This thread is intended not to make any arguments about what we should do but simply to represent facts I've gleaned from studying very large amounts of footage of Smash Ultimate's demo and ask for help from others who might have seen some stuff I haven't. I strongly suspect hazards off is an unfinished setting so some of this behavior may change, but for now, here's what all the stages I've seen used in the demo do. If anyone has seen or experienced hazards off matches on any of the demo stages I haven't seen, please let us know what they do; it would be nice to be able to fully document this behavior so we can understand it going forward. In general, matches in the "stock" mode in the demo use hazards off whereas "time" matches have the hazards present; if you're going through footage, this rule of thumb should help you figure it out.
Battlefield
No changes.
Final Destination
No changes, also known not to be the "real" Final Destination in the demo (it's Omega Battlefield).
Suzaku Castle
No changes, including the destructible signs actually. They still exist and can be broken as per usual.
Peach's Castle (Melee)
The side platforms do not move and are permanently frozen in a fairly low position. No buttons appear which means none of the extra platforms or blocks ever appear. Bullet Bills do not attack the stage.
Moray Towers
No changes? As far as I think anyone has seen, the stage has no moving or interactive elements in the first place. If it does have some we don't know about, they aren't there with hazards off. This stage does have day and night backgrounds, unclear if there's any significance at all to them or if it's just like Smashville/Town and City in that regard.
Great Plateau Tower
The large object that normally can be destroyed is indestructible. Yes, that means hazards off makes there be a permanent ceiling over the center of the stage here.
Green Hill Zone
The checkpoint does not appear and the stage does not crumble.
Wily Castle
Absolutely no interactive objects appear at all, neither the Yellow Devil nor any of the special platforms. This makes it very similar to Final Destination.
Boxing Ring
The top platform still sways a little when they jump on it like before, but to my observation, it didn't fall. The ropes are still springy.
Green Greens
The blocks no longer spawn at all, and the wind no longer blows. No known footage exists and current reports do not mention fruit spawns, but given the other changes, it seems very likely they are no longer present.
Mario Galaxy
No changes!
Skyworld
I didn't see this personally, but I read reports on this topic that seemed credible. The platforms allegedly cannot be destroyed and the lowest traveling platform simply never comes.
Kongo Falls
The lower barrel is simply gone and no Klaptrap ever spawns (not that I have seen one in Ultimate yet in general), but the rest of the stage's geography appears to be in-tact. As memory serves most of the ground on this stage moved very slightly in Melee, but it was subtle and it's not easy to tell watching whether hazards off causes any shifts to this dynamic if it's even still present in Ultimate at all (all the background/aesthetic stuff still visually flows and sways making it even harder to eyeball).
Coliseum
The various platforms to not ever rise from the ground which makes this simply a completely flat, completely non-interactive stage with walk-offs on both sides.
Town and City
The stage still transforms between its two forms like before, but the platforms don't otherwise move in-between transformations (the center platform of the three platform formation seems to be frozen in its lowest position). To my observation no balloons spawn in, but it's very hard to be sure of that fact just watching footage.
Tortimer Island
No fruit spawns from the trees, the boat doesn't come, and no sharks inhabit the water. The water is still swimmable. We have seen footage of two games on this stage, one in the demo and one outside of it, and they have two different lay-outs with the non-demo one being highly irregular. More research is needed to conclude if hazards off changes random generation somehow, but current evidence suggests the stage does not have a fixed form in hazards off.
Prism Tower
The stage appears completely unchanged; it still cycles through all of its transformations as per normal.
Spirit Train
This stage no longer has additional cars or other trains attack the main stage or otherwise transform it so it stays in its initial three car lay-out, and the blast zones no longer shift around. The track is still a scrolling "danger zone" similar to the ground on Big Blue, and hitting the front of the train from the track still serves as a damaging hazard that does 12% damage with low knockback. One passthrough platform still scrolls in from the left, hovers over the smokestack for a bit, and then scrolls off to the right, but none of the stage's other dynamic platforms and such ever appear.
Lylat Cruise
The stage no longer tilts at all. The background still does the "loading" effect to transition to new areas, but the area chosen appears to always be the empty space background (no things like the asteroid belt or the big dogfight).
New Pork City
The Ultimate Chimera never spawns, the central pendulum never swings, and the bottom destructible platform neither takes damage nor breaks. It is unclear if the limo still spawns since the part of the stage occupied by the limo is rarely in focus, but the smart money is on it being gone too.
Saffron City
The door on the upper building never opens which means no Pokemon ever attack the stage. The two moving platforms on the left are frozen in place awkwardly at the very top of their normal movement pattern which makes the leftmost building even more of an island than it was before.
Frigate Orpheon
The lights never go out, the stage never flips, and the two extra platforms that would otherwise randomly move in from the left/right blastzones never appear. The moving platform on the right continues to move up and down as per usual unlike moving platforms on some other stages, and while not unique to hazards off, it's worth noting for anyone who doesn't know that both the right side of that moving platform and the right side of the main solid ground of the stage are now grabbable ledges (they weren't in Brawl).
Stages not in the original demo:
Peach's Castle
The lowest platform never moves; it is permanently frozen in the exact middle of its normal movement. The bumper up top is gone but the two blue "wedge" objects are still present.
Kongo Jungle
The barrel does not exist, and the two central platforms are frozen at a fairly high position approximately on the level of the two side platforms and perfectly in line with each other.
Hyrule Castle
There are no tornadoes but otherwise it is identical.
Super Happy Tree
The clouds still exist. Our only footage did not show the players landing on them so we do not know if they still disappear when stood on.
Dream Land
The wind does not blow; this is the only difference in the stage.
Mushroom Kingdom 64
The weight platforms in the middle are simple gone, and Piranha Plants do not spawn out of the pipes. It is unknown if the pipes can still be entered; neither player tried in the only footage we have of this stage.
Princess Peach's Castle
Banzai Bill never attacks, and none of the buttons that spawn blocks and extra platforms ever spawn. The two platforms on the left and right that normally move up and down are frozen at their lowest positions.
Rainbow Cruise
The stage remains on only the boat form indefinitely.
Jungle Japes
Klaptrap never spawns in the river, but otherwise the stage is identical including the swimmable water that constantly pulls players very strongly to the left.
Great Bay
The turtle never submerges, and Tingle never spawns. I believe the leftmost platform does not wobble, but I'm not 100% sure on this point. The water on this stage is swimmable in Ultimate if anyone was unclear on that.
Brinstar
The acid never spawns from the bottom of the stage. The breakable terrain is completely uninteractive; the two breakable pillars can be passed through freely with no interaction, and the bottom breakable object doesn't take damage and can be walked across freely. It is unclear if the bottom breakable object can be passed through from below like the rest of the stage in this form.
Yoshi's Island Melee
The turn blocks are simply solid objects that cannot be hit and cannot be passed through.
Yoshi's Story
The cloud platform cycling at the bottom of the stage known as "Randall" in some circles does not exist. Otherwise the stage is unchanged. Worth noting that early reports are that the stage is larger than it was in Melee and is all around more similar to Battlefield.
Fountain of Dreams
The platforms do not move. Otherwise the stage is unchanged and seemingly identical to Battlefield.
Corneria
No arwings ever attack. The main gun never fires. The main gun is still visibly present, but in our only footage on this stage, no player ever attempted to interact with it to see if it could be destroyed or stood on.
Venom
I was not able to observe any differences in this stage with hazards off, but I cannot assure that they do not exist.
Pokemon Stadium
This stage is permanently frozen in its "normal" form it usually has between transformations. The background screen still does everything it usually does. It is worth noting that in Ultimate it seems hard to distinguish between Pokemon Stadium and Pokemon Stadium 2 in this state.
Mushroom Kingdom II
Birdo, the logs, and Pidgit never spawn which results in this being a fully static stage.
Brinstar Depths
Kraid is absent and the stage does not rotate. I have only been told about this and not observed it directly so I cannot yet provide a good summary of the layout chosen (TODO: provide such an update).
Delfino Plaza
The stage still tours and seems identical to its hazards on form.
Mushroomy Kingdom
The stage still scrolls to the right as per usual. It is worth noting that 1-2 does not seem to exist in Smash Ultimate from current knowledge. (TODO: check on breakability of bricks).
Figure-8 Circuit
No cars are present on the track. Otherwise the stage is identical.
WarioWare Inc.
The stage does not ever begin any microgames. Therefore, it is a simple flat stage with platforms.
Bridge of Eldin
King Bulbin does not ever spawn meaning the bridge never breaks.
Norfair
The stage does not ever spawn any lava, fire pillars, safe houses, or any other interactive factors. The simple "V" shape of the five platforms is the entire stage.
Yoshi's Island
The central platform does not tilt, and the support ghosts do not spawn.
Halberd
The various hazards (claw, bombs, laser) that would normally attack when on the main deck of the ship simply do not. Otherwise the stage follows the same script as per usual, launching from a walk-off very early in the match and then cycling between two forms.
Pokemon Stadium 2
This stage is permanently frozen in its "normal" form it usually has between transformations. The background screen still does everything it usually does. It is worth noting that in Ultimate it seems hard to distinguish between Pokemon Stadium and Pokemon Stadium 2 in this state.
Port Town Aero Dive
There are no cars at all, but otherwise the stage still plays out its usual movement. The one wall that encroaches on the left side of the stage briefly can still hit you, and the moving track can still hurt you. It is worth noting that unlike in all previous Smash games the ledges of the moving platform on this stage are grabbable. I am also going to be very upset at the first person to refer to this stage as "Port Town Aero Drive", the most annoying possible mistake to make on any stage's name.
Castle Siege
The stage never transforms from its first "outside" form.
Distant Planet
It never rains, the flowers never grow, and the Bulborb never spawns on the right side of the stage. I have only heard about this from reports and not observed it personally so I cannot comment on whether the main platform is still flexible or if the leaves still sag when players jump on them (TODO: Make those observations).
Smashville
The moving platform does not move and instead permanently rests in its middle position. No balloons ever spawn.
Summit
The stage still cycles through its entire transformation. However, the destructible ice block is present and simply non-interactive (presumably functioning as a solid object), the icicles never spawn, and the fish does not appear in the water. It is unknown if the falling platform still falls, if the stage still has low gravity while descending, or if the clouds still scroll by, and seeing as this stage had no ledges in Brawl, it is unknown if there is a change there similar to what Port Town Aero Dive received. (TODO: Learn those things)
Shadow Moses Island
According to reports, the walls are unbreakable. I am unsure if the Metal Gear background objects still appear because I have not observed this personally (TODO: observe).
Pirate Ship
The catapult and bomb hazards do not appear, and the King of Red Lions never approaches the ship from the rear. Weather events still occur in the background, but the ship appears to never run aground or fly up into the sky. In the only footage we have, no player touched the bow of the ship to confirm whether it still hits the player or not.
3D Land
The stage still progresses through its movement and script as per normal. The only obvious difference is that the spike crushers late in the stage do not appear at all.
Golden Plain
There are no coins or switches, the platforms do not move, and the stage does not scroll at all from its initial centered position. This causes it to be a stage with walk-offs on both sides, a "hill" in the middle with small walls elevating it over the rest of the ground, and three platforms of asymmetric formation.
Paper Mario
The stage does not transform from its initial "grassland" form, and there is no wind event. This is just according to reports; I haven't observed this stage myself to notice if there is any other nuance.
Gerudo Valley
The bridge is non-interactive and never breaks, and Twinrova never attacks the stage. It is simply a static stage with a few platforms and walk-offs.
Unova Pokemon League
The stairs to the side never spawn in. The random Pokemon that appear in the background appear to be limited to Milotic, Whimsicott, and Shaymin sky form who are the three Pokemon that do not interact with the stage at all.
Mute City SNES
According to reports, this stage features a static lay-out of platforms/cars but does not shift to new forms like it normally does. The track can still hit you. I have not observed this personally to document the exact lay-out that is used (TODO: observe).
Arena Ferox
This stage is permanently in the form with two statues holding up diagonal platforms (three total platforms). The statues cannot be damaged and are non-interactive.
Reset Bomb Forest
Viridi never appears, and this stage never transitions to its second form.
Balloon Fight
The fish never appears in the water which, incidentally, is not swimmable water in this game unlike other stages with water. The platform layout still seems irregular, but it is not clear whether this varies play to play without hazards. In our only video on this stage, neither player attempted to loop from one side to the other as is possible ordinarily.
Living Room
According to reports, this stage is apparently unchanged with hazards off, including the falling blocks damaging the player (TODO: Confirm this).
Find Mii
The hazards never appear, but the cage still exists and is a solid block that cannot be passed through but can be stood on from the top. It is worth noting that the right isolated land mass is further to the right than you probably remember from the 3DS's small screen.
Mushroom Kingdom U
The stage never transforms from its grassy "ground" form. None of the special events (water pillars, icicles, the beanstalk) ever appear either, and of course, Nabbit is not present.
Mario Circuit
There are no cars on the track but otherwise the stage still tours as per usual. This includes the ability for the track to hurt players when the stage is moving.
Skyloft
The stage doesn't move at all; the main platform remains permanently floating far away from the main body of Skyloft giving a constant view of the entire floating island. The formation used is the normal initial form with the two side platforms that diagonally slope away from the stage near each edge and the one flat higher up central platform.
Kalos Pokemon League
The stage does not change forms, move, or transform in any way. It remains in its initial form with the two side platforms above the ledges.
Gamer
The mom never appears nor do any of the other aesthetic events designed to make you worried the mom might appear occur. We have only observed one match on this stage with an asymmetric but mild platform lay-out; it is still unclear whether the random platform generation is changed by hazards off.
Garden of Hope
None of the breakable objects on the stage exist at all; there is no twig, no breakable house, and the central bridge is simply absent. The weight platforms on the sides of the stage still exist but do not move in reaction to players being on them.
Duck Hunt
Neither the dog nor the ducks ever appear.
Wrecking Crew
No bombs or barrels are present which makes the stage fully static. The only match we have seen on this stage has a slight asymmetry but is in a mostly regular form; it is not clear if this stage still has a random lay-out with hazards off.
Pilotwings
The stage permanently keeps the players on the red plane which no longer tilts. The stage still tours around the islands as usual, and the geography of the islands can still hurt players if they contact it.
Wuhu Island
The initial red platform with the slopes near the edges and the one platform in the middle is the only form the stage takes. The stage still tours around the island but simply never settles down toward a landing stop.
Super Mario Maker
We have only observed one game on this stage which had a fairly tame formation with one platform and some ground with a slope. It seems unlikely this is a static form due to the oddness of the shape, but it remains to be seen whether the random formations the stage can choose are impacted by the hazards off setting.
Umbra Clock Tower
The extra platforms never appear causing this to be a fully static stage. It is unclear what range of background events can still occur which for a tiny minority of players may be a huge point of focus.
New Donk City Hall
The stage appears to be identical with hazards on or off. As a new stage, I will explain what it does. The stage begins on the ground in front of the city hall and tours upwards through three different stops before cycling back to the ground; this is fundamentally similar to Prism Tower. However, unlike Prism Tower, the stops going up the tower have some variety; some levels appear to have a few options. The full range of all landing stops is not known at this time.
Dracula's Castle
The platforms do not move. Even though normally the monsters don't seem to interact with the stage anyway, in hazards off they do not spawn at all. The candlesticks that can normally be destroyed for items are not present.
Stages I have not seen played in hazards off in the demo:
Onett
Stages I have not seen or heard of played in hazards off in the full game:
Big Blue
Fourside
Luigi's Mansion
Spear Pillar
75m
Mario Bros.
Hanenbow
Dream Land GB
Magicant
Tomodachi Life
PictoChat 2
The Great Cave Offensive
Flat Zone X
Palutena's Temple
Wii Fit Studio
Gaur Plain
Windy Hill Zone
PAC-LAND
Battlefield
No changes.
Final Destination
No changes, also known not to be the "real" Final Destination in the demo (it's Omega Battlefield).
Suzaku Castle
No changes, including the destructible signs actually. They still exist and can be broken as per usual.
Peach's Castle (Melee)
The side platforms do not move and are permanently frozen in a fairly low position. No buttons appear which means none of the extra platforms or blocks ever appear. Bullet Bills do not attack the stage.
Moray Towers
No changes? As far as I think anyone has seen, the stage has no moving or interactive elements in the first place. If it does have some we don't know about, they aren't there with hazards off. This stage does have day and night backgrounds, unclear if there's any significance at all to them or if it's just like Smashville/Town and City in that regard.
Great Plateau Tower
The large object that normally can be destroyed is indestructible. Yes, that means hazards off makes there be a permanent ceiling over the center of the stage here.
Green Hill Zone
The checkpoint does not appear and the stage does not crumble.
Wily Castle
Absolutely no interactive objects appear at all, neither the Yellow Devil nor any of the special platforms. This makes it very similar to Final Destination.
Boxing Ring
The top platform still sways a little when they jump on it like before, but to my observation, it didn't fall. The ropes are still springy.
Green Greens
The blocks no longer spawn at all, and the wind no longer blows. No known footage exists and current reports do not mention fruit spawns, but given the other changes, it seems very likely they are no longer present.
Mario Galaxy
No changes!
Skyworld
I didn't see this personally, but I read reports on this topic that seemed credible. The platforms allegedly cannot be destroyed and the lowest traveling platform simply never comes.
Kongo Falls
The lower barrel is simply gone and no Klaptrap ever spawns (not that I have seen one in Ultimate yet in general), but the rest of the stage's geography appears to be in-tact. As memory serves most of the ground on this stage moved very slightly in Melee, but it was subtle and it's not easy to tell watching whether hazards off causes any shifts to this dynamic if it's even still present in Ultimate at all (all the background/aesthetic stuff still visually flows and sways making it even harder to eyeball).
Coliseum
The various platforms to not ever rise from the ground which makes this simply a completely flat, completely non-interactive stage with walk-offs on both sides.
Town and City
The stage still transforms between its two forms like before, but the platforms don't otherwise move in-between transformations (the center platform of the three platform formation seems to be frozen in its lowest position). To my observation no balloons spawn in, but it's very hard to be sure of that fact just watching footage.
Tortimer Island
No fruit spawns from the trees, the boat doesn't come, and no sharks inhabit the water. The water is still swimmable. We have seen footage of two games on this stage, one in the demo and one outside of it, and they have two different lay-outs with the non-demo one being highly irregular. More research is needed to conclude if hazards off changes random generation somehow, but current evidence suggests the stage does not have a fixed form in hazards off.
Prism Tower
The stage appears completely unchanged; it still cycles through all of its transformations as per normal.
Spirit Train
This stage no longer has additional cars or other trains attack the main stage or otherwise transform it so it stays in its initial three car lay-out, and the blast zones no longer shift around. The track is still a scrolling "danger zone" similar to the ground on Big Blue, and hitting the front of the train from the track still serves as a damaging hazard that does 12% damage with low knockback. One passthrough platform still scrolls in from the left, hovers over the smokestack for a bit, and then scrolls off to the right, but none of the stage's other dynamic platforms and such ever appear.
Lylat Cruise
The stage no longer tilts at all. The background still does the "loading" effect to transition to new areas, but the area chosen appears to always be the empty space background (no things like the asteroid belt or the big dogfight).
New Pork City
The Ultimate Chimera never spawns, the central pendulum never swings, and the bottom destructible platform neither takes damage nor breaks. It is unclear if the limo still spawns since the part of the stage occupied by the limo is rarely in focus, but the smart money is on it being gone too.
Saffron City
The door on the upper building never opens which means no Pokemon ever attack the stage. The two moving platforms on the left are frozen in place awkwardly at the very top of their normal movement pattern which makes the leftmost building even more of an island than it was before.
Frigate Orpheon
The lights never go out, the stage never flips, and the two extra platforms that would otherwise randomly move in from the left/right blastzones never appear. The moving platform on the right continues to move up and down as per usual unlike moving platforms on some other stages, and while not unique to hazards off, it's worth noting for anyone who doesn't know that both the right side of that moving platform and the right side of the main solid ground of the stage are now grabbable ledges (they weren't in Brawl).
Stages not in the original demo:
Peach's Castle
The lowest platform never moves; it is permanently frozen in the exact middle of its normal movement. The bumper up top is gone but the two blue "wedge" objects are still present.
Kongo Jungle
The barrel does not exist, and the two central platforms are frozen at a fairly high position approximately on the level of the two side platforms and perfectly in line with each other.
Hyrule Castle
There are no tornadoes but otherwise it is identical.
Super Happy Tree
The clouds still exist. Our only footage did not show the players landing on them so we do not know if they still disappear when stood on.
Dream Land
The wind does not blow; this is the only difference in the stage.
Mushroom Kingdom 64
The weight platforms in the middle are simple gone, and Piranha Plants do not spawn out of the pipes. It is unknown if the pipes can still be entered; neither player tried in the only footage we have of this stage.
Princess Peach's Castle
Banzai Bill never attacks, and none of the buttons that spawn blocks and extra platforms ever spawn. The two platforms on the left and right that normally move up and down are frozen at their lowest positions.
Rainbow Cruise
The stage remains on only the boat form indefinitely.
Jungle Japes
Klaptrap never spawns in the river, but otherwise the stage is identical including the swimmable water that constantly pulls players very strongly to the left.
Great Bay
The turtle never submerges, and Tingle never spawns. I believe the leftmost platform does not wobble, but I'm not 100% sure on this point. The water on this stage is swimmable in Ultimate if anyone was unclear on that.
Brinstar
The acid never spawns from the bottom of the stage. The breakable terrain is completely uninteractive; the two breakable pillars can be passed through freely with no interaction, and the bottom breakable object doesn't take damage and can be walked across freely. It is unclear if the bottom breakable object can be passed through from below like the rest of the stage in this form.
Yoshi's Island Melee
The turn blocks are simply solid objects that cannot be hit and cannot be passed through.
Yoshi's Story
The cloud platform cycling at the bottom of the stage known as "Randall" in some circles does not exist. Otherwise the stage is unchanged. Worth noting that early reports are that the stage is larger than it was in Melee and is all around more similar to Battlefield.
Fountain of Dreams
The platforms do not move. Otherwise the stage is unchanged and seemingly identical to Battlefield.
Corneria
No arwings ever attack. The main gun never fires. The main gun is still visibly present, but in our only footage on this stage, no player ever attempted to interact with it to see if it could be destroyed or stood on.
Venom
I was not able to observe any differences in this stage with hazards off, but I cannot assure that they do not exist.
Pokemon Stadium
This stage is permanently frozen in its "normal" form it usually has between transformations. The background screen still does everything it usually does. It is worth noting that in Ultimate it seems hard to distinguish between Pokemon Stadium and Pokemon Stadium 2 in this state.
Mushroom Kingdom II
Birdo, the logs, and Pidgit never spawn which results in this being a fully static stage.
Brinstar Depths
Kraid is absent and the stage does not rotate. I have only been told about this and not observed it directly so I cannot yet provide a good summary of the layout chosen (TODO: provide such an update).
Delfino Plaza
The stage still tours and seems identical to its hazards on form.
Mushroomy Kingdom
The stage still scrolls to the right as per usual. It is worth noting that 1-2 does not seem to exist in Smash Ultimate from current knowledge. (TODO: check on breakability of bricks).
Figure-8 Circuit
No cars are present on the track. Otherwise the stage is identical.
WarioWare Inc.
The stage does not ever begin any microgames. Therefore, it is a simple flat stage with platforms.
Bridge of Eldin
King Bulbin does not ever spawn meaning the bridge never breaks.
Norfair
The stage does not ever spawn any lava, fire pillars, safe houses, or any other interactive factors. The simple "V" shape of the five platforms is the entire stage.
Yoshi's Island
The central platform does not tilt, and the support ghosts do not spawn.
Halberd
The various hazards (claw, bombs, laser) that would normally attack when on the main deck of the ship simply do not. Otherwise the stage follows the same script as per usual, launching from a walk-off very early in the match and then cycling between two forms.
Pokemon Stadium 2
This stage is permanently frozen in its "normal" form it usually has between transformations. The background screen still does everything it usually does. It is worth noting that in Ultimate it seems hard to distinguish between Pokemon Stadium and Pokemon Stadium 2 in this state.
Port Town Aero Dive
There are no cars at all, but otherwise the stage still plays out its usual movement. The one wall that encroaches on the left side of the stage briefly can still hit you, and the moving track can still hurt you. It is worth noting that unlike in all previous Smash games the ledges of the moving platform on this stage are grabbable. I am also going to be very upset at the first person to refer to this stage as "Port Town Aero Drive", the most annoying possible mistake to make on any stage's name.
Castle Siege
The stage never transforms from its first "outside" form.
Distant Planet
It never rains, the flowers never grow, and the Bulborb never spawns on the right side of the stage. I have only heard about this from reports and not observed it personally so I cannot comment on whether the main platform is still flexible or if the leaves still sag when players jump on them (TODO: Make those observations).
Smashville
The moving platform does not move and instead permanently rests in its middle position. No balloons ever spawn.
Summit
The stage still cycles through its entire transformation. However, the destructible ice block is present and simply non-interactive (presumably functioning as a solid object), the icicles never spawn, and the fish does not appear in the water. It is unknown if the falling platform still falls, if the stage still has low gravity while descending, or if the clouds still scroll by, and seeing as this stage had no ledges in Brawl, it is unknown if there is a change there similar to what Port Town Aero Dive received. (TODO: Learn those things)
Shadow Moses Island
According to reports, the walls are unbreakable. I am unsure if the Metal Gear background objects still appear because I have not observed this personally (TODO: observe).
Pirate Ship
The catapult and bomb hazards do not appear, and the King of Red Lions never approaches the ship from the rear. Weather events still occur in the background, but the ship appears to never run aground or fly up into the sky. In the only footage we have, no player touched the bow of the ship to confirm whether it still hits the player or not.
3D Land
The stage still progresses through its movement and script as per normal. The only obvious difference is that the spike crushers late in the stage do not appear at all.
Golden Plain
There are no coins or switches, the platforms do not move, and the stage does not scroll at all from its initial centered position. This causes it to be a stage with walk-offs on both sides, a "hill" in the middle with small walls elevating it over the rest of the ground, and three platforms of asymmetric formation.
Paper Mario
The stage does not transform from its initial "grassland" form, and there is no wind event. This is just according to reports; I haven't observed this stage myself to notice if there is any other nuance.
Gerudo Valley
The bridge is non-interactive and never breaks, and Twinrova never attacks the stage. It is simply a static stage with a few platforms and walk-offs.
Unova Pokemon League
The stairs to the side never spawn in. The random Pokemon that appear in the background appear to be limited to Milotic, Whimsicott, and Shaymin sky form who are the three Pokemon that do not interact with the stage at all.
Mute City SNES
According to reports, this stage features a static lay-out of platforms/cars but does not shift to new forms like it normally does. The track can still hit you. I have not observed this personally to document the exact lay-out that is used (TODO: observe).
Arena Ferox
This stage is permanently in the form with two statues holding up diagonal platforms (three total platforms). The statues cannot be damaged and are non-interactive.
Reset Bomb Forest
Viridi never appears, and this stage never transitions to its second form.
Balloon Fight
The fish never appears in the water which, incidentally, is not swimmable water in this game unlike other stages with water. The platform layout still seems irregular, but it is not clear whether this varies play to play without hazards. In our only video on this stage, neither player attempted to loop from one side to the other as is possible ordinarily.
Living Room
According to reports, this stage is apparently unchanged with hazards off, including the falling blocks damaging the player (TODO: Confirm this).
Find Mii
The hazards never appear, but the cage still exists and is a solid block that cannot be passed through but can be stood on from the top. It is worth noting that the right isolated land mass is further to the right than you probably remember from the 3DS's small screen.
Mushroom Kingdom U
The stage never transforms from its grassy "ground" form. None of the special events (water pillars, icicles, the beanstalk) ever appear either, and of course, Nabbit is not present.
Mario Circuit
There are no cars on the track but otherwise the stage still tours as per usual. This includes the ability for the track to hurt players when the stage is moving.
Skyloft
The stage doesn't move at all; the main platform remains permanently floating far away from the main body of Skyloft giving a constant view of the entire floating island. The formation used is the normal initial form with the two side platforms that diagonally slope away from the stage near each edge and the one flat higher up central platform.
Kalos Pokemon League
The stage does not change forms, move, or transform in any way. It remains in its initial form with the two side platforms above the ledges.
Gamer
The mom never appears nor do any of the other aesthetic events designed to make you worried the mom might appear occur. We have only observed one match on this stage with an asymmetric but mild platform lay-out; it is still unclear whether the random platform generation is changed by hazards off.
Garden of Hope
None of the breakable objects on the stage exist at all; there is no twig, no breakable house, and the central bridge is simply absent. The weight platforms on the sides of the stage still exist but do not move in reaction to players being on them.
Duck Hunt
Neither the dog nor the ducks ever appear.
Wrecking Crew
No bombs or barrels are present which makes the stage fully static. The only match we have seen on this stage has a slight asymmetry but is in a mostly regular form; it is not clear if this stage still has a random lay-out with hazards off.
Pilotwings
The stage permanently keeps the players on the red plane which no longer tilts. The stage still tours around the islands as usual, and the geography of the islands can still hurt players if they contact it.
Wuhu Island
The initial red platform with the slopes near the edges and the one platform in the middle is the only form the stage takes. The stage still tours around the island but simply never settles down toward a landing stop.
Super Mario Maker
We have only observed one game on this stage which had a fairly tame formation with one platform and some ground with a slope. It seems unlikely this is a static form due to the oddness of the shape, but it remains to be seen whether the random formations the stage can choose are impacted by the hazards off setting.
Umbra Clock Tower
The extra platforms never appear causing this to be a fully static stage. It is unclear what range of background events can still occur which for a tiny minority of players may be a huge point of focus.
New Donk City Hall
The stage appears to be identical with hazards on or off. As a new stage, I will explain what it does. The stage begins on the ground in front of the city hall and tours upwards through three different stops before cycling back to the ground; this is fundamentally similar to Prism Tower. However, unlike Prism Tower, the stops going up the tower have some variety; some levels appear to have a few options. The full range of all landing stops is not known at this time.
Dracula's Castle
The platforms do not move. Even though normally the monsters don't seem to interact with the stage anyway, in hazards off they do not spawn at all. The candlesticks that can normally be destroyed for items are not present.
Stages I have not seen played in hazards off in the demo:
Onett
Stages I have not seen or heard of played in hazards off in the full game:
Big Blue
Fourside
Luigi's Mansion
Spear Pillar
75m
Mario Bros.
Hanenbow
Dream Land GB
Magicant
Tomodachi Life
PictoChat 2
The Great Cave Offensive
Flat Zone X
Palutena's Temple
Wii Fit Studio
Gaur Plain
Windy Hill Zone
PAC-LAND
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