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Despite the use of the real world objects and such, this does take inspiration from a feature of the system. Not to mention it does involve the Pokemon themselves and does actually transition to locations that if not directly from Black and White are still very closely tied to them.I'm surprised that the television show is explicitly barred from this round considering how Super Smash Bros. sometimes references it. (Jigglypuff is famous for singing because of the show, and Lucario uses human language like in Lucario and the Mystery of Mew, for example.)
Hmm... I think I sense a loophole in this rule. Normally, I'd ask about it first, but the idea this stage is using is too good to not use simply because the stage wouldn't count for the contest and I think the stage design itself turned out to be really, really good.
This stage is my entry unless it's vetoed by psb123. (Which it probably will be) If so, I'll make a different one.
Name: Interdream Zone
Game: Pokémon Dream Radar
(Catching a Pokémon in the Interdream Zone)
Inspiration: The Interdream Zone is a dimension between dreams and reality. It is depicted in Pokémon Dream Radar as the world around you, the person reading this text, via the 3DS's Augmented Reality technology. (Now you know why I picked this. It's a fictional location from a Handheld game, but it looks like the real world like Pokémon Go.) Pokémon sometimes slip into the Interdream Zone from other dimensions, but Professor Burnet's Beam can be used to pull them back into the real world.
(A Cubchoo preparing to head to the Island of Dreams in the Dream World in the game "Pokémon Dream World"
While the regular Pokémon games are of course the "reality" that Professor Burnet refers to when she describes the location of the Interdream Zone, there is also a dream world in the context of Pokémon, the Dream World. The Dream World is the location where Pokémon Dream World took place. (It has since been shut down) Players could send their Pokémon to sleep from their games of Black, White, Black 2, or White 2, and then they used their real life PCs to play with their Pokémon inside the Dream World.
I think everyone can see where this is going....
(Sprite of a PC from Pokémon Black, White, Black 2, and White 2)
Aesthetics: Interdream Zone (the stage) takes place on a wooden desk in a room with white walls. (Much like Distant Planet and Living Room, everyone is very small compared to their surroundings.) On that desk, there is a computer that looks like a computer from Pokémon Black, White, Black 2, and White 2. On that computer, Pokémon Dream World is being played. One of the following Pokémon is chosen at random.
(In this write up, the Pokémon chosen is Munna in order to prevent confusion. This stage is very complex so I can't afford any confusion!)
- Munna
- Musharna
- Snorlax
- Slakoth
- Komala (Yes, it didn't exist at the time but it's so heavily associated with sleep that the new art needed would be justified.)
Munna stands at the rainbow bridge leading to the Island of Dreams when the fight starts. It crosses the bridge 4 seconds after the fight starts. Munna ends up in a random area of the Island of Dreams. While it's in the area, Munna will meet some of the Pokémon native to that part of the Island of Dreams. (Don't worry, there aren't any minigames in this stage) (Unlike in the original game, Munna is always on screen) Munna will be with that Pokémon for 10-20 seconds before moving on to the next Pokémon. After a minute, Munna will move on to another random area of the Island of Dreams. The areas are:
- Pleasant Forest
- Sparkling Sea
- Dream Park
- Icy Cave
- Spooky Manor
The Pokémon in each of these areas are all capable of being summoned in the current Smash Bros. game by the Poké Ball item excluding Legendary Pokémon, Mythical Pokémon, Ultra Beasts, and Snorlax (he can be the chosen Pokémon). Why? We'll be getting to that. But since the Poké Ball Pokémon are different for each Smash Bros. game, I can only provide an example as to where each Pokémon will be located using Smash for 3DS's and Wii U's Pokémon.
- Pleasant Forest
- Spewpa
- Snivy
- Bellossom
- Chespin
- Gogoat
- Fletchling
- Dedenne
- Sparkling Sea
- Goldeen
- Staryu
- Oshawott
- Dream Park
- Eevee
- Meowth
- Togepi
- Swirlix
- Icy Cave
- Abomasnow
- Electrode
- Metagross
(Every area of the Island of Dreams would be here if I could include it. However, the Pokémon distribution of Smash for 3DS and Wii U only really allows for this set of areas. Sorry, Windswept Sky and Rugged Mountain.)
- Spooky Manor
- Gardevoir
- Zoroark
- Fennekin
- Inkay
If playing a timed match, Munna will go to the Tree of Dreams during the last 40 seconds, where it can meet Pokémon from any part of the Island of Dreams.
(The majestic Tree of Dreams at the end of the Island of Dreams)
This stage is literally using the exact same art from Pokémon Dream World, so no new assets would be required except for Komala and other Pokémon from Sun and Moon. (While the Pokémon Dream World did not continue into X and Y, the Global Link artwork made for every Pokémon from those games is very close to the Dream World art and thus will be substituted in for those Pokémon)
Let's get back to the actual stage, the Interdream Zone. (Talk about a long tangent! It's very important though....) There is a black mouse for the PC on the right side of the table on top of a red mousepad. The mouse acts as a platform. A closed Pikachu New 2DS XL sits vertically on the left side of the table, serving as another platform. Its face is facing the screen. (And yes, there are no floating platforms on this stage. This is supposed to be somewhat reflective of reality! Things don't float just to facilitate gameplay!)
Well, some things do float. Pink Dream Clouds (they're 3/4 the size of a battlefield platform) float across the stage at times, and these tie into the Interdream Zone's main mechanic.
(A pile of Pink Dream Clouds, being harvested for Dream Orbs)
There are 2 windows in the back of the room where the sky and some trees can be seen. A brown bookcase in the background off to the left of the table contains several stacks of Pokémon Trading Cards, as well as a Game Boy Color, a Game Boy Advance, a Nintendo DS Lite, a Nintendo Switch, and a Pokéwalker. A poster of Ash Ketchum and his Pikachu is on the right of the back wall.
Stage Geometry: The table is the main platform. It is completely solid so it can't be passed through. Players can go under it, as the 2D plane the fighting takes places is behind the front legs of the table. It is about 1 and 1/2 the size of Final Destination.
A mouse is on the right side of the table, (though not quite at the ledge) and it sits on top of a mousepad. The mouse is a curved solid platform jutting out from the table, (meaning a character can walk onto the mouse from the table. but the mousepad is not a platform at all. The mousepad is non-standard terrain though, and increases the traction of characters on it. The mouse is the length of a Battlefield platform and is a wee bit taller than Bowser, and the mousepad is 1 and 1/4 the size of a Battlefield platform.
(The stage geometry of the Interdream Zone. Brown is the table, red is the mousepad, black is the mouse and yellow is the 2DS XL. The pink lines... we'll get to that.)
On the left side of the table there is a Pikachu New 2DS XL. (again, not quite at the ledge) Its face faces the screen, so it's about a Bowser and a half tall. It's a little wider than the mouse, and it can't be grabbed.
There's nothing special about the blast lines.
Mechanics: Notice those pink lines on the stage geometry? Pink Dream Clouds (they're 3/4 the size of a battlefield platform) drift across the screen at those altitudes. (They go pretty slowly too, so if players are trying to reach the clouds, they'll always get them.) (For those without the image, there are 4 lines below the stage at varying heights, and 7 lines above the table.) The clouds can go through the mouse and 2DS XL if necessary. The clouds appear in random numbers, at random times and from random directions. (Although there will always be at least 3 clouds per 10 seconds, and they're more likely to show up above the stage) There can even be multiple clouds at one altitude at the same time.
(I know this is the same image from before. But this post is long and I need to call attention to the Dream Orbs)
So what happens when a character touches a Pink Dream Cloud? The cloud bursts into a set of 3-5 Dream Orbs. The Dream Orbs come in one of 4 different colors, chosen at random. (From most to least likely: Pink, Green, Orange, and Blue) Finally, the character who broke the cloud regains access to a double jump. (This doesn't override attacks in progress or helplessness. Those clauses combined also mean that using an regular Up Special to hit a Dream Cloud just leads to the character becoming helpless when the attack ends. Dream Clouds will also not override the special state Sonic is in after using Spring Jump, which keeps him from double jumping or using special moves until he lands) This helps the character that struck the Dream Cloud collect the Dream Orbs or assist them in recovery when they are off stage.
The Dream Orbs are collected upon being touched and are tallied below their damage meter. (Below any other things there like Little Mac's Power Meter or the coin tally in Coin Battles) The tally has a pink Dream Orb icon next to it. Each Dream Orb has a different value:
Once a character has 20 or more points worth of Dream Orbs, something very special will happen. (Remember that tangent about the Pokémon Dream World in the Aesthetics section? It's relevant now!) The character will lose 20 points worth of Dream Orbs and the Pokémon that Munna is meeting at the time will be enveloped in an orb of light. That light will pop out of the computer screen (The Dream World) and slip into the Interdream Zone! The orb will float onto the table at or below the character who triggered the event before disappearing. The orb leaves behind the Pokémon from the Dream World, now in full 3D and ready to help its summoner by using its attack in Smash Bros.! (Hence why the Pokémon in the Dream World are limited only to those that can be used via Poké Ball in Smash Bros.) Munna will move on to the next Pokémon when this happens. Should a character get 20 or more points worth of Dream Orbs while Munna is moving between Pokémon, they will have to wait until Munna arrives at the next Pokémon. If 20 or more points worth of Dream Orbs are earned by 2 or more players at the same time, the character who gets the Pokémon from the Dream World will be chosen at random.
- Pink - 1
- Green - 2
- Orange - 3
- Blue - 5
On this stage, all Poké Ball/Dream World Pokémon are enveloped in a ball of light instead of disappearing when their time runs out. The ball of light will take the Pokémon off of the stage.
Extra Stuff: This stage is unlocked by completing an event match involving Jigglypuff and putting foes to sleep
As a small reference, If Darkrai is summoned by a Poké/ Master Ball, the computer screen will turn off until he leaves due to his ability, Bad Dreams. During this, no one can get Pokémon from the Dream World, although Munna's timers continue to run and things will still happen in the Dream World.
This stage is not playable in 8-Player Smash. There's just too much stuff going on.
In Omega Form, the mouse and 2DS XL move into the background, and Dream Clouds never spawn. The Dream Orb tally disappears as well. The mousepad stays though, to act as the reverse of the Omega form of The Great Cave Offensive.
When playing in Omega Form using 8-Player Smash, the computer screen only shows a static image of the Tree of Dreams.
(This stage was originally meant to just be a joke stage pointing out the loophole in the rules I found and now look where it ended up. I'm pretty proud of it. Surprisingly, I think it's easier and more fun to make a stage based on an abstract idea when compared to basing it directly off a game.)
Changelog:
3/5/18: Added Unlock condition
This stage is eligible for the contest.