So tomorrow at The Break Weekly #290, we will be running EXPERIMENTAL rules for Smash Wii U. It is my belief, and many among us, that the current rules for the game are extremely archaic. The rules for the game came to be from different games, and don't necessarily mesh with the new game.
As any Smash player will tell you, each game is different. Yet the rules are constantly put in to try to make the new games more like the old games, instead of trying to let the game be itself. Changing the game to be more like Melee, isn't going to convince Melee players to play it. The rules set up this situation where you are trying to FORCE a specific meta on the game, rather than allow the meta of the game to grow organically.
So we're changing the rules. Something that we believe will make the game more competitive. Instead of forcing players to play a specific way, we are opening options; allowing players to play the game they want to play it. First thing first, we're going to throw out the rule book and start from standard fighting game rules:
The next change would be... what is a "legal" stage. Well the first thing I asked was "why is this stage banned?". If no one could give me a LOGICAL reason why a stage was banned, we didn't ban it. Next, we set up some ground rules...
Why do we like stage hazards? Because they create points of contention on the map. A player with more skill, can properly fight the opponent to use the stage to his advantage. So if you consider Norfair (which was a legal counterpick in Brawl); there is a MASSIVE stage hazard. It's not an insta-kill, and its slow enough that everybody can see it coming. In addition to this, when it's coming everyone can see it. It creates a point of contention in the protection chamber and FORCES the players to fight... the turtling stops.
Then, we also decided to stages that were too large, stages that were too small and stages that make it too easy to stall time. Once we take all these rules into account, we are left with a legal stage list:
We'll be streaming the tournament live at 8 PM EST at http://twitch.tv/8wayrun
As any Smash player will tell you, each game is different. Yet the rules are constantly put in to try to make the new games more like the old games, instead of trying to let the game be itself. Changing the game to be more like Melee, isn't going to convince Melee players to play it. The rules set up this situation where you are trying to FORCE a specific meta on the game, rather than allow the meta of the game to grow organically.
So we're changing the rules. Something that we believe will make the game more competitive. Instead of forcing players to play a specific way, we are opening options; allowing players to play the game they want to play it. First thing first, we're going to throw out the rule book and start from standard fighting game rules:
- First stage is RANDOM SELECT
- The LOSER gets to choose: replay on the same stage, or choose a new RANDOM stage.
- WINNER CHARACTER LOCK
The next change would be... what is a "legal" stage. Well the first thing I asked was "why is this stage banned?". If no one could give me a LOGICAL reason why a stage was banned, we didn't ban it. Next, we set up some ground rules...
- Do we ban walk-offs?
- Do we ban stage hazards?
Why do we like stage hazards? Because they create points of contention on the map. A player with more skill, can properly fight the opponent to use the stage to his advantage. So if you consider Norfair (which was a legal counterpick in Brawl); there is a MASSIVE stage hazard. It's not an insta-kill, and its slow enough that everybody can see it coming. In addition to this, when it's coming everyone can see it. It creates a point of contention in the protection chamber and FORCES the players to fight... the turtling stops.
Then, we also decided to stages that were too large, stages that were too small and stages that make it too easy to stall time. Once we take all these rules into account, we are left with a legal stage list:
- Battlefield
- Final Destination
- Mario Galaxy
- Mario Circuit
- Delfino Plaza
- Mario Circuit (Brawl)
- Kongo Jungle 64
- Skyloft
- Wuhu Island
- Norfair
- Halberd
- Lylat Cruise
- Pokemon Stadium 2
- Coliseum
- Castle Siege
- Gamer
- Town and City
- Smashville
- Pilotwings
- Wii Fit Studio
- Duck Hunt
- Windy Hill Zone
- Super Mario Maker
- Suzaku Castle
- Midgard
- Jungle Hijinx - stalling
- Pyrosphere - ridley
- Mushroom Kingdom - nabbit
- Yoshi's Island - too small
- Great Cafe Offensive - too big
- Kalos Pokemon League - instakill
- Garden of Hope - too big
- Onett - too small
- Palutena's Temple - too big
- Skyworld - impossible recovery
- Bridge of Eldin - too big, stalls
- Orbital Gate Assault - too busy
- Wooly's World - stalling
- Gaur Plain - too big
- Temple - too big
- Port Town Aero Drive - instakill
- 75 m - instakill
- Luigi's Mansion - cave of life
- Flat Zone X - too small
- Wily Castle - yellow devil
- Boxing Ring - too big
- PAC-LAND - too small
- Big Battlefield - too big
- Wrecking Crew - random
We'll be streaming the tournament live at 8 PM EST at http://twitch.tv/8wayrun
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