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Alternate "B16" ruleset proposal

BBOY15

Smash Apprentice
Joined
Nov 18, 2014
Messages
149
Location
Maine
I thought of a new fun way to play Melee at the competitive level. I call it Big 16 or B16 (if you think of a better name, let me know). I don't think this should replace the current ruleset, but I think it would be fun if tournies had an alternate bracket that played by these rules. I also think this could spice things up during practice sessions with friends to create some fun times:

Items off
4 stocks
5 minute time limit
The following 16 stages are legal:

Princess Peach's Castle
Kongo Jungle
Great Bay
Yoshi's Story
Fountain of Dreams
Corneria
Pokemon Stadium
Mute City
Battlefield
Dream Land N64
Kongo Jungle N64
Jungle Japes
Green Greens
Mushroom Kingdoom 2
Final Destination
Yoshi's Island N64

If you want to play a set, these are the stage striking rules:
First, you need to know that the stages are split up into these categories:

Category 1:
FD
Battlefield
Yoshi's story
Dreamland 64
Fountain
Kongo Jungle N64

Category 2:
Pokemon Stadium
Corneria
Princess Peach's Castle
Great Bay

Category 3:
Green Greens
Jungle Japes
Kongo Jungle
Mushroom Kingdom 2

Category 4:
Yoshi's Island N64
Mute City

In case you didn't notice, stages in the same category have similarities. Category 1 has the "normal" stages. Category 2 stages have walls and interesting stage shapes that come into play. Category 3 stages have pits. Category 4 is pretty much the oddball category.

This is how to play a set:

1. Each player chooses how they want to determine who strikes first. They can choose to play a game of rock, paper, scissors, or they can do a 1 stock match on a random stage. If both players disagree on the method, the 1 stock match will take priority and be played.

2. The winner gets to either strike 2 stages or strike a whole category.

2. Second player strikes 5 stages.

3. The original player can either choose from the remaining stages to play on, or go to a random stage.

4. After each game is played, the loser is treated as the person who won the rock, paper, scissors, and the process is repeated.


Yes, I know some of these stages have random aspects to them that take away from skill. But 95% of the time, you aren't dealing with random stuff. When a stage is shaped differently than what you're used to, it's not that it takes less skill, it's that it takes a different kind of skill because you have to play the walls etc. The skill we're used to should be the main kind of skill in Melee. That's why B16 should not replace the main rules, but just be an alternate way of playing. Wouldn't it be fun to see high level players play on some of these stages?

The 5 minute time limit is not meant to turn these into time matches. It's meant to make it so the time limit actually has a chance of coming into play. It will also speed up the game to counter the fact some of these stages will cause more camping.

Thoughts? Suggestions on how to improve this?
 
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Massive

Smash Champion
Joined
Aug 11, 2006
Messages
2,833
Location
Kansas City, MO
Lowering the time limit is a huge mistake, especially if you're adding stages which were removed because of camping potential.
I'm referring to KJ64, Termina, Jungle Japes, and Yoshi's 64. They are rife for camping and timeouts and have been basically removed from tourney play because of it.

It's obvious to see that you just want to add some variety to competitive play, and I applaud that, but I can't see this ruleset doing anything but penalizing anyone who doesn't pick Fox.
 
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BBOY15

Smash Apprentice
Joined
Nov 18, 2014
Messages
149
Location
Maine
Lowering the time limit is a huge mistake, especially if you're adding stages which were removed because of camping potential.
I'm referring to KJ64, Termina, Jungle Japes, and Yoshi's 64. They are rife for camping and timeouts and have been basically removed from tourney play because of it.

It's obvious to see that you just want to add some variety to competitive play, and I applaud that, but I can't see this ruleset doing anything but penalizing anyone who doesn't pick Fox.
Yeah I wasn't sure about the 5 minute time limit. My thinking was that on campy stages, campers will likely succeed at camping whether the time limit is 5 or 8 minutes. At least with a 5 minute time limit, the campers won't be able to make games take forever, allowing for tournaments to move along faster and thus make tournaments more fun to watch. If we had an 8 minute time limit and a lot of people exploited camping, tournies would drag on and on.
 

Massive

Smash Champion
Joined
Aug 11, 2006
Messages
2,833
Location
Kansas City, MO
My thinking was that on campy stages, campers will likely succeed at camping whether the time limit is 5 or 8 minutes.
Which is part of the reason some of these stages are banned. The melee community made the decision (consciously or otherwise) years ago to remove stages where camping to timeout is the best possible strategy in most situations. Melee matches generally take 3-4 minutes on the standard stages, but on stages like KJ64 it's easy for them to take 6 minutes or more, especially in floaties vs spacie matchups.

A lot of these stages are really fun to play if you're not in tourney-mode, but when there's money on the line some people are more than happy to take a win based on their (or their character's) ability to actively not play the game.
 
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BBOY15

Smash Apprentice
Joined
Nov 18, 2014
Messages
149
Location
Maine
I added a new rule to how a set is played. To determine who strikes first, if one person decides they don't want to do rock, paper, scissors, they can initiate a one-stock match on a random stage instead.

Keep in mind that I don't necessarily need this exact system to come into play. It's more realistic for me to expect that the community will tweak my idea before deciding on a final draft if they do accept it.
 

Spak

Hero of Neverwinter
Joined
Jul 30, 2014
Messages
4,033
Location
Earth
About the stages with walls, I have two words: Drillshine Infinites. Also, I would frown upon having any stage with a walk-off (MK2) or solid blocks that fall from above you (Green Greens).
 

goobaje

Smash Cadet
Joined
Jan 21, 2015
Messages
39
Location
Michigan
It seems like it would be fun to try, but I cant really see it being competitively viable. there are quite a few issues with walls and things like that, and I believe that the stages we have are neutral enough to work completely on skill.
 

EarthCrash

Brigadier Lethbridge-Stewart
Joined
Apr 18, 2014
Messages
152
Location
Miami, Florida.
5 minutes can lead to a bigger chance of time-out, especially with your addition of campy stages, and stages with walls and walk-off are big no-nos in regular tournaments.
 

BBOY15

Smash Apprentice
Joined
Nov 18, 2014
Messages
149
Location
Maine
About the stages with walls, I have two words: Drillshine Infinites. Also, I would frown upon having any stage with a walk-off (MK2) or solid blocks that fall from above you (Green Greens).
Good point about the infinites. We'd need some kind of rule that limits infinites, like we have with ice climbers and stalling. Perhaps you couldn't have a combo that involves more than 3 shines in a row against a wall.
 
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