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Although the Smash Bros. series has been known for representing Nintendo with a stellar cast of lovable, memorable characters...the roster's not the only thing that often represents the best of a franchise, but the stages based on those particular game series. The Smash series tends to grab the most memorable, recognizable locations from all games (With a few exceptions, of course!) ...but there will always be iconic places left behind! The objective of this contest is to let the fans' creativity loose as they flesh out their favorite locations from their favorite games as Smash Bros. stages!
TEMPLATE FOR STAGE SUBMISSION:
Name of Stage: What the stage would be called on the stage select screen. Game of Origin: Obviously, the game where the stage is from. Description: A physical description of the stage. Should be accompanied by a few images from the game or a rough drawing of the layout. Gimmicks/Hazards: Information such as whether it is scrolling/stationary, what elements on the stage can interfere with the fight and interact with players, or whether there are any physics alterations or added mechanics. Unlockable?: Whether it would be on the starting stage line-up, or whether it would require unlocking - possibly a method of how to unlock could be listed. Extra: Visual Effects overall, Graphical Filters, one or two pieces of Music...etc. Any little details that aren't covered anywhere else.
SUBMISSION GUIDELINES! -Only one submission per person per round-
-Has to follow the theme/rules of the round as dictated. Failure to follow the rules will result in the submission not being counted-
-Submissions must be submitted within a particular timeframe (Usual waiting time's 5 days!)-
GRADING CRITERIA:
Popularity: Is the stage taken from a well-known and iconic area?
Creativity: Did you just lift this stage from the game, or did you change a few things to make it similar yet different? For example, Wily's Castle has those moving platforms, Battlefield has the day-to-night cycle, and Yoshi's Island has the season cycle.
Playability: Final Destination and Battlefield would be high playability, while 75m and Mario Bros. would be low playability. Something like Pokemon Stadium would be in the middle, where there's hazards and things changing, but you can still have a fight going on.
Popularity will be measured from 1 to 5 from the 5th Round, while Creativity and Popularity will still have a maximum score of 10, the current perfect score being 25! This was made to give contestants a little more freedom when picking their locations.
The Theme of the first round is...
...
The Legend of Zelda! (Wii U)
The Legend of Zelda has a rich history with an encyclopedic amount of locations. Think of a Zelda stage that you'd like to see on the Wii U version of the game. It'll take all of your power, wisdom, and courage to come up with a great stage. Keep in mind the stages that have already been revealed when formulating your own.
[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
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[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.
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
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[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.
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
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.
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.
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.
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[collapse=Round 11 - Miscellaneous - Barudo Shores by ryuu seika] Barudo Shores Game of Origin: Doshin The Giant Starting Layout:
Description: Unlike my past designs, Barudo Shores has no fixed pattern to it. It starts as a hill, greenery in the centre making way for sand towards its edges. Barudo starts out as a walk off stage, in a way, with the outer edges of the hill extending down to the bottom blast line. The inconsistent gradient of the stage, however, will make it very difficult to chaingrab off these edges and, as for camping, that too can be solved via the stage's unique gimmick.
Residing in the middle is our good friend the love giant. Doshin will, after 5 seconds, raise or lower the ground beneath him, as indicated by his green area of effect in the image above. This will alter the stage's height at a fairly gentle pace and will do so by roughly a third of a stagebuilder block, smoothing the edges slightly if necessary. His choice of raising or lowering is random but not entirely so. It will be weighted by the average height of the stage section in question, with a 50/50 chance only occurring when the ground is exactly centred between the bottom blast zone and the blue upper limit.
By hitting Doshin with a non-grab move, he may be caused to move away from his attacker, placing his new area of effect exactly at the edge of the old one. The area of the stage with ground is exactly 5 such areas wide and he may not be made to move from a new location before he has altered the ground height atleast once there. This means he can be pushed to the edges to raise the floor away from the blast zones without having to get too close to anyone hoping for a cheap kill.
In addition to this, Doshin can be pushed past the limits of the stage's ground. In this scenario, he will go storming off the nearest side of the screen and fly back on as the devilish hate giant, Jashin, fireballing the horizontal locations marked in orange above.
Doshin will not obstruct movement directly but, by playing with the stage height, he may well create some very interesting situations.
The bottom blast zone is made to look like the sea from which Doshin emerged in his first game.
Overview: A simple stage with a simple gimmick that provides the solutions to the most glaring of its inherent problems. This stage is unlikely to be a tournament staple but will involve much tactical gameplay between friends.
Unlockable: Yes Make ten stages in the stage builder. Music: Yellow Giant (Doshin the Giant) Festival Music (Doshin the Giant) Grass Fumes (Doshin the Giant) Yellow Giant Reprise (Doshin the Giant) Time (Doshin the Giant) End Titles (Doshin the Giant)[/collapse]
[collapse= Round 12 - Pokémon (3DS) - S.S. Anne by Violenceman] Name of Stage: S.S. Anne Game of Origin: Pokemon Red/Blue/Yellow
Description: The S.S Anne is a renowned luxury cruise liner that travels around the world. It makes annual stops in Vermillion City, Kanto and is a popular attraction for well-to-do Pokemon Trainers.
The stage itself follows the SS Anne as it takes a cruise around Kanto. The fighting takes place on the outside of the boat...mostly. While you can run up the slanted glass walls like a ramp on either side of the boat, they can also be broken with a few hits (or a flying fighter moving at high speed), allowing the fighters to travel inside the boat to continue fighting. When no one is in the ship's interiors, the outside of the boat will show and it will cut away when some one enters. The bottom floor will show case a hallway with many cabin doors, while the top floor will showcase the Captain's quarters, complete with a seasick captain huddling in the corner. Atop the ship are two smokestacks; the walls are in the background and can be passed through, but you can also fight atop the smokestack platforms.
The stage starts off docked at Vermillion City for about 30 seconds. Then the ship will take off and sail away, passing under the Route 17 Bike Path, through the Seafoam Islands, around Cinnabar Island, by Pallet Town, then back under Route 17 to dock at Vermillion City for a 6 minute loop. These location all show in the background and will not be interactive part of the stage
Gimmicks/Hazards: There are also two additional platforms that will show up from time to time. On the left, some Wingulls will fly in holding rope in their breaks that are tied to the corners of a small passable platform that will position itself above the ship deck. The bird Pokemon can hold one character just fine, but with two or three characters, the platform will dip down closer to the ship as the Wingulls struggle to hold it aloft. If four fighters get on the platform at once, the Wingulls will let it drop to the ground and fly off. If that doesn't happen, the Wingulls will eventually and slowly fly off the top of the screen after some time, taking anyone unlucky enough to still be on the platform with them.
On the right, a Lapras will occasionally surface and swim behind the ship for a while. The fighters can land on its large shelled back or the top of its raised head; the Lapras is pretty laid back and doesn't care much about the fighting going on. However, when it lets out a yawn, everyone will need to get off because it will soon submerge back into the water.
Also, the ship itself travels at a relatively slow pace, so the motion of the stage has little affect on the movements of the characters (although recovering from the left may be slightly easier).
Unlockable?: Yes, beat Classic mode on Normal difficulty or higher with any Pokemon character.
Extras:On board the ship - Trainers and their Pokemon will come out to the main deck to watch you fight, and will also come out from their cabins to watch if the fighting moves indoors. Pidgeottos and Spearows will fly by overhead as you sail along. In the water below, you will see Goldeen jumping out of the water and Tentacools poking their heads out from the waves. In the port hole windows on the bottom compartment of the ship, you can see some Trainers and Pokemon wandering around.
While docked at Vermillion City - Many townspeople and towns-Pokemon (including Lt. Surge and his Raichu) have gathered to watch the boat depart and will cheer as it starts sailing away. There is a truck off to the side of the dock; if you look carefully, you may spot some glowing eyes in the darkness beneath it.
While passing through the Seafoam Islands - The islands will have Seels and Dewgongs sunning themselves on the rocks. There is one very noticeable cave entrance on one of the islands; some Zubats will fly out as you pass by. If you are very lucky, you might see Articuno fly out instead!
While passing by Cinnabar Island - On Cinnabar, you will see Blaine training with his Magmar outside his Gym. The volcano behind his gym will sometimes start erupting, causing Blaine to run back into his gym. The S.S. Anne will safely depart from the island before anything happens.
While passing by Pallet Town - Professor Oak and his grandson can be seen training young Pokemon trainers looking to start their journey.
Also, for the Pokemon you see with the Trainers on the ship, there are seven default Pokemon it will randomly select from to use: Ratticate, Chansey, Sandshrew, Pinsir, Grimer, Growlithe, and Farfetch'd. However, if you have the Pokedex 3D app on your 3DS, this stage will take data from the program and can use your bank of downloaded Pokemon to have some of them appear on the stage instead.
Music Selection: S.S. Anne / Surfing Theme Trainer Battle[/collapse]
[collapse=Round 13 - Sonic the Hedgehog - City Escape by TheMarioaddict and Emerald Chase by ryuu seika]
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!
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.
Hyrule Castle- "Basked in shadow, the curtain of twilight arises."
Name of the Stage: Hyrule Castle Game of Origin: The Legend of Zelda: Twilight Princess (2006)
Description: This stage is unique in which it takes elements from the Twilight Realm areas in such game. The Stage itself has two different phases. It is set in the outdoor area of Hyrule castle on the walls during both of these.
General Stage Info:
Blast Zones: All- characters can be KOed in every side of the screen.
Size: Medium- a little larger than Battlefield in size. I treat Battlefield as the standard of all stages with size.
Layouts:
Standard Layout: Gray Lines are passthrough platforms, Black ones cannot be passed through.
On the left, the large rectangle is part of an impassible tower, the gray platform being a small platform above it. The middle one is part of a wooden bridge. The whole stage is atop a pedestal mount (akin to the rook piece in chess).
Twilight Layout: Gray Lines are passthrough platforms, Black ones cannot be passed through. A lot of platforms are tilted or broken down. Some examples include the bridge now tilted in the middle, the tower on the left is a bigger change, now completely broken. If players get stuck in this area when time switches, they will be teleported to the top platform.
Gimmicks/Hazards: The unique element of this stage is that after a set time limit has passed, a wave of twilight will slowly sweep over the stage. This will change the layout of the stage, but not in a large way. Each phase lasts about 45 seconds long and the transition with smoothly occur as the sky will slowly shift to the other phase, East to West. As a result, platforms will disappear or appear as a result of this. The stage is designed so which someone will not get crushed by a platform appearing via teleports ala Bridge of Eldin.
This stage has no physical hazards or ways it will do damage to the player. Hyrule Castle is mostly empty on the outside except for some Bulbins and King Bulbin which can be seen on the ground below. In the twilight version, they are replaced with shadow beasts and some spirits can be seen.
Unlockable: Yes. This can be considered the stage of Ganondorf (who at this point is a shoo-in). As for unlocking this stage, a simple thesis is that Ganondorf be unlocked to unlock this stage.
Extra:
Visual Effects of the stage:
-During the standard Hyrule layout, the stage is set in a cloudy atmosphere. There’s flags waving around during this setup, looking quite like a formidable castle. It’s set during Ganondorf’s occupation of the castle.
Sky Filter (Hyrule):
An approximate visual of the Hyrule sky, albeit in SD. It gives a dark yet brighter atmosphere fit for a battle.
-During the Twilight layout, the sky is far darker to match the atmosphere of the Twilight Realm with the titular black square particles. The flags that are seen in the regular layout are ripped and/or gone. In addition, the stone walls and structure of the castle turn old and decrepit.
Sky Filter (Twilight):
-Another non-HD filter of the sky, for the Twilight section.
On certain occasions, it will rain in Hyrule Temple. If it does, it will start during the shift and last for two phases, approxomately 1.5 minutes.
Music:
Other than have some TP music, I wanted to have music that would complement one or both of the phases in this map; Boss themes, darker tones and the like.
Remember that episode of Dexter's Laboratory where Dexter wins the science fair every year by just pulling out one of his old inventions without putting any new effort in?
That's what Starphoenix is going to do here! Just you wait!
Hey, you're actually doing this? Awesome! So...the subject is a Zelda Wii U stage, huh? Well then, since we already have a stage from the OoT remake on the 3DS, I think a Wind Waker HD stage would be appropriate for the Wii U. Some might say we could just bring back Pirate Ship for this, but personally, I'd much rather see...
Forsaken Fortress! Game Of Origin: The Legend Of Zelda: The Wind Waker
Description: Similarly to how Frigate Orpheon is inspired by the battle with the Parasite Queen from Metroid Prime, this would be inspired by the battle with the Helmaroc King from Wind Waker. The battle would begin at the bottom of the tower where Aryll and Tetra were locked away. It'd be a flat, walk-off stage with a few pass-through stone platforms. However, your battle is quickly interrupted by the Helmaroc King. Once he appears, the tower begins filling with water and the stage scrolls upwards. To help you on your way up, the stage features pass-though stone platforms and wooden planks (Gotta keep with the pirate theme after all. (; ) along with solid, wooden platforms held up by rope. Eventually you'll reach the peak of the tower where the 2nd phase of the fight takes place. The tower itself is very long, and has stone battlements on the side to prevent players from running off.
Gimmicks/Hazards: The main hazard of this stage would, of course, be the Helmaroc King himself. During the scrolling segment he can attack players with his talons and flap his wings to create miniature whirlwinds. Once you reach the top, our feathered friend will change up his attack pattern a bit. Like in Wind Waker, he can fly around and ram into opponents from the left, right, or background of the stage. He can also scrape his claws across the bottom of the stage to rack up damage against any unlucky opponents trapped under him and flap his wings to push players back with strong gusts of wind.
Unlockable?: Since, the Wind Waker stage in Brawl was unlockable and this stage features a somewhat darker tone than Skyloft...I'd say yes.
Name of Stage: Palace of Twilight Game of Origin: Legend of Zelda: Twilight Princess! Description: You fight on the main platform where you place the Sols of the Twilight Realm, the center circle with the Twili you had to heal.
Some more pictures
This is the platform you'd fight on. But the sols would already be planted in their place, and all of the Twili would be healed. Gimmicks/Hazards: The main hazard. Same interaction time as Yellow Devil. The crazy, insane, clone of the pawn of the Dark Lord.
Phantom Zant. Not attack-able. Has moves he does at random from his two boss fights, and Zant's many phases of boss fights.
If you try to hit him, you go through him, like a hologram.
So what can he do?
He warps around the stage easily, and his main attack is his Large Twili Orb. He sends clouds of shadow crystals to block small amounts of sight (which won't affect CPUs) and add a mild wind. Meaning, the players will be pushed slightly to the left or right for a short period of time.
What can his Large Twili Orb do? Create a portal.
Common Twilight Realm enemies get spawned. Many or just 1. It's very random.
All that can be spawned:
All fight like they do in Twilight Princess, except they burst into Twilight shards after one hit. They won't be too much of a harm, but appear somewhat often, so they serve as a distraction.
Phantom Zant also takes Zant's Twili Magic Blast Spam from his many phases. And can also shake the platform from side to side, like the Dangoro phase. Rarely, he will large and stomp on the stage, covering a lot of it, then immediately go back to regular size, like from the Blizzetta phase.
Unlockable?: Yes.
Extra: A strong bloom affect, more prominent than the one in the actual Realm in TP, and even more than the Galaxy stage. And, like TP's Twilight Realm, twilight shards will be falling loosely like a light rain the whole time.
If ALBW or MM gets a stage, nevermind the ALBW and MM songs.
PS: this took me like 3 hours :o
But I'm sick... so it doesn't matter... got nothing better to do...
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..
Sealed Grounds Game of origin: The Legend of Zelda: Skyward Sword
Description: A medium-large stage about, it wouldn't have any openings in the bottom- only sides and up, except at a certain time...
Gimmicks/Hazards: First of all, the stage scrolls up, starting at the bottom of the spiral. The scrolling stops a small amount of time once the stage reaches the top, and the players are "knocked" down back to the bottom when the imprisoned (flight form) causes the earth to shake. This is the only time players can be KO'd downward. the imprisoned would then be shot down and "resealed" by groose's groosinator. On the way up, the players can be blown upward by the windgusts, which may be utilized to KO enemies who get caught. The gusts blow at random. There is a small chance that on the way up, groose will charge down at full speed like a boss as he does at 8:15 in this video --- this is pretty damage dealing if not dodged. Luckily for the players, they will hear him yell before he enters the screen.
Unlockable: i think yes.
Way one: play through 25 different event matches as any Zelda character (25th anniversary)
Way two: obtain 5 trophies of Groose
Way three: star KO Zelda 25 times (alluding to her being thrown skyward and to the side)
Description:You fight on the half the cabana,island with umbrella and everything in between.
Gimmicks/Hazards:The only hazard is the water that is along the shore and around the umbrella island.The only gimmick is that as you fight time passes and goes from day to sunset to night.Another gimmick is that every so often it will start to rain.
Unlockable:Yes. To unlock it all you have to do is unlock Toon Link.
Extra:As you fight time passes on the stage.It goes from day to sunset to night and sometimes it will start to rain.(it's purely cosmetic)
Name of Stage: Lanayru Desert Game of Origin: Legend of Zelda: Skyward Sword Description: Lanayru Desert consists of, in it's base form, an island in a sea of sand. The island extends all the way to the lower blast zone. Falling off either side is possible. There is a slight elevation on the right side of the platform.
Gimmicks/Hazards: A major feature of Lanayru Desert are the timeshift stones, capable of switching regions between 2 time zones. Periodically, a timeshift stone will activate, changing the environment from a barren desert to lush plains, and adding or expanding several platforms, as indicated in the image. Unlockable?: Likely an unlock. Extra: Several ancient robots can be seen in the background of the stage. They are ruined while the stage is in base form, but become animate and industrious while the stage is timeshifted. While timeshifted, the boundary of the timeshift stones' effects are visible in the distance, causing a drastic biome change.(This might explain the original legend of Zelda )
Guys, reserving posts so that your submissions will appear higher is slightly lame, to be honest.
Name of Stage: The Sandship
Game of Origin: The Legend of Zelda: Skyward Sword
Description (look): This level takes place on the side of a huge ship sailing the sea that at the time of events of Skyward Sword is completely replaced with sand.
Gimmicks/Hazards, Description (layout): The gimmick mechanic of the Lanayru province in the actual game is usage of something called Timeshift Stones and Orbs, that doesn't make much sense from scientific viewpoint but is pretty fun. Basically these are magic crystals that warp an area around theme to the past time of sorts. If you didn't play the game, please look at this picture to get a basic idea of the warp effect, in this case involving an Orb.
This mechanic is brought over to the SSB stage. There is a past and present version of the stage. The present version involves three relatively big emergency rafts in front of ship's windows, parallel horizontally. Past version adds four smaller vegetation based fall-through platforms above these. This doesn't however work as Mushroom Kingdom did with one version being selected over the other, they warp into each other using Timeshift things.
Code:
PPPPP PPPPP PPPPP PPPPP
RRRRRRR RRRRRRR RRRRRRR
Firstly, there is a pendulum with a Timeshift Orb slowly swinging in behind the windows, that is inside the ship. (Timeshift Orbs didn't appear in Sandship specifically, but that's not a problem IMHO.) The Orb warps the sphere-shaped area around itself into the past version of the stage.
Secondly, there is a huge Timeshift Stone in the background, on the mast. This one gets activated after roughly four minutes by Groose crashlanding into it and shifts whole stage into the past. This has additional effects besides the platforms' appearance. Specifically, pirates appear in the background, attacking with their electric blade things if you happen to be too high and thus reachable; they also pull middle raft up slightly so that this is more probable. Additionally, the whole ship descends a little into water, thus aiding recovery. When the stone gets deactivated again after two minutes by background Thunder Dragon interference, water warps back into sand, trapping the fighters; this is likely to end with a stock loss given the ship will ascend back. Unlockable?: Unlocked with SS representant, if any. Alternatively unlocked if the game detects you were messing with Wii U clock. Alternatively unlocked if a long time has passed since you booted the game. Extra: This stage utilizes music from corresponding location's boss fight, Tentalus as default, as well as the whole level theme, though that needs some spicing up. The unlockable pieces could include Stone Tower Temple Theme from Majora's Mask, possibly remixed, as well as other SS boss fight themes, probably excluding those of major villains. Gerudo Valley doesn't pass for obvious reasons.
We go through all posts presented, so it's not as if we'll be paying more attention to submissions that are closer to the top. Feel free to reserve a post if that helps remind you to finish it later.
Guys, reserving posts so that your submissions will appear higher is slightly lame, to be honest.
Name of Stage: The Sandship
Game of Origin: The Legend of Zelda: Skyward Sword
Description (look): This level takes place on the side of a huge ship sailing the sea that at the time of events of Skyward Sword is completely replaced with sand.
Gimmicks/Hazards, Description (layout): The gimmick mechanic of the Lanayru province in the actual game is usage of something called Timeshift Stones and Orbs, that doesn't make much sense from scientific viewpoint but is pretty fun. Basically these are magic crystals that warp an area around theme to the past time of sorts. If you didn't play the game, please look at this picture to get a basic idea of the warp effect, in this case involving an Orb.
This mechanic is brought over to the SSB stage. There is a past and present version of the stage. The present version involves three relatively big emergency rafts in front of ship's windows, parallel horizontally. Past version adds four smaller vegetation based fall-through platforms above these. This doesn't however work as Mushroom Kingdom did with one version being selected over the other, they warp into each other using Timeshift things.
Code:
PPPPP PPPPP PPPPP PPPPP
RRRRRRR RRRRRRR RRRRRRR
Firstly, there is a pendulum with a Timeshift Orb slowly swinging in behind the windows, that is inside the ship. (Timeshift Orbs didn't appear in Sandship specifically, but that's not a problem IMHO.) The Orb warps the sphere-shaped area around itself into the past version of the stage.
Secondly, there is a huge Timeshift Stone in the background, on the mast. This one gets activated after roughly four minutes by Groose crashlanding into it and shifts whole stage into the past. This has additional effects besides the platforms' appearance. Specifically, pirates appear in the background, attacking with their electric blade things if you happen to be too high and thus reachable; they also pull middle raft up slightly so that this is more probable. Additionally, the whole ship descends a little into water, thus aiding recovery. When the stone gets deactivated again after two minutes by background Thunder Dragon interference, water warps back into sand, trapping the fighters; this is likely to end with a stock loss given the ship will ascend back. Unlockable?: Unlocked with SS representant, if any. Alternatively unlocked if the game detects you were messing with Wii U clock. Alternatively unlocked if a long time has passed since you booted the game. Extra: This stage utilizes music from corresponding location's boss fight, Tentalus as default, as well as the whole level theme, though that needs some spicing up. The unlockable pieces could include Stone Tower Temple Theme from Majora's Mask, possibly remixed, as well as other SS boss fight themes, probably excluding those of major villains. Gerudo Valley doesn't pass for obvious reasons.
The point is, reservations make it look like I copied your idea. And I'm alright with people using same stage locations, I just don't see why one would reserve their posts if order doesn't count and why would one allow it if it does.
EDIT: Oh, that's why. Didn't think about it. Forget it, then.
Name of Stage:Outset Island Game of Origin: The Legend of Zelda: Wind Waker
Description: This stage takes place in Link's birthplace, Outset Island. The fight is on the bridge between the two cliffs. Most of the stage is the bridge, and on the left and right sides there are small portions of the cliff to fight on. The background is a beautiful ocean scene - the pirate ship occasionally sails by, and seagulls flock around the bridge.
Gimmicks/Hazards: Initially, this stage is fairly basic. The bridge serves as a standard fighting platform. However! Every now and then, the Helmaroc King could swoop over the bridge and grabs a random player, crushing them in it's grip and tossing them around! After about 20 seconds of this chaos, the mighty bird drops its prey and flies away... but it could return at any time, so watch out!
Unlockable?: Yes, it would be unlocked directly after you unlock Toon Link.
Name of Stage: Ganon´s Tower Game of Origin: The Legend of Zelda: Wind Waker Description: This is the local where Link and Zelda fight Ganondorf for the last time. The stage is located on the top of the tower, with the triforce complete shining on the background, The king on the other side watching the fight. In the center, also in the background, Ganondorf lies defated with the master sword on his skull. There is a magic shield holding the sea on the overhead.
Gimmicks/Hazards: The shield holding the water overhead increases and decreases with time, if somebody is launched out of the arena on the ocean and survives, the player can swin back to the action. At times water breaks some space on the shield and goes down like a waterfall giving some damage (10%) and creating a meteor smash effect against the solo. It´s a rare event.
Unlockable?: Yes, after finishing classic mode with Toon Link.
There's still a day left in the round. If you reserved a post for an entry or are still thinking about entering, make sure to get those submissions in!
Please, people, for the next round, try to just post in whatever order...reserving posts kinda messes up the judging order, and a judge might miss a late entry
Name of Stage: Palace of the Winds
Game of Origin: Legend of Zelda: Four Sword Adventures
Description: The floating palace high in the Realm of the Heavens. The stage layout looks like this:
The red areas denote solid ground that you cannot pass through. This includes the main ground area around the palace and the roof above the left most pavilion. There is a slight change in elevation between the main grounds and the pavilion. When the pavilion is unoccupied, the outside is shown (as in the picture); if someone enters the pavilion via the blue lines on either side, the area cuts away to show an inside area. Since the roof above is solid, you can only exit the pavilion through either side.
The yellow lines are passable platforms, although the platform itself is obscured by the foliage. The bushes cover the bottom of the character (for reference, up to Link's knees); if you pass downward through the platform, you will actually seem to vanish into the greenery, only to re-emerge slightly below the platform area. This effect is only visual, as you can still be hit, even when hidden by the bushes.
Gimmicks/Hazards: As the battle progresses, the sky and clouds in the background darken. Soon after, you will see a giant rendition of Vaati appear in the background, peeking out around the sides of the palace.
After vanishing completely behind the main body of the palace, the area marked with a white "X" symbol will begin to crack, as if something is beating on the other side. After the third strike, a hole will burst open in the wall, revealing one of Vaati's bat-like arms. The main length of arm cannot hurt the fighters and can be passed by harmlessly. But if someone comes in contact with the end "hand" segment, the wings will wrap around them and slam them into the ground for medium damage and low knockback. After a short while, the arm will retreat back into the whole and Vaati will fly off. The skies will clear up and the wall will repair itself again.
Unlockable?: Yes, by completing the event "Four Sword Battle", which takes place on Palace of the Winds and involves the player as Toon Link (green color) fighting three other Toon Links (colored red, blue, and purple).
Extra: The background is of a bright blue sky with fluffy white clouds that float slowly by, at least until Vaati shows up and the aforementioned darkening occurs. Beyond the clouds, Four Sword-era Hyrule can be seen below. A gentle breeze is constantly blowing on the stage; it is not strong enough to effect the fighters at all, but you can see the grass and bushes swaying in the wind, as well as the flapping of the flags. Looking inside the many doorways in the background, you can see a Ball-and-Chain Soldier, a Wizzrobe, and a Hinox walking around.
Please, people, for the next round, try to just post in whatever order...reserving posts kinda messes up the judging order, and a judge might miss a late entry
The round has ended! Scores will come within the next few days. Good luck and thank you to everyone who participated in the first round! For those who didn't get to participate, we hope to see you next time!