Brace yourself everyone. It's time for Round 5 grades! Round 6 grades should hopefully be ready by this Wednesday but for now......
psb123's grades:
Aosame Castle by TheMarioAddict:
Iconic Status: 5/5
That's what the actual Murasame Castle looks like 0_o Good call using the first castle of the game instead. Takamaru seems to be the most likely and arguably the most notable Retro Character to be in the upcoming Smash game and this seems like an area from his game that should stick out well to those who played it.
Originality: 10/10
That's what I'm talking about. A nice simple stage that doesn't do a whole lot of crazy things and has a different layout than most other simple stages. Smash could do with a little more of those me thinks.
Playability: 10/10
Simple ground to fight on, reasonable ledges, platforms above the main floor, and the one and only hazard of the stage is rare and easy to deal with. No issues here as far as I'm concerned.
Overall Score: 25/25
Game A by GolisoPower:
Iconic Status: 4/5
A little higher than some of you were expecting? Most of the time stages pulled from random games of the retro era don't stick out in most peoples minds for obvious reasons. But since that comes with the territory of this round I'm focusing more on how iconic the area is to it's home game more than anything.
And in that regard, Radar Mission only has two games and this is one of them. 2 tiny issues though. First of all despite my prior statement it does still remain true that games like Takamaru's game is something people might recognize more. I won't take off too many points for that. But it is worth noting.
I'm also a little conflicted on the name. I can't decide if I think the name "Game A" is fine or if it should be called "Radar Mission" instead.
Originality: 10/10
A game of Battleship as a Smash Bros. stage idea. Never thought I'd see the day but I'm glad I did. The way the various vessels are utilized here is simple, but it works for the stage perfectly.
Playability: 9/10
Some of those explosions are pretty powerful but they sound easy enough to avoid in most circumstances. Not quite perfect score material but it's pretty good in Playability. Also, THANK YOU for making the Gameboy border smaller than the 3DS Dream Land Stage.
Overall Score: 23/25
Jinbe's Farm by Opossum:
Iconic Status: 4/5
Like the previous stage the whole thing of Mole Mania not being one of the more notable games for this category is really what takes a point off. But since that once again comes with the territory here no more than one point.
Originality: 10/10
I don't recall too many stages that involve you going underground. That kind of mechanic ties in well to the stages source game. Jinbe being there throws a couple points in too.
Playability: 6/10
Jinbe himself doesn't sound too bad. He does provide an obstacle but he sounds pretty manageable. Not a big deal if you ask me. What is a big deal though is the underground parts. It's a cool idea but the way it's implemented here makes it so that a player could just stay there when they have high damage since it would be harder to be knocked off the stage.
Overall Score: 20/25
The SNES Classic by Kevandre:
Iconic Status: 5/5
There's a reason that the amount of salt over how hard this thing is to find is as high as it is. People know about this thing, people want this thing. And the games covered in it are ones that people will know.
Originality: 10/10
I've got a bone to pick with you because you've made we want this stage now. I certainly wasn't expecting a mini version of one of Nintendo's older systems to be submitted as a stage idea but it does make perfect sense.
Different games affect the stage in different ways but it keeps the same platform layout no matter what. Which I am very glad for.
Playability: 10/10
There are a couple of hazards there but they're very minor and there's only one per game. The closest one to being a problem in my book would be the minor slip physics in the Link to the Past section but even that isn't worth taking points off for.
Overall Score: 25/25
Gameboy Gallery by PeridotGX:
Iconic Status: 5/5
A stage transitioning between 3 Mario games, 2 Pokemon games, and all of them are Gameboy games. It's iconic for sure. But as the other types of points will cover, not always for the right reasons.
Originality: 6/10
The biggest problem here is that the stage focuses entirely on Mario and Pokemon. I know that Tetris and Link's Awakening were considered but they probably should have been in there. Have them take the places of Dr. Mario and the Pokemon Trading Card game and it would have drastically boosted your score here.
But it still probably wouldn't have been perfect. I'm not a fan of how the Pokemon Red & Blue section sticks solely to the games title screen.
Playability: 4/10
The Mario Land 2 section is fine, but the others have too many problems. Red & Blue has too much potential for side KOs because of the switching Pokemon (and is there any footing besides the sprites of Red and the Pokemon? I couldn't tell), the Megavitamins in Dr. Mario deal too much damage for that type of stage, and platforms in the trading card game look too far apart, and the birdie shows ups too frequently in a Tennis game so having it deal damage if you get hit by it hinders things too much.
Overall Score: 15/25
Cosmic77's grades:
"Aosame Castle" by TheMarioAddict:
Iconic Status: 3/5
If I lived in Japan, I might have given you a perfect score. Unfortunately, even though Takamaru has a good chance of getting in Smash as a retro character, I doubt many non-Nintendo nerds would recognize him or his game. I'll at least acknowledge the fact that the series was represented in Nintendo Land.
Originality: 10/10
Nice to see someone show us that not every stage needs a complicated stage boss or a giant hazard to make it unique. The idea of using the rooftops on a traditional Japanese castle is a simple idea that hasn't been used in Smash before (I'm surprised this wasn't used in Suzaku Castle).
The ninjas throwing shurikens were also a neat touch. Really adds on to that ninja-y feel you get from this stage.
Playability: 10/10
The layout of the stage is simple. Even with the ninjas, I doubt they're going to be troublesome. It takes five seconds for them to throw a shuriken, and if that somehow isn't enough time for you to dodge, it still only causes 5% damage.
Overall Score: 23/25
"Game A" by GolisoPower:
Iconic Status: 2/5
I'm so sorry psb123.
I've been told to be more lenient with the iconicness grades this time around, but I REALLY don't think this deserves anything higher than a "2", especially when I compare the stage to the other entries we've gotten. The theme might be retro games, but I think there were dozens of better and more iconic choices you could've picked.
Originality: 9/10
Even if it's not iconic, the concept is definitely unique and 100% original. An old Battlefield-style stage sounds really cool, and we haven't seen anything like that before in Smash.
Playability: 6/10
Those explosions are crazy powerful. Even if they don't cover a large distance, I don't think any of the ships should go above 15%. The Aircraft Carrier in your stage does almost twice as much as that (28%).
Overall Score: 17/25
"Jinbe's Farm" by Opossum:
Iconic Status: 3/5
Not a very notable game, but I think it might be remembered by a few people. I see Muddy Mole brought up from time to time.
Originality: 10/10
Really love your description of the stage. Sounds like it would look wonderful in HD. I also like your use of Jinbe and the cabbages (nice touch having them function like they do in the game). It's...weird, but weird in a good way.
Playability: 5/10
There's a few things I want to point out here.
First off, the layout. There's a reason why we don't have many stages that go underground, and both Hyrule Temple and Spear Pillar are a testament to this. Sweet Arceus, it is practically impossible to KO someone! Regardless of how much damage your opponent takes, you'll never KO them until you hit them at just the right angle.
Another thing is Jinbe. While I don't really have a problem with the way he functions, I do think he deals a little too much damage and knockback. Since the stage is so small (or at least it looks small from your depiction), I think he would probably be the cause of a lot of KOs here. Enemies like him are better suited for larger stages so fighters have an easier time avoiding them.
Overall Score: 18/25
"The SNES Classic" by Kevandre:
Iconic Status: 5/5
Feels like you're cheating by including multiple games. Nevertheless, your selection of games is very nice, and all of them come from the real SNES Classic.
Originality: 10/10
This is actually a pretty brilliant idea. Not only are you giving us an awesome retro stage, but you're also advertising the SNES by showcasing all of the awesome games that you can play on it, thus increasing consumer demand for the product.
Very clever. You're probably a secret member of Nintendo's marketing and advertising team, aren't you?.
Playability: 10/10
Despite focusing on games that feature lots of obvious enemies and obstacles, you didn't really add anything major besides the minecarts in the DKC stage. Since that's technically the worst obstacle this stage has to offer, and since the stage rotates between locations, I don't think I should deduct points for that.
I was thinking of deducting points for the Metroid layout, but I think I can overlook that problem too.
Overall Score: 25/25
Congrats! You're the first person to receive a perfect score from me!
"Gameboy Gallery" by PeridotGX:
Iconic Status: 5/5
Not the games I would've chosen, but they're all still pretty iconic. Even the least iconic stage here would probably be recognized by most people.
Originality: 7/10
It's strange. Your concept of rotating through games was unique, but the way you implemented the games wasn't. I'm a little disappointed with the Pokémon parts. It feels like you could've used something so much better and creative from those games.
Playability: 5/10
I'll walk through each one.
The Mario Land 2 section doesn't need to be side-scrolling if the stage isn't focusing on that game alone. A non-moving simple layout would've been better here.
The Pokémon Red/Blue section is fine. A tad boring and it could cause early KOs, but it's fine IMO.
The Dr. Mario section is too tight and crowded. There's no way you'd be able to fight with more than two players here.
The Pokémon Trading Card section is also fine. But again, it's kinda boring.
The Mario Tennis section is structured fine, but I really would've liked more info on how often the sprites hit a birdie.
Overall Score: 17/25
hinata2000100's grades:
Aosame Castle by TheMarioAddict:
Iconic Status: 3/5
Not a lot of people know about the original Mysterious Murasame Castle, or haven’t played it, but for those out there who do recognize the game, your stage will come as a nice hit of nostalgia to them. Very recognizable as the castle to those who know the game, so major props for that one.
Originality: 8/10
Docked a couple points cause a retro stage that looks like it was pulled right from the game ain’t exactly the most original of ideas, but it’s certainly a new one regarding this particular game. The layout is nice too, something I’m pretty sure we haven’t seen before in Smash, or at least not often.
Playability: 10/10
This stage looks nice and legal, and very easy to play on. No big hazards, well thought-out platform placement, a nice sizing… You got a really nice thing goin’ on for you here. I really like it. My one criticism, just from the picture, is that the blast zones might be a bit wonky on your stage? Really close side zones, really far away top zone.
Overall Score: 21/25
Game A by GolisoPower:
Iconic Status: 2/5
Sorry pal, but I don’t think this is a stage anyone’s gonna look at and think “Oh, man! I know that game! So glad to see it in Smash!” Looks like you did a good job of preserving the aesthetic in the description though, so I won’t go all the way down on the rating.
Originality: 10/10
Damn, I never thought I’d see the day where someone would come up with a Battleship stage for Smash Bros. But now that it’s done, it looks like something Sakurai might actually make, especially with the way the gameplay of the original game is preserved in the stage.
Playability: 8/10
Those explosions knock its playability down a few notches, and might get it banned from most tourneys, but I could definitely see me and some mates having a really good time playing on this stage, throwing each other into the explosions. So basically, it ain’t gonna see any competitive play, but I could easily see casual players eatin’ it up.
Overall Score: 20/25
Jinbe's Farm by Opossum:
Iconic Status: 4/5
I think a fair amount of people played Mole Mania, and those people are gonna take one look at your stage and instantly know what it’s from and what it’s about. I love seeing people work so hard to make sure their stage is original, while still preserving what the source game is about.
Originality: 9/10
I think there’s been one or two stages in Smash with lower levels you can access through destroying stuff, but I might be wrong. Anyway, the stage is still plenty original, and the addition of Jinbe makes it somethin’ special.
Playability:5/10
Caves of life in the underground parts, Jinbe feels like he does way too much damage with just a single swing, even though he can be defeated rather easily, and the cabbages providing healing items, while a nice nod to the original game, seems a bit much.
Overall Score: 18/25
The SNES Classic by Kevandre:
Iconic Status: 5/5
There ain’t a Nintendo fan alive that doesn’t know what the SNES Classic is. People have seen it time and time again, and anyone worth their salt will take one look at this stage and immediately know what it is.
Originality: 9/10
The way each and every game is represented is well done, and really serves to capture the aesthetic of each game that it represents. That said, I think it could’ve easily been a 10/10 if the platforms changed, even a little bit, between themes.
Playability: 10/10
With that said, the fact that the platforms don’t change does wonders for this stage in terms of playability. Doesn’t matter what theme you’re on, you know what to expect in terms of platform layout. The hazards aren’t game-breaking, and are only there to add some fun elements to the stage, so major props for that one.
Overall Score: 24/25
Gameboy Gallery by PeridotGX:
Iconic Status: 5/5
Very iconic. Very recognizable. Plenty of people owned a Gameboy, and those people obviously played the Mario and Pokemon games on there. Ain’t a soul who wouldn’t recognize everything this stage is tryin’ to reference.
Originality: 7/10
You probably could’ve done with some references to more Gameboy games. Tetris, Zelda, Metroid, any of them would’ve done. Mario and Pokemon have just been done to death when it comes to Smash. And for that matter, the gimmick of the Pokemon Red & Blue stage (different Pokemon showing up to act as platforms) feels too similar to Pokefloats.
Playability: 5/10
A lot of these sections just feel really wonky. The Red & Blue section feels too cheap and easy to get a kill (have you seen how fast those Pokemon zip off the screen in the original?), the Pokemon Trading Card Game has hazards that are pretty intrusive, and the Dr. Mario stage has hazards that deal way too much damage for such a small stage. The remaining two sections feel alright, though.
Overall Score: 17/25
DarkAura64/Fenrir's grades:
Aosame Castle by TheMarioAddict:
Iconic Status: 5/5
It's the first level of the first (And only) game of a beloved NES title. Hard to get more Iconic than that, frankly! A very solid compromise to using the "primary" castle.
Originality: 9/10
Exactly what I think a lot of people look for in a Smash stage like this. My only gripe is that I feel it could maybe do a TINY bit more to differentiate itself from other "8 Bit" levels in Smash (75m, Duck Hunt, Pac-Land to a lesser extent), but it still fits into Smash's style like a glove.
Playability: 10/10
I can easily see this working as a Smash Stage that the general public would enjoy. A very nice layout, cool aesthetic, a stage hazard that is certainly defining but doesn't overstay its welcome, and a solid music lineup. I can see this working very well!
Overall Score: 24/25
Game A by GolisoPower:
Iconic Status: 4/5
Not exactly a well known game, but that doesn't mean it doesn't have its own way of being iconic. As well, those unseasoned to Nintendo can certainly relate with the "Battleship" aspect of the game.
Originality: 10/10
Certainly would be a first for Smash! It would absolutely bring something fresh to Smash's stage roster. It's also a great way to differentiate itself from Dreamland.
Playability: 5/10
Here's the thing... I've never been a fan of the idea of using UI elements as platforms. It's a concept I find very uncomfortable to use in a primarily 2.5D based game like Smash, even with the 'flat' filter they use for stages like Game & Watch and Duck Hunt. It just looks and feels forced to me. As well, the battleships being platforms and walls would feel very odd, as they'd need to be a perfectly rectangular hitbox like most of smash's platforms, which would look off. It also just seems like the kind of hectic stage not many people would want to go back to, especially since the blast zones can't be too large due to the screen orientation, and it likely being a walk off, a problem a lot of people have with stages like Game & Watch.. Still, as a concept for Smash, I can see it being something at least appreciated in regard to how unique it would be and how it brought something different to the table. I just can't see this as a stage people would actively want to go back to.
Overall Score: 19/25
Jinbe's Farm by Opossum:
Iconic Status: 4/5
Pretty much mirroring what psb said. It's not exactly a well known series or stage, but that doesn't make it not iconic. It's also a great representation of the many isometric puzzle-ish games that existed in that era. Looking at gameplay, I legit want to play this now, looks really fun and unique.
Originality: 7/10
I think the idea itself, as well as how you presented it as an actual remastered stage as opposed to the usual "3D-ified sprites", is very nice. But to accomplish this. I feel like you have to sacrifice some of this game's identity- mainly, it being an
isometric game. I know isometric settings haven't been used in Smash yet, likely for a good reason, but that doesn't mean I don't feel there's something lost in translation with this. People would possibly get the wrong idea going from a stage like this back to its source material. It is, however, a setting I think would be interesting to see. If you could get some visual aid going, or maybe work in the isometric elements a bit more, I can probably bump this up a peg or two.
Playability: 9/10
WALKOFFS BOO HISSSS
My personal bias aside, it seems like a very fun idea for an interactive stage. It's the kind of stage I can see people getting some fun, nasty plots going with. This is the kind of stage interaction I look for in the stages that have more involved hazards: It's largely up to the player how to use these hazards, if at all for the most part. Sounds very fun to me.
Overall Score: 20/25
The SNES Classic by Kevandre:
Iconic Status: 5/5
A fantastic middle ground between the modern and classic eras of Nintendo, and one still fresh in the minds of many gamers.
Originality: 8/10
Ehhh... The "Parade of different games" idea is something I've seen a lot and something I don't quite resonate with as much as others. Obviously it's an important factor of the SNES classic, but I like stages to be more focused. Having so many different series disappear as soon as they come up just seems like a disservice to the games in question. It's why I'm glad the Game Boy stage stuck purely with Kirby's Dreamland. Still, it's a concept that has a lot of appeal, and I do really like how you handled each game in a way that respects the source material, the overhead games especially. Like with Earthbound, Keeping it's signature diagonal camera angle present even with the platforms is very clever. Great visual aid is certainly a selling point here.
Playability: 9/10
VERY nice use of layout and hazards here. The different ways you use the platforms for each respective game is also brilliant. My only recommendation would be to maybe make the "Menu" portion platformless, it just looks a bit off. Think the transitions in Castle Siege and WarioWare, I feel like flattening things out so the players have to re think their positioning (And perhaps predict what comes next) while the next game is chosen is something this stage would benefit from.
Overall Score: 22/25
Gameboy Gallery by PeridotGX:
Iconic Status: 5/5
It's certainly not lacking in this regard. Tons of games that are very recognize-able and beloved.
Originality: 3/10
First off, my problem with "Parade" stages I mentioned with the SNES Classic level. Second, with the exception of Mario Land and Tennis, these choices just do NOT work. Why would you chose the Title Screen from Pokemon, of all things? Running around on a still image of a title screen? Where's the fun in that? Where's what makes Pokemon... Pokemon? Why not have it in the middle of a Pokemon battle, standing on the menus and the Pokemon's battle sprite while trying to stay out of the middle where the Pokemon's attacks will be? I know that brings up my problem with battling on UI elements that I mentioned in Goliso's review, but at least it would be
something. Honestly, remove the TCG level and just apply that logic to an on screen Pokemon battle, it at least gives it substance. The Dr. Mario level has no business being on a Gameboy melody, as it's not as recognize-able as other versions of Dr. Mario and would be better suited for something else (especially with how colorful Dr. Mario is). Mario Land is fine but literally just Mushroomy Kingdom Mixed with Dreamland.
I WILL give you props for the Mario Tennis stage, though. I think that's the first isometric view idea I see working pretty well, dodging a tennis ball sprite being whacked back and forth while standing on the net is a neat idea. If we had to have a Gameboy Melody, I'd love to see that.
Playability: 4/10
Many of my similar issues with "Game A" apply here, as well as how generally clunky and inconsistent these layouts are. It functions, I guess, but not doing it for me, sorry.
Overall Score: 12/25
Total Scores:
TheMarioAddict: 93 points
GolisoPower: 79 points
Opossum: 76 points
Kevandre: 96 points
PeridotGX: 61 points
The Winner is.........
The SNES Classic by
Kevandre
CONGRATULATIONS!!!!!