Okay, so @
#HBC | Ryker and I just finished running through all the stages we currently have unlocked. Here's what we came up with.
Legal
Battlefield
Final Destination
Yoshi's Island Brawl
AC Island – Boat seems pretty predictable and unobtrusive. Random layout possibly of small concern, need to research how much it varies.
Lumiose City Gym – Starts with initial walk-off. Platform comes in at 8 seconds and leaves 5 seconds later. Visual warnings when platforms leave or change and you can't die off the top when platforms leave. Full cycles ~2 min. 4 transitions total. Only one set of stages (no variation a la Delphino).
Phase 1
Ground with walkoff. Platform appears at 8. Leaves at 10.
Phase 2
Arrives at 15. Observation deck leaves at 30 seconds.
Phase 3
Four plat set-up at 40 seconds. Leaves at 52 seconds.
Phase 4
1:05 metal platform setup. 3 plats. 1:20 leaves to night sky transitions
Phase 5
Night Sky transition leaves at 1:45. Landing back on ground 1:55.
Consistently loop, non-intrusive.
Arena Ferox –Starts with med sized flat stage henceforth called neutral transformation. First trans 10 seconds. 3 plats on statues like castle siege. They are breakable. 40 seconds leaves trans 1. 45 goes to neutral. 50 sec goes to rotating plats with a solid plat in the middle. 1:30 collapses to neutral. 1:40 sec goes to 4 plat layout with a three unbreakable/unpassable walls. 2:20 back to neutral. 2:30 4 plats with small solid wall in the middle on the ground. Breakable plats. Cannot die off top with platforms leaving. 3:10 goes to neutral. 3:20 heads back to first trans.
Order of stage is NOT SET. Cycle will go transition into neutral into transition, but the order of which transition does not follow any known pattern and will change the order of the second cycle as soon as all transitions have been seen. Works like Pokemon Stadium in every aspect we can see.
Arena Ferox is basically this game's PS1. I don't think the transition with the blocked platforms is intrusive enough to be an actual problem, tbh. No moreso than PS1 was.
Reset Bomb Forest - Trans at 55 when meteor comes down. 3 sets of destructible platforms that cannot be passed through. 12 damage creature comes across the bottom. Creature comes in from right at 15 seconds after trans and then spends 15 seconds crossing the screen. He is then gone for another 15 seconds. Then he returns crossing left to right instead and taking another 15 seconds. Kills at about Brinstar acid to eyeball it. Transitions back to first at 2:10 as creature returns to right side.
Creature side of origin varies.
Brinstar – Same as Brawl, but sharking should be mitigated.
Questionable
Tomodachi Life – Suspect circle-camp, very visually jarring. Would personally say no.
Gaur Plains – Potential circle camp, sharking, walk-off camping.
Distant Planet – Essentially the same as Brawl. Same problems with Rain, camping, walk-off and Bulborb.
Corneria – Walls not as abusive as previous. Possible, but gross.
Jungle Japes – Differnt klaptrap starts, but still on 10 second timer. Water is super strong. Holy ****.
Paper Mario – 3 transisitons. 2:30 seconds for a full cycle. Needs further examination.
Mario 3D World – Scroller with a minimal hazard 3/4 way through. Requires further research.
Hella-Banned
Wily's Castle – Yellow Devil single-handedly ruins this stage.
Find Mii – Ultimate Ghost attacking ruins this stage too. Far far too disruptive.
Nintendogs – Constant falling disruptive debris. Walk-offs. Potential run-away.
Punch-out – Far too easy to camp the lights. Even though you can knock them down, they only stay down for 5 seconds. Air-camping would be far too strong.
Wario-ware – Star + Super Shroom. Banned.
N's Castle – Tried so hard, but hell no. Zekrom and Reshiram are bad news. Stairs can kill as they come in.
Magicant (Earthbound Stage) – Birdman is too strong a friend. So much bro.
Spirit Tracks – Big Blue 2.
Gerudo Valley – Bridge of Eldin, but worse.
Mushroomy Kingdom – Same as Brawl. Please go away.
Green Hill Zone – Still destructible. Still walk-offs. Still a mean stage hazard.
Rainbow Road – Single plat start. Lands at 10 secs. Trans is plats over open hole. 7:35 trans to neutral. Track deals 15 damage when moving. Periods when no track beneath stage. Landed at 6:50. Cars do 10 each. 6:25 next trans. 2 plats. Grabbable ledge. Leaves at 6:10 with nice big arrow. 6:00 next stage. Flat moon area. Cars come in like flat area of port town aero dive. Leaves at 5:45. 5:35 tubes where you can hit wall. Ground rotates and cars from the back. Leaves at 5:15. Finishes 4:55. Like Port Town, has multiple stop routes. Track kills off top ~100.
Cars too obtrusive. Some transitions garbage.
New Super Mario Brothers – Walk-offs and scrolling. Coins do something? Can't tell what turning gold does.
Pictochat – BAAAAAAAANNED. :<
Balloon Fight - Awful. Water is dangerous and intrusive. Bumpers. Layout is bad. Walk-offs.
Conclusions
Overall, I do not have high hopes for having a sizeable stagelist in the 3DS version. We don't have everything unlocked yet, but the number of quality stages is prettttty small.