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SmashBOARD: A New Way to Do Crews

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
SmashBOARD. I came up with this idea 2 years ago and have been refining it since. I came up with the basic set up back when we all still played melee, and I tested it out at a tournament or two. Dr.DrewtheDragon, Rage, pootheBox may remember playing it.

After a few test runs, I tried to code a computer program to handle all the particulars. Unfortunately, I hit a snag with the software I was using, and put the whole project away.

Recently, I brought the project back out, adapted it to Brawl, and experience a extremely positive reception when I ran SmashBOARD at my last tournament.

I have the instructions in a document, print out sheets, and an instructional video here.

At my tournament on the 21 of FEB, I plan on documenting the finals of a 6 screw "tournament experiment."

Let me know what you think.
 

deepseadiva

Bodybuilding Magical Girl
Joined
Mar 11, 2008
Messages
8,001
Location
CO
3DS FC
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This actually looks like a lot of fun. :bee:

Just remove the horrible "items" aspect, and I'd really like to play.
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
I agree with Meno. Even though I actually do enjoy item play they just add an unnecessary level of complication to what is otherwise a very interesting idea. I would like to see this adapted to melee as well personally.
 

Espy Rose

Dumb horse.
Joined
May 31, 2006
Messages
30,577
Location
Texas
NNID
EspyRose
This actually looks pretty fun.
Albeit a little messy with all of the pieces and whatnot.

If you were able to make this game digital though...that'd be awesome.
That, and this looks fun.
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
This actually looks pretty fun.
Albeit a little messy with all of the pieces and whatnot.

If you were able to make this game digital though...that'd be awesome.
That, and this looks fun.
When playing, I use sticky tack to keep all the small light weight pieces from moving around. That helps keep things from getting too messy.

If I were to make it digital, I would need some serious help from someone who knows flash/java or something like that.
 

thesage

Smash Hero
Joined
Dec 26, 2005
Messages
6,774
Location
Arlington, Va
3DS FC
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This looks really fun.

I somehow managed to combine MTG rules with Smash with my friends. We never managed to play it though.
 

Noa.

Smash Master
Joined
Jan 2, 2008
Messages
3,758
Location
Orlando, Florida
Wow, that looks very innovative, and I would love to play smash like that sometime. It just seems so fun and different than usual.
 

tsilver33

Smash Ace
Joined
Feb 8, 2009
Messages
515
I remember I created a Super Smash Chess game for Brawl. This reminds me alot of it. But I think this is an improvement. Good job!
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
This is a pretty cool idea; it actually inspired me to make a somewhat different version of it. I suppose I should post what I have. This was really fun to design; I think the main distinction between mine and yours is that mine is more complicated which makes the actual board game more important. I'm not trying to steal the show; I just kinda got carried away, and after all this work I pretty much have to post it.

The main change in my version is that players are no longer represented by pieces, characters are. Each crew has 16 pieces (with presumably 4-8 players, uneven numbers per side don't matter at all as long as each crew has at least 3 players). Each piece represents a character with lower tier characters having more favorable movement rules in general. Instead of just having n tile movement, I devised a system of movement rules that makes the team more diverse. I'll post a picture of the board for brawl so people can think about where they are moving across.



The next big thing is the piece movement rules. I slightly changed the current tier list around to make the piece balance work out a bit better. Each team gets to select which characters they use for each type of piece (no two of the same character). Unless noted, pieces are unable to "jump" other pieces.

Movement rules

1 in cardinal direction (1 total) - S

Meta Knight, Snake

1 in any of 8 directions (3 total) - A

Falco, Mr. Game & Watch, King Dedede, Marth, Diddy Kong

2 in cardinal direction at max, can't change direction after moving first square (2 total) - B

Wario, R.O.B., Lucario, Olimar

2 diagonal at max, can change direction after moving first square (2 total) - C

Pikachu, Kirby, Donkey Kong, Ice Climbers

chess "knight" with ability to move 2 or 3 squares before changing direction (can jump pieces) (2 total) - D

Samus/Zero Suit Samus, Toon Link, Pit, Peach, Wolf

chess "bishop" (limit 5 squares) (3 total) - E

Luigi, Zelda/Sheik, Bowser, Fox, Ike, Ness, Sonic

chess "rook" (limit 5 squares) (2 total) - F

Mario, Lucas, Pokemon Trainer, Yoshi, Link

chess "queen" (limit 5 squares) (1 total) - G

Jigglypuff, Ganondorf, Captain Falcon

The top two and bottom two rows are the "starting zones". Pieces are arranged on the bottom as such.

BACASCAB
FDEEGEDF

Then the top is a mirror version of that (the S characters oppose each other).

The bottom player moves first (side is determined before the game by coin flip), and on each player's turn he must move three different pieces (no more, no less). If the player has 5 or more pieces in either starting zone (his own or his enemy's) at the start of his turn, he must dedicate at least two of his moves to removing pieces from the starting zones if possible. At the end of his movement, if the player has any of his own pieces directly adjacent (4 cardinal directions) to any enemy pieces, he selects one of those pieces and an adjacent enemy. If he has any pieces either adjacent to the enemy's selected piece or to both his selected piece and an enemy non-selected piece, he selects one piece among them (if not, piece selection ends and it goes to a 1v1). If the enemy has any pieces adjacent to the attacking player's selected pieces, he selects one of them. If not, the enemy may select a piece adjacent to his own selected piece (if the enemy selects a piece at either step, a 2v2 begins). If the enemy was unable to select a second piece and the attacking player has more pieces adjacent to the enemy's selected piece, he may select a third of them, and at that point a 2v1 or a 3v1 begins. The attacking player selects any stage on which he has a piece that will be involved in the battle.

The people who battle in each crew will be decided based on a queue. Before the game, each crew has to order itself in a sequence of their choosing. However many players are needed for a battle will be taken from the top of the queue, and they may select characters from their team freely. After a battle, participating players are shuffled to the bottom of the queue. Example:

We have a 2v2. Team A selected Mario and Pit while team B selected R.O.B. and Captain Falcon. The players in the top and second highest slots of the queue from each team play, and they agree among themselves who has which character. After the battle, the queue is in the order 34512 for each team regardless of character selections.

After the battle, every involved piece moves back 4 squares toward its own safe zone (they can move through each other). If a non-involved piece or the edge of the board is in the way, that piece will use one square of this movement to move horizontally toward the center of the board (if the piece is in the middle two columns and can't move back, it just stops moving). If multiple pieces end up on top of each other by this, the attacking player moves any offending pieces to the nearest available squares at his discretion. Then, if the attacking player has a piece not involved in the last battle adjacent to an enemy piece not involved in the last battle, he may choose to have a second battle (he isn't forced to, and pieces used in the last battle are allowed to be called in as teammates). That ends the turn; crews alternate until one crew runs out of stock.

Battles always last 3 minutes, and each crew is worth 6 stock per member of whatever the biggest team is. Friendly fire is on, and set the stock per match to 99 or something so no one will ever run out. Record the percentages at the end of each match and add them together as well. For every total 400% your crew accumulates in this way, your crew loses a stock.

I also made a melee version. Replace 400% with 350% and use the following board and character set.



Melee version

1 in cardinal direction (1 total) - S

Sheik, Marth

1 in any of 8 directions (3 total) - A

Fox, Falco, Peach, Captain Falcon, Jigglypuff

2 in cardinal direction at max, can't change direction (2 total) - B

Ice Climbers, Samus, Dr. Mario, Ganondorf

2 diagonal at max, can change direction (2 total) - C

Luigi, Donkey Kong, Mario, Link

chess "knight" with ability to move 2 or 3 squares before changing direction (can jump pieces) (2 total) - D

Pikachu, Young Link, Roy

chess "bishop" (limit 5 squares) (3 total) - E

Zelda, Mr. Game & Watch, Ness, Yoshi

chess "rook" (limit 5 squares) (2 total) - F

Bowser, Mewtwo, Kirby

chess "queen" (limit 5 squares) (1 total) - G

Pichu
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
@Amazing Ampharos

I can see that you put a lot of work into your version. I'm glad you were inspired by SmashBOARD.

You're rules are very detailed and super complex. I wonder, why did you may things so complicated?
 

WaterTails

Smash Lord
Joined
Dec 2, 2005
Messages
1,363
Location
Minot, ND
This looks really fun, albeit convoluted. A digital version seems like it would help a lot, though!

Also, might it be a little bit too late to change the standard crew battle method? Change is scary!
 

Vulcan55

Smash Lord
Joined
May 7, 2008
Messages
1,824
Location
May-Lay
Very cool and interesting idea, but I'm not sure it is a very good replacement of crews.
Especially because, the chart you make in the beginning gives items (wtf), stages, characters and 2v1 an equal piece of the pie, when really 1v1 and 2v2 are much more important than how many characters you can use.
 

•Col•

Smash Champion
Joined
Nov 19, 2007
Messages
2,450
I can't really watch the video right now, but...

How long would this take? o.o Longer than a normal Crew battle?
 

tkls

Smash Apprentice
Joined
Nov 12, 2008
Messages
133
hey guys, heard about this this morning, thought it'd be good as a program, i have a demo, just wondering if anyone thinks i should finish it. controls are arrows to move, click piece you want to move, right click to change character. characters must be typed in lower case, no spaces. only have drmario, mario and luigi so far, and it is fairly glitchy, but nothing that a bit more work wont fix. all simple things.
please leave feedback
http://www.2shared.com/file/4886611/4c7ef021/SmashBoard.html
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
Also, might it be a little bit too late to change the standard crew battle method? Change is scary!
I don't expect SmashBOARD to replace the standard crew battles. It's for players who are interested in it. It is a better system for balanced gameplay and diversity. The standard method is probably faster and easier to manage.

Very cool and interesting idea, but I'm not sure it is a very good replacement of crews.
Especially because, the chart you make in the beginning gives items (wtf), stages, characters and 2v1 an equal piece of the pie, when really 1v1 and 2v2 are much more important than how many characters you can use.
The chart isn't a pie chart giving equal weight to the different categories. It was just a graphic to show the different types.

The way matches are prioritized on SmashBOARD is in this order 2v2, 1v1, 2v1, 3v1. This means matches will tend to be called as 2v2 and 1v1 rather than any of the other types. This keeps the weight on the more "important" type matches.

Keep in mind that items are optional. All the board arrangements are customizable.
 
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