Boss N
Smash Journeyman
Do you like Smash?
I hope so other wise the hell are ya doing here?
Do you love a nice solid competition, but still love playing on a stage like port Town Areodrive or Rainbow Road?
Do you love testing your skills & cunning in a fair, yet dynamic, ever shifting environment like Delfino plaza?
Likewise do you love watching players in this kind of environment, challenge themselves and seeing if they can adapt in time to regain/sustain their momentum?
Do you believe that smash can be more than just Omega forms and battlefields? Something Bigger, Better, More Exhilarating?
Or are you just someone who enjoys ALL aspects of the game, competitively or casually?
If you answered yes to even 1 of the above questions, this thread is for you. I myself have been trying rigorously to spread the idea to be more open with the stage list this game, and noticed that there's a significant amount of people who share this view. This thread is for anyone who's open to the idea of having a more Diverse stage list, this is a place where we can discuss how to best organize tournaments to optimize these stages while still keeping it fun. This is a place for giving a fair and objective analysis on stage evaluation and not just writing it off based on assumptions. This is a place where our voices can come together and show the rest of Smash boards that THIS can still be part of competitive smash if we give it a chance. If this thread becomes big enough, I'll even make a group.
Here's a list of positive things a more open stage list can do, common misconceptions about them, and easy ways to work around legitimate claims: (and please, if anyone can think of other good points I'll add it to the OP)
Benefits of a more open stage list
+ Creates a deeper meta-game based on taking advantage of stage environments
+Make matches more exciting and entertaining to watch for spectators
+Expands our audience and makes the scene more inviting to casual or outside players
+Evaluates players on multiple skills that are important to smash including
-Adaptability
-Control (maneuvering around stage obstacles
-Mind Games
-Creativity of character usage and game physics
-Critical split-second decision making
+Make even more dynamic options and interesting choices available options for players
Common Fears about Stage hazards
(+) Legitimate (-) False
- They add too much randomness to accurately determine a players true skill
History has proven otherwise. During the early years of melee, every stage was utilized in competitive tournaments (with cash prizes mind you) and on the west coast items where also included for the longest time. Despite ALL these possible random factors, there was still a very clear distinction between champions like Azen & Ken, and everyone else. There Are times where a legitimately good player is succumbed to random variables, but I'll get to a way to fix that.
+- Hazards are too unpredictable and may disrupt the flow of the game.
A lot of people are concerned that a player who might've been otherwise been winning would lose their stock out of nowhere because they where struck by a hazard they didn't see coming. It's true that there are instances where hazards don't telegraph themselves quickly enough for players to utilize in an advantageous way, but in the context of Smash 4 THIS HAS NOT BEEN THOUROUGHLY OR CRITICALLY TESTED AT ALL. & No, waiting a few seconds in training mode, then declaring 'banned' IS NOT A TEST.
+ Stage hazards, transformations, and walk offs promote camping and that's not fun to watch or play.
This does actually happen, in pokemon stadium in melee, it's common for rock or fire layout to appear, and both players wait on opposite ends of the wall or tree and wait it out for the transformation again. Players can't help it, it's smart playing, why should they approach and likely get damage when they can wait for the playing field to even out again?
However this can happen anywhere, even in stages like FD, M2K has proven you can ledge camp someone for possibly an entire match. also, THIS HAS NOT BEEN TESTED TO PROVE THIS HYPOTHOSIS IN THE CONTEXT OF SM4SH
WALK OFF CAMPING TEST PROCEDURE
To test walk off camping will be a viable tactic, it will require the tester to obtain a friend code from the forums. The "Tester" must remain anonymous about the experiment the whole time. The tester will purposely camp either off screen or just a little bit in front of off screen, or any location they think it will be possible, and remain there. The tester must get all their KO's by throwing their opponent off screen or hitting them hard enough without leaving their designated area. If the tester is constantly getting punished for this tactic and failing then Walkoff camping is not viable, but if they are then the stage in question will be "considered" ban worthy if enough evidence is presented by multiple people. Each tester must perform 3 matches on the same stage with at least 3 different people. Video Evidence is also required"
WALL INFINITY TEST PROCEDURE
So from the sounds of it Wall infinities are impossible to do in this game, however just to be safe it wouldn't hurt to give this a test. To test wall infinities will require a friend, purposely walking both of you over to a corner where you think it's possible, and the "Attacker" will do a bunch of tilts and other attacks to see how long they can keep the "victim" inside their barrage. Meanwhile the victim has to try to escape in a reasonable amount of time. If they are successful within 5-10 seconds then the stage is still viable, anything over 20 seconds should be questionable and anything over a minute is without question ban worthy.Tester must record how long they kept their victim in the combo and their percentage when they escaped. Procedure must be repeated at least 3 times with different opponents each time.
In case of event that such a stage is presented, another test must be performed to see how easy it is to abuse this area. Players will get a friend code from the forums and challenge their respective player. They must remain anonymous about the test until all the other testers have completed their experiments. Then they must lure their opponent to the corner. If they are successful multiple times, consistently across various opponents then the stage should be banned. Players MUST present video evidence!
CIRCLE CAMPING TEST PROCEDURE
If a stage has been claimed to be "unviable due to the ability to circle camp" then a controlled test must be performed. One person must be designated "the runner" and the other "the chaser". Both players have only 1 stock with 6min time limit, the goal of the runner is to stay alive as long as possible by staying as mobile as possible and keeping their opponent away using any & all means necessary. The goal of the Chaser is to knock out the runner as quickly as possible. If the clock times out before the runner is knocked out then the stage is "considered" ban worthy, however unanimous evidence must be presented by other testers in order to be fully pasted. The testers will try these combinations in this order:
-Both players are fast characters like Shiek (both ned to play the exact same character)
-Chaser is a slower character while runner is faster
-Chaser is slower character while runner is efficient at moving through the air (like multi jump characters, Villager's upB etc.)
-Chaser is a range heavy character while runner is faster
-Chaser is a range heavy character while runner is air efficient
-Chaser is Air efficient while runner is faster.
The reason for this many combinations is to determine if it's truly the openness of the stage that's causing it or the matchup.
STANDARD HAZARD EVALUATION
Whoever wishes to participate will engage in at least 5 games on one stage with a different person each time, and record the match. Then we all review the footage everyone has gathered, or the person who recorded describes their general experience. If incidents had occurred then they must describe how many games it has happened to them out of their total. If it is something that's happening to everyone then the stage can be considered ban-worthy due to it's hazards that unfairly skews the match arbitrarily and abruptly deciding matches, instead of enriching the competitive environment.
Stages And their Features (Work in progress, please help!)
(-) Concerned Claims that need to be tested
(+) Concerned Claims proven to be true through quantifiable evidence
Gaur Plains
Size: Large Walk offs
3 levels, 1 base at the bottom and 4 large platforms on the side, all walk offs. Boss?
-Circle camping
-walk off camping
Boxing Ring
Size: Large. Walkoffs
Huge ring in the middle with ropes at both ends that act as springs, a walkway on both ends that go into a walkoff, a platform overhead that can be knocked down when damaged enough.
-walkoff camping
-lights being disruptive
-light camping
-circle camping
Wiley Castle
Size: Medium
Has moving platforms that appear and disseaper across the stage. Yellow Devil Boss
-Yellow Devil is disruptive to game play
3D Land
Size: medium? Scrolling
Obstacles include falling platforms and giant spikes (more info please)
- no one ever specified why scrolling stages are a problem yet they're written off anyways. NEEDS TO BE SPECIFIED
Golden Plains
Size: medium Scrolling walkoff
Collecting coins will grant a status boost every 100 coins collected. Golden version will have increased power and less flinching.
-Gold power up will create an uneven advantage
Rainbow Road
Size: medium Travel stage temporary walkoff
A stage in spirit of Mute City melee & port town Aereo drive
Paper Mario
Tither Hither
walkoff, rotating windmill
USS Flavion
has a whale that lifts stage higher closer to ceiling blast zone
Bowser Castle
4 platforms towards each corner of the stage, a rotating corridor on the middle, can cause players to fall off.
Gerudo Valley
Two sides separated by a gap with a bridge. bridge will collapse when taken enough damage. Twinrova sisters will occasionally fly in to destroy either side for a brief period of time.
-too many intrusive factors
Spirit Train
size: medium. Roof of train is soft platform with the cabin & rear car serving as base platform, an additional car occasionally appears with different platform arrangements. after a period the car slowly goes off stage, KOing anyone still on it. A dark or bullet train will occasionally appear in front of the train and explode after 30 seconds causing damage anyone near it. Flashes it's last 5 seconds. Landing on the tracks in front of the train results in damage and combo vulnerability. Landing on the tracks behind train will result in near instant KO
-Too many intrusive factors
Dream Land
Size: small. Scrolling, walkoff
Stage scrolls to different layouts from kirby's dreamland, almost all have walkoffs.
- walk off camping
Unova
Size: medium
A base platform with 2 platforms above it towards it's ends. Occasionally it will briefly become a walk off stage when 2 stair cases appear and connect the stage. 1 of 3 legendary pokemon will appear in the background and cause damaging effects on the stage that can harm players.
-Too many intrusive elements
-Hazards aren't telegraphed.
Prism Tower
Size: small Travel stage
Starts briefly on plain walkoff, main platform rises and changes to traveling. Platform arrangement changes with each destination. Changes clearly telegraphed
Magicant
Size: medium? Flying men
4 platforms, flying men that assist whoever touches/throws items at.
- flying men will create unwanted 2v1 scenario
Mute City
size: small
2 floating platforms on the side and an F-Zero racer in the middle. Platforms rise up and down and car moves left and right. Floor causes damage.
Arena Ferox
Size: Large. moving platforms, transforming terrain.
one large base platform with terrain that changes between 1 of 4 different arrangements in spirit of Pokemon Stadium 1.
Reset Bomb Forest
Size: medium Transforming terrain
2 base platforms and 3 platforms in the first form, arrangement similar to the center area of Hyrule from 64.
2nd form includes platforms that are far more spread out from each other and a collapsable corner.
Tortimer Island
Size: Large Healing fruits, damaging beehives, random layouts
One long center stage that has different features with every play. Factors that can be on the stage include: Palm trees that can act as platforms, or drop fruit that can be thrown or heal minuscule percentage, or summon damaging bees, a pool of water in the center that opponents can get KO'd in, a dock that further increase the stage's length and prompt an occasional appearance by Kapp'n who serves as an extra platform that will go off screen occasionally.
Pictochat 2
Size: large damaging factors random terrain
Uuuuuugh there's no way I can list every single sketch transformation, especially since I still probably haven't seen all of them. All I can say is that half of the sketches are merely platforms that change the layout, while the other half are damaging obstacles. The question when testing this shouldn't be "how many damaging factors are there" rather "will players be able to adapt to this quickly enough to use them for an advantage?"
-hazards aren't telegraphed enough
Balloon Fight
Size: medium walk off, random layout, damaging lightning, instant KO Fish
The center is filled with water, on the sides are base platforms, by walking off stage you appear on the other side, but when launched will abide by standard stage knockout peramiters. Platforms are randomly arranged with each match. obstacles include numbers & slow moving lighting ball that do damage, and a fish that instantly KO's when a player is too close to the water.
-Too many intrusive factors.
Living Room
Size: Large Transforming terrain walk off random layout.
A flat, wide open area. Blocks will hover in the air casting shadows on the stage where they'll land. Will damage players if caught underneath them. Blocks are completely randomly arranged each time.
-Blocks aren't telegraphed enough.
Find Mii
Tomodachi Life
Pac-Maze
I hope so other wise the hell are ya doing here?
Do you love a nice solid competition, but still love playing on a stage like port Town Areodrive or Rainbow Road?
Do you love testing your skills & cunning in a fair, yet dynamic, ever shifting environment like Delfino plaza?
Likewise do you love watching players in this kind of environment, challenge themselves and seeing if they can adapt in time to regain/sustain their momentum?
Do you believe that smash can be more than just Omega forms and battlefields? Something Bigger, Better, More Exhilarating?
Or are you just someone who enjoys ALL aspects of the game, competitively or casually?
If you answered yes to even 1 of the above questions, this thread is for you. I myself have been trying rigorously to spread the idea to be more open with the stage list this game, and noticed that there's a significant amount of people who share this view. This thread is for anyone who's open to the idea of having a more Diverse stage list, this is a place where we can discuss how to best organize tournaments to optimize these stages while still keeping it fun. This is a place for giving a fair and objective analysis on stage evaluation and not just writing it off based on assumptions. This is a place where our voices can come together and show the rest of Smash boards that THIS can still be part of competitive smash if we give it a chance. If this thread becomes big enough, I'll even make a group.
Here's a list of positive things a more open stage list can do, common misconceptions about them, and easy ways to work around legitimate claims: (and please, if anyone can think of other good points I'll add it to the OP)
Benefits of a more open stage list
+ Creates a deeper meta-game based on taking advantage of stage environments
+Make matches more exciting and entertaining to watch for spectators
+Expands our audience and makes the scene more inviting to casual or outside players
+Evaluates players on multiple skills that are important to smash including
-Adaptability
-Control (maneuvering around stage obstacles
-Mind Games
-Creativity of character usage and game physics
-Critical split-second decision making
+Make even more dynamic options and interesting choices available options for players
Common Fears about Stage hazards
(+) Legitimate (-) False
- They add too much randomness to accurately determine a players true skill
History has proven otherwise. During the early years of melee, every stage was utilized in competitive tournaments (with cash prizes mind you) and on the west coast items where also included for the longest time. Despite ALL these possible random factors, there was still a very clear distinction between champions like Azen & Ken, and everyone else. There Are times where a legitimately good player is succumbed to random variables, but I'll get to a way to fix that.
+- Hazards are too unpredictable and may disrupt the flow of the game.
A lot of people are concerned that a player who might've been otherwise been winning would lose their stock out of nowhere because they where struck by a hazard they didn't see coming. It's true that there are instances where hazards don't telegraph themselves quickly enough for players to utilize in an advantageous way, but in the context of Smash 4 THIS HAS NOT BEEN THOUROUGHLY OR CRITICALLY TESTED AT ALL. & No, waiting a few seconds in training mode, then declaring 'banned' IS NOT A TEST.
+ Stage hazards, transformations, and walk offs promote camping and that's not fun to watch or play.
This does actually happen, in pokemon stadium in melee, it's common for rock or fire layout to appear, and both players wait on opposite ends of the wall or tree and wait it out for the transformation again. Players can't help it, it's smart playing, why should they approach and likely get damage when they can wait for the playing field to even out again?
However this can happen anywhere, even in stages like FD, M2K has proven you can ledge camp someone for possibly an entire match. also, THIS HAS NOT BEEN TESTED TO PROVE THIS HYPOTHOSIS IN THE CONTEXT OF SM4SH
WALK OFF CAMPING TEST PROCEDURE
To test walk off camping will be a viable tactic, it will require the tester to obtain a friend code from the forums. The "Tester" must remain anonymous about the experiment the whole time. The tester will purposely camp either off screen or just a little bit in front of off screen, or any location they think it will be possible, and remain there. The tester must get all their KO's by throwing their opponent off screen or hitting them hard enough without leaving their designated area. If the tester is constantly getting punished for this tactic and failing then Walkoff camping is not viable, but if they are then the stage in question will be "considered" ban worthy if enough evidence is presented by multiple people. Each tester must perform 3 matches on the same stage with at least 3 different people. Video Evidence is also required"
WALL INFINITY TEST PROCEDURE
So from the sounds of it Wall infinities are impossible to do in this game, however just to be safe it wouldn't hurt to give this a test. To test wall infinities will require a friend, purposely walking both of you over to a corner where you think it's possible, and the "Attacker" will do a bunch of tilts and other attacks to see how long they can keep the "victim" inside their barrage. Meanwhile the victim has to try to escape in a reasonable amount of time. If they are successful within 5-10 seconds then the stage is still viable, anything over 20 seconds should be questionable and anything over a minute is without question ban worthy.Tester must record how long they kept their victim in the combo and their percentage when they escaped. Procedure must be repeated at least 3 times with different opponents each time.
In case of event that such a stage is presented, another test must be performed to see how easy it is to abuse this area. Players will get a friend code from the forums and challenge their respective player. They must remain anonymous about the test until all the other testers have completed their experiments. Then they must lure their opponent to the corner. If they are successful multiple times, consistently across various opponents then the stage should be banned. Players MUST present video evidence!
CIRCLE CAMPING TEST PROCEDURE
If a stage has been claimed to be "unviable due to the ability to circle camp" then a controlled test must be performed. One person must be designated "the runner" and the other "the chaser". Both players have only 1 stock with 6min time limit, the goal of the runner is to stay alive as long as possible by staying as mobile as possible and keeping their opponent away using any & all means necessary. The goal of the Chaser is to knock out the runner as quickly as possible. If the clock times out before the runner is knocked out then the stage is "considered" ban worthy, however unanimous evidence must be presented by other testers in order to be fully pasted. The testers will try these combinations in this order:
-Both players are fast characters like Shiek (both ned to play the exact same character)
-Chaser is a slower character while runner is faster
-Chaser is slower character while runner is efficient at moving through the air (like multi jump characters, Villager's upB etc.)
-Chaser is a range heavy character while runner is faster
-Chaser is a range heavy character while runner is air efficient
-Chaser is Air efficient while runner is faster.
The reason for this many combinations is to determine if it's truly the openness of the stage that's causing it or the matchup.
STANDARD HAZARD EVALUATION
Whoever wishes to participate will engage in at least 5 games on one stage with a different person each time, and record the match. Then we all review the footage everyone has gathered, or the person who recorded describes their general experience. If incidents had occurred then they must describe how many games it has happened to them out of their total. If it is something that's happening to everyone then the stage can be considered ban-worthy due to it's hazards that unfairly skews the match arbitrarily and abruptly deciding matches, instead of enriching the competitive environment.
Stages And their Features (Work in progress, please help!)
(-) Concerned Claims that need to be tested
(+) Concerned Claims proven to be true through quantifiable evidence
Gaur Plains
Size: Large Walk offs
3 levels, 1 base at the bottom and 4 large platforms on the side, all walk offs. Boss?
-Circle camping
-walk off camping
Boxing Ring
Size: Large. Walkoffs
Huge ring in the middle with ropes at both ends that act as springs, a walkway on both ends that go into a walkoff, a platform overhead that can be knocked down when damaged enough.
-walkoff camping
-lights being disruptive
-light camping
-circle camping
Wiley Castle
Size: Medium
Has moving platforms that appear and disseaper across the stage. Yellow Devil Boss
-Yellow Devil is disruptive to game play
3D Land
Size: medium? Scrolling
Obstacles include falling platforms and giant spikes (more info please)
- no one ever specified why scrolling stages are a problem yet they're written off anyways. NEEDS TO BE SPECIFIED
Golden Plains
Size: medium Scrolling walkoff
Collecting coins will grant a status boost every 100 coins collected. Golden version will have increased power and less flinching.
-Gold power up will create an uneven advantage
Rainbow Road
Size: medium Travel stage temporary walkoff
A stage in spirit of Mute City melee & port town Aereo drive
Paper Mario
Tither Hither
walkoff, rotating windmill
USS Flavion
has a whale that lifts stage higher closer to ceiling blast zone
Bowser Castle
4 platforms towards each corner of the stage, a rotating corridor on the middle, can cause players to fall off.
Gerudo Valley
Two sides separated by a gap with a bridge. bridge will collapse when taken enough damage. Twinrova sisters will occasionally fly in to destroy either side for a brief period of time.
-too many intrusive factors
Spirit Train
size: medium. Roof of train is soft platform with the cabin & rear car serving as base platform, an additional car occasionally appears with different platform arrangements. after a period the car slowly goes off stage, KOing anyone still on it. A dark or bullet train will occasionally appear in front of the train and explode after 30 seconds causing damage anyone near it. Flashes it's last 5 seconds. Landing on the tracks in front of the train results in damage and combo vulnerability. Landing on the tracks behind train will result in near instant KO
-Too many intrusive factors
Dream Land
Size: small. Scrolling, walkoff
Stage scrolls to different layouts from kirby's dreamland, almost all have walkoffs.
- walk off camping
Unova
Size: medium
A base platform with 2 platforms above it towards it's ends. Occasionally it will briefly become a walk off stage when 2 stair cases appear and connect the stage. 1 of 3 legendary pokemon will appear in the background and cause damaging effects on the stage that can harm players.
-Too many intrusive elements
-Hazards aren't telegraphed.
Prism Tower
Size: small Travel stage
Starts briefly on plain walkoff, main platform rises and changes to traveling. Platform arrangement changes with each destination. Changes clearly telegraphed
Magicant
Size: medium? Flying men
4 platforms, flying men that assist whoever touches/throws items at.
- flying men will create unwanted 2v1 scenario
Mute City
size: small
2 floating platforms on the side and an F-Zero racer in the middle. Platforms rise up and down and car moves left and right. Floor causes damage.
Arena Ferox
Size: Large. moving platforms, transforming terrain.
one large base platform with terrain that changes between 1 of 4 different arrangements in spirit of Pokemon Stadium 1.
Reset Bomb Forest
Size: medium Transforming terrain
2 base platforms and 3 platforms in the first form, arrangement similar to the center area of Hyrule from 64.
2nd form includes platforms that are far more spread out from each other and a collapsable corner.
Tortimer Island
Size: Large Healing fruits, damaging beehives, random layouts
One long center stage that has different features with every play. Factors that can be on the stage include: Palm trees that can act as platforms, or drop fruit that can be thrown or heal minuscule percentage, or summon damaging bees, a pool of water in the center that opponents can get KO'd in, a dock that further increase the stage's length and prompt an occasional appearance by Kapp'n who serves as an extra platform that will go off screen occasionally.
Pictochat 2
Size: large damaging factors random terrain
Uuuuuugh there's no way I can list every single sketch transformation, especially since I still probably haven't seen all of them. All I can say is that half of the sketches are merely platforms that change the layout, while the other half are damaging obstacles. The question when testing this shouldn't be "how many damaging factors are there" rather "will players be able to adapt to this quickly enough to use them for an advantage?"
-hazards aren't telegraphed enough
Balloon Fight
Size: medium walk off, random layout, damaging lightning, instant KO Fish
The center is filled with water, on the sides are base platforms, by walking off stage you appear on the other side, but when launched will abide by standard stage knockout peramiters. Platforms are randomly arranged with each match. obstacles include numbers & slow moving lighting ball that do damage, and a fish that instantly KO's when a player is too close to the water.
-Too many intrusive factors.
Living Room
Size: Large Transforming terrain walk off random layout.
A flat, wide open area. Blocks will hover in the air casting shadows on the stage where they'll land. Will damage players if caught underneath them. Blocks are completely randomly arranged each time.
-Blocks aren't telegraphed enough.
Find Mii
Tomodachi Life
Pac-Maze
Last edited: