I thought it was a great mechanic, and the way it was visually and audibly presented was fantastic too. The flames SFX after choosing the difficulty is so satisfying and really helps me get into the game. Love that it was in Smash, too. Way more games need something like this.
RBGolbat
Sakurai teasing Kid Icarus Uprising for the Switch……
UltiGamer34
This man’s fucking knows
PremierPangolin
I also thought it was a pretty neat mechanic – my only gripe was that it automatically lowered the difficulty whenever you died. I understand where he’s coming from (to prevent the player from feeling stuck) but to me it always felt like I was missing out on valuable practice at those higher difficulty levels. Sure, if it lowered the difficulty I’d be able to clear the level and progress, but by dropping me down to a comfortable difficulty to complete the level I’d also feel like my skill level didn’t improve as much as I like it to.
retroanduwu24
Alright let’s get this game on Switch
Sentinel10
A very neat mechanic. Certainly one he liked given how much he reused the concept since. 😀
Also, obligatory “PUT KID ICARUS ON SWITCH!” comment. 😀
GoldenSandslash15
Time for some constructive criticism. I absolutely LOVED this system in Kid Icarus: Uprising. But I HATED it in Super Smash Bros. for Nintendo 3DS/Wii U and Super Smash Bros. Ultimate. While the Kid Icarus series was always about collecting and spending treasure, the Super Smash Bros. series never was. The single-player content of Super Smash Bros. didn’t need an in-game currency. In previous Super Smash Bros. titles, you could always freely choose to play whatever mode you want on whatever difficulty you want. The fact that you now need to pay for that feature that was previously free (using in-game currency, but still) just made it feel like you were locking content behind a paywall (or I guess a “playwall”, since it’s in-game currency).
10 Comments
I thought it was a great mechanic, and the way it was visually and audibly presented was fantastic too. The flames SFX after choosing the difficulty is so satisfying and really helps me get into the game. Love that it was in Smash, too. Way more games need something like this.
Sakurai teasing Kid Icarus Uprising for the Switch……
This man’s fucking knows
I also thought it was a pretty neat mechanic – my only gripe was that it automatically lowered the difficulty whenever you died. I understand where he’s coming from (to prevent the player from feeling stuck) but to me it always felt like I was missing out on valuable practice at those higher difficulty levels. Sure, if it lowered the difficulty I’d be able to clear the level and progress, but by dropping me down to a comfortable difficulty to complete the level I’d also feel like my skill level didn’t improve as much as I like it to.
Alright let’s get this game on Switch
A very neat mechanic. Certainly one he liked given how much he reused the concept since. 😀
Also, obligatory “PUT KID ICARUS ON SWITCH!” comment. 😀
Time for some constructive criticism. I absolutely LOVED this system in Kid Icarus: Uprising. But I HATED it in Super Smash Bros. for Nintendo 3DS/Wii U and Super Smash Bros. Ultimate. While the Kid Icarus series was always about collecting and spending treasure, the Super Smash Bros. series never was. The single-player content of Super Smash Bros. didn’t need an in-game currency. In previous Super Smash Bros. titles, you could always freely choose to play whatever mode you want on whatever difficulty you want. The fact that you now need to pay for that feature that was previously free (using in-game currency, but still) just made it feel like you were locking content behind a paywall (or I guess a “playwall”, since it’s in-game currency).
PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PORT THIS GAME
What happens if you tried the highest difficulty, kept losing, and lose all your heart?
“I wish someone would port Kid Icarus : Uprising to a home console.”
My brother in christ you made the game, just do it again (/s)