Super Smash Quest - Season 3 - System - SSQ 101 Oct 29th 2004


SSQ 101



Welcome to the online help document that explains how to join this olde RPG. Now, before we start, I shall explain some basic concepts. I have noticed many people not reading this entirely, or correctly. So, once again, the standard warning applies.

READ THE WHOLE THING OR ELSE




Basic Concepts


First thing. This RPG is on the internet. You need an internet connection to join. Any one will do. Next, you need to get an IRC client. Go to mIRC's website, or Trillian's. Instructions for using each of those are different, and I leave it up to you to figure those out. However, you can't join without the required information. You must set the program to irc.sorcery.net for the server. Once you have joined the sorcerynet server, type /join #supersmashrpg or any other equivalent command. Just make sure it says #supersmashrpg . Now that you're in the room, brush up on your reading and writing skills. Make sure to include correct capitalization and punctuation. And if it is possible, spell things correctly.

At this point, get to know some of the people in the room, and try to be polite. You may ask all the questions you want. Oh, yes. If the room is in session, put parenthesis around what you are saying. You know, ()s. When I say 'In Session', I mean when people are in character, possibly fighting, talking, or running around. Now that we have those type of basics completed, it's time for the next type.

This game uses dice, and is text based. If you don't like online dice or non-picture games, then run. Run away. As far as you can. Close this window! RUUUUNNNN!!!! ....Anyway. The dice are rolled with this format: d20. That rolls a 20 sided die. d6 rolls a 6 sided die. d(n) rolls n number of dice, without the ()s of course. In this game, you wind up fighting a variety of enemies. In order to fight them, you use the combat system. That's just up ahead. As for everything else, you may do what you want, within reason. No player killing without a good reason. You're only supposed to hunt down bad guys. And with that, the basics are completed. Now for the fun part.



Joining the Game


This part of the tutorial is the hardest, but the most rewarding. Keep a clear head, and always ask questions--or you will regret it later.

Before I can say anything else, I shall show you the most generic char sheet in the game.

Generic Char Sheet

THIS IS A CHAR SHEET, YOU CAN USE IT. NOT AN EXAMPLE.


It isn't as ominous or complex as other sheets. Now, let me explain each part, bit by bit.

Oh yeah. Since some people who don't like to read complained about this, it shall be right here for all to see.

To get your numbers for each of the STR, SPD, and INT stats, roll 3 4d6. Then put one of those numbers into each stat.

Hmph.

Health: In this game, you don't have 'HP.' Instead, you have health percentage. You can take up to 100%, no more, before having to do a STR check. If you fail, you die. If you succeed, you take 10% more damage. It isn't very good, unless you heal yourself.Anyway, just make sure to keep track of your health. The GM can't remember everything for you.

STR: Strength. Both of constitution and physical strength. You'll end up using this when weapons enter the fray, but you don't start with them quite yet. To get a modifier on STR, SPD, or INT, subtract 10 and divide by 2, then round down. That is the bonus for that stat.

SPD: Speed. This stat is used to determine your order when you fight, your AC, and your running speed. An important stat, but still equal to the others in usage.

INT: Intelligence. This covers all forms of intelligence. While the intelligence of characters is usually judged by your own actions, this stat will control what your character sees. If your character is an idiot, they might walk into traps, walk right past doors, and do the most useless attacks against the wrong enemies. The opposite is true for those who have much in this stat.

AC: Armor Class. This is in place of dodging. When an enemy attacks you, it must beat this number, or else it will miss you.It is determined by 10 + SPD Modifier.

BP: Badge Points. All badges use this. The only items that don't use BP are either mundane or weapons. The amount of these you get is equal to 20 -AC. So if you're slow, you'll be the most heavily armored, and vice versa. As always, keep track of your stats.

Quirks: Also known as feats. These are what make fighters unique. You gain one every 2 levels, no matter what. You also gain 2 of them to start with.

Defense: The stat that stops combos. The left number is how many consecutive hits you must take before the Defense is activated. Once activated, it will add the right number to your AC every time you are hit. Once they miss, the extra AC goes away.

Attacks: These are your main weapons. Specialized fighting moves that you have trained in for a long time. More detail in the next section.

This should be enough to get started. But you have a bit of work left.



Attacks, and Attacking

This section tells you how to fight, starting with making your special attack moves.

To start, let's deal with your melee moves. These are often trademark moves. Use them wisely, or they'll use you instead. When you start out, you get 4 melee moves. Each one must contain 2 modules to start with. Modules? You don't know what they are? Simple. They are building blocks used to make moves. Let's take a look at the chart of them, below.

Move Modules

Each one of these have fairly intuitive names. Heed the parts that say what levels can use what; it is meant to give you a basic set of moves before you start adding fancy junk to them. In layman's turns, you can only use the level 0 modules to start. When you get to level 2, you can use the level 2 modules, etc. Now, this may seem fairly boring, but there are several extra mechanisms that make them more interesting when used in combinations. First thing, all of the modules that deal damage deal 5%. Yes, even run and jump.

Now, for the part that makes it more interesting. First thing, weak damage combos are not necesarrily weak. For, under 15% damage, an attack gets a to-hit bonus. A 0% damage combo gets +6, a 5% damage combo gets +4, a 10% combo gets +2. There is no penalty for a really powerful attack, except that it probably will be harder to hit. For those who can't read very well, here's a chart.

Attack Modifiers for Attacks

Remember to note this on your sheet. And remember to continue reading.

The next part deals with combos. Depending on the move, you use either SPD or STR modifiers for the attack roll. Close-range moves use STR, ranged moves use SPD. After you hit someone, you can attack again. As long as it isn't the same move twice in a row, you can continue attacking something. You gain bonuses for the amount of times you hit. You also deal a lot of damage. However, should the enemy avoid one of your attacks using their defense stat, or if you miss their AC by 5 or more, then it's their turn to attack you! This continues for the entire battle. I should mention, the person with the highest SPD attacks first.



Weapons


This new system differs from all of the old ones by one thing: weapons. The weapons have once again lost some of their importance. However, they still exist. First things first. A weapon does not always increase damage. It can do many other marvelous things, such as poison, confuse, freeze, add accuracy, speed up attacks, and so on. No weapon can exceed 15% damage; and even then, that type of weapon is a heavy-duty one. So remember: You don't have to make the strongest weapon in existance. Now then, the first thing everyone starts out with is a weapon of one of these types. Take your pick, but remeber, you probably won't get to change your mind later.

Weapon Types


As you can see, there is a lot to choose from. You automatically get to start with one of these for free. Should you want to dual weild the types that can be dual-weilded, you may buy another--at the expense of 10 BP in addition to 2000 coins in payment. Furthermore, all bonuses and penalties are negated while dual-weilding, so you end up concentrating on doing a lot of attacks at once. Now that you have your weapon type, you might be wondering, how do they damage the opponent? Take a look at this chart.

Weapon Damage


After 'buying' one of these weapons, you may integrate them into your group of attacks, by adding Use Weapon to a slot. However, you obviously do not want to stay with the same gun forever. So, you have two choices for updating a weapon. One, is using 1000 coins per mod to the weapon, or sacrificing 1 upgrade point for instant upgrade. The choice is yours... and here is a chart that tells you what you can buy for these weapons. Magic and Psionic are different. They can use all of the following upgrades, and for each time they buy 'Magic' or 'Psionic', they can add another spell. They may pick any of their current spells when it's time to 'Use Weapon.' Magic can also be stacked on top of other weapons.

Melee and Non-Projectile Weapon Upgrades


Ranged and Projectile Weapon Upgrades


And there you go. Good luck customizing and using your weapons.



Quirks


The Quirks
NameEffect
Agile+1 to SPD stat, +1 to the left number of Defense.
Defensive+2 to AC.
Badge ManiacYour BP is doubled. Can only be taken once.
Miser+3000 to your total coin count.
RageIf an enemy makes you mad, you may gain 8 STR for the length of fighting that opponent.
FlightYou can fly SPD feet up into the air, at STR speed.
TranceOccasionally (Specified by GM), you will become so angry/desperate that you go into trance mode. Determined by GM.
ElementalYou are healed by a certain element--but you inherit the element's weakness.
PsychicYou have a tendency to read minds... but end up giving those who you read a look inside your own as well.
Guerilla FighterYou can easily turn any object into a weapon--they add 5% to youtr attack when used
Powerful WillPsychic, intimidating, and other mind-related tricks do not effect you.
LuckyYou can re-roll 3 dice per mission.
IntimidatingYou can scare most weaker enemies and civillians away with just a glance.
ThiefYou are great at snatching things. You can roll a melee attack roll against anything to steal stuff.
Strong DefenseYou use STR mod instead of the SPD mod for defense.
PersuasivePeople are more likely to listen and agree with you.
ResourcefulYou have an easy time finding and procuring objects... and saving money while you're at it!
Shield ExpertYou are good enough at shields to use one in battle.
RepairmanYou are great at fixing things.
PerceptiveYou can point out things many others miss; and no one can surprise attack you.
LegendaryYou are a part of some sort of legend. You don't know what or which usually until it's too late.
SturdyYou can take 10% more damage without needing a check.
Walking EncyclopediaShort of a smash dex, you are the most informed about trivia and facts about the enemies and land.
ShadyYou can hide in the darkness, and move without making sound...
Master of DisguiseYou can easily change your identity, and fool others.
SpecialistPick an enemy, environment, element, or faction. You get a +10 bonus when fighting those people.
CheapskateYou will find ways to buy an object at its lowest cost, regardless of the high prices normal stores charge.
Secret WeaponWhen you're out of ways to effect an enemy, you can easily find a 'secret' weapon to deal with the enemy.
MageYou know all about magical lore, abilities, incantations, and spells.
BlacksmithYou are great at creating various items.
Pugilist+5% damage when you punch someone.
Super SmashYour smashes do double damage.
FeinterYou may attack an enemy with an INT-based punch that, when it 'hits', misses. This sets them up to automatically be hit by all of the next attack.
DefenderThe right stat of your Defense is increased by 2.
Badge AttackYou may do an attack that does (number of badges)% damage and has a (Number of badges) modifier.
Item MongerAll items are twice as effective; all armor, shields and weapons are half as effective.
Backup MovesYou may keep up to 4 melee moves equal in level and modules to your normal moves stored away; they are swappable before missions.
Badge TrickGain up to 3 BP in badges; can be stacked.
Range DefenderAC doubles when against one type of attack (Melee/Ranged), but is halved against the other type.
MimicOnce per day, you may copy the main ability of an enemy and use it against themselves. Lasts until battle ends.
True visionYou can see through disguises, optical illusions, and darkness.
Tag-TeamerYou may switch with someone else, including enemies, when fighting.
SacrificialYou may sacrifice a life to auto-kill a non-boss enemy, add a life to a friend, or heal all of your friends at once.
Super GrabYou can easily carry an unwilling opponent wherever you want once you have restrained them.
Super StrikeAfter taking 1/4th of your total damage from one hit, you may insta-hit the enemy with an attack that deals 4x more damage than normal.
Strong+2 to STR.
Smart+1 to INT, +1 to AC.
CrazyOnce per round, you may add your INT mod to any attack. This constitutes an unorthodox attack. However, all other attacks that round will have no bonuses or penalties.
Weapon MasterAdd +2 to all attacks made with weapons.
EvolutionGain a level.

Those are all of the quirks. You know how to use them, so let's go on to the next section.


Badges


And here are all of the badges. Take a good look at all of them.

Badges
Badge Name BP Badge Price Description
All or Nothing 4 $4000.00 For every hit in a combo, your attack damage is doubled. Otherwise, it is reduced to 0.
Bowser Fang 5 $5600.00 All counter-attacks deal 10% more damage, and are Bowser-like.
Brilliant Badge 4 $3500.00 +1 to STR, +2 to INT.
Chaos Badge 10 $10000.00 Your attacks do random sideffects to random targets.
Chill Out 2 $2400.00 You will instantly dodge the first attack of a battle.
Close Call 1 $1200.00 When at 80%, enemies have a 1 in 4 chance of missing you.
Coin Punch 4 $4200.00 Sacrifice 10 coins for every +1% damage you want to a punch attack.
Damage Dodge 3 $3000.00 If enemy attack is only 1 away from missing, half damage.
Defend Plus 6 $7000.00 Subtract 4 from the left number of Defense, add 1 to the right number.
Dizzy Stomp 1 $1000.00 All jump attacks confuse enemies.
Dodge Master 2 $2300.00 Add 2 to AC.
Double Dip 1 $1100.00 You may use two items per round.
Extend-o-glove 3 $3300.00 Extends grabbing and punching range; +4 to those attack rolls.
Extra Jumper 8 $8800.00 Gives you an extra jump to cross loong pits.
Feeling Fine 3 $2700.00 You cannot be hit with a status effect while attacking.
Fire Shield 2 $2100.00 Fire attacks do half damage to you.
Goldeneye 4 $4400.00 You gain +5 to attack rolls with guns.
Grab Badge 5 $3500.00 Makes enemies drop MORE items.
Happy Heart 3 $3100.00 Regain 3% health every turn.
Hawk Eye 10 $1000.00 Allows you to see through all darkness.
HP Drain 3 $3100.00 For every hit, you gain back 1%, for up to 5% healed each turn.
HP Plus 3 $3500.00 Maximum % increased by 10%.
Ice Power 2 $2500.00 Attack doubled against fire enemies.
Item Hog 3 $3200.00 Increases chances of enemies dropping items.
Jumpman 2 $2300.00 Jump attack damage increases, but can't use weapons.
Kirby Float 5 $5600.00 Replace jump with 5d5 for shorter 'puffs'.
Last Stand 1 $1000.00 When you are at 80%, you take half damage.
Lens of Truth 6 $7000.00 See the truth, but only for about 5 minutes at a time.
Life Saver 5 $5500.00 Instead of losing a life, you can choose to lose all of your money.
Lucky Day 7 $8000.00 Enemies have a 1-in-2 chance of missing you.
Lucky Start 4 $3333.00 Something lucky happens at the start of every battle.
Magic Backpack 7 $7600.00 Randomly get items from the arena to use in battle.
Magic Mirror 7 $7777.00 Allows you to travel between light and dark worlds.
Mega Rush 1 $700.00 When you are at 90% or higher damage, attack power is quadrupled.
Mega Smash 3 $3500.00 Your weapon does 15% more damage.
Money Money 7 $7600.00 After a battle, you gain twice the coins as usual.
Moon Pearl 7 $6600.00 Allows you to keep your true form in the dark world.
Move Expander 15 $20000.00 Allows you to have EIGHT melee moves at once.
Multibounce 1 $1000.00 Allows you to chain the same jump attack to hit all enemies.
Ohoracle Badge 2 $2300.00 Heals 1% for all punch attacks used per turn.
Pay-Off 2 $2300.00 The more you're hit in battle, the more coins you get.
P-Down, D-Up 2 $2500.00 Decrease STR by 2, increase right number of Defense by 2.
Peach Hover 8 $6800.00 Adds +3 to jump bonus.
Peekaboo 3 $4000.00 You instantly see the HP of the enemy.
Pity Flower 3 $2300.00 When damaged, occasionally regain 3% HP.
Power Bounce 2 $2500.00 Allows you to jump attack on an enemy forever.
Power Jump 1 $1000.00 All jump attacks deal 5% more damage.
Power Jumper 6 $4200.00 Adds +2 to jump bonus.
Power Pin 4 $4600.00 When you grab someone, your next attack does double damage.
Power Plus 6 $7000.00 Add 4 to STR.
Power Rush 1 $1100.00 When at 80%, your attack power doubles.
Power Smash 1 $1500.00 Your weapon does 5% more damage.
Pretty Lucky 3 $3500.00 Enemies have a 1-in-6 chance of missing you.
Psychosis 7 $3700.00 In battle, all damage and attack rolls are doubled against 1 enemy; you cannot heal/defend yourself.
P-up, D-Down 2 $2500.00 Decrease left number of Defense by 2, Increase STR by 2.
Quake Smash 1 $1500.00 Your attack hits all enemies on ceiling or ground.
Rainbow Rock 7 $7777.00 Magic/Psionic attacks deal 1.25 times normal damage.
Refund 1 $1200.00 Refunds money for all items used in battle.
Return Postage 7 $7777.00 People who directly attack you take half the damage they do to you.
Revenge Badge 5 $5500.00 When killed, you come back, dealing double everything against your killer.
Safety Badge 4 $3400.00 Instant-Death attacks no longer work on you.
Salvage Badge 3 $3400.00 Attracts enemies that have items.
Shell Defense 8 $6800.00 Gain a whopping 4 AC.
Spike Badge 3 $3200.00 Deal 2x damage to all spiked enemies.
Triple Dip 3 $2300.00 You may use three items per round.
Wall Jumper 3 $3300.00 Jump off of walls with ease.
Weapon Throw 2 $2000.00 Throw your weapon at any enemy; it insta-hits, but ends your turn.
Wonder Badge 2 $3000.00 Increases critical hit range to 19-20.
Zap Tap 4 $4500.00 Enemies who physically hit you take 5% damage.
Zora Breather 12 $10000.00 Allows for you to breathe underwater.

Pick wisely.



Odds and Ends


If you are reading this, SSQ's system is complete enough to start. Get going on thos sheets! Now then... let me introduce you to EXP and leveling up.

First thing. You start at level 0. To level up to the next level, multiply the next level's number by 100. That's how much EXP you need to level up.

Upon leveling up, you will get a variety of things. First thing, you will automatically get one module for a smash move, and one module for a normal move. Use them wisely. Next, every two levels, you will get a new quirk. Now, for the tricky part.

Ala Paper Mario, you may upgrade one of your stats every level you gain. However, each upgrade is different in some way. I will have the breakdown of it down here:

Upgrades


These nice upgrade thingies can be helpful is used correctly. Of course, when you get to a certain level, something special may happen...

Anyway. To our next odd end, we have starting money. How much, you ask? Well, two choices. One is a flat 7000 coins to blow on anything you wish. Another is using the slot machine. It's your choice. While we're at it, I'll detail the results of the slot machine.

Slot Machine Numbers and Combos

And there you go. Just remember, you don't get any second chances with the slot machine. And now, for some common sense tips.

Common Sense Tips

Now then... to get back on topic... Hmmm. Oh yeah, lives. You have a set number of lives to do a mission. If you lose them all, you fail that mission. The result? No pay, no benefits, and you only get a small amount of EXP. However, lives regenerate between missions... for that set amount of lives for the next mission. And... that's about it for now. You can start playing with a char sheet!



The Melee Stadium


You've heard all about it. The fantastic battles that defined this RPG in the past. Well, now they're back! There are only a few modifications when entering the Stadium and fighting others.

Stadium Rules

Those rules are only the beginning of the fabulous Melee Stadium rules. When you have gotten all the fighters together, you must agree on the frequency of items, the arena, any handicaps, any bets, how many lives, and possibly a time limit.

And now, another handy dandy chart detailing the progression of items.

Item Frequency

Handicaps are simple. If you want to equalize things for a less skilled or less leveled up player, just give them a handicap of 20%. They will be able to take 120% damage before being destroyed. Now, below, will be the chart for all the purdy arenas you can choose from. Levels means the level of platforms. For example, Final Destination has only 1 level of platforms, because it is one flat platform. Corneria has two levels, because it has the lower one on the back of the great Fox, and a higher one on the top of great fox. Someone on one level can only hit someone on another level if they use appropriate ranged moves.

Arenas
Name Size Levels Hazards Description
Battle Highway Medium 2 Cars like to drive through and smash into people. The highway used as a battleground in Sonic Battle.
Battlefield Small 3 A simple arena. No hazards. A bunch of floating platforms.
Big Blue Very Small 4 Cars constantly move, and the ground almost always kills, not to mention going upside down. A whole lot of F-zero racers doing what they do best.
Brinstar Small 3 Acid comes up and burns the lower levels every 2 rounds. The inside of Brinstar.
Brinstar Depths Very Small 2 A constantly rotating arena that destroys uncautious players. The depths of Brinstar.
Corneria Very Large 2 Arwings and Wolfens strafe the decks every 3 rounds. A huge space ship flying over Corneria.
Crystal Tower Small 5 You can easily be thrown through the glass and into the outside, or cause computers to fall on you. The crystal tower of computers from the Spirit Fields.
Death Mountain Small 3 Beware of flaming keese and magma! A few platforms floating over the crater of Death Mountain.
Digital Airport Medium 2 Weird 'programs' with ray guns occasionally shoot at you. The digital computer system of Netopia's Airport.
Dream Land Small 3 A tree occasionally blows you around. One huge platform with trees and more platforms.
Exor Very Small 1 Exor is flying through many things… watch out! A thin area on Exor as it flies through various worlds.
Final Destination Large 1 Very simple, no hazards. One huge floating platform.
Flat Zone Very Large 3 Platforms change, and oil spills are common, as well as 3%-damage inducing tools flying from above. The inside of a Game and Watch machine.
Floating Castle Medium 2 Various oddworld monsters attack at random. The place where Alys and the Questers defeated Bowser and Ganondorf.
Fountain of Dreams Medium 3 Platforms rise up out of the ground randomly. A large, overflowing fountain of star power.
Fourside Large 3 A flying saucer occasionally appears. A huge city.
Glitch Arena Very Large 5 Things change a lot here; entire levels fall down and crush people. The glitched arena that destroyed the second stadium.
Glitzville Pit Medium 1 The crowd throws objects, and being thrown out of the ropes is defeat. The arena of Glitzville where Mario became a world champion.
Great Bay Small/Very Small 2 Half of the arena submerges every 2 rounds! The Great Bay is basically a huge turtle and platforms on the sea.
Green Greens Large 2 Various blocks appear. Hitting bomb blocks means 10% damage; the tree also blows people around. Three floating islands covered in blocks.
Ice Mountain Very Large 9999 The ground scrolls. If you stay on level for more than 2 rounds, you're killed. Millions of platforms that lead up a huge mountain.
Jungle Japes Large 2 If you fall downwards, you will be defeated nearly instantly. A bunch of platforms and buildings sticking out of a river.
Kongo Jungle Small 3 Klap Traps leap out of the river every d5 rounds, dealing 10% damage to who they hit. Kongo Jungle is an array of platforms hanging over the edge of a deadly waterfall.
Kongo Jungle (Again) Large 2 A barrel occasionally saves you… and occasionally kills you. Many wooden platforms, and a floating barrel.
Marble Zone Very Large 1 Some of the platforms randomly sink into the lava: also beware of lava fireballs. The Marble Zone basic land.
MMS Large 1 When it gets windy, people and items are blown towards the end of the ship. The old ship many Questers used in the past.
Mushroom Kingdom Very Large 4 Blocks filled with random things, POW blocks, sinking platforms, and pipes with piranha plants! The olde Mushroom Kingdom.
Mushroom Kingdom II Very Large 3 The evil Birdo shoots eggs at people, and a pidget flies around on a carpet. The pixelized land of Super Mario II.
Mute City Large 3 The platforms appear and disappear a lot, with cars attack occasionally. A bunch of platforms on the Mute City racetrack.
Onett Very Large 4 Cars drive by and hit people on the lower levels for 25% damage. A part of Ness's home city.
Poke Floats Very Small 4 Platforms constantly move about, which causes many deaths. …Weird… floating… balloons…
Pokemon Stadium Small 5 This place continuously morphs with a d4: 1: Normal, 2: Fire, 3: Rock, 4: Water. The main battle platform of pokemon stadium.
Princess Peach's Castle Medium 2 Bullet Bills attack every 2 rounds; those hit take 20% damage. The castle of Princess Peach, riddled with switches and attacked by bullet bills.
Quester HQ Very Large 1 No pits, but plenty of glass, chairs, and other objects can be picked up and used. The inside of the Quester's HQ.
Rainbow Cruise Medium 60 The arena is constantly moving, so you must stay alert. A ship, some platforms, and some weird blocks dominate this arena.
Santa's Workshop Very Large 4 Presents, elves with flamethrowers, Wily dressed as Santa and Team Rocket attack often. The workshop in which the Questers saved Christmas.
SEED Small 1 The shorted-out computer sends monsters and destroys pathways at random. The ultimate battlefield of PSRPG2.
Shinra Tower Medium 2 Various SOLDIERs attack at random. The inside of Shinra's main tower.
Smithy Sat Medium 2 Enemy planes and Fallen Questers attack at random. The satellite Smithy planned to use to rule Nintendus.
Space Station X Medium 2 This small station is home to many breakable windows, Mew dropping things, and meteorite hits! A tribute to videogamerpg's old HQ.
Temple Very Large 6 No hazards. A huge battlefield meant for epic battling.
The Moon Very Small 2 Various craters can collect items, often dangerous ones. It's also easy to be thrown off. The moon, complete with low gravity.
Venom Medium 4 Arwings and Wolfens attack every 2 rounds, dealing 5% per hit. The Great Fox, flying towards or away from the viewers.
Wily's Castle Medium 2 A dragon flies by every so often, shooting fireballs. As well, the ground blocks like to fall. The inside of Wily's Castle.
Wing Fortress Medium 1 A laser on the ceiling constantly attacks people, not to mention spiked platforms of doom. The inside of Robotnik's Wing Fortress.
X-zone Very Small 8 The various platforms move around and fly with abandon. The flashing background and platforms of the X-zone.
Yoshi's (Other) Island Medium 4 Clouds on the sides like to dissipate under your feet. A huge platform with the super happy tree, and clouds.
Yoshi's Island Large 2 The blocks, if hit, cease to exist for a short time. A large chunk of Yoshi's island floating in the air.
Yoshi's Story Small 3 Every so often, Shy Guys come in and attack people. This arena is a small island in the middle of a weird cardboard land.

Items and other stuff coming soon!