Therefore, they can hold an extended game, but you certainly must use your tools well.ĥ. this would be very difficult, advanced material, however.), and have one or more ghosts to fall back on when one is launched to a K.O. Although this requires extensive reflexes in multi-tasking, once mastered, it enables the player to keep the opponent from maintaining a neutral game, maintain an advantage state, set up and execute combos creatively, unpredictably, and effectively (thereby providing potential for great damage output in seconds. As a result, a skilled player can control most or all of a small stage, or make it very difficult for the opponent to retreat safely. Desynching - This is the only tag-team whose constituents may be controllably dispatched to different areas of the stage (I shall explain this in the partial moveset). This is treated almost as a landing, so they can float again (once) if they have exhausted their float.Ĥ. Wall-cling - The ghosts do not wall-jump, but they can cling. They can also attack without ending the float, so any attemp to edge-guard against them should proceed with caution.ģ. This can only be done once at a time, but can be use on the ground, or in the air, making it an effective recovery option. Float/Glide - Upon inputting a jump, the player does not see the ghosts perform a traditional 'jump.' Rather, they move slightly upward, and for a few (perhaps 5 seconds), the player can control midair movement as the ghosts are suspended (without any directional input, the ghosts will descend at about Jigglypuff's fall speed). This does not necessarily amount to much in many cases, but depending on the player's strategy, it can be more or less convenient, and it references their initial condition in the Pac Man arcade game.Ģ. Start Area - The Pac Ghosts always start at or near the center of the stage, swapping start positions with the otherwise rightful player. They have plethora of interesting, unusual gimmicks and mechanics:ġ. The Pac Ghosts are not off to a good start in many respects, however, their assets are very. In all, I can imagine them as having a rather high learning curve. To worsen matters, their melee attacks are either non-disjoint, or slow enough to leave room for reaction. Therefore, the Pac Ghosts have risky movement in close-quarters, and are thus easy to K.O. Furthermore, their collective 'hit zone' is rather large (when they are together.), despite each ghost having a small figure. They would have exceptionally low (if not the lowest, but there is more to be said shortly, and it cannot be left so simply put.) weight, gravity, falling speed, aerial acceleration, ground speed, and traction, but exceptionally high max aerial speed ( rivaling or surpassing even Yoshi's ), thus they would be incredibly difficult to control (in varying degrees depending on which ghost you have in front, but I shall explain this momentarily.). In keeping with the character and theme of the Pac Ghosts, they would be a 'tag-team' character like Olimar and pikmin, Popo and Nana, Rosalina and Luma, etc. I have made a number of categories to accommodate almost any suggestion.) : There is much to be said, so there will be divisions in the following categories (Welcome yourself to posting your own ideas, and I shall place them here. Also, I imagine they would be full of gimmicks, and possibly their own mechanics as well. 'So far, so good,' but how would this quadruple of ghosts work in Smash Bros.? There is much room for both canonical and imaginative (though I would need your help for the former) movesets, as well as appropriate physics. (I played the arcade Pac Man briefly, as well as one other Pac Man title, but most information I had to and have to look for, so if any errors are present, let me know.) Pac Man to make grave mistakes, and aid in cornering him. He would come close, but then wander off frequently. Finally, Clyde (orange) would chase Pac Man, but not as vehemently as Blinky. Inky (blue) was the team player whose actions depended on the proximity of Pac Man and the other ghosts, making him a nightmare to keep track of by our pellet popper. She would try to cut Pac Man off in his path. Pinky (pink, if I do no not lose points for pedantry) would set set traps for our round runner by thinking a few steps ahead. Blinky (red) would chase Pac Man aggressively, spelling doom for our cherry chomper if he found himself cornered. They were not variously painted duplicates, however, as each had their own methods of attacking Pac Man. In their initial roles, the ghosts would pursue Pac Man, causing him to vanish if he touched any one of them.
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