ParanoidDrone
Smash Master
It's 9:30 at night and I've got nothing better to do.
Previously Covered
Miiverse
Suzaku Castle
Dream Land (64)
Final Destination & Ω Forms
PAC-LAND
75M
Skyworld
Flat Zone X
The Great Cave Offensive
Onett
Palutena's Temple
Yoshi's Island
Wily Castle
Gaur Plain
Pyrosphere
Temple
Mario Circuit (Brawl)
Boxing Ring
Port Town Aero Dive
Bridge of Eldin
Pilotwings
Jungle Hijinxs
Wrecking Crew
Halberd
Pokemon Stadium 2
Big Battlefield
Battlefield
Smashville
Lylat Cruise
Castle Siege
Town & City
Duck Hunt
Delfino Plaza
Kalos Pokemon League
Mario Galaxy
Coliseum
Gamer
Wii Fit Studio
Kongo Jungle 64
Windy Hill Zone
Luigi's Mansion
Norfair
Orbital Gate Assault
Woolly World
Skyloft
Garden of Hope
Mushroom Kingdom U
Wuhu Island
Mario Circuit
Layout
Peach's Castle is a retro stage from the original Super Smash Bros. for the Nintendo 64. As such, its layout should be familiar to some players. A rickety-looking wooden bridge rests over a smaller, solid base with grabbable ledges.
Embedded inside this solid base is a long platform. Overhead are two metal wedges and a small bumper. All 3 of these stage elements move. The moving platform has grabbable ledges and can be jumped through from below.
Players 1 and 2 start on the bridge, while Players 3 and 4 start on the smaller base. The Omega form floats over a void.
Peach's Castle (64) has no unexpected hazards other than the moving elements already mentioned.
Perpetual Motion
Let's start from the top and work our way down. The bumper starts in the center of the stage and immediately starts moving as the announcer counts down. It first moves left, then right, then back to the center where it stays put for a while before repeating the cycle. Players that touch the bumper take 1% damage and horizontal knockback. The knockback scales with damage, although it will not kill outright even at 300%. Only players can trigger the bumper's hitbox, although non-player entities such as Luma can still get hit if they are in close proximity at the moment of impact.
In the upper corners of the stage are two metal wedges, with the sloped side facing up and towards the middle. The slopes are too steep to stand on, although the entire structure is solid and lets players tech on impact. They move up and out along a straight line before moving back in again. Their location relative to the bumper means there are better than even odds of impact when getting knocked away by the bumper. If a player hit by the bumper misses their tech against the slope, they get bounced nearly straight up.
The moving platform at the bottom is solid from above but can be jumped through from below. It moves back and forth and pauses briefly at the edges of its movement. It emits a small grinding sound whenever it starts and stops moving.
Each of these three elements move independently of the other two, with no apparent synchronization between them.
The bumper, wedges, and long platform at the bottom all move.
Summary
Previously Covered
Miiverse
Suzaku Castle
Dream Land (64)
Final Destination & Ω Forms
PAC-LAND
75M
Skyworld
Flat Zone X
The Great Cave Offensive
Onett
Palutena's Temple
Yoshi's Island
Wily Castle
Gaur Plain
Pyrosphere
Temple
Mario Circuit (Brawl)
Boxing Ring
Port Town Aero Dive
Bridge of Eldin
Pilotwings
Jungle Hijinxs
Wrecking Crew
Halberd
Pokemon Stadium 2
Big Battlefield
Battlefield
Smashville
Lylat Cruise
Castle Siege
Town & City
Duck Hunt
Delfino Plaza
Kalos Pokemon League
Mario Galaxy
Coliseum
Gamer
Wii Fit Studio
Kongo Jungle 64
Windy Hill Zone
Luigi's Mansion
Norfair
Orbital Gate Assault
Woolly World
Skyloft
Garden of Hope
Mushroom Kingdom U
Wuhu Island
Mario Circuit
Layout
Peach's Castle is a retro stage from the original Super Smash Bros. for the Nintendo 64. As such, its layout should be familiar to some players. A rickety-looking wooden bridge rests over a smaller, solid base with grabbable ledges.
Embedded inside this solid base is a long platform. Overhead are two metal wedges and a small bumper. All 3 of these stage elements move. The moving platform has grabbable ledges and can be jumped through from below.
Players 1 and 2 start on the bridge, while Players 3 and 4 start on the smaller base. The Omega form floats over a void.
Peach's Castle (64) has no unexpected hazards other than the moving elements already mentioned.
Perpetual Motion
Let's start from the top and work our way down. The bumper starts in the center of the stage and immediately starts moving as the announcer counts down. It first moves left, then right, then back to the center where it stays put for a while before repeating the cycle. Players that touch the bumper take 1% damage and horizontal knockback. The knockback scales with damage, although it will not kill outright even at 300%. Only players can trigger the bumper's hitbox, although non-player entities such as Luma can still get hit if they are in close proximity at the moment of impact.
In the upper corners of the stage are two metal wedges, with the sloped side facing up and towards the middle. The slopes are too steep to stand on, although the entire structure is solid and lets players tech on impact. They move up and out along a straight line before moving back in again. Their location relative to the bumper means there are better than even odds of impact when getting knocked away by the bumper. If a player hit by the bumper misses their tech against the slope, they get bounced nearly straight up.
The moving platform at the bottom is solid from above but can be jumped through from below. It moves back and forth and pauses briefly at the edges of its movement. It emits a small grinding sound whenever it starts and stops moving.
Each of these three elements move independently of the other two, with no apparent synchronization between them.

The bumper, wedges, and long platform at the bottom all move.
Summary
- Lower half of stage has grabbable ledges.
- Bumper does 1% damage, horizontal knockback.
- Bumper moves left and right, pauses in center after each cycle.
- Wedges move diagonally up and out then back in, provide techable surfaces.
- Moving platform pauses at edges of movement.