Alright, the grades are done~!
[collapse=Ascended's Grades]BigAxle/Hyrule Castle Basked in Shadow:
Popularity: 9/10
Creativity: 10/10
Playability: 9/10
Total: 28/30
Comments: Iconic location, great ideas, lots of thought went into this one! An all-around solid entry that I would love to see in the game.
Olekidsf/Forsaken Fortress:
Popularity: 9/10
Creativity: 9/10
Playability: 8/10
Total: 26/30
Comments: An iconic moment and location from The Wind Waker. You've got some great ideas, but I took some points off of playability because it sounded like players would spend most of their time fighting the stage rather than each other. Maybe I'm overthinking things, and I would love to see this as a playable stage.
andimidna/Palace of Twilight:
Popularity: 8/10
Creativity: 9/10
Playability: 7/10
Total: 24/30
Comments: Interesting choice for a stage. Lots of thought went into this, but I took some points off because it sounded like there were too many hazards. I don't want to discourage creativity, but I also would like to see more balanced hazards. (Although I could be overthinking this as with Olekidsf's entry.)
Croco/Hyrule River Raft:
Popularity: 10/10
Creativity: 10/10
Playability: 9/10
Total: 29/30
Comments: Excellent entry! This was my favorite out of the whole list. I gave you a perfect score on popularity because it covers the entire first Zelda game, and even starts on the entry of the first dungeon. Creativity was very high for this entry, how did you think of something like this? I love the idea of going through a cavern and getting the dungeon music. Great job!
liets/Sealed Grounds:
Popularity: 9/10
Creativity: 9/10
Playability: 9/10
Total: 27/30
Comments: A solid entry that manages to take a reocurring element from Skyward Sword and captures everything players loved (or hated) about it. Love the idea of Groose body slamming the stage and the Groosenator playing a part.
Souless_shadow/Private Oasis:
Popularity: 7/10
Creativity: 8/10
Playability: 10/10
Total: 25/40
Comments: I gave this a perfect playability because there aren't any hazards, and I like the weather, day-too-night effects, but other than that there wasn't much else too this. I could be wrong, but I didn't think this was a very iconic area from The Wind Waker, and I would have liked to see things spruced up a bit.
Zzuxon/Lanayru Desert:
Popularity: 8/10
Creativity: 9/10
Playability: 9/10
Total: 26/30
Comments: Cool idea, and the only reason I gave you one point less than the Sandship was because I think the Sandship is the more iconic location between the two. If not, feel free to flame me. Overall, I like the idea and I would totally play on it.
stan423321/The Sandship:
Popularity: 9/10
Creativity: 9/10
Playability: 9/10
Total: 27/30
Comments: As stated with Zzuxon, I gave you one more point than the Desert because I think the Sandship is more iconic. I also think this stage would make a good succsessor to The Pirate Ship from Brawl.
PixelPasta/Outset Island:
Popularity: 9/10
Creativity: 9/10
Playability: 8/10
Total: 26/30
Comments: Another stage that combines an iconic area and moment from The Wind Waker. An all-around solid entry that I would totally play on.
9Volt/Ganon's Tower:
Popularity: 9/10
Creativity: 9/10
Playability: 9/10
Total: 27/30
Comments: Lots of Wind Waker love in this entry! I like that people were picking iconic areas and moments for their entries. Anyway, this is a solid all-around entry that I would totally play on. (I don't have much more to say than that...)
Violenceman/Palace of Winds:
Popularity: 8/10
Creativity: 10/10
Playability: 9/10
Total: 27/30
Comments: Whoa, a Four Swords stage! Nice ideas and thinking outside of the box! I love the wind and weather effects that you put in. I think this would be a fun stage to play on, but I'm not sure how popular Four Swords is so I took some points off.[/collapse]
[collapse=BridgesWithTurtles' Grades]
Hyrule Castle by BigAxle
Popularity: 9/10
Creativity: 6/10
Playability: 8/10
Total: 23/30
I really liked this stage idea. You scored high in popularity due to the iconic nature of Hyrule Castle, particularly the
Twilight Princess version of it, which was notable for being visited at the beginning and very end of the game. The twilight cycle which shifts the platforms around a bit is a fun-sounding mechanic that hasn't been done too often in Smash before, but it has been done nonetheless, in Smash and in other games. Hyrule Castle itself has also appeared as a stage before, in Smash 64. While this version is arguably much more improved, it's still retreading old ground. That being said, the layout is much different, and the overall stage design is well conducive to battle. I like the lack of hazards in the stage, as it contributes to the somber, desolate mood you were going for. The solid wall can be a problem due to chain grabs, however.
Forsaken Fortress by Olekidsf
Popularity: 7/10
Creativity: 8/10
Playability: 4/10
Total: 19/30
Good idea for a
Wind Waker stage. Forsaken Fortress is a recurring location from the game, so I think most of us who've played it are very familiar with it. Very creative adaptation of the location, making it a scrolling stage. That being said, as a scrolling stage, it pushes the boundaries of playability, but alone that's not really a problem. However, coupled with solid walls (chain grabs) and an aggressively hostile stage hazard, the stage suffers in that category.
Palace of Twilight by andimidna
Popularity: 7/10
Creativity: 4/10
Playability: 7/10
Total: 18/30
I'm loving all of the
Twilight Princess stages. Judging by your username, I'm not surprised to see this location. You picked a semi-popular location from the game. It's mostly playable, as the hazards aren't too intrusive, but some of them don't make too much sense, and they seem to be there for fanservice more than to add to the fun of the stage. When it comes to layout, the stage is almost identical to the original location. It could use some platforms to make it a little more fresh.
Hyrule River Raft by Croco
Popularity: 8/10
Creativity: 7/10
Playability: 7/10
Total: 22/30
I've been waiting for a classic Zelda stage, and this one was a nice surprise. You put a creative spin on an old location. Rather than simply adapt the generic overworld into a stage, you give us a tour of the entire realm of Hyrule through a raft ride. The raft ride is a bit of a stretch in terms of how faithfully the original location is represented, but it doesn't hurt your creativity score too much. The stage seems playable enough, though that would be affected by how powerful and frequent the hazards are, which you do not specify. The cameos by beloved characters in the cave section is a neat little extra that I enjoyed.
Sealed Grounds by liets
Popularity: 7/10
Creativity: 10/10
Playability: 4/10
Total: 20/30
I still wish this were the
Skyward Sword stage chosen instead of Skyloft. You were very creative here with the way the stage scrolls diagonally rather than simply vertically or horizontally. New stage gimmicks, such as the air vents, bring some fresh new ideas to the gameplay. The stage has a few striking issues with playability, however, with earthquakes sending players to their deaths. Groose is a balanced hazard that makes a nice reference to the source game, but I feel as if there is some wasted potential in not using the Groosinator as a hazard instead (or in addition). Still, you don't lose out on creativity, since everything else is still pretty fresh and untried before. Concentrate on more balanced playability with the gimmicks, and I feel like you can come up with something even better in another round.
Private Oasis by Souless_shadow
Popularity: 5/10
Creativity: 4/10
Playability: 8/10
Total: 17/30
An interesting choice, to say the least. I admire the simplicity of the stage, which reflects the quite, relaxed nature characteristic of the location. It represents
Wind Waker well enough, being a tropical island with a sea view and whatnot. However, the location itself isn't particularly notable or important. The stage also suffers from having a vaguely-defined layout that could use some more description. You specify that the water is a hazard, but how so? Do players drown in it? Does it deal damage? Water itself is harmless in Brawl unless players spend so much time in it that they drown, so it would've really been appreciated if you had better described it.
Lanayru Desert by Zzuxon
Popularity: 7/10
Creativity: 4/10
Playability: 9/10
Total: 20/30
Lanayru Desert, eh? I'll have to admit, I had to dock you in creativity since while the timeshift stone gimmick is an obvious inclusion that I can only be glad you translated faithfully, nothing much else is done with the location besides that. The size of the stage, and even its general appearance, is a little vague. A tad more description would really help give a better image of the map. On the flipside, the simple and easily manageable gimmick, coupled with the simple layout, makes the stage very playable, and it sounds like a blast to play.
The Sandship by stan423321
Popularity: 7/10
Creativity: 7/10
Playability: 7/10
Total: 21/30
A very well-rounded score for this stage. I really love how you managed the stage layout, using the ship's emergency rafts (and in "the past", the growing vegetation) as platforms as players fight on the side of the ship rather than on top of it, basically making the stage a series of platforms. The pendulous timeshift orb in the windows is a nice visual touch that I feel took some applaud-able creativity and a keen attention to detail. Some of the hazards and cameos don't make too much sense, but they do a good job at mixing up an otherwise plain layout and never feel overpowered. You also included the most creative and entertaining unlock conditions I've seen so far.
Outset Island by PixelPasta
Popularity: 10/10
Creativity: 6/10
Playability: 6/10
Total: 22/30
Yet another
Wind Waker stage, and a very iconic location at that. Outset Island is what I always thought should have been Toon Link's stage in Brawl, instead of the Pirate Ship. It's one of the most memorable, important, and recurring locations in
Wind Waker, so as a stage representative of the game, it's a perfect choice. While I love me some bridges (turtles are optional), I can't help but feel that the source location is underutilized, as the island is so large yet the battle is confined to one location. I see what you were going for, though, trying to set the stage during a particular event. The fact that it's a long, single platform with walk-off ledges makes this a pretty one-sided arena for characters with chain grabs and projectiles, however. The Helmaroc King is a nice touch, but I think that 20 seconds is far too long for his attack to end.
Ganon's Tower by 9volt
Popularity: 7/10
Creativity: 10/10
Playability: 8/10
Total: 25/30
Wow, I was really impressed with the water mechanic here, and how the shield contracts and expands to shrink and widen the blast zone. The water would probably act as a buffer to reduce knockback once players exit the shield, right? Having players be able to swim around and hopefully save themselves by returning to the stage is a really neat idea that has never been done before. I think that the stage could use some platforms or something to spice it up a little bit, but the water gimmick alone is pretty interesting.
Palace of the Winds by Violenceman
Popularity: 7/10
Creativity: 10/10
Playability: 8/10
Total: 25/30
A
Four Swords Adventures stage? Now that's something interesting. It's not a very remembered location, nor is the source game very popular, but I love how you adapted this location into a workable stage. Aside from some standard issues arising from solid walls, the stage is very playable, with some neat ideas to boot. The vegetation-obscured platforms and the pavillion that can be entered and fought in provide neat visual effects, and there's a loving attention to detail here that gives the stage a lot of personality. Clever adaptation of the palace's terrain into a Smash environment, making full use of infrastructure and geomorphology, is a highlight here, and I think that the stage would have scored just as well regardless of the inclusion of Vaati as a hazard.[/collapse]
[collapse=D-idara's Grades]
Hyrule Castle TP by BigAxle
Popularity: 10/10
Creativity: 9/10
Playability: 10/10
I REALLY like your stage and it feels tough to find problems with it. It's of course a ridiculously popular location from the game and one of the best places to show the transition from the normal world to the Twilight realm...And of course full playability because the stage manages to not mess with the players at all without being a Battlefield Clone, I also think that the stage transitioning slowly instead of snapping from one mode to the other was a very creative choice, and would make for a more engaging atmosphere, I liked how you used a tower-platform setup instead of the flat castle courtyard, specially the reference to a chess piece. Also, TP Hyrule Field music > All of the other Zelda overworld themes, especially 0:43.
Total: 29
Forsaken Fortress by Olekidsf
Popularity: 10/10
Creativity: 7/10
Playability: 4/10
Forsaken Fortress...the first dungeon on Wind Waker and the place that made many people get stuck! I obviously gave 10 on Popularity because it's the first dungeon from a popular, well-loved Zelda game. Although you managed to make the thing different with the platforms and the scrolling water, I still think the stage feels too similar to the actual boss battle...and I'll have to leave my personal bias and love for night levels to the side here...the way you described the stage makes it sound like a mix between Rumble Falls, and Spear Pillar+Dyna-Ridley on steroids...I just don't think you'd have enough time to worry about the battle...maybe you could've earned a lot more Playability points if the water-rising part used a flat wooden platform that rises, at least to make the fighting grounds flat.
Total: 21
Palace of Twilight by andimidna
Popularity: 8/10
Creativity: 8/10
Playability: 6/10
Twilight Palace serves as the penultimate dungeon on Twilight Princess and it's a very relevant place for Midna so you could say that it's quite popular! Now...I think using an exact location from the place, even though it might be iconic...takes off points in Creativity, but I added 2 extra points because you did something that I'd like to see done on a stage: Destructible stage enemies. Now with the playability...the enemies seem very manageable, although the mention of them appearing 'often' kinda rubs me the wrong way, but Phantom Zant just seems a bit too unpredictable and annoying, especially that stomp attack!
Total: 22
Hyrule River Raft by Croco
Popularity: 10/10
Creativity: 10/10
Playability: 8/10
I LOVE RETRO STAGES! Now...I was thinking about taking a point from Popularity because the enemies and locations are rendered and based on the concept arts, so the transition from the (Extremely basic) look of the 8-bit sprites to 3D models might not be faithful enough for everyone to recognize them, but making the stage start close to the first dungeon and having appearances of characters (Like the Old Man!) made me give you 10 on Popularity, also because it travels along the locations from the game. Of course the 10 on creativity's because you managed to grab all those iconic locations from the game and make the stage cruise around them in a way that makes sense. Playability would've been 9 with the manageable hazards and flat stage but the falling boulders from Death Mountain make me remember those falling boulders in a certain Subspace Level *shudders* so I gave you 8.
Total: 28
Sealed Grounds by liets
Popularity: 8/10
Creativity: 9/10
Playability: 6/10
Good stage overall, although I took 2 points from Popularity because it IS a really important location from Skyward Sword, but unlike Skyloft, people who didn´t play SS won´t recognize it. Now, I love how you adapted the place´s spiraling layout to a scrolling format and how the hazards are used, especially dat´ Groose charging like a boss, I can only imagine the hilarity of someone fighting and then suddenly GROOSE! Although for the same awesome reasons I docked a few points in playability, especially because the tornados seem too much to me.
Total: 23
Private Oasis by Souless_shadow
Popularity: 4/10
Creativity: 8/10
Playability: 10/10
I think the place's pretty generic, even though it represents Wind Waker's ocean-esque atmosphere. Also, I like 'rooftop' setups but you could've done a lot more with the Oasis/Spa/Resort theme this place has going on, although the day/night cycle nets you an extra point. Of course full playability because nothing's messing with you while you fight.
Total: 22
Lanayru Desert by Zzuxon
Popularity: 7/10
Creativity: 8/10
Playability: 10/10
Same deal as Sealed Grounds, decently relevant to the game itself but it´s not a flagship location of the Zelda series. I really like how you adjusted the desert to a fighting stage and the ´island on a sea of sand´ concept, also, the epic visual gimmicks of the desert turning into lush plains and the robots being reanimated are wonderful, of course 10/10 Playability because it has changing platforms, but no real hazards for the players.
Total: 25
The Sandship by stan423321
Popularity: 8/10
Creativity: 9/10
Playability: 8/10
A little more recognizable than the desert itself! I love how this stage uses pirate-esque elements for the platforms and how the timestone shifts a designated circular area as it swings from side to side, would probably make for some really cool visual effects! I removed 2 points from playability because of the pirates but they sound manageable enough, and they don´t seem like they would interfere too much with the actual fight.
Total: 25
Outset Island by PixelPasta
Popularity: 10/10
Creativity: 7/10
Playability: 7/10
Outset Island's the first thing that you think of when you think of Toon Link! I think the location being taken straight from the game makes it seem a little bland, but I get what you were going for with the 'event' thing instead of just using the location. I like the Helmaroc King, but I think 20 seconds is just too much...imagine a 2-player match, one player gets flown around for 20 second while the other one...taunts?
Total: 24
Ganon's Tower by 9Volt
Popularity: 10/10
Creativity: 8/10
Playability: 9/10
One of the best Ganondorf Battles on the Zelda series...I absolutely love how you used the scene after the battle, with Toon Ganon on the background with the sword coming out of his head, makes it all the more iconic! Although I think you could've done something to spice up the actual place, the way you used the water walls feels absolutely genius! Love the concept of the potential blast zone expanding and contracting as the match progresses, overall very good stage with a few flaws.
Total: 27
Palace of the Winds by Violenceman
Popularity: 8/10
Creativity: 10/10
Playability: 9/10
I gave an extra point on Popularity because the Four Swords series has kind of a cult following, I've seen a lot of people that consider Four Swords their favorite Zelda game! Full Creativity because I love how you adapted the overworld view of the palace and made an interesting, varied battlefield around it, especially the bushes that hide the characters' feet. Of course almost full playability because of Vaati, but the way you described how Vaati telegraphs the attack and does minimal knockback makes me think that it wouldn't be much of a bother during the fight.
Total: 27[/collapse]
[collapse=Forcerounds' Grades]
Hyrule Castle by BigAxle
Popularity: 9/10
Creativity: 6/10
Playability: 8/10
Total: 23/30
As far as Zelda location's go, Hyrule Castle is in high demand once again, so good work on that. What makes me like the idea of this stage is the fact that the Twilight Princess setting would finally be envisioned with HD graphics. That alone would make the TP Hyrule Castle a great choice over other, more popular Hyrule Castles. As for the other categories, the gimmick reminds me of Pokemon Stadium in Melee so it's greatly playable, but not entirely creative. Good attempt though. Making an interesting Hyrule Castle stage that doesn't have damage-causing hazards is a difficult task as of yet.
Forsaken Fortress by Olekidsf
Popularity: 7/10
Creativity: 9/10
Playability: 2/10
Total: 18/30
Welcome to the vertical scrolling stage from hell! Putting a boss hazard in a vertical scrolling stage hasn't been done before, so that earns you some points. The Forsaken Fortress is also very iconic to those who've played Wind Waker. However, it doesn't seem like a stage that would be played on very often because the walls on the side would prevent kills, the Helmaroc King could perhaps be too powerful of a hazard, and vertical scrolling stages have a tendency to be annoying. I think your idea would be best suited for a segment in Adventure mode, with a boss battle with the Helmaroc King at the top.
Palace of Twilight by andimidna
Popularity: 7/10
Creativity: 8/10
Playability: 5/10
Total: 20/30
It sounds like a pretty fun stage. You went into great detail about the hazards and they seem to be much more involved than any other stage in the Smash series. However, because it is very reminiscent of Spear Pillar, I took off points for playability because there's a point where hazards get in the way of gameplay enjoyment.
Hyrule River Raft by Croco
Popularity: 10/10
Creativity: 8/10
Playability: 8/10
Total: 26/30
So the setting of your stage is Hyrule itself. Good move. Moreover, it's the Hyrule from the first Zelda game. Brilliant! Why hasn't this setting been used in Smash yet? I really like how the stage serves as a tour through retro goodness in a perspective players have not experienced before in its game of origin. While damaging hazards aren't going to make it preferred in tournaments, it's seems much more playable than the Pirate Ship, and I can see people really falling in love with it.
Sealed Grounds by liets
Popularity: 7/10
Creativity: 7/10
Playability: 5/10
Total: 19/30
Aside from Skyloft, the Sealed Grounds are probably the next most important location in Skyward Sword, but it is not much of an icon. Your description of the stage captures the heart of the location very well, as it even incorporates Groose, and the gusts of air. However, these hazards on a vertical scrolling stage are a bit too dangerous even if they do belong here.
Private Oasis by Souless_shadow
Popularity: 4/10
Creativity: 4/10
Playability: 10/10
Total: 18/30
Ah. How peaceful. How serene. Much like Smashville, a nice place to fight with little to no interruptions. It looks like you focused on playability here, and you have succeeded greatly. Popularity and creativity not so much though.
Lanayru Desert by Zzuxon
Popularity: 7/10
Creativity: 6/10
Playability: 9/10
Total: 22/30
I like this stage idea. It isn't the most iconic Zelda area, but it's a great looking location in Skyward Sword that could easily earn itself a stage in Smash. The layout you drew really helped with your playability score here, as it reminded me of the inoffensive Yoshi's Island stage in Brawl.
The Sandship by stan423321
Popularity: 6/10
Creativity: 7/10
Playability: 6/10
Total: 19/30
The Sandship is an interesting choice. While people who have played Skyward Sword will recognize it, I'm not entirely sure using the side of the ship is the most iconic part about it. What is cool about your submission is how the Timeshift Stone turns the sand into water so as to not kill players who are not able to recover when the platforms switch from the rafts to the platforms. The switch from past to present is troublesome though if it is designed to kill players who aren't able to jump out of the water and above the rafts in time. That feature takes away from the stage's playability.
Outset Island by PixelPasta
Popularity: 8/10
Creativity: 6/10
Playability: 4/10
Total: 18/30
As nice as it would be to fight on Outset Island's bridge, 20 seconds of the Helmaroc King attacking and holding a player in its talons is a bit too cruel don't you think? Hazards in Smash Bros. generally do not make a player unable to move, and for good reason, so I had to take off points in playability.
Ganon's Tower by 9volt
Popularity: 7/10
Creativity: 10/10
Playability: 8/10
Total: 25/30
Cool idea and great location! The water walls that are able to aid in recovery a bit is an idea that I've never seen before so that helped you out a lot. The hazard seems mostly balanced too aside from the rare chance of being meteor smashed.
Palace of the Winds by Violenceman
Popularity: 7/10
Creativity: 7/10
Playability: 8/10
Total: 22/30
Seems like a pretty sweet stage. I certainly wasn't expecting a Four Swords Adventures stage, so this entry stands out. I like how you added Vaati into the mix without him being too inconvenient of a hazard.[/collapse]
Total Scores:
Big Axle: 103
Olekidsf: 84
andimidna: 84
Croco: 105
liets: 89
Souless_shadow: 82
Zzuxon: 93
stan423321: 92
PixelPasta: 90
9Volt: 104
Violenceman: 101
AND THE WINNER IS...
HYRULE RIVER RAFT BY CROCO!
[collapse=Stage Description - Hyrule River Raft]
Name of Stage: Hyrule River Raft
Game of Origin: The Legend of Zelda (NES)
Description:
Stage begins on the bridge touching the water and shoreline near the first dungeon. The stage is about the length of Final Destination. I have included a picture below showing the bridge.
The bridge brakes suddenly and begins to move down river turning into a raft. Elements from the over-world map are shown in the background scrolling by. Enemies like Lynels, Octoroks, River Zoras, Peahats, and Tektit etc. are seen in the background and occasionally might interact with the players. Example: A moblin might throw a spear as the raft passes by.
As the raft moves down river and passes by recognizable locations and environments; spears, burns marks, and broken pieces of raft become more and more evident. Even boulders fall from death mountain and land on the raft until the match is over. The raft enters a cave. Randomly for each play you might see a character from Legend of Zelda, Merchant, Impa, Old Man, old woman etc. the rarest is the Old Man. Through the cave a dungeon suddenly appears and the music changes into the dungeon theme. Enemies appear in the background like before but now bosses randomly appear attacking the players from the background. A wall blows open and now the players are up on death mountain.. music changes back to the over-world music. As the raft goes along, boulders falling from above with water falls in the background. The raft then drops down a waterfall and the stage starts all over again.
Gimmicks/Hazards:
The raft moves so the stage is actually stationary with the background scrolling in multiple directions. Think brawl's 'Pirate Ship' stage but with just a flat service and no docking. Stage hazards are the enemies and bosses from the LoZ NES game which sit in the background and randomly attack the players. Boulders have some warning with falling dirt before impact.
Unlockable?:
YES and unlockable in 2 ways.
Knock out 1986 (Year 1986 which LoZ came out..) characters as Princess Zelda.
Super Secret Unlockable way - Enter 'ZELDA' in all caps as your player name.
Extra:
Music -
The graphics are original but inspired by the NES 8 bit colors and concept art from the booklets which I included some in the concept above description.
This stage also allows player to choose 2 different music tracks.. one for the outside and one for the cave/dungeon sections.[/collapse]
Congratulations, Croco! Your stage will be added to the Hall of Fame on the second post and we'll give about a day to discuss the results and...fool around before we announce the next round :v I hope you people had fun, and I must say that seeing so much
Twilight Princess love was amazing!