Corneria- How is this any different than Green Greens?
1. People set up behind the walls on the sides when they're leading percents and "basically shouldn't lose." Corneria has a ledge you can grab to grab some invincibility frames to approach. On Green Greens you got nothing.
2. "It is not reasonable to expect players to avoid arwings' lasers, and they deal too much damage." It not reasonable to expect players to avoid falling bombs. At least Arwings don't give any knockback. Falling bombs give loads of damage and kill you at insanely low percents.
@1: Not true; Green greens does in fact give you ways to get through. First of all, you can eliminate the wall. Most characters can safely do this on their own, and even those who cannot can simply wait for the apples to appear and then make use of those. When you do approach, you can use any of the
three ledges to help you out, an apple or two, and lots of other stuff.
@2: one is only at risk of being hit by a falling bomb when one is underneath a wall segment which does not presently have its top. This provides many ways one can work to avoid getting hit by one - simplest being to not go excessively high in the air and then air dodge on reaction.
Wario Ware- "This stage regularly hands the victory to one player or the other through pure randomness. " How is this any different than Pictochat. The animations/hazards that come up for pictochat appear in a random order, yet you know all the types of animations. The games on Wario Ware appear in a random order, but we know all the games that are played. We all hear we need to learn the stages, so if we learned the games and won all the time it wouldn't be so random I guess.
The problem with Wario Ware isn't the mini games. It's that your reward or lack thereof for
winning a mini game is random - and humongous. Worst case scenario is probably to become large when your opponent gets a super star and you are at low percents.
Very common and bad is one player getting NOTHING when the opponent gets either prize.
Pictochat has a specific set of random transformations. Somewhere or other is a picture which superimposes all the hazards on top of each other (look it up); there are many areas which are 100% safe which you can occupy - not playing it safe is a risk the PLAYER chooses to take, and even then, the punishment for being risky and getting unlucky is quite reasonable.
If you believe Wario Ware randomly awards wins because of how powerful the punishments are when you lose (put yourself in bad position when you lost the game), then the same can be said for Port Town's cars, Jungle Japes Alligator, Green Greens bombs, Distant planet's man eating monster, Pirate Ship's bombs/spring/and ship itself, rainbow cruise's movement into blast zones, norfair and brinstar's lava, Frigate's rotations, Yoshi's Island Brawls falling cloud, Yoshi Island Melee's disappearing blocks, everywhere's walk off ledges.
1.
There are no punishments for losing a mini game in Wario Ware. Unless you count the demoralizing squak through the Wiimote if you're using a non-GC control scheme.
2. Port Town's cars are quite predictable and avoidable.
3. The Klap Trap on Japes is 100% nonrandom. Watch the timer.
4. The Bulborb (spelling?) on Distant Planet is a joke of a hazard which pretty much doesn't deserve to be mentioned.
5. Pirate Ship's bombs give you time between being fired to exploding, and you can determine exactly where it will explode based on its initial trajectory if you're good enough. The other hazards are mostly nonrandom; while their appearance is random, their behavior is not and they give you plenty of time to react.
6. Rainbow cruise is 100% nonrandom.
7. Brinstar's lava is mostly nonrandom; read up about it.
8. Norfair's lava gives you sufficient warning and deals rather small amounts of damage; only the very closest of games could be thrown one way or the other because of the randomness of the hazards, and even then only very rarely - it would require like two perfectly placed lava sprays to accompany a simultaneous lava wall and lava rise.
9. Frigate's rotations themselves give plenty of warning and are not a concern here. You could make an argument about the proportion of time spent on one half of the stage versus the other may randomly favor one character or the other. This is fairly minor and is a risk the player CP-ing the stage just has to take.
10.
The cloud on Yoshi's Island is actually a concern here. However, it affects a very small number of games, whereas winning a game on Wario Ware against a closely matched opponent without getting good luck on your side is very rare indeed.
11. Yoshi's Island: Melee's blocks are 100% nonrandom.
12. You're bringing
ledges into the "the randomness is overbearing" argument? Really?