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10 Worst Stages

kirbykid

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I think the title is self explanatory, but I have to say this before we begin. Smash Bros is the deepest, most dynamic, and most intuitive fighter ever created. Perhaps what is even more amazing is that there are many different types of gamers and people that play it. In this game, characters run around on in 2D jumping on platforms, collecting items and powerups, and doing moves (throwing fire balls, or stomping on enemies) to try and knock opponents off of the stage.
<p style="text-align: center"> <a href="http://smashboards.com/blog/wp-content/uploads/2007/06/marioss.jpg" title="marioss.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/06/marioss.jpg" alt="marioss.jpg" /></a></p>
You already know all of this I assume and presume. But what’s most interesting is, the way I described melee just know is very similar to another game. Super Mario Bros. Some regard it as the greatest game ever created, and it’s hard to argue with them. This is probably why we like smash so much. It’s the same reason the world loves Mario. Smash Bros. is basically a Mario game that you can play non Mario characters, fight, and have whimsical Nintendo fun with three aditional people. What can Mario teach us about level design and smash? <!--more-->
One of the things that made Mario Bros. so great was tight controls. The controls were designed to really give Mario a sense of weight and momentum and he traversed the Mushroom Kingdom. Another thing that made Mario shine was level design. Nintendo practically wrote the book on level design. If it weren’t for the properly spaced and placed blocks/pipes/enemies/gaps, the game would have fallen flat. No matter how much control you have over a character, if the level is too hard, too easy, or too boring, the game doesn’t function.

<a href="http://www.g4tv.com/thefeed/blog/post/674708/Hardest_Mario_Game_Ever.html" title="The BAD" target="_blank">The BAD</a>

<a href="http://youtube.com/watch?v=PIEXFrBRt6U" title="The GOOD" target="_blank">The GOOD </a>

So now we look at Smash Melee because it’s time for another list. Before we start, it’s important to keep in mind that this list doesn’t mean these levels don’t have cool music, good graphics, or that you can’t have fun on them. This list reflects game design. These levels have flaws in them that can easily corrupt, stop, stall, or warp the gaming experience. Even if you and your friends have signed a blood oath not to run away on Temple, that doesn’t mean it doesn’t deserve to be on the list.
<span style="font-weight: bold">1 Past Stages Yoshi’s Story:</span> Like many past stages this stage is far too large. It takes most characters too much effort just to jump from one platform to the other. The large size also destroys any semblance of design on the main part of the stage. This is bad enough. But then there’s the clouds. Just having the cloud on the left isn’t too bad, but there are two more to the right. Fighting on these clouds is unbalanced because some characters have more air control than others. Any character can repeatedly jump preventing the cloud from disappearing. But if you tried to challenge a character like Kirby, he can use his jumps to over come you and even return to the stage. What’s worse is the game forces you to play with the clouds every time you’re knocked far off the stage. I continually forget this level is even in Melee.
<span style="font-weight: bold">2 Icicle Mountain:</span> This level has an interesting idea behind it. Fighting on a randomly generated scrolling mountainside sounds like fun. Unfortunately, this level lacks any design as far as platforms and stability is concerned. The platforms seemed to be placed haphazardly close together. Perhaps they wanted the player to have a way to quickly climb vertically if they were slows or small jumper. The down side is, when you don’t need to go up or down quickly, all the platforms simply get in the way. Also, the fast vertical characters (Fox, Falco) have a lot more control than others giving them a strong advantage. When playing on this stage, I always feel like I’m just trying to survive by continually jumping rather than fighting. If there’s no way to get a footing on the stage, then there’s no stage. It’s not a good idea to constantly be in trouble, in danger, or off balance.
<span style="font-weight: bold">3 Venom:</span> So many glitches, so little time. But seriously, glitches aside, Venom is composed of four slanted surfaces. It’s hard to fight on platforms that are sheered at such a sharp angle. The characters don’t even stand with both feet on the ground on this stage. The body of the ship provides a wall to bounce or tech off of, prolonging the life of players. This also gives the players an easy way to camp the position close to the wall. When the Great Fox is passing through the cave, it’s possible to bounce off the cave wall. This is yet another way to prolong the match. Most characters can attack through the fin of the Great Fox. This is another camp spot. If you want to get over the fin, the only way around is up and over it. If the player camping the fin knows this, they can do many things to keep you from jumping over. This level wasn’t designed for the balance and flow of many different characters.
<span style="font-weight: bold">4 Big Blue:</span> I’ve wanted to fight on the back of cars my entire life. It’s a dream of mine. Ok, maybe not. However, just like in real life, fighting on the backs of moving cards is hard and dangerous. This level is a hodgepodge of platforms and junk on the screen. There’s no design or flow to the way the cars are positioned. Also, because they added floating platforms and other ways to escape from battling on the backs of cars, the level is unfocused. Putting so many things on the screen also makes the level too big. This is not even mentioning how dangerous the track is. Even teching to recover more quickly doesn’t always work on the track. This level is too wild.
<span style="font-weight: bold">5 Temple:</span> The cave/cove/catacombs/caverns. We all know it by a different name, and we all know it’s life giving powers. The little spike at the left side of the cave provides an additional life prolonging “wall.” The Temple is the biggest stage in the game. It actually looks like four large stages put together. Unfortunately, the fast characters can run away making it difficult to fight or counter them. Because the stage has an internal loop (out the cave, up the stairs, across the top, and down into the cave again [clockwise]) running away becomes an unbreakable strategy. Besides that, when the level zooms all the way out, you can hardly see what you’re doing. Besides living forever in the cave, the level is unfocused. If only there was a way to make the players play on different parts at different times like Pokemon Stadium. It would be cool if the different sections crumbled and fell away forcing the players to keep on their toes.
<span style="font-weight: bold">6 Mushroom Kingdom I: </span>The bricks and holes on this stage are terribly positioned. The bricks make everyone a camper whether they want to be or not. Most characters achieve kills by knocking their oponenets up-and-out or down-and-out. This stage eliminates the down-and-out possibility because the sides run to the edge of the stage. With all the bricks polluting the air, the up-and-out gameplay becomes strained. Also, the potential for an item overload makes this level broken beyond repair.
<span style="font-weight: bold">7 Four Side: </span>Just like with Venom, this level has a “fin” in the middle. This fin also provides walls for staying alive. Though close to being usable, even with the unruly UFO. However, if your character can’t wall kick, you automatically lose on this level. Because the traditional “off the stage kills” are to the far left and right side, a player can stick to the middle and camp using the wall. If you try to knock them down one of the holes, they can tech and wall kick back to safety. You can’t even spike them down there. With such a strong advantage to this style of play, this level is tossed to teh wayside.
<span style="font-weight: bold">8 Brinstar Depths: </span>I really like this level. All the lumps and bumps make the stage interesting. Also, the design involved to make a level that can be rotated four ways is admirable. But, the ceiling is a little too low on the top for those characters that like to do the “up” thing (Fox/Falco). Other than that, the stage favors characters that defy gravity. Kirby. Jigglypuff. Peach. Everyone else has a hard time staying on the stage even when it’s not rotating. If this stage had edges in specific places it would be more “non-floater” friendly. Also, being trapped on that little floating piece when it’s stuck down at the bottom, often stalls the game until Kraid comes back.
<span style="font-weight: bold">9 PokeFloats:</span> Throwing a bunch of Pokemon at me is not cool. Some parts of this stage seemed well designed. Other parts seem random and crazy. Without edges to grab onto, everyone is constantly watching their step. With everything constantly moving as it does, this becomes a little taxing.
<p style="text-align: center"> <a href="http://smashboards.com/blog/wp-content/uploads/2007/06/flatzone_360.jpg" title="flatzone_360.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/06/flatzone_360.jpg" alt="flatzone_360.jpg" /></a></p>
<span style="font-weight: bold">10 Flat Zone:</span> This is actually a really well designed stage. The left and right side protect you from the falling tools. The platforms shift in the middle of the stage. The hut on the right provides interesting strategies. The biggest problem for this stage comes from the fact that the sides run right up against the stage. In other words, if you run too far left or right, you instantly explode. The problem with this is that Melee wasn’t designed or balanced around this type of stage. Melee was designed around floating stages where the player has an opportunity to stay alive by using the techniques of recovery to grab edges. Because of excessively strong grabs and throws, wave shinning, and crouch canceling, the balance for this stage is thrown into chaos. This can lead to camping. The only thing that contains the madness is if you camp near the sides of the stage, you put yourself at risk for an easy reversal. It’s too bad Jigglypuff can nearly throw you from the center of the stage and kill you at 0%. Oh well, Flat Zone. It’s been fun.

So what does this mean for Brawl? Hopefully Brawl with have the same ratio of good to bad stages in the game. Why? There’s nothing like a bad stage to teach you what’s good about the good ones. And beyond that, where else are you going to get a playing experience like Temple if there isn’t a Temple? Even if these stages can’t be played seriously, they’re still extremely interesting and a lot of fun in certain situations. Brawl needs all kinds of stages and items because it’s a game that appeals to all kinds of people. If we all had an attitude like this, we could set the stage for Brawl right.
 
M

monkey fecies

Guest
why did you have to put big blue and icicle mountain up there, they were two of my favorite stages!
 
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Master Makoku

Guest
Alright another first comment. I hate the stages that run to the edge. All I do is stand there then throw the enemy at the edge an they explode at 0% damage. Temple was cool except I never used the right side since it was so big. icicle mountain was stupid cause i would always hit people upward and then the stage would shift up and they would still be alive. Flat zone seemed small to me. Four side’s platforms seemed to small to me. Good choices and that mario video was cool. poor mario was in hell. :)
 
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Master Makoku

Guest
Dang so close. Alright second comment isnt bad. ill get u monkey fecies. JK :)
 

kirbykid

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Monkey Fecies:
You know what I had to do it. But I’m interesting to know why they’re your favorite levels. Do share.

Master Makoku:
Poor poor Mario. This is where he goes when he doesn’t sell enough.
 
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Master Makoku

Guest
Lol. Miyamoto”how dare you sell only 967,000 copies. Now down to the impossible levels” mario”NOOOOOOOOOOOOOOO” lol. :)
 
D

Darkfur

Guest
I think monkey may have been sarcastic personally. *laugh*

Big Blue is actually my favorite stage however. I love the music, and it’s not really that hard for me to pay attention to the cars and platforms. I suppose this gives me a nice advantage over a lot of the people I play against, and perhaps that is why it is mine. My advantage could also be because the music pumps me up so.
 
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TSNF

Guest
Great choices especially Flat zone which i would probably put as number one because its so easy to die on.
 
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THOR-AXE

Guest
i like big blue for kinda of a dumb reason, i love using either cap.falcon or fox and getting the bunny ears and running on the track and blending into the cars then “wham†out of nowhere smacking an enemy. I know its dumb :)
 

kirbykid

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^^^
Dumb? No way. Bunny ears and giant mushroom track running is one of my favorite past times.
 
M

monkey fecies

Guest
i found a really funny comic about smash bros, go to www.deviantart.com/deviation/57622812/
to see it
 

Rockin

Juggies <3
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I’m kinda surprised that you didn’t Include Super Mario II stage in there.

The level is similar to Flat Zone. The sides seem to be nicely large, but the upper area seem to be closer to distance from dying. I think a Jiggly puff could rest you in a one hit kill from 0%

Also, the ground area seem to be a bit too close from dying as well. Most of the time, you’re too busy fighting in the middle because you don’t wanna die from a left or right throw from a 30% health.

So yeah…whats your opinon on that?
 
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Master Makoku

Guest
http://www.deviantart.com/deviation/43085850/ this is a very funny comic. If you go to his gallery he has plenty of funny comics and pics.
 
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Master Makoku

Guest
http://www.deviantart.com/deviation/40144151/

http://www.deviantart.com/deviation/31214496/

http://www.deviantart.com/deviation/26825119/

here are three more. These are probably his best three but there all extremely good.
 
D

Darkfur

Guest
I think the pit one and the coin battle one are the best of those. *laugh*
 
M

Mic

Guest
Guys, this isn’t the “Lets post comics” Blog. Try posting them on the forums, I know the other Smash mods could use something ACTUALLY FUNNY posted for a change.
 
C

cody

Guest
i think you are looking at the “worst stages” lableing from too much of a professional smasher point of view. not that its a bad perspective to have. i personally love knowing advanced techniques and going to tournaments where you will probably play on a total of 6 or so stages all day. but like you said, smash bros. is the most innovative fighter ever created…HANDS DOWN! this creates what i also to believe the widest spectrum of skill and enjoyment possible. yes there are the tinks and the husbands and the chillins of the world. yes beyond that there are the kens and chus and korean djs of the world. but melee is still about fun, and there are still way more noobs than pro players. and there really is no problem with that. the noobs have their place and as long as they dont talk too much trash, everything is fine. right now, at this very moment…some one on earth is playing at hyrule temple with items on very high during a ten stock battle. they are not L canceling, and they are not wavedashing. and they are having the time of their life. Yes, i am in agreement with you. i think your observations are VERY valid. these levels are very poor and useless in the pro fields. but they are very creative and added a delightful thrill to the game when it first came out, back when we were ALL noobs. i give nintendo a lot of props for making so many stages in melee. i would embrace EVEN more “non tourney” stages in BRAWL just to see what nintendo is thinking, and how they are going to incorporate everything together. again, im not angry and im sorry for typing so much. just consider. thank you for reading. and thank you for having this site. it is an important site and you do a VERY good job maintaining it and keeping the community informed. keep up the good work. we all appreciate it.
 

kirbykid

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Rockin:
Mushroom Kingdom II has more design and structure than the levels in the top 10. Even though it a stage with “sides” and it has 2 pits, it still has enough space to move around and fight.

I think what keeps the level from being on the list is Birdo and the Carpet Bird (I forget its name). Even if you camp the outsides, Birdo wll come in and push you towards the inside. Or if you get hit to the sides Birdo might save you.

The pits are too deep that the wall jump strategy becomes too much of a problem. And the logs that drop into them can be used for all kinds of devious maneuvers.

And if you need a leg up on the competition, then the carpet provides a crazy platform to try and conquer.

Also, who doesn’t like playing with eggs? You? Me?

The answer is no one.


Cody:
I understand what you’re saying. But, whether you’re a noob or a pro, you need structure in a video game. If melee didn’t have all the advanced technical possibilities, there’s a chance all the casuals wouldn’t like the game as much. The reason is, from a design point of view, structure is what makes games fun. Having limits and boundaries makes achieving the goals more satisfying.

Some stages were design to give the game a lot of structure and focus. Some stages were not. I tried to make my list to reflect this. And I think it does especially when you consider that I didn’t put Mushroom Kingdom II on the list, but I did include flatzone and Fourside.

In order to rank the stages from a design point of view, I had to use a more “professional” criteria. Let’s face it. Noobs have fun. Pros have fun. But the Pros definitely understand the game on a deeper level. The deeper it gets, the close we get to getting into the minds of the creator.

Thanks for all the feedback and comments.
 
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Master Makoku

Guest
Ok u can say im a noob but wat the heck is wavedashing and l-canceling? I might of already done it but might call it something else.(maybe im not a noob and maybe you are all nerds that need to step away from the controller and play a sport)Im not saying u are nerds but…..
 
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monkey fecies

Guest
i liked icicle-icycle? mountain and big blue because there was no place to camp and be cheap, you would always have to be moving.
 
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Master Makoku

Guest
Thanks but i think its a little sad that someone would play the game and just screw around that much to learn this stuff.
 

kirbykid

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Master Makoku:
I think you misunderstand. All these advanced techniques weren’t made by one guy sitting alone in his basement for a few years.

Everyone playing the game helped in some way to increase our knowledge of the game just by playing. One our knowledge is high enough, we figure out that we can do new things.

This all happens sporatically, and randomly accross the world of smashers throughout the 6 years we’ve been playing.

This is natural to anything millions of people put their time into.

It’s not sad. It’s life. If you diss it, then you diss us all.
 
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Master Makoku

Guest
Dont take this the wrong way but why waste your time on a video game when you can use it on something better. I mean if your this clever than use that knowledge on something more. Devote most of your time to something more important. Also I wish someone would have never found this out. This isnt what they wanted when they made the game. Tell me how u can scietificly figure out wavedashing. I dont see that as knowledge I see that as random button clicking.
 

kirbykid

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Master Makoku:
The tricky part about all of this is, you can’t tell someone else how to live their life or how to spend their time. The only way we can continue this conversation is if we talk more specifically. So I’ll use my personal case an the example for discussion.

Assuming I am “this” clever, you asked why I don’t spend my time on something else. First of all, this is a dangerous statement. It sounds like you made an assumption on how much I play video games.

The truth is, I don’t play that much at all. Aside from being a Writer, I want to be a video game designer. So technically, spending time analyzing how games work on a technical level would be good for me.

I also want to design educational software and reinvent how people are taught especially with technology. I don’t know what your definition of “more important” is but to me all of these things are important enough for me to spend my time/life on.

You don’t know what Sakurai intended with the game. So you can’t say he didn’t want this. And even if he didn’t, who cares. He released a game, and after that it’s up to each individual to determine how they want to play. If someone wants to wavedash every day for hours on end, then that’s not for us to judge.

If you support dodging in the air, then you support wavedashing. I remember the first few hours I played melee, I discovered wavedashing. I didn’t know what to call it, and I didn’t know how it would be used in the future, but I distinctly remember doing it. My friend called it the “poofy air thing.”

If you mess up an air dodge and do it too quickly, you might wavedash on accident. It’s as easy as messing up. Messing up is something that happens a lot when trying to learn a game for the first time. If you think it’s random button clicking, you should consider the act of playing the game at all “random button clicking.”
 
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Master Makoku

Guest
Oh i get to debate. ok first I wasnt directing that you play video games that much. Who ever came up with wavedashing is who I was directing it to. I will give you the fact that I shouldnt judge other people. The more important things I mean are stuff that can help our society. Like solar powered crap or ways to cut down on pollution. When you said Once our knowledge is high enough we learn new things. Then u said that someone could have accidently done wavedashing. Make up your mind. On a second note how you can accidently do wavedashing without randomly clicking buttons is beyond me. Your telling me that you wanted to short jump the click the r or l button hold the control stick at an angle and attack seems like a little much like an accident. Now where you say that if i think its random button clickling you should consider than the act of playing the at all is button clicking. How do you even come up with that. Smash bros consists you to input(think its the right word choice) the right moves and combos at the right times. I dont know how you can get “you should consider the game as random button clicking” when I said wavedashing is random button clicking.

I just dont see how you can say you could come up with this out of the blue.
 
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Master Makoku

Guest
Oh man. Im sorry guys. Im just dealing with alot of crap and I accidently took my anger out on this post(along with you guys). Ill understand if you guys dislike me but please take my apology into acceptance. I guess I can understand about the wavedashing thing. It is just like anything else(especially sports) that if you play it long enough and study it you will learn some neat tricks. I apologize again. :(
 

kirbykid

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No need to apologize. Nothing you’ve done so far has crossed any lines.

If you understand what I’m saying about wavedashing that’s great.

If you still need something clear up, just let me know.

I want to make to clear that just because you don’t agree with me doesn’t make you wrong in any way. I hope we can carry out a debate where we can accurately articulate our views and come to a conclusion. That may be a long shot for most people and most topics, so I’ll settle with a “please don’t flame anyone here.”

Once again. You’re cool, don’t worry about it.
 
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Master Makoku

Guest
Thanks that means a lot. We live in a society where if one doesnt like another than they are teased and made fun of. Alright lets finish up this debate. I understand what you mean. Wavedashing is just like anything else. Its a technique discovered to help someones game. You have won this debate and I agree totally. Its better to come to an agreement than start a war(one which I would most likely lose :) ). Thanks for the offer but no I think Im pretty much cleared up. Though if I do need something Ill be sure to ask. You know your a great person if only people could be more like you.
 
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Proven

Guest
My only problem with pro smashers is that they continually say

“No one knows how the developers intended the game to be played.”

And then go off and say

“We have a deeper understanding of the game.”

I would argue that you have a deeper understanding at your way of playing of the game, which may have applications to just about every match, like Snaking does in Mario Kart DS, but at the same time you’re taking rules and options away in favor of your own.

This is the main reason why casuals become so hostile because in every argument you have, these are your underlying and somewhat contradictory positions.

For example, right here you mention how some characters gain an advantage on stages like Yoshi’s Island, but then some characters gain an advantage on stages that are considered more fair and balanced. In that way, characters, like say Kirby, become either much better, or much weaker.

Even with the tournament used stages today, there’s still stages that you pick to give a character a disadvantage or an advantage.

In my opinion, a stage decides the pace of the game. Some stages are designed around long games (bigger stages with extra ways to survive) and some stages are better for short games. Other stages are designed to just completely change how the game is played, which would just mean that relative strengths get flopped for a new ecosystem, or say, tier system for that level.

You can say that you try to choose levels that are the most fair, that take out as many random elements as possible, but at the end of the day that just makes it more fair for one way of playing, it doesn’t encompass all that smash is capable of, and then makes you sound condescending when you say you have more knowledge for all of smash.

As for your list, I’ll for so now I agree with about half of it, but mostly in terms of camping. An example is Icicle Mountain, which I think mainly has the problem of moving too fast, too often.
 

kirbykid

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Proven:
What I mentioned about not knowing what the developers intended is just a serious of logical statements. Because we can’t get into their minds, we have to “reverse engineer” what they “intended” by analyzing what we’re given in the game.

I don’t speak for the whole “pro” community. And I don’t speak for the casual community. So all I can say is, that I have a deeper understanding of Smash. This is my personal statement. Just look at what I have to back up my claim. Each one of my blog posts are detailed and comprehensive. And I can knock out one of these every day without flinching.

You seem to be stating that even if a pro smasher knows a lot about smash, that it’s only about their specific style of play. Though this may be true on some levels, if you look at the big picture “pro smash” encompasses casual smash. If you think about it, every pro smasher started off as a noob. We all remember what it was like just to “play for fun” or what it was like not knowing any advanced techniques.

Your snaking Mario Kart example doesn’t apply because snaking doesn’t involve any changes to the rules of Mario Kart.

There’s no way to eliminate a stages possible advantages and disadvantages unless both players are playing the same character. What I described was merely the underlying philosophy behind the limited selection of tournament “neutral” stages. There’s a lot more to it that what I detailed though.

What the pro community decides about levels and how that affects them doesn’t directly correlate with how much or how their members know about smash. No one has a 100% complete understanding because the game is simple too big.

And when it comes down to it, even if there are separate “pools” of smash knowledge (a pro pool and a casual pool) you have to acknowledge that some people have been to both pools. And it’s possible that the majority of the people in one pool are “deeper” than the majority of the people in the other.

I’m not sure if you’re upset at assertion that “pro” smashers know more about the game than casuals, or if you’re upset at the fact that any group of people can know more about it than you do.

There are some governing laws of the world that seem to apply to smash.
The more work you put in, the more work you get out.
The deeper you look, the more you know.
The more time you spend, the more experience/wisdom/ and knowledge you’ll have.

It’s just how the world works.
 
S

Someone

Guest
Temple is great in the fact that it’s huge. How con that be so bad? Sure, some might say it’s too big, and there are character advantages in certain areas, but the game isn’t forcing you to go to those places. And what about stages like Icycle Montain, Poke Floats and Big Blue. The battle IS to follow the camera. Moves that take a while to charge like DK’s punch-thingy are intensely ineffective though. That’s the problem. Ending Quote- Turn off Melee and play a different game.
 

kirbykid

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^^^^
Someone: You have to understand game design to understand why I ranked the list like I did. I’m not arguing fun. I’m pointing out design flaws.
 

Johnknight1

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The worst stage is MK II, all those stages are awsome! Temple is the most popular stage, because it is big, diverse, and amazing! MK II, small, easy to KO, and everyone who couldn’t wall hop was screwed to begin with. That stage is the worst, and whoever did this isn’t too smart in not including this stage. All those 10 are awsome IMO. -Johnknight1
 
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