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Super Smash Bros. for 3DS/WiiU - Stage Contest - Round 14 - Kid Icarus

ryuu seika

Smash Master
Joined
Jul 21, 2010
Messages
4,743
Location
Amidst the abounding light of heaven!
And that's what I'm thinking too. I just know that in the past I had tried things like cafepress and they were like "nope can't do that gotta cover our butts."
Cafepress have their own selection of designs on offer, as well as printing what you ask. That tends to change the regulations surrounding the business since they're not just offering a print service then.
 

D-idara

Banned via Administration
Joined
Jul 8, 2012
Messages
3,240
Location
Venezuela
NNID
D-idara
3DS FC
4511-0670-4622
MY GRADES ARE DONE, PEOPLE! NOW I JOIN YOU IN THE WAITING GAME! And laugh at people thinking that girl-band Smash commercial means anything roster-wise.
 

Zzuxon

Smash Champion
Joined
Mar 19, 2011
Messages
2,559
Location
U.S.A
NNID
zzuxon
3DS FC
3695-0453-0481
I will be finished sometime tomorrow at the latest.
This I swear.
I've been keeping you guys waiting for too long and I'm truly sorry. I will not let it happen again.
 

BridgesWithTurtles

Smash Champion
Joined
Apr 18, 2013
Messages
2,175
Location
The long road to nowhere
3DS FC
3523-2059-7939
Results are in!

[collapse=Ascended's grades]
TheMarioaddict/City Escape
Popularity: 5/5
Creativity: 9/10
Playability: 8/10
Total: 22/25
Comments: Sonic Adventure 2 is my favorite Sonic game, and I think City Escape is one of the best levels in video game history, so good choice for a stage! I like that it's basically the Generations version put into a stage. I would totally play on this, so once again, good job!

SmashRiver64/Chemical Plant Zone
Popularity: 5/5
Creativity: 9/10
Playability: 8/10
Total: 22/25
Comments: I think I speak for everyone when I say that Sonic 2 is the most popular game in the series, and Chemical Plant Zone is definitely an iconic location, what with the music, the water, and being in Sonic Generations. I love what you've done with the stage as you've managed to bring in all the elements of the original Genesis game. Good job!

Kevandre/Pumpkin Hill
Popularity: 5/5
Creativity: 9/10
Playability: 9/10
Total: 23/25
Comments: Another SA2 stage, and one of the most popular stages in the game! I like how you incorporated the pumpkins and the ghosts, and I don't think the ghosts would hinder the stage too much. It sounds very playable while being very fun.

Elaith/Star Light Zone
Popularity: 3/5
Creativity: 8/10
Playability: 9/10
Total: 20/25
Comments: An interesting choice for a stage. I like that you managed to transplant the boss battle into a Smash Bros stage, as I always think it's cool when a stage captures the essence of its origin. I don't really have a problem with this, just that I would have picked a different location from Sonic 1 for a stage.

ryuu seika/Emerald Chase
Popularity: 5/5
Creativity: 10/10
Playability: 8/10
Total: 23/25
Comments: Very cool idea for a stage! When I read the title, I didn't know what this was, but when I realized it was the Sonic 2 special stage I was excited, and you've brought it into Smash Bros perfectly! I would play on this if it was a real stage, and I think your idea of unlocking it is really creative as well. Good job!

Jords2Good/City Escape Tour
Popularity: 5/5
Creativity: 10/10
Playability: 7/10
Total: 22/25
Comments: Another City Escape stage?! This is what I love about the contest is that two people could enter the same location, but it is executed in a completely different way. I like what you've done here, and I thought it was really cool that the night time version of the stage is Speed Highway. (I'm a huge fan of the Sonic Adventure games in case people couldn't tell). The boss sounds bearable, and it does sound like a balanced stage, but I'm seeing it like an F-Zero stage so I don't know how much the stage would interfere with the fighting. Aside from that, I thought it was a great idea!

TechPowah/Aquarium Park
Popularity: 4/5
Creativity: 9/10
Playability: 9/10
Total: 22/25
Comments: Sonic Colors is the point where I believe Sonic to have made his comeback, and I always thought that Aquarium Park was one of the best stages from that game, so I was happy to see it in this contest. I think you did a great job of bringing it into Smash Bros, and I like the concept of the stage getting flooded and altering the physics of the match. I think it would be fun to play on!

Geoffrey Druyts/Casino Night Zone
Popularity: 5/5
Creativity: 9/10
Playability: 10/10
Total: 24/25
Comments: Aw yeah, here we go! This is, in my opinion, the most popular stage from Sonic 2 and a Sonic series trademark. I love the simplicity, and with that simplicity you've managed to capture the essence of the stage perfectly. I took a point off of creativity because I would have liked a more in depth explanation, and I'm going to give some kudos to Kevandre for putting it together in sprite form. Great job on this stage![/collapse]
[collapse=BridgesWithTurtles' grades]
City Escape by TheMarioaddict
Popularity:
5/5
Creativity: 8/10
Playability: 9/10
Total: 22/25
City Escape is what I would consider to be a great example of a stage that has a hazard, but one which does not compromise the spirit of the actual battle. One of the most beloved and iconic locations in the Sonic series makes for a fitting Smash Bros. stage. You incorporate the Generation's construction architecture as platforms, keeping the stage close to its source series. The use of the truck is to be expected, and it interacts with the stage in a way that is influential without being dominant, as it's easily avoidable and doesn't affect the whole stage. There's a minor problem with this stage's layout, in that being only as wide as WarioWare while only allowing the GUN truck to take up one of two of the street's lanes means that the truck would be very much undersized compared to its appearances in the Sonic series proper.

Chemical Plant Zone by SmashRiver64
Popularity:
5/5
Creativity: 9/10
Playability: 10/10
Total: 24/25
Another one of the Sonic series' most iconic locations. Chemical Plant seems like an appropriate source for interesting stage features, and because of that reason, I do wish you would've played more with the level's more interesting architecture. The lack of chemical tubes, springs, and copious amounts of twisted, twirling platforms seems to be underutilization of the location's key defining features. That being said, the rising "water" and falling platforms are definitely used to their full extent here, and the water gimmick especially - even incorporating the memorable air bubbles - is played with skillfully. 7 seconds of submersion and 6 seconds of air time allow for those unlucky enough to "drown" to be punished just at the right time.

Pumpkin Hill by Kevandre
Popularity:
4/5
Creativity: 7/10
Playability: 9/10
Total: 20/25
"Kevandre, what are you doing here? You know me and you don't get along! I don't think that's the point right now, though." I really love this stage. Pumpkin Hill is one of my favorite levels in Sonic history. Something about the random Halloween theme, smooth rap music, and the sheer expansiveness of the level just made me always love this place. I do wish the stage were as wide and open as the original level, though. The main "platform" is so small, based on your mock-up, that I imagine it'd be difficult to play in 4-player matches. I do like how the spread-out platforms and relative verticality of the stage give it the same feeling of jumping and falling around you get while playing this level in Sonic Adventure 2.

Starlight Zone by Elaith
Popularity:
4/5
Creativity: 3/10
Playability: 9/10
Total: 16/25
I didn't expect this zone to show up, but it's good to see some people remember it. Unfortunately, you didn't really do much to wow me with this one. You didn't alter the original location at all, really. The seesaws are kind of a new concept for a stage, but it's not that creative when you just took a gimmick Sega already came up with, and then didn't expand upon it or adapt it for Smash. I do wish you would've given us more detail here. For example, do the bombs that Eggman drops deal damage when flung with the seesaw? Still, the stage is mostly balanced and in all fairness, you probably did a good thing in not trying to fix what isn't broken. It's a good idea for a stage, but it's not exactly creative. I hope to see you participate in future rounds.

Emerald Chase by ryuu seika
Popularity:
5/5
Creativity: 9/10
Playability: 8/10
Total: 22/25
Once again, ryuu shows us an untethered sense of logical zaniness. I feel that Emerald Chase is one of your weaker attempts, despite the high score, in that you make more handwaves in order to make the stage work. Really, it does feel somewhat as if you had to stretch a little too far to make this stage. It's not really explained as to how the players move with the camera. Similar stages, such as Mute City, also make no sense, but at least have attempts at justification. All that said, however, the Sonic special stages are so trippy that I can actually handwave this flaw pretty easily. The stage is a never before seen half-pipe shape, which is pretty interesting. There's practically no off-stage game thanks to this, however, and that puts a bit of a damper on it for me. Balanced hazards and a unique stage design make this a strong contender for first place.

City Escape Tour by Jords2Good
Popularity:
5/5
Creativity: 7/10
Playability: 6/10
Total: 18/25
I don't recall you ever participating with us before, Jords2Good. Glad to have new participants this round. It's interesting to compare this stage to TheMarioaddict's. While they're based on the same location, they're as different as night and day. As compared to the prior stage, I like how this concept gives us the high-speed action of the original level. However, I think it has too much going on, and the way it handles going from location to location could use some ironing out. My recommendation is to not cram so much stuff into one stage. It can be done with tact to make a stage sweltering with fanservice, but in many cases, the stage is just biting off more than it can chew. During the truck-riding sections of the stage, it's nothing very interesting, and at stops, there is simply too much congestion and too many hazards to worry about. Why does the truck stop anyway? That thing's in relentless, high-speed pursuit of Sonic. I also think the inclusion of Flying Dog is unnecessary. Stage bosses don't seem to add much to the experience, and Flying Dog never appeared in City Escape anyway. Why not Bigfoot? Overall, I like this stage, but it could use some tweaks. I'd probably prefer if the truck simply never stopped moving, and just passed through different locations that briefly change the layout of the stage, rather than making stops.

Aquarium Park by TechPowah
Popularity:
3/5
Creativity: 9/10
Playability: 9/10
Total: 21/25
It's interesting seeing how different people handle water physics. This stage gives us two slightly contradictory interactions with water on its own. Funny how these Sonic stages like to play with water. I do enjoy the "submerged" physics alterations and feel that this is one of the better ways to handle the subject of underwater battling in Smash. Aquarium Park is otherwise interesting for its highly unique location archetype and overall aesthetic. Not sure how I'd describe it. Japanese and aquatic? Unfortunately, that hurts the popularity score a bit. I'm sure it's instantly recognizable to fans of the game, but most people would probably be left scratching their heads as to this stage's origins. Definitely a fun pick for originality. It's really nothing like we've ever seen in Smash before.

Casino Night Zone by Geoffrey Druyts
Popularity:
5/5
Creativity: 3/10
Playability: 4/10
Total: 12/25
An okay first effort, Casino Night Zone suffers from extreme lack of detail and a questionable understanding of balance. 1-3 minutes is incredibly vague, but any amount of time in that range is incredibly long when you consider how few matches people play that go over 8 minutes. If it were an exceptional level of healing, I could see a minute being justifiable, but that isn't described. It's also quite similar to the SSF2 version of the stage, and I'm not sure how I feel about that. The slot machine gimmick is interesting, but it's disappointing that the stage is so flat and simple, when the level it's based on has such crazy, pinball machine-like terrain. I think choosing a location for a stage should largely play to that location's strengths.[/collapse]
[collapse=Zzuxon's grades]
Themarioaddict - City Escape Zone
Popularity: 5/5
Playability: 8/10
Creativity: 7/10
Total: 20/25
Comments: As one of the more famous modern sonic locations, this gets a perfect popularity score. Playability is also high, you have a balanced layout and a hazard that can be dealt with. The layout is also original, and the stage is faithful to the source.

SmashRiver64 - Chemical Plant Zone
Popularity: 5/5
Playability: 8/10
Creativity: 6/10
Total: 19/25
Comments: Chemical Plant Zone is one of the most iconic Sonic locations ever. ‘Nuff said. Also seems highly playable, what with the water not affecting physics. Fairly Creative with the falling platforms and water mechanics. Faithful to the source. Good all around.

Kevandre - Pumpkin Hill Zone
Popularity: 4/5
Playability: 7/10
Creativity: 8/10
Total:19/25
Comments: As a rather well known area, you get a good popularity score. Playability is also good, nice layout, not-too invasive hazard. The layout is also very creative, as is the ghost mechanic. All in all, it is a very nice stage.

Elaith - Star Light Zone
Popularity: 3/5
Playability: 7/10
Creativity: 8/10
Total: 18/25
Comments: I’ve honestly never heard of this stage, but I’m not a huge sonic fan, so I’ll give you the benefit of the doubt. Playability looks fairly solid, not much to say here. The stage is very creative; I love the see-saw mechanic, which is apparently also faithful to the source location. Very solid first(I think) entry.

ryuu seika - Emerald Chase Zone
Popularity: 5/5
Playability: 5/10
Creativity:9/10
Total: 19/25
Comments: Since this evidently represents a recurring level in Sonic games. I give it a perfect popularity. The playability obviously isn’t great, but it isn’t bad either. Definitely an extremely creative stage what with the anti-grav gem and half pipe shape.

Jords2Good - City Escape Zone Tour
Popularity: 5/5
Playability: 7/10
Creativity: 7/10
Total: 19/25
Comments: I love how we can get 2 totally different takes on this iconic level. I like the bigblue approach, but with the twist of not dying if you fall in front of the truck, and how the truck stops occasionally, making it like a combination of Aero Dive/Mute City and Big Blue. A really solid stage all around.

TechPowah - Aquarium Park Zone
Popularity: 3/5
Playability: 7/10
Creativity: 9/10
Total: 19/25
Comments: I will give the benefit of the doubt as to popularity. However, the rest of the stage is quite good, like the water mechanics and the pillars etc. Not a huge amount to say, just a solid stage.

Geoffrey Druyts - Casino Night Zone
Popularity: 5/5
Playability: 6/10
Ceativity: 9/10
Total: 20/25
Comments: Casino Night Zone is a classic location, clearly a 5/5 pop is in order. The slot machine and walk-offs obviously meant you had to take a playability hit, but it doesn’t seem annoying. Extremely creative and faithful to the source, bravo.[/collapse]
[collapse=D-idara's grades]
I FIND YOUR LACK OF MODERN SONIC DISTURBING, I would've personally made a stage based on either Planet Wisp or Rooftop Run (Best Sonic stage of all time!).
Just listen to those orgasmic violins:
City Escape by TheMarioaddict
Popularity:
5/5
Creativity: 7/10
Playability: 10/10
The go-to location for Dreamcast Era Sonic stages, so you get full Popularity! Now, I like the layout and how you used the end of the slope to create a stage, with the truck coming down from time to time, and I also think you did destructible terrain better than Luigi's Mansion, but I think the truck was underutilized, with how frantic the whole truck chase felt, you could've done a lot more with that prop, rather than a stage hazard with one possible attack on either side of the stage. I do appreciate how the match could shift with one set of platforms standing, but I still think it feels a little underwhelming. Now...the truck seems to be pretty telegraphed and I don't think it should lower Playability~!
Total: 22

Chemical Plant Zone by SmashRiver64
Popularity:
5/5
Creativity: 8/10
Playability: 7/10
It's Chemical Plant Zone, I don't think I need to say anything else. The way you played with the stage's original and memorable water mechanics looks and sounds really cool and you don't see that many neutral stages with falling platforms. There's something missing here, though, I don't feel like a FD-like layout was the best thing you could do, and I think the water hazard's playing it too safe, I was expecting a slight physics change, or maybe some platforms rising with the water, I don't know, it seems like you had a great concept and didn't flesh it out entirely. Also...I'm gonna take a point from Playability because everything looks and sounds like the ledges aren't grabbable with the falling platforms, and non-grabbable ledges are the bane of any could've-been-good stage (Summit's still awesome, though, but it could be the best stage on the game!).
Total: 20

Pumpkin Hill by Kevandre
Popularity:
4/5
Creativity: 7/10
Playability: 9/10
Out of all the Knuckles levels, Pumpkin Hill and Meteor Herd are probably the most memorable. I appreciate the drop-through middle platform, not a lot of stages do that sort of thing and I feel like it could lead to some very cool setups and ambush attacks, and the ghosts are a nice touch, keeping with the Fortree tradition of punishing those who hang on the lower parts of the stage for too long! (I docked a point off for being so similar to one of your previous entries, though!). On the Playability front, the middle platform seems a little small and the various floating pillar platforms could lead to some serious camping, but the stage looks playable overall.
Total: 20

Starlight Zone by Elaith
Popularity:
4/5
Creativity: 5/10
Playability: 8/10
The first one of Sonic's City Levels, that's a big title, to tell the truth. I'll be clear here, I'm not a fan of ripping the location straight from the game and making it a stage for Smash, AT ALL, especially considering that the seesaw bomb gimmicks could've been done much better to make for a creative, unique stage, you could've touched up the location, added and removed some things to make it more fit for Smash. One of my main gripes with the stage, Playability wise, and one of the common side effects of taking a location straight from the game, would be how claustrophobic everything looks, it'd look like players wouldn't have any room to breathe or maneuver between Eggman and the seesaws, and that's a big no. I'll give a personal opinion here, this stage would've been MUCH, MUCH better without the middle seesaw.
Total: 17

Emerald Chase by ryuu seika
Popularity:
5/5
Creativity: 10/10
Playability: 7/10
One of the most frustrating pieces of **** levels ever (I'm only dissing the Emerald Chases because you insulted one of the best Classic Sonic levels >:U)...but also one of the things from Sonic games engraved into people's minds, the Sonic 2 versions are especially ridiculous and pretty much unwinnable with their unfair mine placements, but I'm rambling on! I think I've never seen this kind of halfpipe design before, I don't know if it'd be the best for fighting, but it's certainly very unique and could make for some interesting situations, I like the Emerald hazard, because it suddenly makes the battle slightly different for everyone, like Victini or Xerneas, and I love those kinds of effects. On the Playability front the stage suffers, though, the halfpipe layout would make for some pretty awkward fighting when the players aren't standing on the dead center of the U shape and I'm not sold on the mines, especially because the way the stage moves seems to be a little weird and disorienting, I dunno, I just feel like I'd start feeling dizzy with the stage actually moving below the character's feet, with the twists and turns.
Total: 22

City Escape Tour by Jords2Good
Popularity:
5/5
Creativity: 8/10
Playability: 5/10
It's City Escape, nothing much to say there! I do like how you made a traveling stage a little more exciting with being set on top of a moving truck, and the truck also making stops at several spots makes me think of a combination between Delfino Plaza and Spirit Train...still, I still feel it threads on similar grounds a little too much. I gave you low playability because I feel like there's too much going on at once, you have the front of the truck being able to hit you, buildings breaking and falling on top of the fighters, GUN robots shooting at you AND a stage boss that shoots guns and lasers and then explodes? I think you went a little overboard with the hazards.
Total: 18

Aquarium Park by TechPowah
Popularity:
4/5
Creativity: 8/10
Playability: 10/10
MODERN SONIC UP IN HERE! ONE OF THE BEST SONIC LEVELS! Aquarium Park's mainly remembered because of being a water level that doesn't suck ***, and that's a pretty huge achievement. Now, the way the water was handled is a great example of a subtle, non-intrusive stage hazard that's still recognizable and gives the stage some personality, I especially like the fact that the platform layout gets something added when the water rises to accomodate for the physics change, a nice touch. I don't really see anything too disruptive for a match here, so...
Total: 22

Casino Night Zone by Geoffrey Druyts
Popularity:
5/5
Creativity: 7/10
Playability: 7/10
Try to make your entry not be all over the place next time, please...on another note, perfect Popularity because Sonic 2, don't need to explain that, really. Although I do like what you did with the bumper and the slot machine, they're gimmicks taken straight from the source level without any tweaking or changing, so I'll have to take points from that category! Even though the layout seems uneventful, I think the overlong walkoff design with a centralizing stage hazard on the middle which can give game-breaking bonuses disrupts the match too much.
Total: 19[/collapse]

TheMarioaddict: 86
SmashRiver64: 85
Kevandre: 82
Elaith: 71
ryuu seika: 86
Jords2Good: 77
TechPowah: 84
Geoffrey Druyts: 75

After an ironically long wait, TheMarioaddict and ryuu seika tie for first, with their respective entries of City Escape and Emerald Chase. Congrats to the both of you! As always, you can view the winners' entries below.

[collapse=City Escape by TheMarioaddict]
Time to roll around at the speed of sound everyone, for this is one of Sonic's most iconic stages ever.

People, welcome to City Escape!


Stage Name: City Escape

Game: Sonic Adventure 2

Description:



Ok, so this pic might be a little confusing at first, so let me explain. Firstly, why is there a road going straight up the background? Imagine the stage is situated at the bottom of a hill, with that bottom edge being a kind of drop-off, and you'll hopefully get it. Second, where's the city? I didn't draw it in. Imagine there are buildings lining the sides of the street.

Now the, the stage layout is very similar to that of Warioware from Brawl, just with the upper platforms moved closer in. In fact, the proportions of the stage are identical in my mind, so use that as a base. Just like in Warioware, the base (black line) is non-passable, while the scaffolding (yellow lines) are drop-through. For the most part, the stage is neutral. It will stay this way for much of the match.

However, there is one stage hazard that makes this stage very interesting...

The Truck.

Yeah, you all know the one. That demon truck that chases you down through a good bit of the level. Sometimes, while fighting on this stage, Sonic will appear at the top of the hill, and start running down the road, until he's offscreen (something something alfonso). Shortly after this happens, The truck will appear at the top of the hill. It will come charging down the hill, on either the left lane or the right lane. When it does, get out of the way, because the second it comes into contact with the fighting area proper, anyone it runs over is getting launched. Far. And taking heavy damage to boot.

And if that wasn't ENOUGH, the scaffolding on the side the truck hits will get destroyed when the truck goes flying past, thus making the stage asymmetrical. Don't worry though - after a short while (let's go with... 30 seconds?) the platforms will regenerate.

The truck itself appears at random intervals, although it won't show up while there are currently destroyed platforms. (that is, it cannot appear within 30 seconds of it's last appearance).

Aesthetics: Like I mentioned, there will be city buildings lining the sides of the stage (the white world pic D-idara posted just after my post actually does a pretty good job showing sort of what the stage would look like with the buildings, although the road is a bit thinner than in my version). Beyond that, nothing much in the aesthetic department. Birds will fly around in the background occasionally, but that's just sort of typical bird behavior, nothing noteworthy.

Music:

Awww yeah, time for some sonic music. And in a Wii U round, so that means ALL OF THE SONGS!!!

Escape from the City (Sonic Adventure 2)
City Escape Classic (Sonic Generations)
Metal Harbor (Sonic Adventure 2)
Super Sonic Racing (What's that from, Sonic R?)
Endless Mine (Sonic 3)
G.U.N. Truck (Sonic Adventure 2)

So there you go! The most iconic stage from one of Sonic's most iconic games! I hope you like it![/collapse]
[collapse=Emerald Chase by ryuu seika]
Emerald Chase
Game(s) of Origin: Sonic the Hedgehog 2, Sonic 3D Blast, Sonic Pocket Adventure, Sonic Rush, Sonic Colours, Sonic 4
Stage Layout:

Description: Emerald Chase is a stage that represents the half pipe special stage found in so many of Sonic's games. Its base design is a rezzed up version of that found in Sonic the Hedgehog 2 and Sonic Pocket Adventure but it incorporates aspects from the other games too. It takes the straight walls near its edges from the Sega Saturn version of Sonic 3D Blast, keeping their go faster stripes from that game. These walls are slippery and cannot be stood on for more than a fraction of a second, even as the Ice Climbers.
From the non-handheld Sonic Adventure games comes its chaos emerald design, with this appearing at roughly the 50 second mark and staying until the minute. The emerald is a solid object with a short range anti gravity effect preventing players from using it as a platform (it will never push players straight up so no floating atop it either) and, while it is on screen, all attacks from players will do 20% more damage and knockback.
Once the emerald has disappears, the stage will change colour, simulating the effects of picking up an emerald in Sega Superstars' Sonic minigame and showing off the various recoloured stages seen in most of the games where this level is on offer. This will happen a full 6 times, before the 7th emerald returns the stage to its starting colour.
As in many of the games and especially the PC version of Sonic 3D Blast, the stage will twist and turn and go over hills. Do not worry, this is merely a visual effect and will cause no change to the fight since the camera follows the motion perfectly.
You may see traditional spike balls appear in the background. Watch out, these will hurt you if you're in the wrong place when you catch up to them. The way they spawn gives plenty of warning though and, if items are on, the same will happen with them, taking out most of their surprise element and thus making them a little fairer.
The background is a similar starry sky to that seen in the last levels of Sonic Adventure 2 but does not include the earth and is instead overlayed with semi-opaque diamonds in reference to StH2's secret stage. It should look rather pretty in modern graphics.

Overview: This stage is simple and will likely involve a lot of aerial combat due to its structure making ground fights a tad difficult. This skews it in favour of certain characters but, besides the shape itself, there are very few gimmicks. The chaos emerald rewards players for knowing how to time their finisher but contains no bias and the spikes are so well signposted you're unlikely to hit them without your opponent intervening. Even if you do, their damage is around 8-12% with fairly low knockback so it's hardly the end of the world.

Unlockable: Yes

Click the star in the background of the stage select screen to play on this stage. It can be selected normally after the first use.
Music:
Special Stage (Sonic the Hedgehog)
Bonus Stage (Sonic the Hedgehog 2)
Special Stage (Sonic the Hedgehog 3)
Special Stage US (Sonic CD)
Special Stages (Sonic 3D)
Special Stage (Sonic 3D Blast Saturn Ver.)
Special Stage 1 (Sonic Heroes)
Special Stage 2 (Sonic Heroes)
Special Stage (Sonic Advance 3)
Special Stage (Sonic Colours DS)
Special Stage (Sonic Generations 3DS)
Special Stage (Sonic Lost World)[/collapse]

We're going to keep going with this. The next round will be soon.
 
Last edited:

BridgesWithTurtles

Smash Champion
Joined
Apr 18, 2013
Messages
2,175
Location
The long road to nowhere
3DS FC
3523-2059-7939
77? Not bad! It was a pretty nice first me I would say. Can't wait what's next! (I hope its a franchise I know of lol)
I was glad to see you participate this round. I did find your entry to be a bit better than the average newcomer's, so I'd really like to see anything better you could cook up.

Judging by your prospective mains, there seems to be a pretty wide range of series that you know about. Let's hope that whatever's next falls in line with that.
 

Elaith

Smash Cadet
Joined
Jun 16, 2011
Messages
33
Location
Illinois
NNID
Sonic12040
Thanks for the feedback! Hopefully my entry next round will do a better job of things.
 

Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
Good round guys.

I should start making my pictures larger because I run out of space and make things look smaller than I'm actually thinking they should be. Ah well. Excited for next round.
 
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ryuu seika

Smash Master
Joined
Jul 21, 2010
Messages
4,743
Location
Amidst the abounding light of heaven!
Yay! Joint win!
Congratulations to TheMarioaddict and a big thankyou to all involved. So much of this forum is dedicated to characters that I don't feel there'd be a place for in depth hypothetical stage discussion without you guys and that would be a terrible terrible loss.

It doesn't, the number 48's the name of the band :I
I meant the other leak.
 
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TheMarioaddict

Smash Journeyman
Joined
Dec 14, 2013
Messages
345
Location
Right Behind You
NNID
TheMarioaddict
3DS FC
0130-1812-3778
Switch FC
SW-4314-7715-8313
YES!!! MY FIRST EVER WIN!!!!! I'm so happy! :D

Congrats to Ryuu as well. You may hate the best Sonic 2 level, but your stage is ok in my book!
 

TheMarioaddict

Smash Journeyman
Joined
Dec 14, 2013
Messages
345
Location
Right Behind You
NNID
TheMarioaddict
3DS FC
0130-1812-3778
Switch FC
SW-4314-7715-8313
The Hall of Fame

Here we honor the winners of each round.
[collapse=Round 1 - The Legend of Zelda (Wii U) - Hyrule River Raft by Croco]
Name of Stage: Hyrule River Raft
Game of Origin: The Legend of Zelda (NES)
Description:
Stage begins on the bridge touching the water and shoreline near the first dungeon. The stage is about the length of Final Destination. I have included a picture below showing the bridge.


The bridge brakes suddenly and begins to move down river turning into a raft. Elements from the over-world map are shown in the background scrolling by. Enemies like Lynels, Octoroks, River Zoras, Peahats, and Tektit etc. are seen in the background and occasionally might interact with the players. Example: A moblin might throw a spear as the raft passes by.


As the raft moves down river and passes by recognizable locations and environments; spears, burns marks, and broken pieces of raft become more and more evident. Even boulders fall from death mountain and land on the raft until the match is over. The raft enters a cave. Randomly for each play you might see a character from Legend of Zelda, Merchant, Impa, Old Man, old woman etc. the rarest is the Old Man. Through the cave a dungeon suddenly appears and the music changes into the dungeon theme. Enemies appear in the background like before but now bosses randomly appear attacking the players from the background. A wall blows open and now the players are up on death mountain.. music changes back to the over-world music. As the raft goes along, boulders falling from above with water falls in the background. The raft then drops down a waterfall and the stage starts all over again.
Gimmicks/Hazards:
The raft moves so the stage is actually stationary with the background scrolling in multiple directions. Think brawl's 'Pirate Ship' stage but with just a flat service and no docking. Stage hazards are the enemies and bosses from the LoZ NES game which sit in the background and randomly attack the players. Boulders have some warning with falling dirt before impact.
Unlockable?:
YES and unlockable in 2 ways.
Knock out 1986 (Year 1986 which LoZ came out..) characters as Princess Zelda.
Super Secret Unlockable way - Enter 'ZELDA' in all caps as your player name.
Extra:
Music -
The graphics are original but inspired by the NES 8 bit colors and concept art from the booklets which I included some in the concept above description.

This stage also allows player to choose 2 different music tracks.. one for the outside and one for the cave/dungeon sections.[/collapse]
[collapse= Round 2 - Kirby (3DS) - Milky Way Wishes by Violenceman]
Name of Stage: Milky Way Wishes
Game of Origin: Kirby Super Star Ultra
Description: Milky Way Wishes operates in a similar fashion to Delfino Plaza. It is divided into two main phases:

Phase 1: Travel Phase: This is the phase that starts the stage off. It consists of a large main platform, a smaller passable platform above and two passable side platforms; altogether it resembles a trapezoid, with the side platforms half way between the top and bottom platforms. The side platforms angle varies every time the Travel Phase is initiated. 50% of the time they will be strictly horizontal and flat, but there is an equally likely 25% chance that the platforms could be angled inward or outward. The stage will fly around in space for a short while before switching to Phase 2.

Phase 2: Landing Phase: Eventually the Travel Phase stage will land down on one of the six Milky Way planets; the order in which planets are visited is randomized every time the stage is played, but all planets will be visited in a full loop before the cycle restarts. Each planet has it's own layout and the battle resumes on the new stage until the Travel Phase stage layout returns from the bottom of the screen, lifts you back into space and resumes Phase 1 again.

Color Key: Red lines are solid ground, Yellow lines are passable platforms, Purple lines are destructible ground, and grey lines are just guides not actually visible in-game.

Gimmicks/Hazards: The Travel Phase stage is fairly straight forward, with the exception of the tilting side platforms, so no special gimmicks there. As for the planets:
  • Grass Planet Floria has a main section of ground with a slope on the left side. On the right is a passable platform extending past the length of the main stage. This area will actually go through all 4 seasons before you depart; during winter, the ground will become slippery, hampering player traction on the ground.
  • Water Planet Aquarius is much flatter, with a pool of water in the middle that players can drown in. There are two star blocks floating above the water that can be used as a platform, but will break apart after taking a cumulative 25% damage and won't return until you re-visit the planet. This area has walk-off edges.
  • Wind Planet Skyhigh features a main structure with a slope in the middle. The left side as a man-sized pillar that cannot be passed through and can serve as a barrier to recovery. To the left is a cloud platform that can be passed through, however if you stay standing on it for too long, it will dissipate and reform a few seconds later.
  • Flame Planet Hotbeat is another flat stage, with fire blocks surrounding the area; touching the fire will deal damage and knock you into the air (like the lava in Metroid stages). The cracked blocks on the ground can be destroyed with just 7% damage each, revealing more fire blocks in their place (the cracked blocks won't return until a planet re-visit). Two passable bridge platforms are unevenly placed above the stage for a temporary respite.
  • Machine Planet Mekkai has two levels with walk-off edges, a solid bottom level and a passable top level. They are connected via an elevator that can be controlled by any player inside it; pressing up will cause it to rise and pressing down will cause it to drop. You can pass through every side of the elevator except the bottom. Try not to be beneath the elevator when it comes down; a crafty player can deal heavy damage by using it to crush you.
  • Eternal Star Halfmoon is the widest and simplest stage. No special hazards or gimmicks here unless you count the very uneven terrain. This is the only planet where you can pass under the main stage area.
Unlockable?: No, available from the get go.

Extra: During the Travel Phase, you can see the various planets in the background, as well as Popstar, Nova, and the Sun and Moon fighting. On Floria, as the seasons change, you will notice leaves clutter the ground during autumn (which you can kick up as you run) and snow will cover the ground in winter. On Halfmoon, if you run along the stars, you will kick up stardust into the air. On all six planets you will see Waddle Dees, Waddle Doos, Bronto Burts, and other enemies roaming around in the background.

Music Samples:
Milky Way Wishes
Green Greens
Nebula Belt
F-L-O-W-E-R
Minecart Area (Great Cave Offensive)
Kirby Collecting
Vs. Marx
Masked Dedede's Theme
Kirby's Triumphant Return
[/collapse]
[collapse=Round 3 - Donkey Kong (Wii U) - Mine Cart Madness by Violenceman and Bramble Blast by Hippopotasauce]
Ever since the first Donkey Kong Country game, the element most associated with the series was the mine cart stages. With that in mind...
Name of Stage: Mine Cart Madness
Game of Origin: Donkey Kong Country
Description: The stage takes place inside of an abandoned mine along two sets of mine cart rails, one high and one low. On each one is a single forward-moving mine cart that has a platform of wooden planks hastily tied and bolted to the top of it. The platform extends out past the edges of the actual cart; you could just about fit four Bowsers end-to-end on each platform. In addition to each mine cart being on a different track, they differ horizontally too; one is always first (more to the right) and the other is second (more to the left), although which cart is which can change.

The stage captures the madcap speed of the DKC mine cart stages, but the speed is purely visual; the constant movement forward does not affect jumping or knockback. Players can jump from mine cart to mine cart and recover normally as if the platforms were stationary. The speed is instead reflected in quick moving background and foreground effects.


The wooden platforms can be passed through and are the only solid elements on the stage; the rails and mine carts themselves will not interact with the characters.

Gimmicks/Hazards: The platforms may not be effected by the motion of the stage, but that does not mean they are always in the same place! The default starting position is for the upper track cart to be to the right (Players 1 and 3 start here) and the bottom track cart to be to the left (Players 2 and 4 start here). From here, they will continue to zoom straight forward until one of the following events occur:
  • Kremling Bash: A larger mine cart with a Kremling in it will appear on the track behind the "second place" cart and catch up with the mine cart. The platform will topple the Kremling's cart off the track (with the Kremling falling arms flailing out of it) and the mine cart will receive a speed boost, pushing it ahead. The screen will seem to follow the sped up cart until it is further to the right, pushing the other cart back toward the left side of the screen. Functionally, the two carts basically trade positions horizontally, with the "second place" cart moving to "first place" and vice versa.
  • Track Switch: The upper track will suddenly slope downward at a 45 degree angle before flattening back out at the height of the bottom track. At the same time, the bottom tack slopes upward in a similar manner, with the two tracks meeting the middle (like an X). Visually, the top track cuts behind the bottom track when they intersect, although this has no impact on the depth of the platforms from a game play perspective. Functionally, the two carts basically trade positions vertically, with the upper track moving to bottom track height and vice versa.
  • Track Out: In this scenario, the upper path will suddenly run out of track, causing the cart to fly off the rails and land on the lower track (keeping the same "first place" / "second place" distance from one another). The stage will continue on just one track, until...
  • Big Ramp: This one will always (and only) follow the Track Out event. The single bottom track will suddenly curve upward into a ramp formation before cutting out completely. The two carts will zoom off the ramp and fly through the air in an arcing motion. As they come to the end of the arc, two more mine rails will appear from the right side. The first cart will land on the upper track and second cart will end up on the bottom track. the stage will then continue as normal.
  • Madcap Helix: The rarest of events, this scenario plays out just like the Track Switch event. However, instead of flattening out after switching places vertically, the tracks will switch places again. The two tracks will cross over five times in immediate succession before flattening back out again. Visually, the two tracks will alternate which is in front and which is behind, appearing like a helix.

Unlockable?: Nope, available from the start.

Extras: The lights in the background will flicker occasionally, which will reflect in the overall lighting for the stage; it will never get too dark to see, but it will dim for a bit before getting bright again. The Kremlings in the Kremling Bash scenario will randomly either be a Kritter, a Klump or a Krusha. In the background, you can sometimes catch Squawks and Quawks flying by.

Music:
Mine Cart Madness
Temple ~ DK Island Swing
Haunted Chase
Mine Menace
Fear Factory
Mine Cart Carnage
Mill Fever
Amiss Abyss

BRAMBLE BLAST
Game of Origin: DKC2/DKCTF
Description: Bramble Blast takes place in the bramble levels of DKCTF. While the brambles exist in the background, there aren't actually any that can harm you. Instead, there are barrels, which act similar to the barrels in previous DK levels like Kongo Jungle. However, unlike Kongo Jungle, these aren't only limited to below the platform. They'll also be overhead, in positions where you can shoot yourself at the opponent.

Layout: As we've seen before in levels like Arena Ferox and the Animal Crossing stage, stages aren't necessarily limited to one layout anymore. This stage is not an exception, and makes good use of it considering it's not likely any other levels will use barrels. These two layouts are selected in a similar way to the two styles of Mushroomy Kingdom in Brawl.
The first of its two layouts is a large flat platform, with three barrels above and one below. The three barrels above are in a layout similar to Battlefield. The two on the left and right will spin freely, allowing you to shoot yourself in any direction. The one on top will click between three directions. It will either face either of the two barrels, or directly below itself. The barrel below acts exactly the same as the one in Kongo Jungle.
The second of the two layouts has one large platform and two smaller ones. The two smaller ones are on either side of the large platform. There are also two barrels, which are located directly above the two platforms. These barrels will move up and down in a straight line, and do not spin. After you shoot out of one, it locks in place until someone enters the barrel again.
(Keep in mind that the bramble below the platforms do not hurt you, they're just there for aesthetic)

Barrels and How They Work: Barrels have existed in Smash Bros before. When you enter one, they move around and spin, and then you can shoot out as you please. But I have changed how they work slightly. Entering a barrel doesn't put you on a time limit, and you can stay in there as long as you want. However, opponents can rack up your damage, and if they hit the barrel with a move of enough knockback, they can also knock you right out. This is to prevent stalling in between barrels.
In previous games, barrels put you in a state similar to being hit by a forceful attack. In this stage however, you will have access to all of your moves the second you shoot yourself from the barrel. All that barrels do in this game is adjust your momentum so that you speed by in a straight line until you lose speed.. Also, shooting yourself into an opponent without actually attacking will do nothing. Keep in mind that after entering a barrel, you cannot get out without shooting yourself.
These barrels open up a lot of new strategies, and are what make the stage unique from others.

Unlockable?: Yes, it would be unlockable.

Extra: Visually, it looks similar to DKCTF's bramble levels. The mock-up pictures were just made out of convenience.

Music -
Stickerbush Symphony (DKCTF)
Cannon Canyon
Alpine Incline
Rocket Barrel
Life in the Mines Returns
Forest Interlude
Stickerbush Symphony (DKC2)
Bramble Blast (Brawl)
[/collapse]
[collapse=Round 4 - Mario (3DS) - Bowser's Castle by evildevil97]
Bowser's Castle (New Super Mario Bros. 2)
Based primarily on the castles from the 3DS entry to the New Super Mario Bros. series, this stage appears relatively basic at first glance. It looks like a typical entrance to a NSMB castle stage. (The ingame assets should be closer to the NSMB series than what I am showing.) There are three randomly generated level hazards every now and again.

The most obnoxious random stage hazard of the level arrives in the form of the Koopalings, who show up in the Koopa Klown Kar, and attack similiarly to their final assault in the game. (1:30 of this video) There will be beams in the background that will protect from their attack, which is a beam of light. All characters hit by this attack will suffer an effect similiar to that of the Deku Nut in Brawl. Their presence lasts a little longer than your average Assist Trophy, but all in all, they take their leave pretty quickly.

Next, Kamek might appear, and turn the platforms that cover the lava into Donut Blocks, which will eventually fall, leaving the lava pits open. Eventually, new permanent platforms will rise from the lava to revert the stage back.

The final stage hazard is one that doesn't actually go away when it's complete. Above the middle platform, Reznor might appear. They're easily defeated by hitting them with a strong attack, or by simply bopping the bottom of their platform. The platform will stay for the rest of the fight, though, creating an almost Yoshi's Island-style addition. When this hazard returns later in the match, it's indicated by a roaring sound, and one or two additional Reznor will fall from the sky, either on the top platform, or the two side ones. There will never be more than three Reznor at a time, with the exception of the first time they appear in the fight.

The following is the basic layout. I have excluded the beams that will protect from the Koopalings. And bear in mind, the Reznor platform doesn't materialize until later in the match.


My Music:
Castle (New Super Mario Bros.)
Battle for the Grand Star (Galaxy)
Castle Theme (SMB) -
Maybe a remix in the same vein as the Underwater theme from Brawl?
Bowser's Road (SM64)
Bowser Battle (SMB3
Castle / Boss Fortress (SMW / SMB3) - Brawl
Airship Theme (SMB3) - Brawl

[/collapse]
[collapse=Round 5 - Pokémon (Wii U) - Sky Pavilion by Violenceman]
Name of Stage: Sky Pavilion
Game of Origin: PokéPark Wii: Pikachu's Adventure
Description: Sky Pavilion is the final area in PokéPark Wii; it's an ancient ruin floating high above the PokéPark and a place of great importance, as it is responsible for keeping the ties friendship strong for everyone in the park. It is a beautiful and serene location, with a pool of clear water fed by several waterfalls surrounded by Grecian-inspired architecture.


The stage uses this layout to it's full advantage. The main platform dips in the middle for the pool of water, with ramps on either end leading in and out of the pool. The water is roughly knee deep on Link, so no swimming will be necessary. Above the pool is the large circular platform held aloft by a series of pillars (which are all background and not actual walls on the stage) that can be passed through. On either side of the pool, there are two more sets of pillars holding up platforms that represent the circular pathway that goes around the stage. These platforms are also passable and the archway and pillars below will be in the foreground, so characters will pass behind them. On the right section, there is running water that has a waterfall streaming off into the pool (with the water being fed from a spout in the background that flows along the walkway until some rubble turns it 90 degrees). Players will pass through the waterfall, but without any noticeable impediment; someone standing right under it will part the waters. The current of the flowing waters above the right segment is not strong enough to affect the players, but will push items off into the pool.



Gimmicks/Hazards: Levitating above the center platform is the Sky Prism, a crystal responsible for keeping the Sky Pavilion in the air. The Sky Prism is interactive and, although it can take some punishment, with enough hits it can be destroyed, shattering into pieces that will fall off the stage. This will cause the Sky Pavilion to begin to slowly fall downward. This will be mainly a visual effect with the background, but it will affect the stage in one major way. The entire stage will tip to the left at a 20 degree angle. The ledges will all still be able to be grabbed and players won't tumble down the now slightly sloped stage, but items that can roll will. The water in the pool will now flow out and down the left side, cascading off the edge. Similarly, the right side waterfall will now pour down at a greater angle. After plummeting for a while (with the ground getting frighteningly close), various Pokémon will arise from below the screen carrying the Prism shards and recreate the crystal above the middle pedestal. The stage will right itself and start rising into the sky. The Prism will be glowing brightly and not able to be broken again until the stage returns to normal height.

Unlockable?: Yes, complete All-Star mode with Pikachu on medium difficulty or higher.

Extras: The stage background will consist of the back semi-circle of the Pavilion, with a bright blue sky behind that. Clouds will float lazily by and all manner of flying Pokémon will pass by, including Pidgeottos, Ledybas, Taillows, Wingulls, and Braviaries. Very observant players might even spot a Mew! Of course, when the stage is plummeting, the clouds will going by upwards and you won't see many flying Pokémon either.

A Charmander, Piplup, and Chikorita can be seen walking around in the background and will stop to chat with each other or even watch the fight if things start getting intense. If the stage goes into falling mode, the three Pokémon will be frantically running back and forth until things restore to normal.

The pool of water in the center of the stage is opaque enough to see through and running around/jumping in it will cause ripples and even splash water into the air if the movement is harsh enough. Certain items, like crates and fans, will float in the water instead of sinking to the ground. Characters that spend time in the pool and/or pass through the waterfall will spend a few seconds "wet" and will drip water as they move around.

Sample Music:
Poképark Theme
Sky Pavilion
Mew Chase
Waterfall Colosseum
Realgam Tower
Rainbow Cloud
Misty's Theme

Pelipper's Circle Circuit[/collapse]
[collapse=Round 6 - Mother - Mt. Oriander by Violenceman]
Name of Stage: Mt. Oriander (3DS)
Game of Origin: Mother 3
Description: Mt. Oriander is a large mountain north of Lucas' home town, Tazmily Village. Lucas' grandfather owns a cabin up on the mountain, which is where Mother 3 begins.



Alec's Cabin serves as the focal point of the stage. The red line denotes the solid ground the travels the length of the mountain ledge. The Cabin's front porch is slightly elevated from the rest of the ground, but the stool/box on each side serves as a stepping stool that allows a smooth run from one end to the other, acting like a ramp might. The roof of the cabin can also be traversed and this area can be passed through, marked with a yellow line.

Gimmicks/Hazards: At points during the match, you may see members of the Pigmask army show up in the foreground, talking to each other, then making a call on a walky-talky like device before leaving. This is your cue to stay away from the cabin, as shortly after, a lightning strike from Thunder Tower will crash down onto the cabin from above, causing an explosion that will hit anyone in the direct vicinity of the cabin and leaving the cabin in ruins (the porch will still be there, but the roof will no longer be an available platform. After about a minute, Flint and Hinawa will come out from behind the ruins and hastily reconstruct the cabin as it was. The explosion from the lightning strike will deal moderate damage, so try to time your attacks right to knock you opponents onto the doomed cabin right before the strike.

The area of the mountain to the right highlighted in purple can crumble and fall off the mountainside. The ground will become more and more cracked as the ground is trod upon and hit with attacks until it eventually crumbles down off the stage. Once you notice it reaching the breaking point (the ground will have lots of cracks in it), you can plan an attack to crumble the side intentionally to trap opponents or mess with their attempts to recover.

Unlockable?: No, available from the start.

Extras: The cabin shows signs of life while it stands; Hinawa will occasionally poke her head outside of the door to watch the fight (and will immediately withdraw inside if the fighting moves to her porch), smoke will sometimes billow up from the chimney, which can partially obscure players who jump through it, and if you run on the roof too much, Flint will climb up the back of the cabin to yell at you. You will pass behind the clothesline and posts on the left side of the cabin and if you run through the flower patch on the right side of the cabin, you may uproot some flowers or knock some petals into the air. Fassad can be seen rocketing around on his jetpack in the background.[/collapse]
[collapse=Round 7 - Wario - 9Volt's Room by Violenceman]
Name of Stage: 9Volt's Room
Game of Origin: WarioWare, Inc.: Mega Microgame$!

Description: The name of the stage is something of a misnomer. 9Volt's room actually only appears in the background. The stage itself takes place inside 9Volt's TV; the background is solid black with a large rectangle box in the center of the screen showing 9Volt and 18Volt playing games on an old-school Famicom system. The default stage layout is just a plain grey rectangle platform with no other elements. However, this version does not last for long, as 9Volt is constantly switching out the game inside his Famicom and this layout only shows up while there is no game loaded in the machine. The rest of the time, you will get one of the following stages, rendered in 8-bit graphics:
  • Super Mario Bros: The stage platform becomes bricks like the original Mario Bros game. Hovering over the center of the platform is a line of four brick blocks with a question mark block in the middle. The right side of the main platform also has a horizontal pipe sticking out of it, extending the length of the fighting field.
  • Legend of Zelda II: The stage platform will take on the appearance of a dungeon area. The middle of the stage will turn into a pit, leaving two halves to the main arena. There are passable platforms overhead, with one lower in the middle and two higher ones off the far side of each main section that move back and forth slowly.
  • Wrecking Crew: The main stage will take on a metal appearance and a passable platform of equal length will appear high above the main platform. Each side of the stage will have a ladder connecting the bottom platform to the top one.
  • Excite Bike: The main stage will become a dirt with a large hill in the center of the stage with a short flat portion at the top, as well as small ramps at each end of the stage. There will be a dirt platform off the left side of the stage that will crumble away as long as a character is standing on it.
  • Duck Hunt: The main stage will become grassy and knee-tall grass will obscure the bottom of character's legs and any small items. A tree to the left of the stage has a single branch with leaves that can act as a passable platform, as can the leafy area at the top of the tree.
  • Hogan's Alley: The main stage will turn to grey stone and a tall shop with a second-floor balcony will appear in the center of the stage. The second floor balcony can be used as passable platform.

Gimmicks/Hazards: The main gimmick of the stage is that the stage morphs depending on the cartridge in the Famicom. When a game is inserted into the machine, the stage will transform from the bottom of the main platform to the top, row by row. When a game is removed from the Famicom, all the pixels of the current stage will crumble away and fall off the bottom of the screen, leaving the main platform alone. Keep an eye on 9Volt; when he gets angry and throws his controller down, it means he is ready to pull the game after a few seconds of fuming. Make sure to get off any extraneous platforms or elements to the left or right of the stage that may vanish when the stage location is reset.

The basic stage layout contains no special gimmicks or hazards The sub-stages, however...
  • Super Mario Bros: The question mark block in the center of the brick platform can be hit from underneath to produce an item (if turned on).
  • Legend of Zelda II: Lanterns are hanging on either side of the stage and can be broken if hit, making the stage much darker. Treasure chests randomly appear on the stage and hitting them will cause an item to come out (if turned on).
  • Wrecking Crew: This stage will start with Bowser-height brick walls randomly placed on the platforms. They can be broken down with enough hits.
  • Excite Bike: Run speed is reduced on the dirt surfaces.
  • Duck Hunt: The Dunk Hunt dog will be watching the fight and if he jumps into the background grass, two ducks will fly up in the air. If you jump up under them as they do, you can hold onto their feet and ride them up into the air (jump again to let go).
  • Hogan's Alley: During this stage, cardboard cut-outs of mobsters will pop-up on various locations of the stage for a few second before disappearing. If all cut-outs on screen can be taken out before they go away, food will rain down from above (if turned on).

Unlockable?: Yes

Extras: You can watch 9Volt and 18Volt mash their controllers in the background as they play their game and will actually react to the match if a character is KOed or dealt serious damage.[/collapse]
[collapse=Round 8 - Mario (Wii U) - Tick Tock Clock by Kevandre and Koopaling Airship by Violenceman]
Tick-Tock Clock (Mario 64)



Here's my level design:


I apologize for my bad photoshop. I'm really out of practice. ANYWAY.

Okay, so the stage has a few things going on. There are some stage hazards here. First up, there is a conveyor belt on the left side of the stage. It is a platform that you can stand on, but it does act as a conveyor belt.. Stand on it too long and you'll fall off the side toward the edge of the stage.

The spinning platform on the right side of the stage is similar, it can be used as a platform but wait too long and you'll fall off as it spins. It also can act as a wall if it's in the vertical position at that time, which could be the saving grace.

There's a non-hazard platform in the center of the stage as well.

Now, notice the pendulum up top. This is swinging at a steady pace. The gold part will do damage to the fighter hit by it and can be used to KO someone if you manage to hit them into it (Think the spike from Brawl's Rumble Falls though not a OHKO every time). Every time the pendulum is struck, however, the pace of the hands on the clock behind it will increase. This makes the pendulum swing faster, the conveyor belt move faster and the spinning platform rotate faster. The speeds range from start (pretty slow but not too much), to slightly fast (medium), to really fast (This is where the pendulum WILL KO you), to stopped altogether, then back to start again.

Maybe not for the competitive scene, but I think it would be really fun for your average player. Tick Tock Clock, while always rather irritating to me as a kid, has always stuck out as one of the most memorable stages from SM64 in my head. I hope you guys like it!

Music:
https://www.youtube.com/watch?v=tWJD5O2V__8
https://www.youtube.com/watch?v=UWHQacbNjHE

I'm debating if the music would slow/rise along with the clock's time. Your starting time would be how the song usually sounds and gets faster and faster... Eventually becoming slowed (But still sounding good) when the clock is stopped. Might be too much.

Name of Stage: Koopling Airship
Game of Origin: Super Mario Bros. 3

View attachment 14363

Description: A mighty Airship flying over the mushroom kingdom, this is an expansive stage along the vein of Temple. The main body of the airship is solid ground, while the left hand floating platform and screw piece in the upper-center of the stage are passable platforms. The simple grey lines are background elements and cannot be used as walls/platforms.

Gimmicks/Hazards: The above image may look busy, but it usually surprisingly calm. The stage hazards are as follows:
  • Moving Platform (Grey Arrows) - This platform on the left will move slowly back and forth. It is a passable platform.
  • Cannons (Purple arrows) - The cannons will fire a small cannon ball out at a medium velocity whenever the Green Button is pressed (located in the upper center of the stage). The cannonball will travel in straight line along the direction of the arrow until it is off the stage or has collided with a player, projectile, or platform (not counting the passable kind). If it hits a player, it will deal 7% damage. It can be jumped on without taking damage; this will cause it to fall to the ground harmlessly, where it can be picked up and used as a thrown item with short tossing distance. Jumping on a cannonball will restore jumps and recovery moves, like landing on a platform would. The Green button will stay depressed for a moment before it pops back up to be used again.
  • Bullet Bills (Brown arrows) - The Bill Launchers will fire a bullet bill out at a high velocity whenever the Red Button is pressed (located in the upper center of the stage). The Byullet Bill will travel in straight line along the direction of the arrow until it is off the stage or has collided with a player, projectile, or platform (not counting the passable kind). If it hits a player, it will deal 9% damage. It can be jumped on without taking damage; this will cause it to fall off the bottom of the stage harmlessly. Jumping on a cannonball will restore jumps and recovery moves, like landing on a platform would. The Red button will stay depressed for a moment before it pops back up to be used again.
  • Warp Pipe (Blue Arrows) - Any player can use the Warp Pipes to jump across the stage quickly. To use the right pipe, just hit down when standing on top of it. To use the left pipe, walk or run into it; it will act like a wall at first, but after a second of constant movement toward it, the player will enter the pipe. Once the traveling animation has started, it cannot be interrupted. You will still take damage if hit, however.
  • Screw Piece - In the upper center of the stage is a screw piece that acts as a passable platform. Repeatedly jumping on it will cause it to move left or right depending on what direction the player landing on the piece is facing. You cannot stay still on the piece, as you will automatically pass through it, albeit at a slower speed.
  • In addition, the stage features a general ebb and flow. The stage will slowly bob up and down as the Airship flies through the sky, which will have a noticeable effect on projectiles. It doesn't have too much variation in height, so it will not have too much of an impact on recoveries.

Unlockable?: No. Available from the start.

Extras: Mario Cameos abound! Paratroopas, Paragoombas, and Lakitus flying around the background, as do Airships for all the Koopalings. In the windows of the ship, you will see Boom-Boom moving back and forth.

Music Selection:
Airship Theme
Airship Fortress
Bowser's Castle
Bowser's Castle (Mario Kart 8)
Sky Land
Nimbus Land
Boom-Boom's Theme
Axem Rangers Drop In[/collapse]
[collapse=Round 9 - Fire Emblem (3DS) - Flames on Blue Sea by Radical Beam]
Name of Stage: Flames on Blue Sea

Game of Origin: This stage originates from FE:A. It’s based on Chapters 12 and 14, combining a few of the elements.

Description: This stage takes place on a dock and the front of two ships. The platform in the middle stretches back into town, where an epic battle rages. The ships on both sides are packed and ready to take off – as long as The Avatar wins the battle. On this stage, many of the characters from FE:A can be seen in the background, battling against those who appose them. There are no stage hazards, the fighting happens purely in the background as an aesthetic element. Here is a diagram:


Gimmicks/Hazards: There are no hazards on this stage. The ships rock a little bit, but nothing major.

Unlockable: Yes. To unlock this stage you must win 10 team battles as the blue team.

Music:

Destiny Ablaze:
https://www.youtube.com/watch?v=Wy039eKE5eo
I Because: https://www.youtube.com/watch?v=vz0X2ybZ3a0
Onslaught Steel: https://www.youtube.com/watch?v=618d-KRAXqM
Truth, Despair and Hope: https://www.youtube.com/watch?v=KJC9o4owHgM
Gangplank Galleon (Remix): https://www.youtube.com/watch?v=tFkK94xjO0Y
The Second Maritime Battle: https://www.youtube.com/watch?v=br2j2GJRv1g&feature=kp[/collapse]
[collapse=Round 10 - Metroid (Wii U) - Tallon IV by Phaazoid]
Name of Stage: Tallon IV
Game of Origin: Metroid Prime 1
Description: There've been a lot of transforming/changing scenery stages that have remained at a neutral level of playability this game around, it seems. This will be one of those.

I'm a Metroid Prime fanboy, and specifically Prime 1 is one of my favorite games in the series. There are many great and varied biomes on the planet. This stage would explore them, using Samus' ship as a medium. Lets start with it, as you will be spending the travel time there, so moreso than anywhere else.
Personally, I prefer this variation, and you didn't have the newer one yet, so I think it's fitting.


This picture gives a good estimate of it's size as well, but I think for the purposes of smash it should be lengthened a little, to make for a more forgiving arena. Think about the length of battlefield, and less bumpy. You'd view it directly from the front.

Now, for when you are at the landing sites, I am imagining the ship drops you off, as to not get in the way of the fight. It functions similar to the pilotwings plane swapping, it does a barrel roll and loses solidity. You could have some great scenery as you fly, as well. You'd get some great shots of space, fly by frigate orpheon every once in awhile. Sometimes you skim closer to the planet, over dense forest, part of the space pirate's complex, or some tundra.

But that's just the transition. The interesting part is where you touch down. Here are some of the locations I've scoped out.

Tallon Overworld
Whenever I reminisce about Metroid Prime 1, and I think back to the initial landing on Tallon IV, this is the opening scene I remember that draws you into the planet.

Expand that, it has great resolution. Anyways, I can't imagine any other place to represent the tallon overworld than this initial landing site. I figure it'd have a slightly raised platform in the middle, about half the height of pikachu. It would be centered evenly on the stage, and be about as big as battlefield. The stage itself would have waterfalls on the sides so that it wouldn't be walk off. (they'd go into large pools of water, where you could fall off, and there wouldn't be wall behind them) The stage would in total be 1.5 times the size of FD. Large, but you gotta fit all that scenery in.

Imagine this as the general view. You can also see the broken up ground, to see what I meant about the raised platform.
but with the beauty of that last image, of course xD


No hazards.

When the ship comes to pick you up, it'd come and land in the center, just like you see in this screenshot. You'd then have precious seconds to climb on top before it left you behind.

Chozo Ruins
Arboretum
A great example of the Chozo architecture in the game, this iconic room was a center point in the ruins that had to be passed through many times. I almost chose the main plaza instead, but hell, this is a transition stage, maybe it goes there too.

It's hard to find a decent screenshot of this area, but I found one that at least gives some context.

I apologize for the potato quality, Prime 1 is over 10 years old. I did find one more shot of a different angle, but in much better quality

Anyways, This shot kind of gives you an idea of the size of base of the tree, at the very least. You can see there are platforms in this area, giving you a place to walk over water, or acid (depends on where you are in the story). There are also platforms coming off of the tree itself, allowing you to scale it in game.

For the smash stage, I imagine the great tree would be in the background of the stage, with a few of these platforms over the water be the main playable area, as well as 2 different platforms a bit higher up, connected to the tree. I'm not much of an artist, but I've sketched how I imagine the layout of these platforms, at least.

I could throw in all kinds of hazards, but I prefer a more neutral Metroid stage for once, honestly, and the core of my idea is the beauty of the planet, so I'll leave it how it is. Going along with this theme, you would fight here after the water had been purified, to make the area look nicer. Unlike in the game, however, you can fall to your death between the platforms.

Here's my mockup:

When the ship comes to get you back, it will land on the middle platform.

Phendrana Drifts
The next location is one of my favorites in the game, the Phendrana Drifts. Many people know of it because of its memorable music. Here's a good reference image of both the Drifts themselves, and the specific area I'd like us to land

I've drawn another poor mock-up of the general platform layout, just to get a better idea of where you can stand. This stage would have walk-off edges, and this would be the scene. The river would be a place you could fall to your death (no water physics from brawl, just a fall....)

Once again, a little basic, but nice. A couple of sheegoths could walk around in the background, maybe some of the bat things could fly around too, but no actual hazards.

When the ship comes around, it will land on the right of the stage, right next to the river.

Magmoor Caverns
Another great location, this one is a little harder to access. I imagine a transition where the ship flies into the maw of an open cave, the background goes dark, and the ship flies downwards for a small while, before discovering the caverns.
Here's a great piece of fan art of the caverns that I love that showcase a processing facility that was down there, which would be in the background of this set piece.


Here's a better view of the area you'd actually be fighting

It's basically a cavern, with some platforms over lava, maybe a few pillars and gas things in the background. The lava would be fall-through, like a normal hole, not like in brinstar. I imagine a generic platform layout over lava here, maybe a large unbroken one, about the size of FD.

If there's anywhere to have a hazard on this stage, it would be in the caverns here. However, I'm going to stick by my theme of a neutral Metroid stage, and my stance will remain unbroken.

When the Ship comes to pick you up, it lands directly in the middle of the stage.

Phaazon mines
Another great area of Tallon IV, the mines. It was even harder to not add a stage-hazard element here than in magmoor, xD

Here is a great screenshot that shows off the beauty of the place
The electric blue coloring is rampant in the phaazon veins, it's an amazing sight. The place I've chosen to transform into our landing site is here (this isn't far below the surface at all, it shouldn't be to hard to find a way to fly in)
Instead of treating the phaazon like a stage hazard, it should line the walls of the stage, only there to further draw you into the scenery. There could be some metroids and phaazoids flying along in the background as well.

I'm not going to draw the stage, because it is simple. Think Gerudo valley from the 3DS to start, two platforms with a chasm in the middle, but they are slightly further apart, and there is no bridge to gap it. Each side would be roughly 3/4 the size of battlefield, and it would not be walk off. The phaazon would line the walls of the pit in the middle, and the vein would continue far into the background, overlooking the research facility seen here. (sadly hard to find a good picture of this)


When the ship comes to get you, it would hover directly over the center cavern, trapping anyone under it in there. if you were hanging on the ledge when it lands, you'd be unable to get up. This is the closest thing this stage has to a hazard, haha.

Gimmicks/Hazards: I've addressed these throughout

Unlockable?: I think this would make a great starter stage for metroid
Extra: I think a Metroid Prime 1 medley would be in order here, as well as a version of phendrana drifts (Metroid Metal does a good cover). There's a lot of good music from Prime to choose from.
[/collapse]
Don't remember if someone already mentioned this, but where are winners 11 and 12?

(And I guess 13, now.)

EDIT: NVM, it's been fixed now.
 
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D-idara

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The next round comes soaring through! Round 14!

Time for Sakurai's adopted child, the Kid Icarus series, spanning three games, one of them being extremely obscure! You might think there's not a lot to choose from, but remember, one of the games on the series has like 4 arcs thrown together. It's time to show your bias might as your stage rises from the Underworld and towards the heavenly heights of Skyworld, don't forget to help yourself to some Floor Icecream if you're feeling down on creativity! With the release of the 3DS version so close and the game looking similar to KIU, we guessed this was a good choice for the last pre-release 3DS Round, but we'll keep going.​
 
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Kevandre

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Are we doing the thing where only the original game can be a Wii U stage influence?
 

D-idara

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Are we doing the thing where only the original game can be a Wii U stage influence?
NOPE! Sakurai doesn't seem to care about the fact that Corneria, Brinstar, Jungle Japes, Pac-****ing-Maze, Green Hill Zone, that F-Zero NES stage and others are from home consoles. And there's also the Kalos Pokemon League over Gateway Colosseum >:C So no, all games from the series are elligible for both consoles. I always thought the divide was stupid anyway...especially if Sakurai himself's not willing to follow it.
This is not a rant at all ^
 
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Kevandre

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NOPE! Sakurai doesn't seem to care about the fact that Corneria, Brinstar, Jungle Japes, Pac-****ing-Maze, Green Hill Zone, that F-Zero NES stage and others are from home consoles. And there's also the Kalos Pokemon League over Gateway Colosseum >:C So no, all games from the series are elligible for both consoles. I always thought the divide was stupid anyway...especially if Sakurai himself's not willing to follow it.
Sweetness. This is one that I didn't have a stage prepared for. Luckily I watched ChuggaConroy play this game so I have a couple ideas...
 

TheMarioaddict

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Took me a bit, but I've got one!

Ladies and Gentlemen, for the 3DS, welcome to the Labyrinth of Deceit!



Stage Name: Labyrinth of Deceit

Game: Kid Icarus: Uprising

Smash Platform: 3DS

Description:


Ok, so there's a lot to say about this stage, but don't worry. It's actually not as complicated as it sounds.

The stage may at first look like your typical triangle stage. And, indeed, in many respects, it is. The uppermost part of the stage is layed out exactly like battlefield - same proportions and everything. However, what's interesting about this stage is that the left and right sides of the main platform are actually drop through ledges. And yes, that means they are non-grabbable. Just below those two droppable platforms are two solid platforms. The red parts are regular platforms, and can be grabbed as you would expect. The green parts, however... are trampolines. Yes, standing on any part of the green platform will bounce you into the air, to about the height of the main platform. As such, the green parts are non-grabbable as well.

Now then, allow me to address the elephant in the roo... erm, picture. Why are there a bunch of numbers around the upper three platforms? Well, those tie in to the first gimmick of this stage. See, the numbers are not actually on the stage. They are merely there so that you, the viewers (and judges) can better visualize what happens. See, every 15 seconds, those platforms move around, in a seemingly random manner. However, the movement is NOT random, but rather shown by these numbers. See, once 15 seconds pass, each platform quickly moves from it's current position to the next number marked on the screen, with each color of number showing a different path.

...here, let me show you what I mean. As you can see, each platform is at a position marked as "1". The leftmost one is at Black 1, the rightmost at Brown 1, and the middle one at Blue 1. After 15 seconds...



...the platforms "jump" to position number 2, staying with their color (Blue moves to Blue, Brown to Brown, and Black to Black). Then, after another 15 seconds...



...they go to position 3, and so on and so forth. After going to position 6, they go back to position 1, and the cycle starts over. Once again, let me remind you that the numbers DO NOT APPEAR ON THE STAGE, but are merely there so you can visualize their paths and positions.

You still with me on that? Alright. I mentioned that was just ONE gimmick of the stage. In fact, there is another big gimmick. Every so often, Pandora might appear in the background. Get ready for some topsy turvy chaotic calamity, because 5 seconds after she appears, with a flash of light...



...the whole room turns upside down! Characters will keep their position from before the stage flips, but gravity will soon take hold. Indeed, this is not like Palkia, where the screen turns, but gravity turns with it. No, the stage itself has turned over, and down will still lead to your death.

And to top it off, see how the numbers are still there? Yep, even after the room flip, the platforms still jump around the stage like madmen. Beyond that, the only other thing of note is the main platform. While flipped over, the main stage's sides will act as walls to players standing on the drop-through parts of the main platform.

The stage will stay like this until Pandora comes again. After another 5 seconds, and another flash of light, the stage will return to normal.

Aesthetics: See that reference image I posted up there? Yeah, the background of the stage looks like that.
 
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Kevandre

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Here we go! (I hope it turned out as well as it had in my mind)

Gemini Battlefield
(Wii U)


Big & Purple?! In Smash Bros?
This stage is based on Chapter 6 of Kid Icarus Uprising. Because that chapter is just called "Dark Pit" and there's no actual title for the area that Pit & Dark Pit battle here, I called it Gemini Battlefield. Because, well, it's a Battlefield. Between (What are essentially) twins. And you get the Gemini Orbitars here. So I thought that was a good name.

There are a few things going on here! The battlefield has two levels, a lower level and a slanted upper level.

On either extreme side of the stage, there are two platforms that move up and down that are drop-thru-able.

"But what are those squiggly lines?" You're asking.

Grind Rails.


"Icarus Adventure 2: Battle"
For the first time ever, grind rails are in Smash Brothers! They are usable by jumping at them and using the grab command. If you do not input the grab command, you just go straight through them, they aren't in the way at all. Once you mount the rail, you'll go zipping across it to the other side! Whilst grinding you can use your standard jab attacks and jumps off of the rail... But there are no smashes, grabs, special attacks or shields available while grinding, so you're vulnerable if your opponent times it right. Useful for escapes or catching up to a quicker opponent if you're a slower character!

One more thing. There's what appears to be an Intensity Gate on the lower half of the stage..?

If your current health level is at or above the percentage indicated on the Intensity Gate, then you can open it up for an item!


There are 9 different kinds of Intensity Gates that can spawn here, the higher the percentage, the rarer and more useful the item dropped by the gate will be!

Unlockable? Yes, this is Dark Pit's home stage. Will unlock when you get him.

Music:

[URL="https://www.youtube.com/watch?v=24m2oeWteFw"]Dark Pit's Theme[/URL]

Lord of the Underworld
Boss Battle 1
Kid Icarus Theme (Brawl Version)

Kid Icarus/Metroid/Famicom Wars Remix



I hope you guys liked it! I haven't played much KI:U so I gave it my best shot! The mockup was difficult since I wasn't able to get the assets I usually like to use for these so it looks a little rough and unprofessional BUT I feel like I conveyed the idea well enough.
 
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the smash nerd

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Here we go! (I hope it turned out as well as it had in my mind)

Gemini Battlefield
(Wii U)


Big & Purple?! In Smash Bros?
This stage is based on Chapter 6 of Kid Icarus Uprising. Because that chapter is just called "Dark Pit" and there's no actual title for the area that Pit & Dark Pit battle here, I called it Gemini Battlefield. Because, well, it's a Battlefield. Between (What are essentially) twins. And you get the Gemini Orbitars here. So I thought that was a good name.

There are a few things going on here! The battlefield has two levels, a lower level and a slanted upper level.

On either extreme side of the stage, there are two platforms that move up and down that are drop-thru-able.

"But what are those squiggly lines?" You're asking.

Grind Rails.


"Icarus Adventure 2: Battle"
For the first time ever, grind rails are in Smash Brothers! They are usable by jumping at them and using the grab command. If you do not input the grab command, you just go straight through them, they aren't in the way at all. Once you mount the rail, you'll go zipping across it to the other side! Whilst grinding you can use your standard jab attacks and jumps off of the rail... But there are no smashes, grabs, special attacks or shields available while grinding, so you're vulnerable if your opponent times it right. Useful for escapes or catching up to a quicker opponent if you're a slower character!

One more thing. There's what appears to be an Intensity Gate on the lower half of the stage..?

If your current health level is at or above the percentage indicated on the Intensity Gate, then you can open it up for an item!


There are 9 different kinds of Intensity Gates that can spawn here, the higher the percentage, the rarer and more useful the item dropped by the gate will be!

Unlockable? Yes, this is Dark Pit's home stage. Will unlock when you get him.

Music: Kid Icarus: Uprising: Dark Pit's Theme

I hope you guys liked it! I haven't played much KI:U so I gave it my best shot! The mockup was difficult since I wasn't able to get the assets I usually like to use for these so it looks a little rough and unprofessional BUT I feel like I conveyed the idea well enough.
I play KI:U so I node the Music Kid Icarus: Uprising: Dark Pit's Theme
 

RADSheikah

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Hmm... Kid Icarus... Alright...
MY stage for this round is
UNDERWORLD PALACE! (Wii U stage)
Underworld Palace.jpg


Stage Functions: As You can see the Stage is a Large Platform with two pedistals on the side and a small area behind the pedistals. Something that was also noted was the hot spring in the center of the stage. The gimmick of the hotspring is when you stand there (in the hotspring) in your idle animation you heal 1% per second. If you are: running, jumping, attacking, shielding, or anything beside being idle the heal effects will not work.

Unlockable: Yes this is an unlockable stage. The unlock requierments are to beat Classic AND All-star mode with all three Kid Icarus characters.

Extras: Little extra things are that there are three pedistals in the stage. (Two you can stand on, one in the back ground.) and on these pedistals from left to right are statues of: Hewdraw, Pandora, and Twinbellows. These statues are un-interactable and are just there to look pretty.:p Also something might happen if you use a taunt as one of the Kid Icarus characters... just saying!

Music: This stage has 6 tracks including:


(inb4 this stage gets confirmed)
 
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Kevandre

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Hmm... Kid Icarus... Alright...
MY stage for this round is
UNDERWORLD PALACE!
View attachment 24551

Stage Functions: More to come
Unlockable: More to come
Extras: More to Come
Music: More to come

So basicly I detail more about it later ;)

(inb4 this stage gets confirmed)
Is that... A hot spring?
iloveyouhotspring.png
 

evildevil97

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Fun fact: This round will still be active after Halloween.

Sorry, just thinking this should take a breather until the judges have more free time. And I want to see if my timeframe guess will be right.
 

Kevandre

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Fun fact: This round will still be active after Halloween.

Sorry, just thinking this should take a breather until the judges have more free time. And I want to see if my timeframe guess will be right.
And now to spite you, they'll have grades up the day after the round closes! Right guys? Guys?
 

ryuu seika

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I have just watched 40 minutes of Kid Icarus NES and I still have no idea what is going on. I'm really hoping something pops up soon because the wtf inducing nature of the game is causing every idea I have to feel like it could rival Sakurai's Cat Destination.
Why would you people do this to me?!
 
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Kevandre

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I have just watched 40 minutes of Kid Icarus NES and I still have no idea what is going on. I'm really hoping something pops up soon because the wtf inducing nature of the game is causing every idea I have to feel like it could rival Sakurai's Cat Destination.
Why would you people do this to me?!
I feel like any stage I would make based on the NES Kid Icarus game would look too much like my entry from the Metroid Round.

Okay, here we go!

Crateria (Super Metroid)



This is the third stage I've designed for Metroid, and honestly it's the one I like the best. I'd done a Phendrana stage and a Maridia stage but.. Neither felt quite right to me. Crateria is a memorable location from Super Metroid for anyone who's even started the game and it's honestly pretty cool.

It's a rather large area. Definitely not your Temple/NPC size but big enough.

There is a steel beam in the middle of the stage that is your main platform for battling. There are two floating platforms above it as well on either side. Straight below, there is a stationary platform. Either side of that platform are two Trippers, flying from side to side that you can stand on (For a limited time. If you stand atop the Tripper too long, it can't take the weight and will start to fall diagonally until an eventual KO if you don't get off in time. Plenty of time to get off though).

The best way to KO here is at the ceiling and the floor of the stage. Most of the side parts of the stage are walled. If you throw a character at a door, it will open up. If you're launched/walk through the open door, this will also result in a KO, which I think is pretty cool. The doors only will remain open until 25 seconds has passed or someone has gone through it, then it will close again and require hitting once more to open.

There are no real stage hazards here, it's a very playable stage in general.

Unlockable? No, this is the default stage. I'd say Pyrosphere would be the unlockable one after getting Ridley.

Music:
Default: Classic Crateria theme: https://www.youtube.com/watch?v=Hx4Gsp5rcwM

FJ7X Super Metroid Medley: https://www.youtube.com/watch?v=18_bpuyO6TA
This other Metroid Medley: https://www.youtube.com/watch?v=bb-fCFtJ8Ww
Smooth Super Metroid: https://www.youtube.com/watch?v=bSQ5f4L5n04
Smooth Brinstar: https://www.youtube.com/watch?v=gPY2ZzPkeN8
Dark and vertical and stuff. But add reaper line of sight things lol.
 

D-idara

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I have just watched 40 minutes of Kid Icarus NES and I still have no idea what is going on. I'm really hoping something pops up soon because the wtf inducing nature of the game is causing every idea I have to feel like it could rival Sakurai's Cat Destination.
Why would you people do this to me?!
I really recommend watching some Kid Icarus Uprising, it's WTF...but not as WTF as the first one.
 
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