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Mario Galaxy: Stage Research

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
In Part 2 of Walkoff Day, we look at Mario Galaxy. Like Coliseum, it has a very simple layout, but its unique gravity mechanic will take a bit more text to work through.

Previously Covered
Coliseum
Gamer
Wii Fit Studio
Kongo Jungle 64
Windy Hill Zone
Luigi's Mansion
Norfair
Orbital Gate Assault
Woolly World
Skyloft
Garden of Hope
Mushroom Kingdom U
Wuhu Island
Mario Circuit

Layout
Mario Galaxy is a walkoff stage, with no ledges on either side. A pair of platforms are located overhead, one on each side. The right platform is placed higher up than the left platform. Most of the stage is covered in grass, although a small non-grassy walkway intersects the playing area on the left side. The small divots where it meets the grass are perfectly smooth to players, but can interact oddly with bouncing items and projectiles.

Players 1 and 2 start on either side of the stage, underneath the inner platform edges. Players 3 and 4 start near the middle. The Omega form floats over a void, although it covers an unusually large amount of space and the gap between the bottom of the stage and the lower blast line is completely off camera.

Mario Galaxy has no stage hazards, but does have a unique gravity mechanic shared only with Windy Hill Zone.

Gravity
Mario Galaxy has a unique trait that it shares with Windy Hill Zone: a curved playing surface with gravity to match. Player movement and the majority of projectiles will follow curved lines when moving horizontally in deference to this changed gravity, akin to how Mario moved in Super Mario Galaxy and real-life orbits. (Or as close to real life as you can get in Smash anyway.) However, there are a few notable interactions and outright exceptions to keep in mind.

Unless called out as a specific option, any mention of special moves in this section apply to all custom variations. Any moves not mentioned obey the curved gravity as expected, or else take place over such short range as to make no noticeable difference in testing.

:4yoshi:
  • Yoshi Bomb causes Yoshi to slide on impact with the ground, as if it were a normal slope.
:4pit:
  • Arrows follow the curvature even when being steered manually with Neutral 1, Palutena Bow, and Neutral 3, Guiding Bow. Horizontal input results in a curved trajectory, upward input makes it fly at an angle if not dead center.
:4dedede:
  • Gordo Throw mostly acts as expected, but occasionally bounces as if the curve were a normal slope. Mostly tied to the walkway on the left side.
:4greninja:
  • Hydro Pump follows the curvature when used in the air, but is very finicky when used on the ground. Horizontal input tends to make Greninja impact the ground and stop prematurely.
:4ness:
  • PK Fire follows the curvature, but its slight downward trajectory causes it to impact the ground prematurely when firing it "uphill." Firing it "downhill" works without issue.
  • PK Thunder follows the curvature even when being steered manually. Horizontal input results in a curved trajectory, upward input makes it fly at an angle if not dead center.
:4villager:
  • The flower pot produced during Villager's dash attack sometimes bounces once before shattering on the ground.
:4darkpit:
  • Arrows follow the curvature even when being steered manually with Neutral 3, Guiding Bow. Horizontal input results in a curved trajectory, upward input makes it fly at an angle if not dead center.
:4miigun:
  • Neutral 3, Grenade Launch and Down 2, Bomb Drop occasionally bounce oddly on edges of walkway.
:4link:
  • Gale Boomerang ignores curvature on return trip. Follows curvature normally on initial launch.
:4tlink:
  • Boomerang ignores curvature on return trip. Follows curvature normally on initial launch.
:4samus:
  • Homing Missiles ignore curvature. Super Missiles follow curvature normally.
:4palutena:
  • Autoreticle shots ignore curvature.
:4robinm:
  • Thoron ignores curvature. Thunder, Elthunder, and Arcthunder follow curvature normally.
:4duckhunt:
  • Wild Gunmen shots ignore curvature.
:4fox:
  • Blaster shots ignore curvature.
:4falco:
  • Blaster shots ignore curvature.
:4lucario:
  • Force Palm shockwave ignores curvature.
:4olimar:
  • Forward smash ignores curvature.
:4miigun:
  • Forward smash ignores curvature.
  • Forward air ignores curvature.
  • Neutral 2, Laser Blaze, ignores curvature.
  • Side 3, Homing Missile, ignores curvature. Super Missiles follow curvature normally.

For illustrative purposes, the following images show the base layout, an example of a projectile curving along the ground, and a projectile ignoring the curvature.


The base layout of the stage.


Rosalina using Side 3, Shooting Star Bit. Note the trail behind the star bit, which reveals how it curved.


Robin using Thoron. Note how it does not curve with the stage, missing Rosalina completely.

Summary
  • Walkoff on both sides.
  • Curved gravity bends player and projectile trajectories.
  • Curved gravity also exists in Windy Hill Zone.
  • Notable interactions with and exceptions to curved gravity are listed above.
 
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