Time for Round 11 Grades!
psb123's grades:
Hot Spring Scramble by
Kevandre
Iconic Status: 4/5
Well it is one of the more notable bits of DLC for Awakening. And the only reason it even exists is to give some credit to fan favorite Children Units. But it is still DLC so I can't award it full points.
Originality: 9/10
This stage has a lot of creative ideas. It's a very unique setting not just for Fire Emblem, but for Smash Bros. in general. It's also got a nice healing mechanic for players to fight over. Not a fan of the Yukata costumes for the FE characters being locked to this stage though. I'd rather those just be available as palette swaps.
Playability: 10/10
Honestly the only thing here I could have been concerned with is walk-offs. And there are two things in place that actively discourage the tactic of waiting at a walk-off's edge to send people off the stage. The first of those is the Hot Springs. Since they can heal you you'll actively have to chase down anyone trying to use them or that dumb camping tactic is going to be a lot harder.
The second is that the footing at the edges of the stage is very narrow. Meaning you are very much at risk of that "wait at the walk-off" strategy backfiring.
So all in all there's nothing to really be concerned about here. Nicely Done!
Overall Score: 23/25
Windmire by
GolisoPower
Iconic Status: 5/5
I will admit that I was a little on the fence about a perfect score here since I'm not sure how often Windmire is actually visited in Fates. But that's due to my limited amount of the game I've completed and it is the capital of Nohr. So I'll give you the benefit of the doubt here.
Originality: 8/10
I do like the idea of being on a rotating platform. That has a lot of potential. But the Nohrian Soldiers really weren't need here.
Playability: 6/10
The main reason I'm giving you a lower score here is because I'm not entirely sure how the rotating platform and the camera aligning to a player is supposed to work. Without a layout or images to explain it your description left me with more questions than answers. And once again, the Nohrian soldiers were not needed. But at least they sound like a decently manageable hazard.
Overall Score: 19/25
Duma Tower by
Opossum
Iconic Status: 5/5
Echoes is the most recent Main Fire Emblem game and not only is this, as said by you, a plot important location in that game. It also shows the Dungeon crawling aspect with is very much a unique and notable thing from Echoes.
Originality: 10/10
A Smash stage taking place on a Staircase is a unique setting and a welcome one if you ask me. The mechanical lifts offer a unique flare as well and they really compliment the implementation of the Mogalls. And on a personal level, I like the idea of your stage being just Duma Tower rather than the Outrealm Gate idea you were originally planning.
Sad as I am that the Nifl section of the Outrealm stage had to get scrapped I still think Duma Tower by itself is just more clean and coherent.
Playability: 10/10
I was considering taking a point off for the Mogalls only appearing every two minutes. That does after all mean you'd only get them once in a standard 2-minute match. But I decided against it in the end. And everything else about your stage works pretty well here. I don't see any issues.
Also, thank you, for not making the torches able to hurt players.
Overall Score: 25/25
Worlds of Fate by
Jubileus57
Iconic Status: 5/5
You included all 3 Kingdoms of Fates here. I don't know how this could lose any points in iconic status.
Originality: 9/10
The only thing I have gripes with here is the layout of the Nohr section because it doesn't offer much footing. Other than that though I like what I see here. The beautiful scenery and koi pond of Hoshido, the weather or Nohr, the platform flying around the castle in Valla, it all works really well.
Playability: 7/10
The detract in points here is mainly because of Nohr. The Rain is fine, I don't see any problems with that. But the Lightning does seem a little powerful for an arena that small. I also do have a small bit of concerns with walk-offs in both Hoshido and Nohr and I'm not sure if players would have enough time to get out of the Koi pond before the bridge reconstructs.
So I have to take off a few points. But it's not too bad.
Overall Score: 21/25
Fort Dragonfall by
TheMarioaddict
Iconic Status: 5/5
I see a lot of good points for this stage in Iconic Status that I also saw in Arena Ferox from Smash 3DS. This stage feels very similar to that one in that it's an early area of the game that is home to one of more memorable early game moments. Maybe not AS much in that regard as Arena Ferox but I still think this works out great.
Originality: 10/10
How can I give this anything but a perfect score? You took the idea of a dragon's carcass forming a castle with the dragon able to be temporarily revived and rolled with it. And it worked out swimmingly. I'd even argue this is the most creative idea in Round 11.
Playability: 10/10
I'm pretty amazed at the perfect score this was able to get from me considering those hazards. But they all are manageable enough to where I think it's justified. The open jaw is something you can say away from via the platforms on the sides (or try to get opponents trapped into the bite. Whichever works for you), the wind from the wings isn't poweful enough to be considered too threatening, and the lava doesn't deal tons of damage and you have to get knocked off the edge to even get in the lava in the first place. Well Done!
Overall Score: 25/25
Bottomless Canyon by
TKOWL
Iconic Status: 5/5
Anyone who's played Fates knows how important this location is to that game. This can't not receive a perfect score.
Originality: 10/10
I was concerned at first by the similarities this stage shares with Gerudo Valley. But I think it does enough differently for it not to be a problem. Plus this kind of layout just works too well for the Bottomless Canyon for me to harp on it too much.
Playability: 8/10
The bridges being able to collapse from fighters just being on them, while unique, does offer some problems in the playability department. It could lead to cheap deaths if the bridges break when you've already used up your recovery. Or if you're just playing as a character with weaker recovery overall like Little Mac or Ryu.
Overall Score: 23/25
Arcadia by @Kirby Dragons
Iconic Status: 4/5
Deserts are something that Fire Emblem is certainly no stranger too. And while one could argue that Binding Blade being and older game would hurt it's iconic status I'm more concerned about how important this are is to Binding Blade. Unlike Windmire there's no real indication of this area's importance to it's source game. I won't take off too many points here. But I do have to knock off at least one.
Originality: 10/10
We have seen a desert stage from Fire Emblem in Smash before but this place is much more unique than Coliseum. The items that grand buffs or teleport you just by touching them are a neat twist that doesn't interfere with the regular items you can get on any stage and I like the little patch of grass off to the side. That's a nice touch.
Playability: 8/10
The Sandstorms seem like they're at an in between point of being too hazardous and being a manageable obstacle. There are parts of them that seem a bit too strong but only a select few parts. Not the whole thing. I am also a little concerned about accidental teleports leading to unwanted situations but all in all this stage seems workable enough.
Overall Score: 22/25
Plegia by
PeridotGX
Iconic Status: 5/5
This place is the home to everything that causes the conflict that drives Awakening's Story. Anyone whose played Awakening will know this place.
Originality: 9/10
My only gripe here is the overly simple layout. Just a walk-off with one platform above it. However I do like everything else this stage does. Trying to decide whether or not you want to risk getting hurt by Gangrel's Levin Sword in favor of being healed by Emmeryn offers a neat twist of strategy into this stage and strategy is very much the name of the game in Fire Emblem.
Plus, as one of many who was heartbroken by Emmeryn's death. The idea of being able to knock the ever loving heck out of Gangrel to prevent it sounds like it would be oh SO satisfying!
Playability: 8/10
Once again the issue here comes in the form of the layout. It reminds me a lot of Coliseum from Smash Wii U which is a stage I don't care for. Though I do think this one is slightly better. And the unique twists brought to the table from the conflict between Gangrel and Emmeryn prevents me from having too much of a problem with it.
Overall Score: 22/25
Sienne by
TechPowah
Iconic Status: 4/5
Unlike with Windmire in which I have played enough of Fates to at least have an idea of how important it could be I haven't played Ike's games so I'm not sure how much this sticks out. So I'll strike a sort of middle ground and give you a 4.
Originality: 7/10
Pretty bare bones all in all. The layout, while a neat little call back to Smash 64, is pretty uneventful. The only notable thing that could happen in this stage is the Battle Fog which I will admit did save you a point here since it does reference an actual Fire Emblem Mechanic.
Playability: 7/10
This would have gotten an 8 for an uneventful but workable layout. But the battle fog obstructing players vision isn't something people would be a fan of. Hence why I'm in no hurry to see the mechanic be implemented.
Overall Score: 18/25
The Dragon's Gate by
Roberk
Iconic Status: 4/5
Being the are of the Final Battle helps it out here. But Blazing Blade being an older game does leave enough concern with how many people would recognize it to where I have to take a point off.
Originality: 5/10
This stage really doesn't do much apart from the boss which does some pretty basic things all in all. I do like the idea of Ninian appearing to help the the fighter that KO'd the Fire Dragon but that's your only saving grace here.
Playability: 4/10
The layout is too small for a boss that big. Whether it be the Fire Dragon or Ice Dragon they just take up too much of the arena when they're present.
Overall Score: 13/25
Cosmic77's Grades:
"Hot Spring Scramble" by Kevandre:
Iconic Status: 4/5
While one could argue that the FE fanbase has made the hot springs VERY iconic, it's not exactly what I think of when someone asks me about FE.
Plus, it's DLC. Don't think I need to explain why it might not be remembered as much.
Originality: 9/10
*sigh* I suppose it's my own fault for asking for a more unique setting.
Regardless, the concept of fighting to get to a healing pool is pretty unique, and I think it's a simple gimmick that ties in extremely well with your sauna theme. The alt costumes for the FE characters was also a nice touch (but I can guarantee you I'd purposely avoid this stage because of the fanservice).
Playability: 8/10
That stair-like design of your stage is bound to make it harder to get KOs. I could definitely see players camping in the middle.
But other than that, it seems like your stage is harmless.
Overall Score: 21/25
"Windmire" by GolisoPower:
Iconic Status: 5/5
Being the first area in Fates, it seems like this would be a good choice to represent the game in Smash.
Originality: 8/10
A 360 degree rotation stage that rotates according to the player's position is definitely a concept that hasn't been presented to us before. Sounds like something that we should've gotten a long time ago.
Playability: 5/10
Another walk-off. Again, not a fan of those, but that's not what concerns me.
Camera control could be a huge issue in your stage. First-off, if multiple characters are on the stage, who takes control of the camera? If the person who the camera is focusing on gets launched, will the other characters have to quickly run to his location to avoid getting KO'd by the blast zone? Honestly, just having this this stage rotate automatically may have been a better idea.
And I don't think the soldiers were needed here. Your gimmick was unique enough without them.
Overall Score: 18/25
"Duma Tower" by Opossum:
Iconic Status: 5/5
Well, you do have relevancy on your side. While I am a critic of expecting newer remakes to get major representation in Smash, it did happen before with OoT 3D and Gerudo Valley. I could see it happening.
Originality: 8/10
The concept of fighting on a staircase is unique, and the Mogalls add a little flair to the stage. I also like the implementation of the mechanical platforms on the side.
However, I did promise that I would be a little tougher on the originality scores this time. The setting of fighting in a tower is close to what we got in Castle Seige, and I REALLY want to see some stages that drift away from the stereotypical "medieval castle and arena" stages. The only reason I didn't deduct more is because your stage's gimmick was fairly unique.
Playability: 8/10
The layout is fine, but needless to say, those Mogalls could cause some problems (although that might have been what you were shooting for).
Overall Score: 21/25
"Worlds of Fate" by Jubileus57:
Iconic Status: 5/5
A little hard for me to give you anything less. You basically made the entire world of Fates your stage.
Originality: 8/10
Not gonna lie, as far as gimmicks go, your stage is incredibly bland.
However, you did go into great detail about the stage's scenery and background noise. I feel like that was a good compensation. Plus, it's very different from the usual FE stages we see.
Playability: 9/10
The lighting and rain (slippery ledges) are definitely two things that could pose as a problem. Comparing the rain to BotW may have provided us with a good visual image, but anyone who has played that game probably wouldn't be very happy to see that incorporated into a stage.
Overall Score: 22/25
"Fort Dragonfall" by TheMarioAddict:
Iconic Status: 5/5
Don't know too much about Fates, but since the game came out two years ago, I'd say just about anything notable from that game would garner a high score.
Originality: 10/10
Not crazy about the castle theme, but the implementation of the dragon was extremely unique and well thought out. I really like the different ways it can affect the stage, particularly the wings.
Very creative overall.
Playability: 8/10
Sorry, but I have to deduct at least a few points because of the teeth and lava. Both are definitely obstacles that could pose as an issue.
Overall Score: 23/25
"Bottomless Canyon" by TKOWL:
Iconic Status: 5/5
Man, Fates is a popular game in this round.
The area you chooses is a prominent part of Fates, and I definitely think it suits Smash.
Originality: 7/10
The layout is cool, and while I do think this would be a good stage to represent Fates, the whole "collapsible bridge" gimmick is awfully popular in Smash. Feels overused.
Ryoma and Xander were nice touches. Function a little similar to the hazards in Bridge of Eldin, but still complement the stage in a way that seems appropriate.
Playability: 8/10
Getting some Spear Pillar vibes from that ledge underneath the bridge. Even if it's way smaller than the ceiling in Hyrule Temple and Spear Pillar, I think it could save a few people from getting KO'd.
Overall Score: 20/25
"Arcadia" by Kirby Dragons:
Iconic Status: 4/5
An area from Binding Blade probably isn't going to be known by many FE fans. An area from a newer FE game might have been better.
Originality: 9/10
The use of the items and sandstorms was unique. Seems like an appropriate way to represent both the desert theme and the older FE games.
Playability: 8/10
Not much to nitpick on except for the sandstorm. That damage is pretty intimidating, and I think the suction power could get in the way of a battle.
Overall Score: 21/25
"Plegia" by PeridotGX:
Iconic Status: 5/5
I'm not really sure how this area stacks up against other places in Awakening, but since this game is more modern than other FE games, I think it would have a decent chance of being remembered.
Originality: 9/10
...Uhh. I'm kinda scared to give you anything less.
Your gimmick was definitely..."unique". Not sure what else to say here.
Playability: 7/10
Had to deduct a few points because you didn't clarify what would happen when Emmeryn attacks the characters. How much damage would he cause? What's the knockback? How early would he KO someone?
Overall Score: 21/25
"Sienne" by TechPowah:
Iconic Status: 4/5
Juggled my score back and forth with this one. In the end, I settled with a "4". I just don't think many people would recognize this area, even if it was a popular FE game back in the day.
Originality: 5/10
Even though I really dig the idea of a city and a cathedral being the next FE stage, your gimmick wasn't really exciting. The way the fog blocks the visibility of the players doesn't strike me as something really unique.
Playability: 7/10
Any time you obstruct the visibility, I have to deduct a few points from your stage. The fog is bound to get in the way, and I don't think many people would consider it to be a fun gimmick to play with.
Overall Score: 16/25
"The Dragon's Gate" by Roberk:
Iconic Status: 4/5
Same thing I've said with all the older stages. I'm worried that people may not recognize this stage as much as something newer.
Originality: 8/10
Even though I don't care for 'em, the idea of summoning a boss character through a portal is different. I think this could definitely make a unique stage.
However, I really do wish you could've strayed away from the whole "medieval" theme. Feels like it's been done to death with FE.
Playability: 6/10
Even though they're (usually) helpful with the "Orginality" scores, boss characters do some massive damage in this department. I don't think you went into enough detail on how much damage and knockback the dragon would do. Because of this, it's hard for me to gauge how much this boss character would interfere with the fight.
Overall Score: 18/25
Total Scores:
Kevandre: 44 points
GolisoPower: 37 points
Opossum: 46 points
Jubileus57: 43 points
TheMarioAddict: 48 points
TKOWL: 43 points
Kirby Dragons: 43 points
PeridotGX: 43 points
TechPowah: 34 points
Roberk: 31 points
The Winner is..........
Fort Dragonfall by TheMarioAddict
CONGRATULATIONS!!!!!!!!!