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Smash Remix - Classic Mode Remix 1P Gameplay with NTSC-J Mario (VERY HARD) No stock loss

Автор: Beta Brawler

Загружено: 2021-07-22

Просмотров: 6335

Описание:

More Smash Remix - Classic Mode Remix 1P Gameplay on VERY HARD videos here:
   • Smash Remix - Classic Mode Remix 1P Gamepl...  
There are some notable differences between NTSC-U Mario and NTSC-J one.
Changes from NTSC-J to NTSC-U:
⚪Change Mario is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.
🟢Buff Mario's head hurtbox dimensions are marginally smaller ({148,160,138} → {148,140,138}).
🟢Buff Rolls travel farther.
🟢Buff Fireballs deal more damage (6% → 7%).
🔴Nerf Fireballs deal less knockback (22 (base), 50 (scaling) → 10/25) and travel a shorter distance.
🟢 Buff Super Jump Punch covers more distance due to Mario's larger size.
Goes without saying that there are also some Gameplay changes in general:
The distance traveled by Smash DI is 40% longer, allowing the defender to get out of combos much easier and making it so multi-hitting attacks are less reliable.
All attacks have 1 extra freeze frame.
The shieldstun formula has changed from d * 1.75 + 3 (rounded up) to d * 1.62 + 4 (rounded down). This essentially means that most attacks have slightly reduced shieldstun unless they deal 1%, 2%, 4% or 5%.
The momentum slide has been removed for all characters.
And finally Aesthetics changes:
Beam Sword given an altered sound to sound less like a lightsaber, presumably to prevent copyright infringement.
Vs. Match changed from "Battle Royal" to "Free-for-all."
Title screen changed from 'Dairantou Smash Brothers' to "Super Smash Bros." and has a brighter logo.
The punch and kick sound effects are completely different. The Japanese version has more violent hitting sounds, while the US/PAL versions have Bowling ball-like hitting sounds. Other hit sounds effects such as the "Slash" and Ping sound effects remain unchanged, although some moves had their hit sound effects changed.
The narrator has a few re-recorded lines in the Western version; samples such as "Fox", "Board The Platforms", and "Break the Targets" are spoken bolder and clearer. The re-recorded samples have a slightly different echo effect than the Japanese originals.
Stage Select screen has a rough English translation for stage names placed over the series icon in the Japanese version, this was removed in the US version.
The sign on the side of the Silph Co. headquarters building in Saffron City reads "Silph" in the US version as opposed to the Japanese version's "Silf"; in addition, the banner on the background building to the left, which contained the typo "Got a Catch 'em All!", was corrected to "Gotta Catch 'em All!".
Timestamps
00:00 Stage 1 - Vs. Bowser
01:26 Stage 2 - Vs. Dr. Mario Team [vs.18]
02:44 Stage 3 - Vs. Dark Samus
04:07 Bonus Stage 1 - Break the Targets (Failure)
04:51 Stage 4 - Vs. Star Fox (Fox and Falco)
06:12 Stage 5 - Vs. Conker
07:19 Stage 6 - Vs. Giant Wolf
08:44 Bonus Stage 2 - Board the Platforms!
09:54 Stage 7 - Vs. Kirby Team [vs.8]
10:59 Stage 8 - Vs. Young Link
11:32 Stage 9 - Vs. Mad Piano
13:28 Bonus Stage 3 - Race to the Finish!
14:12 Stage 10 - Vs. Fighting Polygon Team [vs.30]
16:47 Final Stage - Vs. Giga Bowser

Download the release here: https://github.com/JSsixtyfour/smashr...
Sound Test list and credits: https://docs.google.com/spreadsheets/...


The rom can be played in Nintendo 64 (through everdrive + Expansion Pack), Project 64 and Retroarch (Not tested). It can also be played in Not64 (Wii homebrew app), but it suffers from several sound glitches in my case.

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Pokémon Mystery Dungeon DX (GBA/SWitch) Cutscene Comparison:
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#SmashBros #SmashRemix #Mario

Smash Remix - Classic Mode Remix 1P Gameplay with NTSC-J Mario (VERY HARD) No stock loss

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