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Port Town Aero Dive: Stage Research

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
A fast paced series deserves a fast paced stage. Port Town Aero Dive delivers. That said, I think it's an absolute travesty that the actual Port Town music from F-Zero GX isn't an option.

Fun Fact: For the longest time, I thought it was Port Town Aero Drive. Po-tay-toe, po-tah-toe.

Previously Covered
Bridge of Eldin
Pilotwings
Jungle Hijinxs
Wrecking Crew
Halberd
Pokemon Stadium 2
Big Battlefield
Battlefield
Smashville
Lylat Cruise
Castle Siege
Town & City
Duck Hunt
Delfino Plaza
Kalos Pokemon League
Mario Galaxy
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
Port Town Aero Dive is a traveling stage, so its layout is ever changing. The platform that carries players around, however, is consistent. It's flat and players can jump through it from below, but it lacks grabbable ledges.

Players 1 and 2 start by the edges, while Players 3 and 4 start closer to the middle. The Omega form floats over a void.

There are numerous hazards on this stage, most notably the F-Zero racers but also the track itself.

Points of Interest
The stage can stop at any of 7 different locations as it moves along the track. There is no apparent order or pattern to the locations it stops at, but since the stage always follows the same path, it is possible to keep tabs on its current location and plan from there.

Regardless of where the stage sets players down, the track follows a few consistent rules:

  • When in motion, the track does 15% damage on contact with vertical knockback.
  • When stopped, the track is solid from above but can be jumped through from below.
  • When stopped, the track lacks grabbable ledges.
  • The edges of the track are safe from F-Zero machines.
  • Any platforms at a stop rise up from the ground upon arrival and descend back down upon departure.

The stage only lingers at any given spot for approximately 10 seconds and and gives a 3 second warning in the form of a flashing sign and a rapid series of beeps before it moves on. However, if the F-Zero machines appear then the stage will wait for them to finish driving through. While players receive no explicit warning of their appearance, the racers can usually be seen approaching from the background.

In the table below, note that the camera for this stage is unusually restricted and that in many cases the edges of the playable area are not in view.

Name|Picture|Notes
Platform|
|The main platform that carries players around. This picture illustrates a specific danger point; the wall on the left does 10% damage on contact and comes close enough to hit players standing on the edge. It does horizontal knockback to the right.
Dropoff|
|Racers can be seen approaching from behind. The platforms are not safe from the taller machines. A single racer trails the pack and drives through a second after the rest, always in the middle. Guard rails prevent players from simply walking off into the void, but can be jumped over.
Spaceship|
|Walkoff to both sides. Racers do not appear at this location.
Jumbotron|
|Additional standing room to each side out of camera view, ending in a walkoff. Ledges are grabbable, including offscreen ones. Racers do not appear at this location.
Gap|
|Racers can be seen well in advance as they drive through the preceding section of the track. Lower platform is not safe; racers can and will simply drive over the gap. Ledges of gap are not grabbable. Guard rails prevent players from simply walking off into the void, but can be jumped over.
Aero Dive|
|Racers can be seen jumping off the track above. Walkoff on both sides.
Wall|
|Racers cannot be seen in advance, but first three cars are offset from fighting plane and thus do no damage. Lower platforms are not safe. Walkoff to right side. Left side is technically a walkoff but the track becomes too steep to walk on inches in front of the blast line.
Start Line|
|Racers can be seen driving from the background, but the start sign can obscure the view. Guard rails prevent players from simply walking off into the void, but can be jumped over.
Warning Sign|
|The sign that appears to warn players the stage is about to move on. Lasts 3 seconds.
F-Zero Racers
As noted above, F-Zero racers can appear at most locations the stage stops at. They do 20% damage on impact with a player and can kill Mario off the top at 50%.

Unlike Mario Circuit, the stage does not give an explicit warning of the racers' appearance, although they can generally be seen approaching from the background. The Gap location in particular is notable because the racers can be seen driving through the long curves in the background well before they get to the fighting area. The Wall location is seen from the side, so they cannot be seen in advance. However, the first three racers to drive through do so while offset from the fighting area, so they do no damage and serve as a warning.

Occasionally, players will see the racers on the track below them as the main platform moves along. This has only been observed when about to stop at the Gap location, and the last racer in such an instance is gone by the time players get set down.

Racers will never drive near the edge of the track. Platforms may or may not be safe, see the table above for details. Whether or not racers appear appears to be a simple chance event, as opposed to the game constantly tracking their movement.

Summary
  • Stage stops at any of 7 locations on track.
  • Stage generally lacks grabbable ledges, but most surfaces can be jumped through from below.
  • Track has guard rails that prevent simply walking off, except when it's wide enough to count as an actual walkoff.
  • Track does 15% on contact, vertical knockback.
  • Wall in one section can hit players standing on left edge of platform, does 10% damage with knockback to right.
  • F-Zero racers deal 20% damage, kill Mario off the top at 50%.
  • Stage lingers for 10 seconds at each stop, longer if racers are passing through.
  • Stage gives 3 second warning before it moves on.
 
Last edited:

Piford

Smash Lord
Joined
Sep 17, 2014
Messages
1,150
NNID
SuperZelda
Not gonna lie I thought it was Port Town Aero Drive too.
 
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