Time for Round 35 grades!
psb123's grades:
Crystal Peak by
Kevandre
Iconic Status: 4/5
One of the many, many positive things you can say about the Switch is that it is a great home for Indie games. And Hollow Knight is one of the most notable among them with all the popularity it's received. Sure it's only a year old, but remember all those people who assumed that Shovel Knight was just a fad that would be forgotten in a few years? Yeah, they were wrong =P I don't know if Hollow Knight will become quite THAT popular but the game has earned it's recognition and is a crown jewel among the ever growing scene of Indie games.
Originality: 10/10
A stage that utilized the sealing of the bottomless pits like Brinstar does but in a completely different way? Sign me up! Got to love the way those spiked platforms function too. Very nice touch.
Playability: 10/10
The platforms to the sides can be a hazard, but they're the kind that you just have to be careful with. Add in the fact that they present opportunity to use the stage to your advantage in a fight, and I see no reason to take off points for them. The Spikes at the bottom blast zone however? Hmm, this is going to take some thinking. My main worry is that the bottom zone is always sealed off. But the spikes aren't super dangerous by themselves and while them always being there would lead to you having to resort to top and side blast zones for traditional KO's, that seems like something that would get this stage banned in competitive play more than it would actually affect traditional playability.
And we do have stages where you can't rely on the bottom blast zone in Smash already, most of which are perfectly fine, you know what, I don't think I'll off any points.
Overall Score: 24/25
The Kitchen by
GolisoPower
Iconic Status: 3/5
I'll admit it. I'm not completely sure what to think of this one. Little Nightmares is a known Indie game with a bigger fanbase than some others. I will acknowledge that. But is it by that much? That part I don't know. At the very least, I wouldn't call it as notable as games like Hollow Knight. I'm going to strike a middle ground and go with a 3. Apologies if that's not an accurate score, but I don't know the game that well so I'm limited in things to work with.
Originality: 8/10
This stage is f***ing creepy! If you wanted to make a Kitchen stage, then couldn't you have picked something from Overcooked instead?
Though I guess to be fair, it stands out for it's horror theme more than any other Smash stage. Enough to where there's no way it would be in an E10 rated game like Ultimate, I'll tell you that much.
There are a lot of similarities to Gamer here. In my honest opinion, too many similarities. The idea for the gimmick is good in a "faithful to the source material" kind of way, I just think there are things that could be done to make it less similar to Gamer.
Playability: 7/10
The Chef's take time to finish damaging you (and to even be on stage for that matter) but what they can do is pretty devastating. It is possible to at least try to escape though. So there is that.
Overall Score: 18/25
The Lake by
Primid
Iconic Status: 4/5
Like Hollow Knight, this is an Indie game that is one of the heavy hitters among it's kind. Sure it took a lot longer to hit a Nintendo platform after it's initial release than Hollow Knight did. But still. It's one of the Indie scenes top contenders.
Originality: 10/10
It is true that this stage lacks gimmicks and hazards that can turn the fight on it's head. But sometimes that's a good thing. The originality of this stage shines in it's layouts, and it's faithfulness to the source material.
Playability: 10/10
The only concern I had was the walk-off in the first vision. Kind of reminded of Coliseum which is a walk-off stage that I have a bit of history with criticizing in this contest. But honestly, Coliseum is one of a few stages that I want to re-evaluate when Ultimate comes out. Is the walk-off really as bad as I'm remembering? I'd like to know. And when something like that is my only concern, I think this stage easily earns a 10 on playability.
Overall Score: 24/25
Labo Play Area by
TKOWL
Iconic Status: 5/5
If you don't know what Labo is, then you've been living under a rock. And I mean a prehistoric caveman rock with no internet. You know what that's too generous. I know from experience that you see this stuff all over the place in stores like Gamestop. You don't even need internet to know what Labo is.
Originality: 10/10
This stage is brilliant. The Toy-con creations are the perfect gimmick and there are so many tiny quality of life elements like the TV, the Nintendo Merchandise, and the reference to Smash 64's opening.
Playability: 10/10
The cave of life the houses provides is, well, a cave of life. But it's not always there and it seems like one that's at least decently easy to get campers out of.
Overall Score: 25/25
Mathildis Forest by
Good Guy Giygas
Iconic Status: 3/5
I know this game exists, and there is a decent crop of people who played it and loved it. Plus it's getting a sequel. Though it still isn't the most notable of game out there. Which is more than subject to change in the future, but right now I think it just barely misses a 4.
Originality: 10/10
That has got to be one of the most faithful and inventive gimmicks pulled from the source game I've ever seen! It's only temporary, but that's a good thing given the damage boost. It's the perfect mix of normal damage and boosted damage.
Playability: 9/10
The top Tree Branch has just enough camping potential to warrant one point being removed. And that's the only issue I have with this stage.
Overall Score: 22/25
Shifty Station by
PeridotGX
Iconic Status: 5/5
Maybe I'm just a noob at Splatoon, but it seems to be that given the nature of the game, so many multiplayer stages stick out that it's just a matter of "pick one that you like. They're all as iconic as each other". I'd even argue that being exclusive to Splatfest actually helps it here.
Originality: 7/10
I'm actually a little torn on this one. Things you can mount like the cannons and the grapplink aren't really something we've seen in a Smash stage before. And without anything to really compare it to, I can't say if I like the idea or not. It might end up fine, but part of me thinks this kind of thing is too gimmicky for Smash Bros.
Playability: 6/10
Not to mention they cause some problems. The Cannon's don't solve the camping issue enough and the grapplink only being activated by projectiles is a big problem. There are too many layouts in this stage that are too much of a hindrance to characters with weaker recovery. Which is made even more problematic by each layout overstaying it's welcome. 35 seconds is too long for a transition.
Overall Score: 18/25
Cosmic77's grades:
"Crystal Peak" by Kevandre:
Iconic Status: 4/5
Indie games are a little hard to gauge in iconicness, mainly because they're rarely capable of receiving the same attention as the first-party game.
Hollow Knight is one of those more memorable indie titles, but I'm not comfortable giving it a perfect score. Comparing this game to Splatoon 2 or Labo feels like comparing night and day.
Originality: 7/10
It's not the most unique gimmick you could've chosen, but it's nice. The ability to flip the platforms is bound to create some interesting strategies, particularly from those characters with projectiles.
The setting is unique. I don't believe we've had a true cave stage, unless you count Brinstar, or Mushroomy Kingdom, or TGCO...
Well, it looks unique anyway.
Playability: 8/10
I appreciate the nerf on the spikes. Helped save you a point or two.
Overall Score: 19/25
"The Kitchen" by GolisoPower:
Iconic Status: 4/5
I was going to give you a three, but then I remembered that this game had amiibo support. I felt like that was enough to make people who never played it remember it over other indies.
Originality: 9/10
...
Your stage is memorable, though I'm not sure if that's a good thing. The layout is unique, the setting of a kitchen is unique, and the main gimmick, while essentially being a copy of Gamer, has this really weird and creepy theme that's unsettling,
Playability: 7/10
The amount of time the chefs are in the kitchen seems fair, and the punishment for getting caught seems more reasonable than Gamer.
Unfortunately, any type of stealth stage makes it hard to have real battles. This is no exception.
Overall Score: 20/25
"The Lake" by Primid:
Iconic Status: 4/5
I know this game just came out on the Switch, so huge boost thanks to relevancy. Drifter has also made appearances in other games, so that helps a lot too.
Still, the same thing I've said with other stages. I don't think this can compete with the iconicness of first-party games.
Originality: 8/10
Not a very creative gimmick, but sometimes good stages don't need a creative gimmick. The layouts you chose were unique, the setting was interesting, the background looks amazing, and I assume (because I haven't played this) that the visions are extremely similar to how they appeared in the game.
Playability: 10/10
I have a few things I could nitpick, but overall, there wasn't anything in your stage that I thought was big enough to warrant a deduction.
Overall Score: 22/25
"Labo Play Area" by TKOWL:
Iconic Status: 5/5
It wasn't the smash hit Nintendo was expecting, but I think most people know what this is. They did quite a bit of advertising.
Originality: 10/10
Once again, you nailed the originality score. Setting the gimmicks of the Labo toys aside, having them be assembled instead of automatically being on the stage was extremely creative and showcases exactly what Labo is.
I think my favorite Labo toy in your stage is the piano. Let's see if we can make a song by stepping on the keys.
Playability: 10/10
No issues as far as I can see. Looks like a simple stage with gimmicks that focus more on fun rather than being an obstacle.
Overall Score: 25/25
Congratulations! You're the sixth person to get a perfect score from me!
"Mathildis Forest" by Good Guy Giygas:
Iconic Status: 3/5
To tell you the truth, I didn't even know this game existed.
That being said, I'm not really an expert on these kind of games, so maybe I'm wrong. I'll meet you halfway at 3.
Originality: 9/10
The gimmick was a little complicated, but I think I understand it. It's certainly in a category of it's own, that's for sure.
But if i could make one critique, I would've added more stage elements. Feels like that gauge is the most interesting thing about your stage.
Playability: 8/10
The gauge isn't too bad, but I think an extra 7% is a bit much. That also raises some questions about small projectiles that can be fired rapidly. Would they tack on an additional 7% with each hit?
Overall Score: 20/25
"Shifty Station" by PeridotGX:
Iconic Status: 5/5
Splatoon 2 was a monster success in Japan. Even it isn't as popular overseas, it's still a pretty big deal here too.
Shifty Station might not be as well known because it's a Splatfest stage, but that's the only concern I have.
Originality: 6/10
This stage is a fantastic mash-up of multiple Splatfest stages, but I'm not entirely sold on the layouts. They feel a little too simple for a Splatoon stage.
That being said, I did enjoy the description of the background. Wouldn't mind seeing a few more easter eggs from Splatfests of old being sprinkled here and there.
Playability: 7/10
Even with the grappler, the large pits are an issue. Characters with poor recoveries or no projectiles could have a difficult time jumping back and forth, whereas Villager and Rosalina might not even need the grappler at all.
Overall Score: 18/25
TheMarioAddict's grades:
"Crystal Peak" by Kevandre:
"Unlockable: Defeat the Shovel Knight Assist Trophy with the Beetle item."
Ok, I have to admit - that got a chuckle out of me.
Iconic Status: 3/5
I too love Hollow Knight - I never really was into Metroidvanias that much, but Hollow Knight just…
damn. And you definitely picked out one of the most memorable areas too… the trouble for me is, as good as Hollow Knight is, I’m not sure if it’s gotten enough notoriety to be recognizable to those not already familiar with it, which hurts the grade a little.
Originality: 10/10
Now this is what I’m talking about! I love everything about this stage - it brings in a crystalline aesthetic never before seen in Smash, it’s got a neat little mechanic in the flippy spike platforms, it’s got a simple, but unique platform layout… the only critique is that the Spikes along the bottom of the stage are essentially just retextured lava, but that’s a nitpick. This absolutely nails what I love in a Smash stage!
Playability: 9/10
I see only one potential problem in playability, and that’s the lack of lower blast zones. The spikes take on essentially the same function, but I can certainly see them prolonging matches by saving characters who otherwise would have fallen off the stage. Other than that, you took great care to specify that the spikes, though harmful, aren’t all
that harmful, so I think this stage is worthy of a high playability score! Well done!
Overall Score: 22/25
"The Kitchen" by GolisoPower:
Iconic Status: 2/5
What the heck is Little Nightmares? ...I’m only half kidding on that, I only have a vague memory of it existing, and I’m sure I’m not the only one. That said, my research says the game is decently popular, so that saves you from a 1, but only just. I can’t say whether the kitchen itself would be a good stage choice, so I’ll move on.
Originality: 7/10
You do a lot well here - the platform layout is original, and the creepy horror aesthetic is something that would be pretty striking in Smash (more than Luigi’s Mansion, at least). My only gripe is that the primary mechanic of this stage - the chefs - is lifted straight out of Gamer, and you’ve done very little to make that mechanic your own. Well, that’s not true - it takes longer for the chefs to land the killing blow, making it more lenient on players than Gamer, but it still feels a lot like a copy-pasted mechanic. But that mechanic aside, it’s a very different kind of stage, so good on ya!
Playability: 5/10
I’m sorry, but the chefs are way too powerful. Firstly, there’s barely any space to hide - for all it’s problems, Gamer at least provides ample hiding space so players can easily avoid instant death. But here? You get 3 hiding spaces, each about as big as one player, going from your picture. Now you
did say that the items are randomized, so maybe some layouts will have more hiding spots than others. But both your examples had 3, so I’m assuming it’s always 3, which isn’t even enough for every player in a 4 player match. And the chefs are pretty dang deadly, even if you
can mash out of their hands. Playing this stage hazardless could be kinda neat, but without that? Jeeze.
Overall Score: 14/25
"The Lake" by Primid:
Iconic Status: 3/5
I’ve never played Hyper Light Drifter, but I’ve heard good things about it. However, I have the same problems here that I do with Kevandre’s stage - I don’t know yet whether the game is popular enough to be recognized by outsiders.
Originality: 10/10
I want you to know that this stage broke the way I’ve been analyzing stages. Because this stage does an excellent job at standing out from other smash stages - it’s visually unique, it’s got an original layout, and it has all the charm I’d want from a stage. In the past, however, I’ve put a lot of stock into having cool gimmicks and hazards, which is the one thing this stage lacks in. This stage makes me realize that may be unfair to the stages without as much crazy stuff going on, even though they can be just as unique. I’ll be adjusting how I grade originality to compensate (don’t worry Kev and Goliso, I factored this into your scores as well), so go ahead and take a 10 - you deserve it.
Playability: 8/10
I’ve really only got two concerns here, and both come down to the geometry of the level - the water wall in the stage’s normal form, and the staircase on the second vision. The wall bothers me less for being a wall - though I’m told that can be an issue - and more because I don’t think it would be that apparent to players that it
is a wall. It’s just water, after all, why would a player expect that to stop them dead in their tracks? And the staircase feels a little too much on the steep side to me - I’m honestly not sure how much that would affect gameplay, but it still worries me.
Overall Score: 21/25
"Labo Play Area" by TKOWL:
Iconic Status: 5/5
Well my usual metrics for grading iconicness are pretty useless here, seeing as the stage is based on physical objects as opposed to video game locales. Still, I think the Labo is so instantly recognizable and so heavily pushed by Nintendo that it qualifies for a perfect score here.
Originality: 7/10
So to get the obvious out of the way: using the Labo itself as a stage is genius. That said, the rest of the stage isn’t quite as unique as it first looks - the mechanics of the stage remind me of Pictochat (of all things), and the living room aesthetic has been seen before in… well, Living Room. Still, the layouts are original, and the sheer creativity of using the Labo itself give you pretty good marks for originality here. I also love the touch of being able to play the piano - nice detail!
Playability: 9/10
I know it would only be a temporary thing, but the cave of life that the house can make is still a little concerning. Beyond that, I can’t see any problems, so… yeah. Nice job!
Overall Score: 21/25
"Mathildis Forest" by Good Guy Giygas:
Iconic Status: 3/5
I’ve heard of Child of Light before… and that’s about it. Like with Goliso, my understanding is that the game is somewhat popular, so I won’t let my ignorance leave you with a 1, but it doesn’t bode well either. At least from your description, the area seems to be important, so that helps.
Originality: 10/10
This stage has lots of fantastic elements, and by this point I repeat myself so much that you could probably say it with me - the platform layouts are original and the aesthetic is something new to Smash. But let’s get to the real show stopper here - the Attack Bar. I’d never have thought that using a turn-based combat system (or mechanic) in Smash Bros would ever work, but boy did you prove me wrong! That attack bar is exactly the kind of weird nonsense that Sakurai would put into his stage. Wonderful stuff, man.
Playability: 8/10
Shockingly, I’m not taking points off for the attack bar - it’s unobtrusive enough that I don’t think it would get in the way of a fight all that much. No, the points are for the geometry - it’s not major, but the uneven layout and walls in the battle phase could be problematic, and the topmost tree branch in the forest phase could be a little camp-y. Like I said, it’s not huge, but it’s enough to cause me concern.
Overall Score: 21/25
"Shifty Station" by PeridotGX:
Iconic Status: 5/5
I wavered on whether to give this a 4 or a 5 - it’s certainly a memorable map in Splatoon 2, at least to people who participate in Splatfests. But I don’t know if it really feels all that… Splatoon-y. In the end I went with a 5, because you’ve got elements across the different forms that harken back to the game quite a bit, which helps it stand out.
Originality: 8/10
I really like the wide variety of mechanics you have across the different forms of the stage - each one not only works as a Splatoon reference, but also as an interesting way to shake up Smash gameplay. The general look of the stage makes it a stark contrast to Moray Towers, though I wish you’d taken a few more creative liberties with the platform layouts in some instances. You may have been better off just leaving the battlefield clone out of it altogether.
Playability: 5/10
Then again, the battlefield clone is definitely the one with the least playability problems. First off, credit where it’s due - the turrets definitely help make camping
less of an issue on form 2, but I don’t think they 100% solve the problem. The grapplink actually
hurts form 3, because you specified that it only works with projectiles or items, which are two things that many characters simply don’t have access to, putting them at a huge disadvantage. The Sponge layout is probably the best of the non-battlefield layouts, though the slanty platforms are a bit high for my tastes. And of course, my most common gripe is back - 35 seconds is way too long. Tone it down a notch.
Overall Score: 18/25
Total Scores:
Kevandre: 64 points
GolisoPower: 52 points
Primid: 67 points
TKOWL: 71 points
Good Guy Giygas: 63 points
PeridotGX: 54 points
The Winner is...........
Labo Play Area by TKOWL
CONGRATULATIONS!!!!!!!!!!!!