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Super Smash Bros. for 3DS/WiiU - Stage Contest - Round 14 - Kid Icarus

allison

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Sheriff's Desert (Wii U)
Move over, Game & Watch: this is Nintendo's first video game. In the original game, Sheriff was surrounded by breakable fences (the yellow dots), and bullets from both him and the enemy bandits would destroy them. The stage has a fairly different layout. The main platform is Battlefield-sized, and is comprised of the barricades (the green objects in the image). There are 3 platforms above in a reverse Battlefield layout, which look just like the yellow fences. Unlike the original game, they act like normal platforms; they aren't destructible. However, there's one thing to shake things up: the 16 blue Bandits around the stage. They don't collide with opponents, and constantly (and uniformly) rotate around the stage (like in the image; they move in a square, not a circle). Every 5 seconds, a random Bandit starts flashing for 2 seconds, then fires a blue Bandit Bullet at the nearest character. A Bandit Bullet deals 6% and flinching, but no knockback. Bandit Bullets pass through platforms, but not the barriers that make up the main stage. Bandits don't collide with fighters, but can still be directly damaged by physical attacks and projectiles (including Bandit Bullets). Bandits have 15% stamina, and regenerate after 20 seconds.

This is quite the chaotic stage, and thus unlikely to be popular at tournaments. Although the actual layout is basic, the Bandits change things up quite a bit. Fortunately, Bandits firing has quite a generous startup time and a decent grace period, plus they can be eliminated be dealing only 15% damage!

Unlockable: Play 10 matches as Mr. Game & Watch.

Music:
Sherrif BGM Remix from Sheriff (Thanks to BridgesWithTurtles for finding this)
Flat Zone (Melee) from Game & Watch
Flat Zone 2 (Brawl) from Game & Watch
Famicom Medley (Brawl) from Nintendo Famicom
Power-Up Music from Wrecking Crew
 
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bkslider

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Now I kinda want to make a custom robo stage, but I'm having trouble finding inspiration . Most of the multiplayer arenas are either un-inspired, or don't give a good overview of the series.
I would love to see a good stage representing Custom Robo. I feel like even a relatively basic stage based on one of the more normal arenas would be exciting and unique.
 

Kevandre

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In a time where Nintendo releases a platform that most people would be happy to forget...

The ancient year of 1995...

Nintendo releases just one original IP for the Virtual Boy...

That game is known by one name...


Teleroboxer
(3DS)


(Please note that playing this stage with the stereoscopic 3D turned on will present the best experience
with a low chance of eye cancer)

This stage starts out fairly regular. Three platforms that overlap one another, nothing blocking being launched in any direction. This goes on for a while unperturbed, until...emerging from the pixelated shadows...


"What.. what is that thing?"


"It's a Telerobot!"
The Telerobot that appears in the background is challenging the players to fight! This is Harry, the robot that was the playable character in the original game. He just kind of stands there for a bit, until...


"BAM!"
The Telerobot will take a swing onto one of the sides of the stage, not aiming at where the players are standing safely on the platforms, but higher up, to where the jump regions are. If it hits you, you'll take some damage and it will result in a meteor smash down to the platform. The punch will never KO you outright as it only launches you to the ground, but this can make for some epic combos if you time your shots correctly. The telerobot will be around for three punches (over a 30 second period) and then fade back into the background until he's ready to show up again.

Unlockable? Yes, beat Mega Man or ROB 10 times with Little Mac in vs mode.

Music:
Dorihey: https://www.youtube.com/watch?v=-uxkiur_hpc
Title Screen: https://www.youtube.com/watch?v=I4GMzC454Ws
Opponent Profile: https://www.youtube.com/watch?v=ba-NwvUadzE
Prin: https://www.youtube.com/watch?v=_t7GOo4r6u4

I know I'm going to lose Popularity points, but I'm hoping that there's a bit of creativeness and playability that will go in my favor. Hope you guys liked it/didn't hurt your eyes!

When Harry joins the battle, Alfonzo takes his place in the background, etc
 
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TheUltraDeino

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awwww ye. here is my stage idea:
WII SPORTS RESORT: Swordplay Duel Arena! (For Wii U)
Layout:


How it Plays:

At first glance, this looks like a simple stage, and in reality, it really is. But there is one simple mechanic in this stage: If you spend too much time fighting in this stage, then parts of the stage will start slowly dropping down off the camera (in fixed intervals in time matches). First, the blue parts will start dropping (halfway through a time match), then the red (3/4ths into a timed match, or if all players in a stock match have one stock left). The center and the floating platforms will remain in place throughout the entire match. I thought that this would be a good concept, as when part of the stage starts sinking, it would create more tension.

Unlockable? nah

Musiks:
Wii Sports Resort Theme

Wii Sports Club Theme
 
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Violenceman

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Name of Stage: Venus Lighthouse (3DS)
Game of Origin: Golden Sun



Description: One of the four grand Elemental Lighthouses that tower over the continent of Weyard. Each one is part of the seal placed over Alchemy, which can be released by casting the corresponding Elemental Star into the well at the top of the tower to light the Elemental Beacon. These Lighthouses are the focal areas of the Golden Sun series, as the fight to light the Beacons is central to the plot of the first two games. The Venus Lighthouse represents the element of Earth and serves as the final location of the first game.

VenusLighthouse.jpg


The stage takes place at the summit of the Venus Lighthouse and consists of three tall towers, the largest in the center with two smaller areas to each side. The main area in the middle contains a raised plateau in the center with stairs on either side that act like a ramp to the higher level (which represents the summit with the well in the background). In between the side towers and the main on are floating circular platforms that can be passed through, but will also fall out of the sky if one stays on them for too long (they will return after a short period). The red arrows denote solid ground, while green shows passable platforms. The tower bodies themselves cannot be passed through, meaning the gaps between the spires are separate pits. Altogether, the initial layout is very symmetrical.


Gimmicks/Hazards: There are two major hazards at play on this stage.
  1. Djinni Interference. Throughout the battle, you will occasionally see a pack of three or four Djinni of one elemental type fly across the top of the stage. A few second after they leave, an elemental psynergy effect will occur in one of the gaps between the towers, depending on the type of Djinni that passed by. The screen will pan out when the effect happens if needed so the change can be seen. The effects are:
    • Venus Djinni (Earth): A large column of rock will rise from the bottom of the screen, effectively filling the gap with a solid rock platform. It will only reach 3/4 of the way up to the central tower, so there will be a height difference. After a short while, the rock platform will begin to shake a bit before crumbling to loose rubble and falling away.
    • Mercury Djinni (Water): A large column of ice will rise from the bottom of the screen, similar to the effect of the Venus Djinni. The event is practically identical, except the ground will be slippery and hard to gain footing. It will also show signs of shaking before it shatters and falls away.
    • Jupiter Djinni (Wind): A swirling tornado of wind will fill the gap between the towers up to about halfway on the central tower. Anyone (or thing) that falls into it will be launched high into the air on a gust of wind. After a short while, the tornado will dissipate.
    • Mars Djinni (Fire): A column of flame will begin to build near the bottom of one gap for a few seconds before the column of fire bursts upward rising high into the air. Anyone caught in the column of flame will be dealt damage (roughly 10%) and knocked away horizontally. The flame wall will only last a few second before it dies down and disappears.
  2. Elemental Beacon Event. At some point during the battle, Fire clan members Saturos and Menardi will show up in the background and cast the Venus Elemental Star into the well to light the Elemental Beacon. This will cause a ball of psynergy to form and hover over the well, tinging the stages colors slightly brown and orange. As a result a massive earthquake will shake the stage, causing the two side platforms to sink downward until they are roughly 3/4 the height of the center tower and tilt at a 20 degree angle inward. The quake will then stop , however the Beacon will stay lit and the stage will not reset for the remainder of the match. This event will not happen every time, although a longer game will see the greater chance of it happening.
Unlockable?: Yes, play 10 matches with Isaac after unlocking him.

Extras: Clouds will pass behind the tower and occasional gusts of wind will rustle the branches held by the statues. In the background, you will be able to see the continent of Gandowan and the city of Lalivero far below. The floating platforms between the towers will bob slightly up and down with a slow rhythm. The platforms will also glow slightly when someone stands on them and will bob a little more drastically when someone lands on or jumps off the platform.

After the Elemental Beacon is lit and the earthquake alters the stage, the towers will appear visually more cracked and chunks of rubble will occasionally fall off the sides of the towers. The tiles on the floor will also be loose and landing or being knocked to the ground roughly will knock tiles loose and send them flying off the edge (all cosmetic effects).

Music Selection:
Venus Lighthouse
Venus Lighthouse (Arrangement)
Isaac Battle Theme
Felix Battle Theme
Saturos Theme
Colosso
Final Confrontation
Jenna's Theme
Golden Sun Theme
 
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Phaazoid

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Well, @ Kevandre Kevandre strongarmed me into going through with this :p

Here's my entry,

Name of Stage: Holosseum (Wii U)
Game of Origin: Custom Robo


Description:
Here are a few pictures of some of the default multplayer Holosseums in the game, to give an idea of the different color schemes/overall look of the stage




As you can see, they vary between different hues, but they all have the same futuristic metallic look, and they all have varying platforms and walls to make projectile game play more interesting.

Holosseum will attempt to capture all of those aspects.


Holosseum will be a simpler stage, but with a few gimmicks to try and capture the feel of Custom Robo a little better in smash.

The stage itself will have a lot of variability, you won't often play on the same version of it. Each time you choose the stage, it will have a different hue, from those screenshots above, with the different platforms changing colors to match.


Now, the layout, where things get interesting.

In order to show off the variety that the different holosseums bring in custom robo, without having a traveling stage (which wouldn't make much sense in these circumstances) I've decided to have the stage's layout be randomized each time you choose it.

But let me get to the general aspects first. First off, it won't be walk-off. It'll be about 1.5 times the length of FD. It'll have a low death boundary on the bottom, the stage will be oriented closer to the bottom of the screen, to better take the form of an arena.

There are a few signature types of obstacles in these custom robo holosseums. I'll be bringing in cubes, walls, moving platforms, and breakable cubes. The breakable cubes are interesting, because once they are broken, they don't come back. The stage is just permanently changed for the rest of the match, like a battle in game. All of these will be randomly scattered throughout the stage, but with certain restrictions and patterns to avoid poor set-ups, and to promote interesting gameplay.

Uploaded at this point

Anyways, a sideways moving platform can appear at a variety of heights, and sometimes travels further than other times. It might not spawn at all. If they are far enough apart, sometimes two spawn. It's maximum limitations of movement and appearance are noted in my picture.

Blocks can appear on the ground. 0-5 of them spawn, although the extremes are less likely, more often you'll get 2-3. A random number of these will be breakable, usually not a lot of them, say 1/3. But they take a lot to break, something like 100% damage, maybe more. As I said before, once they break, they're just gone.

The last bit of scenery that can appear are walls. These will never appear closer to the ground than what I have drawn in the picture (at least a block's height above it), and will never spawn higher than the scrolling platforms. They also won't appear directly on top of, or too close to blocks, to avoid pincer situations, and stale gameplay. They might not appear at all, or there might be three of them and no blocks, with one scrolling platform above them. it's all random.

Gimmicks: Holosseum has one more gimmick thrown in that I have yet to mention. Does anyone know how a battle in custom robo starts? watch the beginning of this video for an idea.

http://www.youtube.com/watch?v=lZGcC3oNoRo

Do you see those cannons that shoot out the cubes, in the first few seconds? Those will be in the background of this stage. Every once in a while, say, 2 or 3 minutes, It will shoot a cube onto the stage somewhere, that will bounce a little before stopping, like in the game. These cubes will be about the size of Kirby, and have a timer that starts at 5 and counts downward. At 0, they explode, damaging all caught in their radius (think a bom-omb explosion, or a halberd shot). Damaging these cubes while they are counting down will cause the count down to speed up, similar to how in game mashing the controls will speed up the countdown.

Unlockable?: Yep, I assume you'd get it when you unlock Ray ^.^

Music Selection:
Ooh, there are some classics to include here. First off, Heaven, and Frozen Game are musts. Aurora and Lost World, too. And Underground, and Mystic Chaos, for a rounded selection.

All of them should be properly remixed/orchestrated for smash, of course.

hmm, is that it? Yep, I think so. I'll make sure to upload my drawing for better imagery of the stage when I ge thome ^.^
 
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Hippopotasauce

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Now that I think about it, transforming stages are starting to get a little numerous, so I'm have to come up with something new for Rhythm Heaven.
 
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Kevandre

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This post is not associated with the current round at all, please disregard if looking for Misc Nintendo Franchise-related things.

Sunset Shore- "So how about that silhouette effect?"
Name of Stage:
Sunset Shore

Game of Origin: Donkey Kong Country Returns

Description: Sunset Shore is easily the most iconic stage from this game as to how memorable the aesthetics and the graphics were compared to the other levels. The silhouette design was absolutely beautiful for the Wii Console.

This Stage is set on a large rock in the middle of the beach. Much like Jungle Japes, the player may swim through the water. There is no current, though Awks (the bird enemy) will appear in the ocean and heavily damage players who linger, causing a meteor effect and likely a KO.

In the background of this stage, the other side of the beach can be seen. In this area, many enemies and collectibles may appear, such as Tiki Goons, Frogoons, Hopgoons, Mimics for enemies; Cranky Kong can be found running through the stage attempting to collect Bananas and Banana Coins; If DK is not being played, he will appear alongside Cranky. In addition, on the opposite side, one can find large mountains shrounded in this sillouette filter. Straight in the middle is a simple ocean, however. This makes it so characters are visible and the stage is playable.

Blast Zones: All- though to get KO'd down you have to drown or be hit by an Awk.
Ceiling: Medium
Width: Medium
Size Relative to Battlefield: About the same.

Design Layout: http://i60.tinypic.com/349fpes.png

Gimmicks/Hazards: The Main gimmick of this stage is the simple aesthetics. All characters will turn into a silhouette design barring a few elements to keep them noticeable. Since the stage is not marred with too much obstruction, it’s still very playable. Tourney? Not, but still a fun and interesting stage.

For Hazards, there is one. The Awks will sometimes appear drifting in the ocean. If a player engages in contact, they will be slammed down with a meteor beak strike and likely will be KOed. It is the same effect as drowning.

Example of the silhouette effect on Diddy Kong: http://img819.imageshack.us/img819/3130/al1107052006binout.jpg

Awk: http://img3.wikia.nocookie.net/__cb20110125143106/donkeykong/images/9/90/Awk.png

Unlockable?: Given the fact that DK characters nor their stages don’t typically need to be unlocked, not really, it’s a starter.

Extra:

Graphics/Visuals- The main effect of the visuals is the silhouette filter. This turns characters mostly black and a primary color for their outfit to retain visibility.

Filter effect of the stage: http://i123.photobucket.com/albums/o312/oracrest/Donkey Kong Country Returns/sunsetshores31.png

Music: This stage has more mellow, peaceful tunes to battle to. The stage is more serene and captivating than other stages but keeps a fighting undertone with slightly more quick tunes.
Sunset Shore [Returns]
Bramble Blast (Fits the overall mood) [Brawl version; Diddy Kong's Quest]
Busted Bayou [Tropical Freeze]
Aquatic Ambience [Tropical Freeze]
Jungle Japes [Melee version; Country I]
I'M GONNA BE A STAR!
Freaking darn it... That's what I get for doing stages pre-emptively. Even if there was a 3DS DK round (which could work since DKCR was also released on 3DS) I'd be essentially rehashing it here. Time to come up with a different idea. Well, might as well post this one anyway.

Here's my version of Sunset Shore:



All characters have a silhouette form (Which I've done for each character, will edit onto this post when I get home) for this stage.

...Assist Trophies and items are also affected.



That's what I get for not reading over the previous entries to my entrance in these contests to their full extent (Read the winners only). It's okay. I've got a vague concept for a different DK stage if it comes to that flavor of round again.

Edit: Here you go. Hopefully it's easily visible with the forum's dark background. You'll notice that they're a little rough looking in the below compilation, but that's because I just shopped them rather than completely redoing them in Illustrator:


compilation.png
 
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BridgesWithTurtles

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Now that I think about it, transforming stages are starting to get a little numerous, so I'm have to come up with something new for Rhythm Heaven.
As I mentioned in the Metroid round commentary, "transforming" is a gimmick I'm personally not very fond of, since it's used so often, but when done well, I don't have much of a problem with it.
 

Kevandre

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As I mentioned in the Metroid round commentary, "transforming" is a gimmick I'm personally not very fond of, since it's used so often, but when done well, I don't have much of a problem with it.
I tend to agree with this. Give me stuff in the background happening or a stage hazard, no problem, but the ever-moving ever-changing stages I could do without (Mushroomy Kingdom being the prime example of my distaste)

But done well, nbd. I don't have a big issue with Delfino Plaza, though it's still not my favorite
 

BridgesWithTurtles

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I tend to agree with this. Give me stuff in the background happening or a stage hazard, no problem, but the ever-moving ever-changing stages I could do without (Mushroomy Kingdom being the prime example of my distaste)

But done well, nbd. I don't have a big issue with Delfino Plaza, though it's still not my favorite
Well, to be fair, Mushroomy Kingdom is a "scrolling" stage. What I classify as a "transforming" stage would be something such as Pokémon Stadium or Mushroom Kingdom U, in which the stage transitions from one layout to another (usually with some sort of large aesthetic alteration and/or a complete shift in location). More often than not, I feel as if this sort of stage tries too hard to cram as many locations into it as possible, and ends up overextending itself to the point where everything becomes incoherent. Stages like Delfino Plaza and Skyloft don't suffer as much from this problem, I feel. This is possibly due to the fact that the stage shifts around to various areas within the confines of a single, binding location, so the transitions are less intrusive and feel more natural.
 

D-idara

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Well, to be fair, Mushroomy Kingdom is a "scrolling" stage. What I classify as a "transforming" stage would be something such as Pokémon Stadium or Mushroom Kingdom U, in which the stage transitions from one layout to another (usually with some sort of large aesthetic alteration and/or a complete shift in location). More often than not, I feel as if this sort of stage tries too hard to cram as many locations into it as possible, and ends up overextending itself to the point where everything becomes incoherent. Stages like Delfino Plaza and Skyloft don't suffer as much from this problem, I feel. This is possibly due to the fact that the stage shifts around to various areas within the confines of a single, binding location, so the transitions are less intrusive and feel more natural.
I'll have to disagree on comparing Pkmn Stadium to Mushroom Kingdom U, MKU looks amazing.
 

TheMarioaddict

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Well, @ Kevandre Kevandre , you managed to make me do it. I didn't think it could be done (and to be honest, what I have doesn't even seem like it's been done right), but I at least tried.

Well, I don't play much Nintendo outside of the main series stuff. Honestly, there were only two ideas I had for a misc. Nintendo stage. One was Tetris, which I've tried before, but always ended up with blocks that could crush the fighters, resulting in an unplayable mess.

The other idea? Well, that's what you're going to see!

Ladies and Gentlemen, rev up those engines, because it's time for some Excitebike! (Wii U/3DS)



Name: Excitebike

Game: Excitebike

Description: When making this stage, I looked at some of the shapes of the ramps, looking for something that would be cool to fight on. Two stood out to me. One was a big ramp that extended into a floating bridge. This looked cool, but I couldn't get it to work as a stage. The other, which I went with, looked a little something like this:



The original ramp is in the upper left corner. Black lines are where you can stand, and the two floating platforms can be dropped through (I would have made the lines white, but that made the platforms hard to see).

And yes, it's a walk off stage. The horror. Honestly, there was no way to make this stage without it being a walk off, so we'll all have to live with it.

Anyways, this stage only has one major gimmick. The bikes. After a while, a warning will pop up on screen, showing that the bikes are coming. About 5 seconds later, the bikes will arrive, following the general path of the red arrow (individual bikes may go slightly off the line.) They will act pretty much exactly like the karts in the Mario Circuit stage - they do damage if they hit a player, but can also be hit and knocked off the track.

And... that's it. No other gimmicks. The stage doesn't scroll, transform, or do any other crazy actions. Just the bikes, and this one layout. Aesthetically, the crowd will move around excitedly as the action heats up, but for the most part just idly sit, with the occasional movement here and there.

Unlockable: nah

That right there is what we call a stage. Hope it works for you!

EDIT: Changed to be both a Wii U AND a 3DS stage. Why? Because Excitebike was one of the few NES games to get a "3D Classics" remake on the 3DS.
 
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Kevandre

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I'm so stoked I was able to convince @ Phaazoid Phaazoid and @ TheMarioaddict TheMarioaddict to contribute stages to this round. And they are both freaking sweet, to be honest! I knew you guys had it in ya!

You'll both outscore me too
 

Violenceman

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@ Kevandre Kevandre is the king of peer pressure.

Also, the king of great ideas; if there is not a Virtual Boy themed stage for the 3DS, then Sakurai has missed a golden opportunity.
 

Ascended

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This is one of the best rounds ever! Golden Sun, Excitebike, TELEROBOXER?! (Don't feel bad if I didn't mention your stage, I just skimmed the entries.)
 

TheMarioaddict

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Well, you got second place last time, so as long as I outscore you again that means I win again right?
but he said I'd outscore him too, which would mean I'd win...

unless you mean to imply we shall tie for first place?
 

BridgesWithTurtles

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Music:
Sheriff BGM (REMIX) from Sheriff (NOTE: I couldn't find a rip, so you'll have to settle for gameplay footage. Start at 0:26 if it doesn't automatically)
I've always loved that catchy little BGM. Actually, here's a pretty good remix I found on Youtube some years ago. I think it manages to keep the characteristically old-school flavor of the original while bestowing it with a beat that today's gamers can possibly recognize as existent.

 

Kevandre

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Is this round closing tomorrow or Saturday? I've never been more anxious over the results of this contest than I am now, especially since everything is so different from each other.
 

TechPowah

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Ugh, I can't draw diagrams of stages well, and even if I did, I don't know how to post stuff from art programs into posts, so lets go point deductions! :p

Altar of the Ancients (Eternal Darkness) <For Wii U>
(Note: I don't think there is an official name for this particular area of the game, so i'm giving it a snappy nickname.)

This is the area where you fight Pious Augustus as the final boss of Eternal Darkness. Two kinda large platforms float in the air, with a small staircase sandwiched in-between them, with the lower "floored" platform be slightly bigger. Now, this may sound like this is a pretty plain stage, but the hazards are where the charm of the stage would truly shine.As far as hazards go, this stage would be the equivalent of Spear Pillar in Brawl for how much it messes with the players.

Relatively often, The darkness around the stage will glow with the respective color of one of four Ancients, cosmic monster-god thingies that cause trouble throughout the game, Chattur'gha (red), Ulyaoth (blue), Xel'lotath (green) and Mantorok (purple). Chattur'gha-aligned hazards cause effects towards the characters themselves such as powering up/weakening power and knockback, jump height and fall speed and shield strength. Ulyaoth-aligned hazards mess with the stage with things like wind pushing characters towards a direction, adding platforms for some extra elevation, and even make a thinly-veiled barrier around the stage, preventing any KOs for a short time (you could still lose in Time/Coin/Stamina matches, though).

Xel'lotath-aligned hazards are where the fun starts; These hazards are here to affect you-yes, YOU, the player-with Eternal Darkness' (literally) patented Sanity Meter-related issues. These include making the stage intangible to make all characters SD, fake-out disk read failures, messing with the volume, making characters look like they have some kind of power up when they really don't, falsely pulling up the Home Menu to make the fight hard to see, and even make every hit turn a character invisible for a very brief time to make the appearance of the character model go flying as if you KOd them.

Rarely, The color will be purple, indicating a Mantorok-aligned hazard. Working as a wild card, Mantorok doesn't have hazards to itself; instead, the game will randomly pick a hazard each from the other Ancients and apply all three at once.

Unlock criteria: 5 hours worth of pausing time

Music tracks:
Gateway to Destiny
The Gift of Forever
Black Rose
The War to End All Wars
The Chosen
The Last Hope (The music in this one starts at around 0:26)
Ram Dao
Snake Princess
EDIT: Photobucket isn't working for me, so I posted a vid of the area/boss fight instead.
 
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