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If you hear bandwidths of 10 Megabits in, 5 megabits out, and think that that's the service you get in a third world country, this is not for you. This is for people who lust after 10 Megabit connections and can afford one or more consoles. This website shows you how to get creative with online games, and find ones they don't automatically get kicked off of.

Super Smash Bros Brawl - Internet gaming is like Family. Starts out get a room, and no kids allowed...



Super Smash Bros started out as Super Smash Bros (with the 64 being added later to differentiate it from other SSB titles) for the Nintendo 64, and in analyzing The console wars, from the Wild West of Atari, Mattel, Coleco and too many others, to the N64/Ps2/Dreamcast days, click on this page explaining the the types of memories you have with Nintendo and Sega games and how Nintendo moved from being one of many arcade makers sharing a spotlight on Colecovision, (along with Sega I might add, the only time before F-Zero GX where they were on the same page, both being under the Coleco banner.) to a revoultion in storytelling and character building in games and back to being the brand people want for actual "neo-arcade" gaming, compared to and the closest console war since Atari 2600/5200/Mattel/Colecovision/et al, and before the Wii/360/PS3 and how they survived by adjusting tactics in the flavor of gamer they attract here. Super Smash Bros was the biggest step back to arcade roots of Nintendo, mainly as a reaction to the Playstation 1.

It was a game that can only be made by Nintendo and only in the N64 era. A bunch of kids on the bus say Mario can jump on Crash Bandicoot, and vice versa. There weren't to many kids taking up the Playstation side AT FIRST it got to the point where People thought Sega was for Arcade style, fast action games, Palystation was for 3D, slower, more methodical, people which were more TV or Movie watchers than gamers, even though they did have some action sequences that were good but with more loose licensing than Nintendo, and Sega reputation being in shambles with the US 32X vs apan Saturn internal debate, and American holding the short end of the stick, and Nintendo was in the middle. With 30% of the market compares to Sony's 60, and Sega's 10, all other being discontinued or miniscule (Neo Geo, Jaguar, 3DO, CD-i) they have through many different games, established characters and stories. Then they decided to settle the schoolyard debate digitally. With an All-star game that had bigger than life names, and they were fighting each other, no clear evidence of who the main character is, who's the hero, who's the villain: this has become Wreck-It-Ralph's dream come true: when someone selects him as the main character as the player they control, he can earn the medal. He doesn't have to NECESSARILY disappoint children if he does his job right. Of course a Super-All-Star-Arcade-Fight wouldn't have serviced the plot of the movie as a solution to Ralph's woes, but a lot of people now know that that would be the solution if they were creative thinkers. I think the end titles even hinted at a game where they all star in, and all could potentially be the hero or villain in.

And that's what this is. Nintendo Characters who aren't canonically a part of each others' universes, come together in a new unvierse where toys come to life (maybe that's where they got the idea of Amiibos) and battle each other and see who comes out on top. 64 contained just heroes. By the time they got to number 3, Brawl, they included villains a chance to play the Hero role, and their nemesis, normally robed in white, would wear the Black Hat for a change. Street fighter started that by offering a choice of characters, mainly to make gameplay and strategic play different depending on who you are and who you're against. The secret is that they are similar enough so you can get in there and play as anybody, and have some general idea at first, but different enough where it's not just a pallate swap of Mario like Luigi's original appearances in Mario Bros and Super Mario Bros (by the way, I thought when Luigi got an extra life mushroom, it would say "2up" because you're player 2. That's how it was in most alternating 2 players games. 1up meant player 1 is up, and 2up meant player 2 is up. Luckily, there was an easy hidden "extra life mushroom", and played a 2 player game, and was shocked to see Luigi grab it and NOT be a 2up mushroom, because player 2 was up, but it ALSO be a 1up mushroom, because one life was added. If it were to have any connection with previous gaming, it would show a small Mario or Luigi head and add the words "+1" if they were going for "add one life". Now they use the term 1P and 2P to stand for 1up and 2up, CP started to supplant CPU, and now, in online games, the gamer tag is indicated, and those changes happened ever since.)

Sorry for the sidetrack but characters have to be similar enough where one character is not require a new thought pattern, but different enough to strategic pick the one your best at, or if you're equally good at all, let your opponent pick their favorite, and you pick their poison. And if you play the "side game", the one player (possibly 2 player co-op too, never tried that) quest mode, you'll have to learn to use all the characters. if my memory serves me right, most of the guys you faced were either generic few-hit enemies or dark bosses that are not part of the main roster. So you got used to them battling on the same team. It makes an interesting side game, one that made it feel like 2-games-in-1, but it never really did let you compete head to head against fellow heroes. I've gotten through the whole thing except for the giant hand. I tired and failed, many times. I don't know it's better to stick with same four characters and team with them and learn their attack patterns well and know 4 optimal safe spots, based on the character for those 4, or whether it's better to keep changing until you find a character that you know the safe spots and whose techniques work well against some attacks I suck at.

The characters are 33-50% percent different from each other. the "normal Attack" which as far as I can tell are EXACLTY identical to each other, the "special attack" where every character is different enough where you'll probably find your favorites play with each other, and the "smash attack", which in WWE and TNA parlamnce is their Finishing move, don't use it too early or your opponent will scout it out, adn it's not effective until you weaken your opponent, which seem to be in between. In terms of characters it's going for a more Mortal Kombat feel, where every character has the exact same stats on the exact same basic attacks, meaning no OBVIOUS attack power, attack speed, endurance, running speed, jumping, or reach advantages between any of the characters, EXECPT if you use the Special, which are as radically different from each other as we are as players.

Also SSB64 was the first fighting game to be rated E or E 10. This is because they were toys in a child's imagination, they weren't trying to hurt each other but have a contest to see who's best. The object is to make an opponent fall out of the main frame of the arena, either high, low, or to either side. Punching does no damage in the conventional sense. Instead it makes them more prone to fly further when hit. At 100% there are times when a smash will finish someone, but someone could skillfully steer themselves back in the game. At 200% only super experts facing beginners can steer thenselves back into the game, also more vanilla attacks are likely to send someone flying like a smash did at 100%. At 300%, which every one stasrts at in the tiebreaker, almost any hit (except maybe an isolated projectile) will instantly make them fly away, so it literally is sudden death.

Another unique feature, which I talk more about in Super Smash Bros for Wii U is item pickups. Their randomness in placement and type makes the people change their strategies on the fly, and I find to be a more interesting game. the last fighting game I remember having a pickup is Golden Axe the Duel for Sega Saturn where you swing at gnomes to get food(which heals you) and magic (which you consume when you use a super move, so you need to store some up.) The idea has to be noticeable to say that's different, and that gimmick separates the game from being a "me too", mediocre, "it fills the hole" clone, but the quality of the difference makes either fining dining or toilet fodder.

Some people will prefer Brawl, others will go back and play Melee for Game Cube, a few people go back and play 64. All have their reasons, but they are all fun. Some rule changes fundamentally change the game, like the forward pass in American Football, or dribbling in Basketball, both of which were loopholes that were never closed. Which one you should pro at depends on your skills and likes, but don't expect too much money from a SSB64 tournament. Adding online give an arcade/toornament feel all the time, which is good, even if t has some misgivings according to pros.