Doom's PS2 post 11-30-2011, 01:04 PM
Personally I like PS1 a lot more than PS2. :3
But opinions aside, I just see PS2 as a 'normal stage' that sometimes has fun elements to abuse popping up every now and again.
If we're talking about the legality of Pokemon Stadium 2 we have to ask what exactly is the reason to include PS2 on a stage list? It's base form is a typical 'neutral stage' (a single, solid floor with two average platforms and average boundaries). Such a stage poses nothing out of the standard for a competitive stage, so that would mean we're looking at the stage transformations specifically.
We must see these transformations as desirable additions to the otherwise neutral stage in order to propose it's degree of use.
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PS2 Transformations -----------------------------
Electric
Two conveyor belts rotating outward. The two 'normal platforms' are replaced by three platforms in one of three arrangements.
Flying
A wind current created by rotating fans from the ground, blowing upward. Both 'normal platforms' are removed creating a single, flat floor as the arena.
Ground
The two 'normal platforms' are replaced with a pile of dirt toward the left with a small platform, and two platforms one above the other toward the right side of the stage.
Ice
The stage is mostly covered in ice. The two 'normal platforms' are replaced with two larger, ice-covered platforms.
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Platform changes aside, there's a common theme to three out of four of these stages: that is they change the outcome of the player's inputs arbitrarily:
- The Electric stage affects ledge mobility
- The Ice stage affects ground movement and increases the chance of a pratfall
- The Flying stage makes drastic changes in vertical physics (jumping, falling, and even the chances of getting Star KO'd).
These arbitrary changes to player input are not brought on by conscious choice by the players, they are the effects of a stage transformation that is outside of the player's direct control. In effect, they can be compared to Warioware-style Microgames in their 'random appearances' and sudden changes to the goals and tactics of the players.
At least some microgames can be ignored. After looking through this in a much more complete way, I have to ask: are these 'random' transformations with 'arbitrary' effects on player's controls something that we desire in a competitive stage list? Are these elements that we as a community can stand up and say "Yes, this is what we want for our most competitive tournaments to display and showcase the talents and skills of our highest-level players"?
Does this stage fit in with our standard of competitive game play so that we can stand tall with the rest of the Fighting Game Communities?