TechnicallyVern
Smash Journeyman
Oh thanks
Also oh crap we are at second.
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Oh thanks
Oh boy! Can't wait to submit my entry!Now that that last submission is in, Round 4 is closed. Grades will arrive when they arrive but Round 5 will start tomorrow.
I don't know which is cuter, nor do I know which is scarier.I haven't gotten to making a Kirby boss for tomorrow yet, but my cat says that Kirby IS the boss already...
View attachment 232109
Yup. It does.I believe today’s the day Round 5 starts, yes?
I’m really digging the artwork here. Good job!Hey guys, sorry I haven't been active in a hot minute, working on other projects and stuff got me preoccupied, but there's no way I would miss this Kirby round.
0² (Zero Two)View attachment 232232
Kirby 64: The Crystal Shards
The final boss of Kirby 64, this monstrous rebirthed version of Dreamland 3's Zero controls all the Dark Matter spreading throughout the galaxy. Players fight him on segmented hexagon platforms of various sizes that can be dropped through, and are able to be grabbed on. Upon the opening of this battle, 0² descends slowly from the background, and then screeches a somber cry. There are several things that make this battle unique, the biggest being the variable platform structur and how a solid 1/3rd of them are erased whichever side 0² stalls on. Players are kept on their toes as they dodge its bullets and other various attacks, but the process of damaging 0² is also something of interest. Attacking any parts of the main body of it deals minimal damage, but hitting the halo on its head will cause it to change colors and do more damage, until it becomes red and a cactus sprouts from underneath 0² as he lies dazed on the center of the stage. Attacking this sprouted cactus stem will deal large damage to 0², so players should try and prioritize their attacks towards its halo if they can. That is easier said than done, however, as 0² will be throwing out many attacks.
White Bullet: This is the attack 0² will most often use. It starts out as a white, sparkling orb that goes in a straight line at which angle it's fired, then halfway through, it separates into four smaller bullets. The main version has mid-low knockback and little damage, and the split version does less of both, but is also harder to avoid. Based on 0²'s singular attack from Kirby 64.
Homing Hole: 0² charges up a dark projectile from its eye, then release it. It slowly fires forward, but homes onto the player for a few seconds. Has moderate knockback and damage. Partially based on one of Dark Matter Swordsman's attacks in Dreamland 2.
Black Lightning: Shoots a long and slender lightning bolt in the opposite horizontal area from the player, then shoots another one close to it before becoming a bit more unpredictable the last two strikes. Does a fair bit of electrical damage but has low knockback. Based on one of Dark Matter's attacks in Dreamland 3.
Blood Flurry: Flies into the background and spreads around red bullets that try and target for the player's location. The bullets have a similar knockback and damage to the White Bullet, but are less predictable. Based on one of Zero's attacks from Dreamland 3.
Matter Laser: Locks into a vertical position while its eye glows white and energy charges, and then shoots a ginormous laser that does massive damage and knockback to whatever it hits. Best move to whichever one of the three of platforms 0² isn't looking at, as this laser's range covers up a third of the screen horizontally. Based on one of Dark Mind's attacks in Amazing Mirror.
Soul Dive: the background turns fiery as 0² launches rockets itself into the background and exiting from whatever the side of the stage it's on. After a few seconds, it rockets through the bottom half of the stage, then the top. Another high knockback and damaging move. Staying near the middle and then moving up and down or vice versa is the strategy to avoiding this one. Based on one of Drawcia Soul's attacks in Canvas Curse.
When 0² is defeated, its wings begin exploding, as it whimpers and descends slowly to the bottom from the background then explodes. Its normal boss theme would be the 02 Battle (Kirby 64: The Crystal Shards) remix from Brawl, but would be changed with different tracks depending on the classic mode route.
For all the bosses I'm submitting for this. I'm imaging they'd be a part of a new arena-like mode from the Kirby games, where you fight both old and new bosses in succession. However, I would also add this boss retroactively into a new World of Light map, and replace Master Hand fights in some other character's routes with this, most notably:
- Fits her dark theme (as 0² is the ruler of all the Dark Matter). Plays an original rip of Miracle Matter
- A stand-in for Giygas. Uses a new remix of Porky Means Business.
- Both of them have Two in the name, and are both abomination-type recreations of the sort. Still has Pikachu on his side. Also plays Battle! (Lorekeeper Zinnia) as before.
- I don't want to tear Kirby away from his fight with Marx, so Dedede would team up with Kirby in this fight, as the two of them were in Kirby 64. Plays the same music as normal.
TKOWL This is great. Keep it up when you get the chance!Hey guys, sorry I haven't been active in a hot minute, working on other projects and stuff got me preoccupied, but there's no way I would miss this Kirby round.
0² (Zero Two)View attachment 232232
Kirby 64: The Crystal Shards
The final boss of Kirby 64, this monstrous rebirthed version of Dreamland 3's Zero controls all the Dark Matter spreading throughout the galaxy. Players fight him on segmented hexagon platforms of various sizes that can be dropped through, and are able to be grabbed on. Upon the opening of this battle, 0² descends slowly from the background, and then screeches a somber cry. There are several things that make this battle unique, the biggest being the variable platform structur and how a solid 1/3rd of them are erased whichever side 0² stalls on. Players are kept on their toes as they dodge its bullets and other various attacks, but the process of damaging 0² is also something of interest. Attacking any parts of the main body of it deals minimal damage, but hitting the halo on its head will cause it to change colors and do more damage, until it becomes red and a cactus sprouts from underneath 0² as he lies dazed on the center of the stage. Attacking this sprouted cactus stem will deal large damage to 0², so players should try and prioritize their attacks towards its halo if they can. That is easier said than done, however, as 0² will be throwing out many attacks.
White Bullet: This is the attack 0² will most often use. It starts out as a white, sparkling orb that goes in a straight line at which angle it's fired, then halfway through, it separates into four smaller bullets. The main version has mid-low knockback and little damage, and the split version does less of both, but is also harder to avoid. Based on 0²'s singular attack from Kirby 64.
Homing Hole: 0² charges up a dark projectile from its eye, then release it. It slowly fires forward, but homes onto the player for a few seconds. Has moderate knockback and damage. Partially based on one of Dark Matter Swordsman's attacks in Dreamland 2.
Black Lightning: Shoots a long and slender lightning bolt in the opposite horizontal area from the player, then shoots another one close to it before becoming a bit more unpredictable the last two strikes. Does a fair bit of electrical damage but has low knockback. Based on one of Dark Matter's attacks in Dreamland 3.
Blood Flurry: Flies into the background and spreads around red bullets that try and target for the player's location. The bullets have a similar knockback and damage to the White Bullet, but are less predictable. Based on one of Zero's attacks from Dreamland 3.
Matter Laser: Locks into a vertical position while its eye glows white and energy charges, and then shoots a ginormous laser that does massive damage and knockback to whatever it hits. Best move to whichever one of the three of platforms 0² isn't looking at, as this laser's range covers up a third of the screen horizontally. Based on one of Dark Mind's attacks in Amazing Mirror.
Soul Dive: the background turns fiery as 0² launches rockets itself into the background and exiting from whatever the side of the stage it's on. After a few seconds, it rockets through the bottom half of the stage, then the top. Another high knockback and damaging move. Staying near the middle and then moving up and down or vice versa is the strategy to avoiding this one. Based on one of Drawcia Soul's attacks in Canvas Curse.
When 0² is defeated, its wings begin exploding, as it whimpers and descends slowly to the bottom from the background then explodes. Its normal boss theme would be the 02 Battle (Kirby 64: The Crystal Shards) remix from Brawl, but would be changed with different tracks depending on the classic mode route.
For all the bosses I'm submitting for this. I'm imaging they'd be a part of a new arena-like mode from the Kirby games, where you fight both old and new bosses in succession. However, I would also add this boss retroactively into a new World of Light map, and replace Master Hand fights in some other character's routes with this, most notably:
- Fits her dark theme (as 0² is the ruler of all the Dark Matter). Plays an original rip of Miracle Matter
- A stand-in for Giygas. Uses a new remix of Porky Means Business.
- Both of them have Two in the name, and are both abomination-type recreations of the sort. Still has Pikachu on his side. Also plays Battle! (Lorekeeper Zinnia) as before.
- I don't want to tear Kirby away from his fight with Marx, so Dedede would team up with Kirby in this fight, as the two of them were in Kirby 64. Plays the same music as normal.
Not quite. They’re still being worked on. I have asked everyone to get them in before Round 5 ends if possible but that’s the key term there is “if possible”.Are the grades for Zelda bosses ready yet? @psb123
Progress is being made. Hoping to finish mine up today.Are the grades for Zelda bosses ready yet? @psb123
I actually forgot about this boss. It's still one of my favorites in the series.In an crystal filled cave, nothing can be heard except for faint ambiance, until a computer window pops up in the background with an alarming noise accompanying it! Several more appear with the same sound, filling the background until it turns into blue screen with white text all over, reminiscent of a BSOD. That turns into black nothingness, before the cavern background returns, and three computer windows appear overlapping each other as the fight with Computer Virus begins!
The Stage
A remastered version of the crystalline cavern area Computer Virus is fought in their original appearance, the arena consists of simply flat ground and walk-off edges. However, the stage is pretty small, only slightly bigger than any of Flat Zones iterations (and with no overlay blocking the edges. With a layout like this, you can die easier than you'd think if you don't stay alert.
Properties & Attacks
The boss itself is made of five entities, but the the windows themselves loom in the background, and combined fill up about 3/4 of the screen. The enemies it spawns are also quite large, with the smallest of the bunch, the Slime, is double Ridley's height and width.
Being a satirical take on turn-based combat and tradition RPGs, the enemies Computer Virus spawns are invulnerable except for when it's the player's turn, indicated by (Fighter) attacks! appearing on the top window and the enemy dropping from the enemy window. They will stand in place for a brief period of about 3 seconds before becoming invulnerable again and return to their original place. Attacking the enemy while it's vulnerable makes the enemy electronically fizzle, but not flinch or move at all from taking damage. The boss's health bar doesn't go down any from just damaging the foe, but the Life window to their side has the enemy's health, and depleting it will defeat the enemy and cause the boss health bar to go down by 1/5th.
Every player turn is followed by an enemy turn, where they will perform an attack. The attacks able to be used vary depending on the enemy, getting progressively harder to dodge and having more dangerous effects the further along you go. The battle will start with the Slime and progress down the list.
A Slime appears!
The Hero attacks!
Slime
HP: 60
Size: 2x Ridley's size
You beat the Slime!
- The Slime will spend most of it's turns being rather ineffective. It can spend its turn sleeping, trying to escape (which always fails), be surprised by something, or try to call for a pal (which will also always fail).
- Occasionally, the slime will actually attack by shooting a small star at the player's current position, the same kind Kirby and Dedede spit out with their neutral specials. The star does 2.5% and barely sends the player anywhere, and doesn't kill for a long time.
A Puppet appears!
Rosalina & Luma attack!
Puppet
HP: 80
Size: 1.5x taller than Slime
You beat the Puppet!
- Like the Slime, the Puppet will sometimes waste turns. It will sometimes spend its turn laughing, screaming, dancing, running in circles, or attempting to self-destruct (which, again, always fails).
- The Puppet will cast a hex on the player, which surrounds them in a shadowy aura, but is ultimately harmless. Their movement speed and weight will drastically decrease and increase respectively, but given the low amount of mobility needed for the fight, it's barely a hindrance. This debuff will disappear after the Puppet's next turn.
- The Puppet will occasionally attack in the same fashion as the slime, but will shoot three stars instead of just one, with about a second of buffer after each star. These stars a little stronger, each dealing 7.5% and a little but more knockback, but can be shielded rather easily.
The Magician appears!
Robin attacks!
Magician
HP: 100
Size: 3x Ridley's size
You beat the Magician!
- The Magician will attack every turn it gets rather than meandering around. The Magician, and every enemy after it, will also get the first turn upon spawn rather than giving the player a free first turn. Its most basic attack is using their wand to shoot three stars at the player, faster and more rapid fire than the Puppet. Deals the same amount of damage for each one, but does a bit more shield damage and knockback.
- The Magician casts a fire spell, shooting a stream of fire towards whichever side of the screen the player is on. Deals 3.5% every hit, which can rack up fast if hit multiple times during the stream. If the player can quickly switch which side of the screen their on as the Magician casts the spell, they won't turn around or change the direction of their spell.
- The Magician casts an ice spell, which is one quick, icy projectile that flies to the player's current position when cast. Deals 10% and freezes if hit, and while it has low kill potential, it freezes longer than other freezing effects and can eat into what little time the player has to counter attack on their turn.
- The Magician casts a Guard Spell, which will make them flash white during the player's next turn. Damage taken during this turn is reduced by 75%.
An Evil Knight appears!
Ike attacks!
Evil Knight
HP: 125
Size: Giga Bowser
You beat the Evil Knight!
- The Evil Knight's main attack involves shooting five stars at the player, faster than the Puppet but slower than the Magician. each star does about 6% damage, and low-medium knockback. But if you aren't careful around 80% or higher, the stars can end up comboing you past the stage's small boundaries or killing you outright if you linger near the edges.
- The Evil knight brings down his sword, creating a crescent-shaped projectile that targets where the player was last before returning like a boomerang. He fires two, one-after-another by default, but at low health will fire up to four in a row. Each one deals 9% on contact with medium knockback that can kill at higher percent ranges.
- The Evil Knight performs a freezing slash, creating a Blade Beam like projectile that travels from the Evil Knight across the ground and off the screen, in the direction of whichever side of the screen the player was on when initiated. It's a bit tall, but can be shielded in exchange for some decent shield damage, or simply jumped over or spot/air dodged with proper timing. If it hits, it deals 13% and freezes, keeping the player frozen longer similar to the Magician's ice spell, but also has a bit of launch power that can end up killing the player at early-mid percents, similar but weaker in practice to Lucas's PK Freeze.
- The Evil Knight throws knifes, causing a downpour of small blades from the top of the screen. Each blade does 6.5% on hit with low knockback, which while it won't kill, can cause them to combo into another knife if the player is unlucky or has poor reflexes. By default, the Evil Knight will launch six knives, eight knives at half health, and ten knives at low health.
- The Evil Knight stores power, which will make them flash white during the player's next turn. On the next turn, the Evil Knight will deal 1.2x damage and knockback on his attack.
- The Evil Knight raises his shield, which will make him flash white during the player's next turn. Damage taken during this turn is reduced by 75%.
A Great Dragon appears!
The Great Dragon became furious!
Charizard Attacks!
Great Dragon
HP: 200
Size: 1.5x Giga Bowser
After defeating the Evil Knight, the fight breaks away from the turn based style for a more traditional finisher. The Great Dragon becomes more than a stylized sprite, becoming a 3D model and giant dragon that hovers in the background, but close enough to the foreground that it can still be hit at all times. The enemy window vanishes, but the other two still linger in the background, showing flavor text and the Great Dragon's remaining health.
Once defeated, the Great Dragon reels back, lets out a roar, before it's body and roar digitally fizzle out. The text window displays (Fighter) defeated all the enemies! before the two remaining windows vanish.
- Between attacks, The Great Dragon will reposition itself, either in the center, left, right, or top left or top right of the screen before attacking.
- The Great Dragon aims where the player currently is, and fires three rapid fire stars that all hit in the same place. They deal 3.5% each, except for the last one dealing 10% damage with high knockback that can kill easily.
- The Great Dragon breathes fiery breath from its mouth, indicated by glowing fire building in its mouth before it lets loose. This fire breath is one long-lasting hitbox that deals a single, strong hit of 22% and medium knockback. Great Dragon will only use this move from the center of the stage, firing in one direction. However, if the player tries to fake them out like with the Magician's Fire Spell, the Great Dragon will quickly switch sides before letting loose.
- The Great Dragon slashes with their talons, performing a melee attack by flying to where the player is before slashing twice. The first slash will always combo into the second, dealing a total of 16% damage with medium-high knockback. Shielding isn't super smart, as both slashes deal a good chunk of shield damage, so the better option is to move away once the Great Dragon locks onto where you are/were to avoid the slashes.
- The Great Dragon flaps its wings, creating a powerful wind that pushes the player towards the blast zone. Continually running towards the Great Dragon is the best strategy until it stops to avoid getting pushed off screen. The Great Dragon can only use this move if it is not in the center of the screen.
- The Great Dragon petrifies its body, flashing white for a few brief moments before doing its next attack. During this time, the damage dealt to Great Dragon is reduced by 75%.
Utilization
The following characters have Computer Virus as their Classic Mode endboss, or have Computer Virus appear in some form.
- One of the earlier rounds in his route being removed, after the round versus Dedede, Kirby fights Computer Virus as a boss before his bonus round/final battle against Marx. This serves as a reference Kirby Super Star, whose episodic layout had players fight King Dedede in Spring Breeze, Computer Virus in The Great Cave Offensive, and then Marx as the final boss of Milky Way Wishes and the whole game.
/ - Grouping these together because they share the same reasoning. Their series of origin is one of the wackiest turn-based RPGs out there to date, even if the boss itself more so references the JRPG fantasy style of games.
- His route showcases classic characters and stages in reverse chronological order. Computer Virus becomes the penultimate round of the route, with the multi-man swarm of Mr. Game & Watches becoming the final round of the route.
- His Round 4 is replaced with a fight against Computer Virus. Given that it's a physical computer program, one can only assume something or someone created it.
- A battle between a parody of classic RPG battles and representatives of some of the pioneers of the genre itself is a match made in heaven.
The theme that plays when fighting Computer Virus under no special conditions is Battle OS from Kirby Super Star, switching to Boss Theme Medley once the Great Dragon appears.
In World of Light, the electronic maze area has all but its leftmost exit blocked off by glitchy terrain. The treasure usually hiding in the middle of the maze will, once interacted with, glitch out before turning into the boss aura that represents bosses in the overworld, and Computer Virus can be fought. Defeating them removes all the glitchy effects around the maze, letting the player enter/exit it from any angle. This boss is not necessary to complete the game, but makes traversal of the maze and the areas surrounding it much easier.
A mode that'll incorporate every boss I make for this contest in is a Boss Gauntlet mode that is unlocked after beating World of Light and getting the true ending. This gauntlet has the player choose from one of three random bosses to fight, and with each progressing fight won, the difficulty is increased (bosses get increased defenses, boosted attack power, etc.) The player has to hold out as long as they can, similar to Master Orders/Crazy Orders, and can occasionally fight bosses a level or two harder than the difficulty they are currently on for the reward of healing items. At the end of the mode, which is dictated by whenever the player thinks they can't handle any more, they'll fight Galeem, Dharkon, or Galeem/Dharkon as the final boss. How many bosses they beat before hand will affect their difficulty, but also increase the number of stocks the player gets to fall back on for getting so far, maxing out at 5 stocks.
Computer Virus does not get a new intro in this mode, but does have one slight change. With how pitifully easy the Slime and Puppet phases are, they are removed when fought in this mode, and the boss starts with the Magician phase to save time.
What does this have to do with the contest?you guys
Fire Emblem in one hour
I'm about to sell my soul rip
It doesn't, but in the stage contest threads we often had these side conversations
Well out of the four judges, we've got 2 who are pretty much good to go at any time, 1 who hasn't really commented on their status about this yet, and 1 who is not sure if they'll even be able to give grades for this round. Though whether that means they won't have them ready before Round 5 ends or if they just won't be able to grade round 4 is something I'm not quite sure of yet.By the way, how's progress on the grades, @psb123?
Ah yes. That one game that looks really freaking cool, but I won't be able to buy for a while due to a combination of living expenses and having a bunch of games from prior years I need to pick up.you guys
Fire Emblem in one hour
I'm about to sell my soul rip