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

TheMarioaddict

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In all seriousness though, I cannot even begin to describe how desperately I hope that I'll be able to post the grades for Round 7 before this day is over. To not be able to give the results of the Metroid Round on the day this site became Ridleyboards would be an absolute crime against the universe.
DO IT BRUH

I DARE U
 
D

Deleted member

Guest
Hey I ain't taking the blame for this! My grades for Round 7 have been ready for posting all day. But I haven't received anything in that regard from Cosmic and I can't post the results until I get his grades as well.
 
D

Deleted member

Guest
The time has come for Round 8!

Winning the poll at 8 (hah) votes, Round 8 is..........

Mario Kart

Our 2nd category of Mario Stages! Not much in the realm of restriction applies here. Any official Mario Kart game, including the Arcade games, are allowed. And that includes Battle Mode Arena's and Guest tracks like Hyrule Circuit.

Probably the only real restriction here is that whatever course you pick has to be based on Mario Kart. Luigi's Mansion has to be from Mario Kart and not Luigi's Mansion, Mute City has to be based on Mario Kart and not F-Zero, etc.

And with that, on Monday April 2nd 2018, Round 8 has begun. You have until Friday April 6th to submit entries.

Good Luck!
 

TheMarioaddict

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Oh boy, I do love me some Mario Kart!

Their smash stages, however, are another story. Simply put, I don’t like karts ramming into me at a billion miles an hour. I thought about trying to find a way to fix this issue, but then, I realized: you can’t get rid of that craziness. That’s what makes Mario Kart Mario Kart, you know? So instead, potentially at the cost of making a winning entry, I’ve made a stage that fully embraces that Mario Kart craziness.

Ladies and gentlemen, welcome to Waluigi Pinball!


Mashpotato Samurai pls gib playable Wally Gladstone Waluigi

Name of Stage:
Waluigi Pinball

Game of Origin:
Mario Kart DS

Description of Stage:
As you can see from the picture, the stage is in a top-down view of the pinball machine. The base platform is split in two pieces, with a pair of flippers filling the space between them. The non-flipper edges of the platform are grabbable, but the flipper edges are not. Furthermore, there are six different passable platforms - two long stationary ones, and four smaller ones that rotate in a clockwise circle around the central bumper.

Gimmicks and Hazards of the Stage:
Hoo boy, this is a hectic one. Let’s do this.

First, the bumper. That central bumper isn’t just for show - if you touch it, you’ll get bounced away from it at high speed!

Second, the flippers. For the most part, they just sit there, but whenever a player approaches the skinny end of the flipper, BANG! - it’ll pop up, launching the player up and towards the opposite side of the stage!

Third, karts! Every so often (20 seconds or so), a warning light will flash at the top of the stage. Be careful when this happens, as about 5 seconds later, a bunch of karts will come careening down the track! They’ll try to stick to the part of the track in dark blue, though some will head down the yellow side paths. If a kart hits you, you’ll get meteor smashed (the karts are moving downwards relative to you, after all) and take damage (I’m not sure how much karts deal in official stages, but assume that much).

And last (but not least), the pinball! This is a pinball machine after all! After the karts have passed twice, the third instance of karts will be replaced by a massive pinball! It’ll bounce off the bumper and any platforms it touches as it makes its way towards the flippers, dealing 30% damage and heavy knockback to anyone it touches! When it reaches the flippers, there’s a 50-50 chance of it either rolling straight down, or of the flippers bouncing it back up. Don’t get too distraught if it does get bounced back, though - it’s guaranteed to go down the side gutter after this happens.

Music:
Waluigi Pinball (Mario Kart DS)
Delfino Square (Mario Kart DS)
Tick Tock Clock (Mario Kart DS)
Airship Fortress (Mario Kart DS)
Wario's Gold Mine (Mario Kart Wii)
Music Park (Mario Kart 7)
Electrodrome (Mario Kart 8)
Rainbow Road (Mario Kart 64)

Well there you go! I doubt it’ll win many points for this stage (heck, I don’t even think I’d play on it), but I had fun making it nonetheless, and that’s good enough for me! I hope you enjoy!
 
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Kevandre

Ivy WAS Saurly missed
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Baby Park

(Mario Kart: Double Dash!!)




Man, I can hear this stage…​


So this stage is an interesting one, based on one of the fan-favorite racetracks from MKDD! On this stage, the main platform is the roller coaster cars above the track. The coaster rails alternate up and down, so the platform is constantly shifting slightly as well! It follows the racetrack also. Characters cannot interact with the rail, and the coaster platform is able to jumped or dropped through.


Below, Baby Mario & Baby Luigi are practicing their racing skills in their Goo Goo Buggy, which also acts as a platform. You can’t hurt the baby brothers while standing on it though. The racetrack itself will do some knock-up if you fall on it, and if the brother’s kart hits you, you’ll take some damage as well.


Sometimes, the brothers will move at different speeds from the racecar as well, so it’ll get a little ahead of the main platform or a little behind.


If they hit a ? Block though? What item do they get?




Wha…What’s that?
It’s the Baby Bros’ special item from Double Dash!! The Chain Chomp!


You don’t want to touch the chain chomp. It will do some serious knock-up and damage, though you’ll have to be 80% + for it to actually kill you on its own. Though, what was it the chain chomp did for the brothers in Double Dash again?




Well, goodbye.​

If the chain chomp comes out, the Buggy will rocket forward! It’ll go off the map and if you’re still on the buggy, you can get carried off the screen too and get KO’d! Be careful!


Aside from above, the stage is pretty neutral otherwise. No bosses or blue shells to worry about!


 
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GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,397


Stage Name:

Donut Plains

Origin:
Super Mario Kart

Description:
Donut Plains is one of the first tracks to debut in the first game in the franchise. This stage is quite unique in the sense that it is shown in an overhead view of a race that lasts 1 minute per lap around the course shown above. It is in an overhead view so the player is constantly seeing above the race. The platforms are the karts that are racing. They are hard platforms and the amount of karts scale with the amount of players in the field, each platform being 4 Dededes wide at 2 players and 2 Mega Mans wide at 8. They are also color-coded for each player (Ex. P2 would be in a blue kart, P7 would be in a purple kart, CPU5 would be in a gray kart with orange stripes). There is a unique intro animation where each character hops out of a kart (Driven by various Mario side characters such as Koopa Troopa, Shy Guy, Dry Bones, etc.). Another unique feature will be described below.

Gimmicks and Hazards:
The karts are by far the most unique part of this stage. They usually slowly change positions as they are driving, but two things stand out here:

1) If, say, P1 crouches on the red kart for 1 second, they will hop into that kart and take control of it. While in the kart, the controls are as follows:
  • The joystick changes the position of the kart, and can ram into other karts to throw opponents off. They can also ram into opponents for 10% damage and about as much knockback as Jigglypuff’s Pound.
  • Press A to use an equipped item (Which will be explained.).
  • Press X to disembark the kart and continue to fight.
  • If a kart is hit, that kart will spin off the left side of the screen and return after 10 seconds. It will also knock the character within that kart out of it. Until it returns, that platform is unusable.
  • Other opponents can force a mounted opponent to dismount the kart if one hits it.
And speaking of items:

2) Item Blocks are also unique to this stage. These give your kart items that can be used against other karts to their advantage. When a kart collects an item, an item wheel will spin for a bit before landing on a certain item. The item wheel will replace a player icon if a player is inside a kart. AI Karts automatically collect and use items, which have different effects. They are:
  • Green Shell: These shoot in a straight line at a trajectory based on whether the cart is turning left or right (In this case up or down). Hitting an opponent damages them for 8% damage and as much knockback as Samus’ Super Missile. If an opponent is in a kart when it hits, they will take half that damage.
  • Mushrooms: These can give your kart a temporary speed boost that it can use to ram into opponents for 10% damage and about as much knockback as Fox’s Illusion.
  • Red Shell: Same effect as the Green Shell, but it automatically locks onto the kart or opponent in front of the kart that threw it.
  • Feather: The Feather will cause the kart that uses it to jump. Any opponents it lands on will take about 12% damage and as much knockback as Cloud’s base Cross Slash.
  • Banana Peel: A Kart can throw this in front of or behind it. A banana peel can hit a kart. Throwing it in front makes it so 5 seconds pass before the peel reappears while throwing it behind makes it so you must wait the full minute before the peel reappears. There are two ways a banana peel can disappear: a banana goes from the right side of the screen to left once without hitting people or hitting someone in the middle. Any opponents within it when the kart is hit will take 2% damage and be dealt as much knockback as Pikachu’s Quick Attack.
  • Lightning Bolt: When a Kart uses this, all other karts are reduced to 75% of their size, are spun out, and go 25% slower. The size and speed reduction’s duration ranges from 2 seconds if the kart was last to 14 seconds if the kart was first. Each lightning bolt does 9% damage each but doesn’t shrink fighters. One of the two rarest items.
  • Star Power: The kart that uses this will be invincible for 8 seconds, spin out any opponent it touches and deal 12% damage and as much knockback as a fully charged Wario Waft to all opponents that touch it. One of the two rarest of the items.
Unlockable:
Yes. Travel a distance of 1,000,000m total across all characters.

Music:
Donut Plains 1
Donut Plains 2
Bowser’s Castle
Luigi Circuit (Mario Kart Wii)
Wuhu Loop (Mario Kart 7)
Cloudtop Cruise (Mario Kart 8)
Lunar Colony (Mario Kart 8 Deluxe)
Luigi’s Mansion (Mario Kart 8 Deluxe)
Dragon Palace (Mario Kart 8 Deluxe)
Urchin Underpass (Mario Kart 8 Deluxe)

I had been thinking about what stage to make the moment Mario Kart became an option, and then this idea hit me like a friggin’ bullet train. Or a Bullet Bill, whatever. XD
 

Jubileus57

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I'd have this stage based on my most favourite track of all-time: Tick Tock Clock. It shall be named, well, Tick Tock Clock.



Origin: Mario Kart DS (with the graphics from Mario Kart 8, of course)

Description:

Ticktockclockstagecontest.jpg

It has a rather simple layout, right in front of the pendulum (before a jump section from the racetrack). As usual, incoming racers might collide into a careless player and damage him. Though unlike the other Mario Kart stages, the racers do not come in cluster, but rather at random. We can see them arriving from the left side of the screen and turning towards the stage. They also have jump ramps so even the players on the two pass-through platforms on the sides can hypothetically be hit.

Only the ledges of the centrail platform are grabbable and "walltechables" (if that's the right term). As mentioned the two smaller ones are pass-through. The red lines on the (poor quality) drawing merely are the platforms the player can stand on.

The twist is that, as in the Mario Kart game, sometimes racers will collide into it, sending the pendulum right into the player and cause them MASSIVE damage and knockback. One will have to be careful at where the racer is headed and most importantly where the pendulum is, as it continuously swings from side to side. The kart that hit the pendulum will always be send slightly backwards and fall to the side, so it will not be a danger.

Very rarely, the racer will have a blue shell on his tracks, which will explode right when he is at the level of the stage. The players will be able to see it, and HEAR it since it will produce the same sound effect than in the game. Blue-shell tailed players will never hit the pendulum.

Unlockable: Yes. Finish classic mode as a Mario character under a definite time (you know, as it is clock-themed). The amount of time will depend on how long it takes to complete 5mash's classic mode.

As for the music:

* Tick Tock Clock - Mario Kart 8 version https://www.youtube.com/watch?v=wfL6Gtk7QGk
* Tick Tock Clock - Remix
* Waluigi Pinball - Brawl version https://www.youtube.com/watch?v=sipjRIY8u24
* Mario Circuit - Brawl version https://www.youtube.com/watch?v=XKBkiusXNZg
* Music Park - Mario Kart 8 version https://www.youtube.com/watch?v=pfweoXhNT2A
* Mushroom Brige - Mario Kart DD! remix https://www.youtube.com/watch?v=mFeVCFDouzQ
* Rainbow Cruise - Either Melee's version or a remix (since it was the Mario 64's Tick Tock Clock music) https://www.youtube.com/watch?v=N4eE59bBLAY
* Rock Rock Mountain - Mario Kart 7 remix https://www.youtube.com/watch?v=oeP-6UJboMY

I would also be stoked if the Grumble Volcano music appeared as its my favourite Mario Kart music ever but it wouldn't fit this stage.

I don't expect to win bu hope this will please you guys nonetheless :D
 
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AlphaSSB

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Name: Bowser's Castle
Origin: Mario Kart Wii
Gimmicks: Platform management, incoming racers, incoming fireballs, circulating fireballs
Description: See below

Bowser's Castle. A popular track in just about every Mario Kart, and a surprising stage that has yet to appear in Smash Bros. This concept combines both of those together. This version of Bowser's Castle is based on it's appearance in Mario Kart Wii. In Mario Kart Wii, you jump onto the track, with a metal version of Bowser spitting fireballs on the other end. In order to avoid the fireballs headed your way, you were to use the ramps on the sides to get around them. The overall design for this segment of the track translates rather well into Smash.


In order to get a better sense of depth, this was the best image I could use, despite it being an angle shot. Here, you can see the stage in action. The center platform would be the main playing portion of the stage. More than likely a bit longer than shown here. There are platforms to the left and right above the stage, with three fireballs circulating each clockwise. Now, both the main platform and the side fall-through platforms have hazards to worry about. Every 15-30 seconds, the mechanical Bowser in the back will throw a fireball from its mouth towards the center stage. The only way to avoid these is to either jump over it, for find safety on the side platforms. However, on occasion, racers will come from the foreground of the stage, and just like in Mario Kart, use the side ramps to avoid the middle. This would force players off of the side platforms until they pass.


Here is a mock-up done, showing a better idea from the front camera's perspective. The solid black platform in the center represents the main, solid, platform. The side platforms on the sides are made with a more thin line, showing that they can be fallen through. The black dashed lines show the directional paths for the main fireball shot out of the mechanical Bowser, as well as the paths for the trio of smaller fireballs around each platform. The red dashed lines show the path of the racers as they ramp off of the sides over the side platforms. The scale isn't 100%, but I think this provides a solid showing of concept.

I've always enjoyed coming up with stage ideas, but this is the first time I've really went into detail. Also my first time entering my ideas into a contest. Many people have had phenomenal ideas thus far, excited to see what all they pull for Mario Kart.
 

PeridotGX

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Mario Kart Wii
Toad's Factory

Contest8 final.png

(The part of the factory the stage takes place in)

Toad's Factory is a track in Mario Kart Wii, being the fourth track in the Mushroom Cup. The track has numerous interesting parts to it that could lead to a neat Smash Bros Stage. The basic layout is rather boring, with a walk-off floor and two platforms. To make this stage more unique, nearly every important part of Toad's Factory is accounted for. Roughly 30 seconds into the match, one of these effects happen at random. After waiting about 20 seconds after one ends, another one happens.

  • ONE of the hydraulic pressers slam down. It does a lot of damage, but it's incredibly telegraphed and you would have to be trying to get by. The main effect is that it blocks off a portion of the stage. If a character is stranded on one side by their selves the press raises immediately, if not they stay lowered for about 20 seconds. The presses are above the platforms and in the center.
  • A conveyor belt appears, being either Green or Red. The green ones move you towards the left side of the stage and the red ones go backwards. The colors can change on a dime. The conveyor belts aren't that fast, an average character's walk could keep them in about the same place.
  • In the background, a holographic monitor appears with a picture of an item on it. That item starts spawning at a very fast rate. Smash Balls/Summoner items cant appear from this event, and items that are turned off cant too (With the exception of Super Mushrooms, Poison Mushrooms, Fire Flowers, Bannas, and Green Shells, they appear regardless).
Music List

 

Cosmic77

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Sheesh! This round has only been open for 5 hours and we've already gotten six different entries.

Looks like us judges have some work cut out for us.
 
D

Deleted member

Guest
Poll for Round 9 is up. Now that Mario Kart has become Round 8 the Mario RPG category from previous polls has returned to take it's place.

In any case, let's get those Round 7 grades posted!

psb123's grades:

SR388 by TheMarioAddict:


Iconic Status: 5/5

I mean it's the very planet that the entirety of Metroid 2 takes place on. And with Samus Returns being a remake of that game and sparking the grand return of Metroid it will definitely stick out in people's minds

Originality: 4/10

Sorry man. But with it being another Lava/Acid level with the same gimmick that almost all of them have had I have to score it low. Truth be told that would have been worth the lowest possible score here if not for two saving graces.

The first being the way the acid leaves the stage. It's different and a little more tolerable compared to how it works in Brinstar. The 2nd is that you swim in the acid instead of getting launched by it. That's not quite as bad.

Playability: 7/10

I'm not too keen on it needing a full minute before the acid goes away. But once it does you've got a solid layout.

Overall Score: 16/25

Oubliette by GolisoPower:


Iconic Status: 3/5

It is a notable location for Prime Hunters. But Prime Hunters isn't very notable for Metroid. Honestly the only thing that people remember decently well from that game are the other bounty hunters. Most notably Sylux.

Originality: 7/10

I like the incorporation of the Omega Cannon but the layout doesn't strike me as creative. Restrictive kill areas like that are something I see a lot and usually in ideas that are trying so hard to come up with a rare layout that they sacrifice functionality of the stage in the process.

Playability: 4/10

For example the large focus on only being able to KO opponents by launching them up makes getting KO's more of a hassle then it needs to be. The Omega Cannon helps a bit in this regard. But it's not as reliable as traditional launching of an opponent off the screen.

Overall Score: 14/25

Skytown, Elysia by Kevandre:


Iconic Status: 5/5

Having not played Prime 3 I don't know how impactful this area is to that game. But I see this suggested enough as a Stage idea to where it seems enough people remember it.

Originality: 10/10

So many ideas that Metroid stages have never had before. The setting alone makes it unique enough to be welcome in my book and I like the mode of travel brought by the cannons and rails. Something I don't recall any official Smash stage doing yet. At least not like this.

Playability: 8/10

I'm concerned on whether or not a player chooses when they enter the cannons or if they can be forced into it. I can see a few problems if it's the latter and it seems as though it is indeed the latter. I also think the stage has a little much in the realm of camping potential. No other issues though.

Overall Score: 23/25

Sanctuary Fortress by Varia31:


Iconic Status: 5/5

It uses Prime 2's main gimmick of a light and dark world and if I recall correctly the whole sanctuary thing is pretty important to Prime 2 as well.

Originality: 9/10

We've never seen a light world/dark world mechanic in an official Smash stage before and this idea uses it as a focal point of how the stage works as opposed to something like holding down a button to get a different appearance (think Boxing Ring). However the enemies as stage hazards is something we've seen in Pyrosphere already and it feels like an addition that the stage can do without.

Playability: 6/10

The problems here lie in the Dark World. Having a limited area that you have to be in to avoid taking residual damage is bound to get annoying. Especially with the enemies pestering you. And the Dark World having an exclusive enemy that's more annoying than the other doesn't help.

Overall Score: 20/25

SR388 Surface by TechPowah:


Iconic Status: 5/5

Same reasons as MarioAddict's idea. This may only cover the surface of the planet, but since that's the first area of the game it's definitely iconic

Originality: 8/10

I like that it's not a lava level and I find the platform placement very interesting. What keeps this from receiving a perfect score is the incorporation of Ridley. Saying nothing about the idea of him being playable I think Ridley has been a boss for Metroid in Smash Bros. too often. Metroid has plenty of other options in this regard and it would be nice to see them get some time in the spotlight.

That being said though a high tier Metroid like an omega metroid sounds like the best option for that but that would make the use of the baby metroid redundant.

That's the main reason why the use of Ridley didn't take off as many points as it could have. Things like the Baby Metroid at least make this a different kind of boss fight with Ridley.

Playability: 8/10

Ridley on Pyrosphere was different from Metal Face and the Yellow Devil in that I found him to be a tolerable boss. But part of the reason for that was that the size of Pyrosphere helped make it so that Ridley wasn't taking up too much of the stage and based on the example images of the stages size and the size you gave Ridley in your idea I am concerned that he might take up too much space this time.

Overall Score: 21/25

Cosmic77's grades:

"SR388" by TheMarioAddict:

Iconic Status: 5/5

Being the latest game in the Metroid series, I think Samus Returns has a good shot of getting a stage. What you came up with seems like something that could really end up in Smash

Originality: 8/10

Even though it is another "lava" stage, we've never had acid before. Instead of launching characters, the acid gradually causes damage. I think that's a unique enough gimmick, especially since a focus on acid accurately depicts what SR388 is like in the game.

Playability: 8/10

The acid could be a problem for some people, but I don't think I should take too many points off since the acid doesn't actually deal knockback like lava does.

And this might sound weird, but I'd actually prefer it if the acid cycled back instead of going away permanently. Admittingly, this stage isn't too interesting without the acid to spice things up.


Overall Score: 21/25

"Oubliette" by GolisoPower:


Iconic Status: 3/5

Prime Hunters certainly isn't the first game I would think of if someone asked me to name a game from the Metroid series. I think there were better options you could've picked.

Originality: 8/10

The Omega Cannon was nice. Seems like a nice callback to the original Hunters game. I do have a few questions about its functionality though. One is how much damage the blast causes to those who aren't over 100%.

Playability: 5/10

The layout of your stage is definitely an issue. Restricting KOs like that can turn a battle into a game of luck and chance. People at high percentages could survive way longer than they should if they aren't hit at just the right angle.


Overall Score: 16/25

"Skytown, Elysia" by Kevandre:


Iconic Status: 4/5

A fairly important area from an important game. I think most Metroid fans would recognize this stage.

However, I do think it's worth mentioning how little this area resembles a typical Metroid game. Honestly, this looks more like something you'd see in F-Zero or Xenoblade.

Originality: 7/10

The rails and the cannons were a nice change from the typical "lava and monsters" stages we see from Metroid. That being said, I really would've liked to have seen more variety in this stage. The one layout this stage offers isn't too interesting, and the cannons and rails don't seem like they could be strategically used for anything besides running away and camping.

Playability: 8/10

I can see the more aggressive players abusing the cannons. I can also see the top two platforms being a good place for people to camp and possibly spam projectiles. While I understand why you made the platforms so high, it might have been better if you lowered them or added a few additional platforms so characters with poor vertical recoveries wouldn't have to rely on the cannons to get up there.

But besides that, you're stage is pretty tame.

Overall Score: 19/25

"Sanctuary Fortress" by Varia31:


Iconic Status: 5/5

This is a good area to represent Prime 2. Plus, the creepy tech vibe this stage gives off really suits the Metroid series. Even if you never played Prime 2, you could probably guess what series this stage belongs to.

Originality: 10/10

Really love the whole Light/Dark gimmick going on here. Really captures the feel of Prime 2 here. The use of the light crystal in the Dark World was also very nice. It seems like it would make battles a little more interesting, as players would be extra cautious about not getting launched from the center area.

The enemies weren't really essential, but I don't feel like I should take points when they function differently from every other stage enemy Smash has had. Although next time, I'd probably keep them in the background.

Playability: 8/10

Two issues with your stage:

The first shouldn't be surprising. Restricting players to one platform in the Dark World isn't a good idea when there's possibly 4 players. Not really enough room for a comfortable fight. I'll take into account that this is only for the Dark World portion, but it might have been better if you added two smaller light crystals on each end of the stage.

My second issue was the enemies, but I think I already touched that topic in the "Originality" portion of my grade. I'll just say that clarifying how much they'd interfere saved you a few points.

Overall Score: 23/25

"SR388 Surface" by TechPowah:


Iconic Status: 5/5

Samus Returns is new, and this is definitely an iconic part of the game. I was thinking about taking off points for taking inspiration from the final boss, but I decided against it since the surface is also technically the first part too.

Originality: 6/10

Setting my bias for Ridley aside, I appreciate that you tried to make the boss fight different.

Still, that doesn't change the fact that Ridley being a stage boss was literally the main gimmick used in Pyrosphere. I really would have liked to have seen something different here.

Playability: 7/10

This Ridley is... too big. At least for this stage anyway.

If you're gonna add a stage boss, then you really need to add a lot of space for players. Otherwise, the entire battle shifts from characters fighting each other to everyone avoiding the annoying stage boss who won't go away.

Overall Score: 18/25


Total Scores:

TheMarioAddict: 37 points

GolisoPower: 30 points

Kevandre: 42 points

Varia31: 43 points

TechPowah: 39 points


The Winner is......
Sanctuary Fortress by Varia31 Varia31



CONGRATULATIONS!!!!!
 

TheMarioaddict

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Yep. Not surprised with that score. In fairness psb, you have to admit the acid is the one defining feature of SR388.

Question for the Mario RPG round: does it involve Mario RPG series, or Mario RPG games?

...basically I want to know if Super Paper Mario counts.
 

PeridotGX

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Yep. Not surprised with that score. In fairness psb, you have to admit the acid is the one defining feature of SR388.

Question for the Mario RPG round: does it involve Mario RPG series, or Mario RPG games?

...basically I want to know if Super Paper Mario counts.
SPM counted in the round 2 Mario Platformer round. So I don't think so, sorry.
 

Kevandre

Ivy WAS Saurly missed
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Yep. Not surprised with that score. In fairness psb, you have to admit the acid is the one defining feature of SR388.

Question for the Mario RPG round: does it involve Mario RPG series, or Mario RPG games?

...basically I want to know if Super Paper Mario counts.
Plus, I mean... The first two are better lol

(PS. If Donkey Kong wins the next round, Ima be in trouble because I've already made so many DK stages before lol. Gonna run out of ideas)
 
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Kevandre

Ivy WAS Saurly missed
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Realtalk I'll be satisfied if we get whichever IntSys round next time. FE and PM are some of my favorites
 
D

Deleted member

Guest
Question for the Mario RPG round: does it involve Mario RPG series, or Mario RPG games?

...basically I want to know if Super Paper Mario counts.
As Peridot already said, Super Paper Mario was part of the Mario Platformer category. Sorry man, it's the only Paper Mario game that's not eligible for the Mario RPG round. Granted I have a tough time figuring out if Sticker Star and Color Splash count as RPG's or not but I can't think of anywhere else to put them so I'm sticking them there.
 

TheMarioaddict

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...Welp. That sucks, 'cause I made a SPM stage I was really proud of.

...

Well, nothing for it. I've got another idea for a Mario RPG stage, guess I'll do that.

I'm gonna post that SPM stage now though, 'cause I'll be damned if I don't show it off.

----------------------

Ladies and gentlemen, welcome to Castle Bleck!


This is by far my favorite stage image I’ve ever made.

Name of Stage:
Castle Bleck

Game of Origin:
Super Paper Mario (Wii)

Description of Stage:
The stage consists of a decently sized main platform with a staircase on the left side (the stairs act as a ramp, not true stairs), with four additional passable platforms floating above it. I’d say more, but I think the pic speaks for itself in this case. A part of me doesn’t want to mess with this stage by giving it a gimmick, but another part of me really wants to add my favorite SPM character to this stage, so...

Gimmicks and Hazards of the Stage:
A boss battle with Dimentio!

Well, sort of. He’s not really a boss, but he does exhibit boss-like qualities. At random intervals between 30 and 45 seconds, Dimentio will float by, and select a random area about the size of Bowser, signaled by a box being drawn around that area. After 5 seconds, the box will become solid - no one can enter, and no one can leave. Soon after, Dimentio will snap his fingers, and any poor soul trapped inside the box will get blown to the underwhere - that is, they’ll take a whopping 50% damage and get knocked around the inside of the box. Once the explosion subsides (3 seconds after it starts), the box will disappear, freeing anyone trapped within it. But hey, if you don’t want to deal with all of that, just attack him when he shows up on-screen! If he takes about 30% worth of damage, he’ll cancel his attack and float away.

Music:
Castle Bleck (Super Paper Mario)
The Evil Count Bleck (Super Paper Mario)
I’m Not Nice (Super Paper Mario)
It’s Showtime (Super Paper Mario)
The Ultimate Show (Super Paper Mario)

----------------------

I guess you can consider this a super-belated entry for round 2? Heh.
 
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D

Deleted member

Guest
...Welp. That sucks, 'cause I made a SPM stage I was really proud of.

...

Well, nothing for it. I've got another idea for a Mario RPG stage, guess I'll do that.

I'm gonna post that SPM stage now though, 'cause I'll be damned if I don't show it off.

----------------------

Ladies and gentlemen, welcome to Castle Bleck!


This is by far my favorite stage image I’ve ever made. Just ignore the bit of greenscreen I forgot to remove from the corner.

Name of Stage:
Castle Bleck

Game of Origin:
Super Paper Mario (Wii)

Description of Stage:
The stage consists of a decently sized main platform with a staircase on the left side (the stairs act as a ramp, not true stairs), with four additional passable platforms floating above it. I’d say more, but I think the pic speaks for itself in this case. A part of me doesn’t want to mess with this stage by giving it a gimmick, but another part of me really wants to add my favorite SPM character to this stage, so...

Gimmicks and Hazards of the Stage:
A boss battle with Dimentio!

Well, sort of. He’s not really a boss, but he does exhibit boss-like qualities. At random intervals between 30 and 45 seconds, Dimentio will float by, and select a random area about the size of Bowser, signaled by a box being drawn around that area. After 5 seconds, the box will become solid - no one can enter, and no one can leave. Soon after, Dimentio will snap his fingers, and any poor soul trapped inside the box will get blown to the underwhere - that is, they’ll take a whopping 50% damage and get knocked around the inside of the box. Once the explosion subsides (3 seconds after it starts), the box will disappear, freeing anyone trapped within it. But hey, if you don’t want to deal with all of that, just attack him when he shows up on-screen! If he takes about 30% worth of damage, he’ll cancel his attack and float away.

Music:
Castle Bleck (Super Paper Mario)
The Evil Count Bleck (Super Paper Mario)
I’m Not Nice (Super Paper Mario)
It’s Showtime (Super Paper Mario)
The Ultimate Show (Super Paper Mario)

----------------------

I guess you can consider this a super-belated entry for round 2? Heh.
Iconic Status: 5/5

This may be the end game area, but you see bits and pieces of it inbetween chapters. It stands out pretty well for Super Paper Mario which is the only Paper Mario game not to follow the traditional gameplay formula and still be at least decently praised by fans (and the only PM game like that to be good :p)

And for a fun little personal tidbit, this area makes the exclusion of Super Paper Mario in the Mario RPG round feel weird to me. I'm still standing by that decision, but it's felt strange to exclude it ever since I got the idea of replacing that garbage Bowser's Castle section of the 3DS Paper Mario stage with this.

That way you get an area from all 3 gameplay styles. That stage was called "Paper Mario" not "Paper Mario RPG" so it would work.

Anyhow, moving on.

Originality: 10/10

We don't see staircases on Smash Stages a lot and Dimentio adds a nice touch to this as well while staying true to what he does in Super Paper Mario. Plus the overall setting of Castle Bleck is pretty darn unique.

Playability: 10/10

The only thing that could cause some concern here would be Dimentio. And while his attack certainly does a lot of damage it's easy to not get caught in and there is potential for escape. Especially in team matches. No problems here as far as I'm concerned.

Overall Score: 25/25

I liked the idea you came up with here and felt like giving it some judge scores. Even if the round this could have been in ended some time ago. Nice job man!
 

TheMarioaddict

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Iconic Status: 5/5

This may be the end game area, but you see bits and pieces of it inbetween chapters. It stands out pretty well for Super Paper Mario which is the only Paper Mario game not to follow the traditional gameplay formula and still be at least decently praised by fans (and the only PM game like that to be good :p)

And for a fun little personal tidbit, this area makes the exclusion of Super Paper Mario in the Mario RPG round feel weird to me. I'm still standing by that decision, but it's felt strange to exclude it ever since I got the idea of replacing that garbage Bowser's Castle section of the 3DS Paper Mario stage with this.

That way you get an area from all 3 gameplay styles. That stage was called "Paper Mario" not "Paper Mario RPG" so it would work.

Anyhow, moving on.

Originality: 10/10

We don't see staircases on Smash Stages a lot and Dimentio adds a nice touch to this as well while staying true to what he does in Super Paper Mario. Plus the overall setting of Castle Bleck is pretty darn unique.

Playability: 10/10

The only thing that could cause some concern here would be Dimentio. And while his attack certainly does a lot of damage it's easy to not get caught in and there is potential for escape. Especially in team matches. No problems here as far as I'm concerned.

Overall Score: 25/25

I liked the idea you came up with here and felt like giving it some judge scores. Even if the round this could have been in ended some time ago. Nice job man!
:D

I wasn't expecting that, so thank you! I appreciate it.
 
D

Deleted member

Guest
Alright guys. Round 8 is now officially closed. I'll see you on Sunday with the grades for it.
 
D

Deleted member

Guest
Time for Round 8 Grades!

psb123's grades:

Waluigi Pinball by TheMarioAddict:

Iconic Status: 5/5

A lot of Mario Kart fans recognize this track. No doubt largely due to it being a Waluigi themed track, and Waluigi is one of the most notable Mario Spin-off characters.

Originality: 10/10

There are a lot of unique things in this stage that I like. The difference in Gravity between the fighters and the karts, the incorporation of the stuff you'd expect from a pinball table stage, things like that. Definitely an idea different from stuff we've seen in official Smash Stages.

Playability: 7/10

I've seen more tedious hazards before. But some of the ones here do seem a bit hectic. The bumper and the flippers mainly as they can make traversing the stage a bit tricky. The Pinball also is pretty powerful but it's rarity saves you a few points.

Overall Score: 22/25

Baby Park by Kevandre:

Iconic Status: 5/5

One of the most memorable tracks from Double Dash. Things like the course having 7 laps instead of 3 make it so that a lot of fans remember this place.

Originality: 10/10

At first I was worried that this stage seemed a little too similar to Big Blue. But in the end I think there are enough differences to where it's not a problem. The roller coaster going up and down and the Baby Bros. and how they function on the bottom is what saved your score here. Plus, this kind of stage works well for Mario Kart.

Playability: 9/10

Clarifying that hitting the road of the track knocks you up instead of scrolling you off really helped you out here. That does still lead to enough damage to where I can't give a perfect playability score. But a stage doesn't always need a perfect score to by a great addition. Spirit Train anyone?

Overall Score: 24/25

Donut Plains by GolisoPower:

Iconic Status: 5/5

The first track from the first Mario Kart. Of course it sticks out in peoples memory.

Originality: 1/10

Now I won't deny that this stage is unique in how it works. But it reaches that status at the cost of any functionality. Fighting on Top of the karts in an overhead view is something I cannot picture in a workable way. The only way I can envision it puts it at the status of the least amount of footing for a Smash stage I've ever seen.

And being able to hop in the karts is not needed. It messes with the gameplay formula too much. The stage may be from Mario Kart but that game being played is still Smash Bros.

I know this is the originality section not the playability one but honestly this stage is more NA (Not Applicable) in both categories then anything. There is hardly a stage to even play on.

Playability: 1/10

I'm sorry to be so critical. But I just can't picture this stage being functional enough to work. I already explained why in the Originality bit so that covers that.

Overall Score: 7/25

Tick Tock Clock by Jubileus57:

Iconic Status: 4/5

It's not unrecognizable by any means. But I can't give it a perfect score because it doesn't stand out as well as other Mario Kart Tracks. Or even as well as other Mario 64 levels.

Originality: 10/10

It does remind me a bit of Brawl's Mario Circuit but I think the stage does enough differently to where it's not a problem. Mainly with the Pendulum and the lack of walk off zones.

Playability: 9/10

Not too bad, but some clarification on how much damage the pendulum does would have helped. But even then I don't think it would have given you a perfect score here. The Pendulum seems easy enough to read so that's not my issue. My issue is the Blue Shell.

It seems easy to deal with I just don't think it needs to be there in the first place. Seems like one gimmick too many.

Overall Score: 23/25

Bowser's Castle by AlphaSSB:

Iconic Status: 5/5

One of the most iconic locations in Mario as a whole, let alone Mario Kart. Honestly you could have based this track on any Mario Kart game or even just Mario Game and people would know what it is.

Originality: 10/10

It stays very faithful to the section of the track used as the stage which in of itself is very faithful to the kind of elements you'd expect to see in a Bowser's Castle stage.

Playability: 5/10

I don't think any of the hazards should be removed other than the kart racers, I just think they need to be tweaked to not be as big a obstacle of the fight.

The fireballs surrounding the platforms should be spread farther from those platforms and the giant fireball from the metal bowser should appear less often.

And as said before, the kart racers don't need to be there. I like the ideas put into this stages hazards I just think their execution could be improved.

Overall Score: 20/25

Toad's Factory by PeridotGX:

Iconic Status: 3/5

A unique track to be sure. But it doesn't stand out as well as quite a few others. It being a made up track with only one appearance certainly doesn't help it here.

Originality: 10/10

The unique setting of the track does help it out here though. And the hazards incorporated fit well for the source area.

Playability: 8/10

The Hydraulic Press and the conveyor belts aren't a problem. The Pres would have been if not for it instantly going away if there's only one fighter on a side of it.

What are problems however are the walk-off zones and the item monitor. Items are already a feature of Smash Bros. as a whole and you didn't clarify whether or not turning regular items off would disable this feature of the stage.

Either way though the Item monitor is not necessary. The stage can honestly do better without it.

Overall Score: 21/25

Cosmic77's grades:

"Waluigi Pinball" by TheMarioAddict:

Iconic Status: 5/5

Waluigi Pinball has been one of the more popular Mario Kart tracks, reflected by its theme being in two Smash games now. It should be pretty iconic.


Originality: 10/10

Having a stage based on a game of pinball is a really creative concept. I love the use of the flippers, and I really appreciate how the four platforms rotate similarly to how the bumpers did in the real track. The gravity for the karts is a little weird in this stage, but I suppose the ant-gravity theme added in MK8 would explain this.

Playability: 5/10

I'm sure you saw this coming. The hazards on this stage are crazy, especially with the pinball dealing 30% damage. Players will have to be extremely cautious, as there's plenty of different things here that could KO them.


Overall Score: 20/25

"Baby Park" by Kevandre:


Iconic Status: 5/5

Such a weird stage to represent Mario Kart. Nevertheless, it's made three appearances so far, and fans really seem to like it. I think it'll be recognized by both old and new Mario Kart players.

Originality: 7/10

The idea of fighting on a rollercoaster was pretty cool. I think that idea opens the door to a lot of interesting layouts for the stage as the coaster goes up and down the track. The babies and their kart being an additional platform was also nice. My only complaint is that this stage doesn't feel very Mario Kart-ish. Feels more like the stage we'd get to represent a Super Mario amusement park spin-off.

Playability: 9/10

Aside from the babies' Chain Chomp, there aren't many hazards on this stage. The coaster platform itself is flat, and while the ups and downs of the track could make getting KOs difficult, I don't think they're that big of an issue.


Overall Score: 21/25

"Donut Plains" by GolisoPower:


Iconic Status: 5/5

The original Mario Kart. Iconic as iconic can get.

Originality: 9/10

Lots of creative ideas for a Mario Kart stage. Having an overhead view is something I never even thought of, and the items really compliment the whole Mario Kart series.

Playability: 4/10

This stage is way too hectic for a Smash battle. The karts draw way too much attention from the actual match, and I feel like the placement of the platforms would make an actual fight pretty hard.

Overall, I feel like you put way too much emphasis on your stage's gimmick. Just having characters fight on the top of cars would have been enough for me.

Overall Score: 18/25

"Tick-Tock Clock" by Jubileus:


Iconic Status: 4/5

Setting my personal bias for this stage aside, I don't know how many people would automatically associate this with Mario Kart. Don't get me wrong, this stage is iconic, but is it iconic because of Mario 64 or Mario Kart DS? I'm not so sure I know the answer.

Regardless, this stage returned in MK8. At the very least, people who have played the latest Mario Kart game will recognize it.

Originality: 10/10

I'm tickled at how wonderfully simple your stage's gimmick is. Having the pendulum swing back and forth in background like that until a kart rams into it and knocks off a fighter is EXACTLY what I think we would see in a stage based off of Tick-Tock Clock.

Playability: 8/10

Even though the layout of the stage is fine, I really wish you would have clarified how much damage and knockback the karts and pendulum would cause. Both of those hazards could frequently hit a player, and knowing how much damage they cause makes a difference between people willingly and carelessly getting hit by them or people being completely paranoid the entire match because they don't want the insanely OP hazard to KO them.

Overall Score: 22/25

"Bowser's Castle" by AlphaSSB:


Iconic Status: 5/5

Bowser's Castle appears in every Mario Kart and almost every Mario game in general. Unless you live under a rock, you know where this stage comes from.

Originality: 9/10

The angles helped you out a lot.

This is actually a pretty cool section that you cut out and made into a stage. Between the karts jumping through the hoops and the giant Bowser statue spitting out giant fireballs, I think you did a pretty good job of representing this stage in Smash.

Playability: 6/10

Those hazards seem a little tedious. Avoiding those spinning fireballs during a match is hard enough, but imagine trying to fight while avoiding getting knocked back into the karts or the giant fireball Bowser launches too.

Because of the hazards, this stage seems like a scary and dangerous place to have a Smash battle, but perhaps that fits the theme of Bowser's Castle.

Overall Score: 20/25

"Toad's Factory" by PeridotGX:

Iconic Status: 3/5


Toad's Factory has only made one appearance in the Mario Kart series, and because it isn't based off an actual location from a Mario game, I don't think it's the best option to represent the series.

Originality: 10/10

Your concept is pretty cool. The hydraulic presses and conveyor belt are very unique, and they fit right in with the whole factory theme. The way you implemented items was also very nice.

Playability: 8/10

Since the stage is a walk-off, I don't think the hydraulic presses blocking someone would be that big of a deal. Honestly, the only hazard I'm worried about is the presses squashing someone.

Overall Score: 21/25


Total Scores:

TheMarioAddict: 42 points

Kevandre: 45 points

GolisoPower: 25 points

Jubileus57: 45 points

AlphaSSB: 40 points

PeridotGX: 42 points

The Winner is.........
Red Team!!!!!!


Well this is MARIO Kart we're talking about and Red is Mario's signature color. So it felt right to use Red Team to describe our two way tie of........

Baby Park by Kevandre Kevandre

AND
Tick Tock Clock by Jubileus57 Jubileus57


CONGRATULATIONS!!!!!!!
 

Kevandre

Ivy WAS Saurly missed
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I'll take a tie! Glorious round, everyone! Gratz as well to Jubileus57 Jubileus57

Now I gotta figure out a DK stage... Already made a lot of those and probably shouldn't reuse ideas...
 

GolisoPower

Smash Master
Joined
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Messages
4,397
Damn...dead last...tried to blend a Mario Kart race with a Smash Bros Battle, but looks like I failed. :’(

Congrats, though, Kevandre Kevandre and Jubileus57 Jubileus57 for you guys’ stages.

Let’s just hope my DK Stage does better...
 
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Jubileus57

Smash Ace
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Lorraine, France
A a Peach main, the obligatory line is "Ooh did I win?" (It's a tie I know but I HAD to quote it)

Jokes aside, kudos to everyone, the stages were all very nice ^^ And special congratulations to Kevandre Kevandre which who I share the victory :D
 
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AlphaSSB

Bring Back Star Fox
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Damn, second lowest score. At least it was by a small amount.

After submitting, I had a feeling I could've improved on the hazards. The constructive criticism will definitely help with future submissions.

Congrats to the winners. Both submissions were great.
 

TechPowah

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I did have an idea for a Mario Kart stage, but I just couldn't figure out a way to get it to look good when it came time to make it.

come next round, tho
it's on
 

TheMarioaddict

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Huh, not as bad on the playability scores as I expected! Congrats to Kevandre and Jubileus!
 
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