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Jinx (Super Mario RPG): Planning (Read 1616 times)

Started by felineki, March 28, 2010, 04:32:02 pm
Jinx (Super Mario RPG): Planning
#1  March 28, 2010, 04:32:02 pm
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So recently I've been playing and watching videos of Super Mario RPG and found myself interested in Jinx ("Jackie" in the original Japanese, possibly a Jackie Chan reference?), the tiny martial arts master who lives in Monstro Town. He's got a very simple, easy to draw design, and is an interesting character, so I'm considering making him for Mugen; not as a conversion of the original game, but as a semi-original character with custom-made sprites. I'd like to get some input and feedback, so please share your thoughts. Here's what I have planned so far:

General
As per his appearance in the original game, Jinx will be a tiny, but surprisingly fast, agile, and powerful fighter. To this effect, he will sprite-wise be about the size of an NGPC character, but his speed and movements will be on the scale of a normal sized character.

System
In general, I tend to prefer the simpler, more SF2-ish game systems, but for Jinx I'd like to at least give him a dash and chain combos because I feel they would suit his style. He'll likely only have one level of power meter and each super will cost all of it. Overall damage-wise he'll probably be relatively high compared to some newer games or other Mugen characters. Somewhere around DS2~SFA2 level.

Specials
Triple Kick/Sankakugeri - A vertical jump which leads to a quick, angled dive kick, similar to DS1 Felicia's Delta Kick. Won't hit on the way up, but will have some startup invincibility.

Quicksilver/Tetsuzankou - A quick, forward dashing attack. It's hard for me to make out exactly what the Jinx's animation for this move in the original game is portraying, but it's original Japanese name "Tetsuzankou" seems to refer to a shoulder tackle-type move, so it will probably be drawn like that. Will probably be vulnerable upon block.

Supers
Jinxed/Jackie Rush - A quick punch which, if successfully connected, leads to an autocombo flurry of punches ending with a "launcher" and a follwup midair double-fisted overhead swing.

Bombs Away/Shougekidan - A projectile. Very fast moving, single hit, ala Sean's Hadou Burst.

Silver Bullet/Shuushiken - Raging Demon/Shungokusatsu-type move, although maybe it should be blockable...? At any rate, dash forward, big boom, Jinx stands over fallen opponent who has lost about 50% of their health type deal.

Valor Up/Konjou Up - Temporary boost of defense power.

Vigor Up/Kihaku Up - Temporary boost of attack power.

I'd like to hear suggestions for normal attacks that you think would fit Jinx's style (examples along the lines of "so-and-so's standing medium punch" would be helpful, since among all the fighting games out there, pretty much every conceivable method of punching or kicking has been drawn). Ideas for specials would be nice too, since he only has two at the moment.
Re: Jinx (Super Mario RPG): Planning
#2  April 05, 2010, 05:14:08 am
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Triple Kick concept sketch:
Re: Jinx (Super Mario RPG): Planning
#3  April 05, 2010, 05:29:58 am
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  • Bionic Arm lol
    • sites.google.com/site/illegiblescience/home
I say go as far as you can with this.

I love Jinx and think this will be an amazing character.
Re: Jinx (Super Mario RPG): Planning
#4  April 05, 2010, 05:46:00 am
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Thanks for the encouragement. :) As things stand, I'm being kept pretty busy with schoolwork, but once some time frees up I'm going to try and get started on some sprites.
Re: Jinx (Super Mario RPG): Planning
#5  April 05, 2010, 05:59:16 am
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  • Bionic Arm lol
    • sites.google.com/site/illegiblescience/home
It's a good thing his character design is so simple. =P Makes things much easier.
Re: Jinx (Super Mario RPG): Planning
#6  April 05, 2010, 07:43:43 am
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  • +1 to whoever added Godzilla to the main index.
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Re: Jinx (Super Mario RPG): Planning
#7  April 05, 2010, 12:42:24 pm
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fhqwhgads7: Yes, the fact that he's got such a simple design is the thing that sort of made me shift from idle daydreaming to a semi-serious consideration of the idea.

MirageAtoli: I was actually considering that somewhat, but I'm not sure how I'd go about converting the vectors to rasters while keeping the number of colors at a manageable level. If I did base him off of vectors, I'd be able to do different resolution versions, which would be a plus.