yahooda
Smash Ace
Tortimer's Island is probably going to get banned because of how it generates randomlyStrongly legal:
Battlefield
Final Destination
Rainbow Road
Yoshi's Island
Prism Tower
Arena Ferox
Tortimer's Island
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Tortimer's Island is probably going to get banned because of how it generates randomlyStrongly legal:
Battlefield
Final Destination
Rainbow Road
Yoshi's Island
Prism Tower
Arena Ferox
Tortimer's Island
What does that have to do with anything? The walk-off mechanic allows really stale play (e.g. camping) and removes the ledge mechanic. I have talked this already in my initial post. Please re-read it.Why? The stage is super tame with all possible permutations.
I have no idea what you are trying to say in this statement. Please elaborate.It's really not a big deal that it's randomly generated; you don't deserve an advantage in game one, and you counterpick it at your own risk.
Eh ok. I'm not saying it's impossible to overcome, I'm just saying defensive play is rewarded more. This has already been tested by two scenes, so I don't really see the value in testing it again, but be my guest.Fair enough. There are ways around walk off camping though. It isn't like it is impossible to overcome like some (not necessarily you) think. I still think they should be tested to some degree, but hey, I don't want either of us to get any more salty here. Peace?![]()
I guess I'll quote myself from a few minutes ago:Tortimer's Island is probably going to get banned because of how it generates randomly
Banning Tortimer's Island for random generation just doesn't make any sense. There's really no gameplay situation in which the random generation makes the game less fair; IMO it actually makes the stage competitively superior to what it would be otherwise since it forces players to do more on the fly calculation of how to use the geography so it rewards being skilled more and being prepared less.Why? The stage is super tame with all possible permutations. It's really not a big deal that it's randomly generated; you don't deserve an advantage in game one, and you counterpick it at your own risk.
Oh, I understand now; you're confused about what the stage does. Tortimer's Island is not a walk-off stage in any way; it's a traditional "floating" stage. It has water on both sides, but you just fall through it like air so it's the same as any other stage. I was responding to imaginary criticisms because I assumed you knew that; I'm sorry.What does that have to do with anything? The walk-off mechanic allows really stale play (e.g. camping) and removes the ledge mechanic
Actually, for the record, I THINK (could be wrong, but I seem to remember something about) it does temporarily become a walk-off stage when Tortimer's boat shows up. However, the boat goes away after about 30 seconds. So, the camping viability of it is fairly limited. If someone's gonna just wait on the edge of the boat, you can just wait for the boat to start moving away.Oh, I understand now; you're confused about what the stage does. Tortimer's Island is not a walk-off stage in any way; it's a traditional "floating" stage. It has water on both sides, but you just fall through it like air so it's the same as any other stage. I was responding to imaginary criticisms because I assumed you knew that; I'm sorry.
It doesn't. The boat makes the blast zone kinda close if you're near the edge of it, but it's still not a walk-off (there's a real and substantial gap).Actually, for the record, I THINK (could be wrong, but I seem to remember something about) it does temporarily become a walk-off stage when Tortimer's boat shows up. However, the boat goes away after about 30 seconds. So, the camping viability of it is fairly limited. If someone's gonna just wait on the edge of the boat, you can just wait for the boat to start moving away.
Maybe it's just me, but weren't players able to change the stages to their "Ω" form? I think I saw that in some leaked image.This is pretty much directly in line with my expectations in terms of content selection, and more of the stages look to be high quality competitive stages than I expected at the start. Smash 4 will definitely have more new stages than Brawl; they're just divided between two versions, and it really should have been obvious that's how it was going to be from the very start (to be very clear, if there were only one version of smash 4, I think it would have had around 50 stages so we get more total stages this way just not double). How could I possibly be disappointed?
Either way, I feel confident we can easily reach good, double digit numbers of legal stages with this even making the more stubborn people happy, and we have a huge diversity too. Like here's my running tabs on stage legality:
Strongly legal:
Battlefield
Final Destination
Rainbow Road
Yoshi's Island
Prism Tower
Arena Ferox
Tortimer's Island
Reasonably Legal:
Paper Mario
Jungle Japes
Brinstar
Corneria
Reset Bomb Forest
Tomodachi Life
PictoChat
Pac Maze
Very Likely Not Legal:
Super Mario 3d Land
Golden Plains
Mushroomy Kingdom
Gerudo Valley
Spirit Train
N's Castle
Kirby's Dream Land
WarioWare
Distant Planet
Boxing Ring
Living Room
Find Mii
Balloon Fight
Flat Zone 2
Gaur Plains
Wily's Castle
Green Hill Zone
Totally Unknown:
New F-Zero Stage
Mysterious Pink Stage (Mother themed?)
Last Stage to Unlock?
That looks... pretty good to me?
Oh.I guess I'll quote myself from a few minutes ago:
Banning Tortimer's Island for random generation just doesn't make any sense. There's really no gameplay situation in which the random generation makes the game less fair; IMO it actually makes the stage competitively superior to what it would be otherwise since it forces players to do more on the fly calculation of how to use the geography so it rewards being skilled more and being prepared less.
Oh, I understand now; you're confused about what the stage does. Tortimer's Island is not a walk-off stage in any way; it's a traditional "floating" stage. It has water on both sides, but you just fall through it like air so it's the same as any other stage. I was responding to imaginary criticisms because I assumed you knew that; I'm sorry.
There's apparently over a billion permutations of this stage. You could be at it for a while.I would suggest separating each layout as its own stage and just pick the stage over and over again until you get the correct lay-out..
The omega stages IMO are just obviously something we don't want to use. We like having a lot of legal stages for diverse gameplay, not to look at different backgorunds. If Final Destination is already legal, what does allowing tiny variations of Final Destination do for us? PictoChat's core mechanics were really always fair, and if you didn't like the particulars of some drawings, well, the evidence is we have a totally new set of drawings. In general, that "possibly legal" group of stages I listed as such less because I think they're less fair than the first group and more because I need more information about the gameplay balance and in some cases about the stage mechanics before I have a good idea one way or another.Maybe it's just me, but weren't players able to change the stages to their "Ω" form? I think I saw that in some leaked image.
If this happened, stages like PictoChat would be legal. I'm completely fine with the strongly legal stages.
You spent your first post hating on something in smash bros. Welcome to smashboards!~The only thing I'm annoyed about is that of the returning stages, most of them are awful.
Jungle Japes, Mushroomy Kingdom, Brinstar, really? I hate those.
Oh, also, hi SmashBoards, first post.
So they would end up being not that useful. I see. I thought they would have a use in competitive play, lol. Guess I was wrong.The omega stages IMO are just obviously something we don't want to use. We like having a lot of legal stages for diverse gameplay, not to look at different backgorunds. If Final Destination is already legal, what does allowing tiny variations of Final Destination do for us? PictoChat's core mechanics were really always fair, and if you didn't like the particulars of some drawings, well, the evidence is we have a totally new set of drawings. In general, that "possibly legal" group of stages I listed as such less because I think they're less fair than the first group and more because I need more information about the gameplay balance and in some cases about the stage mechanics before I have a good idea one way or another.
I don't see what you mean. I for one wouldn't like to see the same looking stages over and over again. Yeah, the diverse gameplay is important, but at the same time people clearly do care about the backgrounds. Just look at how many people want a "Battlefield version" of every stage upon hearing about omega mode.Yeah, the thing is that it's just the following things that are random:
The dock is either on the left or right side. The dock is a grabbable ledge; the other side's ledge isn't grabbable. This is symmetric in either case.
There's a random set of trees. These are basically just platforms. Sometimes these trees have fruit which are weak throwable items (though one type of fruit can turn into banana peels).
That's... about it. The ground's shape and the general stage mechanics are the same no matter what, and the stage is always pretty simple.
There are a huge number of permutations (I've never seen the same lay-out twice), but it's always well within the range of what any character could be fairly expected to handle on game one. If you counterpick it, well, it's your counterpick; you know the risk going in.
The omega stages IMO are just obviously something we don't want to use. We like having a lot of legal stages for diverse gameplay, not to look at different backgorunds. If Final Destination is already legal, what does allowing tiny variations of Final Destination do for us? PictoChat's core mechanics were really always fair, and if you didn't like the particulars of some drawings, well, the evidence is we have a totally new set of drawings. In general, that "possibly legal" group of stages I listed as such less because I think they're less fair than the first group and more because I need more information about the gameplay balance and in some cases about the stage mechanics before I have a good idea one way or another.
Think about it this way. We pick stages two ways: stage striking and counterpicking.I don't see what you mean. I for one wouldn't like to see the same looking stages over and over again. Yeah, the diverse gameplay is important, but at the same time people clearly do care about the backgrounds. Just look at how many people want a "Battlefield version" of every stage upon hearing about omega mode.
I do think the omega version make a lot of the eh stages I thought of before much more desirable with the final destination like elements with the nice backgrounds and music.
Having an option to have whatever stage you want playable in tournaments sounds awesome.
Besides, it wouldn't be a hassle. You just press one button before entering the stage then poof!
And because of that I don't have many problems with the stage selectionI do think the omega version make a lot of the eh stages I thought of before much more desirable with the final destination like elements with the nice backgrounds and music.
Having an option to have whatever stage you want playable in tournaments sounds awesome.
Besides, it wouldn't be a hassle. You just press one button before entering the stage then poof!
Guys, the blast lines on many walk-off stages have already been proven to be far enough out that if you want to camp them and just chuck foes over the blast line, you're gonna be taking constant off-sceen damage. You can't camp the blast line with a percent lead anymore because your percent lead will just slowly go away while the foe does nothing but stand there. (At least, this was true of the E3/SDCC build.) At the very least, I think walk-offs merit testing even if they end up re-banned. There is absolutely no reason not to test them, unless you're worried that you'll somehow permanently kill the game's competitive scene within the first month (not likely in the slightest) just by allowing walk-offs.What does that have to do with anything? The walk-off mechanic allows really stale play (e.g. camping) and removes the ledge mechanic. I have talked this already in my initial post. Please re-read it.
I have no idea what you are trying to say in this statement. Please elaborate.
Great post, I like this theory. I just don't want the Wii U version to have lot of new stages while the 3DS version gets tons of returning ones.I suspect that there might be inverse distribution of new and classic stages between systems, in regards to certain franchises. Compare the following:
Metroid = Pyrosphere VS Brinstar
Star Fox = Great Fox VS Corneria
Pikmin = Garden of Hope VS Distant Planet
Sonic = Windy Hill VS Green Hill Zone
Kirby = Halberd VS Dream Land (Gameboy Stage)
It seems that if a series gets a classic stage one system, it has a chance of getting an exclusive stage on the other. As a result, the Wii U stage roster could have something like this:
DK = DKCR stage VS Jungle Japes
F-Zero = Port Town Aero Dive VS SNES Mute City
Mother = Onett or New Pork VS Magicant
Yoshi = New stage? VS Yoshi's Island
Wario = New stage? VS WarioWare Inc.
This inverse-parallel principle doesn't seem to apply to the Big Ones (Mario, Zelda, Pokemon), nor to the "new" series (Animal Crossing, Kid Icarus, Fire Emblem, etc.). Some stages are shared, but I suppose that's only fair.
So my suspicion is that, in order to alleviate the stage workload, they adopted this tit-for-tat approach. Instead of creating 60- something unique stages from the ground-up, they used classic stages to lessen the workload across both systems (stage-sharing, like in Wily's Castle, would also help).
Basically, each system has 5 shared stages (e.g. Boxing Ring), 19 system-exclusive (i.e. "brand new") stages, and 10 classic stages (from Melee/Brawl). When I look at things in this way, the 3DS stage roster seems much more palatable.
You could take umbrage with how they only made 40 new stages instead of 68, but when you remember the immense workload (50 characters, two systems, modes, game balance, etc. etc.), it's understandable that compromises would need to be made.
EDIT: I hear that Pictochat may be a new Pictochat (i.e. "Pictochat 2"). If it is a new stage, then the cross-system distribution is 5-20-9; if it's the one from Brawl, the distribution is 5-19-10.
Under my theory, they won't.Great post, I like this theory. I just don't want the Wii U version to have lot of new stages while the 3DS version gets tons of returning ones.
Some people will be bothered by the idea of Kirby not getting a brand new stage for the Wii U version, but... I still like this theory. I mean, if we can handle not having new Metroid, DK and Sonic stages, Wii U-only players can handle the lack of a new Kirby stage.Under my theory, they won't.
Each system will get the five shared stages -- Battlefield, Final Destination, Boxing Ring, Gaur Plain, and Wily's Castle. Each system will have 19 brand new, system-exclusive stages, and each system will have 10 classic stages from Melee or Brawl (for a total of 34 on either system).
The only thing is that some systems will get some new stages for some franchises, but not for others. For example, as per this theory, the 3DS gets a new Kirby stage, but the Wii U doesn't. The Wii U gets a new Star Fox stage, but the 3DS doesn't. And so it goes for the smaller franchises.
If the 3DS doesn't seem to have that many new stages, it's only because we know far more about the 3DS than the Wii U. After all, the only classic stage revealed for the Wii U so far is Halberd. There are nine more waiting in the wings.
Once we see the Wii U stage roster, we'll see that a good third of it will be made of Melee and Brawl stages -- just like in the 3DS version. It looks lopsided now, but I think it will look more level as more Wii U stages are revealed and confirmed.
That is, if my inverse-parallel and cross-system distribution principles are proven correct.
Speaking for yourself.We like having a lot of legal stages for diverse gameplay, not to look at different backgorunds.
Precisely. It's unfortunate that we couldn't have new content for all franchises across both systems, but to expect as much is fairly wishful thinking, considering the immense development workload. With two games with tons of content being developed simultaneously, compromises and work-arounds were inevitable.Some people will be bothered by the idea of Kirby not getting a brand new stage for the Wii U version, but... I still like this theory. I mean, if we can handle not having new Metroid, DK and Sonic stages, Wii U-only players can handle the lack of a new Kirby stage.
I would so love a Hunters stage (though not as much as I'd love Sylux, Weavel, or Spire).Considering the status of the game in question, it's sort of justified, but I'm appalled by the lack of a Metroid Prime Hunters stage.
You know what I would have killed for?
The Oubliette.
![]()
For those in the dark, the Oubliette is the final location in Hunters, unlocked after the Alimbic Cannon is fired with all the Octoliths.
As the name implies(oubliette comes from the French oubliette, literally "forgotten place"), it was a prison designed to seal away a dangerous threat to the universe. The threat's name...Gorea.
![]()
This is the main antagonist, whom I'll go into later.
Back on topic for a moment, why am I suggesting this over the other handhelds considering Hunters has the worst rep?
Because the stage idea is awesome.
![]()
This is where Phase 1 takes place. A circular room where Gorea was imprisoned. Not too much here except for the triangular constructs on the walls, and if you hit them all with the right weapon in a specific order...
![]()
You're teleported to the more remembered Oubliette multiplayer map. Gorea is fought in it's second form here.
Now, this idea is very easy to implement with stage transitions a la Reset Bomb Valley, but also, Gorea is a perfect stage boss candidate.
Gorea uses the Hunters weapons against you, so the issue of attacks is solved. As a reward for beating the creature, you're teleported to said second phase, where his second form attacks with lasers and debris, much like in Hunters. Here, defeating it would do nothing in game, however, just cause a large, damaging explosion.
Did I go too far?
Anyways, this is what appalls me. A perfect idea, ignored.
It's not in this post, but I swear I heard you say Other M somewhere when writing that.I would so love a Hunters stage (though not as much as I'd love Sylux, Weavel, or Spire).
I seem to recall there being a lot of viable-seeming areas in the versus mode, as well, to make a stage setting out of. But it's possible Nintendo just noticed that they'd screwed canon beyond repair and decided to ignore Hunters.
I WISH they would ignore Other M, but sadly, they seem to be ignoring the game I liked, not the game I ignore.It's not in this post, but I swear I heard you say Other M somewhere when writing that.
Call me crazy, but I swear it happened.