Mushroom Kingdom (SSB): Difference between revisions

→‎Stage overview: Saw a video showing how a super lightweight fighter doesn't move the platforms, cue 4 days of research. Smash 64 values are probably 10 times larger than they really are, but these are the values I found in Project 64, feel free to rewrite if needed. Fun fact, the ground tiles are about 9x9 units (I initially thought they were 10x10 like Steve's blocks. If they were then my math gave cleaner numbers)
m (→‎Trivia: Removing unnecessary space.)
(→‎Stage overview: Saw a video showing how a super lightweight fighter doesn't move the platforms, cue 4 days of research. Smash 64 values are probably 10 times larger than they really are, but these are the values I found in Project 64, feel free to rewrite if needed. Fun fact, the ground tiles are about 9x9 units (I initially thought they were 10x10 like Steve's blocks. If they were then my math gave cleaner numbers))
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Occasionally, a small, rectangular [[POW Block]] will appear in one of several locations in the air. Hitting it with an attack will cause the screen to vibrate, with every character touching the ground or a platform being dealt 20% [[damage]] and great [[knockback]].
Occasionally, a small, rectangular [[POW Block]] will appear in one of several locations in the air. Hitting it with an attack will cause the screen to vibrate, with every character touching the ground or a platform being dealt 20% [[damage]] and great [[knockback]].
===Technical information===
In ''Smash 64'', landing on one of the scale platforms will impart a speed of <code>-8×(2.4-w)+0.9</code>, where '''w''' is the fighter's weight. Every frame afterwards will accelerate the platform by <code>-(2.4-w)+0.9</code>. When both platforms have a fighter on them, the left platform (the right platform bases its movements on the left<!--couldn't find a second address, so I assume they only do logic on one and the other follows-->) will change its speed every frame using <code>(s+(w1-w2))×0.93</code>, where '''s''' is the platform's current speed and '''w1''' and '''w2''' are the weights on each platform, up to a speed of around <code>(w1-w2)×1.32857</code>. Due to how speed is calculated, a weight above around 1.5174 will not cause the platforms to break off in a single jump (jumping after it has moved will impart the same speed as the first but at a lower height, thus allowing it to break), a weight of 2.4 will do nothing, and a weight above 2.4 will cause the platform to rise; these scenarios are not possible without [[hacking]] as the highest weight value is 1.3 with {{SSB|Jigglypuff}}.
The left platform starts at a height of 363 and the right platform starts at 362. Once the difference between one of the platform's starting height and current height exceeds 1100, the platform will become detached from the rope. Once detached, the platforms' speed is reset to 0 and increases by 3 every frame until it reaches 70. The platforms will continue to fall until both pass a height of -5350, at which point they will reappear 3 seconds later.
In ''Ultimate'' the platform's movements are simpler; while jumping onto a platform will impart an initial speed like in ''Smash 64'', this speed quickly dissipates and is overtaken by the primary mechanic. When landing on one platform, that platform will fall at a constant rate of <code>0.008675w-0.35</code> units per frame, where '''w''' is the fighter's weight with a minimum of 40. When both platforms have a fighter on them, the one with the heaviest fighter will fall at a rate of <code>0.0133×(w1-w2)</code> units per frame (the other platform will rise at the same rate), where '''w1''' and '''w2''' are the weights on each platform. Both platforms start at a height of 13 units and detach from the rope when the difference in starting height and the current height is more than 40.


===Ω form and Battlefield form===
===Ω form and Battlefield form===
In ''Super Smash Bros. Ultimate'', the [[Ω form]] and [[Battlefield form]] are suspended in the air with no platforms extending below the [[blast line]] and no [[walk-off]]s. The POW Block, scales, and Warp Pipes are also absent. The main platform is an arrangement of ground blocks that match the size and shape of {{SSBU|Final Destination}} and {{SSBU|Battlefield}}, respectively. In order for fighters to not get stuck in the corners when recovering, and to make this form match their respective forms, there are invisible slopes along both sides. The three [[soft platform]]s of the Battlefield form are based off the soft platforms of the regular form.
In ''Super Smash Bros. Ultimate'', the [[Ω form]] and [[Battlefield form]] are suspended in the air with no platforms extending below the [[blast line]] and no [[walk-off]]s. The POW Block, scales, and Warp Pipes are also absent. The main platform is an arrangement of ground blocks that match the size and shape of {{SSBU|Final Destination}} and {{SSBU|Battlefield}}, respectively. In order for fighters to not get stuck in the corners when recovering, and to make this form match their respective forms, there are invisible slopes along both sides. The three [[soft platform]]s of the Battlefield form are based off the soft platforms of the regular form.
<gallery widths="200px">  
<gallery widths="200px">
File:SSBU-Mushroom Kingdom (SSB)Omega.png|Ω form in ''Super Smash Bros. Ultimate''.
SSBU-Mushroom Kingdom (SSB)Omega.png|Ω form in ''Super Smash Bros. Ultimate''.
File:SSBU-Mushroom Kingdom (SSB)Battlefield.png|Battlefield form in ''Super Smash Bros. Ultimate''.
SSBU-Mushroom Kingdom (SSB)Battlefield.png|Battlefield form in ''Super Smash Bros. Ultimate''.
</gallery>
</gallery>


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