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

Jubileus57

Smash Ace
Joined
Oct 3, 2013
Messages
579
Location
Lorraine, France
Brace yourselves, this one is gonna be on looong post filled with lovely screenshots.

Enter: MIITOPIA
Origin: Miitopia, obviously enough

This stage is a travelling one à la Wuhu Island or Delfino plaza from the previous Smashes, only you tour the entire island of Miitopia and all it's worlds save for the last ones (Sky Scraper and Otherworld).

(Note: As much as I wanted to have a gimmick with stolen faces or Mii face possession, I think the stage would quicky have become unplayable so I had to refrain myself.) Anyways, here it is:



The travelling platform is vanilla enough: a large platform with two small pass-through ones on top of it.

> New Lumos :

1newlumos.jpg


Inspired by the last world, it is a very black place with countless gaudy neons lighting up the area. It looks like an old and rainy cyberpunk city. At the left of the platform is an air vent (similar to the holographic ones that can be seen of the picture, with the same grapihics and Mii facial features) which will blow the smashers upwards should they pass above it.

It is rather strong but not fast enough so send the opponents over the blast line at blazing speeds, at least not when they have less than 100% damages: the more damage the player has, the quicker they will be blown. Of course, the vent has only a windbox: it will not stun nor damage the player characters.

> Lotus Lake :

GlowingFlora.jpg


A personal favourite of mine, the Lotus Lake is an area visited in the Realm of the Fey. Taking place at night, it is extremely gorgeous, with countless giant and glowing lotus flowers shimmering in the dark, with pink fireflies flying around.

The main platform is a giant lilypad in the middle of the lake. there is water at both sides of the screen, so the characters can possibly drown like in any other pool of water.

Every once in a while, an enemy from the Tadpole line will jump out of the water and bounce on the lilyopad before getting back in the water. The Tadman (blue) is the weakest one and does 5% damage and deals minor knockback, KOing effectively at 200%. The Pufferpole (brown, and looks like a pufferfish) is stronger, dealing 15% damage and dealing moderate knowback (KOes circa 85%). Finally, the Snapperpole (red, looks like a carp) does 20% damage and can KO as early as 60%. There is a 70% chance of seing a Tadman, 25% of seing a pufferpole and 5% of encountering a Snapperpole.

The Tadpoles all are rather slow, the quickest being the Tadman.

1adman.png
Tadman

Pufferpole
Snapperpole

> Ghontu Waste :



The Ghontu Waste is the frigid location of Miitopia, and is therefore rather slipperty. It is a walk off platform forming the top of a small hill.

Sometimes, a brief blizzard occurs, pushing the players towards one side of the platform. While in the Blizzard, be mindful of the Crystals carried by it (there are very few of them), which will deal the same damage as a Freezie item.



> Neksdor Town :



A rather simple phase taking place on top of the buildings in Neksdor Town, the hub town of the Neksdor area.

> Peculia :



The Peculia stage takes place in the game's eponymoys resident wackyland, filled with bright pink bubblegum tree and fluorescent grass. It's layout is similar to the one of Battlefield, only far less symmetrical. Only, the background appears upside down, and the ground of the land is on top of the screen, preventing any upwards KO. If a player is sent upwards, they will crash on the ceiling and be sent downwards.

(Note that the knockback dealt by crashing in the "ceiling" will follow the same rules than, say, if the player was send downwards on a regular stage and crashed on the ground).

> Easin Hills :



A grassy, curvy phase taking on the border of a ravine. It is rather vanilla, but be mindful of the rock moths fluttering around. They are minor annoyances (like in Miitopia, where they are one of the weakest of all enemies) and deal 1% damage with no knockback of even momentum halt whatsoever. They act as Bayonetta's bullets, being able to steal a kill. While in Stock matches, this is rather pointless, the Rock Moths can steal kills for themselves in Timed Matches. A player will try to KO others without them colliding with the moths else he would be robbed of the KO.



> Nimbus :



Nimbus is the cloudtop location in Miitopia filled with Zeerust stuff in its background. This is the second stage to use the supersoft platforms that here exlusive to Skyworld before (the orange lines on the blueprint). Other than those, not much is too noticeable here.

> Galados Isle :



A seaside tropical location, the Galados Isle takes place on a beach with a little hill on the left (like the ones on the above picture). As in Lotus Lake, the Tadpoles will appear, although since this location appears MUCH later than Lotus Lake and is therefore much more perilous, the Tadmen now only have a 40% appearance rate, with the Pufferpoles having a 60% chance of appearing and the Snapperpoles 10%.

On the plus side, the sea will bring a coconut on shore (if one looks at the picture above, coconuts can be seen floating in the water), and it can be eaten to regain 5% of health.

> Karkaton :



The volcanic area in Miitopia. In the middle is a wooden bridge, which will get destroyed by a Bomb enemy falling from above (dealing the same amount of damage than the Bomb on the Bridge of Eldin). The lava below acts as a danger zone.




Unlockable: Yes - Create 10 Mii Fighters.

Music:
* A music shifting between the themes of all the locations taken straight from Miitopia (won't post the links there are too many and the post is already long enough XD)
* Battle: The Darkest Lord https://www.youtube.com/watch?v=3AKaaMetS10
* Tomodachi Life - SSB4 https://www.youtube.com/watch?v=Rtdl806Vzus
* A medley of the battle themes of that game.
* Extra Battle (Cyberpunk) https://www.youtube.com/watch?v=gWolOCjkols
* Battle (Greenhorne) https://www.youtube.com/watch?v=NnpWWb-q2zM
* Map (Miitopia - Remix https://www.youtube.com/watch?v=zxrlkxDzW8k
* Ballad of the Fairies - Remix https://www.youtube.com/watch?v=W_1SWmNeBCo
* Boss Battle - Remix https://www.youtube.com/watch?v=tejp0wBa344
* A remix of the "town" melody

PHEW that was long. I hope it will please you guys
 
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TKOWL

Smash Apprentice
Joined
Oct 12, 2014
Messages
88
Location
Philadelphia, PA
:
Stage Name:
Doshin the Giant

Origin:
Doshin the Giant


https://i.imgur.com/0dIheB3.png

Description:

Hailing from the little-known Nintendo 64DD title of the same name, Doshin the Giant is a god-sim game where you play as a gentle titan named Doshin and oversee the development of the tropical island of Barudo. Every morning Dosin emerges from the sea to help the plights of the villagers of the island, and returns back into the waters once the sun sets. The game received an enhanced port to the Gamecube in 2002 that released in all main regions except the US, where Doshin's singular American appearance was as a trophy in Melee.



https://i.imgur.com/nYDbeGN.png

This stage starts out just as the sun rises, and is a flat plane but with a random arranging of stage elements of the plane from palm trees, wooden platforms to a village hut. Things begin relatively uneventful but after 15 seconds or so, Doshin emerges from the water in the background. He starts out about two times the size of Bowser, but as time progresses in the match he will walk around parts of the background near and far from where the fighters are and do various tasks like terraforming the hills and rearranging the trees. Hearts surround him while doing tasks, and once a full circle of hearts fills around him, he grows in size. Once he has grown, he moves towards the stage...



https://i.imgur.com/DqNUNxN.png

It's him! The big man!

Doshin will begin doing various things to the stage, such as lifting up and relocating ground elements and terraforming the ground into slopes. How much he slopes the land and how high he lifts up the stage elements depends on his current size. As the match progresses and the sun begins to set, Doshin makes his way back into the ocean, and there is a brief period of calm in the night before morning sets in and Doshin, returned to his original size, begins the cycle of events over again. However, no two routines Doshin has will be there same, as he can lift and rearrange the platforms and ground in many combinations.

Unlockable:
Yes (Grow in size from a Super Mushroom 30 times)

Music:
Theme of Doshin the Giant (Remix)
Yellow Giant (Doshin the Giant)
The Barthes Island (Doshin the Giant)
The Island of Memory (Doshin the Giant)
Title (Big Brain Academy) (Brawl)
Mario Artist Medley (Remix)
Deku Palace (The Legend of Zelda: Majora's Mask)
Forest Area (Kirby Star Allies)
 
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Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
It's so odd that some images work and some don't. Like some of the signature ones do and others die
 

Ura

Smash Legend
Joined
Feb 4, 2014
Messages
12,838
Switch FC
SW-2772-0149-6703
Time for Round 12!

Winning the Poll at 8 votes (kind of) Round 12 is...........


Misc. Nintendo Games

Back in the Retro Round we allowed the smaller Nintendo games from the Retro era to have their time in the Sun. But because it was the "Retro" round the N64 and the Gameboy Advance were considered too new, so the entries had to be from games older than that.

This is for the younger side of that spectrum. The not quite as big games from Nintendo that are no older than the N64 and GBA.

A few examples include:

Golden Sun
Starfy
Dillon's Rolling Western
Advance Wars
Custom Robo
Sin & Punishment
The Last Story
Pandora's Tower
The Wonderful 101
Fatal Frame (Technically co-owned by Tecmo but Nintendo does partially own it so it counts)
And any game primarily involving the Mii's such as Wii Party U or Miitopia.

We have a few new regulars among the contestants since the Retro Round. So allow me to remind you that even for rounds like this you can only submit one stage to be entered in the contest. So if you have an idea for, let's say, Golden Sun AND Dillon's Rolling Western. You'd have to choose one to submit as your entry for the contest and one to be submitted just for fun once the round ends.

And with that, on April 30th 2018, Round 12 has begun. You have until Friday May 4th to submit your entries.

Good Luck!
I know this is an old post but Advance Wars is much older than all those games. It started out as Famicom Wars in 1988.

Common mistake I see a lot.
 

Kevandre

Ivy WAS Saurly missed
Joined
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Messages
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Pacific Northwest
NNID
Kevandre
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SW-2226-3590-9812
I know this is an old post but Advance Wars is much older than all those games. It started out as Famicom Wars in 1988.

Common mistake I see a lot.
Sure, but he's talking about the game itself. If you based a stage specifically on Famicom Wars, it wouldn't count for this round.
 

Ura

Smash Legend
Joined
Feb 4, 2014
Messages
12,838
Switch FC
SW-2772-0149-6703
Sure, but he's talking about the game itself. If you based a stage specifically on Famicom Wars, it wouldn't count for this round.
Ahh I see.

Although a Wars stage could encompass the entire franchise. Just a normal battlefield that shifts between a city, at sea, and in the air (stage hazards and all).
 
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D

Deleted member

Guest
Phew at last that image shenanigan is over.

Although I still had to reupiload every Miitopia wiki image on Imgur.
Re-uploading every image on imgur? That must have been a pain. But at least this whole image glitch is done.
Kevandre Kevandre tagging you here so that you know how to fix this because the images for your submission still aren't displaying.

I know this is an old post but Advance Wars is much older than all those games. It started out as Famicom Wars in 1988.

Common mistake I see a lot.
Really? Huh. You learn something new everyday. But like Kevandre said the series did continue into it's more well known GBA titles (and a few DS games too. Oh yeah, and battalion wars). So it's still eligible for this round.
 

Kevandre

Ivy WAS Saurly missed
Joined
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Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
Re-uploading every image on imgur? That must have been a pain. But at least this whole image glitch is done.
Kevandre Kevandre tagging you here so that you know how to fix this because the images for your submission still aren't displaying.


Really? Huh. You learn something new everyday. But like Kevandre said the series did continue into it's more well known GBA titles (and a few DS games too. Oh yeah, and battalion wars). So it's still eligible for this round.
Thanks fam. I had to reupload again for some reason but it's finally working.
 

PeridotGX

Smash Hero
Joined
Jun 8, 2017
Messages
9,020
Location
That Distant Shore
NNID
Denoma5280
Nintendo Badge Arcade
Contest12.png
The Nintendo Badge Arcade is (was?) an app for the 3DS, released in 2014 in Japan, 2015 elseware. In it, you could play crane minigames to obtain badges to decorate your 3DS Home Menu. The badges came from a wide variety of games, and when they stopped making new badges in 2017 they had over 8,800 badges.

In the above picture, this stage looks incredibly bland, but that's before the central gimmick comes into play. Remember how I mentioned how they made almost 9,000 badges?
Contest12 2.png

They're the central part of the stage. Whenever you load the stage, a random selection of badges make up platforms for extra footing. The platforms are able to be jumped through, and don't have any properties you would think they'd have (For instance, the bricks don't break). Every 35-40 seconds, a badge bomb appears and explodes. It doesn't do any damage, but makes the badges fall off the sides (If only that happened in the real game...) and it changes to a different layout.

Notes: Thank goodness the image thing got solved before I started making the stage. Anyways, I'm not going to put up music but I am probably going to post a few more layouts.

Contest12 3.png
 

Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
Hmmm. Mario RPG Stages, you say? TTYD is one of my favorite games of all time... But what to do, what to do...
 
D

Deleted member

Guest
Small heads up. The deadline for this round has been extended until tomorrow due to a contestants request.
 

Kirby Dragons

Smash Hero
Joined
Aug 30, 2014
Messages
5,184
Location
Another Dimension
Guhnash's Mouth
Game of Origin: Fossil Fighters
Songs: Guhnash Battle
Dynal Battle

Mockup:
Guhnash's Mouth (Longer).png

Description: You fight in Guhnash's mouth, where the final boss of the first game takes place. His mouth is a bit like a cave. The left and right of the stage are completely different. While the right side is a simple walk off, the left side is a unique type of ledge. If you just walk/dash or are launched at a low angle, you won't leave Guhnash's mouth; his tooth will stop you. However, if you are launched or you jump at a 31 or higher degree angle, you'll fly right out of the monster's mouth. The tooth works the other way too. Trying to recover too low will result in being blocked by the tooth. Recover high enough and you'll move right past the tooth. There are no grabbable ledges.

The top blast zones are high. There is no blast zone right above the mouth; instead there's a wall.

Now what are those three weird-looking robot thingies floating there? They're Guhnash's brains. From left to right, there's Guhlith, Guhvorn, and Guhweep. Each brain can be hit like a fighter, but not grabbed or launched. Guhlith and Guhweep take 66% before disappearing. Guhvorn takes 88%. These guys also don't do anything, unless you actually touch one of them. The brains don't actually block your path if you're moving through the air. Instead, you'll move through them, while still "touching them". The brains' effects:
  • Guhlith: Whirling Displacement. He'll spin around rapidly and send you flying in a random direction (no damage, set knockback). This creates a windbox around him as well. Since Guhlith's closest to the ledge, there's a good chance you'll be sent out of Guhnash's mouth.
  • Guhvorn: Electric Doom. Three fierce lightning bolts rain down from the top of the stage. The first comes down right behind Shulk. The second comes down right behind Rosalina & Luma. The third comes down about halfway between Mega Man and the end of the stage. The first and third bolts do 16% and great knockback. The second bolt does 25% and even greater knockback.
  • Guhweep: Tears of Dark Light. Guhweep simply begins to cry some oily liquid. Depending on who has taken more damage, either Guhvorn or Guhweep are healed of 25%.
If all three happen to be defeated, then in five seconds, the entire stage explodes! Every fighter still in battle is instantly KO'd. After the explosion, the stage returns to normal, with the three brains there at full health, and the players who still have stocks returning simultaneously on their revival platforms.
 
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AlphaSSB

Bring Back Star Fox
Joined
Jun 19, 2014
Messages
2,752
Location
United States
3DS FC
0018-1370-8449
Switch FC
0691-1639-9303
Name - Holosseum
Origin - Custom Robo: Battle Revolution (2004)
Gimmicks: Transformation Stage with no 'in-between' form
Description: See below


Custom Robo, one of Nintendo's many forgotten series, is one that began in 1999. In the games, you are the owner of a Custom Robo that you use to battle in a virtual arena called the Holosseum. The Holosseum, in the Custom Robo games, are 3D arenas where you battle using your Custom Robos. These simulated battlefields can take on a variety of forms, from futuristic neon-lit arenas, so areas covered in ice, to more rocky turf with pools of lava. Given the Holosseum's various forms, this stage has been made into a transforming stage, with a new form every 45 seconds. However, this stage takes transforming a bit differently. Each form is built upon the idea of simplicity and balance.


Above is a mock-up focused around one of the Holosseum's many forms. The Holosseum arena is rather large in comparison to other stages, with no floating platforms, rather, with large walls placed around the stage. There are five forms that the Holosseum transforms between, labeled 'Basic', 'Ice', 'Gym', 'Valley', and 'Pit'. Rather than a neutral form used in-between forms, the Holosseum transforms directly from one form to the other. During these transformations, the Holosseum's textures disappear, leaving only grid lines in their place. Then, the stage begins to shift from one form into the other while the fighters are still going at it. Once the next arena's form has finished, the textures then generate in place. The transformation takes 2 seconds to degenerate textures, 5 seconds to shift, and another 2 seconds to generate textures for a 9 second transformation total. Lastly, there is no default starting arena, or any set pattern. However, once you play in one arena, you won't see it again until all other arenas have cycled through.

'Basic' Arena

The Basic Arena takes place within a futuristic neon-lit setting, as represented within the reference image at the top of the depiction. This arena's form is fairly basic. There is a single center wall that fighters can run along the top of, and there are two vertical walls creating two pillars on either side of the arena. There are no hazards in this form, or anything else not shown.

'Ice' Arena

The Ice Arena takes place within a frozen landscape, as shown by the reference image. This arena has ice all along the stage floor, causing players to slide. The center is home to two large icy pillars. These can be damaged, as shown by the crack left by Captain Falcon's kick, and can eventually be destroyed. The walls in this arena are also slightly shorter than those of the Basic Arena.

'Gym Arena'

The Gym Arena takes place within an industrial looking complex, as shown by the reference image. This arena's gimmick takes form as two conveyor belts on both sides of the stage. These conveyor belts push towards the stag ledges. The center holds two moderately sized walls for fighters to jump between, with a gap in the middle.

'Valley' Arena

The Valley Arena takes place within a beautiful valley, with a small stream running through it, as shown by the reference image. This is the only arena to have a pass-through platform, as shown with the bridge. The left side of the stage lies a small log wall that extends the height of the left ledge, whereas the right side has a small stump in the way.

'Pit' Arena

The Hole Arena takes place deep within a volcano, as shown by the reference image, and is the only arena with an active hazard to keep in mind. The middle of the stage lies a solid platform that is slightly above stage level. If a fighter stands on this platform, it will slowly begin to sink into the vat of lava it rests on. The longer players stay on the platform, the lower it sinks, causing more lava to fill the center. It takes about ten seconds for the platform to sink all the way, and about four seconds for it to rise back up. However, the more fighters standing on it, the faster it sinks. Lava does 5% worth of damage and knocks fighters away. Lastly, there are two walls on both sides of the pit that act as pillars.
Custom Robo - Custom Battle

Custom Robo - Robo Cup Stage

Custom Robo V2 - Inside the Fever and Stone

Custom Robo: Battle Revolution - Aurora

Custom Robo: Battle Revolution - Heaven

Custom Robo: Battle Revolution - Lost World

Custom Robo: Battle Revolution - Mysterious Voice

Custom Robo: Battle Revolution - Sudden Death

Custom Robo Arena - Emergency

Custom Robo Arena - Mystic Chaos

Man, I spent a lot more time on this one than I thought I would because I went through so many revisions with it. At first, I was planning on making only the Basic Arena, but with a mechanic where it would rotate. However, I couldn't find a good way that made sense, so I decided to go with another transforming stage, with stages based on Custom Robo: Battle Revolution stages. What has been submitted is the V2 of the Holosseum stage, but that's after I was getting ready to submit V3. V3 was functionally identical to this one, but with each arena having four forms, making twenty total possibilities. However, it got to the point where the overall quality of the submission had lost it's quality, so I went back to the V2 version. As I said earlier, each arena is built off the concept of simplicity and balance.
 
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Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
Name - Holosseum
Origin - Custom Robo: Battle Revolution (2004)
Gimmicks: Transformation Stage with no 'in-between' form
Description: See below


Custom Robo, one of Nintendo's many forgotten series, is one that began in 1999. In the games, you are the owner of a Custom Robo that you use to battle in a virtual arena called the Holosseum. The Holosseum, in the Custom Robo games, are 3D arenas where you battle using your Custom Robos. These simulated battlefields can take on a variety of forms, from futuristic neon-lit arenas, so areas covered in ice, to more rocky turf with pools of lava. Given the Holosseum's various forms, this stage has been made into a transforming stage, with a new form every 45 seconds. However, this stage takes transforming a bit differently. Each form is built upon the idea of simplicity and balance.


Above is a mock-up focused around one of the Holosseum's many forms. The Holosseum arena is rather large in comparison to other stages, with no floating platforms, rather, with large walls placed around the stage. There are five forms that the Holosseum transforms between, labeled 'Basic', 'Ice', 'Gym', 'Valley', and 'Pit'. Rather than a neutral form used in-between forms, the Holosseum transforms directly from one form to the other. During these transformations, the Holosseum's textures disappear, leaving only grid lines in their place. Then, the stage begins to shift from one form into the other while the fighters are still going at it. Once the next arena's form has finished, the textures then generate in place. The transformation takes 2 seconds to degenerate textures, 5 seconds to shift, and another 2 seconds to generate textures for a 9 second transformation total. Lastly, there is no default starting arena, or any set pattern. However, once you play in one arena, you won't see it again until all other arenas have cycled through.

'Basic' Arena

The Basic Arena takes place within a futuristic neon-lit setting, as represented within the reference image at the top of the depiction. This arena's form is fairly basic. There is a single center wall that fighters can run along the top of, and there are two vertical walls creating two pillars on either side of the arena. There are no hazards in this form, or anything else not shown.

'Ice' Arena

The Ice Arena takes place within a frozen landscape, as shown by the reference image. This arena has ice all along the stage floor, causing players to slide. The center is home to two large icy pillars. These can be damaged, as shown by the crack left by Captain Falcon's kick, and can eventually be destroyed. The walls in this arena are also slightly shorter than those of the Basic Arena.

'Gym Arena'

The Gym Arena takes place within an industrial looking complex, as shown by the reference image. This arena's gimmick takes form as two conveyor belts on both sides of the stage. These conveyor belts push towards the stag ledges. The center holds two moderately sized walls for fighters to jump between, with a gap in the middle.

'Valley' Arena

The Valley Arena takes place within a beautiful valley, with a small stream running through it, as shown by the reference image. This is the only arena to have a pass-through platform, as shown with the bridge. The left side of the stage lies a small log wall that extends the height of the left ledge, whereas the right side has a small stump in the way.

'Pit' Arena

The Hole Arena takes place deep within a volcano, as shown by the reference image, and is the only arena with an active hazard to keep in mind. The middle of the stage lies a solid platform that is slightly above stage level. If a fighter stands on this platform, it will slowly begin to sink into the vat of lava it rests on. The longer players stay on the platform, the lower it sinks, causing more lava to fill the center. It takes about ten seconds for the platform to sink all the way, and about four seconds for it to rise back up. However, the more fighters standing on it, the faster it sinks. Lava does 5% worth of damage and knocks fighters away. Lastly, there are two walls on both sides of the pit that act as pillars.
Custom Robo - Custom Battle

Custom Robo - Robo Cup Stage

Custom Robo V2 - Inside the Fever and Stone

Custom Robo: Battle Revolution - Aurora

Custom Robo: Battle Revolution - Heaven

Custom Robo: Battle Revolution - Lost World

Custom Robo: Battle Revolution - Mysterious Voice

Custom Robo: Battle Revolution - Sudden Death

Custom Robo Arena - Emergency

Custom Robo Arena - Mystic Chaos

Man, I spent a lot more time on this one than I thought I would because I went through so many revisions with it. At first, I was planning on making only the Basic Arena, but with a mechanic where it would rotate. However, I couldn't find a good way that made sense, so I decided to go with another transforming stage, with stages based on Custom Robo: Battle Revolution stages. What has been submitted is the V2 of the Holosseum stage, but that's after I was getting ready to submit V3. V3 was functionally identical to this one, but with each arena having four forms, making twenty total possibilities. However, it got to the point where the overall quality of the submission had lost it's quality, so I went back to the V2 version. As I said earlier, each arena is built off the concept of simplicity and balance.
>Playable Slippy



I never played Custom Robo. Might have to check it out at some point...
 

TechPowah

Smash Ace
Joined
May 23, 2014
Messages
935
Location
The room down the hall
Switch FC
1951-3245-1423
Noisy Notebook
Game of Origin: Snipperclips <NS, 2017>
8-Player: No
Unlock Condition: DLC




Snip and Clip have become quite the budding celebrities after only their first game, and it's only fair that they get a crack at the whole crossover business. Their first outing is brought to life in this <flattened> stage of the first world of the game.

The actual layout of the stage is fairly simple, similar to Battlefield or the Pokemon Stadiums, although there is a little bit of variety in that the midair platforms only work when the purple steps are solid - everything will fall through if the steps are only outlines. Beyond that, the notebook will through in some extra parts to the stage for some spiciness.



When the tubes come down and the hamsters start running, they don't stop! The hamsters can't be hurt or moved, but they can push any players around who stand in their way. You can also jump on top of their ball to get a nice little ride across the stage. The tube only accepts hamsters, so you can stand on the tubing if you like.



When it's basketball time, be careful, as this time the balls can hurt you quite a bit if they bounce on top of players. There can be either basketballs, softballs which are faster but less damaging, and a rare bowling ball, which are very slow and have a long air time, but being hit by them will completely ruin your day.



Finally, it's nesting time as the birds come to deliver the eggs to one another. you can stand on the birds as they toss eggs, and the eggs themselves can hold items if you happen to break them.

<I didn't add Snip and Clip themselves to the stage, under the assumption that if they happen to end up with a stage, then surely they would also be playable too.>

MUSIC:

Noisy Notebook A - Snipperclips <New Remix>
Silly Science A - Snipperclips
Noisy Notebook C - Snipperclips
Title Theme - Freakyforms <Smash 4 Mix>
Mario Paint Medley <Smash 4 Mix>
 
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Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
Noisy Notebook
Game of Origin: Snipperclips <NS, 2017>
8-Player: No
Unlock Condition: DLC




Snip and Clip have become quite the budding celebrities after only their first game, and it's only fair that they get a crack at the whole crossover business.

The actual layout of the stage is fairly simple, similar to Battlefield or the Pokemon Stadiums, although there is a little bit of variety in that the midair platforms only work when the purple steps are solid - everything will fall through if the steps are only outlines. Beyond that, the notebook will through in some extra parts to the stage for some spiciness.



When the tubes come down and the hamsters start running, they don't stop! The hamsters can't be hurt or moved, but they can push any players around who stand in their way. You can also jump on top of their ball to get a nice little ride across the stage. The tube only accepts hamsters, so you can stand on the tubing if you like.



When it's basketball time, be careful, as this time the balls can hurt you quite a bit if they bounce on top of players. There can be either basketballs, softballs which are faster but less damaging, and a rare bowling ball, which are very slow and have a long air time, but being hit by them will completely ruin your day.



Finally, it's nesting time as the birds come to deliver the eggs to one another. you can stand on the birds as they toss eggs, and the eggs themselves can hold items if you happen to break them.

<I didn't add Snip and Clip themselves to the stage, under the assumption that if they happen to end up with a stage, then surely they would also be playable too.>

MUSIC:

Noisy Notebook A - Snipperclips <New Remix>
Silly Science A - Snipperclips
Noisy Notebook C - Snipperclips
Title Theme - Freakyforms <Smash 4 Mix>
Mario Paint Medley <Smash 4 Mix>
I think you get the award for most likely stage from this thread to show up in the next Smash
 
D

Deleted member

Guest
Okay guys. Round 12 is closed. I'll see you tomorrow with the grades for it.
 

TechPowah

Smash Ace
Joined
May 23, 2014
Messages
935
Location
The room down the hall
Switch FC
1951-3245-1423
I don't mean to tack on extra stuff after the round closed, but I forgot to mention that my stage is intended to be a flat stage like Flat Zone, Dream Land GB and Duck Hunt
:v
 
D

Deleted member

Guest
Time for Round 12 Grades!

psb123's grades:

N64 Sports Suite by Kevandre Kevandre

Iconic Status: 3/5

All 3 of these games certainly had their time in the sun back in the N64 days (and Gamecube to a certain extent). But that time has passed, making it hard for anyone who didn't hear about these games back in the day to recognize them. Though Pilotwings did a 3DS game for whatever that's worth.

Originality: 9/10

It's a pretty neat concept. Going through 3 different sports as they transition between each other. Similarities to the Pilotwings stage from Smash Wii U are there sure. But that kind of gimmick just works too well for this stage for it to be a problem. My only real gripe is the Sports Players having the old polygonal models. Green Hill Zone from Brawl had Tails, Knuckles, and Silver in the background with models on the same level as Sonic's. I see no reason why the same can't happen here.

Playability: 10/10

No real issues here. Closest thing would be the Jet Ski and Snowboarding sections being a bit disorienting with the water and snow being like bottomless pits. But once you get used to that it shouldn't be too bad.

Overall Score: 22/25

Lady Liberty by GolisoPower GolisoPower

Iconic Status: 3/5

Lady Liberty seems like an iconic location from Codename S.T.E.A.M. at least. But I don't think that game caught on quite as well as some people would have hoped.

Originality: 9/10

It is at base a mirror of the Corneria stage, but it does do some fancy things that mesh well with the source material that Corneria doesn't do.

Playability: 10/10

Corneria in of itself is a very playable stage and the new things you've added here add their own twist to fighting on this stage without getting in the way of said fight. I especially like the temporary power-up you can get from the Steam. Nicely done man!

Overall Score: 22/25

Miitopia by Jubileus57 Jubileus57

Iconic Status: 4/5

It's an Iconic game for sure. But I wouldn't say it's iconic enough to be instantly recognized by tons of people. A lot of people sure. But not quite enough for a 5.

Originality: 9/10

For the most part it is essentially a Delfino Plaza style traveling stage with a few enemies thrown in. But that does work pretty well for the overall idea here and there are some areas that do some more unique things. Most notably Peculia.

Playability: 8/10

This ones a weird one to grade on playability. My main issue comes in the form of the Rock Moths. Having to work around those in time matches so that they don't steal your kill sounds like much more of a hassle then it needs to be.

But that only applies to time matches. In the more popular Stock matches.......well I guess I would prefer that one lava pit to not be a danger zone but other than that there's not really any glaring issues here.

Overall Score: 21/25

Doshin the Giant by TKOWL TKOWL

Iconic Status: 2/5

This ones REALLY obscure. Much more so then the other games represented this round. Heck, I didn't even know that this was originally an N64DD game until your submission.

Originality: 10/10

Which I will admit, the lower iconic value that's just kind of standard for this round is really a shame because there are some creative stages here. Good thing I don't see Iconic status affecting their chances of getting in Smash as much.

Anyway, this is quite the unique idea. Just fighting in a plain old village and eventually a gentle giant comes in to re-arrange the battlefield. Creative idea for a Smash stage and very faithful to the source material.

Playability: 10/10

Since Doshin can't actually hurt anyone that leaves the walk-off as the only thing I was concerned about. But I think the stage is large enough to where it wouldn't be an issue.

Overall Score: 22/25

Nintendo Badge Arcade by PeridotGX PeridotGX

Iconic Status: 4/5

I would most certainly not say that this isn't well known. But it doesn't seem like something many people actually used. Seems more like something that a handful of people learned about, had no interest in trying, and forgot it was a thing until a reminder came along.

I wouldn't say there were a lot of people like that. But probably enough to prevent a 5.

Originality: 7/10

I'm not really sold on the creativity of this idea. It reminds me too much of Super Mario Maker just with pictures from various Nintendo games. Which certainly works for this idea I will admit. It just feels a little bland.

Playability: 10/10

I certainly can't knock it for playability though. A nice, simple layout that only throws in more platforms to fight on.

Overall Score: 21/25

Guhnash's Mouth by Kirby Dragons Kirby Dragons

Iconic Status: 2/5

Fossil Fighters has enough of a following despite being obscure to where I would have given this a 3 if it was a more notable location from Fossil Fighters. Picking the arena of the Final Boss doesn't seem like a very iconic choice for a game without the mass appeal to back it up.

Originality: 5/10

The unique setting is the best part of this stage in terms of creativity. Having a walk-off on one side and a tooth that somehow hinders both KO attempts and recovery at the same time isn't the greatest of ideas. The bosses aren't really enough to add to your score here either. Bosses aren't quite that unique since a lot of people think of them and the ones incorporated here sound more like Yellow Devil and Metal Face in that they're annoying enough to where people would probably want to turn them off given the option.

Playability: 2/10

The only reason I didn't give this a 1 is because there are at least small parts of the stage where you can have a decent enough fight on.

But the stage is too small to warrant a walk-off, the tooth gets in the way too much, the bosses sound a little on the strong side and if you do actually manage to kill all of the bosses it results in a KO of everyone. It would have been nice if at least the fighter who dealt the killing blow would survive.

Overall Score: 9/25

Holosseum by AlphaSSB AlphaSSB

Iconic Status: 3/5

I'll admit I was close to giving this a 4. Custom Robo may be obscure, but Ray has enough demand as a Smash newcomer to where I did wonder if that could push this into a 4. But ultimately I don't think it's enough to negate the lack of modern day relevance that games like Miitopia have. And that's quite a shame.

Originality: 9/10

This probably the perfect way to put a Custom Robo stage into Smash. A transforming stage that goes through multiple holosseums and keeps a balanced layout throughout the whole thing. I do wonder what the point of those breakable ice crystals is though. They don't do anything when you break them so why are they there?

Playability: 10/10

By keeping a balanced layout throughout all it's forms, the only part that had me concerned was the lava pit. But it doesn't do enough damage for me to call it a problem.

Overall Score: 22/25

Noisy Notebook by TechPowah TechPowah

Iconic Status: 5/5

Snipperclips is well known enough to earn a 5 here. Especially since it was one of the Switch's most notable launch titles.

Originality: 10/10

I really don't see any reason to knock off any points here. It throws in some unique gimmicks that mesh perfectly with the source material. I don't see any problems here.

Playability: 9/10

Only concern here is the damage done by the balls in the Basketball phase. Without any explanation of how much damage they do I am concerned enough about the bowling balls to where I can't give this a 10.

Overall Score: 24/25

Cosmic77's grades:

"The N64 Sports Suite" by Kevandre:

Iconic Status: 3/5

People might recognize Pilotwings, but the other two? Not really sure. Seems like only those who remember the N64 (or know a lot about Nintendo's history) would actually be able to name the game of origin.

Originality: 8/10

The concept obviously takes some inspiration from the Pilotwings and Wuhu Island stage in Smash Wii U, but I still think you did a decent job of making this seem unique. The snowboarding section was completely original.

Playability: 9/10

My only concerns are in the snowboarding section.

The trees are obviously something I had to look at, but I felt like 5% damage wasn't enough to warrant deducting points. However, I wish you would have clarified what would happen if a player hits the ground while the platform zooms down the mountain. Is it small knockback, or does the player somehow fall through like in the jet ski section?


Overall Score: 20/25

"Lady Liberty" by GolisoPower:


Iconic Status: 3/5

I'm sorry, but anything from Codename Steam isn't going to be remembered very well. I at least considered how you chose something iconic from the game. If you had chose something even more obscure, I might have deducted more.

Originality: 9/10

At first, I considered giving you a lower score because the trampoline and propeller gimmicks didn't sound all too original, but then I realized that the layout of the stage itself is actually fairly unique. The extended arm and torch on the front of the ship looks like an excellent place to fight.

All in all, this seems like a fun stage to play on.


Playability: 10/10


Well, you finally did it. I couldn't really find anything that would be a major issue. I had a few concerns about the shape of the stage, but I decided to let it pass this time, especially since I've been so critical on your Playability scores in the past.

Overall Score: 22/25

"Miitopia" by Jublieus57:


Iconic Status: 5/5

People really got hooked on this when the demo first came out. Aside from being fairly new already, I could see a lot of people recognizing this game.

Originality: 10/10

I really love how much effort you put into describing your stage and it's gimmicks. The layouts look interesting, the background sounds like it'd be incredible in HD, and you managed to include a piece from every world in Miitopia (minus the "final" world).

Playability: 8/10

There's a lot going on in your stage, and I did find a few areas of concern. The biggest one was Peculia, although I think you can figure out for yourself why I had an issue with it.

Overall Score: 23/25

"Doshin the Giant" by TKOWL:


Iconic Status: 2/5

Needless to say, not appearing in the US hurts your score. The game itself is also pretty niche, so I can imagine quite a few people not knowing what this stage is based off of.

Originality: 10/10

Although the idea of a giant yellow Minion picking up my house and moving it around sounds...unsettling, this is actually a very cool idea. Having Doshin interact with the layout of the stage is a unique concept in its own, but it also does an excellent job of representing his game.

Playability: 10/10

Doshin can't hurt the players, and the layout seems like it'd be pretty simple, regardless of how it's arranged. Nothing really seems like it would pose as an issue.

Overall Score: 22/25

"Nintendo Badge Arcade" by PeridotGX:


Iconic Status: 5/5

Struggled to decide on a score since this ended last year, but I feel like most people who own a 3DS would know what this was.

Originality: 10/10

Such a simple concept, but still a very original and creative idea. Don't know if all 8,500+ badges will be able to make it in Smash, but the potential layouts are limitless. Really like this concept.

Playability: 10/10

Since the bomb is only used to get rid of the badge platforms, I can't find anything wrong with your stage.

Overall Score: 25/25

Congratulations! This is the third stage to have ever gotten a perfect score from me.

"Guhnash's Mouth" by TKOWL:

Iconic Status: 3/5

Fossil Fighters, huh?

...Well, this isn't the area I would've gone with, but I think a small few would recognize this stage.


Originality: 9/10

Fighting inside a mouth is a strange but original idea. I also think the brains add a nice touch to the stage as well. Sounds like they'd offer some unique strategies.

Your stage is weird but in a good way.


Playability: 1/10

"If all three happen to be defeated, then in five seconds, the entire stage explodes! Every fighter still in battle is instantly KO'd. After the explosion, the stage returns to normal, with the three brains there at full health, and the players who still have stocks returning simultaneously on their revival platforms."

Seriously!? What the heck, man!

In all seriousness, that's WAAAAY too extreme. If you wanted to implement something like that, you should've went with moderate knockback instead. It definitely wouldn't have gotten you a perfect score, but it would still be a lot higher than the score I gave you.


Overall Score: 13/25


"Holosseum" by AlphaSSB:

Iconic Status: 3/5

The same problem many others have had with their Iconic scores - it's relatively niche. Might be a good stage to tie in with Ray if he gets in Smash, but otherwise, not many people would recognize this place.

Originality: 9/10

Really like the futuristic hologram theme. Seems like those different holographic arenas would offer a diverse set of layouts and provide a bunch of different gimmicks in a vein to Pokemon Stadium.

Playability: 10/10

Thinking about deducting points for the lava, but that's the only real threat in your stage. Doesn't seem major enough to penalize.

Overall Score: 22/25

"Noisy Notebook" by TechPowah:


Iconic Status: 5/5

Snipperclips has been heavily associated with the Switch. It should be fairly recognizable by now.

Originality: 10/10

The notebook theme and the various office supplies make for a very unique setting. I also enjoyed the different types of gimmicks you added. The hamsters, the purple platforms, the ball - they all seem very original and tie in with the stage very well.

Playability: 8/10

Had to deduct a few points for the hamsters and balls. I do wish you would've clarified how much damage the different balls did though. The description of the bowling ball has me a little weary.

Overall Score: 23/25


Total Scores:

Kevandre: 42 points

GolisoPower: 44 points

Jubileus57: 44 points

TKOWL: 44 points

PeridotGX: 46 points

Kirby Dragons: 21 points

AlphaSSB: 44 points

TechPowah: 47 points

The Winner is.............
Noisy Notebook by TechPowah

CONGRATULATIONS!!!!!!!!!!!
 
D

Deleted member

Guest
Oh yeah. This also marks the 3rd time where the winning stage beat 2nd place by 1 point. That's how you know we had some good submissions.
 
Last edited by a moderator:

Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
A worthy choice! And can I say... What an eclectic set of stages this round had
 

TechPowah

Smash Ace
Joined
May 23, 2014
Messages
935
Location
The room down the hall
Switch FC
1951-3245-1423
I knew that time extension was worth it
time to celebrate my first win


good job to everyone on their stages, this was a very VERY close game
 
D

Deleted member

Guest
Time for Round 13!

Winning the poll at 10 votes, Round 13 is..........

Mario RPG's

Mario category number 3. How fitting since there are 3 series of Mario RPG's. Super Mario RPG, Paper Mario, and Mario & Luigi. Super Mario RPG and Mario & Luigi don't have to worry about restrictions. All of their games are eligible. But Paper Mario does have a restriction set in place of no Super Paper Mario. That's more of a platformer, hence why it was eligible for the Mario Platformer round but not this one. Sticker Star and Color Splash however are allowed. Despite there being a lot of room for debate if those even count as RPG's.

And with that, on May 7th 2018, Round 13 has begun. You have until Friday May 11th to submit entries.

Good Luck!
 

Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
Shy Guy’s Toybox

(Paper Mario 64)




So I know I mentioned before how TTYD is one of my favorite games of all time… And I do think it is a better game than PM64 (Though I thoroughly love it too), but I couldn’t pass up the opportunity for Shy Guy’s Toybox. It kept popping up in my mind when I was trying to come up with a PM stage.


So here we are. We start off at the Blue Train Station. It seems pretty simple… right? There are three main layers to fight on. The roof of the station, and both of the below platforms. It looks like there’s train tracks, but you can’t stand on them, it is a gap on either side of the bottom layer. The train is in the background. There’s not a lot going on at this Blue Station…


But wait a moment, what is that big arrow hanging out on the top bit? Why does it point to the right?


Well, after 25 seconds of fighting at the Blue Station, the train is going to start chugging away… And the camera goes with it?!




The fighters should jump onto the train as we’re moving! There are once again several platforms on the stage in this transitionary period. The turning gear at the top of the train, the curved dome at the top, the main platform and both pistons, which are moving up and down alternatively.


The train transitions for 10 seconds while we move over to the next train station!



The train pulls into the Pink Train Station! Once again, there’s not a lot particularly exciting about this station… Same layout as before, but the whole bottom layer is a walk-off. Another transition and we move onto the next train station…




The Green Train Station goes back to having pits on either side of the station, but this setup has platforms on either side that alternate up and down. Before too long, we’ll go to a transitional part of the stage again before going to the final (And most hectic) train station.




The Red Train Station has platforms that are rotating around the whole station! Don’t stay on the platform too long or you will get KO’d! This one can be a little crazy with the platforms moving in this quick circle!


So you might have noticed the two brown platforms on each station. Well, while the stage defaults to the train moving to the right, you can change this at any time by hitting the directional platform three times within five second interval. The big arrow at the top will indicate which direction the train will depart when the time comes, so you can design your own play! Want to just have relaxing stage? Just keep making the train go between Blue and Pink. A little more shenanigans? Keep going between Green and Red. It’s all up to you!


 

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,397


Stage Name:
Shroob Castle

Origin:
Mario and Luigi: Partners in Time

Gimmicks and Hazards:
Shroob UFOs, Time holes

Description:
Here we have Shroob Castle, the conquered version of Peach’s Castle under the Shroob flag. Shroob Castle is unique in the sense that the main stage is at the base of the castle, with the second floor accessible through the Shroob mushrooms surrounding the castle. There is also a third floor at the base of the Shroob Princess statue at the top. Normally, this would be a walk-off, but the sides of the courtyard are blocked off by 2 Bowser tall walls around the castle, which can be scaled through the second floor. The castle itself is about one and three quarter Ridleys tall.

Occasionally, 1-3 Shroob UFOs will slowly float across the screen. They won’t attack, but serve as soft platforms that can individually be destroyed at 30% damage.

Finally, there is the Time Hole. These appear every minute for 10 seconds at either the left, center or right of the stage on either the courtyard or the castle. It allows only one player to swap places with their past self from exactly 30 seconds ago. No more, no less. One drawback to this is that after 7 seconds, the damage of your pre-Time-Hole self will be applied to the past self you now control, as a result of a time paradox. For example: let's say Cloud is at 57% damage and jumps into a Time Hole to swap with his past self, who is at 24% damage and has a freshly-obtained Ore Club. After 7 seconds, his damage will be brought up to 81%, putting him at a big risk of being KO'd. When the damage sets in, there is no knockback or hitstun. This makes the Time Hole a sort of double-edged sword.

Unlockable:
Yes. Play a 24 accumulative hours of Smash.

Music:
Mario and Luigi: Partners in Time Theme
Shroob Castle (M&L: PiT)
Battle (M&L: PiT)
Bowser Battle (M&L: PiT)
Aboard the Koopa Cruiser (M&L: PiT)
Shroobs! (M&L: PiT)
 

Jubileus57

Smash Ace
Joined
Oct 3, 2013
Messages
579
Location
Lorraine, France
I'll go with a small stage from Paper Mario: Color Splash centered on the very core of the game's plot:

PRISMA FOUNTAIN

Origin: Paper Mario: Color Splash


(NB: There will be no white patch and the place will look much livelier)

I'll prepare to get completely destroyed on Playability.



Simple layout: three pass through platforms like the ones on Battlefield over the fountain, which starts out empty and devoid of Paint Stars (the small bumps are actually the place reserved to the Paint Stars; the blue and orange ones, as those are the ones placed on the side when facin the fountain in game).

Here comes the gimmick: at a steady interval of 20 seconds, a random Paint Star will come to place some colourful paint in the fountain, having the paint of that colour acting as a thin liquid, without much incidence on the gameplay. But this is not the sole thing that happens: each colour will have an effect on the gameplay (just like during a certain fight in Color Splash (not named because spoilers), though the effects of the colours differ since most cannot be translated well). It is reminiscent to Shulk's Monado arts.

RED : Speeds up the game engine a tad.
ORANGE : Decreases by 1/4 the jump height of everyone.
YELLOW : The lightest colour of the six, every attacks inflicks 1/4 more knockback then usual.
GREEN : Everyone inflict only 3/4 the damage they usually dish out with their attacks (green is the sickly colour after all)
BLUE : Slows down the movement of all fighters, although most definitely NOT as dramatically as with Witch Time or a stopwatch.
PURPLE : Poisons everyone so they will gain a damage each seconds

(BTW the effect do not add to each other, of course. The new Paint Star will erase the effect of the previous one just in case you were wondering)

But there is a seventh thing that will happen after a cycle of all 6 colours: a black Bullet Bill bomb can fall over the tower in the background and blow up, releasing black pain that will spread randomly on the stage. Touch it and you will get injured as if touching lava (NB: not as a danger zone). The after 15 seconds, Huey will come and remove all the black paint, sending the stage back to its pristine stage, and the cycle begins anew.

Unlockable: Yes: Play 5 times as Paper Mario (who will be in the game. At least I hope. Woohoo.)

Music selection:
* Port Prisma - https://www.youtube.com/watch?v=2fbYzs8kOzo
* Port Prisma - Remix
* Fortune Island - https://www.youtube.com/watch?v=aitz_Wp0QIg
* ROYal Rumble - https://www.youtube.com/watch?v=unOcXLO4eQk
* Battle with Ludwig - https://www.youtube.com/watch?v=iNtrWz78bog
* Fight! - Color Splash - https://www.youtube.com/watch?v=4UhLGZf0sV4
* Normal Battle Theme - Sticker Star (Remix) - https://www.youtube.com/watch?v=ngqOI13DNvc
* Battle Theme - The Thousand Year Door (Remix) - https://www.youtube.com/watch?v=QPYki-9eO4Y
* Mario Paint Medley, obviously, from SSB4 - https://www.youtube.com/watch?v=XjbKgFofiKM
* Paper Mario Medley (SSB4) - https://www.youtube.com/watch?v=aAEbq5_aoZ8
Finally, each time the black paint is smeared on the stage, the music changes to the Balck Paint theme taken straight from the game, regardless on which music was playing before - https://www.youtube.com/watch?v=kHPBqPSozHs

That's it! I hope you guys like it :D
 
Last edited:

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,397
I'll go with a small stage from Paper Mario: Color Splash centered on the very core of the game's plot:

PRISMA FOUNTAIN

Origin: Paper Mario: Color Splash


(NB: There will be no white patch and the place will look much livelier)

I'll prepare to get completely destroyed on Playability.



Simple layout: three pass through platforms like the ones on Battlefield over the fountain, which starts out empty and devoid of Paint Stars (the small bumps are actually the place reserved to the Paint Stars; the blue and orange ones, as those are the ones placed on the side when facin the fountain in game).

Here comes the gimmick: at a steady interval of 20 seconds, a random Paint Star will come to place some colourful paint in the fountain, having the paint of that colour acting as a thin liquid, without much incidence on the gameplay. But this is not the sole thing that happens: each colour will have an effect on the gameplay (just like during a certain fight in Color Splash (not named because spoilers), though the effects of the colours differ since most cannot be translated well). It is reminiscent to Shulk's Monado arts.

RED : Speeds up the game engine a tad.
ORANGE : Decreases by 1/4 the jump height of everyone.
YELLOW : The lightest colour of the six, every attacks inflicks 1/4 more knockback then usual.
GREEN : Everyone inflict only 3/4 the damage they usually dish out with their attacks (green is the sickly colour after all)
BLUE : Slows down the movement of all fighters, although most definitely NOT as dramatically as with Witch Time or a stopwatch.
PURPLE : Poisons everyone so they will gain a damage each seconds

(BTW the effect do not add to each other, of course. The new Paint Star will erase the effect of the previous one just in case you were wondering)

But there is a seventh thing that will happen after a cycle of all 6 colours: a black Bullet Bill bomb can fall over the tower in the background and blow up, releasing black pain that will spread randomly on the stage. Touch it and you will get injured as if touching lava (NB: not as a danger zone). The after 15 seconds, Huey will come and remove all the black paint, sending the stage back to its pristine stage, and the cycle begins anew.

Unlockable: Yes: Play 5 times as Paper Mario (who will be in the game. At least I hope. Woohoo.)

Music selection:
* Port Prisma - https://www.youtube.com/watch?v=2fbYzs8kOzo
* Port Prisma - Remix
* Fortune Island - https://www.youtube.com/watch?v=aitz_Wp0QIg
* ROYal Rumble - https://www.youtube.com/watch?v=unOcXLO4eQk
* Battle with Ludwig - https://www.youtube.com/watch?v=iNtrWz78bog
* Fight! - Color Splash - https://www.youtube.com/watch?v=4UhLGZf0sV4
* Normal Battle Theme - Sticker Star (Remix) - https://www.youtube.com/watch?v=ngqOI13DNvc
* Battle Theme - The Thousand Year Door (Remix) - https://www.youtube.com/watch?v=QPYki-9eO4Y
* Mario Paint Medley, obviously, from SSB4 - https://www.youtube.com/watch?v=XjbKgFofiKM
* Paper Mario Medley (SSB4) - https://www.youtube.com/watch?v=aAEbq5_aoZ8
Finally, each time the black paint is smeared on the stage, the music changes to the Balck Paint theme taken straight from the game, regardless on which music was playing before - https://www.youtube.com/watch?v=kHPBqPSozHs

That's it! I hope you guys like it :D
Awesome mechanic for your stage, but I feel you about the playability thing, Jub! I’m kinda worried that the Time Hole mechanic on my stage will be a bit too much! XD
 
Last edited:

TheMarioaddict

Smash Journeyman
Joined
Dec 14, 2013
Messages
345
Location
Right Behind You
NNID
TheMarioaddict
3DS FC
0130-1812-3778
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Fun fact: in my lifetime, I’ve only played two games that would count for this round. The first one is Sticker Star (the less said about that game the better), and the second is Mario & Luigi: Paper Jam (which, while fun, I never completed). However, I feel that neither of those games are particularly good candidates for smash stages, so I decided to look elsewhere. Sadly, Super Paper Mario doesn’t count for this round (a damn shame if you ask me), but thanks to Lets Plays, I’m pretty familiar with its predecessor, The Thousand Year Door. And from that game, there’s one area that sticks out to me above all others...

Ladies and gentlemen, welcome to Creepy Steeple!


I mean, I know people hate this chapter for all the backtracking, but I’m working off of memories of Lets Plays, and I skipped the backtracking when I watched, so I remember it more fondly.

Name of Stage:
Creepy Steeple

Game of Origin:
Paper Mario: The Thousand Year Door

Description of Stage:
The stage takes place at the top of the Steeple, in Doopliss’ room. The floor makes up the… er, floor, and three passable platforms hang in the air above that. But wait, there’s more! During the match, the passable platforms will both tilt left and right AND move up and down, resulting in a somewhat chaotic platform layout that’s constantly changing! In the background, you’ll be able to see the tops of the trees in the surrounding forest stretching off into the distance, and ominous clouds will float by the moon. There’s one other thing too, though...

Gimmicks and Hazards of the Stage:
...it’s Doopliss! For most of the match, he’ll be sitting in his chair and watching TV. However, on occasion, he’ll get up from his chair and join the fight! He’ll only do this once per match, so pay attention for it!

Once he joins the fight, he’ll target whoever is currently in the lead (via points or remaining stocks+percents, depending on the game mode), and cast a magic spell… suddenly, Doopliss becomes a shadowy copy of that player!

Now that Doopliss is fighting, he’ll primarily target the player he’s copying. However, if anyone deals more than 30% damage to him, he’ll stop, change into the player who has damaged him most, and then resume fighting! Doopliss will stop fighting after either taking a combined 150% damage (at which point he is defeated), or after about 30 seconds of fighting (at which point he stops on his own and returns to watching TV).

When Doopliss is defeated, he’ll turn back to normal, fall down into the background, and remain there for the rest of the match. As a reward, the player who dealt the most damage to him overall will be given temporary ghost-powers, which render them immune to knockback (though they still take damage). This ghost effect lasts for 10 seconds, after which it wears off.

Music:
Doopliss Battle (Paper Mario: The Thousand Year Door)
Twilight Town (Paper Mario: The Thousand Year Door)
Shadow Queen (Phase 2) (Paper Mario: The Thousand Year Door)
Bowser Battle (Paper Mario: The Thousand Year Door)

And that’s that! I hope you enjoy!
 
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