Event pattern

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An event pattern is a stage element that dictates the flow of other stage elements. There are a few basic types of event patterns - loops, cycles, rails, and random events - and at least one appears in every official stage and custom stage.

Loops

A loop is a continuous event pattern for stage elements that will move or transform before eventually returning to their initial state. Loops are often very simple in execution. A loop should not be mistaken for a cycle, although a loop may be an aspect of a cycle.

Some loops have virtually zero impact on gameplay, such as changing backgrounds, while some feature global shifts as on Rainbow Cruise - the game state will begin on the cruise ship, which will eventually drop below the lower blast line as the players make their way around obstacles, eventually circling around the stage where a new cruise ship will be waiting for them to begin the loop again.

Loops are frequently an aspect of rails.

Examples of loops

Cycles

Cycles consist of a loop of regularly occurring, noncontinuous individual events.

Examples of cycles

Rails

A rail is any stage element that follows a set path to completion and may or not form a loop. The term "rail" is derived from a type of Shoot 'em up video game subgenre which requires the player to follow a specific route from what they may not deviate, as in Star Fox 64. Incidentally, several stages from the Star Fox franchise feature rails.

Examples of rails that loop

Examples of rails that do not loop

Random Events

Random events occur outsides of prediction, although they are sometimes dictated occur every so often by default so as to actually appear in the game.

Examples of Random Events