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Super Smash Bros. Ultimate: Stage Creation Contest (Complete)

D

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Let Round 10 commence!

Winning the poll at 10 votes, Round 10 is...........


Sonic the Hedgehog

Our first 3rd Party Round. How fitting that it would be for arguably the most requested 3rd party character in Smash history.

So what do we have this time in the realm of restrictions? Well there's a very large chunk of games that are allowed. Without any dumb CD-i games like what Mario and Zelda or anything like that it's hard to find games that just aren't "Sonic" enough to be banned. Even his mobile games are eligible.

There is however one exception. Sonic Boom. Nothing against you if you're a fan of that series but it is a separate continuity. And it's very much a large enough separate continuity to where it's too far out there since it's the main Sonic we have in Smash Bros. In a similar vein, non video game continuities like the Satam Cartoon and the Archie Comics aren't allowed.

That's all that's banned, but like I mentioned with Lava stages in the Metroid Round and that I feel like an idiot for not mentioning it with Jungle Levels in the Donkey Kong Round, Green Hill type levels have a lot of potential to hurt your originality score. Both of the Sonic Stages we've currently had have been Green Hill type levels and even outside of Smash Sega has milked the idea to death and back!

And with that, on April 16th 2018, Round 10 has begun. You have until Friday April 20th to submit entries.

Good Luck!
 

Kevandre

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Well.. It isn't Green Hill, but it is the first stage of one of the games so I hope this is okay..

Mushroom Hill Zone

(Sonic & Knuckles)




The goal from the start here is to create a large, interesting and yet uncomplicated stage based on the first zone from the classic game Sonic & Knuckles.


This is an 8-player Smash enabled stage.


This stage takes advantage of two of the gimmicks from the original level. It has the bouncy mushrooms on either side of the main platform at the bottom. They will bounce any characters up to the upper level. It might be fun to just try and do battle while bouncing and ignore the rest of the stage!


The top two platforms are walk-offs with pits below them. They also have what seems to be vines shaped like Luigi’s fireballs on the inside corners of each section.



When you walk off of the side of the upper level, the vine will unfurl with you to create a longer platform! The vines are passable from both the top and the bottom, and once there is nobody standing on it, it will refurl back into its coil. When they’re coiled they aren’t interacted with until you start walking off the side, and they’ll precede you. But don’t get in your way.


Other than that, it’s an inoffensive stage! Nice and large for those big party matches. And hey... Maybe it'd be unlockable when you unlock Knuckles! :)


 

GolisoPower

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Stage Name:
Death Egg Zone

Origin:
Sonic the Hedgehog 2

Gimmicks and Hazards:
Death Egg Robot

Description:
The Death Egg Zone is the final level of Sonic 2, and is where you fight Doctor Robotnik for the last time in that game. The stage itself is a walk-off with a second platform of the same nature on top, with the background over viewing Mobius. You can access the top floor by using your jumping and your Up-B. After a minute of battle, the Death Egg Robot will land, with Dr. Robotnik at the helm.

This boss has these different methods of attack:
  • Simply walking. The footsteps the robot takes will deal 5% damage and 1/4 as much knockback as Ness’ PK Flash. The movement is very slow to compensate.
  • The robot will raise its arms up to anyone that’s too close. The spikes deal 6% damage and about half as much knockback as Captain Falcon’s Raptor Boost.
  • The robot will lift up off the top of the screen and lock onto a player over the course of 6 seconds. The locked player can transfer it over to another simply by hitting them. When 6 seconds have passed, the robot will land and smash the targeted player. There is a delay so they can avoid it, however. The damage is at 13% and the knockback as equal to DK’s fully charged Giant Punch. When the robot lands, it will have changed direction to face the players.
  • The robot will drop three small bombs that deal 10% damage and about as much knockback as the Steel Diver when exploding.
  • The robot will shoot its hands out in a straight line at a player. This deals about 12% damage and about as much knockback as Charizard’s Rock Smash.

What makes this boss unique, unlike the others, is that when you’ve hit the robot twelve times, you’ll knock the good Doctor out of the robot and the last person that dealt the hit will gain exclusive rights to pilot the robot. The robot will bend down when it’s not being piloted and if the piloting player jumps in from the top, it will bend back up with the player inside. The walking is used by tilting the joystick, the arm lift is used by the A button, the rocket lift is its Up-B, the mines are its Down-B and the arm shot is its Neutral-B. By pressing X twice, you’ll jump out of the robot. The player will take no knockback and half as much damage when they are piloting the robot, said robot being able to take damage, pilot or no. When the robot itself is defeated, it will explode similarly to Metal Face (Dealing 7% damage per explosion with hitstun) for a bit before exploding like Electrode (Dealing 16% damage with as much knockback as Lucario’s Force Palm at minimal aura). The robot can take 24 hits in the pilotable phase and it in general can only appear once per game.

Unlockable:
Yes. Use 50 Bombs overall.

Music:

Death Egg Zone (Sonic 2)
Death Egg Robot (Sonic Generations)
Eggman Boss Theme (Sonic 1)
Death Egg Robot (Sonic Mania)
What I’m Made Of (Sonic Heroes)
Final Boss (Sonic 3)

Note: Tried to salvage what I could from my Mario Kart stage (I swear, it sounded better in my head), and improve it. Hope to GOD it’s better.
 
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D

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The Poll for Round 11 is now up. With Sonic having become Round 10 the new voting option is Other Non-Indie 3rd Party Games.

What exactly does that mean? Well Sonic, Mega Man, and Final Fantasy are 3rd party franchises to have a character on the roster that have a lot of potential for new stage ideas. However, other 3rd party series don't have quite as much stage potential. Which is why I'm lumping together Pac-Man, Street Fighter, Bayonetta, and Metal Gear into this option because those series as standalone rounds run too much risk of being stagnant.

Those 4 are not the only series covered by this category though. People still have plenty of 3rd Party characters they want in Smash. So much so that trying to do individual rounds for all of the potential options would make this contest last way too long. So we're also throwing in 3rd party series not currently in Smash like Rayman, Bomberman, Crash Bandicoot, and Kingdom Hearts (though that last one does have an issue that will need to be addressed when this round inevitably comes).

There will be 4 rules to keep in mind for this category though.

1. The series has to be a video game series. So Dragon Ball and Shrek fans and whatnot are out of luck

2. The series has to have been on a Nintendo System

3. The only mobile games allowed are Mobile entries in 3rd Party series that are primarily Home Console, Handheld, or PC games. No other Mobile games will be eligible.

4. As the title suggests, no Indie games. That will have it's own round later.
 
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TheMarioaddict

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So this stage is interesting! See, back in the era of the first smash stage contest, I made a stage in preparation for a handheld sonic round. Sadly, that round never happened, so I set this stage aside, only showing it off once before in a different thread. And now all of a sudden, we have a new contest with a Sonic round! So I decided to dig that stage out, and then tweak and improve it to be better than it was before. So now, with actual years in the making, here is that stage!

Ladies and gentlemen, welcome to Bridge Zone!


Here’s a pic of the stage with the platforms clearly outlined, if you prefer.

Name of Stage:
Bridge Zone

Game of Origin:
Sonic the Hedgehog (Game Gear)

Description of Stage:
The stage consists of two main platforms connected by a bowl-shaped bridge. There are passable platforms on the left and right sides of the stage - these platforms slowly move back and forth over their respective landmasses. In the center of the stage is another pair of passable platforms...

Gimmicks and Hazards of the Stage:
...which serve as the main gimmick of the stage! Whenever a player lands on the higher of the two platforms, that platform will drop down, and the other one will shoot up! When this happens, any players standing on the (previously) lower platform will get bounced into the air!

But that’s not all! See the weight resting on the lower platform? It gets launched too! When launched, the weight will shoot up in the sky, before falling back down onto the platform it was on. This will launch anyone who was standing on the opposite platform, as well as deal 10% damage and knockback to anyone it hits on the way down. But be wary - whenever the weight is launched, it has a 25% chance to launch onto the opposite platform instead of it’s original platform, which might put you in it’s line of fire!

Music:
Bridge Zone (Sonic the Hedgehog)
Jungle Zone (Sonic the Hedgehog)
Sky Base Zone (Sonic the Hedgehog)
Music Plant Act 1 (Sonic Advance 2)
Back 2 Back (Sonic Rush)

So that’s my new-and-improved stage! Enjoy!
 

PeridotGX

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Sonic Mania
Press Garden Zone
Contest 10.png
Press Garden is the 5th Zone in Sonic Mania, and one of the 4 new zones. The level has a very unique concept, being half snow, half printing press. This stage takes place in the wintery Act 2 of the Zone, with a rather simple starting layout of a regular platform with a tree to provide for some extra footing (The Tree's trunk is in the background). While the stage seems rather bland at first, in comes the Stage's main "obstacle": The IceBomba!

(Don't pretend like you knew that was their name either)
Anyway, these insectoid robots show up every 30-ish seconds and drop the orb of ice they carry around. If a character is in their line of fire, they get frozen, but they don't deliberately try to do that. If it hits the ground, it creates a pillar of ice that's about as long and tall as the 1st floor ones on Battlefield, exept for the fact they touch the ground. The ice pilliars have very weak Ice physics, and dont melt (Unless the IceBomba drops another bomb were one already is, at that point the original melts. This isn't an 8 player stage and the Omega form takes away the tree.

Music List

Press Garden (Act 2)
https://www.youtube.com/watch?v=auWl7F5Osz4

Press Garden (Act 1)
https://www.youtube.com/watch?v=xygbdeir7A8

Studiopolis (Act 2)
https://www.youtube.com/watch?v=lTqrzwz6c8c

Mirage Saloon (Act 2)
https://www.youtube.com/watch?v=HqD4zftv99M


Titanic Monarch (Act 1)
https://www.youtube.com/watch?v=Rd7IFNZYtZI


Metallic Madness (Act 2 Mania)
https://www.youtube.com/watch?v=d0Vh1qiP4Sg


Mushroom Hill (Sonic Generations 3DS)
https://www.youtube.com/watch?v=F6f1O3WX6Xw&t

Notes: Thanks, Kevandre Kevandre . My original Sonic stage was actually based around Mushroom Hill Zone. When I looked at your Mushroom Hill, I realized how bad mine was and got working on a new stage (And I didn't want it to look like I was copying, that already sorta happened with the Retro round). I feel much more confident in this stage then the original Mushroom Hill.

Also @psb123, would Scribblenauts count for the 3rd Party round? I'm 95% sure it does, but I'm not sure.
 
D

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Also @psb123, would Scribblenauts count for the 3rd Party round? I'm 95% sure it does, but I'm not sure.
Scribblenauts is allowed for the Other 3rd Parties round. In fact that's the round I was talking about back in the Zelda round where I told you it would be wise to save your Scribblenauts stage for a future round.
 
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Kevandre

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Sonic Mania
Press Garden Zone
View attachment 141676
Press Garden is the 5th Zone in Sonic Mania, and one of the 4 new zones. The level has a very unique concept, being half snow, half printing press. This stage takes place in the wintery Act 2 of the Zone, with a rather simple starting layout of a regular platform with a tree to provide for some extra footing (The Tree's trunk is in the background). While the stage seems rather bland at first, in comes the Stage's main "obstacle": The IceBomba!

(Don't pretend like you knew that was their name either)
Anyway, these insectoid robots show up every 30-ish seconds and drop the orb of ice they carry around. If a character is in their line of fire, they get frozen, but they don't deliberately try to do that. If it hits the ground, it creates a pillar of ice that's about as long and tall as the 1st floor ones on Battlefield, exept for the fact they touch the ground. The ice pilliars have very weak Ice physics, and dont melt (Unless the IceBomba drops another bomb were one already is, at that point the original melts. This isn't an 8 player stage and the Omega form takes away the tree.

Music List

Press Garden (Act 2)
https://www.youtube.com/watch?v=auWl7F5Osz4

Press Garden (Act 1)
https://www.youtube.com/watch?v=xygbdeir7A8

Studiopolis (Act 2)
https://www.youtube.com/watch?v=lTqrzwz6c8c

Mirage Saloon (Act 2)
https://www.youtube.com/watch?v=HqD4zftv99M


Titanic Monarch (Act 1)
https://www.youtube.com/watch?v=Rd7IFNZYtZI


Metallic Madness (Act 2 Mania)
https://www.youtube.com/watch?v=d0Vh1qiP4Sg


Mushroom Hill (Sonic Generations 3DS)
https://www.youtube.com/watch?v=F6f1O3WX6Xw&t

Notes: Thanks, Kevandre Kevandre . My original Sonic stage was actually based around Mushroom Hill Zone. When I looked at your Mushroom Hill, I realized how bad mine was and got working on a new stage (And I didn't want it to look like I was copying, that already sorta happened with the Retro round). I feel much more confident in this stage then the original Mushroom Hill.

Also @psb123, would Scribblenauts count for the 3rd Party round? I'm 95% sure it does, but I'm not sure.
I'm glad! I like your stage a lot. I haven't played Mania yet but this level is the one that seems to stand out whenever I see people covering the game
 

Kevandre

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So, I had previously made a different stage for the Sonic round but I wasn't happy with it. But here it is anyway as a bonus

Radical Highway
(Sonic Adventure 2)

Arguably the most or second most recognizable stage from SA2, Shadow's Stage, Radical highway. The whole idea is a static right side w/ walkoff, a spinning trio of platforms in the middle and a super high left platform that has a slope you can't run up.

You can slide down the bridge rail but honestly, the more I looked at this stage, the less fun it seemed to me. I'm really glad I put together a different one instead.
 

Kevandre

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Question regarding third party round. Does the game itself need to be important to Nintendo history or can it be semi obscure but the stage is still iconic to the game?
 
D

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Question regarding third party round. Does the game itself need to be important to Nintendo history or can it be semi obscure but the stage is still iconic to the game?
The latter. Importance to Nintendo’s history won’t render a series ineligible as long as it’s had a game on a Nintendo platform and is a video game series.
 

Kevandre

Ivy WAS Saurly missed
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God I wish Psychonauts had come out on the Gamecube, which is where it freaking belonged in the first place

Never played a ton of 3rd parties on Nintendo consoles
 

Verde Coeden Scalesworth

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Sweet. I can finally finish my stage. I just got a pirate ship to make. Rest is done. I also took the liberty of making proper screenshots of every single bit I used, and intentionally copy-pasted the assets for use.

Quest 64 stage coming soon. Just need a name for it. >.>
 
D

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Sweet. I can finally finish my stage. I just got a pirate ship to make. Rest is done. I also took the liberty of making proper screenshots of every single bit I used, and intentionally copy-pasted the assets for use.

Quest 64 stage coming soon. Just need a name for it. >.>
Quest 64 eh? I actually had that game as a kid. And considering I almost beat it I would very much say I enjoyed it. I am intrigued about this stage idea of yours.
 
D

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Verde Coeden Scalesworth Verde Coeden Scalesworth

I should probably mention though that the Other 3rd Parties round won’t get started until it wins a poll. And considering that round is at 4 votes while Fire Emblem and Star Fox are both tied for 5 votes...........
 

Verde Coeden Scalesworth

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Verde Coeden Scalesworth Verde Coeden Scalesworth

I should probably mention though that the Other 3rd Parties round won’t get started until it wins a poll. And considering that round is at 4 votes while Fire Emblem and Star Fox are both tied for 5 votes...........
I did say it wasn't ready just yet. :p Well, if it doesn't win, it's fine. I'm still going to finish it up either way.
 

Kevandre

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I'm still pulling for Fire Emblem, but my 3rd party stage is ready, after much deliberation. :)

(Please do not Star Fox lol)
 
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D

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OK so i'm gonna doing this before get too busy

https://imgur.com/a/QeYH9I2 (apologies for the imgur link... my file was too large)

Stage Name:
White Space

Origin:
Sonic Generations

Gimmicks and Hazards:
1 of 4 "Eras" each time the stage is selected. Utilizes different platforms/hazards from that stage/era.

Description:
White Space would work in a similar way to super mario maker, except with way less randomization, but more generalization.
Each time players selects this stage they will enter into 1 of 4 different eras of sonic, based on the stage selection in generations. Theres no pitfalls here but only run-offs and side areas. Each era will hold 3 different types of stage ideas, with there own theme platforms and music to go along side these stages. So for example, players select White Space and get a Modern Era. During the Match the Modern Era will change its shape going through the three diffrent stages ( in a similar manor to castle siege). I should note that the name of the stages as seen in generations are platforms as well, and each stage hub platforms are changed to reflect what stage you are fighting on.

Eras and stages include the following:

Classic Era-
Green Hill Hub: No real Hazards, just springs.
Chemical Plant Hub: Only hazard be the chemicals, hopping from one pipe opening to another.
Sky Sanctuary Hub: Some crumbling platforms, otherwise hazard less.

Dreamcast Era-
Speed Highway: Sirens(aestetical) Speed ramps appear here( causes players to be launched towards where the speed launcher is aimed for)
City Escape: Speed ramps appear here, along with
Seaside Hill: The platforms are much wider and can be destroyed by hard smashes(also the move up and down only)

Modern Era-
Crisis City- Some platforms can catch on fire here, for a short time.
Rooftop Run- Balloons appear here and gives players an extra jump.
Planet Wisp- More spike here than in other stages.

Portable Era-
Mushroom Hill: Platforms are like jumpads and can bounce you higher.
Water Palace: Water pipes causes for water slides
Emerald Coast: Only stage with no real hazards

Music: All of the sonic music in smash brothers can be played here. Though on normal settings, this stage will automatically switch themes per level design.

So what do you think???
 

TechPowah

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Since the 3rd party round on this current poll specifies games that are not indie, will there be a separate round later on JUST for 3rd party indies?
 

Kirby Dragons

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I expected a low score on that last round. It was more of a test/fun thing than me trying to win.

Excuses aside, here's my last minute Sonic stage.
Never Lake
Game of Origin: Sonic the Hedgehog CD
Songs: Invincibility
Invincibility (US)
Palmtree Panic


Mockup:
NEVER LAKE.PNG

Description: This stage has water as most of the main ground. In the middle of the water is a small island big enough for one character to stand on. On the sides of the water are two tall rock spires (the left of which being two spires in one). The top of each spire can be stood on. The left spire also has some space between the two spires that make it up, where characters can stand. The right spire has two spaces that can be stood on, with the bottom of which being a grabbable ledge. On the outer sides of both spires, there are two rock platforms jutting out the sides to aid characters with lower recoveries. These platforms can't be passed through. There is grass that can be stood on, at the base of the outsides of both spires.
 

AlphaSSB

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I've had a pretty busy week, and haven't really had time for this round. What time does it end today? It there's a few more hours left, I may be able to get one in.
 
D

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I've had a pretty busy week, and haven't really had time for this round. What time does it end today? It there's a few more hours left, I may be able to get one in.
I will be closing off this round at about 10 minutes before Midnight if I end staying up that late. From my timezone, that leaves you with about 8 and a half hours as of this post.
 

AlphaSSB

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Name: City Escape
Origin: Sonic Adventure 2 (2001) & Sonic Generations (2011)
Gimmicks: Weight-impacted platforms, random hazard patterns, visually fast-pased
Description: See below

City Escape
, such an unforgettable experience. From snowboarding down through the streets of a city, to a 90° sprint down a building, and the climactic pursuit between Sonic and the GUN truck. Who wouldn't forget being chased by such a behemoth? The original GUN truck chase was simple, just run as fast as you can away from the monster and avoid running into any cars along the way. In Sonic Generations, however, this pursuit became a whole lot more interesting. To take advantage of the new mechanics Sonic Generations brought to the encounter, this stage will be based around that game's version. Buckle up.


Above is a depiction of how the stage may play out during a battle, giving a sense of scale for the fighting ground, and a visual of the background during this high-speed chase. The course itself is very similar to the course this stage takes during the chase seen in Sonic Generations. Here is a video link for reference. This depiction takes place during the stage's middle segment. There are three different segments to this stage, nicknamed "Start", "Chase I", and "Chase II". The central platform is flat with no gimmicks or obstacles, although more platforms do appear. In addition, this map has various hazards that players must avoid, all with different properties. More explanation will be found below. Now, let's start from the beginning.

Part I

Part I, known as 'Start', is the calm before the storm. Right off the bat, the stage takes off down the massive city, and there aren't any hazards to worry about for the time being. Two different types of platforms can appear during this part. The first being the GUN Beetles. Once a fighter lands on them, however, they won't stay perfectly in place. Depending on the fighter's weight, these GUN Beetles may be weighed down a bit, lowering them from their original position. If a light character like Jigglypuff lands on them, they can handle the weight. However, if a heavier character such as Bowser hops on, they'll be continually weighed down until the fighter jumps off. The weight of the character determines how fast these platforms will fall, but don't worry, even the heaviest of fighters will have plenty of time to react. Lastly, these GUN Beetles can be destroyed after a few hits. Moving on, the second platform takes place on railing that has found itself close to the stage. The middle of these platforms lie on the rail itself, causing it to function like a balancing scale. These will tilt in either direction depending on the weight of the fighters on them. Both the GUN Beetle and railing platforms can be passed through.

Part II

This is where the fun begins. After about 30 seconds of peacetime on the road, the gargantuan GUN truck comes barreling down the road behind the stage. Since this version of the GUN truck is based off of the Sonic Generations version, this thing comes with a ton of new toys. This thing will chase the stage everywhere, even along walls, and always tries to close the gap so it can make an attack. The GUN truck comes equipped with multiple saw blades, and there are six possible attacks the GUN truck can perform once it closes in. These are numbered, and shown by the red dashed arrows. This segment lasts for 45 seconds before the platform moves over the truck, starting the next segment. Below is a brief description of the attacks.
  • Attack 1 is a left-to-right horizontal swipe with the saw blade, slicing any fighters that fail to jump over it. This does 15-20% worth of damage, and will only K.O. around the 200%-250% range.
  • Attack 2 is a right-to-left horizontal swipe with the saw blade, slicing any fighters caught in the air. This does 15% worth of damage, and will only K.O. around the 250% range.
  • Attacks 3, 4, and 5 are vertical strikes on the stage in various positions, and briefly stay in place. The saw blade will do 20% damage if it directly lands on a fighter, but will do 10% if hit during the brief span it remains on the field. May K.O. around the 300% range.
  • Attack 6 is a dual swipe in the upper left and right corners of the screen, getting anyone on the railing platforms. These will do 15% worth of damage, with the same general knockback as attacks 1 and 2. However, due to being near the top of the stage, a fighter may get star K.O.'d around the 200% range.
Part III

As previously stated, this segment takes place once the GUN truck has passed underneath the stage. However, the party isn't over yet. While behind the truck, you no longer have to worry about the saw blades. Rather, now the hazards become the cars that the GUN truck has been sent flying. These cars are moderately sized, but offer plenty of time to react, as it takes about five seconds from a car being hit by the truck to possibly hitting players. These vehicles, depending on their size, will do anywhere from 30%-40%, and possibly resulting in a K.O. around the 200% range. These are deadly hazards, but are easily avoidable due to the reaction time given to the players. One vehicle will be thrown every 15 seconds in a random position, for a total of three times during the segment's 45 second span. This segment ends when the truck makes a turn away from a thin alley that the stage passes through, just like in Sonic Generations. The stage then cycles back to the beginning of Part I.
Sonic Adventure 2 -- Escape from the City (Original)

Sonic Adventure 2 -- Escape from the City (Instrumental)

Sonic Adventure 2 -- The Mad Convoy Race

Sonic Adventure 2 -- GUN Mobile

Sonic Heroes -- Egg Fleet Zone

Sonic Heroes -- What I'm Made Of

Shadow the Hedgehog -- Westopolis

Sonic Generations -- City Escape (Modern)

Sonic Generations -- Truck Chase (Modern)

Sonic Forces -- Fist Bump (Instrumental)

Really happy I managed to get this submission in. I went back and forth over City Escape and Egg Fleet, but seeing how no-one else used City Escape, and because 'Egg Fleet' may haven't been 'original' or 'iconic' enough, I went with City Escape. My original version took place on a simple street with a large middle section where the GUN truck would plow through. However, I felt that it was way too bland, so I scrapped it. Then, I watched a video with the full GUN truck chase sequence in Sonic Generation, and was hooked. Another perk to making a Sonic stage is the fantastic selection of music. I originally wanted some Sonic Unleashed tracks, but they didn't fit too well with the stage, so I didn't go with any. Very happy with the current music selection, nonetheless.
 
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Name: City Escape
Origin: Sonic Adventure 2 (2001) & Sonic Generations (2011)
Gimmicks: Weight-impacted platforms, random hazard patterns, visually fast-pased
Description: See below

City Escape
, such an unforgettable experience. From snowboarding down through the streets of a city, to a 90° sprint down a building, and the climactic pursuit between Sonic and the GUN truck. Who wouldn't forget being chased by such a behemoth? The original GUN truck chase was simple, just run as fast as you can away from the monster and avoid running into any cars along the way. In Sonic Generations, however, this pursuit became a whole lot more interesting. To take advantage of the new mechanics Sonic Generations brought to the encounter, this stage will be based around that game's version. Buckle up.

Above is a deception of how the stage may play out during a battle, giving a sense of scale for the fighting ground, and a visual of the background during this high-speed chase. The course itself is very similar to the course this stage takes during the chase seen in Sonic Generations. Here is a video link for reference. This depiction takes place during the stage's middle segment. There are three different segments to this stage, nicknamed "Start", "Chase I", and "Chase II". The central platform is flat with no gimmicks or obstacles, although more platforms do appear. In addition, this map has various hazards that players must avoid, all with different properties. More explanation will be found below. Now, let's start from the beginning.

Part I

Part I, known as 'Start', is the calm before the storm. Right off the bat, the stage takes off down the massive city, and there aren't any hazards to worry about for the time being. Two different types of platforms can appear during this part. The first being the GUN Beetles. Once a fighter lands on them, however, they won't stay perfectly in place. Depending on the fighter's weight, these GUN Beetles may be weighed down a bit, lowering them from their original position. If a light character like Jigglypuff lands on them, they can handle the weight. However, if a heavier character such as Bowser hops on, they'll be continually weighed down until the fighter jumps off. The weight of the character determines how fast these platforms will fall, but don't worry, even the heaviest of fighters will have plenty of time to react. Lastly, these GUN Beetles can be destroyed after a few hits. Moving on, the second platform takes place on railing that has found itself close to the stage. The middle of these platforms lie on the rail itself, causing it to function like a balancing scale. These will tilt in either direction depending on the weight of the fighters on them. Both the GUN Beetle and railing platforms can be passed through.

Part II

This is where the fun begins. After about 30 seconds of peacetime on the road, the gargantuan GUN truck comes barreling down the road behind the stage. Since this version of the GUN truck is based off of the Sonic Generations version, this thing comes with a ton of new toys. This thing will chase the stage everywhere, even along walls, and always tries to close the gap so it can make an attack. The GUN truck comes equipped with multiple saw blades, and there are six possible attacks the GUN truck can perform once it closes in. These are numbered, and shown by the red dashed arrows. This segment lasts for 45 seconds before the platform moves over the stage, starting the next segment. Below is a brief description of the attacks.
  • Attack 1 is a left-to-right horizontal swipe with the saw blade, slicing any fighters that fail to jump over it. This does 15-20% worth of damage, and will only K.O. around the 200%-250% range.
  • Attack 2 is a right-to-left horizontal swipe with the saw blade, slicing any fighters caught in the air. This does 15% worth of damage, and will only K.O. around the 50% range.
  • Attacks 3, 4, and 5 and vertical strikes on the stage in various positions, and briefly stay in place. The saw blade will do 20% damage if it directly lands on a fighter, but will do 10% if hit during the brief span it remains on the field. May K.O. around the 300% range.
  • Attack 6 is a dual swipe in the upper left and right corners of the screen, getting anyone on the railing platforms. These will do 15% worth of damage, with the same general knockback as attacks 1 and 2. However, due to being near the top of the stage, a fighter may get star K.O.'d around the 200% range.
Part III

As previously stated, this segment takes place once the GUN truck has passed underneath the stage. However, the party isn't over yet. While behind the truck, you no longer have to worry about the saw blades. Rather, now the hazards become the cars that the GUN truck has been sent flying. These cars are moderately sizes, but offer plenty of time to react, as it takes about five seconds from a car being hit by the truck to possibly hitting players. These vehicles, depending on their size, will do anywhere from 30%-40%, and possibly resulting in a K.O. around the 200% range. These are deadly hazards, but are easily avoidable due to the reaction time given to the players. One vehicle will be thrown every 15 seconds in a random position, for a total of three times during the segment's 45 second span. This segment ends when the truck makes a turn away from a thin alley that the stage passes through, just like in Sonic Generations. The stage then cycles back to the beginning of Part I.
Sonic Adventure 2 -- Escape from the City (Original)

Sonic Adventure 2 -- Escape from the City (Instrumental)

Sonic Adventure 2 -- The Mad Convoy Race

Sonic Adventure 2 -- GUN Mobile

Sonic Heroes -- Egg Fleet Zone

Sonic Heroes -- What I'm Made Of

Shadow the Hedgehog -- Westopolis

Sonic Generations -- City Escape (Modern)

Sonic Generations -- Truck Chase (Modern)

Sonic Forces -- Fist Bump (Instrumental)

Really happy I managed to get this submission in. I went back and forth over City Escape and Egg Fleet, but seeing how no-one else used City Escape, and because 'Egg Fleet' may haven't been 'original' or 'iconic' enough, I went with City Escape. My original version took place on a simple street with a large middle section where the GUN truck would plow through. However, I felt that it was way too bland, so I scrapped it. Then, I watched a video with the full GUN truck chase sequence in Sonic Generation, and was hooked. Another perk to making a Sonic stage is the fantastic selection of music. I originally wanted some Sonic Unleashed tracks, but they didn't fit too well with the stage, so I didn't go with any. Very happy with the current music selection, nonetheless.
I just have one quick question about this stage before I close off Round 10. Under the description of Attack 2 with the Saw Blades it currently says that it can KO at about 50% damage. But I'm pretty sure that was just a typo. Am I correct? If so how what percentage is it supposed to KO at?
 
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AlphaSSB

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I just have one quick question about this stage before I close off Round 10. Under the description of Attack 2 with the Saw Blades it currently says that it can KO at about 50% damage. But I'm pretty sure that was just a typo. Am I correct? If so how what percentage is it supposed to KO at?
That was supposed to be 250%. I'll correct that. Thanks for the heads-up.
 
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Alright everyone. Round 10 is now closed. I'll see you all tomorrow for it's grades.
 

Cosmic77

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Since it looks like Fire Emblem will finally be chosen for the next round, I thought it'd only be fair for me to give everyone a warning.

Fire Emblem is one of the few Nintendo franchises that I have very little history with. I don't know much about the characters and lore, and if you're intentionally adding references to past FE games in your stage, I'm probably not going to recognize them. Because of this, I'm going to be very lenient with my "Iconicness" scores. Although thorough descriptions of your stage's origins are still very much appreciated, I won't deduct many points (if any) if you exclude them.

HOWEVER, to compensate for that, I'm going to be extra picky with my "Originality" scores. Normally, I'd ignore stages with repetitive themes (grassy hills Mario stage, lava Metroid stage, etc.) if I thought the stage's theme fit well with the game of origin, but that's not gonna be the case this time. I want to see some original ideas that stray far away from the generic FE castle/arena stages we've gotten already. If you absolutely have to reuse the generic castle/arena theme, then I'd advise you to try and make your stage as unique as possible, as that's really the only thing that'll grab my attention at that point.

Now for those who have started/made their FE stage and became paranoid after this comment I made, don't freak out just yet. You don't need to rework your entire stage or add some complicated hazard. Just incorporating some type of simple background gimmick or little Easter egg (Palutena's Guidance) would be enough to raise your "Originality" scores.
 

Kevandre

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Since it looks like Fire Emblem will finally be chosen for the next round, I thought it'd only be fair for me to give everyone a warning.

Fire Emblem is one of the few Nintendo franchises that I have very little history with. I don't know much about the characters and lore, and if you're intentionally adding references to past FE games in your stage, I'm probably not going to recognize them. Because of this, I'm going to be very lenient with my "Iconicness" scores. Although thorough descriptions of your stage's origins are still very much appreciated, I won't deduct many points (if any) if you exclude them.

HOWEVER, to compensate for that, I'm going to be extra picky with my "Originality" scores. Normally, I'd ignore stages with repetitive themes (grassy hills Mario stage, lava Metroid stage, etc.) if I thought the stage's theme fit well with the game of origin, but that's not gonna be the case this time. I want to see some original ideas that stray far away from the generic FE castle/arena stages we've gotten already. If you absolutely have to reuse the generic castle/arena theme, then I'd advise you to try and make your stage as unique as possible, as that's really the only thing that'll grab my attention at that point.

Now for those who have started/made their FE stage and became paranoid after this comment I made, don't freak out just yet. You don't need to rework your entire stage or add some complicated hazard. Just incorporating some type of simple background gimmick or little Easter egg (Palutena's Guidance) would be enough to raise your "Originality" scores.
I got you fam
 

Kevandre

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...Just in case Star Fox wins I put something together... This would be the series I'm least familiar with though lol. gonna lose that round
 

Cosmic77

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...Just in case Star Fox wins I put something together... This would be the series I'm least familiar with though lol. gonna lose that round
If Star Fox somehow wins, I'm gonna laugh out of pity for Fire Emblem. Even though I'm not a huge fan of the series, it's been the runner-up for the past five rounds or so of this contest. I'm genuinely surprised it hasn't won yet.
 

AlphaSSB

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I've had a stage ready for Star Fox since before I made the Donkey Kong stage. It's ready to go, but after what I've done with the Donkey Kong and Sonic stages, I'm thinking of giving it more depth.
 

Kevandre

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I feel like there are far more people voting than there are people who post in this thread lol
 

Opossum

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I feel like there are far more people voting than there are people who post in this thread lol
There are probably more than a few lurkers, haha.
 
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Time for Round 10 grades!

psb123's grades:

Mushroom Hill Zone by Kevandre:

Iconic Status: 5/5

The opening area to Sonic and Knuckles which is, let's be honest, the 2nd half of the real Sonic 3. Plus it made a comeback in the 3DS version of Sonic Generations. Seems recognizable enough to me.

Originality: 9/10

No need to worry about being too much like Green Hill with this one. This level is certainly different enough even though it has "hill" in the name. Fun Fact, did you know that the Apotos level in Sonic Unleashed was originally going to be called "Greek Hill Zone"?

Anyway, this stage is simple but effective. With 2 parts of the stage being obvious call backs to the source material. Those being the Mushrooms and the vines. I do feel like a few platforms to make it easier to get to the top without needing the Mushrooms would have been nice. But that's my only gripe.

Playability: 8/10

Without those platforms I just mentioned it does seem just a tad bit trickier to get around the entire stage then it needs to be. Plus there could be a potential issue with the edges of the mushrooms bouncing you to the sides below the ledges. That really depends on the physics of the game. If the Mushrooms momentum would always carry you to the ledge then there's no problem. Otherwise there is a noticeable issue. Lack of clarity on how that would work forces me to take off points, but to get the best of both worlds, I won't take off too many.

Overall Score: 22/25

Death Egg Zone by GolisoPower:

Iconic Status: 5/5

It's the Death Egg. The Key plot point for most of Sonic's Genesis career. People will know what this is.

Originality: 8/10

I think the Stage Boss here is very creative and utilizes you idea of hijacking a vehicle much more successfully than your Mario Kart Stage. But the stage itself seems pretty bare bones. Just two walk-off floors. One of which is so high up that characters with weaker recovery might not be able to even get up there.

Playability: 7/10

When fighting the boss, I think you finally nailed that reasonable level of damage and knockback. Though I am a tad worried that boss might take up too much space. When piloting the boss, it might take some getting used to to learn how to use it. But I don't see that as a really big deal. But with the higher platform being as high up as it is, it finds itself in a weird situation of both being effective in dodging the Death Egg Robot (at least to a degree) but being hard to get up there in the first place.

Like I said in the Originality section characters with weaker recovery would have a challenge with that. So if you're trying to use it to dodge the boss than RIP Little Mac. Unless you get lucky enough to grab the rocket pack item.

Overall Score: 20/25

Bridge Zone by TheMarioAddict:

Iconic Status: 3/5

Sonic's 8-bit adventures just aren't as well known as his 16-bit and higher ones. 8-bit Sonic 1 wouldn't stick out to as many people. Nor would this zone since it's not a common area with Sonic.

Originality: 10/10

It's a nice, simple layout that is different from other simple layouts at the same time. Smash could use a few more of those. And the weight adds a nice touch as well.

Playability: 9/10

Not a whole lot of issues here. But the weight, while not very threatening, is something I can see people camping with to try and abuse. Kind of like the checkpoints in Green Hill Zone.

Overall Score: 22/25

Press Garden Zone by PeridotGX:

Iconic Status: 5/5

Sonic Mania is a big hit and Press Garden is one of the original levels to the game. Not sure how well it stacks up here compared to the others but I don't see any issues here. Especially since you used the arguably more iconic Act 2.

Originality: 10/10

This stage does so much right here. A nice, simple, uncommon layout. A small little hazard that, instead of detracting from a fight, offers a unique element from other stages with this layout such as Duck Hunt. And the use of an Act 2 is a welcome change of pace since most Sonic ideas stick to Act 1's. Especially in Music. That doesn't affect scores in this contest but the use of primarily Act 2 music here is a nice little detail.

Playability: 10/10

The Ice Bombas are there sure, but they really don't sound like enough of a hassle to be worth taking off any points.

Overall Score: 25/25

White Space by VGamer01:

Iconic Status: 5/5

It combines the levels popular enough to be in Sonic Generations (which in of itself is a popular game) and utilizes them in a way that really speaks to Generations.

Originality: 10/10

It's nice to see another stage that functions like Super Mario Maker since that's the only stage that works like it does so far. Plus the idea of using the hub of Sonic Generations to go through the levels iconic enough to be celebrated for Sonic's 20th Anniversary is inherently really creative. I also like how the text spelling out the names of the levels serves as a platform. That's a neat little touch.

Playability: 5/10

I won't give this a 1 because the idea sounds really good. But without any proper descriptions of the layouts to give a picture of the ideas execution I have to put this score square in the middle.

Overall Score: 20/25

Never Lake by Kirby Dragons:

Iconic Status: 2/5

Sonic CD is certainly a notable one but the area used in the games opening cutscene as opposed to an actual level from the game just isn't as recognizable.

Originality: 1/10

Sorry man. But the location isn't memorable, the layout is too difficult to traverse, there's a substantial lack of footing, and the placement of the spires coupled with the height of the stage make KO's too difficult to achieve. Some of the ideas used here are creative. But in ways that sacrifice functionality. To me, that kind of thing is actually a problem with the originality score because it tries too hard to be unique.

Playability: 3/10

I'll admit I've seen worse. The Swimming mechanic does make the center of the stage possible to fight at even if it's a hassle to do so. And the spires do lessen the issue of getting vertical KO's a little bit. But the lack of any platforms that can hold more than 1 character and walk offs at the edges of the stage being sealed off making it harder to escape them are also pretty big problems.

Overall Score: 6/25

City Escape by AlphaSSB:

Iconic Status: 5/5

There's a reason that this was the level most people just assumed would be in Sonic Generations back when Green Hill was the only known level for that game. It's the opening act to one of Sonic's most memorable titles and has become a fan favorite for all of it's memorable moments.

Originality: 10/10

I am so glad you used the crazier version of this stage found in Sonic Generations. Taking the extremely memorable truck from City Escape and using it as a part of your stage via it's insane overhaul in Generations was genius. Very creative and very faithful to the source material.

Playability: 7/10

Sadly though the saw blades do cause a lot of damage. I very much like the fact that they can't KO until ridiculously high percents. But with that much damage being dealt the other fighters could KO you before you even get to half of some of those percents.

Overall Score: 22/25

Cosmic77's grades:

Man, grading this round was brutal. I honestly think this might have been the toughest round we've ever had.

"Mushroom Hill Zone" by Kevandre:


Iconic Status: 5/5

A lot of people absolutely love the Mushroom Hill Zone. For a Sonic stage, I'd argue that this is pretty iconic.

Originality: 8/10

Your stage has that simple charm to it. Not much going on, but it still seems like it'd be a lot of fun to play on.

I do wish you would've added a little something extra though. Maybe some enemies flying in the background or Knuckles occasionally running by.


Playability: 8/10

Can't give you a perfect score because of those ledges next to the mushrooms. I can see a few early KOs happening due to characters being launched into the ceiling.

Overall Score: 21/25

"Death Egg Zone" by GolisoPower:


Iconic Status: 5/5

If the giant Death Egg Robot and Dr. Robotnik don't make this obvious enough that this is a Sonic stage, then there's really no hope for you.

Originality: 10/10

I think you did an excellent job of representing the Sonic games with this stage boss. Plus, getting to control the robot is bound to make people care about defeating the boss (unlike Yellow Devil).

Playability: 7/10


Even though this is a walk-off stage, I'll give you a pass. Instead, I want to talk about the stage boss.

So you did a much better job with the knockback. I believe 13% was the highest amount of damage this boss could do, and that's pretty reasonable. I also think the implementation of your stage's gimmick was a lot more clear and easy to understand, especially when compared to your Mario Kart stage.

However, I still think you're taking your stage's gimmicks a little too far. Getting to control the robot is cool, but I don't see how a person would be able to learn to fight with it in such short time. Controlling the robot essentially means getting a completely different moveset with a whole new set of attacks to learn, and I'm not so sure if that's a good idea.


Overall Score: 22/25

"Bridge Zone" by TheMarioAddict:


Iconic Status: 5/5

Not the most iconic area you could choose, but it's definitely one of the top picks. Plus, it does its job of looking like a typical Sonic stage.

Originality: 9/10

Basically the same thing I said with Kevandre. I really like the simplicity of this stage, and I'm sure people would enjoy playing on it. However, I'd really like to see a little more flair to the stage. Something small that would pay a little more of a homage to the game it comes from.

The scale platforms were completely unique though. Don't think that's ever been implemented before.

Playability: 9/10

Aside from that weight, I don't really see anything that could be an issue.

Overall Score: 23/25

"Press Garden Zone" by PeridotGX:


Iconic Status: 4/5

I know Sonic Mania was a big hit and all, but I don't think this was the best area you could've pulled a stage from. There are a few others that seem more iconic.

Originality: 10/10

The Ice Bombas provide a unique way to constantly change the layout of this stage. Really love the gimmick you went with.

Playability: 9/10

Naturally, I have to deduct at least one point for the Ice Bombas.

Still, they only appear every 30 seconds, and their attack isn't too unreasonable to begin with.

Overall Score: 23/25

"White Space" by VGamer01:


Iconic Status: 5/5

Generations was met with positive reviews, so a stage from this game seems like a good choice. I think White Space does an excellent job of representing the theme in Generations.

Originality: 10/10

The idea of having a stage that morphs into different eras of Sonic is a pretty crazy yet cool idea that I'd love to see in Smash. Seeing all these games combined into one stage is a Sonic fan's dream come true.

However, I would like to point out that the Mushroom Hill Zone and the bouncy mushrooms have already been done by another contestant. Just be careful with stuff like this. If it had been a bigger part of your stage, I might have deducted points.

Playability: 5/10

The reason why I gave you a low score here is because you didn't really go into enough detail on how the layout of each individual area would look. I'm sure your stage is fine, but unless you actually clarify how the platforms are arranged, I can't give you a high score.

I know that's a lot of work for 12 different areas, so consider doing what Kevandre did with his "SNES Classic" stage and have every single area use the exact same core layout with a few hazards/gimmicks sprinkled here and there.

Overall Score: 20/25

"Never Lake" by Kirby Dragons:

Iconic Status: 3/5

Ehhh... Sonic CD isn't exactly the go-to game for classic Sonic stages.

Originality: 2/10

I'm sorry, but I'm just not seeing any love or creativity in this stage. There's no references to the game, no callbacks, no special gimmicks - there's not much of anything. When compared to the other submissions, this stage is extremely bland.

Playability: 7/10

At the very least, your layout is somewhat decent. I'm not a fan of it being a walk-off though, and the tall spires could make it hard for people to get KOs.

Overall Score: 12/25


"City Escape" by AlphaSSB:

Iconic Status: 5/5

You chose a very memorable part from the Sonic games. Even though there are plenty of "Green Hill Zone" Sonic areas, the series is also known for it's realistic cities and urban areas.

Originality: 10/10


Dude, if I could give you a higher score, I would.

Seriously, the amount of creativity you put into this stage is incredible! Not only did you make a stage that accurately depicts the game of origin, but you also implemented several ideas that have never even been thought of before. Well done!


Playability: 7/10


I'm sorry, but setting my adoration for your creativity aside, I also have to judge this stage from a realistic perspective.

Those robots and sawblades are bound to get in the way of a Smash battle, as they cover a pretty large distance. And those flying vehicles? A whopping 30-40% hit from one of those could decide a battle on the spot.

I only deducted three points from your score, but honestly, I probably should've deducted more.


Overall Score: 22/25


Total Scores:

Kevandre: 43 points

GolisoPower: 42 points

TheMarioAddict: 45 points

PeridotGX: 48 points

VGamer01: 40 points

Kirby Dragons: 18 points

AlphaSSB: 44 points

The Winner is............
Press Garden Zone by PeridotGX PeridotGX


CONGRATULATIONS!!!!!!!!
 
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