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Wily Castle: Stage Research

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
The last stage with some sort of stage boss, Wily Castle is nonetheless a bit more...stable than Pyrosphere or Gaur Plain. Although that's not saying very much...

Previously Covered
Gaur Plain
Pyrosphere
Temple
Mario Circuit (Brawl)
Boxing Ring
Port Town Aero Dive
Bridge of Eldin
Pilotwings
Jungle Hijinxs
Wrecking Crew
Halberd
Pokemon Stadium 2
Big Battlefield
Battlefield
Smashville
Lylat Cruise
Castle Siege
Town & City
Duck Hunt
Delfino Plaza
Kalos Pokemon League
Mario Galaxy
Coliseum
Gamer
Wii Fit Studio
Kongo Jungle 64
Windy Hill Zone
Luigi's Mansion
Norfair
Orbital Gate Assault
Woolly World
Skyloft
Garden of Hope
Mushroom Kingdom U
Wuhu Island
Mario Circuit

Layout
Wily Castle is almost featureless, being essentially a variant on Final Destination until the stage turns dynamic and provides some more platforms. It has walled sides that extend all the way down.

Players 1 and 2 start near the edge while Players 3 and 4 start closer to the middle. The Omega form also has walled sides.

Wily Castle has some dynamic platforms that come and go and a stage boss: the Yellow Devil.


Wily Castle at the beginning of a match. It's not very interesting yet, but that will change before long.

Platforms
Soon after the match starts, a pair of platforms come in from offscreen, one on each side. Colored lines draw in the background indicating the path each platform will take, then they move along at a constant speed. A dashed line means that the platform will flip and be unusable until it's over a solid section of line again.

The lines appear to be drawn from a premade selection of patterns that fall under one of four categories:
  • A simple up-and-down offstage next to the ledge.
  • A complex path that loops on itself.
  • A complex path with a definitive end, at which point the platform begins moving backwards.
  • A complex path that goes offscreen.
When the Yellow Devil is about to appear, the lights on the platforms dim before they move offscreen. Players standing on the platforms at the time will be killed.


Wily Castle with some platforms moving around. Note the dashed yellow line in the lower left corner. As the platform moves over that section, it will flip down and become unusable.

Yellow Devil
The Yellow Devil is the stage boss of Wily Castle. Oddly enough, he's more of an annoyance than a threat.

Observant players can see the Yellow Devil standing on the battlements of Dr. Wily's Castle in the background before he actually enters the fight. When he does, he moves in his trademark manner of separating into many segments which reassemble at his destination. When first appearing onstage, he descends from above in this manner. A warning siren also sounds, although it's rather quiet and easy to miss in the chaos of a battle.

The Yellow Devil lands on the side of the stage. Once onstage, he shoots a volley of 2-4 lasers from his eye, closes his eye and moves across the stage, now facing the opposite direction, before shooting another volley of lasers. This process repeats once more until, after the third volley, he leaves the stage completely.

When first landing, the Yellow Devil does 12% damage. When otherwise moving around, his body segments do 6% damage. The game allows a large amount of time before they can hit the same player again, so even if one stands in the middle of the stage and makes no attempt to dodge, they will only be hit 2-3 times total.

The Yellow Devil's eye lasers do 7% damage and can be reflected and absorbed. The Yellow Devil tries to aim at players in front of him, but does not focus the entire volley on the same player. Players standing directly in front of him are also safe for the most part, since he has a hard time shooting at extreme angles.

Players can attack the Yellow Devil by hitting his eye when it's open, which lasts for about 7-8 seconds each time it reassembles itself. He has approximately 60 HP and creates a large explosion when killed, similar to a Smart Bomb. The player who dealt the finishing blow is immune, but other players can take up to 45-50% damage if caught in the full blast. The Yellow Devil starts flashing when close to death.

Except for his death explosion, none of the Yellow Devil's attacks can kill Mario until over 300%.

The Yellow Devil heals fully between appearances, even if he's been killed.


The Yellow Devil attacking. The lasers do 7% damage and can be reflected or absorbed. The eye is vulnerable while open.


The Yellow Devil moving across the stage. The body segments do 6% damage, with a long period of time before they can hurt the same player twice. The eye closes in preparation, rendering him invulnerable.

Summary
  • Platforms appear from offscreen and follow lines in background.
  • Platforms leave when Yellow Devil is about to appear.
  • Yellow Devil visible in background ahead of time.
  • Yellow Devil does 12% damage when landing on a player.
  • Yellow Devil body segments do 6% damage.
  • Yellow Devil eye lasers do 7% damage.
  • Yellow Devil's eye is vulnerable, has approximately 60 HP.
  • Yellow Devil explodes when killed, killing player is immune.
  • Death explosion does 45-50% damage if players are caught in full blast.
  • Other than explosion, none of Yellow Devil's attacks kill until over 300%.
 

Pippin (Peregrin Took)

Formerly “ItalianBaptist”
Joined
Jan 28, 2014
Messages
949
Switch FC
SW-0542-4021-7641
Just out of curiosity, how far away do the platforms go from the main stage? Would this be the type of thing that would lead to degenerate camping?

The inner dork in me would love to see this be the one competitive boss stage if pac-man's mutant cousin really is more of an annoyance than a threat.
 

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
Just out of curiosity, how far away do the platforms go from the main stage? Would this be the type of thing that would lead to degenerate camping?

The inner dork in me would love to see this be the one competitive boss stage if pac-man's mutant cousin really is more of an annoyance than a threat.
See the lines in this image?



Those show the platform movement paths. Now, each time they appear they take a different path, and one of them is a simple up-and-down just a little bit off the ledge. But most are complex patterns like the ones you see here. And I can't see camping being at all feasible with those.
 
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