GolisoPower
Smash Master
- Joined
- Sep 17, 2017
- Messages
- 4,397
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Actually, this stage looks like a fun one!Alright so, My idea of this stage is pretty grand overall, but god, putting in the effort to get all the different screenshots needed was a pain. I even played a new Odyssey profile to this point to take the screenshots tonight but then in the end, I felt like I could probably just do mockups in Illustrator instead to better show off my idea. And I realize I probably will lose most "iconic" points with this one too but I don't mind.
Bubblaine
Super Mario Odyssey
View attachment 136670
Description:
I bet you're getting some Isle Delfino vibes from this stage. I'm going to type up the description and add concept images as I go, but the above is the general aesthetic I'm going for.
So the default spawn, as well as the travelling portions between the main fighting areas, is on the head of the Seaside Kingdom's boss, Mollusque-Lanceur (No, I didn't realize that was his name, either).
"You'll never get my sparkling water!"
Now, Mollusque doesn't actually attack our fighters at all. He transports them on his head to each location, and will move to either side of the screen without any launching ability. Sometimes he'll move towards the right side of the screen which will make the right side a better launching point, and if someone is trying to recover from below, they might be SOL.
The locations he takes the fight to are the four locations in Bubblaine that Mario ground pounds a button to attack Mollusque with a cork!
The first is a hillside that has Spiked Shells that sometimes roll down the hill from offscreen. Both sides of this portion of the stage are walk-offs, and the spiked shells do minimal damage but provide some knockback that can be deadly at higher percents. There is a single platform that moves back and forth above the hillside.
The second location we are dropped off at is a small two-hill arrangement with not a whole lot of space to be on at any given time, but there are additional platforms that wiz up and across in the form of the new Gushen enemy! You can stand on top of them to use as platforms as they splash up from the bottom or across from the side! Just don't get caught in their jetstream!
The third location is a tall white & gold (or blue and black depending on the person) tower that is overall very bare and flat. It serves as a nice respite in the middle of all of the chaos!
The last stop is the hot spring! Now that might sound relaxing but it seems as though SOMEONE left a bunch of lava on top of the water! So you don't want to fall into it. There are a few solid platforms on the left side of the area as well as three drop-thruable platforms on the right side to provide additional support.
From here, Mollusque will pick you up again and bring you back to the first area he dropped you off at again. The fighters spend roughly 25 seconds at each location before Mollusque picks them up and takes them to a new place, with 15 seconds on his head in between.
Is your stage unlockable:
Beat adventure mode with Mario!
Extra Stuff:
Mario Odyssey is such a good game, and Bubblaine is tied for my favorite Kingdom in the whole thing. I found it relaxing, memorable, and exactly what a water level should be like. The boss fight on the Kingdom is one of my favorite boss fights I've had in a video game in many moons so I had to find a way to incorporate it in this round, even if it overcomplicates the stage and I'm unlikely to win the gold. But I've often found that gimmicky stages are some of the best in Smash games, even if they aren't the favorite of tourney-players. Odyssey deserves the grandest stages possible, and I'm happy to contribute ideas!
Music:
Mollusque-Lanceur Theme: https://www.youtube.com/watch?v=Gir4D5_W6k0
Mollusque-Lanceur Theme (8-Bit): https://www.youtube.com/watch?v=wTt0jhxFnk0
Bubblaine: https://www.youtube.com/watch?v=PGSpvk764wg
Vs. Boss (Sunshine): https://www.youtube.com/watch?v=58ZVat0Ocdg
Shadow Mario (Sunshine): https://www.youtube.com/watch?v=mxb7eHYfLm4
Thanks!Actually, this stage looks like a fun one!
Best. Idea. EVER!!!!!Expecting a stage based around Super Mario Odyssey? Anyway, as earlier mentioned, this stage is based around SMB3, but not a specific level in that game, other than loosely World 1-2. (does that knock iconic points?). The main platform is in the center, being the grassy platforms from World 1-2 of that game. A semi-solid platform on top of it, that you can step on or in front of. The blast-zone to the right is slightly farther then the one to the left (though not nearly as lopsided as the picture shows.), but the leftmost one has a platform someone could safely recover on, making a decision for the player to make.
This stage's main obstacle are Para-Goombas, who appear every 45 seconds. Doing what they did in SMB3 (But not in Paper Mario, I just grabbed the first picture I could find that worked), they spew 5-10 Micro-Goombas below them. If a player gets touched by a Micro-Goomba, their jump height and their fall speed decrease and increase (respectively) to a huge degree (Mario falls like Fox and has the jump of Kirby, for scale). The Micro-Goombas fall off after 15 seconds.
This stage is unlockable, and is unlocked after getting every Koopaling's trophy. The omega form just takes place on the central platform. This stage is usable in 8 player Smash, but with 7 or 8 there aren't Para-Goombas.
Song List (* is unlockable via CD)I know my choice was kinda random, but the Paragoomba idea came in my head and I worked from that. I spent a while designing the course and I'm still not entirely a fan.
Ground Theme (SMB3)
https://www.youtube.com/watch?v=XvSnRc_283A
Koopaling Theme (SMB3)
https://www.youtube.com/watch?v=7CgFWFmGqlo&t=33s
Koopaling Theme (SMB3 SNES)*
https://www.youtube.com/watch?v=N9vP05D_HyQ&t=40s
Airship Theme (SMB3 SNES)*
https://www.youtube.com/watch?v=eSr3WeoPhMo&t=105s
SMB3 Melody (Smash 4 mix)
https://www.youtube.com/watch?v=Qk7_mN5gDqw
SMW Final Boss Theme
https://www.youtube.com/watch?v=BlpQk-3SOSQ
Throwback Galaxy (SMG2)*
https://www.youtube.com/watch?v=fVt61oE5BfE
Main Theme (Super Mario 3D Land)
https://www.youtube.com/watch?v=QuKqO6J9gKk
Cascade Kingdom Theme (SMO)*
https://www.youtube.com/watch?v=P8cKiffNad0
Wooded Kingdom Theme (SMO)
https://www.youtube.com/watch?v=0HEEuCeclSM&t=407s
Metro Kingdom Theme (SMO)
https://www.youtube.com/watch?v=JF7nb4zU2fo
Thanks!Best. Idea. EVER!!!!!
What I meant was that other then a very slight inspiration of World 1-2, the stage isn't based on an actual part of SMB3. How would it get graded?To answer PeridotGX 's question about Iconic status. While I can't reveal anyone's thoughts on the iconic status of any submitted stage until grading time, I can say that I've realized the flaws in my old thought process against Grassy Plain Stages. Hence why I've updated the explanation of the contest to remove any negative connotation towards them.
I'm thinking I'll close off the round at about 9:00pm Pacific Time.When on the 21st will the round end? I'm kinda busy right now so I need exact times to see if I can finish my stage in time.
You and Cosmic77 have both pointed that out. And to be honest I can see pretty clearly where you're coming from.See, I had been thinking that there was way too much time. People are going to lose interest with this long between the rounds opening and the judging beginning, then to the results coming out. A quicker turnaround rate will keep people more interested, I think. If some miss a round they were looking forward to, they can still make a stage and we can talk about it but it just won't be part of the contest. This happened a lot in the old contest- we'd make little "additional" stages just to pass the time
Honestly, I think a weekly schedule would be awesome. New round starts Monday morning/Sunday night, and it's closed Friday night. Judges have a weekend to grade and then we start anew. If that works with the judges' schedule, I think that's a good way to go about itYou and Cosmic77 have both pointed that out. And to be honest I can see pretty clearly where you're coming from.
Sorry if I got your hopes up S Salcan but after this realization I'm going to have to go back to the original deadline of February 21st. AKA tomorrow.
I'm open to suggestions on any changes to this new plan I'm about to state, but here's what I'm thinking currently.
1. Rounds will now last 5 days.
2. The polls to decide what the following round will be will start at the same time as a new round.
To add to that 2nd point, I'm going to try to contact Cyndane about getting the round 3 poll started hopefully today.
Good thinking.Honestly, I think a weekly schedule would be awesome. New round starts Monday morning/Sunday night, and it's closed Friday night. Judges have a weekend to grade and then we start anew. If that works with the judges' schedule, I think that's a good way to go about it
This would make this stage the best play ever!Kinda in a rush here this will be a little unrefined. Also, no image for the stage's layout. Anyways, without further ado.....
(Peach evading a rolling spike bar in Tricky Trapeze Theater)
Name: Tricky Trapeze Theater
Game: Super Mario 3D World
Inspiration: Super Mario 3D World made a big push for circus inspired stages, with World 5-2, Tricky Trapeze Theater being one of them. It has an obvious mechanic in its swinging bars, so why not use it for a stage? Well, it lacks a bit in the aesthetics department, with a sea of clouds being the main/only background element and its platforms are made up of generic castles and the multicolored tilting platforms seen above. And where are the theater elements that should be in a stage called Tricky Trapeze Theater?
(The ever iconic title screen of Super Mario Bros. 3. You probably didn't even need the image.)
Luckily for Tricky Trapeze Theater's prospects as a Smash stage, the game Super Mario Bros. 3 is actually a play. (No really, it's been confirmed) With a little adaptation, some concepts from this game can be combined with 3D World to make a truly spectacular performance! (Should fit well enough with the "Theater" in the name, right?)
Stage Geometry: Tricky Trapeze Theater has two main platforms. Each is about half as large as Battlefield's main platform and the gap between them is about 1 and 3/4 of a floating platform from Battlefield. Both of these platforms extend all the way to the bottom blast line. (Technically the platforms are arches but there's no way inside) Three Bowsers left of the left main platform there is a floating Mushroom Trampoline that's around the size of a Battlefield floating platform floating about as high as a lower Battlefield platform above. the main platform line. Another floating Mushroom Trampoline serves the same purpose for the right side of the stage. Each of these has a random wall directly underneath it for... reasons I shall explain later!
(It's a Mushroom Trampoline from 3D World. I don't know how to make this caption interesting)
Rising high above the rest of the stage are two floating drop through platforms, (that don't tilt and don't have spike bars, unlike the ones from 3D World) with have the same x-coordinates as the aforementioned Mushroom Trampolines. These platforms are a bit wider than the Mushroom Trampolines below them. Of course, the point is to bounce off the Mushroom Trampolines to reach these platforms.
Over the gap between the two main platforms there is a trapeze bar (design ported almost directly from 3D World, look at Aesthetics for the slight changes.) that characters can grab onto to swing across the gap. There are two of them between the higher floating platforms for the same purpose. All of them are not moving at the start of a battle.
(Blast lines are relatively normal.)
Mechanics: The Mushroom Trampolines (this is exhausting to type, but I strive for accuracy.) act almost exactly like Springs in other Super Smash Brothers. Details of note include:
The trapeze bars work kind like 3D World's with some Smash Bros. twists. If a character moves over a trapeze bar while not taking knockback or performing an action, (Being general to avoid any loopholes) they will grab on and slide to the bottom of the trapeze bar. This uses an slightly edited version of the character's ledge grabbing animation, because dev time for animations is valuable. From there, the character can control the trapeze bar's swinging with the Control Stick or D-Pad. Holding Left and right will add speed in the appropriate direction. Keep the swinging motion in mind though, adding speed involves alternating left and right in time with the swing, and slowing down means using the opposite direction of the swing. If no one is on the trapeze bars or the user doesn't press any directions, the swinging will gradually slow to a stop.
- Characters are not automatically centered when they bounce off these.
- Characters do not bounce off the side of these.
- Remember how I said there is a wall underneath each of these? That's to keep characters from bouncing off the bottoms of these. That would make stage spikes far too powerful!
- These can't be grabbed, so watch your step!
The character can jump off at any time using their jump button/Tap Jump. When this is done, the character will have extra horizontal air speed for that jump based on the speed of the trapeze bar. (No extra vertical speed, but swinging more can make the jumping point higher.) Using a Double Jump or some other momentum changing move like most Up Specials returns air speed to normal. Characters can just drop off the trapeze bar with a double tap of down, but why would they, considering the fun of flying very far distances using the trapeze bar?
Don't get too distracted with the trapeze bars though! Characters aren't invincible while using them, unlike ledges, so getting hit will knock a character off. Yet like ledges, only one character can be on a trapeze bar at a time, and when another character grabs a trapeze bar, the first character will get bumped off like a ledge trump.
Aesthetics: The main platforms are arches of grey bricks with yellow lights lining them, and the floating platforms have a golden base with lining yellow lights and multicolored tiles. Unlike 3D World, these platforms connected to an unseen ceiling using metal bars in the foreground and background. The trapeze bars only have one spot to hang off of, unlike the four in 3D World. The top trapeze bars are attached to the unseen ceiling with metal poles, while the bottom trapeze bar is attached to an unseen floor with similar poles. The sea of clouds fills the bottom of the stage and the background.
And now comes the fun theater stuff! Before a battle begins, the stage is behind a large red curtain so the stage and the entering characters are all in silhouette. Small white gloves, like the one representing use of the touchscreen in Super Mario 3D World, skitter around the stage, pulling the trapeze bars, platforms, and Mushroom Trampolines onto the stage. Two spotlights swing alll around the curtain. Just as the Announcer shouts, "GO!" two gloves pull the curtain up above the stage. During the battle, the bottom of the curtain can be seen just below the top of the screen when it is fully zoomed out. Speaking of that, fully zooming out the camera allows players to see that the stage is actually within a theater stage, as if the theater stage is a window into the game.
The audience in the theater consists of Toads, Sprixies, and Lumas on the left side, and Goombas, Koopa Troopas, and Piranha Plants on the right side. They cheer when the in game crowd cheers, although the cheering sound clip is not changed. Speaking of this, using both of the top trapeze bars in a row is a way to make the crowd cheer on this stage!
A spotlight shines on the character that is currently in the lead, showing that they're the star of the show. (If scores are hidden, this effect only shows up every once in a while.) In a match with a time limit, when time is called, the spotlight will fade, the crowd will cheer (without using a cheering voice clip, and some gloves will pull the curtain back down.
Extra Stuff:
This stage can't be played in 8-Player Smash.
In Omega form, the platforms Mushroom Trampolines and trapeze bars are on the stage, but the gloves pull them off of the stage during the opening animation. Clearly they need to plan more before the battles start! A glove also places Empty Blocks to fill the gap between the main platforms, so there's no hole in the middle.
(People probably know what Empty Blocks are, just not what they are named. So problem solved. )
You're joking, right? This stage isn't polished enough. Among the obvious misses:This would make this stage the best play ever!
Tricky Trapeze Theater is based on the actual stage of the same name from Super Mario 3D World though. So I guess my stage isn't as unique as you originally thought.psb123's grades:
Tricky Trapeze Theater by Salcan:
That being said though the Trapeze stages don't seem to stick out as well as a few other locations in 3d World and while I do like the twist in originality that the stage's name brings it does unfortunately hurt it's iconic value.
With so many memorable Mario locations hearing one that's given an original name for Smash like this one is bound to cause a few people to go "what?".
As said before I do like the flare of originality given to this stage be it's name. Smash stages that have original names for in general concepts like this are very rare.
Knew there would be a misunderstanding. To clarify, the wall under the Mushroom Trampolines is shorter than the Mushroom Trampolines. It's only meant to make it visually cleat to a player that when a character is knocked into the Mushroom Trampolines from below, unlike the Planetary Springs from Windy Hill Zone, the character will react to the surface as if it were a regular ceiling, and not a spring. It should not block a player from returning to the stage by going underneath the Mushroom Trampolines.8-bit Man's Grades:
This stage sounds fun. Obviously banned but I don't care, I want to fight on this stage. One thing I'm left concerned about though is the mushroom platforms, specifically this wall underneath them. Does this mean if I get launched, I won't have a ledge to grab onto, am I able to go under this ‘wall’ to reach one of the main arches? I like a stage I can grab the ledge on.
Thanks! I tried to come up with something good for the round, but everyone else had some REALLY amazing choices as well.Congratulations to Kevandre and all the other users who participated. I won't lie, voting for these entries was tough.