Yeah, and the platforms in Spear Pillar MOVE. Meaning, you know, there's only a very short time in which they'll be the same as Pokemon Stadium 2 at all.
it still has the two platform layout and is still essentially a "flat, boring stage" just like the rest of them.
i'll go ahead and ignore the fact that the stage is frozen to remove the pokes in the first place which completely negates the moving aspect.
And the fact that it's a different size. And has better ledges.
by that logic we should go with GoG's idea of switching out FD for SSE stadium. same layout, better ledges, right?
The main feature of FD, Smashville, and PS2 is that they're all flat, boring stages. Sure, SV has the moving platform. But it's not a big factor on the stage except when off stage, and PS2's platforms aren't the big feature either.
uh, yes they are. SV isn't anything like FD and if you think that it is you probably shouldn't even be in here arguing. that single moving platform changes how that stage is played
considerably from FD. same goes for PS2. those platforms are indeed a huge feature or that stage. seriously, do you just see a flat stage and instantly dismiss any other aspect of it besides the ledges? you must be god awful at CPing if you take that mindset.
Again, do you honestly think Fountain of Dreams and Battlefield were the same in Melee?
no, they aren't the same. both play differently because of the vast differences between them: size, ledges, wind, and, oh yeah, size.
FoD is HUGE. its a campers paradise with convex sides. BF, alternatively, is a small, impersonal stage where you'll be in each others faces for most of the match most characterized by its god awful ledges that kill falco.
now, lets apply this to SP and PS2:
SP is a medium to large sized stage that still has enough open room to encourage aggressive approaches and actually be awarded for it. The platforms (frozen or moving) are somewhat larger than PS2s, though this can barely be considered a major difference as 1) the size of the platforms is not considerable enough to be game-changing, and 2) the movement (if kept) isn't as big a difference as, say, the moving platform of SV which moves horizontally and can aid in recoveries. The vertical movement of the platforms only aides in running away/ avoiding the opponent which promotes camping (and nobody wants that, right?).
PS2 is a medium sized stage characterized by two raised platforms, out of the range of most utilts, and some usmashes. Additionally, this stage's ledges are fairly annoying, but have a larger sweet spot than PS1 making them considerably
more reliable than its predecessor.
looking at these two stages side by side we see SP has a larger size and convex sides which eliminate accidental deaths by hitting the ceiling. Furthermore, we see SP has larger platforms that move up and down, moving players out of the range of tilts/smashes as well as most single jumped aerials when at its full height. This behavior can be seen as a way to promote camping and/or running away. Compared to PS2's platforms which are stationary and provide no real safety when camped (actually, you generally get ***** when you stay on them). Finally, we come to ledges, where SP's design makes recovery easier and PS2s require some practice to land correctly.
by looking at these two stages side by side we see SP suffers from the same problems as FoD (campy, large, easy to recover) while PS2 shares some of the problems of BF, albeit to a much lesser extent (wonky ledges and close quarters combat).
both are interesting stages, but if given the ability to change one, why would we
strive for similar layouts with so many possibilities?