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Stage Discussion: Stages you would like to see

UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,702
This stage could be amazing if done right, Raven boss fight stage in Yoshi's Island.



The camera doesn't need to spin at gameplay movement but It could have the occasional stage/planet spin at random by its self that is supposed to swipe the player off his toes and the switch hazards and maybe the raven its self or even meteors? Great.
 
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Hadokeyblade

Smash Legend
Joined
Dec 5, 2018
Messages
10,819
I kinda want every third party in Smash to get a second stage, since Sonic got 2 stages.

Bring Pac maze back for Pacman of course.

Give Ken his stage from Street fighter Alpha 2 where Darkstalkers, Captain Commando and other Capcom arcade series watch the fight in the background.

A stage based on Banjo Tooie, one based on Dragon quest 3, one based on Symphony of the night etc.
 

UserKev

Smash Champion
Joined
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Messages
2,702
Captain Toad should have gotten a stage, I'm interested. It could have been one of the more smaller stages with unique gimmicks.
 

UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,702
A Dig Dug stage. Could be entertaining with Dig Dug gameplay in the background, historically important. Currently, I can't envision how it could function other than a non hazard stage.
 

Perkilator

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Location
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Ruined Spencer Mansion
The remains of Resident Evil 1's Spencer Mansion in the Arklay Mountains, taking place long as after that game. The stairs connecting the first and second floors in the main hall (or at least, what's left of them) are balancing on a stalagmite beneath them, and sometimes fall over into a gap when too much weight is put onto either side. However, something below the stairs pushes it back onto the stalagmite.

There are also chandeliers hanging on a series of wooden boards suspended in the air. They fall down when damaged enough or when too.much weight is put onto them.
 

UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,702
Maybe we could see a Poke floats 2 stage taking place on gigantamax Pokémon :shades:
 

Tortfeasor

Smash Cadet
Joined
Jan 20, 2020
Messages
37
I find some of the newer stages a bit flat in terms of their design and more work is put into designing a pretty background rather than working on how to integrate a Smash fight into the world. For example, Midgar is just "hey, we're fighting over Midgar!" Wily's Castle is just "hey, we're fighting in front of Wily's castle!" They just don't seem to give the feeling of actually fighting in their respective character's worlds. In other words, it sort of breaks the immersion.

Midgar would be pretty cool if you were fighting on the train at the beginning as it winds it's way around the city. You can duck into the train cars and might even need to do so when the train enters a tunnel. Espers can still be collected and summoned. Maybe Square-Enix would even remove the stick out of their butt and let the FF7 cast hang out in the train.

Wily's Castle takes place in the castle. The platform is located in Wily's lab where you can see him in the background activating various Mega Man-themed stage hazards or enemies.

Anyway, some other ideas I've had:

- Bowser's Castle - the iconic villain's lair. The fight takes place on a the bridge similar to the one found in the original SMB. Parts of the bridge may fall away, lava may rise or a geyser will erupt occasionally. Other castle hazards could also appear from time-to-time. Background contains various SMB enemies who have captured Toad.

- Aether as seen in Metroid Prime 2: Echoes - Not sure of a specific location, but the stage could switch between light and dark world. When in the dark world, characters take damage unless they activate the light beacons and fight within their radius.

Total joke stage:

- The Great Mighty Poo's lair in Conker's Bad Fur Day.

If any new stages were added, definitely no massive stages, such as Palutena's Temple or Great Cave Offensive. Also, does anyone find that some stages just have too much going on in the background? Maybe I'm getting old, but it gets really distracting.
 

Ganon777

Smash Cadet
Joined
Oct 12, 2017
Messages
41
Stages I would like to see appear in smash are

Metal City
this is one of the levels from drill dozer and one of the most memorable areas from that game for me. It being a stage would be awesome!

The Oasis
A stage from Ever Oasis would be Great! The town area is the only area can I remember from the game.

Miitopia
I really want to see a miitopia stage in smash bros.

Twilight Realm
Since twilight princess is one of my favorite video games, I would love to see another stage based on it! The Twilight Realm is one of the most memorable places in the game and I think it would make for a great stage.

Dolphin Park
I would really like to see a Wave Race stage in super smash bros! Dolphin Park is one of the more memorable tracks from Wave Race 64 for me.

Splatterhouse
A stage based around Splatterhouse would be interesting. I can image it being based on the old arcade original from the 80's.

Palm Tree Paradise
I want to see Wario Land get more representation in smash! This level from Wario Land 4 would be a good fit in smash!

Harmoknight
A stage based on Harmoknight would be interesting if they figure out a way to have a rhythm gimmick with the stage.

Rougeport
a stage based solely on Paper Mario: The Thousand Year Door would be one of my most played stages if it got in!!

Pushmo Park
I would like to see more Pushmo content in smash! A stage based on Pushmo Park would be fun.
 
D

Deleted member

Guest
My personal pick would be the Forest Navel, Pikmin really needs better representation in Smash and I think the Forest Navel would be great. It's quite memorable and has a killer song to go with it. Maybe it could be like Pilotwings or Wuhu, and the platform flies through the area, giving a view of all the notable locations (Puffstool, the Dweevil, landing area, etc etc)? Idk, but legit one of the only stages I really want.
 

Kkimble

Smash Rookie
Joined
Jan 31, 2020
Messages
12
There does seem to be a lack of stage discussion, which is the 2nd most important part of Smash. What are some levels in separate IP's not yet in Smash would you like to see included as a Vs. stage in the series?

The realization just hit me that the theater from Paper Mario 64/TTYD would be an amazing addition. I'm also interested in a Saturn Valley stage.
I just wish they were be more willing to make the slightly different stages tournament legal. Expand their criteria.
 

Perkilator

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Ring Fit Adventure
A travelling stage that transitions from the workout room on the title screen to the world in the game. The stage starts off on a platform suspended on a rail. After staying still for about 10 seconds, the platform on the rail travels extremely fast until a white light appears out of the blue. The platform then goes above a series of basic platforms near a waterfall, with a water wheel to the left that pushes fighters down to the blast zone.

After 30 seconds, the main platform appears below the stage as if to catch the fighters, and the rail appears back in the workout room. After another not too long ride, the background turns white again and the main platform appears above more complex platforms with conveyor belts on the upper left and lower right that occasionally change direction, as well as weaker platforms that break after being damaged enough times.

After 30 seconds again, the main platform appears under the stage again, and the background resets to the workout gym. After one last ride, the fighters appear at Dragaux Stadium, where Dragaux appears breathing fire and punching rocks onto the main platform. After 20 seconds of this, Dragaux charges one last breath of fire, only for the background to reset where it started.

Occasionally, you’ll see two of the Four Masters in the background of one of the first two main stages.
 
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Ganon777

Smash Cadet
Joined
Oct 12, 2017
Messages
41
If Crash and Spyro make it into smash, I can see Insanity beach, Crash Cove, Tiny Arena, Artisans, Gnorc Gnexus, Summer Forest or Midday Gardens as possible stages for them!
 

Perkilator

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With the advent of the now-confirmed ARMS character…

Spring Stadium

Spring Man’s home stage in the original game.

The main stage is a flat arena above bottomless pits, just like :fdb:. However, there’s more to it. Being titled Spring Stadium, springs appear down at the bottom which will spring fighters in different directions. They will either spring fighters towards the stage or away from it. Small flying robots will occasionally drop off bombs as well. Fire bombs send players flying with a fiery explosion (35%, far knockback). Shock bombs will stun fighters for 2 seconds (30%, medium knockback) before sending them flying.
 
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Perkilator

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Mintendo Noodle House
Ramen Bowl


The Ramen Bowl is an arena with a giant bowl in the middle. There is a gong in the background and tons of audience outside the arena. Other ARMS characters (such as Spring Man*, Twintelle, and Max Brass, just to name a few) make cameo appearances in the background.

*The Spring Man Assist Trophy is disabled on this stage.

The layout is basically one big downward half-circle with a large flat surface in the center. Platforms shaped like plates occasionally appear from opposite sides.

The red center of the stage will sometimes break if fighters hit it enough times while fighting. The platforms appear a couple seconds before the center breaks, so there could be a more stable fight. When the center breaks, there’s a 50/50 chance it will reveal either a spider web trampoline (taken from the Mausoleum stage) or a bottomless pit. After 35 seconds, the gong bangs with green dragon aura around it, and the center is repaired.

When the center is intact, drones will occasionally fly by and drop items. The items they drop are:

-HP Juice: Functionally identical to the Healing Field, so THAT item is disabled.
-Rush Juice: Increases the fighters’ attack and speed, but slightly lowers their defense. It also slowly fills up their Final Smash Meter, but only when it’s turned on.
-Fire Bomb: A giant bomb that explodes in a huge radius, ignoring shields (35%, far knockback)
-Shock Bomb: A giant bomb that explodes in the same radius as the fire bomb, but fighters caught in the explosion are stunned for a couple seconds (35%, medium knockback)
-V-Ball: A giant beach ball with a bomb hidden inside. After a while, the ball around the bomb will pop, revealing the bomb inside. The second after, the bomb will explode in midair, with a slightly smaller radius than the Fire Bombs (28%, medium knockback)
 
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Pupp135

Smash Champion
Joined
Mar 30, 2020
Messages
2,248
Stages I’d like:

Mario Party Map: I feel like this type of map can use many elements or gimmicks to make this a fun map, such a moving around the board with events happening.

City Trial: Kirby Air Ride was a fun game, and it would give players a map after Super Star

Dolhr Palace: It feels weird that Shadow Dragon doesn’t have a map, and this would be a fun location (Archanea cold be interesting too).

Egg Carrier: My favorite major location in Sonic Adventure.

Another FF Map: won’t happen, but I like FF

Other ideas that could be interesting:

Bowser’s Castle: It feels weird that it’s not in yet due to being a major location

Non-Jungle Themed DK Map: Most people want this, and variety is nice

Ganon’s tower: Another villain themed map for players

Crateria: Got this from SSF2, but it’s something unique for Metroid

Mt.Silver/Cave of Origin: Something from an older Pokemon game since Gen 2 and 3 don’t have maps.

Retro looking Ice Climber map: could give a retro feel like Duck Hunt/Pac Maze, but maybe ignore the controversial vertical scroll.

Wario Land map: gives the series different representation that some people would like to see

Chemical Plant/Casino Night/Sky Sanctuary/City Escape: Extra Sonic maps

Season Themed AC map: something to reflect an aspect of the games

Central City: Something also influenced by SSF2

Splatoon Map: I’ve seen things that people don’t like Morray Towers
 

Perkilator

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Updating my Station of Awakening idea:

Dive Into the Heart
Station of Awakening


Game of Origin: Kingdom Hearts (2002)

Description: The dive into one’s heart, this place is where most Kingdom Hearts games begin. In 1, 2 and 3, it is part of the tutorial.

Layout: Projections of past Kingdom Hearts locations appear often, so each layout is different.

Destiny Islands: The bridge near the water; cameos by KH1 Riku and Kairi.

Traverse Town: The tower in the 4th district, before the coliseum. A Meow Wow balloon appears on one side of the stage every now and then.

Hollow Bastion: The moving platforms near the last floor of the castle; cameos by Shadows, Soldiers and Large Bodies.

End of the World: A group of space rocks that float in different directions, and sometimes clash with each other; cameo by Ansem, Seeker of Darkness.

Radiant Garden: The gate to the castle, with two pillars on either side; cameos by BbS Kairi, Even, Dilan, Ienzo and Aeleus.

Castle Oblivion: A group of twisted platforms with doors that teleport the player to different sections; cameos by Marluxia, Larxene, Vexen, Zexion, Lexeaus, and Naminé.

Twilight Town: The Clock Tower with buildings on either side down below, above a moving tram that fighters can jump on; cameos by Axel, Roxas and Xion.

The World that Never Was: Buildings that occasionally move up and down; cameos by Saïx, Xigbar, Luxord, Demyx, Xaldin, and Xemnas.

Land of Departure: A central platform in the middle, with two floating platforms on either side held together by a breakable chain; cameos by Terra, Ventus, Aqua and Eraqus.

Keyblade Graveyard: A stony stage with ravaged Keyblades that pop up from a random area of the screen (25%, medium knockback); cameos by Vanitas and Master Xehanort.

Scala ad Caelum: The top of the clock tower where the final battle of Kingdom Hearts 3 takes place; cameos by the Seekers of Darkness, who all cast a spell that rains down lasers on random reticles on the stage (30%, medium knockback)

The order of the projections is random, but Scala is usually the 4th or 5th one.

Gimmicks and Hazards: After every 3rd projection, a Darkside appears as a stage boss. It can use one of three attacks:

-It can scoop up an orb of darkness, which splits into a huge group of orbs that slowly fall down (2% each, small knockback)
-It can create an orb in its heart-shaped hole, which fires missiles that home in on random fighters (3% each, small knockback)
-It can punch the ground and create a shockwave (20%, medium knockback)

Music:
-Dearly Beloved (New Remix)
-Destati/Dive Into the Heart (New Remix)
-Shrouding Dark Cloud (KH3)
-Destiny’s Force (KH1.5)
-Hand in Hand (New Remix)
-Blast Away! ~Gummi Ship Medley~ (New Remix)
-Blast Away! ~Gummi Ship III~ (KH1.5)
-Forze del Male (New Remix)
-Another Side, Another Story (New Remix)
-The 13th Struggle (KH2.5)
-Lord of the Castle (KH 1.5)
-Revenge of Chaos (Re: COM)
-Sora (New Remix)
-The Encounter (New Remix)
-Tension Rising (New Remix)
-Vim and Vigor (KH2.5)
-The 13th Reflection (KH2.5)
-Hazardous Highway (New Remix)
-The 13th Dilemma (KH2.5)
-The Other Promise (New Remix)
-Fight to the Death (KH2.5)
-Darkness of the Unknown (New Remix)
-Fight and Away (KH1.5)
-Critical Drive (KH1.5)
-Vector to the Heavens (New Remix)
-Enter the Darkness (New Remix)
-Unbreakable Chains
-Master, Tell Me the Truth
-Forze Dell’Oscurita (New Remix)
-Rage Awakened ~The Origin~ (New Remix)
-Dismiss (KH2.5)
-No More Bugs!! (CD version)
-Majestic Wings
-Dread of Night
-L’Eminenza Oscura (New Remix)
-L’Impeto Oscuro (New Remix)
-Wave of Darkness (New Remix)
-The Consuming Dark (New Remix)

Battlefield/Ω Form: The main glass of the Station remains the same, but the pillar below it turns into a bowl-like shape. In Battlefield form, there are platforms based on the steps in KH2’s Station.
 

Ganon777

Smash Cadet
Joined
Oct 12, 2017
Messages
41
Forest Maze
Origin: Super Mario RPG

I hope this will be Geno's stage if he'll ever makes it into Super Smash Bros. The stage would of course be based on it's appearance from SMRPG. The bee monsters should be background characters with Bowyer and his arrow minions! I can see this stage being a pretty basic stage with a few platforms and walk off blast zones.

Music Selection
There is a lot of music I like from SMRPG that I hopes comes with this stage!

-Forest Maze [original]
-Forest Maze [remix]
-Battle against Monsters
-Armed Boss
-My Name's Booster
-Weapon Factory
-Nimbus Land
-Barrel Volcano
-Hello, Happy Kingdom
-Rose Town
-Monstro Town
 

RetrogamerMax

Smash Legend
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Sep 3, 2018
Messages
12,221
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Houston, Texas
NNID
RetrogamerMax2
Ganon's Castle (OoT)
Bowser's Castle
Gangplank Galleon (DKC)
Clock Town (MM)
Lost Woods (OoT)
Witchy World (Banjo-Tooie)
Hailfire Peaks (Banjo-Tooie)
Gruntilda's Lair (Banjo-Kazooie)
Jolly Roger's Lagoon (Banjo-Tooie)
Greenhorn Forest (Wario World)
X-Naut Fortress (PMTTYD)
Glitz Pit (PMTTYD)
 

Ganon777

Smash Cadet
Joined
Oct 12, 2017
Messages
41
City in the Sky
Origin: Twilight Princess

I can see this stage being set on one of the many bridges that connect the buildings. Since ooccas appear in this part of the game, they should appear as background characters. Peahats should also be backgrounds elements.

Stage Hazards
The boss of this dungeon should be the stage boss of this stage. It'll appear during random points in the match and it'll roar to alert fighters. The boss will blast fireballs at certain parts of the stage. This boss can't be defeated, thus, players will have to wait till it fly's off!

Music Selection

-Ordon Village
-Ganondorf fight (remix)
-Hyrule Castle Theme (Twilight Princess)
-Zant Boss Theme
-Goron Mines
-Blizzeta Boss Theme (Remix)
-Twilight Theme
-Snowboarding Theme
 

Gamer Cube

Smash Apprentice
Joined
Mar 27, 2019
Messages
110
Location
Bountiful, UT
It's not necessarily themed and I'm not sure if it's been said but in the final Dharkon vs Galeem fight, there's a stage with 4 platforms. I think that's a cool idea until ladder combos get insane. But the background without the bosses is insane.
1586295206764.png
 
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Perkilator

Smash Legend
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I recently made a thread where people can rate Smash Concepts. A Curien Mansion stage was one of them.

December 18, 1998
Curien Mansion


BCF47EE2-86AB-473E-A9A3-46FE6583FB70.png

Game of Origin: The House of the Dead (1996)

Description: A mansion belonging to scientist Roy Curien. The scientist has gone mad and unleashed his horrible experimental monsters (mainly zombies) onto his own employees! And now, they lurch onto the battlefield, hungry for the first living thing that enters their sights…

Layout: The fight takes place outside the doors leading into the mansion. The main platform is the bottom of the stairs that lead to the main door, with two long sets of stairs on either side. These stairs are suspended over a moat that can be swam in.

Gimmicks and Hazards: Each of the suspended stairs have at least one zombie on them (sometimes two). When a zombie grabs a fighter, it bites them (10%) and tosses them aside (OK knockback). These zombies can be attacked, but they can only be knocked out.

In addition, one of HOTD1’s first three bosses (Chariot, Hangedman and Hermit) will jump to the center platform. Only one appears per match on this stage, and being stage bosses, the one that appears can be K.O.’d.

-Chariot: Slowly walks around on the center platform and swings his axe (20%, medium knockback); his weak point is his body, which can be revealed by attacking the open armor spot near his right shoulder.
-Hangedman: Sends an army of bats after the fighters (4% per bat, small knockback); he also sometimes grabs a fighter and drowns them by chucking them into the moat, instantly K.O.-ing them if they don’t break free.. His weak point is his body.
-Hermit: Spins a web around the stage that can immobilize fighters, and attacks any fighters on the central platform with its claws (13%, OK knockback); its weak point is its head.

Music:
-Main Theme - The House of the Dead
-Chapter 1: Tragedy~AMS Agent (The House of the Dead; New Remix)
-AMS Agent (The House of the Dead; The House of the Dead 2 Ver.)
-Chapter 2 and 3: Revenge/Truth (The House of the Dead; New Remix)
-Chapter 4: The House of the Dead (The House of the Dead; original)
-Theme of Magician (The House of the Dead; New Remix)
-Boss Battle (The House of the Dead 2)
-First Chapter: A Prelude (The House of the Dead 2; original)
-Dawn~Remix of Year Seventh (The House of the Dead 4)
-Final Chapter: Original Sin (The House of the Dead 2; New Remix)
-Theme of the Emperor (The House of the Dead 2; original)
-Prelude of Impatience~Chapter 0 (House of the Dead 3; original)
-Infiltration~Vs. Death (House of the Dead 3; New Remix)
-Theme of the Last Mystery (The House of the Dead 3; original)
-Bullet of Death~Gauge (The House of the Dead 4; New Remix)
-Boss Raid (The House of the Dead 4; original)
-Give it All You Got! (The House of the Dead 4; original)
-Vs. Mother (The House of the Dead: Overkill; New Remix)

Battlefield/Ω Form: The central platform near the stairs that lead to the main door. The platforms are based on the balcony where Magician Type-0, the first game’s final boss, is fought.
 

Perkilator

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Iwatani Legacy
PAC-Championship


B1DCC797-F96F-4FC2-BE21-1A5403807F20.jpeg

Game of Origin: PAC-MAN: Championship Edition (2007)

Description: It’s truly a feast for the eyes! Hundreds of ghosts are rallied up to travel in huge train-like swarms, but this stage’s Power Pellets can keep you out of harm’s way.


Layout: Similar to the above picture, but more open to be more suitable for a Smash Bros. stage.


Gimmicks and Hazards: Huge amounts of sleeping Ghost Minions appear in most open spaces, with some sporting a specific color for each Ghost (red Minions for Blinky, for example). When any of these Ghosts appear (only one appears per match, albeit multiple times), their Minions will wake up and jump towards them to form a train. The Ghost Trains move around the stage in the same patterns as the Ghosts normally do. When the leader Ghost is attacked repeatedly, they will get angry and attack the fighter who angered them


-Blinky charges at the target

-Pinky attempts cut off the target, sometimes sending in 2-3 Minions after them

-Inky warps to a specific area of the stage as a warning sign to the target, and then goes after them when they try to get near

-Clyde attacks in the stage wildly, attacking any random player and moving at completely random

AAC8792E-9007-4112-89D4-534E16A544F2.jpeg

Every now and then, a boss version of that Ghost will appear and ram into an area of stage (any fighters over 100% in that radius are screen K.O.’d). It eventually breaks into the stage and destroys several platforms, and floats around the stage. A Power Pellet appears after a bit, and the fighter who grabs it can attack and K.O. the boss for a point.


In addition, there are also jump pads around the stage for fighters to get from side to side when they need more breathing room to fight.


Music: (PAC-MAN series music is added to this stages, as well as Championship Edition music)


Battlefield/Ω Form: The same as PAC-MAZE, but with the Championship aesthetic
 

Ganon777

Smash Cadet
Joined
Oct 12, 2017
Messages
41
Creepy Steeple
Origin: Paper Mario The Thousand Year Door

Stage Layout
Fighters will brawl it out in front of the steeple's main entrance. There would be two generic platforms for players to jump on and the stage would have a walk-off blast zone to the left of the stage. On the right of the stage, there would be the well and spiked fencing. Players can fall into the well and get knocked out if not careful enough.

Stage Hazard
On this stage, Doopliss will appear as a stage hazard when the steeple's bell rings. Doopliss will do a range of effect to the stage and fighters. He will have three effects each time the stage is selected. He'll eventually go away, the bell will ring again right before he leaves.

Those effects will be:

  1. Randomly making a fighter big.
  2. Slowing down fighters
  3. Shrinking fighters
  4. Flower effect
  5. Making fighters fall asleep
  6. Making the screen turn black
  7. Slippery ice floor
  8. Lava floor
  9. Adding spikes on the floor
  10. Thunder striking a part of the stage
Music List
There are 35 music tracks on this list. I personally think this is a good amount of music to represent the Paper Mario series. The Thousand Year Door has the most music since this is a stage based on that game.


Creepy Steeple (Remix)
Doopliss Theme (Remix)
Battle theme (Paper Mario)
Attack of the Koopa Bros
General Guy boss theme
Huff N. Puff boss theme
Crystal King boss theme
Rougeport (Remix)
Normal Battle (PMTTYD)
Event Battle (PMTTYD)
The Shadow Sirens boss theme
Magnus von Grapple boss theme
Glitz Pit theme
Rawk Hawk boss theme
Macho Grubba boss theme
Keelhaul Key Theme
Excess Express (Remix)
The Smorgs boss theme
X-Naut Fortress theme
Grodus boss theme
Shadow Queen boss theme (remix)
Flipside (Remix)
Lineland Road
Gloam Valley
Francis boss theme
Memories (Remix)
The Ultimate Show
Normal Battle (Sticker Star)
World Map Medley (Remix)
Sticker Star Medley (New Remix)
Main Theme (Color Splash Remix)
Cherry Lake theme
Ruddy Road theme
Boss Incoming!
Island in Violet
 

Ganon777

Smash Cadet
Joined
Oct 12, 2017
Messages
41
Ripple Star
Origin: Kirby 64: The Crystal Star

Stage Layout:
The stage is based on the first level of ripple star. There are many flower beds that act as elevated platforms and several enemies from this level can be seen in the background. There would be two elevated flower bed with a regular platform in between them. This stage also has walk-off blast lines. Dark Matter in it's eye form will act as a stage hazard. Dark matter will fire energy at fighters and create walls to block off certain parts of the stage.

Music List:

Ripple Star
Miracle Matter Boss Theme
Rock Star
Aqua Star
Inside the Ruins
Neo Star
Factory Inspection
Adeleine Battle
 

Perkilator

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( Sari Sari You might like this one)
Wood Oak City
Downtown Slums

BA96B55B-B8EB-418E-ADDE-CFBBBB00BBEB.png

Game of Origin: Streets of Rage 2 (1992)

Description: This city was once a happy, peaceful place…until one day, a powerful secret criminal organization took over. This vicious Syndicate soon had control of the government and even the police force. The city has become a center of violence and crime where no one is safe.

Amid this turmoil, fighters must fend off the waves of goons plaguing the city, as well as their regular opponents. They must be willing to risk anything—even their lives…on the Streets of Rage.

Layout: The stage starts at the above picture, where fighters duke it out on just the sidewalk, then scrolls towards the right towards the entrance to a bar. The screen fades to black, and fighters find themselves in a bar. The stage then scrolls right again, over to a piano. After fading to black again, the fighters then wind up at the amusement park, with a roller coaster above them. The stage scrolls right one last time over to the entrance to a pirate ship attraction, and then fades to black, restarting at the sidewalk.


Gimmicks and Hazards: Several common Streets of Rage enemies will show their face and attack fighters. They are treated like enemies from the Subspace Emissary, where they fly off screen when defeated. Their health bars are even taken straight out of Streets of Rage 2.

-Galsia: An enemy with a blue jacket and red hair. The most basic and common punk, with little HP and a couple attacks. They can either punch you directly (3%, small knockback) or run from one side of the screen, slashing left and right with a knife (6%, small knockback). They can be defeated with the strength of a Smash attack.

-Donovan: A shirtless enemy with tanned skin, wearing a chain and jeans. About as common as Galsias, but more powerful. He has a combo of two jabs and an uppercut (7%, small knockback) and an uppercut that can interrupt attacks from above (8%, small knockback). He also carries a pipe that he swings around (9-12%, OK knockback); when enough damage is done, fighters can knock the pipe out of his hands and use it as an item. It’s a weaker version of the Baseball Bat that breaks after a few uses.

-Y. Signal: An enemy in a yellow jacket with a mohawk. The strongest of the three enemy types found here, Y. Signals can slide attack (8%, OK knockback) and throw fighters from behind (11%, OK knockback). They move slowly, but react quickly at close range, so focus on ranged attacks.

-Electra (Stage Boss): A lady with an electric whip arm who only appears in the bar. She can not only lash out at and stun fighters with her whip (10%, OK knockback), but she can also perform a flying kick with her heels (12%, OK knockback) and restrain a fighter and bombard them with kisses (damage slowly rises by 1%-2%). Fighters can break free when restrained.


Aside from Electra, enemies appear in numbers, with more of them the more fighters on screen. There are also yellow trash cans around the city and amusement park that spawn an item when destroyed.

The piano in the bar can be used as a trampoline to get to the higher floor, even by Electra. Fighters can also climb up to the roller coaster tracks and fight there, but a warning appears for fighters to climb back down. The coaster itself appears from the left side of the screen and can run fighters over (35%, far knockback)


Music:
  1. Main Theme - Streets of Rage (New Remix)
  2. Go Straight (Streets of Rage 2; New Remix)
  3. In the Bar (Streets of Rage 2; New Remix)
  4. Never Return Alive (Streets of Rage 2)
  5. Spin on the Bridge (Streets of Rage 2)
  6. Dreamer (Streets of Rage 2; New Remix)
  7. Under Logic (Streets of Rage 2)
  8. Slow Moon (Streets of Rage 2)
  9. Wave 131 (Streets of Rage 2; New Remix)
  10. Revenge of Mr. X (Streets of Rage 2; New Remix)
  11. Fighting in the Street (Streets of Rage)
  12. Moon Beach (Streets of Rage; New Remix)
  13. Violent Breathing (Streets of Rage; New Remix)
  14. Fuze (Streets of Rage 3; New Remix)
  15. Dub Slash (Streets of Rage 3; New Remix)
  16. The Poets 1 (Streets of Rage 3; New Remix)
  17. They’re Back (Streets of Rage 4)
  18. The Streets (Streets of Rage 4)
  19. Call the Cops (Streets of Rage 4)
  20. Funky HQ (Streets of Rage 4; New Remix)
  21. Ghost Fair (Streets of Rage 4)
  22. Shiva (Streets of Rage 4)
  23. An Exhibition (Streets of Rage 4)
  24. 25 Years Ago (Streets of Rage 4)
Battlefield/Ω Form: The Ω form has the amusement park in the background. The Ω form platform is based on the upper floor of the bar, with the banister in the front. The battlefield platforms are based on the sidewalk in downtown.
 
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King Sonnn DeDeDoo

Smash Champion
Joined
May 4, 2014
Messages
2,649
Location
The basement of the Alamo
City of Tears from Hollow Knight

cityotears.jpg

Layout
A fairly simple stage, the main body (Yellow) of the stage is flat and fighters cannot go underneath it, while the fountain itself acts an elevated platform (Purple) in the center of the stage that angles downward at the edges.

The stage does not sport any major hazards, as it would take away from the reflective and solemn atmosphere. Also I can't think any right now

Cameos
4 different cameo characters from Hollow Knight can appear in the background of the stage. Occasionally the do a short animation and speak in their gibberish language.

Hornet watches the battle perched upon a signpost
Quirell rest upon a bench
Cornifer hums and doodles on his maps, oblivious to the fighting.
A Grub is trapped in a jar in the foreground.
cityotears cameos.jpg

Music
Enter Hallownest
Hornet
City of Tears- Remix
Greenpath- Remix
Mantis Lords
Descisive Battle
Dung Defender
Nightmare King
Sealed Vessel
Silksong: Lace
 

UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,702
This could be a great stage, honestly.



The stage would be set mainly on Bowser's Bridge and your in the middle of a boss battle, stage slightly altered. Mario and Bowser, 8 bit versions are both aggressive hazards with spikey boxes. Only 8 bit Mario is capable of using the bridge switch, where player characters will need to jump to each roomy corners of the brick sections quickly. 8 bit Mario will even occasionally approach the bridge with a star power up, ensuring the stage's lava hazard more so than common.
 

Pokelego999

Smash Hero
Joined
May 27, 2019
Messages
7,002
Location
Waiting for Latias and Latios to get a theme
Switch FC
SW-0935-8215-2605
This could be a great stage, honestly.



The stage would be set mainly on Bowser's Bridge and your in the middle of a boss battle, stage slightly altered. Mario and Bowser, 8 bit versions are both aggressive hazards with spikey boxes. Only 8 bit Mario is capable of using the bridge switch, where player characters will need to jump to each roomy corners of the brick sections quickly. 8 bit Mario will even occasionally approach the bridge with a star power up, ensuring the stage's lava hazard more so than common.
Its... a bit small
 

scoobymcsnack

Smash Journeyman
Joined
Jul 3, 2015
Messages
497
City Escape would be awesome to see with the truck itself chasing you down.
View attachment 271226
I always thought this would be a great stage; it's iconic to the Sonic series, is home to one of the best Sonic songs, and switches it up from the past two Green Hill-style stages. I think it would be super cool if you fought on top of the truck as it drives through the city, maybe even see Sonic getting chased by (replaced by Classic Sonic if Sonic is being played as).
 

Mamboo07

Smash Hero
Joined
Mar 23, 2019
Messages
9,551
Location
Agartha, Hollow Earth
I always thought this would be a great stage; it's iconic to the Sonic series, is home to one of the best Sonic songs, and switches it up from the past two Green Hill-style stages. I think it would be super cool if you fought on top of the truck as it drives through the city, maybe even see Sonic getting chased by (replaced by Classic Sonic if Sonic is being played as).
Yes! I can picture cars flying into the air or getting run over and buildings getting destroyed as the truck causes collateral damage through the city.
 

UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,702
Its... a bit small
Not really. It'd be like a semi omega stage and can be an extremely fun stage. Its an amazing concept, 8 bit Mario and Bowser will reset after every match, making them nearly unpredictable and the stage requires you to really get into the smash focus.
 
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