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?
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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