VGFan95
Elemental Summoner
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Creating a Timeless Legend
15 Goals the Devs can use to help Smash Wii U unleash its Full Potential
Smash Wii U fans,
The fifteen goals that follow detail steps to take that, if implemented, will provide all players and spectators with a more entertaining, pleasing, and exceptionally polished experience.
The goals can be read within this post by expanding the spoiler tags, or a PDF can be download at the following link (the PDF contains better formatting and images):
Super Smash Bros for Wii U - Creating a Timeless Legend
If you'd like to see these goals become a part of the game, make sure to support these goals! Comment about them, Tweet about them, make a YouTube video, mention it on Twitch, share it on Facebook, Reddit, Email, tell journalists, reference them in your own blog / work, make Miiverse posts, and however else you'd like to help get these goals into Smash! Super Smash Bros Wii U will become a timeless Legend!
Creating a Timeless Legend
15 Goals the Devs can use to help Smash Wii U unleash its Full Potential
Introduction
The fifteen goals that follow detail steps to take that, if implemented, will provide all players and spectators with a more entertaining, pleasing, and exceptionally polished experience.
These goals are comprised mostly of additional and optional features, so modification of existing game material is limited. Super Smash Bros for Wii U is already a tremendous title, and only needs to be briefly expanded on to reach its full potential.
Each goal has been highlighted yellow and is presented in order of its estimated enhancement to Super Smash Bros for Wii U. This means goal #1 would be the most beneficial improvement for the game. However, goal #15 should not be overlooked.
15 Goals the Devs can use to help Smash Wii U unleash its Full Potential
Introduction
The fifteen goals that follow detail steps to take that, if implemented, will provide all players and spectators with a more entertaining, pleasing, and exceptionally polished experience.
These goals are comprised mostly of additional and optional features, so modification of existing game material is limited. Super Smash Bros for Wii U is already a tremendous title, and only needs to be briefly expanded on to reach its full potential.
Each goal has been highlighted yellow and is presented in order of its estimated enhancement to Super Smash Bros for Wii U. This means goal #1 would be the most beneficial improvement for the game. However, goal #15 should not be overlooked.
Giving each stage a Final Destination style Omega form was a good introduction to giving each stage an anodyne form. However, the problem with giving all Omega stages a very similar design is that there is no true variance in stage layout, which leads to repetitive gameplay.
Playing on a stage without platforms also affects the character roster. Even though a flat platform-less layout is considered an innocuous stage, the Omega stage layout gives certain characters advantages and others disadvantages. This makes the entire list of Omega stages, not just a few, unintentionally tougher for many characters.
Players agree that having a large variety of anodyne and gimmick free stages would greatly enhance Smash Wii U. The Original forms of the stages provide excellent frenzied gameplay, but players also enjoy the thought of having an alternate version of each stage that retains unique attributes, but has any gimmicky features removed. Unfortunately, the Omega stages lack the diversity to fulfill this desire. Therefore, a third form of each stage, the alpha form (α) should be implemented.
Five groups would be made to classify the layout of each alpha form stage. However, for each alpha form stage, even if it is in the same group as another stage, the length of the platforms, platform position, stage size, base stage design, and / or blast zone distances will still make it unique. A few alpha stages have similarities, but no two alpha stages will be exactly the same.
Alpha Form Stages with a Three Platform layout - 12
Alpha Form Stages with a Two Platform layout - 10
Alpha Form Stages with a One Platform layout - 9
Alpha Form Stages with 0 Platform layout - 10
Alpha Form stages with an Other Layout - 14
Pages 4 - 22 describe the exact layout of each alpha form stage (with many descriptions having an accompanying image). Many alpha stages would be able to be created by recycling existing assets.
Pages 4 - 22 of the PDF describe the exact layout of each alpha form stage. There are a lot of images showing the layouts too.
The α form of all stages would need to be added as selectable choices from the stage selection screen, as well as being choices in the random stage selection menu.
For information on how alpha stages would influence stage selection during competitive tournament event play, see the Appendix.
Playing on a stage without platforms also affects the character roster. Even though a flat platform-less layout is considered an innocuous stage, the Omega stage layout gives certain characters advantages and others disadvantages. This makes the entire list of Omega stages, not just a few, unintentionally tougher for many characters.
Players agree that having a large variety of anodyne and gimmick free stages would greatly enhance Smash Wii U. The Original forms of the stages provide excellent frenzied gameplay, but players also enjoy the thought of having an alternate version of each stage that retains unique attributes, but has any gimmicky features removed. Unfortunately, the Omega stages lack the diversity to fulfill this desire. Therefore, a third form of each stage, the alpha form (α) should be implemented.
Five groups would be made to classify the layout of each alpha form stage. However, for each alpha form stage, even if it is in the same group as another stage, the length of the platforms, platform position, stage size, base stage design, and / or blast zone distances will still make it unique. A few alpha stages have similarities, but no two alpha stages will be exactly the same.
Alpha Form Stages with a Three Platform layout - 12
Alpha Form Stages with a Two Platform layout - 10
Alpha Form Stages with a One Platform layout - 9
Alpha Form Stages with 0 Platform layout - 10
Alpha Form stages with an Other Layout - 14
Pages 4 - 22 describe the exact layout of each alpha form stage (with many descriptions having an accompanying image). Many alpha stages would be able to be created by recycling existing assets.
Pages 4 - 22 of the PDF describe the exact layout of each alpha form stage. There are a lot of images showing the layouts too.
The α form of all stages would need to be added as selectable choices from the stage selection screen, as well as being choices in the random stage selection menu.
For information on how alpha stages would influence stage selection during competitive tournament event play, see the Appendix.
Changes to For Glory 1 vs 1
Stage selection would randomly choose only alpha stages (see Goal #1)
Sudden Death would be disabled (see Goal #12)
Changes to For Glory 2 vs 2
The rules for 2 vs 2 For Glory should be changed to the following:
Stock 3 lives
6 minute time limit
Friendly Fire (Team Attack) ON
Items OFF
Stage selection would randomly choose only alpha stages (see Goal #1)
Sudden Death would be disabled (see Goal #12)
Changes to For Glory Free For All:
To reduce targeting of specific players and to also reduce campy play, For Glory Free for All should add the following rules to its current ruleset:
Damage Display OFF
Turn off the visual Rage effects (see Goal #13)
Increase the match time limit to 3 minutes
Sudden Death would be disabled (See Goal #12)
Change to all For Fun Modes
Allow custom moves to be used in all For Fun game modes. Equipment would still be disabled (see goal #4).
Change the way the Player Name Tag can be chosen during Online Play (for any For Fun or For Glory mode)
Why?
Unfortunately, many players online are rude, sexual/obscene, or just sore losers with their name tags. It is a shame this happens, but the issue is too frequent to ignore and it sheds a bad light on the Smash Bros. scene.
Suggested Change:
Force the name tag to be chosen prior to entering a lobby.
For example, when you choose For Glory 1 vs 1, before you are connected to anything else, a menu pops up where you choose the tag you want to play with.
Once a tag has been chosen the process of connecting to another player begins.
The tag you selected cannot be changed while you are in the lobby, and the only way to change your tag is to exit out of the lobby and start over again.
This change would get rid of the large majority of inappropriate name tags, as most of the obscene name tags only come out after a match is played.
This change would also work alongside the following matchmaking feature.
Online Matchmaking Balancing Feature for For Fun and For Glory modes
The current matchmaking method lacks sufficient balancing techniques to provide a guaranteed fun experience for all online participants. To resolve this, a balancing system should be implemented so that players of the same skill level are matched together.
To do this, before connecting to a lobby, the name tag the player chose is checked for two of its records: the total games played of the game mode selected, and the win % for the game mode selected. If the name tag has played over 80 matches of the selected game mode, then the matchmaking service attempts to pair the player with other players who have also played over 80 matches of the selected game mode and have a similar win %. There would be 5 tiers determining matchmaking balancing, based on win percentages and games played:
Tier 0: Any win % but with less than or equal to 80 games played
Tier 1: Win percentage of 0% - 34.99% after 80 games played
Tier 2: Win percentage of 35% - 52.99% after 80 games played
Tier 3: Win percentage of 53% - 74.99% after 80 games played
Tier 4: Win percentage of 75% - 100% after 80 games played
Therefore, the matchmaking service would try to pair you with an opponent that is in the same tier.
However, if the matchmaking service cannot find a matching opponent within a reasonable timeframe, the player would be paired randomly with a player who is in Tier 0 or a player who has also waited a while for a lobby.
For team game modes, both players name tags would have to have played over 80 games of the selected team game mode in order for the team to not be considered in Tier 0. If both name tags have played over 80 games of the selected team game mode, the average win % of both name tags determines the tier placement.
For example, assuming both name tags have played over 80 games, if tag1 has a win % of 85% for the chosen team game mode, and tag2 has a win % of 60% of the chosen team game mode, then the matchmaking balancing would place them team in Tier 3, because the average win % for the two tags is 72.5 %. The matchmaking service would then try to pair this team with another team that is in Tier 3.
Features for Online Tourney mode
The current Online Tourney mode lacks sufficient optionalsettings to make it desirable for many players to participate in user-created Tournaments. To resolve this, when a player is creating a Tourney, allow that player to:
- Choose the Number of players per match
- Choose the Number of Stocks
- Choose the Time Limit
- Choose to have Custom Moves Enabled/Disabled (See Goal #4)
- Choose to have Equipment Enabled/Disabled (See Goal #4)
- Choose to have Sudden Death Enabled/Disabled (See Goal #12)
- Allow players to create Bracket style tournaments (seeding is done randomly)
In addition to the optional settings above:
- Allow replays to be saved from tournament matches the player participates in.
Remote Friend Teammate Feature for 2 vs 2 online modes
When players choose to play with a remote partner in 2 vs 2 For Glory or 2 vs 2 For Fun mode, they should have the choice to invite a friend as a teammate before being connected to a lobby, rather than being forced to pair with a random remote teammate.
Most players would prefer to pair with a friend when playing 2 vs 2, but it is often difficult to physically be in the same location as the person you want to pair with.
This should not remove the ability to play with random teammates. Rather, when the player chooses the remote teammate option, the game would ask the player if he/she wants to invite a friend as a teammate before connecting to a lobby. If the player chooses "No", a random teammate will be chosen, as is currently done. If "Yes" is chosen the player can select a friend to pair with from the Friends list.
Stage selection would randomly choose only alpha stages (see Goal #1)
Sudden Death would be disabled (see Goal #12)
Changes to For Glory 2 vs 2
The rules for 2 vs 2 For Glory should be changed to the following:
Stock 3 lives
6 minute time limit
Friendly Fire (Team Attack) ON
Items OFF
Stage selection would randomly choose only alpha stages (see Goal #1)
Sudden Death would be disabled (see Goal #12)
Changes to For Glory Free For All:
To reduce targeting of specific players and to also reduce campy play, For Glory Free for All should add the following rules to its current ruleset:
Damage Display OFF
Turn off the visual Rage effects (see Goal #13)
Increase the match time limit to 3 minutes
Sudden Death would be disabled (See Goal #12)
Change to all For Fun Modes
Allow custom moves to be used in all For Fun game modes. Equipment would still be disabled (see goal #4).
Change the way the Player Name Tag can be chosen during Online Play (for any For Fun or For Glory mode)
Why?
Unfortunately, many players online are rude, sexual/obscene, or just sore losers with their name tags. It is a shame this happens, but the issue is too frequent to ignore and it sheds a bad light on the Smash Bros. scene.
Suggested Change:
Force the name tag to be chosen prior to entering a lobby.
For example, when you choose For Glory 1 vs 1, before you are connected to anything else, a menu pops up where you choose the tag you want to play with.
Once a tag has been chosen the process of connecting to another player begins.
The tag you selected cannot be changed while you are in the lobby, and the only way to change your tag is to exit out of the lobby and start over again.
This change would get rid of the large majority of inappropriate name tags, as most of the obscene name tags only come out after a match is played.
This change would also work alongside the following matchmaking feature.
Online Matchmaking Balancing Feature for For Fun and For Glory modes
The current matchmaking method lacks sufficient balancing techniques to provide a guaranteed fun experience for all online participants. To resolve this, a balancing system should be implemented so that players of the same skill level are matched together.
To do this, before connecting to a lobby, the name tag the player chose is checked for two of its records: the total games played of the game mode selected, and the win % for the game mode selected. If the name tag has played over 80 matches of the selected game mode, then the matchmaking service attempts to pair the player with other players who have also played over 80 matches of the selected game mode and have a similar win %. There would be 5 tiers determining matchmaking balancing, based on win percentages and games played:
Tier 0: Any win % but with less than or equal to 80 games played
Tier 1: Win percentage of 0% - 34.99% after 80 games played
Tier 2: Win percentage of 35% - 52.99% after 80 games played
Tier 3: Win percentage of 53% - 74.99% after 80 games played
Tier 4: Win percentage of 75% - 100% after 80 games played
Therefore, the matchmaking service would try to pair you with an opponent that is in the same tier.
However, if the matchmaking service cannot find a matching opponent within a reasonable timeframe, the player would be paired randomly with a player who is in Tier 0 or a player who has also waited a while for a lobby.
For team game modes, both players name tags would have to have played over 80 games of the selected team game mode in order for the team to not be considered in Tier 0. If both name tags have played over 80 games of the selected team game mode, the average win % of both name tags determines the tier placement.
For example, assuming both name tags have played over 80 games, if tag1 has a win % of 85% for the chosen team game mode, and tag2 has a win % of 60% of the chosen team game mode, then the matchmaking balancing would place them team in Tier 3, because the average win % for the two tags is 72.5 %. The matchmaking service would then try to pair this team with another team that is in Tier 3.
Features for Online Tourney mode
The current Online Tourney mode lacks sufficient optionalsettings to make it desirable for many players to participate in user-created Tournaments. To resolve this, when a player is creating a Tourney, allow that player to:
- Choose the Number of players per match
- Choose the Number of Stocks
- Choose the Time Limit
- Choose to have Custom Moves Enabled/Disabled (See Goal #4)
- Choose to have Equipment Enabled/Disabled (See Goal #4)
- Choose to have Sudden Death Enabled/Disabled (See Goal #12)
- Allow players to create Bracket style tournaments (seeding is done randomly)
In addition to the optional settings above:
- Allow replays to be saved from tournament matches the player participates in.
Remote Friend Teammate Feature for 2 vs 2 online modes
When players choose to play with a remote partner in 2 vs 2 For Glory or 2 vs 2 For Fun mode, they should have the choice to invite a friend as a teammate before being connected to a lobby, rather than being forced to pair with a random remote teammate.
Most players would prefer to pair with a friend when playing 2 vs 2, but it is often difficult to physically be in the same location as the person you want to pair with.
This should not remove the ability to play with random teammates. Rather, when the player chooses the remote teammate option, the game would ask the player if he/she wants to invite a friend as a teammate before connecting to a lobby. If the player chooses "No", a random teammate will be chosen, as is currently done. If "Yes" is chosen the player can select a friend to pair with from the Friends list.
The current Training Mode is not a true representation of a Smash mode match because it lacks certain mechanics and features. To resolve this and allow players to further learn from Training Mode, the following changes should be made:
-The Rage mechanic should be factored in to attacks used in training mode. (This would not create or show a new UI Label to the player.)
-Move Staleness and Move Freshness should be factored in to attacks used in training mode.(This would not create or show a new UI Label to the player.)
-A time clock should be shown on screen to indicate how long the player has been in training mode, starting from 0:00 and counting upwards.
-The % damage of the player and the CPUs should be able to be set independently.
-Give the CPU a Shield behavior, which will make the CPU hold their shield up whenever possible.
Provide Player Coordinate Position in Training Mode
While in a training mode session, in the bottom right corner of the screen, the coordinate location of the player's character should be given in (x,y) notation. Whenever the player's character moves, the (x,y) coordinate would be updated.
Using the (x,y) coordinates, the player would be able to see how the stage designs differ, including blast zone locations, stage sizes, and platform lengths / positions. This could also be used to determine how far a character is launched by an attack.
-The Rage mechanic should be factored in to attacks used in training mode. (This would not create or show a new UI Label to the player.)
-Move Staleness and Move Freshness should be factored in to attacks used in training mode.(This would not create or show a new UI Label to the player.)
-A time clock should be shown on screen to indicate how long the player has been in training mode, starting from 0:00 and counting upwards.
-The % damage of the player and the CPUs should be able to be set independently.
-Give the CPU a Shield behavior, which will make the CPU hold their shield up whenever possible.
Provide Player Coordinate Position in Training Mode
While in a training mode session, in the bottom right corner of the screen, the coordinate location of the player's character should be given in (x,y) notation. Whenever the player's character moves, the (x,y) coordinate would be updated.
Using the (x,y) coordinates, the player would be able to see how the stage designs differ, including blast zone locations, stage sizes, and platform lengths / positions. This could also be used to determine how far a character is launched by an attack.
Goal #4: Independent Equipment and Custom Move Settings
For all game modes where custom characters are allowed, provide independent settings to Enable/Disable custom moves and Enable/Disable equipment.
In other words, custom moves and equipment should be treated as separate settings. Allowing custom moves does not necessarily mean allowing equipment, and allowing equipment does not necessarily mean allowing custom moves. They would be two separate settings.
Additionally, if equipment is turned off, any buffs / debuffs an Amiibo has received from eating equipment would not apply and the stat bonuses an Amiibo receives for being at a higher level would not be applied either. However, the Amiibo will still retain its trained behavior.
Allowing equipment and custom moves to be independent settings gives players more freedom in choosing how they want to play, particularly when playing against CPUs / Amiibo or hosting an online session.
For all game modes where custom characters are allowed, provide independent settings to Enable/Disable custom moves and Enable/Disable equipment.
In other words, custom moves and equipment should be treated as separate settings. Allowing custom moves does not necessarily mean allowing equipment, and allowing equipment does not necessarily mean allowing custom moves. They would be two separate settings.
Additionally, if equipment is turned off, any buffs / debuffs an Amiibo has received from eating equipment would not apply and the stat bonuses an Amiibo receives for being at a higher level would not be applied either. However, the Amiibo will still retain its trained behavior.
Allowing equipment and custom moves to be independent settings gives players more freedom in choosing how they want to play, particularly when playing against CPUs / Amiibo or hosting an online session.
Replay Vault Features
Replays have the potential to be very valuable for the Smash community. They can be analyzed to enhance skill, shown off in pride, watched in awe, and sent out to further grow the Smash Community. However, for this to happen successfully some additional convenience features should be added to the replay vault system.
Provide the ability to sort replays in the replay vault alphabetically, using the text found in the replay's comment field.
Provide a "Delete all Replays" button in the replay vault
Replays already in the Replay vault should be able to be saved to an external storage device as a video file. When saving to the storage device, the replay would be saved there as a video file that plays at 60fps.The file name for the video file that is created would be the text in the replay’s comment.
Automatic Replay Saving Feature
Provide an option for offline Smash mode games that will Enable / Disable automatically saving the replay of any offline Smash matches played to the replay vault.
With this setting enabled, when a stage is selected on the Stage Select screen, before loading the match, Player 1 is prompted to input the name of the replay that will be saved. This name would automatically be placed in the comment section for the replay.
Once player 1 is done entering the replay name, the match would be loaded and the game would begin as usual.
When the match ends, the player will not have to choose to save the replay, because the replay will have already been recorded and can be found in the replay vault.
This feature would ensure that all matches of a tournament event or party could be easily named and saved, including off-stream matches, which allows for further growth of the Smash community.
Replays have the potential to be very valuable for the Smash community. They can be analyzed to enhance skill, shown off in pride, watched in awe, and sent out to further grow the Smash Community. However, for this to happen successfully some additional convenience features should be added to the replay vault system.
Provide the ability to sort replays in the replay vault alphabetically, using the text found in the replay's comment field.
Provide a "Delete all Replays" button in the replay vault
Replays already in the Replay vault should be able to be saved to an external storage device as a video file. When saving to the storage device, the replay would be saved there as a video file that plays at 60fps.The file name for the video file that is created would be the text in the replay’s comment.
Automatic Replay Saving Feature
Provide an option for offline Smash mode games that will Enable / Disable automatically saving the replay of any offline Smash matches played to the replay vault.
With this setting enabled, when a stage is selected on the Stage Select screen, before loading the match, Player 1 is prompted to input the name of the replay that will be saved. This name would automatically be placed in the comment section for the replay.
Once player 1 is done entering the replay name, the match would be loaded and the game would begin as usual.
When the match ends, the player will not have to choose to save the replay, because the replay will have already been recorded and can be found in the replay vault.
This feature would ensure that all matches of a tournament event or party could be easily named and saved, including off-stream matches, which allows for further growth of the Smash community.
Many players have a hard time performing short-hop jumps and / or walking slowly instead of running when desired. It would also be beneficial to be able to map Smash Attacks to the D-Pad.
Therefore:
Provide the ability to map a button on the controller that will make the character perform a short-hop jump when pressed. Nothing about the current jump button would be changed.
Provide the ability to map the D-Pad left and D-Pad right controller buttons to “Walk,” which will cause the character to walk left and right when pressed. Nothing regarding left stick inputs would change.
Provide the ability to map any D-Pad button to its respective Smash Attack.
This would allow a player to push up on the D-Pad to do an Up-Smash, down on the D-Pad to do a Down-Smash, and left and right on the D-Pad to perform a Forward-Smash.
Therefore:
Provide the ability to map a button on the controller that will make the character perform a short-hop jump when pressed. Nothing about the current jump button would be changed.
Provide the ability to map the D-Pad left and D-Pad right controller buttons to “Walk,” which will cause the character to walk left and right when pressed. Nothing regarding left stick inputs would change.
Provide the ability to map any D-Pad button to its respective Smash Attack.
This would allow a player to push up on the D-Pad to do an Up-Smash, down on the D-Pad to do a Down-Smash, and left and right on the D-Pad to perform a Forward-Smash.
Custom Move Shop
Provide the ability to buy new Custom Moves with gold coins. This could be setup as a shop similar to the trophy shop.
Remove the ability to receive repeat custom moves
Remove the ability to receive custom moves that are already owned as possible rewards, from any game mode.
Provide the ability to buy new Custom Moves with gold coins. This could be setup as a shop similar to the trophy shop.
Remove the ability to receive repeat custom moves
Remove the ability to receive custom moves that are already owned as possible rewards, from any game mode.
Allow the settings in Special Smash to be applied individually per player, rather than forcing all players to have the same special settings applied to them. A potential way of doing this would be to briefly split the screen into 4 parts (like Smash Tour does when choosing players) and have each player choose the special settings they want. Each player would have to choose "Ready" when done, so that the 3 other players were able to see and agree on what was chosen.
This would allow players to setup matches similar to those found in Classic Mode and Master / Crazy Orders, such as having 1 Giant character vs 3 tiny size characters, or 1 metal character vs 3 flower characters, among many other possible combinations.
If four human players are not participating, Player 1 would set the special settings for the CPUs (if CPUs are participating).
This would allow players to setup matches similar to those found in Classic Mode and Master / Crazy Orders, such as having 1 Giant character vs 3 tiny size characters, or 1 metal character vs 3 flower characters, among many other possible combinations.
If four human players are not participating, Player 1 would set the special settings for the CPUs (if CPUs are participating).
Provide a Launch Rate setting called "Any" that will allow Launch Rate values to be set individually per player / CPU.
For example, player 1 and 2 could have launch rates of 1.5, while player 3 and 4 have a launch rate value of .7
This feature would allow players to set up games similar to Master and Crazy orders, where the Launch Rates can be different per player / CPU.
For example, player 1 and 2 could have launch rates of 1.5, while player 3 and 4 have a launch rate value of .7
This feature would allow players to set up games similar to Master and Crazy orders, where the Launch Rates can be different per player / CPU.
Provide a handicap setting called "Stocks" that will allow the number of starting Stocks to be set individually per player / CPU.
For example, player 1 could start the match with 3 stocks while player 2 starts the match with 5 stocks.
This would allow players to set up games similar to Classic mode and Master / Crazy Orders, where certain players / CPUs have more starting stocks than others.
For example, player 1 could start the match with 3 stocks while player 2 starts the match with 5 stocks.
This would allow players to set up games similar to Classic mode and Master / Crazy Orders, where certain players / CPUs have more starting stocks than others.
Some of the characters lack an extra spark that would allow them to stand near the same level as the rest of the characters in the roster. To allow these particular characters to receive a level of recognition similar to the rest of the roster, certain minor enhancements should be given to them.
The enhancements that follow refer to the standard set of moves a character has and the standard mechanics of that character - no changes to custom moves are being presented.
Charizard
Increase Aerial Movement Speed.
Dark Pit
Greatly Increase the Knockback of Dark Pit's Arrows (Neutral Special) when they are fully charged.
Increase damage dealt by 1-3% for most of Dark Pit's attacks, so that Dark Pit is noticeably stronger than Pit.
Dr. Mario
In Team Game modes, if Dr. Mario hits a teammate with a pill (Neutral Special), that pill will heal 1% damage from that teammate, rather than dealing damage or knockback.
Falco
Reduce the time it takes Falco to put away his blaster (Neutral Special).
Ganondorf
Greatly Increase the Regeneration Rate of Ganondorf's Shield.
Jigglypuff
If an opponent is hit by Sing (Up-Special) while in the air, that opponent will go into a brief tumbling state (just as if they were Footstool-Jumped).
King Dedede
If King Dedede inhales a projectile while using Neutral Special he should immediately spit it out as a star, rather than taking a long time to swallow it. This star would deal damage and knockback, just as spitting out a character as a star does.
Link
Allow Link to hold the Hylian Shield in front of him during his run animation, so that he uses it to block projectiles that hit it while he is running forward.
Lucina
Increase Lucina's movement speeds, such that Lucina is noticeably faster than Marth.
Mega Man
Allow Mega Man to walk forward while he is charging his Forward Smash.
(Mega Man would only be able to walk forward or stand still while charging the Forward Smash. He would not be able to turn around, run, jump, or use any other actions while charging the Forward Smash. He would still have the same amount of ending lag after firing the Forward Smash.)
Mewtwo
If an opponent gets hit by Mewtwo's Disable (Down-Special), that opponent will not be able to use his/her NeutralSpecialAttack for 7 seconds.
Mr. Game & Watch
Whenever Mr. Game & Watch is grabbed, increase the potential number that Judge (Side-Special) will bring out by 1.
For example, if Mr. Game & Watch has not been grabbed yet, Judge may be any number 1-9. However, if he has been grabbed once, Judge can only be a number that is 2-9. If he has been grabbed two times, Judge can only pull out a number that is 3-9. This process would continue, such that if Mr. Game and Watch has been grabbed eight times, he is guaranteed to get a 9 when using Judge.
Whenever Mr. Game & Watch uses Judge or is KO'd, the potential number of Judge is reset to being any number 1-9.
Palutena
Increase the potency of the wind boxes on Palutena's Forward Smash and Down Smash attacks, such that the wind boxes extend out much further, will trip nearby non-shielding opponents, and push foes (including shielding foes) back a greater distance.
Reduce Autoreticle (Neutral Special) startup and ending lag.
Pit
Allow Pit to aim arrows (Neutral Special) straight downwards
After using Up-Special, allow Pit to be able to shoot arrows while he is falling. (He would not be able to perform any other attacks while falling though.)
Robin
Increase Robin's running movement speed.
Samus
Don't allow Samus to get bounced by her own morph ball bomb if she is not in morph ball mode.
Allow Samus to have two super missiles on the screen at the same time, similar to how she can have two homing missiles on screen at the same time.
Toon Link
Allow Side-Taunt to heal 20% damage from Toon Link. (This effect can only happen once per battle)
Zelda
Allow Zelda to change the direction of Phantom Slash (Down Special) before it is released. Meaning, the player can change the direction that Zelda and the purple orb are facing while the move is being charged.
Do not make Zelda go into a helpless state if she uses Din's Fire while in the air.
The remainder of the roster would remain unchanged
The enhancements that follow refer to the standard set of moves a character has and the standard mechanics of that character - no changes to custom moves are being presented.
Charizard
Increase Aerial Movement Speed.
Dark Pit
Greatly Increase the Knockback of Dark Pit's Arrows (Neutral Special) when they are fully charged.
Increase damage dealt by 1-3% for most of Dark Pit's attacks, so that Dark Pit is noticeably stronger than Pit.
Dr. Mario
In Team Game modes, if Dr. Mario hits a teammate with a pill (Neutral Special), that pill will heal 1% damage from that teammate, rather than dealing damage or knockback.
Falco
Reduce the time it takes Falco to put away his blaster (Neutral Special).
Ganondorf
Greatly Increase the Regeneration Rate of Ganondorf's Shield.
Jigglypuff
If an opponent is hit by Sing (Up-Special) while in the air, that opponent will go into a brief tumbling state (just as if they were Footstool-Jumped).
King Dedede
If King Dedede inhales a projectile while using Neutral Special he should immediately spit it out as a star, rather than taking a long time to swallow it. This star would deal damage and knockback, just as spitting out a character as a star does.
Link
Allow Link to hold the Hylian Shield in front of him during his run animation, so that he uses it to block projectiles that hit it while he is running forward.
Lucina
Increase Lucina's movement speeds, such that Lucina is noticeably faster than Marth.
Mega Man
Allow Mega Man to walk forward while he is charging his Forward Smash.
(Mega Man would only be able to walk forward or stand still while charging the Forward Smash. He would not be able to turn around, run, jump, or use any other actions while charging the Forward Smash. He would still have the same amount of ending lag after firing the Forward Smash.)
Mewtwo
If an opponent gets hit by Mewtwo's Disable (Down-Special), that opponent will not be able to use his/her NeutralSpecialAttack for 7 seconds.
Mr. Game & Watch
Whenever Mr. Game & Watch is grabbed, increase the potential number that Judge (Side-Special) will bring out by 1.
For example, if Mr. Game & Watch has not been grabbed yet, Judge may be any number 1-9. However, if he has been grabbed once, Judge can only be a number that is 2-9. If he has been grabbed two times, Judge can only pull out a number that is 3-9. This process would continue, such that if Mr. Game and Watch has been grabbed eight times, he is guaranteed to get a 9 when using Judge.
Whenever Mr. Game & Watch uses Judge or is KO'd, the potential number of Judge is reset to being any number 1-9.
Palutena
Increase the potency of the wind boxes on Palutena's Forward Smash and Down Smash attacks, such that the wind boxes extend out much further, will trip nearby non-shielding opponents, and push foes (including shielding foes) back a greater distance.
Reduce Autoreticle (Neutral Special) startup and ending lag.
Pit
Allow Pit to aim arrows (Neutral Special) straight downwards
After using Up-Special, allow Pit to be able to shoot arrows while he is falling. (He would not be able to perform any other attacks while falling though.)
Robin
Increase Robin's running movement speed.
Samus
Don't allow Samus to get bounced by her own morph ball bomb if she is not in morph ball mode.
Allow Samus to have two super missiles on the screen at the same time, similar to how she can have two homing missiles on screen at the same time.
Toon Link
Allow Side-Taunt to heal 20% damage from Toon Link. (This effect can only happen once per battle)
Zelda
Allow Zelda to change the direction of Phantom Slash (Down Special) before it is released. Meaning, the player can change the direction that Zelda and the purple orb are facing while the move is being charged.
Do not make Zelda go into a helpless state if she uses Din's Fire while in the air.
The remainder of the roster would remain unchanged
Why?
See the following scenario:
A player is winning by a very large damage percentage but has a tied stock count with the opponent. The losing player notices that the time clock is about to expire and begins to stall the game. The clock expires and the game proceeds to sudden death, where both players’ damage percentages are set to 300%. The player that was winning by a very large percentage earlier gets hit once by the opponent and loses the game.
Sudden Death heavily favors the losing player, which can be frustrating for many playstyles.
Suggested Feature:
For all game modes where Sudden Death is applicable, provide an optional setting to Enable/Disable going to Sudden Death when the match time expires.
With Sudden Death disabled in Stock matches, if players stocks are tied when the match clock expires, the winner is the player who has the least amount of percentage.
If stocks AND percentage are tied AND sudden death is disabled, when the match clock expires the game is brought to a modified version of Sudden Death, where damage percentages are set to 300% but the bob-ombs will never appear.
With Sudden Death disabled in Time matches, if scores are tied when the match clock expires, the winner is the player who has the least amount of percentage.
If scores AND percentage are tied AND sudden death is set to disabled, when the match clock expires the game is brought to a modified version of Sudden Death, where damage percentages are set to 300% but the bob-ombs will never appear.
With Sudden Death enabled, all games modes act as they currently do.
See the following scenario:
A player is winning by a very large damage percentage but has a tied stock count with the opponent. The losing player notices that the time clock is about to expire and begins to stall the game. The clock expires and the game proceeds to sudden death, where both players’ damage percentages are set to 300%. The player that was winning by a very large percentage earlier gets hit once by the opponent and loses the game.
Sudden Death heavily favors the losing player, which can be frustrating for many playstyles.
Suggested Feature:
For all game modes where Sudden Death is applicable, provide an optional setting to Enable/Disable going to Sudden Death when the match time expires.
With Sudden Death disabled in Stock matches, if players stocks are tied when the match clock expires, the winner is the player who has the least amount of percentage.
If stocks AND percentage are tied AND sudden death is disabled, when the match clock expires the game is brought to a modified version of Sudden Death, where damage percentages are set to 300% but the bob-ombs will never appear.
With Sudden Death disabled in Time matches, if scores are tied when the match clock expires, the winner is the player who has the least amount of percentage.
If scores AND percentage are tied AND sudden death is set to disabled, when the match clock expires the game is brought to a modified version of Sudden Death, where damage percentages are set to 300% but the bob-ombs will never appear.
With Sudden Death enabled, all games modes act as they currently do.
Currently, even if the damage display is disabled, the amount of smoke and red coloring / flashing that appears on and around characters still gives an indication of who is at low and high damage percentages during the match. This reduces the usefulness of turning off the damage display.
Hiding the indication of which players are at low and high percentages is a great feature, especially for Free For All, because it can reduce the occurrence of ganging up on a particular player and can also help reduce campy play.
Hiding the indication of which players are at low and high percentages is a great feature, especially for Free For All, because it can reduce the occurrence of ganging up on a particular player and can also help reduce campy play.
Provide the ability to create offline Single Elimination and Double Elimination Bracket Style Tournaments in an offline version of Tourney Mode.
For offline tourneys, Amiibo could be scanned in as Tourney participants. CPU's would fill in any empty bracket slots that Humans and Amiibo do not fill. Similar to Melee and Brawl, passing controllers around would allow for a large number of human participants.
Offline Tournaments would be able to support up to 8 players per match. This includes the ability to create 4 vs 4 team tournaments.
Seeding for offline tournaments could be done manually or randomly.
The settings on page 26 would also be available to Offline Tourneys, and any other Rule settings could be configured prior to the tournament start.
For offline tourneys, Amiibo could be scanned in as Tourney participants. CPU's would fill in any empty bracket slots that Humans and Amiibo do not fill. Similar to Melee and Brawl, passing controllers around would allow for a large number of human participants.
Offline Tournaments would be able to support up to 8 players per match. This includes the ability to create 4 vs 4 team tournaments.
Seeding for offline tournaments could be done manually or randomly.
The settings on page 26 would also be available to Offline Tourneys, and any other Rule settings could be configured prior to the tournament start.
As an additional game mode alongside Time, Stock, and Coin, provide the ability to play King of the Hill.
In King of the Hill, players have to stand on a certain platform or a certain part of the stage to gain points. This spot is called the "Hill" and generally glows to indicate it is the place the player / team needs to stand in order to gain points.
Each second a player or team stands on the Hill, they earn a point. Once a player or team reaches the score limit, the match ends and that player / team wins.
(If two or more players of opposing teams are standing on the Hill, none of the teams earn any points until there is only 1 team remaining on the Hill.)
Players would have an infinite amount of Stocks in King of the Hill, but a Time Limit could be set for the match.
Since this is a frenzied game mode, only the Original forms of the stages would support King of the Hill, and not all of the stages would be able to support King of the Hill.
The following Original form stages would support King of the Hill:
Dream Land 64 - 1 of the platforms would be the Hill. The Hill would move to the other platforms as the match progressed.
Hyrule Castle 64 - The Hill could be the spot inside the Green House, or a center platform, or the left side of the stage (the sloped part), or the top of the Green House. The Hill would move between these different spots as the match progressed.
Kalos Pokemon League - For each transformation, the Hill would be 1 of the platforms.
Big Battlefield - The Hill would be 1 of the platforms. The Hill would move to the other platforms as the match progressed.
Mushroom Kingdom U - The Hill would be 1 of the platforms during each transformation. The Hill would be absent from the Rock Candy Mines transformation.
Pyrosphere - The Hill would be one of the platforms. The Hill would move to the other platforms as the match progressed.
Midgar - The Hill would be 1 of the platforms. The Hill would move to the other platforms as the match progressed.
Palutena's Temple - The Hill could be in a variety of places on this stage. The Hill would change locations as the match progressed.
The Great Cave Offensive - The Hill could be in a variety of places on this stage. The Hill would change locations as the match progressed.
Guar Plain - 1 of the lower platforms would be the Hill. The Hill would move between the other lower platforms as the match progressed.
75 M - The Hill could be in a variety of places on this stage. The Hill would change locations as the match progressed.
Temple - The Hill could be in a variety of places on this stage. The Hill would change position as the match progressed.
Pirate Ship - The Hill could be 1 of the platforms or the King of Red Lions. The Hill would change locations as the match progressed.
Peach's Castle 64 - The Hill would be the pink outlined platform located on the upper portion of the stage.
Jungle Hijinxs - The Hill would alternate between being one of the platforms in the background and one of the platforms in the foreground.
Mario Circuit Brawl - the Hill would be the middle platform.
Norfair - The Hill would be 1 of the platforms. The Hill would move to the other platforms as the match progressed.
Pokemon Stadium 2 - For each transformation, the Hill would be 1 of the platforms. The Hill would be absent from the Flying Transformation.
Smashville - The Hill would be the moving platform.
Kongo Jungle 64 - The Hill would be 1 of the platforms. The Hill would move to the other platforms as the match progressed.
In King of the Hill, players have to stand on a certain platform or a certain part of the stage to gain points. This spot is called the "Hill" and generally glows to indicate it is the place the player / team needs to stand in order to gain points.
Each second a player or team stands on the Hill, they earn a point. Once a player or team reaches the score limit, the match ends and that player / team wins.
(If two or more players of opposing teams are standing on the Hill, none of the teams earn any points until there is only 1 team remaining on the Hill.)
Players would have an infinite amount of Stocks in King of the Hill, but a Time Limit could be set for the match.
Since this is a frenzied game mode, only the Original forms of the stages would support King of the Hill, and not all of the stages would be able to support King of the Hill.
The following Original form stages would support King of the Hill:
Dream Land 64 - 1 of the platforms would be the Hill. The Hill would move to the other platforms as the match progressed.
Hyrule Castle 64 - The Hill could be the spot inside the Green House, or a center platform, or the left side of the stage (the sloped part), or the top of the Green House. The Hill would move between these different spots as the match progressed.
Kalos Pokemon League - For each transformation, the Hill would be 1 of the platforms.
Big Battlefield - The Hill would be 1 of the platforms. The Hill would move to the other platforms as the match progressed.
Mushroom Kingdom U - The Hill would be 1 of the platforms during each transformation. The Hill would be absent from the Rock Candy Mines transformation.
Pyrosphere - The Hill would be one of the platforms. The Hill would move to the other platforms as the match progressed.
Midgar - The Hill would be 1 of the platforms. The Hill would move to the other platforms as the match progressed.
Palutena's Temple - The Hill could be in a variety of places on this stage. The Hill would change locations as the match progressed.
The Great Cave Offensive - The Hill could be in a variety of places on this stage. The Hill would change locations as the match progressed.
Guar Plain - 1 of the lower platforms would be the Hill. The Hill would move between the other lower platforms as the match progressed.
75 M - The Hill could be in a variety of places on this stage. The Hill would change locations as the match progressed.
Temple - The Hill could be in a variety of places on this stage. The Hill would change position as the match progressed.
Pirate Ship - The Hill could be 1 of the platforms or the King of Red Lions. The Hill would change locations as the match progressed.
Peach's Castle 64 - The Hill would be the pink outlined platform located on the upper portion of the stage.
Jungle Hijinxs - The Hill would alternate between being one of the platforms in the background and one of the platforms in the foreground.
Mario Circuit Brawl - the Hill would be the middle platform.
Norfair - The Hill would be 1 of the platforms. The Hill would move to the other platforms as the match progressed.
Pokemon Stadium 2 - For each transformation, the Hill would be 1 of the platforms. The Hill would be absent from the Flying Transformation.
Smashville - The Hill would be the moving platform.
Kongo Jungle 64 - The Hill would be 1 of the platforms. The Hill would move to the other platforms as the match progressed.
If these 15 goals were completed and implemented into Super Smash Bros Wii U, the game would no doubt be the most polished title on the Wii U. It would easily take the spot of being one of the most polished and unique games of all time, being played for many more years - likely decades.
With enough support and publicity, these goals could become part of the game and Smash Wii U could unleash its full potential! If that isn't possible, hopefully the next Smash Bros game could implement some of these goals.
If you'd like to see these goals become a part of the game, make sure to support these goals! Comment about them, Tweet about them, make a YouTube video, mention it on Twitch, share it on Facebook, Reddit, Email, tell journalists, reference them in your own blog / work, make Miiverse posts, and however else you'd like to help get these goals into Smash! Super Smash Bros Wii U will become a timeless Legend!
Author: Jeff P.
Email: gameimprovements@outlook.com Twitter: @GameImprovement and YouTube
Editors: The Smash Community
PDF Download (this document)
http://www.mediafire.com/view/7w79s67uvzsjuho/SmashWiiU_Creating_a_Legend.pdf
With enough support and publicity, these goals could become part of the game and Smash Wii U could unleash its full potential! If that isn't possible, hopefully the next Smash Bros game could implement some of these goals.
If you'd like to see these goals become a part of the game, make sure to support these goals! Comment about them, Tweet about them, make a YouTube video, mention it on Twitch, share it on Facebook, Reddit, Email, tell journalists, reference them in your own blog / work, make Miiverse posts, and however else you'd like to help get these goals into Smash! Super Smash Bros Wii U will become a timeless Legend!
Author: Jeff P.
Email: gameimprovements@outlook.com Twitter: @GameImprovement and YouTube
Editors: The Smash Community
PDF Download (this document)
http://www.mediafire.com/view/7w79s67uvzsjuho/SmashWiiU_Creating_a_Legend.pdf
How would the stage and character selection process work in competitive tournament events with the addition of the alpha stages?
With the addition of the alpha stages, there is a much larger selection of legal stages to choose from. To account for this, the method of stage banning and counter picking during competitive tournament events would be modified.
Stage and Character selection process for 1vs1 sets
A) Both players sit down and choose player number / port
B) Both players select a character (blind pick rule can be used)
C) The players play rock paper scissors and strike for a starting stage. (See pages 43-45 for a list of legal stages and starter stages for 1vs1, 2vs2, and 4vs4)
D) Once a starting stage has been chosen, the first game is played.
E) If the losing player has not done so already in the set, the loser of the game chooses 1 stage from each of the five alpha stage categories.Thus, the loser will have picked 5 alpha stages total, but each selected stage is from a different alpha stage category.
F) If the winner has not banned a stage in the set yet, the winner bans one* of the stages that the loser picked in step E.
* Host discretion: some tournament organizers may decide to allow 2 bans for sets that are best 2 out of 3. For sets that are best 3 out of 5, some tournament organizers may decide to allow 0 bans.
G) The loser chooses the stage that the next game will be played on by picking a stage from the remaining 4 stages determined in step F.
H) The winner selects his/her character
I) The loser selects his/her character
J) The next game is played
K) Repeat steps E-F if needed and G-J as needed.
Other Rules
- A player cannot choose a stage he/she won on earlier in the set
- A player cannot choose a stage that was banned (by any player) earlier in the set
For 2vs2 sets, the process is the same, just replace "player" with "team."
Stage and Character selection process for 4vs4 sets that are best 2 out of 3
A) Both Teams sit down and choose player numbers / ports
B) Both Teams select characters (blind pick rule can be used)
C) The teams play rock paper scissors and strike for a starting stage
D) Once a starting stage has been chosen, the first game is played.
E) The winning team chooses 3 of the legal 4vs4 stages to ban (if they have not yet banned stages in the set)
F) The losing team chooses the stage that the next game will be played on by picking a stage from the remaining legal stages
G) The winning team selects characters
H) The losing team selects characters
I) The next game is played
K) Repeat steps E- I if needed
Other Rules
- A team cannot choose a stage they won on earlier in the set
- A team cannot choose a stage that was banned (by any team) earlier in the set
Stage and Character selection process for 4vs4 sets that are best 3 out of 5
The process and rules are the same as for best 2 out of 3, except step E only allows the winning team to ban 2 stages.
Legal Stages per Game mode (For Competitive Tournament events)
1vs1 -All alpha stages are legal except:
Mushroom Kingdom U
Windy Hill Zone
Big Battlefield
Temple
Hyrule Castle 64
Garden of Hope
Orbital Gate Assault
Pyrosphere
Norfair
Luigi's Mansion
All Original forms and all Omega forms are illegal in competitive tournament 1 vs 1
2vs2 -All alpha stages are legal except:
Port Town Aero Dive
Mushroom Kingdom U
Windy Hill Zone
Big Battlefield
Hyrule Castle 64
Garden of Hope
Orbital Gate Assault
Pyrosphere
Luigi's Mansion
All Original forms and all Omega forms are illegal in competitive tournament 2 vs 2
4vs4
The following 11 alpha stages are legal 4vs4 stages:
Mushroom Kingdom U
Windy Hill Zone
Temple
Big Battlefield
Hyrule Castle 64
Peach's Castle 64
Garden of Hope
Orbital Gate Assault
Pyrosphere
Norfair
Luigi's Mansion
Also, Big Battlefield Original is legal
All other stages are illegal in competitive tournament 4 vs 4 events
Starter Stages per Game mode (For Competitive Tournament events)
1vs1 and 2vs2
The following alpha stages are starter stages in 1vs1 and 2vs2:
Battlefield
Palutena's Temple
Yoshi's Wooly World
Pokemon Stadium 2
Castle Siege
The Great Cave Offensive
Smashville
Final Destination
Bridge of Eldin
Wii Fit Studio
Town and City
4vs4
The following 4 alpha stages are starter stages in 4vs4:
Mushroom Kingdom U
Norfair
Big Battlefield
Pyrosphere
Additionally, Big Battlefield (Original) is also a starter stage
With the addition of the alpha stages, there is a much larger selection of legal stages to choose from. To account for this, the method of stage banning and counter picking during competitive tournament events would be modified.
Stage and Character selection process for 1vs1 sets
A) Both players sit down and choose player number / port
B) Both players select a character (blind pick rule can be used)
C) The players play rock paper scissors and strike for a starting stage. (See pages 43-45 for a list of legal stages and starter stages for 1vs1, 2vs2, and 4vs4)
D) Once a starting stage has been chosen, the first game is played.
E) If the losing player has not done so already in the set, the loser of the game chooses 1 stage from each of the five alpha stage categories.Thus, the loser will have picked 5 alpha stages total, but each selected stage is from a different alpha stage category.
F) If the winner has not banned a stage in the set yet, the winner bans one* of the stages that the loser picked in step E.
* Host discretion: some tournament organizers may decide to allow 2 bans for sets that are best 2 out of 3. For sets that are best 3 out of 5, some tournament organizers may decide to allow 0 bans.
G) The loser chooses the stage that the next game will be played on by picking a stage from the remaining 4 stages determined in step F.
H) The winner selects his/her character
I) The loser selects his/her character
J) The next game is played
K) Repeat steps E-F if needed and G-J as needed.
Other Rules
- A player cannot choose a stage he/she won on earlier in the set
- A player cannot choose a stage that was banned (by any player) earlier in the set
For 2vs2 sets, the process is the same, just replace "player" with "team."
Stage and Character selection process for 4vs4 sets that are best 2 out of 3
A) Both Teams sit down and choose player numbers / ports
B) Both Teams select characters (blind pick rule can be used)
C) The teams play rock paper scissors and strike for a starting stage
D) Once a starting stage has been chosen, the first game is played.
E) The winning team chooses 3 of the legal 4vs4 stages to ban (if they have not yet banned stages in the set)
F) The losing team chooses the stage that the next game will be played on by picking a stage from the remaining legal stages
G) The winning team selects characters
H) The losing team selects characters
I) The next game is played
K) Repeat steps E- I if needed
Other Rules
- A team cannot choose a stage they won on earlier in the set
- A team cannot choose a stage that was banned (by any team) earlier in the set
Stage and Character selection process for 4vs4 sets that are best 3 out of 5
The process and rules are the same as for best 2 out of 3, except step E only allows the winning team to ban 2 stages.
Legal Stages per Game mode (For Competitive Tournament events)
1vs1 -All alpha stages are legal except:
Mushroom Kingdom U
Windy Hill Zone
Big Battlefield
Temple
Hyrule Castle 64
Garden of Hope
Orbital Gate Assault
Pyrosphere
Norfair
Luigi's Mansion
All Original forms and all Omega forms are illegal in competitive tournament 1 vs 1
2vs2 -All alpha stages are legal except:
Port Town Aero Dive
Mushroom Kingdom U
Windy Hill Zone
Big Battlefield
Hyrule Castle 64
Garden of Hope
Orbital Gate Assault
Pyrosphere
Luigi's Mansion
All Original forms and all Omega forms are illegal in competitive tournament 2 vs 2
4vs4
The following 11 alpha stages are legal 4vs4 stages:
Mushroom Kingdom U
Windy Hill Zone
Temple
Big Battlefield
Hyrule Castle 64
Peach's Castle 64
Garden of Hope
Orbital Gate Assault
Pyrosphere
Norfair
Luigi's Mansion
Also, Big Battlefield Original is legal
All other stages are illegal in competitive tournament 4 vs 4 events
Starter Stages per Game mode (For Competitive Tournament events)
1vs1 and 2vs2
The following alpha stages are starter stages in 1vs1 and 2vs2:
Battlefield
Palutena's Temple
Yoshi's Wooly World
Pokemon Stadium 2
Castle Siege
The Great Cave Offensive
Smashville
Final Destination
Bridge of Eldin
Wii Fit Studio
Town and City
4vs4
The following 4 alpha stages are starter stages in 4vs4:
Mushroom Kingdom U
Norfair
Big Battlefield
Pyrosphere
Additionally, Big Battlefield (Original) is also a starter stage
Experience the joy that comes with this game flourishing to new heights.
This is a final revision - please refrain from suggesting additional goals or ideas and focus your support on these 15.
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