Post by Sunflora Azumarill on Nov 6, 2014 21:08:38 GMT -5
Multiplayer Maximums: A feature of the size ranking is the multiplayer maximum. The higher the size ranking, the more players it supports. Like all games in the series, stages are ranked from one to five stars from smallest to largest. If a stage has a one-star ranking, only eight players are supported. If a stage has a two-star ranking, 12 players are supported. If a stage has a three-star ranking, 16 players are supported. If a stage has a four-star ranking, 24 players are supported. Finally, stages with a five-star ranking can hold up to 32 players. Note that any game played on the Nintendo Wi-Fi Connection that has more than 16 players can only be played with players from certain zones of the world; areas in overlapping zones can choose their zone at the start of a match. The zones are as follows:
North Pacific: North America, Central America, the Caribbean, much of Asia
West Pacific: Much of Asia, Australia, Oceania
North Atlantic: North America, Central America, the Caribbean, most of Europe
The Americas: North America, Central America, the Caribbean, South America
South Pacific: Australia, Oceania, South America
South Atlantic: South America, Africa
East Atlantic: Most of Europe, Africa
The multiplayer game modes include:
Deathmatch: The player who starts the game selects the number of minutes the game will last or the number of "kills" someone must attain to win the game. Whoever has the most "kills" at the end of the game, or the one with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario where the last one standing wins.
Two-Team Match: Only available with an even number of players. The player who starts the game selects the team that player wants to be on (either red or blue), whether team attacks are to be allowed, then the number of minutes the game will last or the number of "kills" someone must attain to win the game. Players can then join a team until the team fills up. If team attacks are not allowed, a player's attacks except for ones that harm the user will have no effect on a teammate. The team with the most "kills" at the end of the game, or the team with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario where the last team with a member standing wins.
Three-Team Match: Only available with 3, 6, 9, 12, 15, 18, 21, 24, 27, or 30 players. Basically the same as the Two-Team Match, except there are three teams in the fray--red, blue, and green.
Four-Team Match: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as the Two-Team Match, except there are four teams in the fray--red, blue, green, and yellow.
King of the Hill: The player who starts the game selects the number of points needed to win the game or the number of minutes the game will last. An area of the stage is designated as the "hill". Any player who stays in there for 18 seconds earns a point. The first player who gets the specified number of points, or the one with the most points when time is up, wins. A tie is decided by a sudden-death scenario where the first to one point wins.
Capture the Trophy: Only available with an even number of players. The player who starts the game selects the number of captures needed for the team to win the game or the number of minutes the game will last. This is a team game where the goal is to capture the opponent's trophies. Each team has a specified base with their trophy. The red team defends the Sinnoh Grand Festival trophy (oddly enough, this is still the case if Zoey's on the blue team), while the blue team defends the Unova League Championship Tournament trophy (oddly enough, this is still the case if Cameron's on the red team). The goal is to bring the other team's trophy to their own base while their own trophy is still there as many times as possible. A player grabs the other team's trophy by walking up to it, but a player holding the trophy can't use their L or R button actions (disguises worn by Duplica remain on if you're playing as Duplica and you've put a disguise on when you grab the trophy). If you get "killed" while holding the other team's trophy, you'll drop it. If your teammate grabs the trophy, they'll take possession, while if the other team grabs the trophy, the trophy will return to their base. The first team to make the requisite number of captures, or the team with more captures when time is up, wins. If the teams tie, a sudden-death scenario where the first team to make a successful capture wins.
Capture the Trophy Extra: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as Capture the Trophy, except this time there are four teams. The red and blue teams defend the same trophies as in the two-team game (even if their owners are on other teams). The green team defends the Hoenn Grand Festival trophy, and the yellow team defends the Johto League Championship Tournament trophy. In the four-team game, dropped trophies can be taken possession of by any team whose color does not match the trophy, even if a different team dropped it (i.e. one of the blue team grabbing the green team's trophy dropped by one of the yellow team); only if the colors match can the trophy return to base.
Hold the GS Ball: Only available with an even number of players. The player who starts the game selects the number of points needed to win the game or the number of minutes the game will last. The two teams, as usual for a two-team game, are red and blue. The GS Ball is placed at a random location, and a player can pick it up with Y. Once a player has the GS Ball, their goal is to defend it. Players can pass the GS Ball to a teammate by having the player with the ball walking up to a teammate and the teammate pressing Y. A team scores a point for every consecutive 30 seconds the GS Ball remains in their possession. The GS Ball is dropped whenever the holder is "killed", at which point anyone can retrieve it. The first team to get the specified number of points, or the team with the most points when time is up, wins. A tie is decided by a sudden-death scenario where the first team to one point wins.
Special Notes: If the GS Ball leaves the stage, it will respawn in a new random location.
Hold the GS Ball Extra: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as Hold the GS Ball, except this time there are four teams--red, blue, green, and yellow.
Last Man Standing: The player who starts the game selects the number of lives each player begins with. The goal is written in plain sight in black and white: be the last one standing. The number of lives set by the one who started the game are all you'll get--run out and you can't respawn! The last player who has any lives remaining wins.
Two-Team Last Man: Only available with an even number of players. The player who starts the game selects the number of lives each player begins with. The goal is written in plain sight in black and white: be on the last team standing. The number of lives set by the one who started the game are all you'll get--run out and you can't respawn! The team with players who have any lives remaining wins.
Three-Team Last Man: Only available with 3, 6, 9, 12, 15, 18, 21, 24, 27, or 30 players. Basically the same as the Two-Team Last Man, except there are three teams in the fray--red, blue, and green.
Four-Team Last Man: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as the Two-Team Last Man, except there are four teams in the fray--red, blue, green, and yellow.
Appeals Stage: The player who starts the game selects amount of time the game will last or the number of points someone must attain to win the game. This mode plays like the Deathmatch mode, except this time, players score points for "kills" and other actions around the map similar to the main game. The goal is to be the first player to reach the specified number of points, or to be the player with the most points when time runs out. A tie in a timed match is decided by a sudden-death scenario where the first to 10,000 points wins.
Two-Team Coordination: Only available with an even number of players. The player who starts the game selects the amount of time the game will last or the number of points someone must attain to win the game. This mode plays like the Team Match mode, except this time, players score points for "kills" and other actions around the map similar to the main game. The goal is to be the first team to reach the specified number of points, or to be the team with the most points when time runs out. A tie in a timed match is decided by a sudden-death scenario where the first team to 10,000 points wins.
Three-Team Coordination: Only available with 3, 6, 9, 12, 15, 18, 21, 24, 27, or 30 players. Basically the same as the Two-Team Coordination, except there are three teams in the fray--red, blue, and green.
Four-Team Coordination: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as the Two-Team Coordination, except there are four teams in the fray--red, blue, green, and yellow.
Hide and Seek: Only available with three or more players. The player who starts the game selects the number of points a player needs to win or the amount of time the match lasts. This mode basically emulates a game of hide and seek, only with a little pointless violence thrown into the mix. At the start of a game, one player is randomly designated "it". In the first phase of the game (in which the background music is (-----) from (-----); this music plays instead of any other music chosen), "it" cannot move, while the others have to look for places to hide. Duplica is forbidden from disguising herself as "it", as are characters that have Pokémon that have the Illusion ability. A timer represents the traditional "count from 1 to something"; the exact length of the timer depends on the stage (even stages with the same size ranking may have different timer settings; for example, (--------) has 2:15 while (--------) has 1:00 despite both being five-star). Once the timer hits zero, the "it" character will yell the traditional phrase, "Ready or not, here I come!" (The traditional phrase is properly modified for paired characters in the same slot, such as Tate & Liza.)
In the second phase of the game (in which the normally-selected music for a stage will play), the players who went to hide are encouraged not to move unless "it" is coming. In this phase, the goal is for a hider to try to not be discovered by "it" or, failing that, escaping from "it" by any means necessary. "It", in the meantime, is trying to seek out those in hiding, flush them out, and then tag them with a standard punch, taking them out of the game. "It" can also take a player out of the game simply by dropping that player's HP to 0; a player defeated by "it" cannot respawn (unless "it" suicided). Note that only "it" can keep a player from respawning upon being taken out; if a hider's HP is dropped to 0 by another hider, or if the hider falls off the stage or goes out of bounds, that hider will respawn. "It" always has infinite lives regardless of conditions. Point scoring is as follows:
Hiders:
*1 point for each minute you're still in the game
*100 points for dropping "It"'s HP to 0
*-10 points for dropping another hider's HP to 0
*5 points if you're still in the game when another hider is taken out
*20 points if you're still in the game when time runs out (timed matches only)
"It":
*5 points for seeing a hider
*1 point for each minute you keep a hider in your sight
*10 points for dropping a hider's HP to 0 by any means other than a standard punch
*20 points for hitting a hider with a standard punch that doesn't drop the hider's HP to 0
*25 points for dropping a hider's HP to 0 by a standard punch
*-5 points for a suicide
Once "It" has found and taken all other players out of the game, the total scores are tabulated. The player with the highest total score wins the game. Additional games are played until one player reaches the point quota or until time runs out. In the event a match ends in a tie, one untimed round will take place among the remaining players.
Merc Match: Similar to Deathmatch, the player who starts the game selects the number of minutes the game will last or the number of "kills" someone must attain to win the game. However, what sets this apart from Deathmatch and most other modes is that you and your opponents are going up against endless foes like those seen in Story Mode (such as team grunts and robots). When one is taken down, another will appear elsewhere (robotic foes teleport in). The object here is to defeat or destroy as many enemies as possible (like in Deathmatch, these are known as "kills"). However, if a player is "killed", that player will lose 10 kills from his or her score (note that no players can be taken out of play in this mode). Each stage here comes with its own enemies that you have to fight, so the foes you face are different with each area. Whoever has the most "kills" at the end of the game, or the one with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario where a single enemy appears in the area. The player that defeats or destroys the enemy wins.
2-Team Merc: Only available with an even number of players. The player who starts the game selects the team that player wants to be on (either red or blue), then the number of minutes the game will last or the number of "kills" someone must attain to win the game. Players can then join a team until the team fills up. The team with the most "kills" at the end of the game, or the team with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario involving a single enemy. The team that has a member defeat or destroy the single enemy wins.
3-Team Merc: Only available with 3, 6, 9, 12, 15, 18, 21, 24, 27, or 30 players. Basically the same as the Two-Team Merc, except there are three teams in the fray--red, blue, and green.
4-Team Merc: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as the Two-Team Merc, except there are four teams in the fray--red, blue, green, and yellow.
North Pacific: North America, Central America, the Caribbean, much of Asia
West Pacific: Much of Asia, Australia, Oceania
North Atlantic: North America, Central America, the Caribbean, most of Europe
The Americas: North America, Central America, the Caribbean, South America
South Pacific: Australia, Oceania, South America
South Atlantic: South America, Africa
East Atlantic: Most of Europe, Africa
The multiplayer game modes include:
Deathmatch: The player who starts the game selects the number of minutes the game will last or the number of "kills" someone must attain to win the game. Whoever has the most "kills" at the end of the game, or the one with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario where the last one standing wins.
Two-Team Match: Only available with an even number of players. The player who starts the game selects the team that player wants to be on (either red or blue), whether team attacks are to be allowed, then the number of minutes the game will last or the number of "kills" someone must attain to win the game. Players can then join a team until the team fills up. If team attacks are not allowed, a player's attacks except for ones that harm the user will have no effect on a teammate. The team with the most "kills" at the end of the game, or the team with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario where the last team with a member standing wins.
Three-Team Match: Only available with 3, 6, 9, 12, 15, 18, 21, 24, 27, or 30 players. Basically the same as the Two-Team Match, except there are three teams in the fray--red, blue, and green.
Four-Team Match: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as the Two-Team Match, except there are four teams in the fray--red, blue, green, and yellow.
King of the Hill: The player who starts the game selects the number of points needed to win the game or the number of minutes the game will last. An area of the stage is designated as the "hill". Any player who stays in there for 18 seconds earns a point. The first player who gets the specified number of points, or the one with the most points when time is up, wins. A tie is decided by a sudden-death scenario where the first to one point wins.
Capture the Trophy: Only available with an even number of players. The player who starts the game selects the number of captures needed for the team to win the game or the number of minutes the game will last. This is a team game where the goal is to capture the opponent's trophies. Each team has a specified base with their trophy. The red team defends the Sinnoh Grand Festival trophy (oddly enough, this is still the case if Zoey's on the blue team), while the blue team defends the Unova League Championship Tournament trophy (oddly enough, this is still the case if Cameron's on the red team). The goal is to bring the other team's trophy to their own base while their own trophy is still there as many times as possible. A player grabs the other team's trophy by walking up to it, but a player holding the trophy can't use their L or R button actions (disguises worn by Duplica remain on if you're playing as Duplica and you've put a disguise on when you grab the trophy). If you get "killed" while holding the other team's trophy, you'll drop it. If your teammate grabs the trophy, they'll take possession, while if the other team grabs the trophy, the trophy will return to their base. The first team to make the requisite number of captures, or the team with more captures when time is up, wins. If the teams tie, a sudden-death scenario where the first team to make a successful capture wins.
Capture the Trophy Extra: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as Capture the Trophy, except this time there are four teams. The red and blue teams defend the same trophies as in the two-team game (even if their owners are on other teams). The green team defends the Hoenn Grand Festival trophy, and the yellow team defends the Johto League Championship Tournament trophy. In the four-team game, dropped trophies can be taken possession of by any team whose color does not match the trophy, even if a different team dropped it (i.e. one of the blue team grabbing the green team's trophy dropped by one of the yellow team); only if the colors match can the trophy return to base.
Hold the GS Ball: Only available with an even number of players. The player who starts the game selects the number of points needed to win the game or the number of minutes the game will last. The two teams, as usual for a two-team game, are red and blue. The GS Ball is placed at a random location, and a player can pick it up with Y. Once a player has the GS Ball, their goal is to defend it. Players can pass the GS Ball to a teammate by having the player with the ball walking up to a teammate and the teammate pressing Y. A team scores a point for every consecutive 30 seconds the GS Ball remains in their possession. The GS Ball is dropped whenever the holder is "killed", at which point anyone can retrieve it. The first team to get the specified number of points, or the team with the most points when time is up, wins. A tie is decided by a sudden-death scenario where the first team to one point wins.
Special Notes: If the GS Ball leaves the stage, it will respawn in a new random location.
Hold the GS Ball Extra: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as Hold the GS Ball, except this time there are four teams--red, blue, green, and yellow.
Last Man Standing: The player who starts the game selects the number of lives each player begins with. The goal is written in plain sight in black and white: be the last one standing. The number of lives set by the one who started the game are all you'll get--run out and you can't respawn! The last player who has any lives remaining wins.
Two-Team Last Man: Only available with an even number of players. The player who starts the game selects the number of lives each player begins with. The goal is written in plain sight in black and white: be on the last team standing. The number of lives set by the one who started the game are all you'll get--run out and you can't respawn! The team with players who have any lives remaining wins.
Three-Team Last Man: Only available with 3, 6, 9, 12, 15, 18, 21, 24, 27, or 30 players. Basically the same as the Two-Team Last Man, except there are three teams in the fray--red, blue, and green.
Four-Team Last Man: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as the Two-Team Last Man, except there are four teams in the fray--red, blue, green, and yellow.
Appeals Stage: The player who starts the game selects amount of time the game will last or the number of points someone must attain to win the game. This mode plays like the Deathmatch mode, except this time, players score points for "kills" and other actions around the map similar to the main game. The goal is to be the first player to reach the specified number of points, or to be the player with the most points when time runs out. A tie in a timed match is decided by a sudden-death scenario where the first to 10,000 points wins.
Two-Team Coordination: Only available with an even number of players. The player who starts the game selects the amount of time the game will last or the number of points someone must attain to win the game. This mode plays like the Team Match mode, except this time, players score points for "kills" and other actions around the map similar to the main game. The goal is to be the first team to reach the specified number of points, or to be the team with the most points when time runs out. A tie in a timed match is decided by a sudden-death scenario where the first team to 10,000 points wins.
Three-Team Coordination: Only available with 3, 6, 9, 12, 15, 18, 21, 24, 27, or 30 players. Basically the same as the Two-Team Coordination, except there are three teams in the fray--red, blue, and green.
Four-Team Coordination: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as the Two-Team Coordination, except there are four teams in the fray--red, blue, green, and yellow.
Hide and Seek: Only available with three or more players. The player who starts the game selects the number of points a player needs to win or the amount of time the match lasts. This mode basically emulates a game of hide and seek, only with a little pointless violence thrown into the mix. At the start of a game, one player is randomly designated "it". In the first phase of the game (in which the background music is (-----) from (-----); this music plays instead of any other music chosen), "it" cannot move, while the others have to look for places to hide. Duplica is forbidden from disguising herself as "it", as are characters that have Pokémon that have the Illusion ability. A timer represents the traditional "count from 1 to something"; the exact length of the timer depends on the stage (even stages with the same size ranking may have different timer settings; for example, (--------) has 2:15 while (--------) has 1:00 despite both being five-star). Once the timer hits zero, the "it" character will yell the traditional phrase, "Ready or not, here I come!" (The traditional phrase is properly modified for paired characters in the same slot, such as Tate & Liza.)
In the second phase of the game (in which the normally-selected music for a stage will play), the players who went to hide are encouraged not to move unless "it" is coming. In this phase, the goal is for a hider to try to not be discovered by "it" or, failing that, escaping from "it" by any means necessary. "It", in the meantime, is trying to seek out those in hiding, flush them out, and then tag them with a standard punch, taking them out of the game. "It" can also take a player out of the game simply by dropping that player's HP to 0; a player defeated by "it" cannot respawn (unless "it" suicided). Note that only "it" can keep a player from respawning upon being taken out; if a hider's HP is dropped to 0 by another hider, or if the hider falls off the stage or goes out of bounds, that hider will respawn. "It" always has infinite lives regardless of conditions. Point scoring is as follows:
Hiders:
*1 point for each minute you're still in the game
*100 points for dropping "It"'s HP to 0
*-10 points for dropping another hider's HP to 0
*5 points if you're still in the game when another hider is taken out
*20 points if you're still in the game when time runs out (timed matches only)
"It":
*5 points for seeing a hider
*1 point for each minute you keep a hider in your sight
*10 points for dropping a hider's HP to 0 by any means other than a standard punch
*20 points for hitting a hider with a standard punch that doesn't drop the hider's HP to 0
*25 points for dropping a hider's HP to 0 by a standard punch
*-5 points for a suicide
Once "It" has found and taken all other players out of the game, the total scores are tabulated. The player with the highest total score wins the game. Additional games are played until one player reaches the point quota or until time runs out. In the event a match ends in a tie, one untimed round will take place among the remaining players.
Merc Match: Similar to Deathmatch, the player who starts the game selects the number of minutes the game will last or the number of "kills" someone must attain to win the game. However, what sets this apart from Deathmatch and most other modes is that you and your opponents are going up against endless foes like those seen in Story Mode (such as team grunts and robots). When one is taken down, another will appear elsewhere (robotic foes teleport in). The object here is to defeat or destroy as many enemies as possible (like in Deathmatch, these are known as "kills"). However, if a player is "killed", that player will lose 10 kills from his or her score (note that no players can be taken out of play in this mode). Each stage here comes with its own enemies that you have to fight, so the foes you face are different with each area. Whoever has the most "kills" at the end of the game, or the one with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario where a single enemy appears in the area. The player that defeats or destroys the enemy wins.
2-Team Merc: Only available with an even number of players. The player who starts the game selects the team that player wants to be on (either red or blue), then the number of minutes the game will last or the number of "kills" someone must attain to win the game. Players can then join a team until the team fills up. The team with the most "kills" at the end of the game, or the team with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario involving a single enemy. The team that has a member defeat or destroy the single enemy wins.
3-Team Merc: Only available with 3, 6, 9, 12, 15, 18, 21, 24, 27, or 30 players. Basically the same as the Two-Team Merc, except there are three teams in the fray--red, blue, and green.
4-Team Merc: Only available with 4, 8, 12, 16, 20, 24, 28, or 32 players. Basically the same as the Two-Team Merc, except there are four teams in the fray--red, blue, green, and yellow.