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. See the chart below for details.
Now then, there's obviously a crowd watching these battles. Depending on how well you fight, the crowd will either boo you or cheer at you. There's a scale that measures the crowd reaction. At the beginning of a battle, you start with a 10 on a scale of - through 20. The higher you are on the scale, the more the crowd likes you. The lower you are on the scale, the more the crowd hates you. And now, for a chart of what happens at each rating.
Ratings and Effects
| 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. |
| Dry, Dry Desert | Large | 1 | Tornadoes, Bandits, and Pokeys drift in and out. | The great desert where a special type of Lime is found. |
| 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 Archelago | Large | 1 | The ship moves back and forth, random Quester Hunters join in on the fight! | The Bridge of the Quester Hunter's flagship. |
| 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. |
| Undersea Lab | Small | 1 | The area is very small, various security systems attack, and being knocked outta the dome is instant death! | The secret prison/lab of Master Hand. |
| 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. |
And now, for the items!
| Melee Stadium Items | ||
| ID | Item name | Description |
| 1 | Barrel | These barrels are just filled with items! Or TNT. On a d2 roll 1 = filled with items and 2 = explosive. If thrown at an enemy it deals 15% damage (40% if fake). Up to d5 items come out of the barrel if it is real. |
| 2 | Beam Sword | Mario! I am your fath -- Errr. . . This melee weapon thwaps an enemy for 15% damage. |
| 3 | Bom-omb | Ker-Boom! If left alone for more than two rounds it'll start to walk around and endager all fighters. Anyone who is hit by this beaut take 40% damage. |
| 4 | Bunny Hood | Wheee! While you're much faster with these ears on, an additional 10 Speed to be exact, you will have almost no traction. Lasts for three rounds. |
| 5 | Cloaking Device | Now you see me, now you don't. For two rounds you turn almost completely invisible. You have a 75% chance (A 1-3 on a d4 roll) of attacks missing you. |
| 6 | Crate | Another large thing filled with items or explosives. On a d2 roll 1 = filled with items and 2 = explosive. If thrown at an enemy it deals 15% damage (40% if fake). Up to d3 items come out of the crate if it is real. |
| 7 | Egg | These little eggs are useful for throwing. On a d2 roll 1 = filled with items and 2 = explosive. If thrown at an enemy it deals 5% damage (40% if fake). An item comes out of the egg if it is real. |
| 8 | Fan | Can this really be considered a weapon? It deals 2% per attack, but can attack three times per action. If thrown at a foe they are sent rocketing into the air. |
| 9 | Fireflower | Flower power! Three waves of fire dealing 10% damage each burn a foe. Speed save (DC 10 + User's Speed Modifier) to avoid a wave. |
| 10 | Food | Everything from cake to icecream can appear. Each food item restores d10% HP. |
| 11 | Freezie | An icecube with eyes? If you hit an enemy with it they are frozen. If you get a critical miss, however, you're frozen! |
| 12 | Hammer | This weapon can be good or bad depending on whether it is real or not. On a d2 roll 1 = real (30% damage) and 2 = fake (head flies off, 5% damage). While using the Hammer you can only jump once and your AC against ranged attacks is reduced by 5. |
| 13 | Heart Container | Unlike in ye olde days where it increased your life, now it just heals 100% HP. So if your HP was 135% it is now 35%. |
| 14 | Home-run Bat | Fear the all-mighty home work bat of doom +1! This weapon deals STR damage and on a critical hit it smashes opponents out of the ballpark! Errr. . . Arena. |
| 15 | Lip's Stick | An unusual item to say the least. . This flower deals 5% damage and poisons the enemy for 3 rounds. |
| 16 | Metal Box | Now you can pretend you're Metal Man! While you take 10% less damage (So 20% is now 10% to a minimal of 1%), you also have 10 less Speed. |
| 17 | Mine | This mine deals little damage when thrown at a foe (5%), but once it is thrown it sticks to a surface and sets up a motion sensor. If anyone comes near the mine, even the person who throws it, it explodes for 40% damage. |
| 18 | Mr. Saturn | BOING! When thrown at a foe it deals 5% damage. If left to its own devices the creature will steal uncollected items around the arena. Don't let him take anything important! |
| 19 | Parasol | Oooh. . . Purdy! The Parasol only deals 7% damage, but its main use is to slow your descent when falling. |
| 20 | Party Ball | Happy ! When thrown at an enemy it deals 5% damage and drops d7-1 items. |
| 21 | Pill | Another item carrying thing of doom. On a d2 roll 1 = filled with items and 2 = explosive. If thrown at an enemy it deals 5% damage (40% if fake). An item comes out of the pill if it is real. |
| 22 | Poison Mushroom | While this shroom makes you extremely small and weak, you get faster as well. You gain four Speed and lose four Strength. |
| 23 | Pokéball | Gotta catch 'em a -- Sorry. . . Got caught up in the moment. When thrown at an enemy the Pokeball deals 5% damage, but the best part is the pokemon that comes out. See the next worksheet for the effects of each Pokémon. |
| 24 | Ray Gun | You'd be surprised at how deadly Yoshi's shot is with this. This gun can be fired up to three times per turn for 5% damage per shot. The gun has a total of 16 charges before it must be thrown for 5% damage. |
| 25 | Screw Ball | This item makes all of the user's jumps mimic those of Samus's Screw Attack. Any jump attacks against a foe deal an extra 10% damage and has a 40% chance of stunning the target. |
| 26 | Red Shell | This shell trades off damage but gains the ability to home in on a target. The shell only deals 7% damage, but homes in on the nearest target attacking them with a d20+10 roll. |
| 27 | Green Shell | Bowling for Questers, anyone? On a ranged attack roll you can bop an enemy for 15% damage. |
| 28 | Starman | Can't you just hear that Starman theme already? If this little star is picked up the user turns invincible for a round. |
| 29 | Star Rod | This rod is a rather weak weapon if you don't know how to use it. Normal attacks with it do 4% damage, but if you shoot a star out of it for 15% damage. Most wands only have 3 charges. |
| 30 | Super Mushroom | This mushroom has the exact opposite effects of the Poison Mushroom. It makes you twice as large as you normall are, increases your Strength by 4, and decreases your Speed by 4. |
| 31 | Super Scope | Some faithful fans may remember this from the NES days.The Super Scope has 60 shots total. You may fire off up to d10 per turn for 2% damage, or charge up for a round and use 10 shots to deal 30% damage. |
| 32 | Maximum Tomato | Behold the power of tomatoes! This tomatoe restores 50% HP. So if you took 56% damage you'll have 6% after you eat the tomato. |
| 33 | Flipper | Similar to the Bumper, but slightly stronger and this item can stay in the air too. It deals 10% damage when thrown at a foe. Anyone who goes near the Flipper must make a Speed save (DC 12) or be bumped around losing their turn and taking 2% damage. |
| 34 | Bumper | Yay pinball! When thrown at the enemy it deals 8% damage. . . Then it becomes an annoyance to all. Anyone who goes near the Bumper must make a Speed save (DC 10) or be bumped around losing their turn and taking 1% damage. |
| 35 | Kirby Mike | Make Roseanne sound like Whitney Houston with this Dreamland item! All opponents will automatically take 10% damage, and afterwards, they must make a DC 20 INT check to prevent taking 20% more damage and undergoing paralysis as well! Creator: Digi |
And here are the pokeball results!
| Pokéball Results | ||
| d35 | Pokémon | Description |
| 1 | Articuno | Anyone caught in this legendary bird's Blizzard attack takes 5% Ice damage and is automatically frozen. d20+7 attack modifier. |
| 2 | Beedrill | Beedrill flies off the arena and returns with nine friends ready to attack the entire arena. Each Beedrill deals 4% damage. 10 d20+7 attack modifier. |
| 3 | Bellossom | So. . . Sleepy. . . Bellossom releases a Sleep Powder on the area around it causing anyone caught in the powder to fall asleep. d20+7 roll modifier. |
| 4 | Blastoise | Blastoise's Hydro Pump is devasting on small levels. For three rounds a blast of water tosses fighters backwards and deals 10% Ice damage. d20+7 attack roll. |
| 5 | Celebi | Like it's counterpart, Mew, the releaser of Celebi gains 200 coins and anyone else who sees the Pokémon gains 10 coins. |
| 6 | Chansey | Chansey helps out both its releaser and his competiton by throwing three Egg items onto the field. |
| 7 | Charizard | This dragon breaths 3 waves of flames on both sides of him for 4% Fire damage each for three rounds. 3 d20+7 attack roll. |
| 8 | Chikorita | Awww. . . Isn't it cuu--AAH! LEAVES OF DEATH! Chikorita's Razor Leaf attack throws fifteen leaves at a foe dealing 2% damage each. 15 d20+7 attack modifier. |
| 9 | Cindaquil | Cindaquil leaps into the air and aims a weaker version of Charizard's Flamethrower at the ground. For two rounds Cindaquil shoots five waves of flames dealing 2% damage each at the ground. 5 d20+7 attack modifier. |
| 10 | Clefairy | What this Pokémon does is a mystery. Roll another d35 (reroll if 10 comes up again). Clefairy does whatever the pokemon selected does. The attack modifier is x dx+10, however. |
| 11 | Electrode | If Electrode comes your way you should most definitely move! A round after it is released Electrode explodes dealing 30% damage to everything in its blast radius and possibly KOing the target. |
| 12 | Entei | A Fire Spin erupts around this little puppy causing anyone who tries to jump over the dog to take 10 hits for 3% fire damage per hit. 10 d20+7 attack roll. |
| 13 | Goldeen | This has to be the best pokemon you can get! . . . . That is, if you consider useless splashing around great. This pokemon does nothing. |
| 14 | Hitmonlee | This kicking Pokémon lines up his attack to hit as many combatants as possible and lets a kick fly that deals 25% damage while screaming, "Psyduck!". . . Is he a Psyduck in disguise? d20+7 attack modifier. |
| 15 | Ho-oh | This pheonix of a Pokémon just sits where it is released for a round before flying into the air and releasing a scorching column of Sacred Fire above and below it dealing 30% Fire damage. d20+7 attack modifier. |
| 16 | Koffing | Cough! Cough! Koffing's smog attack targets all attackers in its smoke and deals 3% damage to them. Lasts for three rounds. |
| 17 | Lugia | This legendary bird launches a huge Aero Blast at the arena dealing 30% Wind damage to all who cannot avoid the blast. d20+7 attack modifier. |
| 18 | Marill | Useless Pokémon, away! Marill runs back and forth dealing 2% damage to any fighters it runs into. d20+7 attack modifier. |
| 19 | Meowth | Similar to Koffing, Mewoth uses Pay Day in a circular fashion on the combatants around it for thjree rounds. Anyone caught in the attack takes 5% damage and has 5 coins drained from the target to Meowth's releaser. |
| 20 | Mew | Mew! This pokemon may seem useless at first, but you won't think so when you notice your coin pouch is heavier! The releaser of Mew gains 200 coins, and anyone who sees the pokemon gains 10. |
| 21 | Moltres | Lazy good for nothing bird. . . It just sits there and anyone who is stupid enough to touch the flaming bird takes 20% damage. After three turns it takes off into the air and leaves the arena. |
| 22 | Onix | Onix flies up into the air and begins to drop rocks down from above. It throws down ten rocks that deal 5% damage each, but have extremely poor accuracy. d20 attack modifier. |
| 23 | Porygon2 | Once released from its Pokéball this 'mon rockets forth and hits the nearest combatant for 20% damage. d20+7 attack modifier. |
| 24 | Raikou | A huge force field of electricity appears around this electrifying Pokémon. All who touch its force field takes 25% Electric damage. |
| 25 | Scizor | Scizor improves on Marill's wimpy attack. It runs forward to the edge and off the stage endangering anything in its path for 5% damage. After running off the edge it comes back up and attacks the nearest person for 20% damage. d20+7 attack modifier |
| 26 | Snorlax | Not even the toughest weight loss program could help THIS fellow. It lauches up into the air and then comes slamming down on a large part of the stage for 25% damage. d20+7 attack modifier. |
| 27 | Starmie | This starfish's Swift attack can be devastating. It deals 3% damage per star for five turns. 5 d20+7 attack roll. |
| 28 | Staryu | Weaker than their evolved form, Staryus use a Swift which releases a beam of stars dealing 1% damage per star for three turns. 5 d20+7 attack modifier. |
| 29 | Suicune | Similar to Entei's Fire Spin, Suicune's Icy Wind unleashes a horizontal wave of ice launching ten waves of biting wind for 3% Ice damage each. 10 d20+7 attack modifier. |
| 30 | Togepi | So cute! Hey! The lights turned out. Togepi uses Night Shade causing the entire arena to be veiled in darkness. For three rounds everyone acts as if they have an uncurable Blindness status effect. |
| 31 | Unown | Similar to Beedrill's attack, the Unown flock together and fly across the arena endangering all combatants ten times for 2% damage each. 10 d20+7 attack modifier. |
| 32 | Venusaur | This plant-like pokemon causes an earthquake all around the area it is released. Anyone caught it the quake takes 10% damage and is thrown into the air. Lasts for two rounds.d20+7 attack roll. |
| 33 | Weezing | Weezing's Smoke Screen is superior to its unevolved form's Smog. Smoke surrounds the pokemon for four rounds dealing 5% damage to anyone who comes into its attack. |
| 34 | Wobbuffet | You don't want to attack this thing, or it will make its entire purpose in life to kill whatever attacked it. If any attack hits Wobbuffet it will instandly strike back dealing half the attack it was hit by's damage and then disappear. It lasts for ten rounds if it is not hit by anything then it disappears. |
| 35 | Zapdos | All hail the bird of electricity. . . Or else! Zapdos's Thunder Shock attack hits a target ten times for 2% damage each. 10 d20+7 attack modifier. |
And now, for smash moves. For regular smashes, subtract a number from your to-hit bonus. For every digit you subtract, you deal 1% more damage. For example, subtract 3 from a +10 bonus, and you will deal 3% more damage for that move, and have a +7 bonus.
Meteor Smashes are simply a term for when a smash move knocks a person into the distance.
Meteor Finales are one-hit kill finishing moves that require
you to have a crowd rating of 20. Then, you must get a natural
20, aka a crit. The result? Instant death for the enemy. And
now, for the weapons.