ParanoidDrone
Smash Master
Entry the third, this time covering Mute City. As usual, all kill percents were tested in Training Mode using Mario and assume no VI or other knockback altering techniques of any sort.
I am willing to do requests for specific stages, although other people have already researched Paper Mario, Pac-Maze, and Pictochat 2. Otherwise I'll just pick what I feel like doing until I get bored.
Previously Covered:
Magicant
Unova Pokemon League
Layout:
Mute City has a total of 3 walkable surfaces. The Blue Falcon on the track makes one platform, and two others float overhead to either side. The platform on the right is a little bit wider than the one on the left and floats a little bit lower. Neither the platforms nor the Blue Falcon have grabbable edges. Players 1 and 2 start on the outside edge of the platforms while Players 3 and 4 start on the inside edges.
The other racers waiting around the Blue Falcon at the beginning of the race are not valid platforms at that time. This is only relevant in Training Mode since the countdown for the race and match coincide, but Training Mode lacks the latter.
The floating platforms move back and forth and start at their maximum distance apart. The Blue Falcon also moves around, but in response to the track itself; when on a straightaway, it tends to stay still. Additional details on the Blue Falcon's movement are provided below in the Race section.
The Omega Form of Mute City floats and has sloped edges with a flat underside. Players can fly underneath it.
Mute City has a number of hazards, some of which are tied to specific racetrack features. This means that it follows a pattern where specific hazards can only happen at specific places in the lap, although once that point in the lap is reached it is still random whether or not the hazard will manifest. A single lap takes 30 seconds to complete, and each lap is signaled by a low pitched beeping noise.
The Road:
First and most obviously, the racetrack forms a damaging floor. It deals 15% damage to anyone who lands on it and can kill Mario off the top at 104% with no VI. The base knockback at 0% is sufficient to let the victim land on top of either platform with no additional jumps.
However, the road does not extend all the way to the side blast zones. If one manages to fall off the side of the road, they will continue to fall and die via the lower blast zone. This is not a terribly common occurrence due to the overall width of the road, but in cases where the Blue Falcon strays close to the edge, it can come into play. The edge of the road cannot be grabbed.
The Race:
While racing around the track, the Blue Falcon can interact with a number of track elements that influence the battle in one way or another. It also tilts and swerves as it navigates around obstacles, altering its position on the stage relative to the two floating platforms. The effect is generally minor and comparable to the movement of the platforms themselves.
Halfway through the lap is a jump panel, which looks like a simple blue strip in the ground. The Blue Falcon usually drives around but will sometimes run over it, propelling it briefly into the air at a level slightly exceeding that of either floating platform. It returns to ground level almost immediately. If it happens to fall on top of a player, it deals 10% damage and can kill Mario off the side at 42%.
Directly following the start line is a pink energy strip that the Blue Falcon occasionally drives over. While this happens, a metal construct appears directly overhead and an energy effect appears. This metal construct is solid and serves as a temporary ceiling. It appears to be tall enough that players cannot land on its upper surface. Despite its location after the start line, the Blue Falcon has never been observed to drive over the energy strip at the immediate start of the race.
Throughout the race, the Blue Falcon can be accosted by the Fire Stingray, Golden Fox, or Wild Goose. They arrive onscreen suddenly and typically stay immediately adjacent to the Blue Falcon but can still veer left and right as the race demands. These secondary racers will not drive over the jump panel or energy strip. After a short time, one of the racers will become marked with a large yellow CHECK icon. This serves as a 3-5 second signal that the marked racer will soon leave. It can either get bumped offscreen by the primary racer and take any players with it that are still using it as a platform, or collide with the guard rail and get electrocuted and fall behind. If the latter should happen, any players on top of the racer at the time will be shocked for 12% damage, which can kill Mario off the top at 82%. The remaining racer will continue to follow all stage and race interactions outlined above, even if it is not the Blue Falcon itself.
Summary:
I am willing to do requests for specific stages, although other people have already researched Paper Mario, Pac-Maze, and Pictochat 2. Otherwise I'll just pick what I feel like doing until I get bored.
Previously Covered:
Magicant
Unova Pokemon League
Layout:
Mute City has a total of 3 walkable surfaces. The Blue Falcon on the track makes one platform, and two others float overhead to either side. The platform on the right is a little bit wider than the one on the left and floats a little bit lower. Neither the platforms nor the Blue Falcon have grabbable edges. Players 1 and 2 start on the outside edge of the platforms while Players 3 and 4 start on the inside edges.
The other racers waiting around the Blue Falcon at the beginning of the race are not valid platforms at that time. This is only relevant in Training Mode since the countdown for the race and match coincide, but Training Mode lacks the latter.
The floating platforms move back and forth and start at their maximum distance apart. The Blue Falcon also moves around, but in response to the track itself; when on a straightaway, it tends to stay still. Additional details on the Blue Falcon's movement are provided below in the Race section.
The Omega Form of Mute City floats and has sloped edges with a flat underside. Players can fly underneath it.
Mute City has a number of hazards, some of which are tied to specific racetrack features. This means that it follows a pattern where specific hazards can only happen at specific places in the lap, although once that point in the lap is reached it is still random whether or not the hazard will manifest. A single lap takes 30 seconds to complete, and each lap is signaled by a low pitched beeping noise.
The Road:
First and most obviously, the racetrack forms a damaging floor. It deals 15% damage to anyone who lands on it and can kill Mario off the top at 104% with no VI. The base knockback at 0% is sufficient to let the victim land on top of either platform with no additional jumps.
However, the road does not extend all the way to the side blast zones. If one manages to fall off the side of the road, they will continue to fall and die via the lower blast zone. This is not a terribly common occurrence due to the overall width of the road, but in cases where the Blue Falcon strays close to the edge, it can come into play. The edge of the road cannot be grabbed.
The Race:
While racing around the track, the Blue Falcon can interact with a number of track elements that influence the battle in one way or another. It also tilts and swerves as it navigates around obstacles, altering its position on the stage relative to the two floating platforms. The effect is generally minor and comparable to the movement of the platforms themselves.
Halfway through the lap is a jump panel, which looks like a simple blue strip in the ground. The Blue Falcon usually drives around but will sometimes run over it, propelling it briefly into the air at a level slightly exceeding that of either floating platform. It returns to ground level almost immediately. If it happens to fall on top of a player, it deals 10% damage and can kill Mario off the side at 42%.
Directly following the start line is a pink energy strip that the Blue Falcon occasionally drives over. While this happens, a metal construct appears directly overhead and an energy effect appears. This metal construct is solid and serves as a temporary ceiling. It appears to be tall enough that players cannot land on its upper surface. Despite its location after the start line, the Blue Falcon has never been observed to drive over the energy strip at the immediate start of the race.
Throughout the race, the Blue Falcon can be accosted by the Fire Stingray, Golden Fox, or Wild Goose. They arrive onscreen suddenly and typically stay immediately adjacent to the Blue Falcon but can still veer left and right as the race demands. These secondary racers will not drive over the jump panel or energy strip. After a short time, one of the racers will become marked with a large yellow CHECK icon. This serves as a 3-5 second signal that the marked racer will soon leave. It can either get bumped offscreen by the primary racer and take any players with it that are still using it as a platform, or collide with the guard rail and get electrocuted and fall behind. If the latter should happen, any players on top of the racer at the time will be shocked for 12% damage, which can kill Mario off the top at 82%. The remaining racer will continue to follow all stage and race interactions outlined above, even if it is not the Blue Falcon itself.
Summary:
- Two main platforms float overhead, one slightly wider and lower than the other.
- Blue Falcon forms third platform.
- No grabbable edges.
- Single lap takes 30 seconds, new lap signaled by beeping noise.
- Racetrack forms damaging floor, deals 15% and kills Mario at 104%.
- Racetrack does not span entire screen, possible to fall to bottom blast zone.
- Blue Falcon moves around as it races.
- Jump panel at halfway point of lap, propels Blue Falcon into the air.
- Falling Blue Falcon does 10% and kills Mario at 42%.
- Energy strip after start line, creates temporary ceiling overhead.
- Jump panel and energy strip may or may not come into play on any given lap.
- Other racers can appear and race next to Blue Falcon, serve as extra platform.
- Secondary racers do not use jump panel or energy strip.
- Yellow CHECK icon appears over racer about to leave the screen, 3-5 second warning.
- Departing racer sometimes collides with guard rails, electrocuting players for 12% and killing Mario at 82%.
- If racer other than Blue Falcon remains, it follows same pattern.
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