams his shoulder into the enemy. This attack has a short reach but does great damage and knockback if it connects (based on his attack from the Snot a problem mission in EWJ).
Back – Jim hits backwards with his head.
Up – Jim spins his head like a helicopter. This attack hits multiple times.
Down – Jim kicks downwards with both legs similar to Ganondorf’s dair. If timed right it can spike an enemy.
THROWS:
Grab - Jim uses Slime to pull enemies closer.
Pummel – Jim punches the enemy.
Forward throw – Jim launches his hand away from him tossing his opponent away along with it.
Back throw – Jim tosses his opponent behind him and headwhips him/her shortly after.
Down throw – Jim holds his opponent down and open fires his Raygun on him/her. The opponent is launched into the air afterwards.
Up throw – Jim tosses his opponent in the air.
OTHER:
Standard combo – Jim does a forward punch followed by a kick.
Dash attack - Jim uses his bouncing pad from "Puppy Love" (Earthworm Jim 2). He does a short dive forward holding the pad infront of him. If the opponent is hit by the front end of the bouncing pad, they are hit like any usual dash attack. However, because of the nature of the bouncing pad, the opponent takes less damage and more knockback due to the bounce. If Jim uses the Dash Attack on an opponent who is falling from above, the opponent is launched back up (great for quick follow-up attacks).
Taunt – Jim tosses his raygun in the air and lets it land in his belt while he shouts “GROOVY!”
Intro – Jim lands with his pocket rocket and puts it away.
Victory stance – Jim tosses his raygun in the air and blows his face pitch black when he catches it, while saying “You got stomped!”
FINAL SMASH:
Peter puppy (Jim’s best friend) appears right next to Jim. Jim whips Peter (which angers him) and makes a quick escape on his pocket rocket. Peter transforms into a giant hulk-like monster because of his anger and chases after Jim. The player gains control of Jim after he boards his rocket. Jim moves relative fast and can turn 360 degrees. The goal of this final smash is to ram into opponents while avoiding Peter. Peter MOVES faster than Jim but Jim can TURN faster than Peter. Jim delivers light damage when he rams into opponents. If an enemy is in Peter’s way he will be attacked by Peter himself (about 15-20 damage is dealt). A dust cloud will appear while Peter attacks the enemy. The enemy is then launched outside the dust cloud and Peter resumes his pursuit after Jim. If Peter catches up with Jim he will attack him instead. A dust cloud will appear and Jim will take damage while yelling “WHOA! Melly!” Jim will then be launched outside the dust cloud but will continue riding on his pocket rocket. This final smash ends after a set time or when Jim is KO’d. Peter returns to his normal form and disappears and Jim stores his pocket rocket away once the final smash ends.
So what do you guys think? |
| | | Johnny64
1272
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Fri Oct 10, 2014 9:07 pm | |
| Why does he DESERVE to be in Crusade? What's so GROOVY about him? I know Earthworm Jim games are strange, and hard, but they where actually good. |
| | | SP
3856 cellularSP
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Fri Oct 10, 2014 9:42 pm | |
| "Maybe if I post an image and say he's cool, people will assume I'm correct and want him in!"
Seriously, please put actual thought into these threads. |
| | | Mp3 Toaster
633 Mp3_Toaster
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Sat Oct 11, 2014 3:26 am | |
| Using the word "deserve" and just slap a picture with it isn't a compelling argument to why he should be in.
Also, you create multiple character topics in such a fast rate and then just leave them to dust without doing a lot to explain why that character should be in. All of that makes me question how much you actually want the characters. Because it seems you are creating topics for the sake of creating topics instead of supporting your choices. Some of it did have a little more, but still not enough. The fact that only "some" of them has more written at all is a problem, all of them should have thoughtfully written first post. Make the people want the character by what he/she offers. Not by this questionable example. |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Sun Oct 12, 2014 1:57 pm | |
| I'll probably bump this thread again in the near future with a full explanation on Jim and his moveset. |
| | | Smash King Smash King
8744 EJ88201
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Sun Oct 12, 2014 7:14 pm | |
| I think Earthworm Jim is one of the most successful obscure characters in gaming. He had multiple games throughout the 90's and early 2000's. He even had his own show at one point.
|
| | | Johnny64
1272
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Mon Oct 13, 2014 12:27 am | |
| - Smash King wrote:
I think Earthworm Jim is one of the most successful obscure characters in gaming. He had multiple games throughout the 90's and early 2000's. He even had his own show at one point. Yes, Earthworm Jim is one sucessful franchise, and while it does deserve the rep, i would like to hear more about Jim, what he can do, how he does it, what's the character purpose, ect. I just know he can shoot a laser gun, he can use his own head as a whip, and that the Space Suit he has landed on him, though i don't remember how. Oh, yeah, he also is trying to save Princess What's Her Name. |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Mon Oct 13, 2014 3:01 am | |
| - Johnny64 wrote:
- Smash King wrote:
I think Earthworm Jim is one of the most successful obscure characters in gaming. He had multiple games throughout the 90's and early 2000's. He even had his own show at one point. Yes, Earthworm Jim is one sucessful franchise, and while it does deserve the rep, i would like to hear more about Jim, what he can do, how he does it, what's the character purpose, ect.
I just know he can shoot a laser gun, he can use his own head as a whip, and that the Space Suit he has landed on him, though i don't remember how. Oh, yeah, he also is trying to save Princess What's Her Name. I'm currently working on a moveset for Jim. I already have ideas for his specials, though. I'll post it once I figured out the rest of his moveset. |
| | | SP
3856 cellularSP
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Mon Oct 13, 2014 5:59 am | |
| I remember when new dev team first took over, someone had Jim fully sprites and wanted him in. |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Sun Oct 19, 2014 4:02 pm | |
| Allow me to give a FULL explanation on Earthworm Jim. First appearance: Earthworm Jim (1994) Last appearance: Earthworm Jim 3D (1999) Jim is a video game character known from the 90's. He appeared on several Nintendo systems including the SNES, Game Boy, Game Boy Advance and the Nintendo 64. Jim even appeared as a playable character in Clayfigher 63 1/3 for the N64. EWJ was portrayed as a clumsy but determined super hero. When evil was around, he was the one to save the day! From saving Princess Whats-Her-Name from Queen Slug-For-A-Butt to escorting Peter Puppy to his house. - The story behind Earthworm Jim:
Jim lived most of his life as an average earthworm. Heck, he didn't have a name back then! Day after day Jim had to take cover in the dirt because of incoming crows who wanted to make him their next meal. But one day it all changed! One morning Jim was chased by a crow just like most mornings. He dug into the ground just in time for the crow to catch nothing but air. Jim had another day to live and the crow had to eat dirt yet again. Jim poked his head out of the dirt to see if the coast was clear only to have a gigantic space suit fall on top of him. The suit made Jim mutate and grow at a fantastic rate. Jim was now able to able to perform human tasks like running and jumping. After discovering a raygun in his belt he used it against the same crow who wanted to eat him earlier, frying it to a crisp. That day the earthworm dubbed himself as Earthworm Jim.
- Earthworm Jim's moveset:
Most of Jim's moves come from Earthworm Jim, Earthworm Jim 2 and Clayfighter 63 1/3
SPECIALS:
Down - Jim sets up a seesaw by tossing it out in front of him. It takes a second or two to set up. The seesaw acts like a diagonal mini-platform (Slime is also left on the lower part of the seesaw. If an opponent walks over Slime, the opponent will stick to him trapping him/her for a few seconds). After the seesaw is set up Jim can move around freely. If Down B is pressed again while the seesaw is out, Jim will pull out an anvil and throw it a short distance before him. If the anvil lands on the higher half of the Seesaw, it lifts the other side upwards. If an opponent is standing on the opposite side of the anvil when it lands on the higher half of the Seesaw, the opponent is launched up and takes damage. If you drop the anvil on the lower half instead, the Seesaw will break. The seesaw is only visible on the stage for a short period of time. Jim can also use the anvil as a heavy projectile similar to the Villager's bowling ball, as long as the seesaw is out on the stage. As a bonus there's a 10% chance that Jim will throw a cow instead of a anvil.
Neutral - Raygun: This attack has two types of projectiles. The first being Jim's Plasma shot and the second being Jim's normal Raygun attack. Jim starts out with limited ammo for the Plasma shot. Once he runs out of ammo he will switch to his ordinary Raygun. (similar to the way how Robin switches between his Bronze sword and Levin sword).
*Plasma shot: Jim fires a fast projectile with his raygun that packs quite a punch. The only drawback of this attack is that it takes time to charge up the shot, leaving Jim vulnerable for a few seconds. Jim can aim in several directions while firing his weapon (just like in his games). If he’s on the ground he can only aim forward, diagonal upwards and above him. If he’s in the air he’ll also be able to aim downwards and diagonal downwards.
*Raygun: Jim pulls out his trademark raygun and fires. This attack deals rapid damage but doesn’t make an opponent flinch. It also lacks in range. Jim can also aim with this attack. (aiming works exactly like his Plasma shot).
Side – Pocket Rocket: Jim pulls out his rocket. This move has TWO uses. 1) If Jim is in the air he’ll board the rocket and move sideways. He can ram into enemies while on his rocket. This move is also great for horizontal recovery. 2) If Jim is on the ground he’ll attempt to board his rocket but will lose grip and fall on his face instead. The rocket will then speed off without him in a straight line until it exits the screen. The rocket deals average damage to enemies it makes contact with and knocks them upwards in a tumbling state. This move has a SLOW start-up but the rocket moves at a FAST pace once Jim lets go of it.
Up – Inflatable Head: Jim inflates his head by placing his thumb in his mouth and blowing into it. He then floats around. If attacked while floating, his head deflates and he spins in a 360 degree angle before plummeting down in a helpless state. The rotation acts as an unintentional offense for Jim to give him some sort of advantage since the recovery is rather slow. He doesn't do the rotation if he deflates on its own.
SMASHES:
Side – Jim pulls out his Barn Blaster that causes an explosion right in front of him at a distance.
Up – Jim gives a small jump and deals an uppercut in the air similar to Ryu.
Down – Jim attempts to pick up a cow but collapses under the weight, dealing damage to any nearby enemies.
TILTS:
Side – Jim whips forward with his head.
Up – Jim flexes his muscles and buffs up.
Down – Jim supports himself with his arms and kicks low with both feet.
AERIALS:
Neutral – Jim does a sex kick.
Forward – Jim rams his shoulder into the enemy. This attack has a short reach but does great damage and knockback if it connects (based on his attack from the Snot a problem mission in EWJ).
Back – Jim hits backwards with his head.
Up – Jim spins his head like a helicopter. This attack hits multiple times.
Down – Jim kicks downwards with both legs similar to Ganondorf’s dair. If timed right it can spike an enemy.
THROWS:
Grab - Jim uses Slime to pull enemies closer.
Pummel – Jim punches the enemy.
Forward throw – Jim launches his hand away from him tossing his opponent away along with it.
Back throw – Jim tosses his opponent behind him and headwhips him/her shortly after.
Down throw – Jim holds his opponent down and open fires his Raygun on him/her. The opponent is launched into the air afterwards.
Up throw – Jim tosses his opponent in the air.
OTHER:
Standard combo – Jim does a forward punch followed by a kick.
Dash attack - Jim uses his bouncing pad from "Puppy Love" (Earthworm Jim 2). He does a short dive forward holding the pad infront of him. If the opponent is hit by the front end of the bouncing pad, they are hit like any usual dash attack. However, because of the nature of the bouncing pad, the opponent takes less damage and more knockback due to the bounce. If Jim uses the Dash Attack on an opponent who is falling from above, the opponent is launched back up (great for quick follow-up attacks).
Taunt – Jim tosses his raygun in the air and lets it land in his belt while he shouts “GROOVY!”
Intro – Jim lands with his pocket rocket and puts it away.
Victory stance – Jim tosses his raygun in the air and blows his face pitch black when he catches it, while saying “You got stomped!”
FINAL SMASH:
Peter puppy (Jim’s best friend) appears right next to Jim. Jim whips Peter (which angers him) and makes a quick escape on his pocket rocket. Peter transforms into a giant hulk-like monster because of his anger and chases after Jim. The player gains control of Jim after he boards his rocket. Jim moves relative fast and can turn 360 degrees. The goal of this final smash is to ram into opponents while avoiding Peter. Peter MOVES faster than Jim but Jim can TURN faster than Peter. Jim delivers light damage when he rams into opponents. If an enemy is in Peter’s way he will be attacked by Peter himself (about 15-20 damage is dealt). A dust cloud will appear while Peter attacks the enemy. The enemy is then launched outside the dust cloud and Peter resumes his pursuit after Jim. If Peter catches up with Jim he will attack him instead. A dust cloud will appear and Jim will take damage while yelling “WHOA! Melly!” Jim will then be launched outside the dust cloud but will continue riding on his pocket rocket. This final smash ends after a set time or when Jim is KO’d. Peter returns to his normal form and disappears and Jim stores his pocket rocket away once the final smash ends.
So what do you guys think?
Last edited by TaXMaN on Wed Dec 24, 2014 9:05 am; edited 4 times in total (Reason for editing : Update on Jim's moveset) |
| | | SnivyKawaii Level 6 CPU
669
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Sun Oct 19, 2014 6:29 pm | |
| the up special should be jim copter IMO |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Mon Oct 20, 2014 7:18 am | |
| - CJ wrote:
- the up special should be jim copter IMO
At first, I also thought of Jim's copter but Jim doesn't actually fly with his copter move. It only slows down his descent. Sure Rayman doesn't usually fly with his hair (except during Rayman Origins where wind blew upwards) but the seesaw from EWJ 2 brings something new to crusade. Maybe Jim's copter can be interpreted with his double jump. If the jump/up button is held after Jim did his second jump he'll hover in the air for a few seconds. |
| | | Johnny64
1272
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Mon Oct 20, 2014 9:33 pm | |
| - TaXMaN wrote:
- CJ wrote:
- the up special should be jim copter IMO
At first, I also thought of Jim's copter but Jim doesn't actually fly with his copter move. It only slows down his descent. Sure Rayman doesn't usually fly with his hair (except during Rayman Origins where wind blew upwards) but the seesaw from EWJ 2 brings something new to crusade. Maybe Jim's copter can be interpreted with his double jump. If the jump/up button is held after Jim did his second jump he'll hover in the air for a few seconds. I like the current Up Special, but i would suggest that after doing it, he could glide, just like you said, If the jump button is held after the Up B, Jim will do the copter. Also, maybe even give him a Tether recovery if the player presses the grab button, since Jim can use his head as a whip. Oh, and i would limit Jim to only being able to do the Copter once, why this change? Because having a copter for BOTH jumps and Up B would be a pretty good recovery, so he can only do it once, and if he cancels it after Up B, he goes helpless. Small question: Will the Ray Gun be limited to ammo? |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Tue Oct 21, 2014 5:54 am | |
| - Johnny64 wrote:
- TaXMaN wrote:
- CJ wrote:
- the up special should be jim copter IMO
At first, I also thought of Jim's copter but Jim doesn't actually fly with his copter move. It only slows down his descent. Sure Rayman doesn't usually fly with his hair (except during Rayman Origins where wind blew upwards) but the seesaw from EWJ 2 brings something new to crusade. Maybe Jim's copter can be interpreted with his double jump. If the jump/up button is held after Jim did his second jump he'll hover in the air for a few seconds. I like the current Up Special, but i would suggest that after doing it, he could glide, just like you said, If the jump button is held after the Up B, Jim will do the copter. Also, maybe even give him a Tether recovery if the player presses the grab button, since Jim can use his head as a whip.
Oh, and i would limit Jim to only being able to do the Copter once, why this change? Because having a copter for BOTH jumps and Up B would be a pretty good recovery, so he can only do it once, and if he cancels it after Up B, he goes helpless.
Small question: Will the Ray Gun be limited to ammo? I like your idea Johnny! I'll edit Jim's moveset once I get on my computer (on mobile right now). As for the Ray Gun, I'm not sure. It's definitely canon to the first 2 games (never played the third game). EDIT: Updated Jim's up special. |
| | | Johnny64
1272
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Tue Oct 21, 2014 11:27 am | |
| Nice, don't have any ideas for the moveset now... But if not obvious, i support Earthworm Jim, just because of his jaw-sum moveset |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Thu Oct 23, 2014 3:41 am | |
| - StayPuft wrote:
- I remember when new dev team first took over, someone had Jim fully sprites and wanted him in.
Someone had him already sprited? Makes me curious what moveset this person had in mind for Jim. Also, wasn't there a point where Jim was supposed to be in Crusade? |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Thu Oct 23, 2014 8:23 am | |
| It probably wasn't custom sprites, probably just using the existing sprites and made a functional moveset out of it. Unfortunately, this means that the moveset probably wasn't very good. |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Thu Oct 23, 2014 8:54 am | |
| - Roy wrote:
- It probably wasn't custom sprites, probably just using the existing sprites and made a functional moveset out of it. Unfortunately, this means that the moveset probably wasn't very good.
Almost like Smash Bros Rumble. Edit: This might sound stupid but is there a way my post explaining Jim could replace the top comment? No offence to the one who created the discussion but with a top comment like that most people won't even bother scrolling down towards the more convincing comments. |
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Thu Oct 23, 2014 1:11 pm | |
| - TaXMaN wrote:
- Edit: This might sound stupid but is there a way my post explaining Jim could replace the top comment? No offence to the one who created the discussion but with a top comment like that most people won't even bother scrolling down towards the more convincing comments.
I second this.
Last edited by HypeConduit on Thu Oct 23, 2014 7:39 pm; edited 1 time in total |
| | | Johnny64
1272
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Thu Oct 23, 2014 7:14 pm | |
| - HypeConduit wrote:
- TaXMaN wrote:
- Edit: This might sound stupid but is there a way my post explaining Jim could replace the top comment? No offence to the one who created the discussion but with a top comment like that most people won't even bother scrolling down towards the more convincing comments.
I second on this. And i third this, TaxMaN should take the Earthworm Jim poll, i mean, he's the one who convinced me after all, besides, the moveset is pretty sharp |
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Thu Oct 23, 2014 7:40 pm | |
| Also, I failed to mention earlier, but I support Jim. Without doubt. |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Thu Oct 23, 2014 8:51 pm | |
| Oh yeah, thoughts on Jim himself:
I like these smaller characters in Crusade. It's ones like those (Ristar, for example) that brought me here. Jim himself is a good choice.
However, I also would like every character to bring something unique to the game. He has a lot of seemingly random moves - he's got strong hits and a few good projectiles, so I feel like he's going to play a lot like Link or Samus. What exactly is his playstyle? |
| | | Johnny64
1272
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Thu Oct 23, 2014 9:06 pm | |
| From what i see of the moveset, he seems like an all around character like Mario, with better recovery and projectile game. Maybe we could make some emphasys on the gun mechanics to make it more important? |
| | | desu Level 6 CPU
653 fanyoshixD
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Fri Oct 24, 2014 5:59 am | |
| I support Jim, seems convicing enough for me now. |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Fri Oct 24, 2014 9:02 pm | |
| He's got my support as well |
| | | SnivyKawaii Level 6 CPU
669
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Fri Oct 24, 2014 10:33 pm | |
| |
| | | Perfect Hell
8837
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Fri Oct 24, 2014 10:50 pm | |
| Taxman's post is now the OP. |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Sat Oct 25, 2014 12:20 am | |
| - Perfect Hell wrote:
- Taxman's post is now the OP.
Thanks PH! |
| | | Smash King Smash King
8744 EJ88201
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Sun Oct 26, 2014 8:36 am | |
| Maybe have Up B use his inflated head. The idea of seeing a seesaw used in air seems odd. Maybe we can use seesaw as his Down special in some way. The whole gun switching idea feels redundant and a last resort. Why not have him switch guns after one runs out of ammo similar to SSB4's Robin tomes & Levin Sword? |
| | | TaXMaN Level 6 CPU
689
| Subject: Re: Earthworm Jim (Earthworm Jim) Discussion Sun Oct 26, 2014 9:10 am | |
| - Quote :
- Maybe have Up B use his inflated head. The idea of seeing a seesaw used in air seems odd.
Sonic makes a spring magically appear at his feet. Mr. G&W does the same with the firemen and their trampoline so I can clearly picture Jim pulling out a seesaw midair. As for the inflated head idea, it's not a bad idea but imo it feels a bit too similar to Tingle's Up B. - Quote :
- Maybe we can use seesaw as his Down special in some way. The whole gun switching idea feels redundant and a last resort. Why not have him switch guns after one runs out of ammo similar to SSB4's Robin tomes & Levin Sword?
Having the seesaw as Jim's Down B would be really odd. Jim uses the seesaw to travel upwards through the air to other worlds. I can't really imagine it as a useful tool for anything but recovering. The whole gun switching idea makes you feel more in control of Jim. For argument's sake, lets say Jim switches between guns as he runs out of ammo. It would be frustrating if an opponent was near you and you wanted to quickly use Jim's normal raygun but can't because you currently have plasma ammo loaded in your raygun (which takes time to fire). But yeah, that's only my opinion. I would like to hear what other members' thoughts are. |
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