Do you think they’ll have a downloadable demo again and if so, when?
That’s a really good question. My belief: “No, or else they’ll tie it to some kind of other thing that makes it more likely people have already bought the game.”
Demos usually decrease sales for a game. Not always, but usually. They also take extra resources that could be spent on just finishing things.
That said, Nintendo has been pretty demo-happy on the 3DS. For all I know, I could be wrong.
Sorry for the late reply @Colonel-Gilgamesh. I went on vacation and just got back last night.
- What is the Melee-Smash4 button for?
When the Smash Stick is set to ‘Melee’ mode:
- R outputs light-shield
- Diagonal C-STICK inputs are slightly angled to perform f-smash attacks
When the Smash Stick is set to ‘Smash 4’ mode:
- R outputs hard-shield.
- Diagonal C-STICKinputs are angled at 45 degrees allowing C-stick “N-airs” if played in ‘Tilt Stick’ configuration.
- How much does a Smash Stick Cost/Planned to Cost?
We expect the Smash Stick to retail for $249 (USD).
- Why that order for the buttons?
The button layout was designed around the shape of the hand. When broken down, Smash is a 4 button fighting game: attack, shield, jump, and special. By placing these buttons on the home-row (white buttons), the player will always have access to all actionable states without having to shift their hand.
- Throws can be perform like Street Fighter (Shield + Attack)
Technically, the home-row buttons (white buttons) on the Smash Stick are the only buttons that a player needs to use to play Smash.
- What was some of the feedback?
Feedback we got from CEO? Just positive reception – we didn’t get any negative feedback/criticism regarding the Smash Stick at CEO.
Throughout the Smash Stick’s development, however; we have asked the the community for feedback through our Youtube videos and in-person at tournaments. Nearly all design decisions have been influenced or came from the community, such as:
- Easily accessible start/toggle buttons (allows 20xx training codes / Taunts to be performed)
- Having the joystick using an octagon gate that’s aligned for Shield drops in Melee
- What are some of the ways you’re planning to appeal to Smashers, who probably lack the background to appreciate playing on Stick?
Well the Smash Stick was originally started by 2 players. Myself and my business partner – Broasty. I originally came from a fighting game background and wanted to continue playing Smash with an arcade stick; while Broasty came from a competitive Melee background and needed an alternate controller in order to continue playing smash (diagnosed with Thoracic Outlet Syndrome, Carpel Tunnel Syndrome, and Cubital Tunnel Syndrome).
Much of the Smash community supports our controller, but we want to continue showing people the ergonomics and inspiration behind the Smash Stick. We intended for the Smash Stick not to be just a novelty – but a utility.
An example of some of our fighting game inspiration is the button layout itself. Many fighting game inputs are preserved in the Smash Stick’s button layout.
- Throw: Performed the same way as Street Fighter
- Jump-Canceled Grab: Performed the same way as a ‘kara’ grab from Third Strike
- Double Shine -> Wavedash: Same ‘piano’ method as (SF4) Chun Li Lightning Legs / Honda’s HHS
- SH Double Laser (Fox): Same ‘hop’ input on joystick as KOF
- Pivot F-Smash: ‘just-frame’ input similar to Tekken
Throughout 2018, we plan to continue attending tournaments demoing the Smash Stick and releasing YouTube content to show more about the Smash Stick.
Do you have any more questions? I’d love to talk more about the Smash Stick, so long as people are interested.