so how's the game?
I definitely won't be buying the 3DS version.
I am kind of upset it exists at all.
Demo's out now for everyone. Just downloading it. I'll come back with my findings.
Updating with my thoughts:
Okay, I haven't played SSB since the N64 days so I don't know how much has changed since then. 3DS version handles just like it though. Really fun game.
Couple of things I don't like. Jump is X and not B. Very confusing.
Secondly, I get the feeling that this game wasn't made with the original 3DS in mind. The screen is just too small so it can be hard to see what you're doing among the chaos. I think it would be better on the XL.
Overall, a pretty decent game though. I wish Nintendo would do a cross buy promo like Sony does, so you could get both versions.
i would like to hear opinions about the game but from more technical players. I pretty much skipped brawl so melee players that used techniques like wavedashing, fast fall, di, etc.
not really interested in the game if it's straight up casual.
Well I only have the demo so far, but from that I'd say it is right in between Brawl and Melee. Speed is still slower than Melee (like Brawl), bit it's much less floaty (like Melee). Thus, gameplay is faster again even if not AS fast as Melee.
As for technical skills, they still don't have wave dashing or any of that. But what I think will really set this version apart will be the customization options that aren't in the demo. Between custom special moves and items that effect power, speed, shield, etc, it seems like the reach technical aspect will come more from refining your perfect version of your perfect character than it will from L Canceling or any of that.
I would hope the Wii U is the better one, but no idea at all why you're upset over the 3DS version.
From a friend...
Because the existence of the 3DS version makes the Wii U version worse in multiple ways.
How so? I haven't come across any reason at all that would be true.
I could see it if they were trying to make the games offer exact parity, but they aren't. The Wii U version is clearly getting the most attention.
The 3DS one from what I've gathered is much more bare bones experience. It's not like they're drastically limiting controls or anything.
On one hand, there is the usual stuff like split resources, cannibalized sales, and decreased consumer interest in the later (Wii U) version.
More specifically, since the 3DS and Wii U versions have to share gameplay mechanics and characters, what can be done on the Wii U is effectively limited by the 3DS hardware. For example, Ice Climbers, a classic character, was cut because they couldn't be implemented well on the 3DS.
They are not offering feature parity
I'm not sure what issues they experienced in implementing them on the 3DS. Actually reading up on it, there's two different ways them being cut was reported. One was "technical limitations" of the 3DS, but others say that their "battle data was too old to be re-used and needed to be rebuilt from scratch" which sounds like it would have also affected the Wii U version as well (them saying they had them working on the Wii U doesn't mean they were in a finished state that would be fine for release), or they didn't have time to do that on the 3DS since it releases earlier, in which case it wasn't actually due to any real limitations other than Nintendo for some strange reason wanted the 3DS version out sooner and so it had less time. I wouldn't be surprised to find them added with DLC either.
Ice Climbers were up and running in the Wii U version of Super Smash Bros, but the 3DS lacked the hardware horsepower to render the team, making a roster cut necessary. In Super Smash Bros. Brawl and Melee, players controlled both Popo and Nana simultaneously, requiring hardware capable of rendering eight playable characters at once in the event that all four players chose the Ice Climbers.