Entry #58: Something I thought up...
7 years ago
General
Good morning/ evening/ whatever. Here's what I have to say for now.
WarioWare: Smashed!
A version I thought up when recalling the WarioWare Stage in Brawl. I've since started fleshing it out. Can be done in any Smash with a similar WarioWare stage.
(Meant for play in untimed stock mode.)
Rules:
-Do not attack each other from the start. Just wait for the microgames.
-When a microgame comes up, all players should try their best to complete it. (obviously)
-Sabotaging another player's attempt at finishing a microgame is allowed. (And we all know it'll likely happen anyway, especially if there's no rule against it.)
-Players that fail a microgame can then be attacked for up to 25% damage each time, no more. (if you deal more, the failed players are allowed to hit you back to make up for it. Other than that, the failed players have to stand there and take it. One or a few more damage points are ok, as long as they weren't intentional.)
-If all four players fail, they must use a thrown item to damage an opponent or themselves. Character weapons don't count for this.
-No explosives; they can cause a premature launch. (I'm looking at *you*, Link! Leave those bombs in their bag!) Make sure to turn off item containers, too, cause they can explode as well. Party balls are fine.
-No pokeballs, assist trophies, or Smash balls. Damage must be done precisely.
-When a player reaches 100% or more, they must allow themselves to be launched.
-No shielding allowed. Holding your shield till it explodes to purposely cause yourself damage is, though.
-For those moments when multiple microgames are chosen in a row, players (or a single "status keeper") must keep track of who succeeded and who failed each one. 25% for each failure. No stock forfeits or forced launches required (see below) in this case. However, if someone gets to 100% damage from losses in a chain of microgames like this, their *next* loss will be when they must let themselves be launched/forfeit, unless they lose more than once if the next microgames end up in a chain again... (it's rare, but it CAN happen; I'm pretty sure.)but only twice more. Three strikes and you're out, basically. This is to keep players from intentionally losing too much, which is NOT fun, no matter what you say.
Optional rules:
-Set the stock to four, as WarioWare gives you 4 lives for each character's stage. (this is also why the damage you're allowed to do is around 25%, and why the final damage count before losing a point is 100%) This may be done in conjunction with or instead of the damage percentage rule.
-Also instead of allowing players to hit each other for a set amount of damage, you may change the rule to having them knock out one of the failed players' stock.
-Similar to the above, you may jump off the side to purposely forfeit a stock if you fail.
-The status keeper (the one who keeps track of successes and failures in consecutive microgames) must choose Wario as their player character.
Feel free to try it out with some friends. I may change some rules as I think over them.
A version I thought up when recalling the WarioWare Stage in Brawl. I've since started fleshing it out. Can be done in any Smash with a similar WarioWare stage.
(Meant for play in untimed stock mode.)
Rules:
-Do not attack each other from the start. Just wait for the microgames.
-When a microgame comes up, all players should try their best to complete it. (obviously)
-Sabotaging another player's attempt at finishing a microgame is allowed. (And we all know it'll likely happen anyway, especially if there's no rule against it.)
-Players that fail a microgame can then be attacked for up to 25% damage each time, no more. (if you deal more, the failed players are allowed to hit you back to make up for it. Other than that, the failed players have to stand there and take it. One or a few more damage points are ok, as long as they weren't intentional.)
-If all four players fail, they must use a thrown item to damage an opponent or themselves. Character weapons don't count for this.
-No explosives; they can cause a premature launch. (I'm looking at *you*, Link! Leave those bombs in their bag!) Make sure to turn off item containers, too, cause they can explode as well. Party balls are fine.
-No pokeballs, assist trophies, or Smash balls. Damage must be done precisely.
-When a player reaches 100% or more, they must allow themselves to be launched.
-No shielding allowed. Holding your shield till it explodes to purposely cause yourself damage is, though.
-For those moments when multiple microgames are chosen in a row, players (or a single "status keeper") must keep track of who succeeded and who failed each one. 25% for each failure. No stock forfeits or forced launches required (see below) in this case. However, if someone gets to 100% damage from losses in a chain of microgames like this, their *next* loss will be when they must let themselves be launched/forfeit, unless they lose more than once if the next microgames end up in a chain again... (it's rare, but it CAN happen; I'm pretty sure.)but only twice more. Three strikes and you're out, basically. This is to keep players from intentionally losing too much, which is NOT fun, no matter what you say.
Optional rules:
-Set the stock to four, as WarioWare gives you 4 lives for each character's stage. (this is also why the damage you're allowed to do is around 25%, and why the final damage count before losing a point is 100%) This may be done in conjunction with or instead of the damage percentage rule.
-Also instead of allowing players to hit each other for a set amount of damage, you may change the rule to having them knock out one of the failed players' stock.
-Similar to the above, you may jump off the side to purposely forfeit a stock if you fail.
-The status keeper (the one who keeps track of successes and failures in consecutive microgames) must choose Wario as their player character.
Feel free to try it out with some friends. I may change some rules as I think over them.
FA+
