GolisoPower
Smash Master
- Joined
- Sep 17, 2017
- Messages
- 4,397
Yo, psb, you got the grades yet? Not to be pushy or anything but...the day's almost gone.
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And a long day it was I must say. So long that grades will have to wait until later. Sorry guys but too much stuff blindsided me today that I needed to focus on.Yo, psb, you got the grades yet? Not to be pushy or anything but...the day's almost gone.
Jesus, Odin, Thor, & Freya.Sand Kingdom
Super Mario Odyssey
In Super Mario Odyssey, after the intro levels of Cap and Cascade Kingdom, Mario and Cappy take the Odyssey ship to their first real destination: the Sand Kingdom. This Aztec/Mexican-inspired desert landscape features many notable locales, from the colorful town of Tostarena to the towering ruins, the Jaxi station, the inverted pyramid, and more. When Mario comes here at first, Bowser has stolen the Binding Band, causing the inverted pyramid to settle into the hole of Knucktoic and freeze over the whole desert, creating a memorable setpiece of a "frozen desert". This is where the game truly opens up, and was often featured in demos and demonstrations, making it one of the most iconic levels of the game.
This is a traveling stage, touring around the entire kingdom and landing at seven pit stops, with new layouts and arrangements, much like Delphino Plaza. The first location of Tostarena is visited at the beginning of each game, but every area visited afterwards is put on a randomized playlist. After about 20-25 seconds in a location, a colorful indicator appears and the traveling platform spawns from the ground, notifying that players need to get on the platform lest they get left behind. The touring platform will start out with one solid and one thin platform, but the location of the thin platform may change or get split up in subsequent pickups.
The first stop is Tostarena. This is a flat walk-off, with one platform situated in the middle balcony of the Crazy Cap shop. Various Tostareneans will either be shivering or cheering on the fighters, depending on if the desert is frozen or not.
The second stop is on top gate of the ruins. This one has pits to the left and right, and a large solid platform, with a solid protrusion coming out of the middle. Fighters will want to gain control of this middle section, as the areas to the left and right may be too far away when the touring platform picks up everyone.
The third stop is atop the ruins tower. This is a far smaller fighting arena than the other areas, with the pits being wider than before. If the desert is iced over, the ledge to the left will have ice in the foreground, potentially obscuring anyone in that area.
The fourth stop is at the Moe-Eye habitat. This one seems like a huge burden at first, with two small pillars separated by a seemingly impassable pit, but looks can be deceiving! This is actually one very long platform with two pits at both ends, the entire middle section is just invisible. The Moe-Eyes observing the battle may occasionally put on their glasses, revealing the hidden part of the stage for a few seconds. This long invisible platform can create really fun scenarios, such as having Villager's trees on top of nothing or Inkling's ink stick in the air.
The fifth stop is at the Jaxi ruins, and is another standard flat and average-sized fighting area. The Jaxi will be watching from the back, and may take off into the distance if fighters attack near him.
The sixth area is at the north end of the kingdom, near a Jaxi spot. It is, like Tostarena, a large flat walk-off, instead this time with no platforms. This image shows a demonstration of another of this kingdom's three aesthetic forms: this one being the night, where Chinchos will be walking around the background and an eerie quietness overtakes the desert. The form of the stage is entirely cosmetic and tends more towards picking the iced version when selected, but if players want to battle on the night version, all human entrants must hold down R as the stage is selected.
At points when touring around the Inverted Pyramid, it may lift up in the iced desert state (or just be floating naturally in the night or normal desert state), revealing the seventh and final area at the base of the pyramid. This one is far more treacherous than any of the other areas, with a small middle platform at the base of the pyramid and two pass-through platforms moving up and down over large pits. Like with the night settings, if one wants to play guaranteed on the normal desert layout with no ice, all players need to hold down L when the stage is picked.
MUSIC
Tostarena: Ruins (Super Mario Odyssey)
Tostarena Town Theme (Super Mario Odyssey)
Kalamari Desert (Mario Kart 64) (Remix)
Overworld Theme (Super Mario Land) (Remix)
Underground Theme (Super Mario Land) (Super Smash Bros. Brawl)
Gritzy Desert (Mario & Luigi: Partners in Time) (Super Smash Bros. Brawl)
Slipsand Galaxy (Super Mario Galaxy 2)
Conkdor Canyon (Super Mario 3D World)
What do you mean?I'm a little disappointed we're knocking out the Mario Catalog round so early. I was kinda hoping we could save it until mid-November so we could have something else to look forward to toward the end of the contest.
Nothing. I was just hoping that people would vote for the other less popular rounds like KI/F-Zero so we could save the best rounds for last.What do you mean?
Long story short, busy work weeks suck. They're long and very draining. I've been trying to get the grades posted in the free time I've had but I just haven't had the energy.Hey I just wanted to check status on last week's grades. Since this week's round ends tomorrow
No big deal fam just checking inLong story short, busy work weeks suck. They're long and very draining. I've been trying to get the grades posted in the free time I've had but I just haven't had the energy.
When I was a kid I always called the Heave-Ho's vacuums. As an adult... I hate them. Definitely my least favorite enemy in Mario 64 ESPECIALLY in Tick Tock ClockSuper Mario 64 DSView attachment 168152
Wet-Dry World
Super Mario 64... wait, does it really need an introduction? Anyways, Wet Dry World was a level in that game, notable for it's changing tide gimmick. Anyways, in Smash Bros it's a very large multi-layered stage at it's defauly (The central platform is about as big as battlefield). To make it playable, the platforms are semisolid and you can stand in the middle of a platform.
This stage's gimmick are the Crystal Taps! Randomly, every 15 seconds, one of those things appear randomly on one of the 3 platforms. If attacked, the tides start changing! If you break one on the bottom layer, the tide increases to the ledge, so if you get thrown off the stage you have to swim to safety. If it's broken on either of the top two platforms, the tide is increased to such a degree that the platform it stood on is now the base platform. To assist in recovery from the tide increases for characters with bad ones a Heave-Ho spawns. It doesn't deal damage, it just throws you upward.
This stage is unlocked by doing 64 battles.
Notes: Yes, I'm still alive. The reason I've been gone is a mix of me being busy, not having ideas, and large amounts of procrastination.
Wow! I think your Super Bell Hill is better than mine! XD"SUPER BELL HILL"Being the very first level in the game, the garden-esque Super Bell Hill (World 1-1) is probably one of the most recognizable areas in 3D World. It's a great introductory level where you are treated to whimsical visuals, upbeat music, and of course, the now (somewhat) iconic Super Bell item that grants players cat-like abilities. It's a fun little playground that eases you into the game and allows you to mess around a bit with the new mechanics. All in all, it's a super (heh heh) starting level keeping in tradition with other Mario titles.
from Super Mario 3D World
I wanted to keep my iteration of this stage simple just like it is in the source game. Therefore, there aren't any hazards to worry about, but I still wanted to include a few little nods to original game as well. But before I delve too deeply into that, here are details regarding the stage's collisions for anyone interested:
The red lines represent solid ground, while the pink line under Richter is a pass-through platform. As you can see, most of the stage is solid ground. The bricks and "?" block on the left side by Falco function like they do in most Mario stages. The bricks will break if hit from below, and the "?" will produce a Mario series item when attacked. All 3 blocks will reset/reapper after a short time.
Now let's take a look at a few of the fun elements that make this stage a bit more interesting... You may have noticed the clear warp pipe in the middle of the stage, which was a neat addition to 3D World. I originally toyed with the idea of allowing players to actually use this warp pipe, but I eventually decided that it'd likely end up being abused (i.e. people just riding through it back and forth over and over again) and would interrupt gameplay too much. However, there still are a few things that can actual travel through this pipe, namely...
...Items! That's right, pretty much any item in the game will go in one end and out the other! And since the pipe's transparent, you get to watch it go! Mr. Saturns, green shells, Bob-ombs, mega mushrooms, and more! Even projectiles (Ray gun blast, homing missiles, thrown items, you name it) will get sucked in and released on the other side. It might not seem super significant, but I thought it was a nice callback to the original game, as fireballs, coins, and enemies like Goombas can sometimes make their way into one of these pipes. Plus this way the pipe still has some functionality rather than just being a wall. Also, as an additional note, once in the pipe, the object will slow down slightly, probably around 0.75x its original speed.
One more feature is the rolling hill on the right side of the stage. This hill is powered by the little Skipsqueak who runs on top of it. It rotates fairly slowly in the opposite direction that he's facing. So basically if you stand on it, you'll ride around the curve and end up on the ground of the other side. The Skipsqueak will occasionally switch directions throughout the match as well.
Unlockable:
Hover in the air using the Super Leaf for a combined total of 5 minutes.
Music:
Super Bell Hill
Switch Scramble Circus
Double Cherry Pass
Sprawling Savanna
World 1 / World 4 / World 6 (Medley)
Bowser's Highway Showdown / World Bowser (Medley)
Thanks for reading!
Thanks! Though I guess I probably should've looked back to see if anyone had done this for other rounds before... Oh well, too late now haha. Hopefully I don't get docked too many points for a repeatWow! I think your Super Bell Hill is better than mine! XD
Much sooner than I expected as well apparently, because it's now time for Round 34 grades!So. Some good news. I had a blast playing the demo of Smash Ultimate yesterday but the way they structure the lines, while necessary, is not your friend. You go in, play a few matches, and before you get another chance to play again, you have to go to the back of the line. And that line was LONG! I got to play enough of the demo to satisfy me until the full game comes out. So I decided not to head back today and wait in the long line, while standing up. Sweet, sweet chair how I take you for granted.
On the flip side though, that means that Round 34 grades are very likely going up today.
If I may ask, how long of a timer would it be for the tide to return to normal?Congrats to TKOWL.
How did i forget to mention that the tide goes back to normal on a timer...
10 seconds for the one that goes up to the top, 25 seconds otherwise.If I may ask, how long of a timer would it be for the tide to return to normal?
Dang do they talk about our stages a lot?Thank you!!!!!!!!! I spent nearly all of last Saturday working on that stage, I'm glad everyone liked it. Seems like people on r/smashboards liked it too.
Nah, TKOWL just submits his own stages there every so often. I've noticed them from time to time, and they do tend to hit front page (of r/smashbros) whenever he does.Dang do they talk about our stages a lot?
I see.10 seconds for the one that goes up to the top, 25 seconds otherwise.
Depends. TKOWL's stages usually do well, but my stages don't do as well.Dang do they talk about our stages a lot?
I would really appreciate it if you stopped trying to advertise your Agumon support thread in so many other threads. I respect that you're a fan of the character but what you're doing is bordering on Spam territory.Can you guys check what i have posted here and comment what you think about it , please?
https://smashboards.com/threads/the...gimon-game-for-nintendo-switch.453284/page-16
Thank you!