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I'm surprised that the Castle theme from New Super Mario Bros. was excluded. I'm pretty sure that that BGM's remix from Mario Super Sluggers would work well with it.So after a wild update yesterday I've decided to swap unexpected for something a little more requested. On top of that it will be a little more subdued than some of my past entries. Not meaning I'm sacrificing quality by any means. But as far as stage mechanics are concerned this one is the least "gimmicky" of them all. Everyone has wanted this stage, much clamoring and whining have ensued. Yet we have never seen it? Until now!
*Bowser's Castle Stage Idea*
Not bad, but do remember one thing young stage making padawan. Don't go overboard with some of the platform hopping. It always sounds fun in theory until you play a stage such as Rumble Falls... Not stating this directly in response to your idea, but it is just a general tip. The key to excellence is in the subtleties and knowing when too pull back.
Its format is basically the same as the N64 Great Fox, a big stage, tilted and silver, will not have platforms, but will show the typical ships that shoot at you, these ships will behave as platforms. The main characteristic of this stage is the changing position of the ship, engaging in three steps: 1 - vacuum of space, 2 - Friction with the atmosphere, 3 - Corneria. First, the spaceship is in the vacuum of space, and the fighters have to deviate from satellites and comets, The higher the comet or satellite the greater the explosion, rarely, a giant comet will collide with the spaceship, the explosion will be as big as the explosion that occurs in "The Bridge of Eldin," and all characters who are not behind the 'fin', will receive an 80% damage. The spaceship will come out intact because of their strong magnetic shields! , then she goes down to the Corneria, in the meantime, the friction begins to have an effect on the ship and it begins to catch fire, Anyone in the direction of the fire will lose 3% damage per second, and the fighters have to protect yourself as soon as possible behind of the 'fin', then this effect begins to jump from building to building! The arwings fly out the ship and you must jump onto one to stay alive, the Great Fox starts to go up and out of shot (causes star kos for those who stay on). The Arwings start to plane near the ground, the Arwings do a Barrel Roll, and then you land on the ground and continue the fight. The arwings eventually come back around you can jump back on them, they lead you back to the great Fox and then you land on it. The Great Fox goes back into space. The cycle repeats. This stage have the famous property of communication between members of Star Fox, they will warn Members: Fox, Falco and Wolf (Krystal or Leon if they come) are comets or satellites are coming towards, if the spacecraft is about to enter into the friction atmosphere, and other things.
Name: Great fox
Musics:
Corneria Theme
Star Fox Orchestral Game Concert #3
Star Fox Assault Theme
Starwolf theme
Command Leon Powalski
Panther's Theme: The Ladies' Man
Red Eye King
@Starphoenix, What do you think?
Sorry you feel that way, my idea was modeled after what I believe is the most likely choice for a Galaxy stage. Either that or Rosalina's Observatory.For the most part, these stages are good, except for star ship mario. It destroys the potential of a super mario galaxy stage. Heres my stage concept, The super smash galaxy. It's not a real galaxy, but smashville isn't a real animal crossing town. There'd be a variety of different places, all of which would employ super mario galaxy gravity mechanics. some would be one planet, some would be multiple ones that can be jumped between. The transition would be by launch stars.
I don't really see it as an issue, they'd obviously be resized to be able to fight on. Ever notice in Port Town how large the vehicles are?I like the Red Canyon concept. I don't think that F-Zero vehicles are quite large enough to fight on top of... but hey, could be wrong. It takes the feel of Mute City and Port Town Aerodrive and ramps it up to eleven. Nice concept.
Gracia.Wow, you are really inventive when it comes to making new stage concepts, Starphoenix.
Thank you. I've considered expanding my concepts outside of Gamefaqs and into other places. Right now I'm a little hesitant to do so in some places.I love many of these ideas, man. They all have a simplicity about them, yet they also have the potential to really capture some very nostalgic moments from the various games.
That's something some of Brawl's stages fail to do... they seem to be a conglomeration of parts from their respective games but you don't really have a sense of memory about them.
To be honest I'm not that well versed in the world of Layton. I just thought a street stage based upon London would be a great feel for a stage.Love your representation of the Professor Layton games! However, I feel as though your concept doesn't quite do justice to the world of the game.
The Given the series' steampunk interpretation of London, with buildings stacked haphazardly atop one another, I feel that fighting atop the stacked buildings would really make it a Layton stage, rather than a "London" stage.
That doesn't mean that it should be exclusively rooftop: fighting on ground level can still work, but somehow integrating those stacked buildings is something that I think really makes it true to the game. And I think that offers a better means of vertical real estate than standing on window boxes (Panes isn't quite the right word).
No please, go ahead. I'd love to be able to have more stage discussion inside of here. Need to keep the blog from drifting to far down the page.Y'know, I would love if they recreated some (or all) the classic 64 stages from scratch to show off the Wii U's graphics, much like Sonic Generations' treatment of classic Sonic stages.
The terrain, at its most basic level, would be identical, with perhaps some tweaks here and there, but the scenery would be completely modernized, while still keeping with the feel of the original. The backdrops would be modelled and revamped, rather than flat images, and everything would have a fresh coat of texture, bump-mapping, and of course, real lighting.
But of course, I'll stop there, since this is your thread, not mine. XP
Yeah, there are a few stages in Melee that are essentially repeats of stages in 64.No please, go ahead. I'd love to be able to have more stage discussion inside of here. Need to keep the blog from drifting to far down the page.
That would be a great idea though. Although I'd rather see Hyrule Castle's interior and not the generic exterior we had before. Same with Mushroom Kingdom. Green Greens they might as well keep the Melee stage.
Believe me I love nothing more then seeing old faces too. But any pre-Brawl returning stages will probably not be imported in the same fashion as before. If we have Fourside, it would be a reinterpretation, not a port. Which is for the better anyways.Yeah, there are a few stages in Melee that are essentially repeats of stages in 64.
I'm just a sucker for reinterpretations or modernizations of old stuff. I think if there are any retro stages, that it would be cool for them to be remastered. Every Smash prior to this one has essentially had gamecube-level graphics (since the Wii was barely a step up from gamecube in the first place) or less. And I don't think it would look right to have such old-looking stages on an HD console.
I just think there ought to be unity between all the stages in terms of the level of polish, unless of course the gimmick of the stage is to be retro.
And yes, some of 64's stages don't offer much uniqueness, like Hyrule Castle, and they're better off left out. Though TP's Hyrule Castle exterior design might make for an interesting stage..
Three levels huh? Hmmm... That is a thought.I think endless tower should have 3 levels.