@typhlosion The only real hang-up would be the lack of analog input.
@pillowcat i mean, people played Super Smash Flash 2 even before it officially supported analog joysticks. life finds a way
@typhlosion Your stipulation was that it play well.
@pillowcat that's why i said *people played it*, the implication being that at least a subset of people found SSF2's controls to be sufficient even without analog support
also consider that a couple traditional fighters (see SF2 and Mortal Kombat) did okay on SNES, further note that Rivals of Aether does away with the finicky analog input required for tilts by putting light attacks on a different button, and i ultimately think it'd be a workable proposition
@pillowcat i didn't literally mean i wanted to make a smash clone. i just wanted to talk about platform fighters (like Smash, or Rivals of Aether, or other games in that broad genre - most of which design space is unexplored), but not everyone knows what that means so i tend to say "smash-style" to introduce the concept. taking as a given the fact that analog movement on SNES is untenable unless i invent my own controller, obviously there are going to be profound deviations
@pillowcat (actually you could make a tenuous case for an arcade game called The Outfoxies as predating Smash in the broad genre! Joust also comes off as vaguely similar. but obviously none of them did things quite the same as Smash, or proved as popular)
@pillowcat (but of course that kind of hair splitting is more useful for demonstrating how arbitrary genres are than for anything else)
@typhlosion Defining genres by mechanics is bad practice.
@pillowcat generally, i agree! however, it can be useful in some circumstances. because interactivity is so intrinsic to the nature of video games, knowing what mechanic-wise "genre" a game is in can help you nail down the type of experience you want. a VN or text adventure is necessarily gonna be more relaxed than a fighting game or shmup, even if they are all telling the same story
unless that's not what you meant?
@typhlosion Oh, in that case, yeah, there's no real technical limitation, that design space was just unexplored until Smash.