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Smashboards Creates: Bloons Blowout (Bloons franchise platform fighter): DEVELOPMENT OFFICIALLY COMPLETE, PLEASE NO MORE REPLIES UNLESS NECESSARY

PopCultureCorn

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I only had this move idea for Vortex where it would fly into the background and strike the fighter with its front, like what Master Hand and Rathalos can do

otherwise, Keep going Fazdude!
 

FazDude

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Vortex Stuff
  • Attacks
    • Vortex charges up before zooming across the stage.
    • Vortex flies into the background and strikes from the front. (Credit to PopCultureCorn for this idea!)
    • Vortex fires mini tornados at the player.
    • Vortex creates a... vortex which sucks the opponent in, similarly to Marx in Smash Ultimate.
    • Vortex fires a lot of Bloons at the player with surprising speed.
  • Entrance Animation: A tornado forms on screen, with Vortex emerging from it.
  • Defeat Animation: Vortex deflates, with a gust of wind pushing it off-screen.
Quincy Monkey Knowledge
  • Tier 1
    • Simian Tell: Arrows have more accuracy.
    • Quickshot: Quincy takes less time to fire arrows.
    • Wider Range: Neutral Special gains more range.
    • High Gravity: Arrows fired by Arrow Rain take less time to fall back down
  • Tier 2
    • Double Quiver: Quincy shoots two arrows at once with his Neutral Special.
    • Firework Show: Quincy creates a burst of fireworks at the apex of his Up Special.
    • Quintuple Shower: Arrow Rain fires five arrows.
  • Tier 3
    • Explosive Shots: Every third arrow Quincy fires with his Neutral Special is explosive.
    • Perfect Shot: Quincy's arrow attacks have a chance to crit.
  • Tier 4
    • Around the World: Quincy's arrows can fly through blast zones (for example, an arrow fired through the right blast zone will come out the left).
 

FazDude

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It looks like my Vortex kit and Quincy Monkey Knowledge will win by default.

Job 102: Submit a non-TD Bloons stage!
Please submit a stage from any Bloons game which isn't a tower defense title.

Job 103: Submit an assist character!
Please submit an assist; No preresiquites here other than that they must be from a Ninja Kiwi game.

Submissions close tomorrow afternoon!

Job 102: Who Wants To Be A Bloonionare?
1657209752660.png

...What.

For those of you who don't know, Who Wants To Be A Bloonionare (WWTBAB for short) is a quiz game developed by Ninja Kiwi. Consisting of ten questions about Bloons trivia, successful completion of this game would reward players with gameplay footage of the then-upcoming Bloons TD 5.

As a stage, WWTBAB would have a simple flat layout with four soft platforms, each with a label beneath them. Here's the kicker; Every so often, a question will appear in the background, and a short timer begins counting down. Each platform will display a possible answer, and whoever's standing on the platform with the correct answer recieves a prize (extra cash, healing, etc.) While it's not a super-flashy stage from a layout standpoint, this stage tests players' Bloons knowledge as well as their fighting skill!

Can't think of an assist right now.
 

PopCultureCorn

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I have an assist, and it's a resubmission
Ezili
latest (2).png

She is similar to Ashley in SSB4/Ultimate in a way. Any Regrow Bloons in her range will not regrow layers, while all other Bloons in her range will have their layers popped gradually. Any fighters within her range will be inflicted with negative status affects, like sleep, dizzy, poison or confusion (Inverting control stick behavior).
 

FazDude

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Submissions are closed!
  • Who Wants To Be A Bloonionare is our newest stage!
  • Ezili joins the assist lineup, courtesy of PopCultureCorn PopCultureCorn !
----
Job 104: Submit a new Bloon!
Please submit a new Bloon to be encountered in-game. This can be either something from a Bloons game or something of your own creation.

Job 105: Submit an "special feature"!
Simply put, submit a mode which doesn't really fall into the realm of fighting and/or traditional gameplay; I'm thinking something like the Coin Launcher from Smash Brawl.

Submissions close tomorrow afternoon!

Job 104: Bee Bloon (Bloons)
1657311191567.png

When popped, this Bloon releases a swarm of bees which will attack nearby Bloons on your behalf.

Job 105: Ninja Kiwi Arcade
Through gameplay, you can unlock optimized versions of some classic Ninja Kiwi games. Most of them are the Flash Bloons titles, but there are a few other goodies hidden! Each of them has been optimized with controller support for play on all platforms.
 
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PopCultureCorn

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Job 104: Popcorn Bloon
1657327821992.png

A very rare Bloon in the series that has only appeared in a very old match-3 flash game. When popped, it'll launch popcorn in all directions that can push fighters really far.

Job 105: Costume Studio
In this "mode", you get to make custom alt skins for fitters by changing the color of parts of their body and giving them accessories, pretty much like the color editor from Rivals of Aether
 

FazDude

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Submissions are closed!
  • Please vote for either the Bee Bloon or the Popcorn Bloon.
  • Please vote for either the Ninja Kiwi Arcade or Costume Studio.
I'll be voting for the Bee Bloon and Costume Studio.
----
Job 106: Submit a moveset for Ice Monkey!

Job 107: Submit a moveset for Builder Monkey!


Two fairly straight-forward jobs. Submissions close tomorrow afternoon!
 

FazDude

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I don't have any ideas for Ice Monkey, but for Builder Monkey...
  • Neutral Special: Brick Toss
    • Builder Monkey throws a brick. As to be expected from... y'know, a brick, it hits hard, but is fairly slow and has poor range.
    • Upgrades increase the brick's strength and range.
  • Up Special: Build
    • Builder Monkey places a brick beneath their feet. This is pretty much Steve's Build, with all the pros and cons that come with it.
    • Upgrades increase the maximum number of bricks at a time, as well as their durability.
  • Down Special: Wall
    • Builder Monkey builds a wall in front of themself, acting as a temporary wall.
    • Upgrades increase the height and durability of the wall.
  • Super: Dream Hut
    • Builder Monkey traps a nearby opponent and begins building a hut around them, which explodes soon afterwards to deal heavy damage and knockback.
 

PopCultureCorn

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Doing all this on a computer that isn't mine, but here is my Ice Monkey moveset:

Ice Monkey
Ice_Monkey.png


Ice Monkey joins the realm of lighter-middleweights, having average and balanced speed and jump while being slightly lighter than Dart Monkey.

Gimmick:
Just like the Tower Defense games as well as Pop!, its main purpose is to stall Bloons with cold attacks so that they can be more open for attack, or to control clusters of Bloons. A gimmick the Ice Monkey has in this game is that within a close range to the Ice Monkey, all Bloons will have reduced flight speed, in reference to Arctic Wind and its further upgrades. ALL upgrade paths will increase the range of Ice Monkey's slowing radius, as well as to reduce the Bloons flight movement speed further.

Neutral-Standard:
Ice Monkey does a cold swipe that can multi-hit before finishing off with an ice block fist uppercut

Side-Standard:
Ice Monkey lunges forward with an ice block-foot kick

Up-Standard:
Ice Monkey performs an ice burst upward

Down-Standard:
Ice Monkey swipes in a circle with an icicle

Dash Attack:
Ice Monkey performs a sliding punch with an ice block-fist

Side Smash:
Ice Monkey performs a strong punch forward with an ice-block fist

Up Smash:
Ice Monkey makes a stronger burst of ice upwards

Down Smash:
Ice Monkey has two ice stalagmites rise between itself

Neutral-Aerial:
Ice Monkey spins in a 360 circle

Side-Aerial:
Same as the side-standard, but in the air

Up-Aerial:
Same as the up-standard, but in the air

Down-Aerial:
Ice Monkey has an icicle grow from below itself

Neutral Special: Cryo Cannon
Ice Monkey's only long-range attack. It fires an ice ball forward with an ice arm cannon that deals ice damage, and can freeze fighters if combo'd correctly. Upgrades can have the ice balls form ice crystals on Bloons they affect which can pop Bloons on Contact, and to the ever-powerful Icicle Impale, which can slow down and seriously maul Big Bloons!

Up Special: Ice Platform Formation
Think of it like Toph's Up-Special in NASB, where Ice Monkey forms an ice platform underneath itself. One ice platform can be made per air time, and the ice platform melts after some time, taking enough damage or when Ice Monkey makes a new ice platform. Upgrades increase ice platform width, durability and longitivtiy, and can transform them from ice platforms to ice pillars, thus becoming more like Kragg's Up-Special in Rivals of Aether (and Olaf and Tyson's Up-Special in Brawlout, since, you know, they too create ice pillars with their up-special)

Down Special: Ice Burst
Ice Monkey releases a single cold blast around itself, freezing Bloons and fighters close to it. Upgrades grant it the Embrittlement, to which frozen Bloons and fighters take more damage when frozen, and to the Super Brittle, which increases the brittle status and damage even further!

Super Move: Absolute Zero
Ice Monkey releases a virtually-the-whole-stage-range cold blast that freezes ALL Bloons on screen for a long time, including White and Zebra Bloons, as well as all fighters, with the addition of launching them, with the launch distance dependent on their damage. In addition, all frozen Bloons are under the influence of Super Brittle, giving the Ice Monkey plenty of time to clear the stage of all frozen Bloons on stage.

Taunt:
Ice Monkey juggles snowballs, like one of its idle animations in BTD6

Entrance:
An ice block appears on stage, before breaking open to unfreeze the Ice Monkey, as it gets ready to battle!

Victory:
Ice Monkey can be seen on the stage, covered in snow, ice and frozen Bloons, as it begins to dance and form a little ice-castle sculpture, to which it is probably referencing an exasperating, but catchy and sweet song from a certain high-finance mouse-house movie about snow queens and never-ending winter.

Defeat:
Ice Monkey can be seen frozen in a block of ice, with only its eyes moving.

Here's a Zapling picture, BTW
Screen Shot 2022-06-24 at 8.52.04 PM.png
 
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FazDude

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Submissions are closed!
  • Bee Bloon wins the vote!
  • Through RNG, I've determined that the Ninja Kiwi Arcade will be one of our bonus "modes"!
  • PopCultureCorn's Ice Monkey moveset wins by default, while we'll use my Builder Monkey moveset!
----
Job 108: Submit a Monkey Knowledge set for Captain Churchill!

Job 109: Submit a new item!


Submissions close tomorrow afternoon!
 

PopCultureCorn

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Item, I have

Banana Farm
1657476842439.png


Another tower converted to an item! It starts off miniature, but when picked up and thrown, it'll then grow to full size, generating bananas on a regular basis that reward extra cash to its bearer.
 

FazDude

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Churchill Monkey Knowledge
  • Tier 1
    • Extra Fuel: Captain Churchill's Up Special lasts longer.
    • Armor-Piercing Missile: Missiles do extra damage to shields.
    • Tread Lightly: Captain Churchill is faster.
    • Pineapple Pickup: Driving over an Exploding Pineapple Trap picks it up, allowing it to be replaced without activation.
  • Tier 2
    • Triple Pineapple: Captain Churchill can plant three Exploding Pineapple Traps.
    • Armored Tank: Captain Churchill gains super armor while idling.
    • Gusty Rotors: Captain Churchill's Up Special gains windboxes near the top.
  • Tier 3
    • Rapid Fire: Neutral Special has less start lag.
    • MOAB's Bane: All of Captain Churchill's moves deal extra damage to big Bloons.
  • Tier 4
    • Nuclear Pineapple: Exploding Pineapple Traps deal more damage and knockback, but are slower to activate.
 

FazDude

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Submissions are closed!
  • Banana Farm is an item by default, as submitted by PopCultureCorn PopCultureCorn !
  • My Captain Churchill Monkey Knowledge set will be used by default.
Job 110: Submit a new Hero to become a fighter!

Job 111: Submit an entirely original stage!

So far, all of our stages have been from Bloons and other Ninja Kiwi games. However, since we've had jobs for original fighters and Bloons, why not have one for original stages? Please submit a stage which is not directly inspired by anything seen in an existing Bloons/NK game.

Submissions close tomorrow afternoon!
 

PopCultureCorn

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Job 110: Pat Fusty

Because like Fazdude said, we can't have Pat's Pond as a stage and not include the uber chad himself. He would make for a really good grappler, based on one of his special abilities in BTD6

Job 111: Bloon Carnival
1657571817701.png

Basically a place where Bloons and Big Bloons come to inflate and play. There would be rides and attractions based on the Boss Bloons, and there would be food stands of Bloon food. I can imagine its layout like Glove World in NASB.
 

FazDude

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I really want Fusty in, so I'mma abstain from Job 100.

Job 111: Monkey Floats
As opposed to a Poke Floats layout, the srage would be a side-scroller, with players traversing on top of giant floats depicting various towers and Heroes.
 

FazDude

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Submissions are closed!
  • Pat Fusty wins by default! Congratulations to PopCultureCorn PopCultureCorn !
  • Please vote here for our next stage!
Job 112: Submit a tower to become an Assist!
Please don't submit Heroes - Special Agents are fine, though.
Job 113: Submit up to two Bloon Animal Ambush hallenges!

Submissions close tomorrow afternoon!
Job 113: Spike-O-Pult (BTD3)
View attachment 356453
"Hey, isn't the Spike-O-Pult already part of Dart Monkey's moveset?" Yes, but it's a little more complicated than that. You see, in Bloons TD 3, the Spike-O-Pult was considered a different entity than the Dart Monkey, so for these purposes, I'll be doing the same. Upon being summoned, the Spike-O-Pult fires spiky balls at opponents. They don't have much range, but getting into contact with one hurts.
 
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PopCultureCorn

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Job 112: Monkey Sub
1657667997636.png

A pretty versatile assist who can launch darts and missiles on a regular basis, and can even launch the all-very-powerful First Strike Capability, which can take down Big Bloons in one hit and can KO fighters even at semi-low damage percentages. When needed, it'll even submerge to reveal Camo Bloons and pop all other Bloons in its radius and buff the stats of the fighter they are assisting.

Job 113:
Send the Bloon Animals to the Bloontonium Tanks!

Destroy the Anti-Bloon tank in the middle quickly!
 

FazDude

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Submissions are closed!
  • Bloon Carnival will be our next stage! Congratulations to PopCultureCorn PopCultureCorn !
  • Please vote for our next assist here!
  • PopCultureCorn's challenges will be used.
---
Job 114: Submit an item from a non-TD Bloons game!
Please submit an item from a Bloons game which isn't a tower defense title - This can be the original series, the Super Monkey games, Bloons Pop, or any other weird obscure Bloons game I can't think of right now!

Job 115: Submit a mode which incorporates fighting, but only as part of the experience rather than the whole!
Simply put, we're looking for modes similar to something like Smash Run in Smash 3DS.

Submissions close tomorrow afternoon!
 

PopCultureCorn

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Job 114: The Anti-Bloon (Bloons Pop!)
1657762637299.png

a rare item that simply eradicates ALL Bloons on screen, granting all the pop revenue to whoever used the item.

Job 115: City Engagement
Works kinda like Smash Tour in SSB Wii U. Each player starts off with a single fighter to begin with, and with every player's turn, they get to stop by different locations on the Monkey City map to recruit new fighters, get items, earn buffs and swap assists with others or with other buildings before the final battle at the very end with randomized conditions, to which every player must battle it out with all the resources they have in hand!
 

FazDude

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Submissions are closed! Both of PopCultureCorn PopCultureCorn 's submissions will be used - Sorry I forgot to submit anything.

Also, through RNG, I declare the Spike-O-Pult our next assist!

Job 116: Submit a moveset for the Spike Factory!

Job 117: Submit a moveset/animations for Blastapopulous!

Please submit attacks, an entrance animation, and a defeat animation for Blastapopulous.

Submissions close tomorrow afternoon!
 
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PopCultureCorn

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Job 116:

Spike Factory (aka, Spactory)

latest.png


Spike Factory is a lighter-heavyweight that has slightly-faster falling speed than most other characters and slightly-below-average speed, but is has slightly-above-average jump height and is slightly more difficult to launch.

Gimmick:
For this game, I had always imagined this character's whole meta around stage control! Many of its attacks have it cough up spikes that can last on stage for a very long time or until any opponent makes contact with the spikes! One of the ways on how to make the most out of this character is to place lots of spikes on a certain spot on the stage so as to keep opponents at bay and for master-edgeguarding. Another way is to place spikes all over the stage so as to keep a constant damage-dealing ordeal going! ALL of its upgrade paths give a little increase of its spike-spawn rate!

Neutral-Standard:
Spike Factory coughs up a pile of spikes in front of itself. Semi-Spammable.

Side-Standard:
Spike Factory extends some spikes out from itself sideways.

Up-Standard:
Spike Factory tosses some spikes upward.

Down-Standard:
Spike Factory coughs up piles of spikes on both sides of itself.

Dash Attack:
Spike Factory tumbles over, releasing a series of spikes in front of itself. Unlike most of its other spike-spawning moves, the spikes from this move don't last on stage and will disappear after the move finishes.

Side Smash:
Spike Factory coughs out a bigger stack of white-hot spikes forward

Up Smash:
Spike Factory tosses a Spiked Ball upward with more upward force.

Down Smash:
Spike Factory coughs out bigger stacks of white-hot spikes on both sides of itself.

Neutral-Aerial:
Spike Factory coughs up spikes that surround itself.

Side-Aerial:
Same as the neutral-standard, but in the air

Up-Aerial:
Same as the up-standard, but in the air

Down-Aerial:
Spike Factory flips upside down and drops a pile of spikes downward.

Neutral Special: Spiked Mines
Spike Factory coughs out a Spiked Mine in front of itself, which explodes on contact or after some time has passed. Up to 5 Spiked Mines can be on stage at a time. Upgrades can decrease the time needed for a Spiked Mine to spawn, increase the number of max Spiked Mines on stage from 5 to 7, and to the ludicrously-powerful Super Mines, which create bigger explosions, deal far more damage, and can really take down Big bloons.

Up Special: Spike Spill
Spike Factory flips upside down and vomits spikes downward to propel itself upward. The spike downpour can deal damage from its sides and can multihit if used over an opponent, but the spikes won't last on stage, like its other spike spawning moves. Upgrades increase recovery height as well as the damage from the spike downpour.

Down Special: Long Life Spikes
Spike Factory coughs up long life spikes from both sides of itself, with the main difference between long life spikes and regular spikes is that long life spikes, of course, last longer!, in addition to a slightly taller hitbox. Upgrade can convert the long life spikes into deadly spikes, which have a longer duration, and to the almost-OP Perma-Spike, which can last on stage nearly indefinitely!

Super Move: Spike Storm
Spike Factory spreads spikes, including some Spiked Mines and Long Life Spikes (or Super Mines and Perma-Spike, depending on what upgrades it got before using the super move.), all over the stage!

Taunt:
Spike Factory coughs up a little spike structure in front of itself, which also can last on stage indefinitely.

Entrance:
Spike Factory jumps onto the stage from the background.

Victory:
Spike Factory can be seen coughing up spikes at a constant rate with spikes, spiked balls, Spiked Mines and Perma-Spikes spread all over the place. you can say that it is asserting its dominance that way.

Defeat:
Spike Factory can be seen buried in a large pile of spikes.

Additional Note:
Spike Factory is not affected by its own spikes! In order to differentiate spikes, if 2 or more players use Spike Factory, than the color of the spikes, balls and mines will correspond to the player's color, so player 1 gets red spikes, player 2 gets blue spikes and so on.

Job 117:
  • Attacks
    • Blastapopoulos has some lava pour onto the stage, to which the lava starts to extend on the ground.
    • Blastapopoulos fires a single homing fireball which can stun the player upon contact for a short time.
    • Blastapopoulos has three large magma rocks fall down, which than explode into pillars of fire.
    • Blastapopoulos fires two fireballs that, when they land on the stage, creates a fire area on the stage which deal constant damage, similar to Rathalos.
    • Blastapopoulos fires flame-engulfed Bloons forward.
  • Entrance Animation: Blastapopoulos can be seen rising out of the lava before landing onto the stage.
  • Defeat Animation: Blastapopoulos starts to catch itself on fire before veering out of control and landing upside down on the lava, before sinking into the lava.
 

PopCultureCorn

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Alright, quick recap of the last two jobs, since I'm the only one to submit a Spike Factory moveset and a Blastapopolous moveset, both of my submissions will get added. Yes, I am fully back to host this thread from here to the end. Without further ado, it's time for the next jobs!

Job #118: Submit a track from BTD3 to be added as a stage! I'm doing this as pre-BTD4 representation on the stage list is sorely underrepresented, so more classic BTD stages are always a welcome addition.

Job #119: Submit a Monkey Knowledge set for Wizard Monkey!

Job #119.5: Submit how the Bloonsday Device can work as an assist!
 

FazDude

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Job 118: Track 8
1658078501115.png

This might be a little too similar to the Circuit Board stage theming-wise, but I like its aesthetic.

Job 119.5
When activated, the Bloonsday Device instantly pops all Bloons which enter its radius (aside from Big Bloons and MOABS, which instead recieve heavy damage), giving all the profits to the owner.
 

PopCultureCorn

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Job 118: Track 2
1658108569446.png

I like the aesthetics, and can make for some potentially fun stage layouts

Job 119:
  • Tier 1
    • 'Splody Spell: All of the explosions from certain moves of Wizard Monkey's moveset are slightly bigger.
    • Flight Spell: Wizard Monkey can jump higher.
    • Speed Spell: Wizard Monkey is faster.
    • Heat Spell: All of Wizard Monkey's fire attacks deal slightly more damage.
  • Tier 2
    • Breath Comeback Spell: Dragon's Breath takes less time to recharge.
    • Arcinane Spell: Arcane Blast and Spike are stronger and faster.
    • Knockback Spell: All of Wizard Monkey's physical attacks (like punches and kicks) have higher knockback.
  • Tier 3
    • Tesla Spell: All of Wizard Monkey's lightning attacks can arc on multiple Bloons!
    • Shimmer: Wizard Monkey's neutral-air now properly de-camos Camo Bloons
  • Tier 4
    • Tempest Spell: Wizard Monkey's up special now creates a stronger and stormier tornado that can really fling Bloons and fighters really far, in addition to popping Bloons gradually.
Job 119.5:
Staying true to how it worked in BTD5, any Bloons in its radius will be targeted by an energy beam that strikes from the sky to the ground, instantly popping Bloons and dealing heavy damage to Big Bloons and fighters
 
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PopCultureCorn

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Results Recap:
-My Wizard Monkey Monkey Knowledge set will be used!
-Vote for the BTD3 stage and the Bloonsday Device functions in the polls below!

BTD3 stage vote
Bloonsday Device vote

Now that the previous jobs have concluded, it's time to move on to the next jobs

Job #120: Submit 3 new event matches themed around Quincy, Captain Churchill and Wizard Monkey. Yes, we're finally going to go over Event Matches again in over two months! As such, you can submit a 4th event match themed around Sniper Monkey if you want!

Job #121: Submit another new item from a non-Bloons Ninja Kiwi game!
 
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PopCultureCorn

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Sorry if its not clear, here is what I was thinking

Event #5: Quincy
Event #6: Captain Churchill
Event #7: Wizard Monkey
Event #8: Sniper Monkey

so I'd say three (or four) in total, one for each monkey
 

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Quincy Event: Steady... Aim...
  • Description: Looks like Quincy's taking on some crossbow training... but some Dart Monkeys seem to be intruding! Survive the waves of Bloons, but make sure not to hit your friends!
  • Stage: Monkey Meadow
  • Player: Quincy
  • "Opponents": Dart Monkey (x2)
  • Bloons: Red to Green
  • Upgrade Paths: All
  • Objective: Simply put, pop 60% of the Bloons that appear within the time limit. However, if you hit either of the passive Dart Monkeys, you instantly lose!
Captain Churchill: Tread Lightly
  • Description: Looks like there's two Captain Churchills - and they're fighting for the honor of being the real one! Now, if only they could remember where they put their pineapples...
  • Stage: Scrapyard
  • Player: Captain Churchill
  • Opponent: Captain Churchill
  • Bloons: N/A
  • Upgrade Paths: Down Special
  • Objective: Simply defeat the opponent. However, a few invisible Exploding Pineapple Traps have been planted on the stage, so watch out!
 

PopCultureCorn

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Sorry if I'm late on this, but here are my submissions:

Event #5: Family Tree of Quincy
Event description: Quincy has somehow found himself fighting against his ancestor and future self! In order to prevent a time paradox from happening, he must send them back to their proper timelines! It also appears that their arrows turn invisible after being shot in the sky, so watch out!
Stage: High Finance
Player: Quincy
Opponent(s): Quincy (x2)
Bloons: Red to Zebra
Upgrade Paths open: Down Special, Up Special
Upgrade paths closed: Neutral Special
Event objective: Simply defeat the opponents, with the special condition that the arrows that fall down from the opponents' Arrow Rain are invisible, so be careful!

Event #6: Protect those exits and comrades!
Event description: Captain Churchill is on guard duty. He must not only prevent a single Bloon from reaching the end, but also to protect his team from any damage necessary. Keep all the Bloons at bay and also make sure your war buddies aren't hurt in the process!
Stage: Ocean Road
Player: Captain Churchill
"Opponents": Bomb Shooter, Striker Jones, Dart Monkey (mostly passive)
Bloons: Red to Ceramic, Red to MOAB on harder difficulty levels.
Upgrade Paths open: Neutral Special
Upgrade paths closed: Down Special, Up Special
Event objective: A specialized Blowout Defense, where you must prevent the Bloons from reaching the end of the stage, but you must also be careful as to not hit your allies as well. If a single Bloon leaks or if you hit your allies once, you instantly fail the event.

Event #7: Storm Watch'n'Repel
Event description: Wizard Monkey has been given a strange task of using his old whirlwind powers to clear the skies of all Bloons. With the help of the fellow Monkey Aces, can it succeed on this wild labor?
Stage: The BAD-dest Battle in the Skies
Player: Wizard Monkey
Opponent(s): None
Bloons: All Bloons except Big Bloons
Upgrade Paths open: Up Special
Upgrade paths closed: Neutral Special, Down Special
Event objective: As Wizard Monkey, you must simply pop enough Bloons using your up special

Event #8: Operation Sneak and Shoot
Event description: Sniper Monkey has only one shot at this. He must pop the one lone Camo Regrow Rainbow Bloon with only ONE ammunition. Take good and precise aim on this risky mission.
Stage: Bloonraker
Player: Sniper Monkey
Opponent(s): None
Bloons: Camo Regrow Rainbow Bloon (x1)
Upgrade Paths open: All
Upgrade paths closed: None
Event objective: An incredibly simple event match. As Sniper Monkey, you start off with enough cash to fully upgrade your neutral special, and with ONLY ONE attempt to use the neutral special, you must simply pop the Camo Regrow Rainbow Bloon to clear the event. Miss and it's all over!

Job 121: Potion (Potion Panic)
When thrown, the potions can have random effects, such as explosion, stat debuffs, poison, etc.
 
Last edited:

PopCultureCorn

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Alright, so results recap:
  • It looks like my Bloonsday Device assist function will be used, so congrats to me!
  • Through RNG, I declare that Track 2 will be used. As such, it will be properly named "Rocky Mudslide" for this game!
  • Although I submitted 4 event matches for 4 monkeys, I have decided that Fazdude's event matches 5 and 6 will be used, and my event matches 7 and 8 will be used.
  • As I'm the only one who submitted something for Job 121, my item idea will be used!

Job 122: Tower Vote-Down!
Vote for your top two towers from the following list; The winner will make it into the fighter roster!
  • Glue Gunner
  • Druid
  • Monkey Village

Job 123: Submit 3 Ninja Kiwi Flash games to be added to Ninja Kiwi Arcade! Be sure to describe how their controls would work for consoles, as they were all heavily designed with the mouse in mind.

Job 124: Submit a stage layout for Adora's Temple!


My submissions:

1. Monkey Village (Because playing as a house would just be very funny and wholesome, similar to what Baysha said)
2. Druid (The only magic monkey without any presence in the game currently)

Job 123:
Bloons 2
1658319044081.png

Left control stick to aim dart. Trigger button to adjust throw power. A button to throw dart. Also, for this version, all premium features are completely free and unlimited. (Because of the discontinuation of MochiCoins, being bundled with a console game, and for archival purposes)

Powerpool Frenzy
1658319200500.png

Left control stick to aim. Right control stick to adjust thrust power. A button to launch ball.

Hot Air Bloon
1658319355560.png

A button to ascend. Controls are customizable.

Job 124: I simply see the stage layout as just the temple itself, but not in top down view.
 

FazDude

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Vote Down
  • Druid
  • Monkey Village
Ninja Kiwi Arcade Games
  • Bloons 1
    • Pretty much the same controls PopCultureCorn described for Bloons 2.
  • Bloons Tower Defense 1
    • Left control stick to select a tower, right control stick + A button to place. "Clicking" on a tower opens its submenu, which replaces the tower menu until the left or right trigger is pressed.
  • Cash Sprint
    • Ninja Kiwi's first ever game! A to accelerate, control stick to steer, B to brake, and triggers to perform a drift.
 

PopCultureCorn

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Alright: results recap:

-Since Monkey Village and Druid are at a tie, please help break the tie here!
-ALL Ninja Kiwi Arcade submissions will be added! This is likely going to be the case for ALL Ninja Kiwi Arcade jobs going forward.
-My stage layout idea for Adora's Temple will be used.

Job 125: Submit two new Bloons! This can be either something from a Bloons game or something of your own creation.

Job 126: Submit another tower to get in as an assist!

My submissions (One of them's a re-SUB-mission):
Job 125:
Tack Bloon
1658406178852.png

This Bloons has been in most of the non-TD Bloons games! Here, it sports its design from Bloons Super Monkey 2 Flash! When popped, it'll release tacks in 8 directions, popping nearby Bloons

Glass Bloon (Bloons Super Monkey 2)
1658406262367.png

Has the same resistances as a Purple Bloon, but when popped, it'll cause glass shards to fly everywhere, damaging fighters and popping Bloons while leaving pieces of broken glass on the stage which can deal damage when stepped on.

Job 126: Monkey Sub

1657667997636.png


A pretty versatile assist who can launch darts and missiles on a regular basis, and can even launch the all-very-powerful First Strike Capability, which can take down Big Bloons in one hit and can KO fighters even at semi-low damage percentages. When needed, it'll even submerge to reveal Camo Bloons and pop all other Bloons in its radius and buff the stats of the fighter they are assisting.
 

FazDude

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Bloon 1: Spikey Bloon (Bloons 1)

When popped, the Spikey Bloon drops a spiked ball which can be launched with attacks, popping Bloons and damaging opponents in its path.

Bloon 2: Helium Bloon (Bloons 1)
This bloon is a little unique compared to most; It flies upwards from the bottom blast zone rather than following the same path that any other Bloon would take. It has the durability of a Ceramic, and has a similar payout.

Assist: Can't really think of anything.
 

PopCultureCorn

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Alright, so ALL submissions from the previous 2 jobs will get added. Also, using RNG, I declare that Monkey Village is our next character to get added to the roster! Monkey Village was also technically a submission to a previous character job from a long while back by Baysha, so congrats to Baysha!

Job 127: Design a moveset for Bloonchipper. Yes, we're finally going to cover moveset ideas for our first secret/hidden character in the game. I think this character has the potential for a really creative moveset!

Job 128: Submit a stage layout for Peninsula!
 

FazDude

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Job 127: Bloonchipper Moveset
  • Neutral Special: Suck
    • The Bloonchipper begins inhaling, being able to suck up opponents in a manner similar to K. Rool's Blunderbuss.
    • Upgrades increase the range and damage of the suckage.
  • Up Special: Bloon Compartment
    • A large Bloon comes out the top of the Bloonchipper, causing it to slowly rise into the air.
    • Upgrades increase the length and speed of the Bloonchipper's flight.
  • Down Special: Blade Spin
    • The Bloonchipper spins in place, being able to rapidly damage opponents before launching them.
    • Upgrades increase the hitbox size and attack power of the spin.
  • Super Move; Super Suck
    • The Bloonchipper begins sucking up opponents within a large radius of them before spitting them out, much like Luigi's Final Smash in Smash Ultimate.
 

PopCultureCorn

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latest.png

Being the last of its kind, this one lone Bloonchipper found in Scrapyard has been salvaged and specially built for one last fight against the Bloons! Bloonchipper fits into the category of lighter-heavyweights, being heavier then Dart Monkey, but lighter than most other typical heavyweights, like Captain Churchill or Pat Fusty. It has average speed and jump.

Gimmick:
Givin the fact that the Bloonchipper might have originally been on the Bloons' side, due to its Bloonprint being hidden in a secluded cave guarded by Bloons in Bloons Monkey City, it will use the Bloons it sucks up as powerful projectiles! Of course, it needs ammo in order to start shooting! Its neutral special allows it to collect Bloon ammo, with the number of Bloons it has sucked up being displayed ay a counter next to its damage percentage.

Neutral-Standard:
Bloonchipper spins once, smacking anyone in front of it.

Side-Standard:
Bloonchipper tips over a little, with the damage coming from when it bumps into another fighter.

Up-Standard:
Bloonchipper makes a small hop upward, ramming anyone above it.

Down-Standard:
Bloonchipper "squats", creating a wide, flat hitbox that can dodge high-flying attacks and projectiles

Dash Attack:
Bloonchipper spins in a few circle, multihitting fighters before launching them.

Side Smash:
Bloonchipper rolls forward in a charging motion, charging into fighters.

Up Smash:
Bloonchipper jumps upward with such great force, performing a stringer upward ram.

Down Smash:
Bloonchipper performs a flatter and stronger squat.

Neutral-Aerial:
Bloonchipper puffs out strong gusts of air, creating smoke clouds which deal damage and puch opponents away.

Side-Aerial:
Bloonchipper spins forward in a clockwise motion which can meteor smash opponents.

Up-Aerial:
Same as the up-standard, but in the air

Down-Aerial:
Bloonchipper coughs out shredded Bloon pieces to gimp others below it and to give it a little aeriel lift.

Neutral Special: Suckier
Bloonchipper inhales and sucks up Bloons, projectiles and fighters in a similar manner to Kirby's Inhale and King K. Rool's Blunderbuss. Every Bloon it sucks up will get added to its Bloon counter that will be used in its down special. Every projectile it sucks up will be added to a unique projectile counter which will also be used for its down special. When it sucks up a fighter, the move then becomes a command throw move with the Bloonchipper able to throw the fighter in any direction it wishes. When the Bloonchipper is full of Bloons, you can hold the B button to shred up all the Bloons you currently hold and get the pop revenue, with higher rank Bloons taking longer to shred. Projectiles can be held in indefinitely and cannot be shred. Upgrades increase suction range and power, decrease the time it takes to shred Bloons, increase the max capacity of Bloons and projectiles, and even grant access to the ever-so-OP Super-Wide Funnel, which allows the Bloonchipper to suck and shred Big Bloons! (But cannot use them as projectiles, because that would be too powerful)

Up Special: Suction Blow
Bloonchipper sucks in air, which is chargable, before turning upside down and releasing all the air to propel itself upward. Deals no damage, but recovery range is really high. Upgrades increase leap height was well as shorten the time it needs to fully charge the move, and even to the less-than-popular Triple Barrel, which can give it tremendous recovery height and even benefit its neutral special.

Down Special: Bloonshooter
Bloonchipper uses the Bloons and projectiles it has in store to use as projectiles! It will always prioritize other fighters' projectiles it has first before getting to the Bloons. Higher rank Bloons it shoots deal more damage and knockback! Upgrades increase projectile speed and power and even gives it the ability to charge up its shots.

Super Move: Super Vac
Pretty much the same idea as Fazdude's, It upgrades to the Super Vac Triple Barrel and creates a giant radius of suction power that sucks up Bloons and fighters before spitting out fighters, launching them, and shredding all Bloons it sucked up, much like Luigi's Final Smash in Smash

Taunt:
Bloonchipper holds up a stack of Bananas before throwing it in its barrel and sucking it up. A reference to its tier 4 specialty building ability from BTD5 mobile.

Entrance:
A Support Chinook transports it to the stage.

Victory:
Bloonchipper sucks in some Bloons before launching the shredded remains outward as if they were confetti.

Defeat:
Bloonchipper can be seen broken with smoke coming out of it as if it jammed itself before exploding.


Job 128:
There is a center solid platform in the middle of water, with additional rock platforms on the rocky structure in the middle.
 

PopCultureCorn

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Results recap:

-Vote for the Bloonchipper moveset here!
-As I'm the only one who submitted a Peninsula layout, mine will be used!

Job 127: Design a moveset for Cave Monkey, our other secret/hidden character!

Job 128: Submit 2 new stages from two non-Bloons Ninja Kiwi games! One for each non-Bloons Ninja Kiwi game!
 

FazDude

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Cave Monkey Moveset
  • Neutral Special: Club Clobber
    • Cave Monkey winds up before swinging his club. While the startlag and endlag of this move are ripe for punishment if misused, the move deals insane damage and knockback.
    • Upgrades increase the attack power and improve startlag.
  • Up Special: Vine Tether
    • Cave Monkey uses a vine to grapple onto the ledge.
    • Upgrades increase the vine's range and give it thorns to damage opponents/Bloons.
  • Down Special: Ice Age
    • Cave Monkey encases himself in ice, which works just like Kirby's Stone.
    • Upgrades increase the move's damage and give it a chance to freeze opponents who come in contact with it.
  • Super Move: Bloonasaurus Rex
    • Cave Monkey summons a dinosaur to wreak havoc on the stage.
Might get to the stages later; Going out to dinner soon.
 
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