Pichu stage:
Mappy
This is a new Pac-Man series stage. It is semi-retro-styled in that all the textures are 2D images ripped from the game, but the background has a epilepsy-friendly, dimmed-to-prevent-distraction
police lights blur with the light reflecting onto the sprites and fighters. The roof of the house is present, but unlike in the game it is only in the background and can't cover players or be walked inside.
The black squares are hard platforms, the green squares are trampolines, the yellow squares are soft platforms, and the red squares are item spawn points - why this is important we'll get back to later. Doors are absent as a mechanic, but permanently-opened doors appear in random locations in the background when the match starts. Mewkies don't appear, but Goro does, which we'll also get back to.
Trampolines can be jumped on - they begin green and shift colours like Pac-Man's Up B before breaking, they'll respawn a bit after breaking. If a trampoline breaks upon jumping on it, you will be instantly KO'd with a semi-unique animation of your character spinning (knocked back pose spins, then lying unconcious pose in its regular positioning, explode) and the Mappy death sound - if they're KO'd on their final stock or as a match-ender, the last few notes of the Mappy game over theme will play. Said sounds are only for the trampoline
Items will always spawn in the exact same locations simultaniously - excluding containers and item spawning moves, there will usually only be 7 items on screen at a time, no more, no less. Every "wave" of items also brings along Goro - every time you pick up or use a naturally spawned item there's a 1 in 7 chance Goro will appear and grant you a major stat boost. Every item wave is gauranteed to have one Goro, no more, no less.
If items are off or only items that spawn in small quantities are on, the treasures from Mappy spawn instead, with no functionality beyond the Goro hunt.
Multi-part items are disabled on this stage, and the Smash Ball does not apply to this stage's item rules
Music:
Dig Dug Medley (New Remix)
Toy Pop (Technic Beat)
Pac-Land (New Remix)
Title (Ms. Pac-Man: Maze Madness)
Falco stage:
FX Cruise
Based on the original Starwing and rendered in flickery Super FX glory, you fight upon 4 Arwings.
Red: soft platforms, black: hard platforms
The arwings tilt slightly and the top arwing likes to occasionally "do a barrel roll!", which sends fighters on that platform down to the bottom platform. The arwings will occasionally change formation either clockwise or counter-clockwise by exactly one. Occasionally either the left, right, or top Arwing will drift off-screen, but will return before the next formation shift. The bottom Arwing will always have a hard base. Hazards appear in the background, but are purley cosmetic - if they go to the foreground they will always hit the Arwings, which makes them red and shake but does not deal damage, however the Arwings will usually shoot them down.
Somewhat similarly to Minecraft World, the background is randomly chosen at the beginning of the match, being either
Corneria,
Fortuna Sea,
Asteroid Belt Route 3,
Venom 2,
Venom Lightning,
Titania Storm,
Sector X, or
Out of This Dimension - the backgrounds will then change at random times in random orders, split up by a wavy effect, a
corridor, and the ships activating hyperspeed boosters
You can occasionally see Stunt Race FX cars race across the ground (1 out of 1000 chance) - but they don't serve as hazards and could easily evade view
The Star Fox Smash taunt can be activated, and is rendered with SNES graphics
The Omega and Battlefield forms are based on the gates you have to pass through in the original game as opposed to the arwings, but you can see them fly and fight in a non-circle formation in the background.
Slot Machine
Titania
Macbeth
Meteor (New Remix)
Falco echo:
Peppy Hare
He's slower and heavier with a more anti-zoning moveset that allows him to get close to his foes. His blaster creates an explosion at a set point (think Zelda's side special but instant and unangleable) that propels foes back to him; his reflector - known as the Evaporator - destroys matter based projectiles and reflects energy projectiles, and also has a bigger hitbox; his Fire Hare move goes up then down, with both phases being angleable to fit through narrow gaps; and his Illusion makes him invulnerable - it's slower and has more endlag than a roll, but also goes a longer distance and can be - thanks to it's special move placement - performed more quickly. He doesn't have any of Falco's unique moves
Pichu echo:
Rattata
Rattata doesn't take recoil damage, but has slower attacks. It doesn't have electric effects for the most part, but it does keep thunder as a down special. It's forward smash is a bite which has the
classic teeth effect as a hitbox, it's dash attack is a more aggressive tackle, and it's neutral special is Ice Beam, which doesn't climb up or down walls but is otherwise identical to the Chu line's neutral specials. Rattata rarely ever stands on two legs, only doing so when blocking.