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

Good Guy Giygas

Smash Master
Joined
Jul 7, 2013
Messages
3,154
Location
Official Doomguy Hype-Man®
Switch FC
SW-6635-8915-7294
I can always extend the ending time until the end of the day on Saturday if you need me too.
This weekend's gonna be pretty busy for me as well, but I'll let ya know if I decide to take you up on that offer. I appreciate it though, I guess I'll just have to see how things go.
 
Last edited:
D

Deleted member

Guest
PeridotGX PeridotGX
Good Guy Giygas has let me know that he won't be able to finish his submission in time even with an extension. What about you?
 

PeridotGX

Smash Hero
Joined
Jun 8, 2017
Messages
9,017
Location
That Distant Shore
NNID
Denoma5280
Void of the Forgotten
Contest36.png
Nintendo has been making games for quite awhile. Due to this, there are a decent amount of games that got cancelled or got a heavy overhaul. This is where such games end up, in the Void of the Forgotten! The stage in it's default form is a battlefield-sized platform with one floating platform. The background is TV static. At a random time that never goes beyond 20 seconds, the TV Static randomly changes to resemble a scrapped or heavily altered game. This changes up the battle.
Contest36 2.png


The first scrapped game is arguably the least known one present: Kid Kirby! This game was supposed to be about Kirby as an even younger child. The titular Kid Kirby appears as a stage hazard. He appears much larger than usual, slightly smaller than the base platform, and floats about the stage in the background. As the hungry toddler he is/was/still is, he may start sucking up air in-front of him, taking any nearby fighters with him. It's quite easy to escape from his hunger, but if someone does get eaten they recive about 15% of damage and get spit back onto the stage. This isn't the last time we visit Kirby, but that's all for Kid Kirby. Moving on to a much more well known game,
Contest36 5.png


Our next stage layout takes us to a game that took 22 years to release-Star Fox 2! This stage variant takes place on the map, with many planets in the distance. On the fighting arena, two Arwings (Probably flown by Miya and Faye) fly around the stage. They don't serve as any form of hazard, but merely as platforms. They can move all over the stage. If they go over the main platform, they change into walkers, but this is merely a visual.
Contest36 4.png

The next stage layout comes from Earthbound 64, which was later remade into Mother 3. This layout takes place in the destroyed Onett exclusive to previews of the cancelled 64 Game. The two houses seen in the Onett stage from Melee, in a damaged state, function as additional platforms. The tree from yellow is burnt and unable to be stood on. If you look at the blast-zone below, you see the rubble of the Drug Store.
Contest36 3.png

The final layout based on a scrapped game comes from Kirby Gamecube! In the background lays a robot that was later reworked into HR-D3 from RTDL. It shoots it's drill arms into the foreground. It's very telegraphed, even having a marker where D3 will hit. If an opponent is a fool and gets hit, it deals 30 damage. If the opponent gets hit by the center of the drill and is over 120%, it's an instant Screen KO (though you'd have to be really stupid to have that happen). This is the last layout based on a specific game, but there is something more.
Contest36 6.png

The last layout is based on the Super Smash Bros. Series. The layout takes place in the dark area seen in the Inkling Trailer/Ultimate teaser. While no game in the Smash series has been canceled, there were plenty of Scrapped Fighters. Occasionally a rift appears in the middle of the stage. The first player to contact it gets a basically assist trophy of a scrapped fighter. They are...


Meowth: Allegedly planned in 64, Meowth claws his way to the battlefield. He goes around scratching opponents. It doesn't deal much damage on one hit, but if an opponent gets hit by multiple scratches it adds up.

Leif: The protagonist of Tharacia 776 and a considered clone of Marth in Melee, Leif appears! Simmilar to how Knuckles borrows some of Sonic's moves, Leif uses variants of Marth's moves embued with light. If Roy summons him, he might decide to go rouge: Why would he assist the character that "stole his slot".

Plusle and Minum: Plusle and Minum, also known as "Pra-Mai", return from Brawl's Forbidden 7. They preform some of Pikachu's attacks, such as Quick Attack and Thunder, on opposite sides of the stage, cornering the opponent

Chorus Kids: The only character not accounted for on Smash 4's quite likely Gematsu Leak, the likely scrapped Chorus Kids play a little rhythmic minigame with their foes. They line themselves up on the platform and scream in a random order. If the opponent hits them in the order they screamed, nothing happens. If they attack them out of order, they unleash a furious screech that deals a lot of damage.

Due to the nature of this layout, it lasts about 10 seconds longer than the others, meaning at least 2 scrapped characters can be summoned. Hazard Toggle leaves it in the default, TV Staticy area.
 

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
Void of the Forgotten
View attachment 170757
Nintendo has been making games for quite awhile. Due to this, there are a decent amount of games that got cancelled or got a heavy overhaul. This is where such games end up, in the Void of the Forgotten! The stage in it's default form is a battlefield-sized platform with one floating platform. The background is TV static. At a random time that never goes beyond 20 seconds, the TV Static randomly changes to resemble a scrapped or heavily altered game. This changes up the battle.
View attachment 170758

The first scrapped game is arguably the least known one present: Kid Kirby! This game was supposed to be about Kirby as an even younger child. The titular Kid Kirby appears as a stage hazard. He appears much larger than usual, slightly smaller than the base platform, and floats about the stage in the background. As the hungry toddler he is/was/still is, he may start sucking up air in-front of him, taking any nearby fighters with him. It's quite easy to escape from his hunger, but if someone does get eaten they recive about 15% of damage and get spit back onto the stage. This isn't the last time we visit Kirby, but that's all for Kid Kirby. Moving on to a much more well known game,
View attachment 170761

Our next stage layout takes us to a game that took 22 years to release-Star Fox 2! This stage variant takes place on the map, with many planets in the distance. On the fighting arena, two Arwings (Probably flown by Miya and Faye) fly around the stage. They don't serve as any form of hazard, but merely as platforms. They can move all over the stage. If they go over the main platform, they change into walkers, but this is merely a visual.
View attachment 170760
The next stage layout comes from Earthbound 64, which was later remade into Mother 3. This layout takes place in the destroyed Onett exclusive to previews of the cancelled 64 Game. The two houses seen in the Onett stage from Melee, in a damaged state, function as additional platforms. The tree from yellow is burnt and unable to be stood on. If you look at the blast-zone below, you see the rubble of the Drug Store.
View attachment 170759
The final layout based on a scrapped game comes from Kirby Gamecube! In the background lays a robot that was later reworked into HR-D3 from RTDL. It shoots it's drill arms into the foreground. It's very telegraphed, even having a marker where D3 will hit. If an opponent is a fool and gets hit, it deals 30 damage. If the opponent gets hit by the center of the drill and is over 120%, it's an instant Screen KO (though you'd have to be really stupid to have that happen). This is the last layout based on a specific game, but there is something more.
View attachment 170762
The last layout is based on the Super Smash Bros. Series. The layout takes place in the dark area seen in the Inkling Trailer/Ultimate teaser. While no game in the Smash series has been canceled, there were plenty of Scrapped Fighters. Occasionally a rift appears in the middle of the stage. The first player to contact it gets a basically assist trophy of a scrapped fighter. They are...


Meowth: Allegedly planned in 64, Meowth claws his way to the battlefield. He goes around scratching opponents. It doesn't deal much damage on one hit, but if an opponent gets hit by multiple scratches it adds up.

Leif: The protagonist of Tharacia 776 and a considered clone of Marth in Melee, Leif appears! Simmilar to how Knuckles borrows some of Sonic's moves, Leif uses variants of Marth's moves embued with light. If Roy summons him, he might decide to go rouge: Why would he assist the character that "stole his slot".

Plusle and Minum: Plusle and Minum, also known as "Pra-Mai", return from Brawl's Forbidden 7. They preform some of Pikachu's attacks, such as Quick Attack and Thunder, on opposite sides of the stage, cornering the opponent

Chorus Kids: The only character not accounted for on Smash 4's quite likely Gematsu Leak, the likely scrapped Chorus Kids play a little rhythmic minigame with their foes. They line themselves up on the platform and scream in a random order. If the opponent hits them in the order they screamed, nothing happens. If they attack them out of order, they unleash a furious screech that deals a lot of damage.

Due to the nature of this layout, it lasts about 10 seconds longer than the others, meaning at least 2 scrapped characters can be summoned. Hazard Toggle leaves it in the default, TV Staticy area.
Yooo this is a hella cool idea.

Even in something about cancelled games, Project H.A.M.M.E.R. goes unseen rip

Also donkey kong racing ooooooh man I was so excited for that game
 
D

Deleted member

Guest
Void of the Forgotten
View attachment 170757
Nintendo has been making games for quite awhile. Due to this, there are a decent amount of games that got cancelled or got a heavy overhaul. This is where such games end up, in the Void of the Forgotten! The stage in it's default form is a battlefield-sized platform with one floating platform. The background is TV static. At a random time that never goes beyond 20 seconds, the TV Static randomly changes to resemble a scrapped or heavily altered game. This changes up the battle.
View attachment 170758

The first scrapped game is arguably the least known one present: Kid Kirby! This game was supposed to be about Kirby as an even younger child. The titular Kid Kirby appears as a stage hazard. He appears much larger than usual, slightly smaller than the base platform, and floats about the stage in the background. As the hungry toddler he is/was/still is, he may start sucking up air in-front of him, taking any nearby fighters with him. It's quite easy to escape from his hunger, but if someone does get eaten they recive about 15% of damage and get spit back onto the stage. This isn't the last time we visit Kirby, but that's all for Kid Kirby. Moving on to a much more well known game,
View attachment 170761

Our next stage layout takes us to a game that took 22 years to release-Star Fox 2! This stage variant takes place on the map, with many planets in the distance. On the fighting arena, two Arwings (Probably flown by Miya and Faye) fly around the stage. They don't serve as any form of hazard, but merely as platforms. They can move all over the stage. If they go over the main platform, they change into walkers, but this is merely a visual.
View attachment 170760
The next stage layout comes from Earthbound 64, which was later remade into Mother 3. This layout takes place in the destroyed Onett exclusive to previews of the cancelled 64 Game. The two houses seen in the Onett stage from Melee, in a damaged state, function as additional platforms. The tree from yellow is burnt and unable to be stood on. If you look at the blast-zone below, you see the rubble of the Drug Store.
View attachment 170759
The final layout based on a scrapped game comes from Kirby Gamecube! In the background lays a robot that was later reworked into HR-D3 from RTDL. It shoots it's drill arms into the foreground. It's very telegraphed, even having a marker where D3 will hit. If an opponent is a fool and gets hit, it deals 30 damage. If the opponent gets hit by the center of the drill and is over 120%, it's an instant Screen KO (though you'd have to be really stupid to have that happen). This is the last layout based on a specific game, but there is something more.
View attachment 170762
The last layout is based on the Super Smash Bros. Series. The layout takes place in the dark area seen in the Inkling Trailer/Ultimate teaser. While no game in the Smash series has been canceled, there were plenty of Scrapped Fighters. Occasionally a rift appears in the middle of the stage. The first player to contact it gets a basically assist trophy of a scrapped fighter. They are...


Meowth: Allegedly planned in 64, Meowth claws his way to the battlefield. He goes around scratching opponents. It doesn't deal much damage on one hit, but if an opponent gets hit by multiple scratches it adds up.

Leif: The protagonist of Tharacia 776 and a considered clone of Marth in Melee, Leif appears! Simmilar to how Knuckles borrows some of Sonic's moves, Leif uses variants of Marth's moves embued with light. If Roy summons him, he might decide to go rouge: Why would he assist the character that "stole his slot".

Plusle and Minum: Plusle and Minum, also known as "Pra-Mai", return from Brawl's Forbidden 7. They preform some of Pikachu's attacks, such as Quick Attack and Thunder, on opposite sides of the stage, cornering the opponent

Chorus Kids: The only character not accounted for on Smash 4's quite likely Gematsu Leak, the likely scrapped Chorus Kids play a little rhythmic minigame with their foes. They line themselves up on the platform and scream in a random order. If the opponent hits them in the order they screamed, nothing happens. If they attack them out of order, they unleash a furious screech that deals a lot of damage.

Due to the nature of this layout, it lasts about 10 seconds longer than the others, meaning at least 2 scrapped characters can be summoned. Hazard Toggle leaves it in the default, TV Staticy area.
Are the Kid Kirby and Star Fox 2 sections supposed to have two images each? If so, then the 2nd one for both of them are not displaying.
 

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,397
Void of the Forgotten
View attachment 170757
Nintendo has been making games for quite awhile. Due to this, there are a decent amount of games that got cancelled or got a heavy overhaul. This is where such games end up, in the Void of the Forgotten! The stage in it's default form is a battlefield-sized platform with one floating platform. The background is TV static. At a random time that never goes beyond 20 seconds, the TV Static randomly changes to resemble a scrapped or heavily altered game. This changes up the battle.
View attachment 170758

The first scrapped game is arguably the least known one present: Kid Kirby! This game was supposed to be about Kirby as an even younger child. The titular Kid Kirby appears as a stage hazard. He appears much larger than usual, slightly smaller than the base platform, and floats about the stage in the background. As the hungry toddler he is/was/still is, he may start sucking up air in-front of him, taking any nearby fighters with him. It's quite easy to escape from his hunger, but if someone does get eaten they recive about 15% of damage and get spit back onto the stage. This isn't the last time we visit Kirby, but that's all for Kid Kirby. Moving on to a much more well known game,
View attachment 170761

Our next stage layout takes us to a game that took 22 years to release-Star Fox 2! This stage variant takes place on the map, with many planets in the distance. On the fighting arena, two Arwings (Probably flown by Miya and Faye) fly around the stage. They don't serve as any form of hazard, but merely as platforms. They can move all over the stage. If they go over the main platform, they change into walkers, but this is merely a visual.
View attachment 170760
The next stage layout comes from Earthbound 64, which was later remade into Mother 3. This layout takes place in the destroyed Onett exclusive to previews of the cancelled 64 Game. The two houses seen in the Onett stage from Melee, in a damaged state, function as additional platforms. The tree from yellow is burnt and unable to be stood on. If you look at the blast-zone below, you see the rubble of the Drug Store.
View attachment 170759
The final layout based on a scrapped game comes from Kirby Gamecube! In the background lays a robot that was later reworked into HR-D3 from RTDL. It shoots it's drill arms into the foreground. It's very telegraphed, even having a marker where D3 will hit. If an opponent is a fool and gets hit, it deals 30 damage. If the opponent gets hit by the center of the drill and is over 120%, it's an instant Screen KO (though you'd have to be really stupid to have that happen). This is the last layout based on a specific game, but there is something more.
View attachment 170762
The last layout is based on the Super Smash Bros. Series. The layout takes place in the dark area seen in the Inkling Trailer/Ultimate teaser. While no game in the Smash series has been canceled, there were plenty of Scrapped Fighters. Occasionally a rift appears in the middle of the stage. The first player to contact it gets a basically assist trophy of a scrapped fighter. They are...


Meowth: Allegedly planned in 64, Meowth claws his way to the battlefield. He goes around scratching opponents. It doesn't deal much damage on one hit, but if an opponent gets hit by multiple scratches it adds up.

Leif: The protagonist of Tharacia 776 and a considered clone of Marth in Melee, Leif appears! Simmilar to how Knuckles borrows some of Sonic's moves, Leif uses variants of Marth's moves embued with light. If Roy summons him, he might decide to go rouge: Why would he assist the character that "stole his slot".

Plusle and Minum: Plusle and Minum, also known as "Pra-Mai", return from Brawl's Forbidden 7. They preform some of Pikachu's attacks, such as Quick Attack and Thunder, on opposite sides of the stage, cornering the opponent

Chorus Kids: The only character not accounted for on Smash 4's quite likely Gematsu Leak, the likely scrapped Chorus Kids play a little rhythmic minigame with their foes. They line themselves up on the platform and scream in a random order. If the opponent hits them in the order they screamed, nothing happens. If they attack them out of order, they unleash a furious screech that deals a lot of damage.

Due to the nature of this layout, it lasts about 10 seconds longer than the others, meaning at least 2 scrapped characters can be summoned. Hazard Toggle leaves it in the default, TV Staticy area.
Lemme be honest here: this stage is f***ing genius! Like, holy crap, this has got to be the most creative idea I’ve ever seen! And the fact you added the Inkling trailer setting as part of it makes this mind blowing, tbh. I’d be genuinely surprised if you didn’t win this round, Peridot.

Also, is it just me, or does Kid Kirby look like a tiny purple Majin Buu ball?
 
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D

Deleted member

Guest
So..........this took a while. What can I say? Sleeping in is a wonderful thing =P In any case, Round 36 is closed.
 
D

Deleted member

Guest
will the grades be here soon? Sorry if I sound impatient.
There is a point made in one of the judges grades that has me unsure if that particular stage was judged fairly. Can't post grades until that gets cleared up. Meant to leave that update sooner, sorry about that.
 
D

Deleted member

Guest
Grades for Round 36 will have to wait until later today. But I can still get Round 37 started.

Winning the poll at 6 votes, Round 37 is.................


The Legend of Zelda 2

Another repeat round. Then again Kid Icarus and F-Zero is the only round left that isn't a repeat. Even so, we've got another chance at some Zelda stages here. Could be a rather interesting one now that we know what the Breath of the Wild stage in Ulimate is. Not to mention how different Zelda characters have their designs from different games this time.

As for what's not allowed:

1. No CD-i games

2. No Tingle Games

3. Nothing from the Satellaview

Other than that, sky's the limit. You can even submit something from Hyrule Warriors if you want.

And with that, on October 22nd 2018, Round 37 has begun. You have until Friday, October 26th, at about 11:00pm pacific time to submit entries.

Good Luck!
 
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
Picori Stream

(The Legend of Zelda: The Minish Cap)

smol.jpg


Look, I get it. You’re all like “Kevandre what the hell you thinking, man? Iconic score 0/5 get tf out of here.”



I toyed around with some bigger game stuff, something with Death Mountain and Vah Rudania, couple other things, but I couldn’t get invested in those stages. What I could get invested in is a game that I’ve actually beaten myself. I’ve never been a Zelda fan, really at all. But when I started a 2-person Let’s Play channel, I knew I had to play a Zelda game for it. So I picked Minish Cap, as the second game that I was going to play on it. And I beat it! Sure, it might be the shortest game in the series but that’s neither here nor there.



Anyhoo, here’s the stage.





When thinking of things that are iconic from Minish Cap, I thought immediately of two things- Being a very smolboi surrounded by large pixelated objects, and both of the good dungeons in the game, where you have to use lily pads as boats. So I mashed those two things up.



The stage itself is a relatively simple one- There is only one platform and it is the big lily pad cruising down the stream. Surrounding it is water, which you can swim in temporarily (As the lilypad is moving relatively slow), and the shores. The fighters can’t interact with the shores or the leaves or anything, it’s just there for aesthetic. That said though, you’ll see all sorts of interesting things on the shore, larger versions of things that should be small, or some of the Minish (Also known as the Picori), or sometimes enemies. But that’s just for looks.



It can’t be that boring though, right?





If more than half of the fighters crowd to one side of the lily pad, their weight will shift its course to that side of the map, which could make recovery from being launched easier or harder, depending on the quickness of your enemies! The wake of the lilypad will also be an obvious visual indicator of which direction the pad is heading. It still doesn’t interact with the shore but it will stop moving that direction when it gets there. The lilypad will default to moving straight ahead if there is no significant force on either side, and individual character weights don’t matter.



And that’s it- I know it’s not very exciting but I thought it was a pretty good representation of what Minish Cap feels like to play.



Unlockable: As Link, Young Link, or Toon Link, be turned small by the lightning bolt or poison mushroom items.



I should mention that the characters look really small in my mockup- That’s mostly just to illustrate that the lilypad doesn’t feel crowded with four characters (It does with eight but so does every other stage).



Music:​







 

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,397
Hytopia_Starting_Layout.png


Stage Name:
Hytopia Town

Origin:
The Legend of Zelda: Tri-Force Heroes

Gimmicks and Hazards:
Outfits

Description:
And we've arrived in Hytopia Town, the main hubworld for The Legend of Zelda: Tri-Force Heroes. It is a traveling stage that starts with a simple layout. One giant main platform, a smaller straight center platform in between two inwards-tilting platforms. These are used as traversing between the different platform layouts. The transition lasts 15 seconds before stopping for 30 seconds. The other three are as follows:

Hytopia_Town_Buildings.png

First layout is this house and Madame Couture's building, where the three Links buy their costumes.

Hytopia_Town_Buildings_2.png

Second layout is the Daily Riches and Miiverse Photo Booth, where the camera on the latter is used as a platform.

Hytopia_Castle_Towers.png

And the final layout is the four towers atop the Hytopia Castle.

Throughout the battle, costumes will spawn throughout the stage. The costumes are of different fighters in the roster, and give the wearer different abilities. The costumes last for about 20 seconds before disappearing. The only costumes that spawn are that of the ones not in battle. Only one costume can spawn at a time, and after it despawns, there is a minute-long cooldown. The costumes are as follows:
  1. Mario: Increased jump height and fire effect on attacks.
  2. Donkey Kong: Gain Donkey Kong's cargo throw. Uses animation similar to when carrying a box or barrel.
  3. Link: Gains a beam that can be used with Side Smash at 0%.
  4. Samus: Increased air speed.
  5. Dark Samus: Increased dodge distance.
  6. Yoshi: Gain Yoshi's Egg Shield.
  7. Kirby: Gain multiple jumps.
  8. Fox: Increased run speed.
  9. Pikachu: Attacks have electrical effects.
  10. Luigi: Gains the Poltergust as a grab.
  11. Ness: Gains faster dash speed.
  12. Captain Falcon: Increased attack speed and fire effect on attacks.
  13. Jigglypuff: Gain multiple jumps and increased air speed.
  14. Peach/Daisy: Side Smash cycles between different levels of power, with the third time being the most powerful.
  15. Bowser: Gains increased weight and armor on normals.
  16. Ice Climbers: Decreases the power of your moveset, but gives you a lookalike of your character with Nana's colors.
  17. Sheik: Increased overall movement speed.
  18. Zelda: Spot dodge replaced with Naryu's Love.
  19. Dr. Mario: Gain increased weight and electrical effects on attacks.
  20. Pichu: Increased power attacks, and an electrical effect, but causes recoil on use.
  21. Falco: Increased air movement.
  22. Marth: Gains a tipper at the furthest point of your attacks.
  23. Lucina: Gain faster run speed and increase the speed of your Up-B.
  24. Young Link: Faster attack speed and ground speed.
  25. Ganondorf: Gains heavier weight and darkness effect to your attacks.
  26. Mewtwo: Gain increased jump height and improved dodge data.
  27. Roy: Gains a sweet spot at the closest point of your attacks.
  28. Chrom: Gains faster run speed and decreased landing lag on moves.
  29. Mr. Game and Watch: Gain faster air speed and parachute downwards until hard fall.
  30. Meta Knight: Your jab immediately goes to a flurry. Those that don't have flurries gain one.
  31. Pit/Dark Pit: Gain multiple jumps.
  32. Zero Suit Samus: Gain wall-jump.
  33. Wario: Gains increased jump height and faster attack speed.
  34. Snake: Increased normal power and weight.
  35. Ike: Increased attack speed and weight.
  36. Pokemon Trainer: Gain the ability to change between Squirtle, Ivysaur and Charizard costumes on spot dodge. Squirtle has faster movement speed, Ivysaur has increased range and Charizard has multiple jumps.
  37. Diddy Kong: Increased movement speed.
  38. Lucas: Gains increased range with P.K. Love effects.
  39. Sonic: Maxed out movement speed and air speed.
  40. King Dedede: Increased weight and multiple jumps.
  41. Olimar: Side-tilt throws Pikmin in the same fixed order..
  42. Lucario: Gain Lucario's Aura trait.
  43. R.O.B.: Increased weight.
  44. Toon Link: Increased run speed and attack range.
  45. Wolf: Increased weight.
  46. Villager: Use grab to Pocket projectiles.
  47. Mega Man: Use jab while walking.
  48. Wii Fit Trainer: Decreased frame data.
  49. Rosalina and Luma: Gain a Luma ally that can help you.
  50. Little Mac: Gain increase ground speed and armor in some moves.
  51. Greninja: Gain increased ground speed and wall-jump.
  52. Mii Fighters: Increased speed or weight in accordance to the body type of the Mii.
  53. Palutena: Increased jump height and windbox on Side Smash.
  54. PAC-MAN: Use air-dodge to create a trail of PAC-Dots to follow.
  55. Robin: Increased weight and electric effects for attacks.
  56. Shulk: Upon wearing, a random Monado Art will improve the wearer.
  57. Bowser Jr: Gain his unique hitboxes.
  58. Duck Hunt: Increased hitstun on attacks.
  59. Ryu: Hadoken inputs for Neutral-B projectiles, Tatsumaki input for forward-advancing Side-Bs and Shoryuken inputs for Up-Bs. Using these inputs will enhance your attacks.
  60. Cloud: Gain a Limit Gauge. Unlike Cloud's, you can only access the benefits of the maxed out meter, and cannot charge manually or spend it on special moves.
  61. Corrin: Gain a hitbox while charging Side-Smash.
  62. Bayonetta: Gain Bat Within.
  63. Inkling: All attacks now inflict Ink on the opponent, and can be replenished.
  64. Ridley: Gain multiple jumps and fire effect on attacks.
  65. Simon/Richter: Aerials now also shoot out a whip that can be used as a tether.
  66. King K. Rool: Select normals and aerials now have armor.
  67. Isabelle: Grab now uses Fishing Rod. Can be held.
(Note: If there are any new fighters announced this week before the round ends, I will add them as costumes.)

Now then...judges, feel free to fire away and tear me apart for the gimmick of this stage. (Hope I don't lose my way here.)

Unlockable:
Yes. Use 100 transformation items overall (Bunny Hoods, Metal Boxes, Super-Spicy Curry, etc.)

Music:
TriForce Heroes Medley
The Lady Boss Battle
Hytopia (The Legend of Zelda: TriForce Heroes)
Forest Stage (The Legend of Zelda: TriForce Heroes)
Spirit Tracks Medley
Minish Cap Medley
Dragon Roost Island (The Legend of Zelda: The Wind Waker)
The Great Sea - Menu Select (The Legend of Zelda: The Wind Waker)

EDIT: Had to change the PAC-MAN and Diddy Kong costumes’ abilities, considering Inkling is the only one with a Shield-B by default.
 
Last edited:

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
View attachment 171121

Stage Name:
Hytopia Town

Origin:
The Legend of Zelda: Tri-Force Heroes

Gimmicks and Hazards:
Outfits

Description:
And we've arrived in Hytopia Town, the main hubworld for The Legend of Zelda: Tri-Force Heroes. It is a traveling stage that starts with a simple layout. One giant main platform, a smaller straight center platform in between two inwards-tilting platforms. These are used as traversing between the different platform layouts. The transition lasts 15 seconds before stopping for 30 seconds. The other three are as follows:

View attachment 171123
First layout is this house and Madame Couture's building, where the three Links buy their costumes.

View attachment 171124
Second layout is the Daily Riches and Miiverse Photo Booth, where the camera on the latter is used as a platform.

View attachment 171125
And the final layout is the four towers atop the Hytopia Castle.

Throughout the battle, costumes will spawn throughout the stage. The costumes are of different fighters in the roster, and give the wearer different abilities. The costumes last for about 20 seconds before disappearing. The only costumes that spawn are that of the ones not in battle. Only one costume can spawn at a time, and after it despawns, there is a minute-long cooldown. The costumes are as follows:
  1. Mario: Increased jump height and fire effect on attacks.
  2. Donkey Kong: Gain Donkey Kong's cargo throw. Uses animation similar to when carrying a box or barrel.
  3. Link: Gains a beam that can be used with Side Smash at 0%.
  4. Samus: Increased air speed.
  5. Dark Samus: Increased dodge distance.
  6. Yoshi: Gain Yoshi's Egg Shield.
  7. Kirby: Gain multiple jumps.
  8. Fox: Increased run speed.
  9. Pikachu: Attacks have electrical effects.
  10. Luigi: Gains the Poltergust as a grab.
  11. Ness: Gains faster dash speed.
  12. Captain Falcon: Increased attack speed and fire effect on attacks.
  13. Jigglypuff: Gain multiple jumps and increased air speed.
  14. Peach/Daisy: Side Smash cycles between different levels of power, with the third time being the most powerful.
  15. Bowser: Gains increased weight and armor on normals.
  16. Ice Climbers: Decreases the power of your moveset, but gives you a lookalike of your character with Nana's colors.
  17. Sheik: Increased overall movement speed.
  18. Zelda: Spot dodge replaced with Naryu's Love.
  19. Dr. Mario: Gain increased weight and electrical effects on attacks.
  20. Pichu: Increased power attacks, and an electrical effect, but causes recoil on use.
  21. Falco: Increased air movement.
  22. Marth: Gains a tipper at the furthest point of your attacks.
  23. Lucina: Gain faster run speed and increase the speed of your Up-B.
  24. Young Link: Faster attack speed and ground speed.
  25. Ganondorf: Gains heavier weight and darkness effect to your attacks.
  26. Mewtwo: Gain increased jump height and improved dodge data.
  27. Roy: Gains a sweet spot at the closest point of your attacks.
  28. Chrom: Gains faster run speed and decreased landing lag on moves.
  29. Mr. Game and Watch: Gain faster air speed and parachute downwards until hard fall.
  30. Meta Knight: Your jab immediately goes to a flurry. Those that don't have flurries gain one.
  31. Pit/Dark Pit: Gain multiple jumps.
  32. Zero Suit Samus: Gain wall-jump.
  33. Wario: Gains increased jump height and faster attack speed.
  34. Snake: Increased normal power and weight.
  35. Ike: Increased attack speed and weight.
  36. Pokemon Trainer: Gain the ability to change between Squirtle, Ivysaur and Charizard costumes on spot dodge. Squirtle has faster movement speed, Ivysaur has increased range and Charizard has multiple jumps.
  37. Diddy Kong: Increased movement speed and Banana Peel as a Shield-B.
  38. Lucas: Gains increased range with P.K. Love effects.
  39. Sonic: Maxed out movement speed and air speed.
  40. King Dedede: Increased weight and multiple jumps.
  41. Olimar: Side-tilt throws Pikmin in the same fixed order..
  42. Lucario: Gain Lucario's Aura trait.
  43. R.O.B.: Increased weight.
  44. Toon Link: Increased run speed and attack range.
  45. Wolf: Increased weight.
  46. Villager: Use grab to Pocket projectiles.
  47. Mega Man: Use jab while walking.
  48. Wii Fit Trainer: Decreased frame data.
  49. Rosalina and Luma: Gain a Luma ally that can help you.
  50. Little Mac: Gain increase ground speed and armor in some moves.
  51. Greninja: Gain increased ground speed and wall-jump.
  52. Mii Fighters: Increased speed or weight in accordance to the body type of the Mii.
  53. Palutena: Increased jump height and windbox on Side Smash.
  54. PAC-MAN: Use Shield-B to throw a key.
  55. Robin: Increased weight and electric effects for attacks.
  56. Shulk: Upon wearing, a random Monado Art will improve the wearer.
  57. Bowser Jr: Gain his unique hitboxes.
  58. Duck Hunt: Increased hitstun on attacks.
  59. Ryu: Hadoken inputs for Neutral-B projectiles, Tatsumaki input for forward-advancing Side-Bs and Shoryuken inputs for Up-Bs. Using these inputs will enhance your attacks.
  60. Cloud: Gain a Limit Gauge. Unlike Cloud's, you can only access the benefits of the maxed out meter, and cannot charge manually or spend it on special moves.
  61. Corrin: Gain a hitbox while charging Side-Smash.
  62. Bayonetta: Gain Bat Within.
  63. Inkling: All attacks now inflict Ink on the opponent, and can be replenished.
  64. Ridley: Gain multiple jumps and fire effect on attacks.
  65. Simon/Richter: Aerials now also shoot out a whip that can be used as a tether.
  66. King K. Rool: Select normals and aerials now have armor.
  67. Isabelle: Grab now uses Fishing Rod. Can be held.
(Note: If there are any new fighters announced this week before the round ends, I will add them as costumes.)

Now then...judges, feel free to fire away and tear me apart for the gimmick of this stage. (Hope I don't lose my way here.)

Unlockable:
Yes. Use 100 transformation items overall (Bunny Hoods, Metal Boxes, Super-Spicy Curry, etc.)

Music:
TriForce Heroes Medley
The Lady Boss Battle
Hytopia (The Legend of Zelda: TriForce Heroes)
Forest Stage (The Legend of Zelda: TriForce Heroes)
Spirit Tracks Medley
Minish Cap Medley
Dragon Roost Island (The Legend of Zelda: The Wind Waker)
The Great Sea - Menu Select (The Legend of Zelda: The Wind Waker)
Hot damn
 

splat

Smash Lord
Joined
Oct 28, 2006
Messages
1,169
Location
The Netherlands
I admit: I'm not too well versed in the Legend of Zelda games, but I do know the portable games in the series are fairly underrepresented. Among the current stage selection, only Spirit Train is from a handheld Zelda title: the other stages all feature areas from home console titles, starting at Zelda II (considering Hyrule Castle to be from A Link to the Past, where it first showed up - despite being in its Ocarina of Time design). Similarly, all characters are based on home console titles as well.

As such, I wanted to do a stage based on one of the unrepresented games, and specifically from one with the Link design that's somewhat missing from Ultimate: the one with the brown sleeves (he's a costume, but still) that's usually featured in 2D top-down games. I mean, the green tunic design is seen through Young Link, the cat-eyed design through Toon Link and his most recent blue design through 'regular' Link.

This leaves us with the choice between original Legend of Zelda, Link's Awakening, Oracle of Ages, Oracle of Seasons or A Link Between Worlds.

I mentioned before that my knowledge of the series is limited. As a result, I have no clue which locations are important in the first four mentioned games, and I only really know that the Tower of Hera (is that even an important location?) and Lorule, some sort of Dark Hyrule, are featured in ALBW.

I could do some research to look up locales - but if I don't know them, how could I be sure they're important? Instead, I decided I'd work with what I know: Lorule. Cycling back and forth between Hyrule and Lorule would be the most obvious route (not to mention, Goliso did it in the first Zelda round), so I wanted the stage to stay in Lorule.

In Ultimate, there's two other things that use the Dark prefix, both of them are Echo Fighters. How silly would it be to make Lorule, Dark Hyrule, into an Echo Stage? Just about right, I'd say.

TL;DR: Lorule fits too well as an Echo for Hyrule. Yeah.

LoruleCastleLogo.png

There's only two stages in Ultimate that might have a Lorule counterpart: Hyrule Castle and Temple. The first is canon, the second is only plausible since it also uses Hyrule in its name. All other official stages are not ALBW or ALttP. I settled on Hyrule Castle since we know it exists, but also because it gives me slightly more options with its design. So how would it work?

LoruleComparison1.png

As the mirror version of Hyrule, Lorule is actually mirrored!
Time to relearn those muscle memories you've been working on. Note that it's only the castle that's flipped, though: why would Death Mountain change locations in a mirrored world? It just wouldn't make sense. The stage itself is somewhat darker though, with a background that is reminiscent of the one featured in ALBW's cover art.

The main hazard of Hyrule Castle are the tornados that appear randomly. In Lorule, the main hazard is flipped upside down as well! Well, thematically at least, tornadoes aren't that flippable.

LoruleComparison2_1.png

Rather than tornadoes, picture frames appear! You don't want to be caught in it either...

LoruleComparison2_2.png

While the tornadoes throw you upward, the picture frames lock you in place.
You're caught in it until you wiggle free...


LoruleComparison2_3.png

...Or until you're smashed out by a foe! All knockback is added up until the frame breaks,
so if you take too long to wiggle yourself free, you might be out of the picture!

Music
1. Lorule Castle Theme - A Link Between Worlds
2. Hilda's Theme - A Link Between Worlds
3. Lorule Field 2 - A Link Between Worlds
4. Death Mountain - A Link Between Worlds
5. Yuga-Ganon Battle - A Link Between Worlds
6. Final Battle - A Link Between Worlds
7. Shadow Link - Four Swords Adventures
8. Dark Links - Triforce Heroes

Notes
1. I wanted to include more gimmicks or hazards (e.g. locking off parts of the stage, the steps crumbling as Lorule is a bit derelict, or have other characters appear), but felt it'd bypass the 'mirrored Hyrule Castle' theme.
2. As said, I know Goliso did a Lorule Castle themed stage too (found it after making the images and before writing this post). Since this one was conceptualized as an Echo Stage I feel like it's different enough. I just wanted to break conventions; I haven't seen an Echo Stage yet (though I haven't looked at all other entries). Also, with over 100 stages thus far, it'd kinda make sense to spare some expenses.
3. I toyed around with the idea of custom graphics for fighters stuck in a portrait - though that didn't really feel like something Sakurai and his team would do. At most the stock icon would be used, which doesn't really convey that the characters that are stuck are vulnerable.
4. For emphasis: this stage does not transform.
 
Last edited:

Kevandre

Ivy WAS Saurly missed
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I admit: I'm not too well versed in the Legend of Zelda games, but I do know the portable games in the series are fairly underrepresented. Among the current stage selection, only Spirit Train is from a handheld Zelda title: the other stages all feature areas from home console titles, starting at Zelda II (considering Hyrule Castle to be from A Link to the Past, where it first showed up - despite being in its Ocarina of Time design). Similarly, all characters are based on home console titles as well.

As such, I wanted to do a stage based on one of the unrepresented games, and specifically from one with the Link design that's somewhat missing from Ultimate: the one with the brown sleeves (he's a costume, but still) that's usually featured in 2D top-down games. I mean, the green tunic design is seen through Young Link, the cat-eyed design through Toon Link and his most recent blue design through 'regular' Link.

This leaves us with the choice between original Legend of Zelda, Link's Awakening, Oracle of Ages, Oracle of Seasons or A Link Between Worlds.

I mentioned before that my knowledge of the series is limited. As a result, I have no clue which locations are important in the first four mentioned games, and I only really know that the Tower of Hera (is that even an important location?) and Lorule, some sort of Dark Hyrule, are featured in ALBW.

I could do some research to look up locales - but if I don't know them, how could I be sure they're important? Instead, I decided I'd work with what I know: Lorule. Cycling back and forth between Hyrule and Lorule would be the most obvious route (not to mention, Goliso did it in the first Zelda round), so I wanted the stage to stay in Lorule.

In Ultimate, there's two other things that use the Dark prefix, both of them are Echo Fighters. How silly would it be to make Lorule, Dark Hyrule, into an Echo Stage? Just about right, I'd say.

TL;DR: Lorule fits too well as an Echo for Hyrule. Yeah.


There's only two stages in Ultimate that might have a Lorule counterpart: Hyrule Castle and Temple. The first is canon, the second is only plausible since it also uses Hyrule in its name. All other official stages are not ALBW or ALttP. I settled on Hyrule Castle since we know it exists, but also because it gives me slightly more options with its design. So how would it work?

View attachment 171131
As the mirror version of Hyrule, Lorule is actually mirrored!
Time to relearn those muscle memories you've been working on. Note that it's only the castle that's flipped, though: why would Death Mountain change locations in a mirrored world? It just wouldn't make sense. The stage itself is somewhat darker though, with a background that is reminiscent of the one featured in ALBW's cover art.

The main hazard of Hyrule Castle are the tornados that appear randomly. In Lorule, the main hazard is flipped upside down as well! Well, thematically at least, tornadoes aren't that flippable.

View attachment 171132
Rather than tornadoes, picture frames appear! You don't want to be caught in it either...

View attachment 171133
While the tornadoes throw you upward, the picture frames lock you in place.
You're caught in it until you wiggle free...


View attachment 171134
...Or until you're smashed out by a foe! All knockback is added up until the frame breaks,
so if you take too long to wiggle yourself free, you might be out of the picture!

Music
1. Lorule Castle Theme - A Link Between Worlds
2. Hilda's Theme - A Link Between Worlds
3. Lorule Field 2 - A Link Between Worlds
4. Death Mountain - A Link Between Worlds
5. Yuga-Ganon Battle - A Link Between Worlds
6. Final Battle - A Link Between Worlds
7. Shadow Link - Four Swords Adventures
8. Dark Links - Triforce Heroes

Notes
1. I wanted to include more gimmicks or hazards (e.g. locking off parts of the stage, the steps crumbling as Lorule is a bit derelict, or have other characters appear), but felt it'd bypass the 'mirrored Hyrule Castle' theme.
2. As said, I know Goliso did a Lorule Castle themed stage too (found it after making the images and before writing this post). Since this one was conceptualized as an Echo Stage I feel like it's different enough. I just wanted to break conventions; I haven't seen an Echo Stage yet (though I haven't looked at all other entries). Also, with over 100 stages thus far, it'd kinda make sense to spare some expenses.
3. I toyed around with the idea of custom graphics for fighters stuck in a portrait - though that didn't really feel like something Sakurai and his team would do. At most the stock icon would be used, which doesn't really convey that the characters that are stuck are vulnerable.
4. For emphasis: this stage does not transform.
My dude. This is brilliant. I am looking forward to last place this round.
 
Last edited:

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,397
I admit: I'm not too well versed in the Legend of Zelda games, but I do know the portable games in the series are fairly underrepresented. Among the current stage selection, only Spirit Train is from a handheld Zelda title: the other stages all feature areas from home console titles, starting at Zelda II (considering Hyrule Castle to be from A Link to the Past, where it first showed up - despite being in its Ocarina of Time design). Similarly, all characters are based on home console titles as well.

As such, I wanted to do a stage based on one of the unrepresented games, and specifically from one with the Link design that's somewhat missing from Ultimate: the one with the brown sleeves (he's a costume, but still) that's usually featured in 2D top-down games. I mean, the green tunic design is seen through Young Link, the cat-eyed design through Toon Link and his most recent blue design through 'regular' Link.

This leaves us with the choice between original Legend of Zelda, Link's Awakening, Oracle of Ages, Oracle of Seasons or A Link Between Worlds.

I mentioned before that my knowledge of the series is limited. As a result, I have no clue which locations are important in the first four mentioned games, and I only really know that the Tower of Hera (is that even an important location?) and Lorule, some sort of Dark Hyrule, are featured in ALBW.

I could do some research to look up locales - but if I don't know them, how could I be sure they're important? Instead, I decided I'd work with what I know: Lorule. Cycling back and forth between Hyrule and Lorule would be the most obvious route (not to mention, Goliso did it in the first Zelda round), so I wanted the stage to stay in Lorule.

In Ultimate, there's two other things that use the Dark prefix, both of them are Echo Fighters. How silly would it be to make Lorule, Dark Hyrule, into an Echo Stage? Just about right, I'd say.

TL;DR: Lorule fits too well as an Echo for Hyrule. Yeah.


There's only two stages in Ultimate that might have a Lorule counterpart: Hyrule Castle and Temple. The first is canon, the second is only plausible since it also uses Hyrule in its name. All other official stages are not ALBW or ALttP. I settled on Hyrule Castle since we know it exists, but also because it gives me slightly more options with its design. So how would it work?

View attachment 171131
As the mirror version of Hyrule, Lorule is actually mirrored!
Time to relearn those muscle memories you've been working on. Note that it's only the castle that's flipped, though: why would Death Mountain change locations in a mirrored world? It just wouldn't make sense. The stage itself is somewhat darker though, with a background that is reminiscent of the one featured in ALBW's cover art.

The main hazard of Hyrule Castle are the tornados that appear randomly. In Lorule, the main hazard is flipped upside down as well! Well, thematically at least, tornadoes aren't that flippable.

View attachment 171132
Rather than tornadoes, picture frames appear! You don't want to be caught in it either...

View attachment 171133
While the tornadoes throw you upward, the picture frames lock you in place.
You're caught in it until you wiggle free...


View attachment 171134
...Or until you're smashed out by a foe! All knockback is added up until the frame breaks,
so if you take too long to wiggle yourself free, you might be out of the picture!

Music
1. Lorule Castle Theme - A Link Between Worlds
2. Hilda's Theme - A Link Between Worlds
3. Lorule Field 2 - A Link Between Worlds
4. Death Mountain - A Link Between Worlds
5. Yuga-Ganon Battle - A Link Between Worlds
6. Final Battle - A Link Between Worlds
7. Shadow Link - Four Swords Adventures
8. Dark Links - Triforce Heroes

Notes
1. I wanted to include more gimmicks or hazards (e.g. locking off parts of the stage, the steps crumbling as Lorule is a bit derelict, or have other characters appear), but felt it'd bypass the 'mirrored Hyrule Castle' theme.
2. As said, I know Goliso did a Lorule Castle themed stage too (found it after making the images and before writing this post). Since this one was conceptualized as an Echo Stage I feel like it's different enough. I just wanted to break conventions; I haven't seen an Echo Stage yet (though I haven't looked at all other entries). Also, with over 100 stages thus far, it'd kinda make sense to spare some expenses.
3. I toyed around with the idea of custom graphics for fighters stuck in a portrait - though that didn't really feel like something Sakurai and his team would do. At most the stock icon would be used, which doesn't really convey that the characters that are stuck are vulnerable.
4. For emphasis: this stage does not transform.
I really like this, splat! This stage could be especially better when using Stage Morph with Hyrule Castle, I’ll give you that much!
 

Iko MattOrr

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Joined
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Messages
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NNID
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Tal Tal Mountain Range

Tal Tal 3i.png


Origin: The idea of this stages comes from the omonymous place in The Legend of Zelda: Link's Awakening.

Tal Tal 1.png

Tal Tal 2.png


Description: The stage is composed by 2 floors: the lower floor is a regular flat platform with edges; at edges, the walls continue down until out from the screen, so you can't jump below the stage. The upper floor goes from the left side to the right side of the screen, without edges: you can get a KO by walking out from the screen like in Mushroom Kingdom 2 and other stages. The central part of the upper floor is a bridge.
The bridge is semisolid, you can walk on it but you can drop through it if you press down.
It can also be destroyed in a similar way as the Green Hill stage, after a part of the bridge gets enough damage, it will break.

Tal Tal 4.png


What are those rocks at the edges of the bridge?
They occasionally fall from those cliffs in the background, and if you are there in that precise moment, they will deal some damage to you.
Once positioned, if you hit those rocks with a strong enough attack, they will start rolling down to the lower floor.
For each edge, the pile of rocks can go from just 1 rock up to 5 rocks.

Tal Tal 5.png


The player who activated this deadly trap won't get any damage, but everyone else will. There are safe spots, offcourse: it seems that Yoshi has found it!
When the rocks start rolling, they will break 2 blocks of the bridge (no matter how many rocks are rolling).

Tal Tal 6.png


What's happening now?!?

Tal Tal 7.png


The egg has hatched and the Windfish appeared in all its beauty! Is this real? Is it a dream? What? Maybe a dream came true...
The Windfish will fully repair the bridge and will remove the rocks from the stage; the bridge is indestructible as long as the stage is in this dreamy mode.

Tal Tal 8.png


But the Windfish won't stay for too much; as soon as it drops back in the water, it will raise up a huge column of water!
The water will fall onto the stage!!!
It's not that dangerous, it won't give you any damage, only some small knockback; though, it's better to stay safe in the lower floor.

Tal Tal 9.png


When the water falls, the stage will slowly start to transition back to its original form.

Gimmicks and Hazards of the Stage:
The bridge is breakable, the cliffs at the upper sides of the stage will drop rocks that can roll down to the lower floor if they get enough damage, breaking 2 blocks of the bridge. At a certain point, the egg will break and the Windfish will appear: it will reset the stage, but first it will drop in the water, making all the water fall onto the stage. The water only falls on the upper floor of the stage, and does not deal damage, it will only launch the players up a bit.

Is your stage unlockable:
It's locked, offcourse. You unlock it by completing the All Stars mode with all 3 Links.

Extra Stuff:
The rolling rocks are inspired by a recurring gimmick in the mountain locations in Zelda games. This time, it's the player who activates them, usually they are an automatic hazard. The Windfish sequence is inspired by what happens at the ending of the game The Legend of Zelda: Link's Awakening.
The proportions of the stage may be different from the ones in the pictures. The stage in this mock-up seems to be very small and I fear it could be a problem, especially at the edges of the lower floor. My intention is to make a small stage that encourages close up fighting, though the size of the stage should be balanced in order for it to be playable too.
The camera angle will move following the action, it's not a fixed camera stage.

Music:

Ballad of the Windfish
Tal Tal Heights (original version)
Tal Tal Heights (smash remix)

A Link to the Past Dark World theme
Majora's Mask Astral Observatory (hip-hop instrumental remix) (something similar to this from 0:37)
Majora's Mask Indigo-go's song
The Adventure of Link overworld theme
Zelda Minigame Medley (including this, this, this, this and this)

And all the other Zelda tracks in the game.

The original version of Tal Tal heights wouldn't be an 8 bit track, it would be played with real instruments, but staying faithful to the original music, unlike the Brawl version that despite the name, is the Link's Awakening overworld theme instead, with only a tiny bit of the actual Tal Tal Heights song.
 
Last edited:

OptimisticStrifer

Smash Champion
Joined
Aug 8, 2018
Messages
2,403
Do you guy's wanna continue doing this after the game comes out? Stage possibilities are pretty endless; And DLC seems almost assured as long as the game sells well.
 

PeridotGX

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Do you guy's wanna continue doing this after the game comes out? Stage possibilities are pretty endless; And DLC seems almost assured as long as the game sells well.
Currently it's planned to stop the week Smash Ultimate releases. But I certiantly wouldn't object to an extension. And PSB did plan 20 or so rounds that never came to be...
 
Last edited:
D

Deleted member

Guest
And PSB did plan 20 or so rounds that never came to be...
Many of which got scrapped due to a lack of interest from contestants or me realizing that the idea wasn't so great after all. Fun as this contest has been, it can't go forever. The release week of Smash Ultimate will be the end.
 

Kevandre

Ivy WAS Saurly missed
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Many of which got scrapped due to a lack of interest from contestants or me realizing that the idea wasn't so great after all. Fun as this contest has been, it can't go forever. The release week of Smash Ultimate will be the end.
I agree. I love the stage contest, and I'll definitely be back for Smash 6's if there is one, but making this many stages kind of burns you out after almost a whole year of it lol

Just look at my Smash folder
stages.png


Not all of these are for the stage contest, and some are for the Smash 4 contest but hot damn have I made a lot of stages lol

I've been putting off making the Star Fox (2) stage because it'll be the last one I make for this contest. And that will be sad.

I've also done a very bad job of naming which things are old as I'm now noticing several of them are old and not labelled as such lol
 
D

Deleted member

Guest
Time for Round 36 grades!

psb123's grades:

Battlefield of the Gods by Kevandre Kevandre

Iconic Status: 4/5

I think it would be relatively fair to say that a lot of people got into Kid Icarus and Fire Emblem with their 3DS entries. So both should by pretty notable. Fire Emblem much more so however. Kid Icarus has not received the same promotion and success that Fire Emblem has ever since Awakening. That's the only reason I'm not giving a 5 here.

Originality: 10/10

The concept alone is enough for a 10 here and there isn't really anything in the stage to change that. All the fighting between Light and Darkness takes place in the background and doesn't affect the battle a player is fighting which I greatly appreciate. We could stand to have a few more stages like that in Smash.

Playability: 10/10

It took me a bit of time to figure out how the curved platform would work without altered gravity, but I think I've figured it out. And what I see doesn't pose any playability issues.

Overall Score: 24/25

Namco Museum by TKOWL TKOWL

Iconic Status: 5/5

The reason the Namco Museum series exists is because of how many notable Arcade games Namco made back in the day. People will know what this is, easily.

Originality: 9/10

We have seen Retro Compilation's before. Most notably with Flat Zone. But this one is a solid example of the idea and quite possibly the first 3rd party example of this we would receive if it made it in.

Playability: 7/10

All the layouts have a hazard to them that hinders you score a bit here. But for the most part they aren't too bad. The main issue is the Galaga section. Too little footing, too hard to land on that footing, and it could even be removed, temporarily leaving no ground to fight on.

Overall Score: 21/25

Calamity Mistholt by GolisoPower GolisoPower

Iconic Status: 4/5

People know what Breath of the Wild is. No dispute about that. And if I'm to be honest, Dragalia Lost seems to be making quite a name for itself as well. But unlike Fire Emblem Heroes, Dragalia Lost is still relatively new and hasn't had quite enough time in the sun to be worth a 5 yet.

Originality: 10/10

I got to say I think I really underestimated the potential this round had for originality. Dragalia Lost is home to a magic, mythical kingdom. A description that fits Hyrule perfectly. The idea of Hyrule's Ancient Threat targeting a similar Kingdom from a different Nintendo game is brilliant. And the elemental altars are the icing on the cake.

Playability: 8/10

The Guardians can cause a lot of damage which makes the long time in which they appear help with playability a little bit. But it would have been nice if they could show up a little more often in exchange for weaker power.

Overall Score: 22/25

Void of the Forgotten by PeridotGX PeridotGX

Iconic Status: 3/5

Being based on cancelled games kind of leads to a lower score here on it's own unfortunately. But a lot of those are ones that you'll know about if you frequent trivia of this kind of stuff on the internet. Smack dab in the middle seems like the way to go.

Originality: 10/10

I might have felt this way about previous submissions before, I can't really remember to be honest. But with this stage I can comfortably say, that if I could give you a higher score, I would.

A stage that cycles through a bunch of cancelled Nintendo games and elements may very well be the most genius idea this contest has seen yet.

Playability: 9/10

The damage output from the robot in the Gamecube Kirby section is the only thing taking off a point here. Everything else is fine.

Overall Score: 22/25

Cosmic77's grades:

Just so everyone understands, I'm grading iconicness based on the franchise(s) you chose.

If you chose a bunch of niche franchises I've never heard of, you'll likely get a low score. If you chose a bunch of popular franchises, you'll probably get a high score.

"Battlefield of the Gods" by Kevandre:

Iconic Status: 3/5

I feel like this is a debatable score, but it's what I'm sticking with. While FE is gaining ground, it's still no Zelda or Pokemon. KI is incredibly niche, and I can't imagine many people knowing much about the franchise unless they played Uprising.

The cameos were nice though. Not sure how much they'd change your stage if they were more involved, but making Arceus or the Zelda goddesses a bigger part of your stage would've raised your score.

Originality: 8/10

I like it. A fight of good versus evil in the background is an original concept, and the gimmick of hero and villain characters having an impact on the battle was a nice touch. I also liked the small little conversations the characters can have with the fighters.

Not a fan of the layout though. I get that you wanted something simple so the background wouldn't be obstructed, but this really does feel like Galaxy 2.0.

Playability: 10/10

Everything takes place in the background, so...

Yeah. That's about all I have to say for your playability score. My work here is done.

Overall Score: 21/25

"Namco Museum" by TKOWL:

Iconic Status: 5/5

I remember playing this as a kid. Had a lot of fun with it.

Arcade classics like these are practically immortal. You'd have to be living under a rock to not know any of these games.

Originality: 9/10

Taking off a single point because you reused Pac-Man's aracde stage.

Other than that though, brilliant use of these classics. Particularly loved the Galaga and Dig Dug areas, but maybe that's because those two werw my favorites back in the day.

Playability: 6/10

It's those layouts. More specifically, the layouts for Dig Dug and ToD. There's so many horizontal lines that I'm having trouble seeing what's a platform and what's part of the background. Maybe it'd be more obvious on a TV, but for me right now, I think there needs to be more clarification on what qualifies as a platform and what qualifies as background.

Overall Score: 20/25

"Calamity Mistholt" by GolisoPower:

Iconic Status: 4/5

Well, you went with a BotW crossover. That was good. But Dragalia Lost? Despite being new, I genuinely don't know how iconic it would be if it were to get in Smash.

Originality: 8/10

Your idea of a crossover stage is a little unorthodox, but the end result was nice. Layout looks unique, the Gaurdians add a little pressure to the fight, and the elemental alters can provide some fun mix-ups.

My only complaint is that the background feels pretty barebones for a crossover stage.

Playability: 7/10

I know another judge will disagree with me on this, but i think the time balances out your stage fairly well. A full minute for the alter to start glowing sounds fair, and the Gaurdians spawning every two minutes (while a little longer than I would like) makes them a little less frustrating.

However, even with time, those OP hazards and gimmicks still exist. They can easily make or break a battle.

Overall Score: 19/25

"Void of the Forgotten" by PeridotGX:

Iconic Status: 4/5

Obviously I can't award full points to a stage that's literally based off of forgotten things.

Still, the Star Fox and EarthBound segments are pretty recognizable. I feel like people would at least get an idea of what franchise each layout comes from.

Originality: 10/10

This is an incredible concept, and I love everything about it. Not only did you incorporate scrapped, forgotten games into your stage, but you also included a bunch of old Smash rejects as well.

I don't know what feeling I should use to describe this stage, but it's a mix between nostalgia and sadness.

Playability: 9/10

Layout is fine, but the scrapped fighters are a problem. Lucky for you, none of them feel unfairly OP, so I don't think anything more than a single point is warranted here.

Overall Score: 23/25

TheMarioAddict's grades:

"Battlefield of the Gods" by Kevandre:

Iconic Status: 4/5

This round is weird. How do I judge the iconic-ness of a stage consisting of two wildly different series’? Certainly not with my usual metrics. So instead I looked at thing like how well each series meshed together, and whether this was a mashup people would like to see. And in your case, I’d say this meets those marks pretty well, so you get a nice high score from me!

Originality: 9/10

The only point I’m willing to take off is for a slight - slight - resemblance to many Pokemon Stages in terms of platform layout. Everything else is beautiful. There’s no arguing that a battle taking place in the middle of… well, another battle, is an incredibly original idea! I especially love that the way your match goes will affect the fight in the background as well - it may be a small thing, but it really helps sell the originality of this stage! Well done!

Playability: 10/10

I wavered on taking off a point for the rounded sides of the base platform, but ultimately decided against it - as far as I can tell, it wouldn’t really give any strict advantages or disadvantages to anyone. And aside from that… what can I say, simple stages tend to be very playable! Good work!

Overall Score: 23/25

"Namco Museum" by TKOWL:

Iconic Status: 5/5

You clever ******* - taking an already existing crossover and making it a stage? Certainly cuts out some of the work on your end, and I’d say it’s a great way to represent many iconic Namco properties that otherwise wouldn’t get much representation in Smash! And seeing as those properties are very, VERY iconic, I’ve got no complaints!

Originality: 9/10

A pretty strong showing for originality! I love that the crossover aspect of this stage isn’t just limited to having the 5 games in the stage, but that the games can crossover within the stage itself! That’s awesome. My usual praises apply too, of course - a nice unique layout, a reasonably unique locale, all that jazz. My only real gripe is that smash has had a lot of retro-pixel-art-y stages in the past, and while this stage fits well with them, it doesn’t really stand out from them, at least to me.

Playability: 7/10

You might think that my main problem with playability here is the various hazards across the different games, but that’s not actually the case. Well, not fully - the hazards concern me a bit, but they’re pretty tame all things considered. I’m more concerned with the randomized layouts for Rally X, Dig Dug, and Tower of Druaga - not only is there the possibility of layouts favoring characters with more aerial mobility, but when paired with the hazards, they could lead to some layouts being more trouble than they’re worth.

Overall Score: 21/25

"Calamity Mistholt" by GolisoPower:

Iconic Status: 3/5

So I definitely like the combination here, as both games are similar enough in setting that it would make sense for them to be mashed up. My problem though is that one of those games is Dragalia Lost. Now whether the game is good or bad is neither here nor there, but it’s so dang new that I don’t think it’s really had the chance to prove whether it’s iconic or not. Still, you did mash it up with one of the most memorable Zelda games in history, so… that helps.

Originality: 8/10

Now, while I think Dragalia Lost may have held you back a bit in the Iconic score, it helped a ton for Originality! Those elemental stones are a really nice addition to the stage, spicing things up in a way that perfectly fits Dragalia Lost. Funnily enough, I think it’s the Zelda parts that hold you back - the lasers remind me a bit too much of Halberd, to be honest. The rest is pretty nice though!

Playability: 6/10

So the obvious problems first: the laser is concerning for sure (that explosion hits a huge area), and I can see the elemental orbs giving some unfair advantages to certain players. On the less obvious side, that bottom right platform could be a bit of a camping spot (much like the rock in Kongo Falls). Lastly… I’m conflicted about the timing of this stage. On the one hand, thank god things don’t appear more frequently, because otherwise the playability would be much lower. But on the other hand, 30 seconds for the orb effects? A minute between orb changes? Two minutes between Guardian spawns!? They’d be so uncommon and infrequent, it’s almost like you specifically don’t want the people playing on your stage to interact with those elements. And I mean… that does make it more playable, but in a roundabout and ultimately negative way. My advice: don’t use time as a way to balance out your hazards.

Overall Score: 17/25

"Void of the Forgotten" by PeridotGX:

Iconic Status: 2/5

You ever play Epic Mickey? ‘Cause this stage makes me think of that. And that’s not a bad thing, by any means, but… well, your stage suffers from the same problem that game did. Which is that making something out of things everyone forgot about inevitably results in something everyone forgets about (I mean… what exactly did you think would happen?). In your case, it’s less “forgotten” stuff and more “scrapped” stuff, but the principle still holds.

Originality: 10/10

You also managed to borrow Epic Mickey’s biggest strength, however, which is that this concept is freaking brilliant. You’ve managed to cram in references to a ton of scrapped games, and each one gives an interesting spin to the stage. I especially like the “scrapped Smash characters” part, though I can see some fanboys getting mad that their favorite characters are now relegated to mere stage hazards. Still, phenomenal job!

Playability: 8/10

The various stage hazards concern me a bit (mostly the kirby robot and some of the smash characters), but everything else seems solid. No big issues from me!

Overall Score: 20/25

Total Scores:

Kevandre: 68 points

TKOWL: 62 points

GolisoPower: 58 points

PeridotGX: 65 points

The Winner is.............................
Battlefield of the Gods by Kevandre

CONGRATULATIONS!!!!!!!!!!!!!!!!!!!
 

TKOWL

Smash Apprentice
Joined
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Messages
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Location
Philadelphia, PA
Tal Tal Heights
The Legend of Zelda: Link's Awakening



In the very first handheld Zelda title, Link's Awakening, Link is out at sea but a storm sends him to the weird and wondrous world of Koholint Island. As Link journeys this island, he finds magical instruments, and then learns the truth of the island's origins: it being the dreams of the slumbering Wind Fish. In order to escape, he must play all seven instruments near the Wind Fish's egg and defeat its nightmare to escape. The Wind Fish's egg is the most prominent landmark on Koholint Island, and serves as a constant reminder to the player of their goal.



This is an 8-player designed stage, but with the sensibilities of stages like Temple. At the base are three dirt platforms: the one to the left can be passed through the bottom and is a walkoff but the other two are on the lightest-colored blocks, which serve as walls that can be wall jumped on to safety. Above the one to the left is one long platform that can be jumped up into, as does every other platform not the middle and right bottom ones. In the middle are three platforms hovering above, getting progressively shorter as they lead up to the Wind Fish's egg. The yellow stairs are entirely cosmetic, and cannot be climbed on. The area to the right has the more scattered platform layout: with three dirt platforms near each other and three sections of a broken bridge, the rightmost section having a walkoff. There are no damaging hazards on this stage, making for a fair fighting ground for a large amount of players, or a great place to practice a character's movement abilities.

Seagulls will often be seen flying in the background, as will Moblins and Octorocks in the distant mountaintops. Bat eyes will sometimes glare through the caves, and even Bowwow might be running around in the back!

Unlockable?: Yes (have Link awaken from a sleeping status without being attacked)

MUSIC:
Tal Tal Heights/Song of Awakening (Remix)
Overworld/Tal Tal Heights (Brawl)
Minish Woods (The Minish Cap) (Remix)
Dungeon Theme (Legend of Zelda) (Remix)
Time of the Falling Rain/Hyrule Castle (Link to the Past) (Remix)
Ravio's Theme (Link Between Worlds) (Remix)
 

Iko MattOrr

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TKOWL TKOWL lol the same location for the stage! What a coincidence!
Anyway I like your unlocking method more than my own XD it makes so much sense!
 

splat

Smash Lord
Joined
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Messages
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(except mine)
For what it's worth, I love your entry. It works really well for a Minish Cap stage and I really like how it's very different aesthetically - it's one of those ideas that are relatively easy to visualize how it'd look in HD, and I'm digging what I'm picturing.
 

Kevandre

Ivy WAS Saurly missed
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For what it's worth, I love your entry. It works really well for a Minish Cap stage and I really like how it's very different aesthetically - it's one of those ideas that are relatively easy to visualize how it'd look in HD, and I'm digging what I'm picturing.
Well thank you. I wish I was more into Zelda lol
 

Iko MattOrr

Smash Champion
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Something that I noticed: all the stages so far are from handheld titles!

Anyway, this is my first stage in this contest. I wanted to do a Kirby stage too but I missed all the Kirby themed rounds sadly...
I had 2 options for the stage: one was Lost Woods, and the other was Tal Tal Mountain. I did Tal Tal because the Lost Woods concept was more complex and it would have required more time (I didn't have the stage ready, I made it after the new round post was published), it was probably going to be a moving stage. Also because I only had my laptop's touchpad avaliable for drawing -.- (and this explains the poorly cutted gray border of the mountain path picture).
I also thought that the Tal Tal stage would have been a more original location compared to the more mainstream Lost Woods (though apparently it wasn't XD)

Those concepts come from an old fangame I was working on many years ago (a failed attempt at a Smash fangame in Game Maker lol), and the original concept for the Tal Tal stage was different: the bridge was not destructible, but you were still able to drop trough it; though, it was over a bottomless pit. Dropping from the bridge would have been useful to escape from the enemy, but climbing up would have been hard: there were 2 tiny platforms way below the bridge, at the edges of the screen. The 2 platforms were connected to the bridge floor with a long ladder, and there were rocks spawning at the top of the ladder, that other players could attack to make them drop on you (only 1 rock at time). The concept was similar but was more focused on the aerial fighting at the center of the stage, below the bridge.
The transformation of the stage is new, it wasn't in the original concept.
I noticed that the stage I proposed shares some similarities with Resolution Road from the first page of this thread (the winner of the first Kirby round), though it's not intentional.

Another stage that I liked of those old concepts of mine was the train from Warioland, though Smash 4 made it obsolete due to the Spirit Tracks stage.

On a side note, I don't own the copyright of any of the pictures I used, I used random pictures found on the web and I don't even know their source.
I updated the entry post with some more songs that are fitting for the stage.
 
Last edited:

Kevandre

Ivy WAS Saurly missed
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Something that I noticed: all the stages so far are from handheld titles!

Anyway, this is my first stage in this contest. I wanted to do a Kirby stage too but I missed all the Kirby themed rounds sadly...
I had 2 options for the stage: one was Lost Woods, and the other was Tal Tal Mountain. I did Tal Tal because the Lost Woods concept was more complex and it would have required more time (I didn't have the stage ready, I made it after the new round post was published), it was probably going to be a moving stage. Also because I only had my laptop's touchpad avaliable for drawing -.- (and this explains the poorly cutted gray border of the mountain path picture).
I also thought that the Tal Tal stage would have been a more original location compared to the more mainstream Lost Woods (though apparently it wasn't XD)

Those concepts come from an old fangame I was working on many years ago (a failed attempt at a Smash fangame in Game Maker lol), and the original concept for the Tal Tal stage was different: the bridge was not destructible, but you were still able to drop trough it; though, it was over a bottomless pit. Dropping from the bridge would have been useful to escape from the enemy, but climbing up would have been hard: there were 2 tiny platforms way below the bridge, at the edges of the screen. The 2 platforms were connected to the bridge floor with a long ladder, and there were rocks spawning at the top of the ladder, that other players could attack to make them drop on you (only 1 rock at time). The concept was similar but was more focused on the aerial fighting at the center of the stage, below the bridge.
The transformation of the stage is new, it wasn't in the original concept.
I noticed that the stage I proposed shares some similarities with Resolutio Road from the first page of this thread (the winner of the first Kirby round), though it's not intentional.

Another stage that I liked of those old concepts of mine was the train from Warioland, though Smash 4 made it obsolete due to the Spirit Tracks stage.

On a side note, I don't own the copyright of any of the pictures I used, I used random pictures found on the web and I don't even know their source.
I updated the entry post with some more songs that are fitting for the stage.
We're glad to have you here, your stage is awesome.

I am kind of surprised that everything is handheld too, now that you mention it.
 

splat

Smash Lord
Joined
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Messages
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Location
The Netherlands
A bit of a weird question perhaps, but would it be OK if I'd share my round 36 idea? I missed the deadline for it due to time constraints, but had this banging idea that I wanted to work on anyway. I don't need grades or anything, I'd just like to show it :p

Just look at my Smash folder
Question: do you have a blog or something? I'd like to see all of them!
 

Kevandre

Ivy WAS Saurly missed
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A bit of a weird question perhaps, but would it be OK if I'd share my round 36 idea? I missed the deadline for it due to time constraints, but had this banging idea that I wanted to work on anyway. I don't need grades or anything, I'd just like to show it :p


Question: do you have a blog or something? I'd like to see all of them!
You're always free to upload stages not from the current round. I've done that before, though I think I waited for Saturday so as to not mess with the judges

And I don't... But I could potentially do that. I got lots of stuff lol
 
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