Editing Stage hazard

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[[File:SSBUWebsiteSonic4.jpg|thumb|upright=1.4|{{SSBU|Sonic}} nearly colliding with a [[Shy Guy]] on [[Figure-8 Circuit]], an example of a stage hazard]]
[[File:SSBUWebsiteSonic4.jpg|thumb|upright=1.4|Sonic nearly colliding with stage hazards]]


A '''stage hazard''' is any aspect of a [[stage]] (that is, a [[stage element]]) which could pose a threat to players. Most stage hazards deal [[damage]] and [[knockback]], while the remainder includes a wide range of effects, such as sudden movements of the stage or a panning camera that can carry less agile [[character]]s into the [[blast line]]. A stage hazard should not be mistaken for any element which might aid or save the opponent, such as the Support Ghost in {{SSBB|Yoshi's Island}}, although the same element may play several roles.
A '''stage hazard''' is any aspect of a [[stage]] (that is, a [[stage element]]) which could pose a threat to players. Most stage hazards deal [[damage]] and [[knockback]], while the remainder include a wide range of effects, such as sudden movements of the stage or a panning camera that can carry less agile [[character]]s into the [[blast line]]. A stage hazard should not be mistaken for any element which might aid or save the opponent, such as the Support Ghost in {{SSBB|Yoshi's Island}}, although the same element may play several roles.


How predictable a stage hazard is and how much influence it has over the match are factors usually considered when deciding stage [[tournament legal|legality]]. Stages with many or overwhelming hazards are typically banned in [[tournament]]s, as they tend to interfere with the outcomes of matches or because the competitors only value aspects of a match that they have to control without overcentralizing the match.
How predictable a stage hazard is and how much influence it has over the match are factors usually considered when deciding stage [[tournament legal|legality]]. Stages with many or overwhelming hazards are typically banned in [[tournament]]s, as they tend to interfere with the outcomes of matches or because the competitors only [[competitive philosophy|value]] aspects of a match that they have control over without overcentralizing the match.


Some stage hazards may be extremely minute or subtle or only apply to certain characters. For example, the balloon in [[Smashville]] may unexpectedly collide with [[Ness]]'s [[PK Thunder]], making him temporarily vulnerable or leaving him in the [[helpless]] state if he is in the air.
Some stage hazards may be extremely minute or subtle, or only apply to certain characters. For example, the balloon in [[Smashville]] may unexpectedly collide with [[Ness]]'s [[PK Thunder]], making him temporarily vulnerable or leaving him in the [[helpless]] state if he is in the air.


Stage hazards often play a role in improvised [[combos]].
Stage hazards often play a role in improvised [[combos]].


In ''[[Super Smash Bros. for Wii U]]'', certain stage hazards, such as all of the magma-based obstacles in [[Norfair]], are disabled in [[8-Player Smash]]. In ''[[Super Smash Bros. Ultimate]]'', stage hazards can be toggled on or off regardless of the number of players.
In ''[[Super Smash Bros. Ultimate]]'', stage hazards can be turned off.
 
All stage hazards are paused during a [[Final Smash]]; however, their hitboxes [https://www.youtube.com/watch?v=MRJOu-_qAH8 remain active while a non-cutscene Final Smash is in effect], making them exploitable to gain additional damage.


==Types of stage hazards==
==Types of stage hazards==
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*'''Launchers''' will quickly move the character from one part of the stage to another and sometimes into the blast line. The most basic example of a launcher is the catapult on [[Pirate Ship]], which will only fling the victim to the far left of the pirate ship, while the victim suffers neither damage nor [[flinching]]. The [[Barrel Cannon]] in [[Congo Jungle]] is considered a launcher but not usually a hazard, because there is a brief period of time where the player has control over when it will fire.
*'''Launchers''' will quickly move the character from one part of the stage to another and sometimes into the blast line. The most basic example of a launcher is the catapult on [[Pirate Ship]], which will only fling the victim to the far left of the pirate ship, while the victim suffers neither damage nor [[flinching]]. The [[Barrel Cannon]] in [[Congo Jungle]] is considered a launcher but not usually a hazard, because there is a brief period of time where the player has control over when it will fire.
*'''Rogue platforms''' are [[platform]]s that travel or move suddenly through a blast line. For example, if a character is [[stun]]ned while standing on an [[Arwing]] in [[Sector Z]], the Arwing may leave the scene and carry the character into the blast line. The track on [[Big Blue]], the balancing platforms on [[Mushroom Kingdom]], and any platform aside from the main one on [[Town and City]] may also be considered rogue platforms.
*'''Rogue platforms''' are [[platform]]s that travel or move suddenly through a blast line. For example, if a character is [[stun]]ned while standing on an [[Arwing]] in [[Sector Z]], the Arwing may leave the scene and carry the character into the blast line. The track on [[Big Blue]], the balancing platforms on [[Mushroom Kingdom]], and any platform aside from the main one on [[Town and City]] may also be considered rogue platforms.
*'''Trapdoors''' are sections of the stage that can give way and reappear over a character, which usually makes returning to the stage difficult or impossible. For example, [[King Bulblin]] on the [[Bridge of Eldin]] can destroy the bridge, and players can be trapped below when the bridge is later reconstructed. Another example of a trapdoor hazard is the [[Drop Block]] in one of the default [[custom stage]]s in ''[[Brawl]]''. Trapdoors differ in terms of how they are triggered; some automatically open and close at timed intervals, some open based on proximity (with a delay before opening) and then automatically close sometime later; and still others have to be manually triggered (such as by taking damage) in order to open.
*'''Trapdoors''' are sections of the stage that can give way and reappear over a character, which usually makes returning to the stage difficult or impossible. For example, [[King Bulblin]] on the [[Bridge of Eldin]] can destroy the bridge, and players can be trapped below when the bridge is later reconstructed. Another example of a trapdoor hazard is the [[Drop Block]] in one of the default [[custom stage]]s in ''[[Brawl]]''. Trapdoors differ in terms of how they are triggered; some automatically open and close at timed intervals, some open based on proximity (with a delay before opening) and then automatically close some time later; and still others have to be manually triggered (such as by taking damage) in order to open.
*'''[[Stage transformation|Transformations]]''' create a situation where the character can be caught under or off to the side of a stage because of a sudden shift in the stage. For example, the [[Frigate Orpheon]] stage can cause players to accidentally self-destruct when it flips upside down, and [[Orbital Gate Assault]] features many sudden transitions from one group of spaceship platforms to another. These should not be confused with trapdoor hazards; the difference is that trapdoors are located in specific portions of a stage, whereas transformation hazards specifically feature a (near) global change in the stage.
*'''[[Stage transformation|Transformations]]''' create a situation where the character can be caught under or off to the side of a stage because of a sudden shift in the stage. For example, the [[Frigate Orpheon]] stage can cause players to accidentally self-destruct when it flips upside down, and [[Orbital Gate Assault]] features many sudden transitions from one group of spaceship platforms to another. These should not be confused with trapdoor hazards; the difference is that trapdoors are located in specific portions of a stage, whereas transformation hazards specifically feature a (near) global change in the stage.
*'''Acid''' hazards, which do not specifically need to be the acid, rise or pour in while covering a blast line. Collision with the acid will result in damage and knockback. In high hitstun and low percentage environments, characters will sometimes bounce around in rising acid. The first stage to feature an acid hazard is [[Planet Zebes]]. [[Norfair]] features lava in the place of acid.
*'''Acid''' hazards, which do not specifically need to be acid, rise or pour in while covering a blast line. Collision with the acid will result in damage and knockback. In high hitstun and low percentage environments, characters will sometimes bounce around in rising acid. The first stage to feature an acid hazard is [[Planet Zebes]]. [[Norfair]] features lava in the place of acid.
*'''Predators''' will pursue the players and attack them. Some examples include the lookout cannons on Pirate Ship and the Arwings and [[Wolfen]] which swoop in and fire lasers around characters on various {{uv|Star Fox}} stages. These sometimes overlap with blast hazards, such as the Combo Cannon on Halberd.
*'''Predators''' will pursue the players and attack them. Some examples include the lookout cannons on Pirate Ship and the Arwings and [[Wolfen]] which swoop in and fire lasers around characters on various {{uv|Star Fox}} stages. These sometimes overlap with blast hazards, such as the Combo Cannon on Halberd.
*'''Vehicles''' may occasionally speed through some stages, causing damage and knockback to characters that collide with them. A warning or environment cue that a vehicle is approaching is usually given, such as a flashing exclamation point on [[Onett]], or the vehicle can be seen from far away before arrival, such as the racers on {{SSBB|Mario Circuit}}. Vehicle collisions may also trigger explosions on certain items. Vehicles are similar to mobile static hazards in that both pose a threat by slamming into fighters; the main difference is that vehicles briefly pass through the playable area at various intervals, while static hazards are either always onstage or remain onstage for extended periods of time, and vehicles also usually move quickly and warn players before their appearance, while static hazards can appear abruptly and usually move slowly (if they move at all). Vehicle hazards are not necessarily actual vehicles; anything that periodically rushes through the stage and damages fighters in its path, without lingering onstage for more than a few seconds, fits this hazard archetype. A good example is the Peckish Aristocrab in the [[Garden of Hope]] stage, which does not fit any conventional definition of the word "vehicle", yet has all the properties of a vehicle-type stage hazard (dashes through stage periodically and inflicts damage and knockback to all fighters it collides with, has a clear warning of its imminent arrival before threatening fighters, does not remain on stage for a prolonged period of time).
*'''Vehicles''' may occasionally speed through some stages, causing damage and knockback to characters that collide with them. A warning or environment cue that a vehicle is approaching is usually given, such as a flashing exclamation point on [[Onett]], or the vehicle can be seen from far away before arrival, such as the racers on {{SSBB|Mario Circuit}}. Vehicle collisions may also trigger explosions on certain items. Vehicles are similar to mobile static hazards in that both pose a threat by slamming into fighters; the main difference is that vehicles briefly pass through the playable area at various intervals, while static hazards are either always onstage or remain onstage for extended periods of time, and vehicles also usually move quickly and warn players before their appearance, while static hazards can appear abruptly and usually move slowly (if they move at all). Vehicle hazards are not necessarily actual vehicles; anything that periodically rushes through the stage and damages fighters in its path, without lingering onstage for more than a few seconds, fits this hazard archetype. A good example is the Peckish Aristocrab in the [[Garden of Hope]] stage, which does not fit any conventional definition of the word "vehicle", yet has all the properties of a vehicle-type stage hazard (dashes through stage periodically and inflicts damage and knockback to all fighters it collides with, has a clear warning of its imminent arrival before threatening fighters, does not remain onstage for a prolonged period of time).
*'''Weather''' hazards affect physics. These hazards typically follow a change in scenery or a stage transformation; for example, the Flying transformation in [[Pokémon Stadium 2]] introduces a weather hazard that blows gusts of wind upwards. Characters caught in the gusts have a dramatically reduced [[falling speed]] and are easier to [[Star KO]] and approach. Other weather hazards may affect the progression of time, such as [[Dialga]] in [[Spear Pillar]].
*'''Weather''' hazards affect physics. These hazards typically follow a change in scenery or a stage transformation; for example, the Flying transformation in [[Pokémon Stadium 2]] introduces a weather hazard that blows gusts of wind upwards. Characters caught in the gusts have a dramatically reduced [[falling speed]] and are easier to [[Star KO]] and approach. Other weather hazards may affect the progression of time, such as [[Dialga]] in [[Spear Pillar]].
*'''[[Slippery]] platforms''' make it difficult to control the momentum of traversing characters. In ''Brawl'', slippery platforms may also increase the odds that a character will [[trip]]. This hazard does not affect the [[Ice Climbers]].
*'''[[Slippery]] platforms''' make it difficult to control the momentum of traversing characters. In ''Brawl'', slippery platforms may also increase the odds that a character will [[trip]]. This hazard does not affect the [[Ice Climbers]].
*'''Switches''' need to be activated before any changes occur. Currently, the only switch that significantly threatens players is the [[POW Block]] in {{SSB|Mushroom Kingdom}}.
*'''Switches''' need to be activated before any changes occur. Currently, the only switch that significantly threatens players is the [[POW Block]] in {{SSB|Mushroom Kingdom}}.
*'''Panning cameras''' force characters to follow the camera, as [[blast line]]s will move with the camera. [[Icicle Mountain]] features a camera that pans up the stage at varying speeds, which can catch characters with the lower blast line if they have a poor jumping ability.
*'''Panning cameras''' force characters to follow the camera, as [[blast line]]s will move with the camera. [[Icicle Mountain]] features a camera that pans up the stage at varying speeds, which can catch characters with the lower blast line if they have poor jumping ability.
*'''Obstacles''' generally obstruct character movement or present a challenging gap to cross. While not dangerous by themselves, obstacles are often used in conjunction with panning cameras.
*'''Obstacles''' generally obstruct character movement or present a challenging gap to cross. While not dangerous by themselves, obstacles are often used in conjunction with panning cameras.
*'''Illusions''' are designed to affect the players themselves rather than the character, although they can sometimes lead to disorientation and self-destruction. [[Palkia]] on Spear Pillar can tilt the screen's orientation of the stage and invert player controls by mirroring the stage.
*'''Illusions''' are designed to affect the players themselves rather than the character, although they can sometimes lead to disorientation and self-destruction. [[Palkia]] on Spear Pillar can tilt the screen's orientation of the stage and invert player controls by mirroring the stage.
*'''Enemies''' generally appear as a species and can obstruct the player or cause knockback and damage. Enemies are similar to static hazards, but most enemies can be damaged and defeated or can be grabbed and thrown. One example of an enemy hazard is the [[Polar Bear]] in Icicle Mountain.
*'''[[Enemies]]''' generally appear as a species and can obstruct the player or cause knockback and damage. Enemies are similar to static hazards, but most enemies can be damaged and defeated or can be grabbed and thrown. One example of an enemy hazard is the [[Polar Bear]] in Icicle Mountain.
*Stage bosses are large enemies introduced in ''[[Super Smash Bros. 4]]''. They are much larger than regular enemies and can take a lot of damage before being defeated. They may also have other significant effects besides disrupting the battle, such as destroying portions of the stage or awarding a KO to the player who defeated them.
*'''[[Boss#Stage_bosses|Stage bosses]]''' are large enemies exclusive to ''[[Super Smash Bros. 4]]'' and ''Ultimate''. They are much larger than regular enemies, and can take a lot of damage before being defeated. They may also have other significant effects besides disrupting the battle, such as destroying portions of the stage, or awarding a KO to the player who defeated them.
*'''Monsters''' are large enemy species that cannot be defeated and can KO a player when hit, grabbed or swallowed by. Some monsters include the [[Ultimate Chimera]] on [[New Pork City]] and the [[fish]] on [[Summit]]. While the [[Peckish Aristocrab]] on [[Garden of Hope]] exhibits characteristics of a vehicle hazard, as previously mentioned, it is also considered a monster by virtue of being a large, hostile living being that is immune to all attacks from the fighters.
*'''Monsters''' are large enemy species that cannot be defeated and can KO a player when hit, grabbed, or swallowed by. Some monsters include the [[Ultimate Chimera]] on [[New Pork City]] and the [[fish]] on [[Summit]]. While the [[Peckish Aristocrab]] on [[Garden of Hope]] exhibits characteristics of a vehicle hazard, as previously mentioned, it is also considered a monster by virtue of being a large, hostile living being that is immune to all attacks from the fighters.


==Stage hazard switch==
==Stage hazard switch==
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|-
|-
| [[3D Land]]
| [[3D Land]]
| The ? Blocks are already empty, and brick blocks cannot be broken. Donut Blocks don't fall. Flipping platforms are already laid out. The rocks don't appear in the second phase. The skewers don't appear in the final phase.
| The ? Blocks are already empty, and brick blocks cannot be broken. Flipping platforms are already laid out. The rocks don't appear in the second phase. The skewers don't appear in the final phase.
|-
|-
| [[75m]]
| [[75m]]
| The fire enemies do not appear. Donkey Kong does not move forward, or release the springs on the stage. The elevators are stationary.
| The fire enemies do not appear. Donkey Kong does not release the springs on the stage. The elevators are stationary.
|-
|-
| [[Arena Ferox]]
| [[Arena Ferox]]
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| Fish, flippers and lightning bolts do not appear. The rocks under certain platforms cannot be broken.
| Fish, flippers and lightning bolts do not appear. The rocks under certain platforms cannot be broken.
|-
|-
| [[Battlefield (SSBU)|Battlefield]] (including Battlefield forms)
| [[Battlefield (SSBU)|Battlefield]]
| No changes.
| No changes.
|-
|-
| [[Big Battlefield (SSBU)|Small]] and [[Big Battlefield (SSBU)|Big Battlefield]]
| [[Big Battlefield (SSBU)|Big Battlefield]]
| No changes.
| No changes.
|-
|-
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|-
|-
| [[Boxing Ring]]
| [[Boxing Ring]]
| The stage lights do not fall, and cannot be attacked, although they will still shake when landing on them.
| The stage lights do not fall.
|-
|-
| [[Bridge of Eldin]]
| [[Bridge of Eldin]]
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| [[Castle Siege]]
| [[Castle Siege]]
| The stage does not transform and is set to the castle's roof.
| The stage does not transform and is set to the castle's roof.
|-
| [[Cloud Sea of Alrest]]
| Azurda will keep his head static throughout the match, keeping it elevated slightly above the clouds.
|-
|-
| [[Coliseum]]
| [[Coliseum]]
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|-
|-
| [[Corneria]]
| [[Corneria]]
| Arwings do not appear, and the Great Fox's cannon does not fire lasers and cannot be attacked.
| Arwings do not appear, and the Great Fox's cannon does not fire lasers and cannot be attacked .
|-
|-
| [[Delfino Plaza]]
| [[Delfino Plaza]]
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| Whispy Woods does not blow wind.
| Whispy Woods does not blow wind.
|-
|-
| [[Dream Land GB]]
| [[Dream Land (SSB4)|Dream Land GB]]
| No changes.
| No changes.
|-
|-
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|-
|-
| [[Flat Zone X]]
| [[Flat Zone X]]
| The stage does not transition past the first form, the randomly moving Manhole platforms, the treasure diver and the firemen do not appear.
| The stage does not transition past the first form, the randomly moving Manhole platforms, the treasure diver, and the firemen do not appear.
|-
|-
| [[Figure-8 Circuit]]
| [[Figure-8 Circuit]]
| No karts are on the track, and the race map is not displayed on the jumbotron, and instead the animated background covers its entirety.
| No karts are on the track.
|-
|-
| [[Final Destination (SSBU)|Final Destination]] (including Omega forms)
| [[Final Destination (SSBU)|Final Destination]]
| No changes.
| No changes.
|-
|-
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|-
|-
| [[Frigate Orpheon]]
| [[Frigate Orpheon]]
| The stage does not flip, remaining only in the first area. Blackouts do not occur, and the platforms that move in from the left and right blast zones are gone. The platform on the right still moves up and down.
| The stage does not flip, remaining only in the first area. Blackouts do not occur, and the platforms that move in from the left and right blast zones are gone.
|-
|-
| [[Gamer]]
| [[Gamer]]
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|-
|-
| [[Garden of Hope]]
| [[Garden of Hope]]
| The bridge, pots, sticks, Pikmin, [[Bulborb]], and [[Peckish Aristocrab]] do not appear. The lifts do not fall.
| The bridge, pots, sticks, Pikmin, and [[Peckish Aristocrab]] do not appear. The lifts do not fall.
|-
| [[Garreg Mach Monastery]]
| Battle begins only in Cathedral. Notably, the moving platforms can still carry fighters offscreen.
|-
|-
| [[Gaur Plain]]
| [[Gaur Plain]]
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|-
|-
|[[Gerudo Valley]]
|[[Gerudo Valley]]
| The bridge cannot be damaged or destroyed. [[Koume and Kotake]] do not appear.
| The bridge cannot be destroyed. [[Koume and Kotake]] do not appear.
|-
|-
| [[Golden Plains]]
| [[Golden Plains]]
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|-
|-
| [[Great Bay]]
| [[Great Bay]]
| Tingle does not appear. The turtle never moves, though it still bobs in the water.
| Tingle does not appear. The turtle never moves.
|-
|-
| [[Great Plateau Tower]]
| [[Great Plateau Tower]]
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|-
|-
| [[Green Greens]]
| [[Green Greens]]
| Whispy Woods does not blow wind or drop apples, and there are no falling blocks or bombs.
| Whispy Woods does not blow wind, and there are no falling blocks or bombs.
|-
|-
| [[Green Hill Zone]]
| [[Green Hill Zone]]
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| [[Hanenbow]]
| [[Hanenbow]]
| The leaves do not tilt and change color when attacked, and the Hanenbow creatures do not appear.
| The leaves do not tilt and change color when attacked, and the Hanenbow creatures do not appear.
|-
| [[Hollow Bastion]]
| The stage does not transition to Dive to the Heart.
|-
|-
| [[Hyrule Castle]]
| [[Hyrule Castle]]
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| [[Kalos Pokémon League]]
| [[Kalos Pokémon League]]
| The stage does not transform.
| The stage does not transform.
|-
| [[King of Fighters Stadium]]
| No changes.
|-
|-
| [[Kongo Falls]]
| [[Kongo Falls]]
| Klaptrap, the launch barrel, and the log platforms and crates that flow in the waterfall do not appear. The main raft platform is no longer moved when fighters stand on it.
| Klaptrap, the launch barrel, and the log platforms that flow in the waterfall do not appear. The main raft platform is no longer moved when fighters stand on it.
|-  
|-  
| [[Kongo Jungle (SSB)|Kongo Jungle]]
| [[Kongo Jungle (SSB)|Kongo Jungle]]
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|-
|-
| [[Lylat Cruise]]
| [[Lylat Cruise]]
| The stage does not tilt and only uses the Starry Space background without the space warp. As such, [[Smash Taunt]]s cannot be activated.
| The stage does not tilt and only uses the Starry Space background without the space warp.
|-
|-
| [[Magicant]]
| [[Magicant]]
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| [[Midgar]]
| [[Midgar]]
| Summon Materia never appear.
| Summon Materia never appear.
|-
| [[Minecraft World]]
| Destructible blocks do not appear.
|-
| [[Mishima Dojo]]
| No changes.
|-
|-
| [[Moray Towers]]
| [[Moray Towers]]
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|-
|-
| [[Mute City SNES]]
| [[Mute City SNES]]
| The Blue Falcon is always the only vehicle onscreen. The moving platforms never move, and the Blue Falcon never goes over the ramp or into the pits. The track still damages players, however.
| The Blue Falcon is always the only vehicle onscreen. The moving platforms never move. The track still damages players, however.
|-
|-
| [[Mushroom Kingdom (SSB)|Mushroom Kingdom]]
| [[Mushroom Kingdom (SSB)|Mushroom Kingdom]]
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|-
|-
| [[Mushroomy Kingdom]]
| [[Mushroomy Kingdom]]
| The ? Blocks are already empty. The Brick Blocks cannot be attacked or broken.
| The ? Blocks are already empty. The Brick Blocks do not break when attacked.
|-
|-
| [[New Donk City Hall]]
| [[New Donk City Hall]]
| The moving platforms on some stops do not move. Pauline and the musicians never appear.
| The moving platforms on some stops do not move. Pauline and The Super Mario Players never appear.
|-
|-
| [[New Pork City]]
| [[New Pork City]]
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| [[Norfair]]
| [[Norfair]]
| None of the lava obstacles appear.
| None of the lava obstacles appear.
|-
| [[Northern Cave]]
| No changes.
|-
|-
| [[Onett]]
| [[Onett]]
| The cars do not appear. The Drug Store sign and the awnings below it will not fall.  
| The cars do not appear. The Drug Store sign cannot be attacked.
|-
|-
| [[Pac-Land]]
| [[Pac-Land]]
| The fire hydrants don't shoot out water, and pushing them does not award the player with the giant status. The water geysers don't appear, the logs don't fall or rotate, the cloud platforms never move, and the springboard doesn't work. The Wing Shoes cannot be collected, and the balloons and Special Pac don't spawn.
| The fire hydrants don't shoot out water, the water geysers don't appear, the logs don't fall, the cloud platforms never move, and the springboard doesn't work.
|-
|-
| [[Paper Mario]]
| [[Paper Mario]]
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|-
|-
| [[Palutena's Temple]]
| [[Palutena's Temple]]
| The spikes do not appear. The bridge cannot be destroyed, but can still be attacked. The moving platforms do not move. The top left mini-stage does not move, nor does the rising platform on the right. The springs do not appear. The spikes on the bottom of the stage no longer have a hitbox. Oddly, The disappearing ledge to the left of the stage still behaves normally.
| The spikes do not appear. The bridge cannot be destroyed. The moving platforms do not move. The top left mini-stage does not move. The spring does not appear. The spikes on the bottom of the stage no longer have a hitbox. The disappearing ledge to the left of the stage is still present, however.
|-
|-
| [[Peach's Castle]]
| [[Peach's Castle]]
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|-
|-
| [[Pilotwings]]
| [[Pilotwings]]
| The stage does not change from the red biplane, and it does not tilt. The terrain doesn't damage players.
| The stage does not change from the red biplane, and it does not tilt. The terrain in the background still damages players, however.
|-
|-
| [[Pirate Ship]]
| [[Pirate Ship]]
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|-
|-
| [[Princess Peach's Castle]]
| [[Princess Peach's Castle]]
| Banzai Bills and switches never appear. Blocks never spawn. The platforms that would normally rise when stood on are now stationary.
| Banzai Bills and switches never appear. The platforms that would normally rise when stood on are now stationary.
|-
|-
| [[Prism Tower]]
| [[Prism Tower]]
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|-
|-
| [[Skyloft]]
| [[Skyloft]]
| The main platform doesn't move, and thus does not transition to any other forms.
| The stage does not transition to any other forms.
|-
|-
| [[Skyworld]]
| [[Skyworld]]
| The solid part of the stages are not destructible. The lower moving platform does not appear. The platform on the right doesn't move, or react to players landing on it.
| The solid part of the stages are not destructible. The lower moving platform does not appear.
|-
|-
| [[Smashville]]
| [[Smashville]]
| The soft platform does not move once it reaches center stage, which it does much more quickly. Balloons do not spawn.
| The soft platform does not move. Balloons do not spawn.
|-
|-
| [[Spear Pillar]]
| [[Spear Pillar]]
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| [[Spirit Train]]
| [[Spirit Train]]
| The final car never changes from its initial basic form, and the blast zones no longer move about as a result. No Dark or Armored Trains spawn. The train still damages players, and moving platforms still appear, however.
| The final car never changes from its initial basic form, and the blast zones no longer move about as a result. No Dark or Armored Trains spawn. The train still damages players, and moving platforms still appear, however.
|-
| [[Spring Stadium]]
| The trampolines on the stage stay inactive, and the smaller floating ones on either side never appear. ARMS Drones also do not spawn.
|-
|-
| [[Summit]]
| [[Summit]]
| The fish does not appear. The ice platform cannot be destroyed. The icicles don't fall. The left platform never falls from standing on it. The ice block and cloud platforms never appear. The polar bear won't sink the platform further into the water. Notably, the entire stage cycle still occurs.
| The fish does not appear. The ice platform cannot be destroyed. The icicles don't fall. The left platform never falls from standing on it. The ice block and cloud platforms never appear.
|-
|-
| [[Super Mario Maker]]
| [[Super Mario Maker]]
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| The pieces of rubble serving as temporary platforms do not appear, leaving the clock tower itself as the only platform.
| The pieces of rubble serving as temporary platforms do not appear, leaving the clock tower itself as the only platform.
|-
|-
| [[Unova Pokémon League]]
| [[Unova Pokemon League]]
| Zekrom and Reshiram do not appear.
| Zekrom and Reshiram do not appear.
|-
|-
| [[Venom]]
| [[Venom]]
| Arwings and Wolfens do not appear. The stage still tilts.
| Arwings and Wolfens do not appear.
|-
|-
| [[WarioWare, Inc.]]
| [[WarioWare, Inc.]]
Line 370: Line 344:
|-
|-
| [[Wuhu Island]]
| [[Wuhu Island]]
| The stage remains in its initial floating platform configuration, never stopping to land at any point. The platform moves slowly backwards around the island, rather than moving quickly forwards. It also never gets close enough to the water to deal damage to fighters.
| The stage remains in its initial floating platform configuration, never stopping to land at any point.
|-
|-
| [[Yggdrasil's Altar]]
| [[Yggdrasil's Altar]]
Line 376: Line 350:
|-
|-
| [[Yoshi's Island (SSBM)|Yoshi's Island (Melee)]]
| [[Yoshi's Island (SSBM)|Yoshi's Island (Melee)]]
| The Rotating Blocks cannot be damaged or broken.
| The Rotating Blocks do not move.
|-
|-
| [[Yoshi's Island (SSBB)|Yoshi's Island]]
| [[Yoshi's Island (SSBB)|Yoshi's Island]]
Line 382: Line 356:
|-
|-
| [[Yoshi's Story]]
| [[Yoshi's Story]]
| [[Randall]] the cloud and Shy Guys do not appear.
| Randall and Shy Guys do not appear.
|}
|}


Additionally, several transforming stages stay locked in a certain stop in certain spirit battles.
Additionally, several roaming or transforming stages stay locked in a certain stop in certain spirit battles.
 
==See also==
*[[Background character]]


{{Stage hazards}}
[[Category:Stages]]
[[Category:Stages]]
[[Category:Stage hazards]]
[[Category:Stage hazards| ]]

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