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Old 12-12-2009, 09:24 AM   #1
Raves
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Porygon-Z Smart Contest Hall

Smart Contest Hall.

Welcome, one and all, to the Fizzy Bubbles Smart Contest Hall! Here, you may take your most tactically-geared pokemon and test their smarts against others, for the chance to earn fantastic ribbons and prizes! As with all halls, there are several rules that contestants should follow, the most important to have fun, of course, but throughout the contest, everyone is expected to show the same showmanship and tact to the victorious and the not so victorious.

Nevertheless, the Smart Hall consists of 8 entrants in 3 rounds, and 4 different contest categories with requirements as such.

Contest Categories.

Normal: Normal Rank entries have no requirements other than the willingness to participate.
Super: Super Rank entries are to possess a Normal Rank Ribbon, as well as at least 30 Smart Contest Points.
Hyper: Hyper Rank entries are to possess both a Normal and Super Rank Ribbon, as well as at least 60 Smart Contest Points.
Master: Master Rank entries are to possess a Normal, Super and Hyper Rank Ribbon, as well as 100 Smart Contest Points.

Round One: Field Test.

Are you smart enough to succeed?

Round One of the Smart Contest takes place in our field, which is a large 300 by 300 metre square arena with a quartet of large pillars at each corner. Each entrant is required to complete what seems to be a relatively simple puzzle, such as to knock down an iron ball off a concrete column without destroying the column, for example. While a simple task in itself, however, the Field Test arena isn't actually named for the fact that it is a field, but for the fact that every contest held within will be subject to two special field effects, which the entrant will have to overcome in order to complete the task. These effects are chosen at random from a list of sixteen effects, each of which are listed below.

Extra Gravity concerns the move Gravity, which increases gravity to the point that flying and levitating pokemon will have difficulty staying airborne.
Trick Room distorts the dimensions so that speedier pokemon will find themselves moving sluggishly as though carrying a great weight, while slower ones will find themselves moving at a much greater rate than normal.
Heavy Gales are exactly as they say: A tailwind from their target's side will impede entrants and perhaps even blow lighter ones around.
Cotton Spores, akin to the move, fills the air with spores, disrupting organic pokemon by causing irritation and concentration lapses from sneezing, and in some cases can add extra weight by being caught in fur.
High Temperature and Low Temperature, never found together, will affect pokemon by them either causing a heat wave that will adversely affect pokemon in the case of high, or numb the body and increase reaction time in the case of cold.
Wet Environment will never be found with High Temperature, and increases precipitation to create an environment alike to Rain Dance, as High Temperature creates environments akin to Sunny Day. As a result, fire pokemon may find the surroundings to be uncomfortable while other pokemon may find the floor becomes a little tricky to keep traction to.
Damaged Flooring is a problem for any pokemon, terrestrial or aerial, as both Spikes and Stealth Rock are set up around the field. The spikes on land will make travel for softer footed pokemon quite painful, while those who opt for an aerial route will find themselves becoming rock magnets.
Slippery Flooring, in contrast, instead makes the floor, as it is, very slippery and makes traction hard, if not almost impossible for those who lack the power to grip the ground. It won't appear in a Wet Environment, thankfully.
Blackout will never appear alongside Whiteout both lighting effects being detrimental. Blackout, as it says on the tin, darkens the arena to the point where visibility is greatly reduced, while Whiteout simply brightens the arena to the point where the light itself burns with the intensity of floodlights in certain spots, which can be hindering to those with sensitive eyesight.
Snowstorm, mutually impossible to exist with High Temperature or Wet Environment, will cause a great hail to pelt from the sky, as well as snow to form on the ground of the field, which will test the endurance power of a pokemon as the chilly snow and stinging hail saps their energy.
Duststorm, also impossible in a Wet Environment and Low Temperatures, emulates a desert more than a frozen waste as the dust from the ground is lifted and blown around the area, reducing visibility and irritating the skin of pokemon.
Pollution brings forth poisonous gases and toxic flames, much like a chemical plant, which will slowly drain the health and wellbeing of pokemon, resulting in a race against time to complete the challenge before the pokemon becomes too ill to finish. High Temperatures will only help speed up the pollution process.
Zero Gravity will never show with Extra Gravity, and will, as it says on the tin, remove the effects of gravity resulting in the participant having to take Newton's laws of motion to heart if they wish to propel themselves to victory.
Magnetism causes objects in the area to become magnetically charged, pulling steel pokemon towards them, hindering the movement of these pokemon. Rock and Ground types, having traces of ores in their stony hides, will also find themselves unnaturally drawn to the objects, though not in the same aspect or degree of steel pokemon.

Round one scores are calculated according to four factors.

~Time: How long the pokemon took to complete the challenge. The longer the time taken, the lower the score, ranging from 0 to 20.
~Professionalism: How well the pokemon completed the challenge. Highly skilled pokemon will perform better, and the actual challenge completion is dependent of the pokemon's orders for the task itself. Score ranges from 0 to 50.
~Destruction: More of a penalty than score, this is calculated by the damage done to the arena itself. If the pokemon performs well but smashes literally anything in sight, this score will be high and count against their final score. Score ranges from 0 to 10, with positive integers being removed from the total.
~Physical Appeal: How good-looking the pokemon did the task. Unlike Professionalism, Physical Appeal is dependant on how clever the pokemon looked doing it as well as their actual Smart Contest stat. High Smartness will affect PA, while the plan flowing smoothly without upset will aid Professionalism more than PA. Score ranges from 0 to 30.

At the end of this round, the pokemon's scores are added up, and the highest four scores gets to round two.

Round Two: Tactical Towers.

Progression or Hinderance?

Round Two of the contest involves a more competitive approach to the whole contest, but rather than pitting pokemon against each other in battle, it is rather a case of offensive or defensive approaches. The aim is for the entrants to destroy their tower before their foes destroy their own, attacking the towers to knock them down.

The towers themselves are six metres tall and glow one of seventeen colour to show their current typing. Each tower has ten layers two feet thick, plus a green flag at the top. This flag, upon being collected by the pokemon, fulfils the task's completion. To prevent larger pokemon from simply plucking the flag from the top, the flag is protected by an indestructible forcefield that is powered by the ten layers. Each colour has its weakness type, as follows.

White: Normal.
Orange: Fire.
Indigo: Water.
Yellow: Electric.
Green: Grass.
Cyan: Ice.
Violet: Poison.
Tan: Ground.
Brown: Rock.
Deep Grey: Fighting.
Light Grey: Flying.
Pink: Psychic.
Black: Dark.
Silver: Steel.
Transparent: Ghost.
Lime Green: Bug.
Red: Dragon.

Each pokemon may make THREE attacks per round either on their tower or their foe's. Each pokemon's tower will be of the same overall colour, with every layer being Black, for example. If the tower is hit by the same-type attack, it will lose a layer. If it is hit with another move colour, said tower will instead make a shield resistant to an attack, with said tower requiring an attack to break the shield around it before one can attack again. The first two pokemon to destroy their tower will move to the final round. With ten attacks of the same type required to break a tower completely, the pokemon must use their brains and a wide movepool to either disrupt or destroy. Every person's tower is a different colour, for example person A may have a Green Tower while Person B will have an Indigo one. Attempting to strike a tower of a type, such as Ghost (Transparent) with a move that type is weak to (such as Dark) that isn't the same type weakness as the tower will result in the shield forming.

Each person will be aware of their foe's tower colour and will be PMed their own colour to begin with at the start of the Tower Round. They then PM their orders, stating in BOLD what tower they wish to target. Any attack of any power, from the lowliest Tackle to the mightiest Hyper Beam, will damage or destroy a tower layer. As stated above, the first pair finished move to the final round.

Round Three: The Battle Square.

Power or Tactics?

Round Three, the Battle Square, where the pokemon are judged on account of their move types as well as damage capability.

The two pokemon in the final round have two methods of winning: Defeat their opponent, or fill the Stratagem first. The Stratagem itself consists of a circular metre of sixty points, a point being equal to a heart according to the Super Contest Appeal Round rules. Each pokemon may gain points by using a move of the contest category, and earn additional ones depending on the context of their contest type. Smart moves will earn an extra point, while Tough and Cute Moves have no penalties. Usage of Cool or Beauty moves, however, will remove the respective number of points from the pokemon's Stratagem, with the pokemon suffering a reduced number of points the next move by one point. In example, a pokemon uses a combo of a Cute three-pointer, then a Smart one-pointer and a Cool two-pointer. The Cute move will add three to the Stratagem, the Smart move will add two points, while the Cool move will remove two points and reduce the next move's score by one, so if the pokemon followed with a Smart two-pointer, they only get one point. If the pokemon uses the same move twice, such as two Thunderbolts, they only get points for the first one.

Contest moves will also work in a certain way, and certain moves that would alter voltage or work depending on the voltage may not work the same way as they do in the games to the Stratagem. These changes will be defined solely by the experience of battling, and are hidden from contestants, so as to require them to use their brains.

The winner is decided by whoever fills the Stratagem first, or by whoever defeats their foe. In the event that both pokemon are defeated simutaneously, or both pokemon fill their Stratagem at the same time, the winner will be decided by how the pokemon performed as a whole throughout the contest.

Last edited by Raves; 12-12-2009 at 12:40 PM.
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Old 01-06-2010, 01:26 PM   #2
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Let the games...BEGIN!

Aaaaaaaand the first Smart Contest under my wing is now OPEN! The contest will begin once we have 8 entrants and the Round 1 challenge has been set with the regarded stipulations.
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Old 01-06-2010, 02:41 PM   #3
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Pokémon: Alakazam
Types: Psychic
Classification: Psi Pokémon
Color Category: Brown
Dex Category: Field
Dex Number: 065
Obtained: Traded with Mewsic Box on 14th November 2009
Nickname: Crusade
Gender: Male
Level: 18
Contest Stats: 10 | 100 | 10 | 0 | 10
Tameness: 0
Birthday: February 12th
Height: 4’10”
Weight: 106.0 lbs
Nature: Modest
Characteristic: Smart; Lazy; Arrogant; Affirmative
Ability: Synchronise
Held Item: None.
Residence: Psychic Ball
Current Status: PC
Level-Up Attacks: Teleport, Kenisis, Confusion, Disable,
Known HM Attacks: None.
Relearned EM Attacks: Fire Punch, Power trick, Guard Swap,
Learned MT Attacks: Signal Beam, Metronome,
Taught TM Attacks: Shadowball, Voodoo Bugaloo, Focus Blast,
Calm Mind, Hidden Power [Bug], Protect,
Safeguard, Torment, Energy Ball,
Charge Beam, Hyper Beam, Fire Blast, Thunder, Blizzard, Solarbeam,
Flash Cannon, Dark Pulse, Thunderbolt, Ice Beam,
Flamethrower, Razor Wind, Tri Attack, Dragon Pulse,
Bubble beam, Water Pulse, Mud Slap, Bullet Seed,


Last edited by Treepandaone; 01-07-2010 at 12:50 PM.
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Old 01-06-2010, 04:13 PM   #4
empoleon dynamite
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Using as a placeholder, will edit in addition stats when they're confirmed
Lileep Ventress Level 25 Gender Female
Caught in Pumpkin Ball Holding - Obtained Coins for Prizes

Moves
Astonish, Constrict, Acid, Ingrain, Confuse Ray, Amnesia L29, Gastro Acid L36, Ancient Power L43,
Energy Ball L50, Stockpile L57, Spit Up L57, Swallow L57, Wring Out L64,
Barrier, Recover, Wring Out,
Tickle,
Mirror Coat, Rock Slide,, Earth Power Tri Attack, Gastro Acid, Energy Ball, Sludge Bomb, Toxic,
String Shot, Pain Split, Calm Mind, Dig, Giga Drain, Grass Knot, Hidden Power, Mega Drain, Pay Day,
Poison Jab, Psych Up, Psychic, Psywave, Recycle, Reflect, Rock Tomb, Secret Power, Shadow Ball,
Skill Swap, Snatch, Substitute, Taunt, Fissure, Fatal Attraction

Ability Suction Cups Contest Stats 10 10 10 100 10 Nature Sassy
Birthday 29th April Current Location Haunted Mansion


Last edited by empoleon dynamite; 01-17-2010 at 04:53 PM.
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Old 01-06-2010, 04:45 PM   #5
Silver Wind
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Slot o2:

Name: Rampage ♂ Species: Slaking Level: Fourty-nine
Nature: Serious Ability: Traunt Beauty Point: oo

Spoiler: show
Held Item: Bunny Ears (Normal)
Smart: oo Cool: oo Beauty: Tough: oo Cute: oo
Strength, Rock Smash, Dig, Crush Claw, Slash,
Pursuit, Rock Slide,
Night Slash, Hammer Arm, Cut,
Curse, Body Slam, Sucker Punch, Gunk Shot, Rage,
Rollout, Seismic Toss, Headbutt, Facade, Drain Punch,
Frustration, Submission, Mega Punch, Skull Bash,
Dynamic Punch, Focus Punch, Giga Impact, Mega Kick,

Scratch, Yawn, Encore, Slack Off, Faint Attack, Amnesia,
Slash, Fury Swipes, Uproar, Covet, Swagger, Flail, Fling,

Level 55 Punishment, Level 61 Hammer Arm,

Last edited by Silver Wind; 05-19-2010 at 03:37 AM.
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Old 01-06-2010, 05:11 PM   #6
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(Placeholder you say? :o!)

Pokeball Type:
Obtained: Captured Arcane Realm, Mediville @ Level 5
Species: Honchkrow
Name: Carmen
Name Origin: Carmen (Where in the world is Carmen SanDiego)
Level: 8
Gender: Female
Nature: Calm
Ability: Insomnia
Hold Item: None
Beauty Points: 10
Contest Statistics: 95
Evolutionary Path: Murkrow - Dusk Stone -> Honchcrow
Natural Moves: Astonish, Haze, Pursuit, Wing Attack, Swagger 25, Nasty Plot 35, Night Slash 45, Dark Pulse 55
Pre Stone-Evolution Moves: Astonish, Peck, Pursuit 5, Haze 11, Wing Attack 15, Night Shade 21, Assurance 25, Taunt 31, Faint Attack 35, Mean Look 41, Sucker Punch 45
Move Tutor Moves: Double-Edge, Thunder Wave, Mimic, Swift, Dream Eater, Substitue, Snore, Spite, Mud-Slap, Icy Wind, Endure, Swagger, Sleep Talk, Twister, Psych Up, Uproar, Heat Wave, Air Cutter, Sucker Punch, Ominious Wind, Superpower
Egg Moves: Confuse Ray, Drill Peck, Faint Attack, FeatherDance, Mirror Move, Perish Song, Psycho Shift, Quick Attack, Screech, Sky Attack, Whirlwind, Wing Attack
Technical Machines: Psychic, Calm Mind, Fly, Flash Cannon, Grass Knot, Shadow Ball, Brine, Dragon Pulse, Dream Eater, Poision Jab, Secret Power, Dig, Giga Drain, Hidden Power [Electric], Psywave, Pay Day, Reflect, Substitute, Trick Room, Psych Up, Taunt, Toxic, Will-O-Wisp, Skill Swap, Snatch, Recycle
Overall Contest Movepool: Astonish, Peck, Pursuit, Psychic, Calm Mind, Fly, Twister, Heat Wave, Superpower,Flash Cannon, Grass Knot, Shadow Ball, Brine, Dragon Pulse, Dream Eater, Poision Jab, Secret Power, Dig, Giga Drain, Hidden Power [Electric], Psywave, Pay Day, Reflect, Substitute, Trick Room, Psych Up, Taunt, Toxic, Will-O-Wisp, Skill Swap, Snatch, Recycle, Dark Pulse, Safeguard

Last edited by SP-Eevee; 01-13-2010 at 02:41 PM.
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Old 01-06-2010, 06:08 PM   #7
Shadowshocker
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Grim, Level 100 Male Dusknoir
Codename: Numbuh Divided By Zero
Position: Team Leader
Obtainment: Starter
Bio: In terms of mindset, Grim is perhaps the being most synchronised with Shadow. Grim is never one to inappropriately rush into things without thinking them through, but he isn't one to quit easily, either. His innate tactical prowess is to prove useful during Shadow's journeys through the Fizzy Bubbleverse, so much more in his evolved form, packed with menacing prowess from worlds beyond.
Residence: Ghost Ball
Species: Gripper
Type: Ghost
Nature: Calm
Ability: Pressure
Held Item: Spell Tag
Attacks: Fire Punch, Ice Punch, Thunderpunch, Gravity, Bind, Leer, Night Shade, Disable, Foresight, Confuse Ray, Shadow Sneak, Pursuit, Curse, Will-o-wisp, Shadow Punch, Mean Look, Payback, Future Sight
Bred Attacks: Destiny Bond, Faint Attack, Imprison, Ominous Wind, Pain Split
Taught Attacks: Brine, Drain Punch, Flash Cannon, Giga Drain, Grass Knot, Moonlight, Psychic, Psywave, Shadow Force
Tutored Attacks: Icy Wind, Mud-Slap, Spite, Sucker Punch, Trick
Contest Stats: +10 Beauty, +10 Coolness, +10 Cuteness, +100 Smartness, +10 Toughness
Beauty Points: 10

Last edited by Shadowshocker; 01-10-2010 at 06:39 AM. Reason: Adding 4th January redeemed TMs
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