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

D

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We all love character speculation but no one can deny that in order to play Smash you also need stages for those characters to fight on. A couple of years back, before Smash for Wii U/3DS came out, a user who is unfortunately no longer a part of Smashboards hosted a contest for people to submit ideas for stages that could be in the game.

The contest has long since ended but if you'd like to check it out you can do so here.
https://smashboards.com/threads/sup...iiu-stage-contest-round-14-kid-icarus.348067/

And with all of the rumors and the decently strong possibility of the most recent Smash Bros. game getting a Deluxe Port on the Switch I decided to try a contest like that for stage ideas that could be in Super Smash Bros. for Nintendo Switch. Or at least that was initial point of this contest before the brand new game of Smash Ultimate was revealed :p Don't worry, I'm still planning on seeing this contest through for a long while. A long enough while that the last round will be on the week Smash Ultimate comes out.

The way this is going to work is that each round will feature one category of stages and when the round is over me and the other judges I've recruited will award points to each arena. Whichever one gets the most points wins.

And those judges are:
@psb123 (me)
Cosmic77 Cosmic77
TheMarioaddict TheMarioaddict

If you have an idea for a stage you'd like to enter feel free to submit it. But be aware of the various rules and guidelines.

Rules:


1. Each round will only allow one entry per person

2. Each entry has to apply to the category of the round otherwise it won’t be counted

3. Once I declare that a round has begun all contestants will have 5 days from then to submit their entries. After those 5 days are up one of judges will declare the round as over. After that time has passed people can still submit ideas for fun if they so wish, contestants and judges alike, but those won't be counted in the scoring.

4. Some rounds will end up being repeats of rounds that have happened before. In the case of these, a stage submission that is too similar to entries in prior rounds will not be allowed.

5. As with any thread, please abide by the general rules of Smashboards. If for whatever reason you need a reminder of those than you can find them here.
https://smashboards.com/threads/sma...-rules-and-guidelines-read-this-first.446330/
And when submitting a stage idea, please follow this template.

Name of Stage:
The stages name. Simple as that really

Game of Origin:
The game that the stage comes from

Description of Stage:
What does the stage look like? Where are the passable platforms? Where are the Non-Passable Platforms? Things like that. And please be sure to include an image with your description. It doesn't have to be anything fancy, simple drawings or colored lines indicating which kind of platform is which made in photoshop are perfectly acceptable, but an image will give the judges a better view of your idea and help you with your score in the long run.

Here's an example of an image that is simple to make but effective in describing a stage's layout. With Honeyhive Galaxy from Mario Galaxy 1 as a basis, this image has red horizontal lines to to show solid ground, blue horizontal lines to show passable platforms, and a blue vertical line to show that the single passable platform here moves up and down.


Gimmicks and Hazards of the Stage:
Is your idea a scrolling stage like Mushroomy Kingdom? Does it have anything like the rising acid of Planet Zebes? Is there a boss character like on Wily Castle? Or is it just a crazy concept like Poke Floats? If your stage has anything like that be sure to explain it.

Those 4 things are what the judges will really need to know in order to grade your idea. But there are two additional parts of this template that are more minor and not required.

Is your stage unlockable:
And if it is, how would it be unlocked?

Extra Stuff:
This is where you mention things like Background Details and other Visual effects as well as Music you'd like or think would fit on the stage.

That's the template for stage submissions. But before I reveal what the first round is let's go over what the judges will be grading your stage on.

Iconic Status (1 to 5 points):
The game itself doesn’t have to be one that is likely to get a stage but the more impact the area is to its source game and home series the better its score.

Originality (1 to 10 points):
This is where we evaluate your idea on the creative elements you've added to it. Day to night Cycles, Boss characters and what would they would do, or even something no official Smash Stage has done yet. It's not just about stage elements though. Unique settings can help your stages score as well.

Playability (1 to 10 points):
While stages with different platform layouts and just more going on in general than somewhere like Battlefield are certainly welcome, there is also the matter of people tending to not like stages that kill them more than the other fighters like Great Cave Offensive or stages like Wily Castle where you’re biggest obstacle is an annoying boss character. Creativity is welcome, but there should still be an arena to fight other players on.

That's all that needs to be said about the rules and how to participate. So without any further delays, let us begin Round 1!

And that first round is.......

Modern Kirby Trilogy

Kirby wasn't a stranger to new stages in the base version of Smash 4. Something I can't say as strongly for games like Donkey Kong or WarioWare. But even when you combine them with the returning Kirby stages, all of the stages from Sakurai's first series are from older games in the Pink Puffs catalog.

So for our first round, we'll be taking ideas of stages from the 3 Kirby Platformers that were recently released in a row and with similar styles.

Those being:
Kirby's Return to Dream Land
Kirby: Triple Deluxe
Kirby: Planet Robobot

There have been other Kirby games in between those. But those 3 games are the focus of this round. Though some of the Kirby Spin-offs that released on the 3DS were based on Sub-games found in some of the games this round focuses on.

As long you keep it within content found in the games of focus and don't branch out into exclusive stuff found in those Sub-games standalone releases, then you can use the Sub-games as a basis.

And with that, on January 29th 2018, this contest has begun. You have until February 4th to submit your entries.

Good Luck!
 
Last edited by a moderator:
D

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Hall of Fame

The winning stage of each round.

Round 1 - Modern Kirby Trilogy:
Winner: Resolution Road by Kevandre

Resolution Road
Planet Robobot

"Beep beep!"


Description:
The second world of Kirby: Planet Robobot! Unlike most previous Kirby stages, this one takes place... in a city?! There are two levels to this stage, each one with a different risk. The top level is a droppable platform all the way across (Though not technically a walk-off platform), but it is fairly high up, and it would behoove one to avoid getting launched up here! Well, lower ground is better in that case, right? It depends. The bottom layer is a street where Waddle Dees will drive past every now and again, which will definitely launch you at higher percentages! The street level of this stage is also a walk-off section.


Gimmicks and Hazards of the Stage:
A car comes down either side of the street every thirty seconds of game time, so be careful to pay attention and look both ways before crossing!


Is your stage unlockable:
No, default Kirby stage in the game.


Extra Stuff:
I've never played these games so when I was thinking about what I knew about the trilogy, the first thing that stood out to me was the trailer in the Nintendo Direct talking about Amiibo support for Robobot and it showed that functionality on a stage with Waddle Dees driving lil cars and I knew I loved it, I found it adorable.


Music:
City of Sound (Planet Robobot): https://www.youtube.com/watch?v=OsBB_IuXPZE
Kirby 3D Rumble (Planet Robobot): https://www.youtube.com/watch?v=qmvXHg16wT0
Castle Area (Return to Dream Land): https://www.youtube.com/watch?v=OuU-qZWhlZw
Masked Dedede (Triple Deluxe): https://www.youtube.com/watch?v=xStEdivU9JE

Round 2 - Mario Platformers:
Winner: Bubblaine by Kevandre

Bubblaine
Super Mario Odyssey


Description:
I bet you're getting some Isle Delfino vibes from this stage. I'm going to type up the description and add concept images as I go, but the above is the general aesthetic I'm going for.


So the default spawn, as well as the travelling portions between the main fighting areas, is on the head of the Seaside Kingdom's boss, Mollusque-Lanceur (No, I didn't realize that was his name, either).

"You'll never get my sparkling water!"


Now, Mollusque doesn't actually attack our fighters at all. He transports them on his head to each location, and will move to either side of the screen without any launching ability. Sometimes he'll move towards the right side of the screen which will make the right side a better launching point, and if someone is trying to recover from below, they might be SOL.

The locations he takes the fight to are the four locations in Bubblaine that Mario ground pounds a button to attack Mollusque with a cork!


The first is a hillside that has Spiked Shells that sometimes roll down the hill from offscreen. Both sides of this portion of the stage are walk-offs, and the spiked shells do minimal damage but provide some knockback that can be deadly at higher percents. There is a single platform that moves back and forth above the hillside.






The second location we are dropped off at is a small two-hill arrangement with not a whole lot of space to be on at any given time, but there are additional platforms that wiz up and across in the form of the new Gushen enemy! You can stand on top of them to use as platforms as they splash up from the bottom or across from the side! Just don't get caught in their jetstream!



The third location is a tall white & gold (or blue and black depending on the person) tower that is overall very bare and flat. It serves as a nice respite in the middle of all of the chaos!



The last stop is the hot spring! Now that might sound relaxing but it seems as though SOMEONE left a bunch of lava on top of the water! So you don't want to fall into it. There are a few solid platforms on the left side of the area as well as three drop-thruable platforms on the right side to provide additional support.

From here, Mollusque will pick you up again and bring you back to the first area he dropped you off at again. The fighters spend roughly 25 seconds at each location before Mollusque picks them up and takes them to a new place, with 15 seconds on his head in between.

Is your stage unlockable:
Beat adventure mode with Mario!


Extra Stuff:
Mario Odyssey is such a good game, and Bubblaine is tied for my favorite Kingdom in the whole thing. I found it relaxing, memorable, and exactly what a water level should be like. The boss fight on the Kingdom is one of my favorite boss fights I've had in a video game in many moons so I had to find a way to incorporate it in this round, even if it overcomplicates the stage and I'm unlikely to win the gold. But I've often found that gimmicky stages are some of the best in Smash games, even if they aren't the favorite of tourney-players. Odyssey deserves the grandest stages possible, and I'm happy to contribute ideas!


Music:
Mollusque-Lanceur Theme: https://www.youtube.com/watch?v=Gir4D5_W6k0
Mollusque-Lanceur Theme (8-Bit): https://www.youtube.com/watch?v=wTt0jhxFnk0
Bubblaine: https://www.youtube.com/watch?v=PGSpvk764wg
Vs. Boss (Sunshine): https://www.youtube.com/watch?v=58ZVat0Ocdg
Shadow Mario (Sunshine): https://www.youtube.com/watch?v=mxb7eHYfLm4

Round 3 - Splatoon, ARMS, and Xenoblade:
Winner: 2-way tie between Marooner's Bay by PeridotGX and The Octogalaxy by Salcan

Splatoon 2
Marooner's Bay


(What the color palette is supposed to be.)
Marooner's Bay is a very tall stage. There are two parts to the stage, the shore and the main area. The shore is a relatively flat part of land. There is water on both sides of the stage, as well as elevator lifts next to the wall. If you attack the propeller, it takes you up to the main area. The tops of the lifts cannot be stood upon. The main area is also rather simple, with a flat piece of land and two floating platforms.

One of the stages key details is the tide change. At near random, the stage can change into High Tide (Or vice versa). In High Tide, the two elevator lifts get permanently stuck to the platform, as well as the Egg Basket activating, creating another platform in the center. As it is high tide, the water get's much higher. The grey line in the picture is where the water gets in high tide, with the lighter colored blocks being where high tide only platforms are.

However, that isn't the main gimmick of the stage. Thirty seconds into the match, and every 45 seconds after that, a Boss Salmonid appears. They disappear after 30 seconds, giving 15 seconds to recover. Here's what they do.

* Steelhead: This boss stays in the background and throws large bombs to where the players are. They do almost 30% damage and leave behind Ink that slows players down. If the bomb is attacked by a reflector, like Fox's Down-B or Lucas's Side Smash, the bomb goes back to the Steelhead, killing it early. Villager can also Pocket it.

* Maws: This one functions exactly like it does in Splatoon 2, where it follows a player and tries to eat them. If it eats an explosive item or Projectile, it dies early.

* Steel Eel: This enemy goes from one side of the stage to the other, damaging anyone in its path. If you do a lot of damage to the Pilot, it dies early. The Steel Eel NEVER spawns in High Tide.

* Scrapper: The Scrappers try to tackle into a fighter. If you damage the front of their vehicle, they pause for a few seconds. If you heavily damage their backs, it dies early.

* Drizzler: These enemies create a storm cloud that does residual, flinch less damage that totals up to 35%. If you pop the balloon, it prevents the storm from happening.

* Griller: Grillers appear VERY infrequently, and when they do spawn, the stage turns to night. Once they spawn, they mercilessly follow a player until they get K.Od, when then they'll follow another player. They cannot be defeated. There is no hope. Give up.

This stage cannot be used in 8 player Smash. The Omega form is like High Tide but with no water. This stage is unlocked after being KOed 50 times as Inkling.

MUSIC LIST
Deluge Dire (Splatoon 2)
https://www.youtube.com/watch?v=8_zBAKpTuk0


Fishing Frenzy (Splatoon 2)
https://www.youtube.com/watch?v=v3sQWswVia4


Muck Warfare (Splatoon 2)
https://www.youtube.com/watch?v=ccASObYBvaA


Acid Hues (Splatoon 2)*
https://www.youtube.com/watch?v=WHYx6QTDfW4


The Girl from Inkopolis (Splatoon 2)
https://www.youtube.com/watch?v=jfQhgnh8MHU


Bomb Rush Blush (Splatoon 2)
https://www.youtube.com/watch?v=w-BhOT3L83c


Tidal Rush (Splatoon 2)*
https://www.youtube.com/watch?v=vbDpqJZj_OQ


I am Octavio (Splatoon)
https://www.youtube.com/watch?v=fYOi3xiC5cY
Misc:This stage is barely recognizable to it's first version. The stage was originally based around Mahi Mahi Resort from Splatoon 1 with a larger focus on the tides, but the stage adjusted after some more ideas crossed through my head, as well as the worries of it getting labeled as bland like Mushroom Kingdom III.


Name: The Octogalaxy

Game: Splatoon 2



(Agent 4 preparing to enter the spine chilling Ride Rail thrill ride that is The Octogalaxy)


Inspiration: Splatoon 2 introduced an interesting mechanic in its single player Octo Canyon mode, Ride Rails. An tweak on the original's Ink Rails, Ride Rails are rails that Inklings grind upon rather than sliding through. Octo Canyon uses these Ride Rails quite a bit, but Level 23, The Octogalaxy, puts the most focus on them. To make a long section short, Ride Rails are awesome, The Octogalaxy is a large, sprawling level that pushed the rails to their limit, and thus The Octogalaxy is awesome. (Also the level lacks so much in the visual department) But I'm sure the sheer coolness of Ride Rails will make up for that. But I feel like I've seen something like Ride Rails in some other series...



(Sonic hopping between Grind Rails in Sonic Heroes' Rail Canyon)

Wait, I remember now! Sonic the Hedgehog has Grind Rails in a ton of levels from his series, which work very similarly to Ride Rails! I wonder when there will be a Sonic stage with Grind Rails in Smash Bros....




(Kirby and his other colored friends grinding on rails in Kirby's Air Grind from Kirby: Nightmare in Dream Land) (Pit taking a spin on the Grind Rail craze in Kid Icarus: Uprising)

But wait, there's more! Even Kirby and Pit have dabbled in the extreme sport of rail grinding! And then there were those Roller Skates from Pokémon X and Y that also had associated railings... You know, this gives me an idea....

Since it's in five different series...

...how about...

...the next Super Smash Brothers game...

...has Rail Grinding as A MAJOR GAME MECHANIC!

Mechanics: Yeah, we're going there. I propose Rail Grinding as the next big Smash Bros. innovation. It will be in multiple stages, be heavily advertised, and all that other stuff that comes with a major mechanic. Since it's so important, that means I have to break the rules of the template for the contest again and handle the mechanics first. Since it's a major mechanic, (and this stage is basically acting as a stealth pilot for the mechanic) I will have to cover rail grinding in detail. However, I have also learned that sometimes people only want or need the basics. So I have prepared two sections about rails, Rails 101 which is simple and to the point, and AP Rails which goes into all of the juicy details!

Rails are a special type of terrain that appear in many stages. They're kind of like platforms, except that when a character lands on them, they'll start grinding across the top of the rail instead of standing still. While grinding, all characters will go faster than their usual walking speed, and they'll have slightly higher jumps too! They even have unique grinding animations! (Yay advantages to making something a major mechanic rather than just a single stage thing!)

While grinding, actions are a bit limited, kind of like dashing. There's no turning around while grinding, for instance. (Since in Smash Bros. characters can't turn around while jumping, this means that once you've landed on a rail, there's no going the other way until you land on a regular platform.) Instead of using regular attacks or Special moves, the attack button makes characters use their Grind Attack, an exclusive move only available while grinding. Some examples of possible Grind Attacks:

Kirby- Spins on one foot 3 times, using his other foot to kick foes around him.

Sonic- Bursts forward a decent distance with a blue aura surrounding him, batting foes away. Has some ending lag as Sonic returns to normal. Resembles Sonic Boost and similar abilities.

Mario- Poses as though he were jumping, giving opponents a quick uppercut or kick in the process.

There's no shielding, rolling, sidestepping, or grabbing opponents while grinding either. Instead, characters can perform a Grind Dodge with their shield button. Grind Dodging involves leaning into the background while becoming intangible, similarly a sidestep. For additional speed, the Special Attack button makes characters do a Grind Kick, boosting their speed for a short period of time by kicking off of the rail. There's no Grind Dodging while using the boost, though. (And no, you can't just jump and air dodge, the Grind Kick's dodge disabling lasts until it times out or when the character lands on an actual platform.)

Of course, getting off of a rail is as simple as jumping off or dropping through it. Much like regular platforms, characters don't need to land in order to drop through them. Should a charcater reach the end of a rail, they'll act as if they had just dashed off of a platform, although with added speed.

(This is where the complexity starts so bear with me here)

Rails aren't always flat though. They can curve in any direction, so expect to see rails that go straight up, down, or even take a U-turn to go upside down! Characters grinding on rails are brought along for the ride, so be prepared to get dizzy! Even while a character's orientation is different, your controls aren't changed. This won't matter for attacking and dodging, but remember this when dropping though rails or using Tap Jump. Orientation also affects the direction characters jump and drop-through. When upside down, for example, characters will jump off the rail downwards and drop-through the rail upward. This even allows you to land on the other side of the same rail and keep grinding!

Also note that characters can't land on rails that are at too steep of an angle. They are basically intangible unless a character is already grinding. I call it the "Can't Stand Can't Land" rule, as essentially the slopes of rails that are too steep to land on are the same as the slopes of solid objects can't be stood on. (It's kind of similar to Sonic Advance 2's and 3's rails, if you need a more visual reference.)

All projectiles ignore rails completely, and characters do the same if they are taking any form of knockback. So feel free to dunk your foes right through the rails if they won't come back down to fight you!


If a character on a rail hits a wall, they will automatically stop grinding and fall off the rail. At least, on most stages, There are exceptions, although on this stage such a situation will never occur.

When effects care about whether or not a character is in the air or not, characters on grind rails are considered to be in the air. (and remember that taking knockback makes characters ignore rails) I guess Arceus really hates rails then, as Gravity will send any rail grinders straight back to the ground. Another example would be DK's Headbutt, which meteor smashes rail grinders like it does to foes in the air, whereas grounded foes get buried. A positive example would be Jigglypuff's Sing, which doesn't affect characters grinding on rails just like it doesn't affect aerial opponents.

Landing lag still applies should a character land on a rail; Although they will still grind forward automatically, no other actions can be performed.

Characters who are frozen or dizzy (shield breaking or Mewtwo's Disable) won't land on rails.

Characters in certain special grabbing states (Like Kirby and King Dedede's Inhale, Wario's Chomp, DK's Forward Throw) won't land on rails. Moves like Bowser's Flying Slam and Ganondorf's Flame Choke are exempt from this.

Some throws involve characters jumping off of the screen and coming back down. These throws hit rails as if they were platforms.

Special Attacks that cause consistent forward movement (Like Sonic's Spin Dash and Spin Charge, Yoshi's Egg Roll, Bowser Jr.'s Clown Car Dash) are canceled when the character lands onto a rail, with special animations and less landing lag to boot! Finally, a reason to use Egg Roll in the air!

Special Moves (not regular moves) that propel the user downward excluding Bowser Jr.'s Koopa Meteor, Shulk's Back Slash, and Sonic's Homing Attack (Like Kirby's Final Cutter, Ike's Aether, Bowser's Bowser Bomb, Yoshi's Yoshi Bomb, Sonic's Stomp, King Dedede's Super Dedede Jump if it isn't canceled. ) ignore rails entirely.

Kirby's Stone has a strange overlap with both the downward special moves and the consistent movement moves, (It slides down slopes) so while the move normally ignores rails, ending it while Kirby is right over a rail or overlapping with a rail gives Kirby the decreased landing lag.



Stage Geometry: The Octogalaxy is a big stage. Like, really big. We're talking, "Temple" big. Why? Because everyone is going to want a playground to mess around with the rail grinding mechanics, and The Octogalaxy is meant to fill that need. Of course, since my time is quite short, (and heavily biased against large stages might I add, since they are basically stapling multiple smaller designs onto one another) I'm going to have to cut some corners. This time, there's only an image!



(The Octogalaxy's stage geometry. I am so not writing all of this out in an hour.)

Purple stands for Ride Rails
Black stands for impassible platforms/walls
Brown stands for passible platforms

As for Blast Lines... I'm going to cheat and say it's just like Palutena's Temple without thinking about the ramifications of that because I'm in a rush to get this in before time is called.

Aesthetics: The rails on this stage are just Ride Rails from Splatoon 2, but without the launchers that fire them. They start out purple, the usual Octarian color, but after a minute they change to a green-blue color, like Agent 4's color for the level. After another minute, the rails will change back, and so on. The drop through platforms are floating panels of wood, and the one on the top left has a random tree in the background. The pillar coming up from the bottom of the screen is a glass pillar covered in strange markings, while the other two solid platforms are just black boxes.

In the background there are large panels with a space-like pattern on them, and what are essentially giant lava lamps floating around. The lava lamps come in purple, green, or sometimes even a mix of both. These colors are shared by the giant gyroscopes also floating in the air. Even more rails are scattered throughout the background, though they're far away so no one will confuse them for the stage's rails. Spotlights at the bottom of the background aim their lights into the sky.

Octarians occasionally fly around very far in the background. They have to, as any closer and they'd look like actual stage hazards due to how empty this stage's background is.

Extra Stuff:

With a name like The Octogalaxy, of course there's 8-Player Smash available! The best part is that there's no changes, so up to 8 players can try out some rad Ride Rail tricks!

In the Omega version, the stage's geometry moves into the background, like Pac-Maze and 75m. Instead, the fight is on a sideways glass pillar floating in the sky.

Before anyone asks, yes, it is possible to go around the entire stage just by using the rails. That was intentional. :)

Yes, there will be rails in other submissions of mine. (but not in all of them, or in most of them for that matter. Only when it makes the stage better.) I will write those expecting that everyone already understands how rails work, (and thus they will probably be more complex.) and just paste the Rails 101 and AP Rails sections into the Mechanics section.

If anyone wants to borrow Rail Grinding for their own stage designs, feel free to do so.

(I understand that by choosing a random stage from Splatoon 2's Single Player that isn't a boss fight or a hub area, I've doomed my Iconic Status score. It's what happens when I get too attached to an idea. I call it, "Losing in style".)


Round 4 - Pokemon:
Winner: 2-way tie between Kanto Gym by Kevandre and Interdream Zone by Salcan


Kanto Gym
(Pokemon Red & Blue / Fire Red & Leaf Green)


This is a pretty simple stage overall- Battlefield style, and the top platform slowly moves from side to side.

The bottom (main) platform though... It holds a battle! On the left side, PKMN Trainer Red with his grass type (best) starter! The battle isn't a particularly rageful one, though. Every five seconds one of the two Pokemon will attack the other. Bulbasaur will always send out a Razor Leaf that does minimal knockback and provides 5% damage if you get in the way.

As for the other Pokemon, well, it depends.

Above you see one of the 8 random possibilities for this stage to take, when the stage is chosen, RNG picks a number between 1 & 8, and loads the version of the stage that number is tied to.

For example, if it rolled a 1, you'd get the above configuration. Red & Bulbasaur vs Brock and Geodude. Like I said, Bulbasaur sends a Razor Leaf that does 5% but little knockback. Geodude will toss rocks that do a bit of knockback but only 2% damage. The knockback isn't much though, unless you're at 300% you have nothing to worry about.

But what of the other options?



Bulbasaur hasn't evolved yet in Red's journey so its Razor Leaf attack remains the same. What does Misty's Starmie do though? Well, it uses a Water Pulse that does no damage but pushes you far away from it, like FLUDD.



Lt. Surge's Raichu will shoot some lightning ahead of it, temporarily paralyzing the fighter it hits right in front of it.



Erika's Vileplume uses sleep powder! You don't want to get hit by THAT one! Please also note that Bulbasaur has evolved into best Mon. Ivysaur still uses Razor Leaf, but this time it does 10% damage. Same amount of knockback though.



Koga's Muk will use Sludge Bomb! It has minimal knockback but does do poison damage for five seconds.



Sabrina's Alakazam will throw you skyward! Don't go to the bottom platform at high percents, unless you're a big fan of shieldbreaking as Jigglypuff! Ivysaur has also evolved into Venusaur. Same deal as before, minimal knockback with Razor Leaf but now does 15% damage.



Blaine's Magmar will use a Flamethrower attack! It does burning damage that lasts for 8 seconds.



And finally, Giovanni's Nidoking will use Earthquake! Maybe avoid the bottom platform altogether on this configuration.


Those are all the different flavors of this stage. Unless you're right in front of one of the Pokemon on the bottom bit, you have nothing to worry about. And, if you want to turn off the battle below, you can KO the Pokemon as well! Each can take 50% damage before they are taken out of the battle for a full minute. If there's no battle, the other Pokemon won't be attacking either. Red & the Gym Leader will not be attackable, they're kind of in the background like he was in Brawl.
Other Stuff
Unlockable? No, this is the default Pokemon stage, the spiritual Successor to Pokemon Stadium stages.

When I was sitting down thinking about what would be cool for this round, I had the idea of an actual Pokemon battle and kind of warred with myself on how it should be done. I thought that this was a pretty cool idea, and the stage would be mostly playable. The hazards exist but are only a problem in specific circumstances, they're also predictable given the timeframe. One of the Pokemon attacks the other every five seconds, alternating. If the match goes on long enough, they can take each other out but it takes a while.
Music!
Battle! Gym Leader/Elite Four Music (FRLG): https://www.youtube.com/watch?v=VxFadPqMbfM
Battle! Rival Music (FRLG): https://www.youtube.com/watch?v=-4vpdkEkup8
Gym Leader Battle (Stadium): https://www.youtube.com/watch?v=YEZ9LTIdQj0
Battle! Champion & Red Music (HGSS): https://www.youtube.com/watch?v=SYTS2sJWcIs
Normal Battle (Colosseum): https://www.youtube.com/watch?v=8HzxazC2EsQ
Gateway Colosseum (Battle Revolution): https://www.youtube.com/watch?v=YBRQtWX_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 and sent to Pokémon Black 2 or White 2.



(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.
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.)
(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 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 45 seconds, 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


Sparkling Sea
Goldeen
Staryu
Oshawott


Dream Park
Eevee
Togepi
Swirlix
Dedenne


Icy Cave
Abomasnow
Electrode
Metagross


Spooky Manor
Gardevoir
Zoroark
Fennekin
Inkay
Meowth
(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.)


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 place 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 helps the character that struck the Dream Cloud collect the Dream Orbs or assist them in recovery when they are off stage. People worried about R.O.B, Kirby, Jigglypuff and King Dedede hiding in hard to reach areas using the Dream Clouds can rest easy, as after regaining a double jump via a Dream Cloud, pink dust will surround the character until they land on the ground. If a character has pink dust on them, breaking more Dream Clouds won't allow them to double jump another time.

(The Dream Clouds' double jump recovering effect 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)

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 Dream Orbs disappear after 15 seconds if left untouched) The tally has a pink Dream Orb icon next to it. Each Dream Orb has a different value:

Pink - 1
Green - 2
Orange - 3
Blue - 5
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. The light will share the color of the player who lost 20 points of Dream Orbs. 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. (If the character is off of the stage, the orb will land on the 2DS XL or the mouse depending on which is closer to the character) 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. The modelers don't have to model extra Pokémon for this stage and I don't have to design new and balanced Pokémon for 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.

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
added text to clarify that light orbs won't bring Pokémon off stage if the summoner is off stage
added despawning for Dream Orbs
3/6/16:


Moved Dedenne from Pleasant Forest to Dream Park after doing additional research on it's preferred habitats, Pokédex entries, etc
moved Meowth from Dream Park to Spooky Manor after finding that it is in the Spooky Manor in the actual Pokémon Dream World. Oops
Added mention of Black 2 and White 2 to the opening
fixed typo: "the 2D plane the fighting takes places"
Changed formatting of changelog.
Light Orbs now are colored based on player number
Munna spends 15 seconds less in each area of the Island of Dreams excluding the Tree of Dreams.
The Dream Clouds' double jump restoration gained a clause similar to Jungle Hijinxs' Barrel Cannons, so characters with good air mobility and multiple jumps can't stall.

Round 5 - Retro Games:
Winner: The SNES Classic by Kevandre


Here's hoping you can even find this stage because it is:
The SNES Classic!

"So many games to choose from!"

The main idea of this stage is that it's based inside 2017's SNES Classic Mini console! When the stage first starts off, you're on these stationary platforms that are arranged just like above, with the background wizzing by all the titles that the SNES Classic has to offer. The stage remains pretty regular until it makes a selection, and it chooses between SIX Classic SNES titles to jump into.

EARTHBOUND

If the stage decides to boot up Earthbound, you're transported into the game at a spot very near the beginning of the game, on the outskirts of Onett, atop a mountain where a meteorite has struck the earth! The layout of the stage doesn't change much aside from the meteorite stuck in the ground in the center of the bottom platform. Touching it will do a bit of knock-up and 2% damage, so avoid it if you can! The SNES Classic will stay at this stage for a full 45 seconds before saving a save state and moving back to the main menu to choose another game to play, reverting back to its default stage layout.


DONKEY KONG COUNTRY


If the SNES decides to boot up Donkey Kong Country, the stage layout again remains the same, but with a slight difference. The floating platforms above become minecart rails, and minecarts will sometimes materialize on those rails! Jump inside one and the cart will shoot off to the opposite side of the platform! You don't want to be in the way of the cart, because it can launch you! Be careful as well to jump out of the cart before it careens off the side of the map!

SUPER MARIO WORLD


When you boot up Super Mario World, you end up in a Donut Plains level! The bottom platform becomes pipes (Though don't worry, there's no piranha plants or anything coming out of them). The floating platforms do become these ones that can break if they are hit though, so be careful on them! They function like Melee's Yoshi's Island blocks of the same flavor.

SUPER METROID

(Yes, I know I'm ripping myself off for this having used a similar level in the last contest for the Metroid round but it was perfect for this. I accept less points if necessary)


When you boot up Super Metroid, you find yourself in the overworld of Crateria! The walls prevent a player from getting launched to the sides of the stage (Unless someone hits one of the doors first and then launches you through them when they open!)

STAR FOX


When you boot up Star Fox, all three platforms change shape into Arwings, which are rounded rather than flat like the other flavors. In addition, the two floating platforms alternate up and down on either side, but will return to regular position before the game changes again.

LEGEND OF ZELDA: A LINK TO THE PAST

(Let me tell you, games in this style are a pain to make stages out of their sprites)


I'll be real with you. I've never been much of a Zelda fan, so when I thought of what I knew about ALTTP, what pops out at me is rainy weather at night time and Link/his Uncle's house. So I placed the stage atop his house (That's what that platform is, the roof), with it raining. The rain has slicked the platforms though, so there is a very slight (But not game-breaking) ice-physics to this version of the stage. Yes, I may have lifted that idea from BOTW but still. Still Zelda.

And that's all of them! The stage chooses games at random, so it's not in any particular order. The only thing it doesn't do is the same game twice in a row.

Music:
The standard version of the stage does a similar thing that Smash 4's Mario Maker stage does, where the music changes depending on the game that you're currently playing on. In that default mix, these are the songs, playing when they are needed:
SNES Classic Menu Music: https://www.youtube.com/watch?v=AMHaCT0Q9H4
Onett Theme: https://www.youtube.com/watch?v=h66gq40szjk
Minecart Madness: https://www.youtube.com/watch?v=PVPqxuebYQw
Athletic (Super Mario World) : https://www.youtube.com/watch?v=pjwhX0WqxXQ
Crateria Surface: https://www.youtube.com/watch?v=5wUKsr27iJo
Corneria: https://www.youtube.com/watch?v=dsOEGPLa1Z4
Rainy Night: https://www.youtube.com/watch?v=Yar1O4oBTKE


These other songs are just other classic SNES themes that aren't represented in stage:
Mario Paint Medley: https://www.youtube.com/watch?v=XjbKgFofiKM
Yoshi's Island: https://www.youtube.com/watch?v=xgPaGjJ6Lxo
DKC2 Medley: https://www.youtube.com/watch?v=VBY2b-641ps
MegaMan X Medley: https://www.youtube.com/watch?v=APNQghAQlzM
Kirby Superstar Medley: https://www.youtube.com/watch?v=EzLbHv0sPqw
Mute City: https://www.youtube.com/watch?v=ixRUMwm43cA
Super Mario Kart Theme: https://www.youtube.com/watch?v=oHp2ezWWqV4

Round 6 - The Legend of Zelda:
Winner: Divine Beast Vah Medoh by MunoMario777




Welcome to the skies above Rito Village. Here you will find the Divine Beast Vah Medoh, the gargantuan guardian which watches over and protects the mountaintop town. Normally it rests, perched atop the village's peak, but right now it happens to be in the middle of a fierce dogfight between Rito flyers and Calamity Ganon's possessed Flying Guardians. Don't worry – the ship's protective field will guard any Smashers aboard the ship from the crossfire.



You'll fight on the tail of the airship, acting as a rather flat stage overall. This stage's Omega Form also takes place here! If you choose to play on the regular version of the stage, though, it is nothing but flat. Periodically, Vah Medoh will tilt side to side, banking into its turns, tilting itself by 45* to the left or right. This makes for incredibly steep fighting grounds, and also means that you can briefly stand on the wall of the stage. Use this to your advantage by spiking foes into the slope for horizontal KOs, or by bringing them up towards the blast zone for ceiling kills!

After about one minute, Vah Medoh will take a hard blow to one of its wings, causing it to tilt more than normal – the force of Calamity Ganon's attack sends it completely on its side! Any fighters on Vah Medoh will lose their grip at this point, making for quite an unfortunate situation.



"What are they doing up there...?"

This might seem unfortunate, but luckily, just like in Breath of the Wild, the air surrounding the Divine Beast gives you a lift upward.



Suddenly, the stage is almost structured like a traditional walkoff, such as Coliseum or Bridge of Eldin. The difference is that the ground is replaced by upward gusts of wind, which suspend fighters in their aerial state. The wind acts kind of like ground, in that it ends helpless states and refreshes moves like Sheik's Bouncing Fish which can only be used once per airtime (as well as refreshing jumps). Unlike normal ground, however, you are limited to only aerial attacks, airdodges, and the like. There's no shielding or anything! And you can also spike opponents straight downward through the wind, making for a treacherous battleground.



During this phase, Rito warriors fly in from the right hand side of the stage periodically, acting as platforms for fighters to stand on. Handily, if you're hovering at the top of the wind, you'll automatically land on the Rito, without having to jump or anything.

After about 20 seconds of this free-flight phase, Vah Medoh swoops back underneath the fighters and it loops back to the start.

Name: Divine Beast Vah Medoh

Origin: The Legend of Zelda: Breath of the Wild

Description: see the body of the post

Gimmicks / Hazards: tilting stage, "aerial walkoff" phase


Round 7 - Metroid:
Winner: Sanctuary Fortress by Varia31


Hailing from Metroid Prime 2: Echoes...

It's...

Sanctuary Fortress!

The stage would be set up much like the Sanctuary Temple here, with a large platform in the middle, and two others off to the side. The stage size would be quite large.

-Gimmick (moderate frequency)
The big mechanic that Echoes featured was shifting between the light and dark dimension variations of the planet Aether. So to represent that, on occasion a dark portal will suddenly open and pull the stage into the dark world, where a light zone crystal will now be on the central platform, generating a light zone that players will be (mostly) safer in. If players are outside the zone, however, they will receive some damage over time from Dark Aether's toxic atmosphere. This will keep up until a light portal opens up and pulls the stage back into the light world.



-Hazards/Enemies (very low frequency)
(On Aether only) Rezbits can also be seen floating around in the background, and occasionally will float across the stage. Once they are close enough, they will shoot at players. Blasts from the Rezbit literally do as much as Falco's blaster here. They will sometimes put up their shield in the event of you attacking them, but this can easily be overcome by attacking the side that the shield is not covering. They're not hard to get rid of. They are really only there to pester players.

(On Dark Aether only) Occasionally a Dark Quad unit will venture onto the screen, appearing on either the right or left platform (only one at a time). They are only there to cause minor annoyance and can be avoided just fine at a distance. It will bat you away with its leg if you land in front of it. If you choose to fight it, though, you can either destroy the head first, or the body. If you destroy the head, the remaining body component will shift into its spinning top mode and attempt to ram you off the platform. You can take care of it with any attack really, and hitting it before it hits you will send it careening off the screen. If you destroy the body first, however, this will cause the head to fly around the stage, taking shots at random players as it is no longer constrained by a single platform (same effectiveness as the Rezbit's shots). The head can be destroyed in a couple good hits, one to down its shield, and the other to take it out. Really it's easiest to just leave the Quads alone while they watch you fight for a bit and then walk away to go resume their patrol.

-Omega Form
Just an extended variation of the central platform. Rezbits and regular Quads can be seen patrolling the background, but they will never appear on stage. Dark portals no longer appear.

-Unlockable
Yes. How? Complete 15 matches as Samus (Power Suit) on any Metroid stage.

-Music
1. Sanctuary Fortress main theme: https://www.youtube.com/watch?v=gdoyZLrhAH0
2. Sanctuary Fortress Depths: https://www.youtube.com/watch?v=MXvrjrzbG9o
3. Vs. Quadraxis: https://www.youtube.com/watch?v=lesncaOmAiQ
4. Vs. Dark Samus: https://www.youtube.com/watch?v=9kwtT3H9eOQ
5. MP2 Echoes (Main Menu): https://www.youtube.com/watch?v=8PE27tYaSco
5. MP2 Echoes Multiplayer Theme 1 - Hunters: https://www.youtube.com/watch?v=Fy51dlsuzzI

Also would not be opposed to a remix along the lines of this being used for Sanctuary's main theme...
https://www.youtube.com/watch?v=iY0Lm6xqLdk


Round 8 - Mario Kart:
Winner: 2-way tie between Baby Park by Kevandre and Tick Tock Clock by Jubileus57


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!


Music

GCN Baby Park: https://www.youtube.com/watch?v=yta1D2aaLI8

GCN Yoshi Circuit: https://www.youtube.com/watch?v=o_EvKEcg5fA

Mario Circuit (MK8): https://www.youtube.com/watch?v=n_C9pmna-ew

Luigi Circuit (MKWii): https://www.youtube.com/watch?v=cXP3I-WjWCo

Powerful Infant (Yoshi’s Island): https://www.youtube.com/watch?v=XM66vn3z4sw

Big Blue (MK8): https://www.youtube.com/watch?v=fwshHsUG-ls


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:


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


Round 9 - Donkey Kong:
Winner: Volcano Dome by AlphaSSB


Name - Volcano Dome
Origin - Donkey Kong Country: Tropical Freeze
Gimmicks - Transitional, sliding ice, environmental destruction, momentum carrying platforms, aerial debris, lava exposure
Description: See below
Welcome to the Volcano Dome, the final location in Donkey Kong Country: Tropical Freeze where you square off against the game's main antagonist, Lord Fredrik. This final encounter starts with a cutscene where Donkey Kong and co confront Lord Fredrik, but before the fight begins, they all fall through the ice into the volcano that lies below. This simple scene made for huge potential as a stage in Smash Bros. Note that this unlockable stage does spoil the final boss fight for Donkey Kong Country: Tropical Freeze, so the rest of the post will be hidden within a spoiler tab. Even though the game is four years old, there's a lot of imagery and explaining to do with this one.

Volcano Dome is a transitional stage with two 'solid' phases and two 'transition' phases. The solid phases are illustrated above, with one phase taking place within the icy dome, and the other taking place within the actual volcano dome. These are simple images using existing screenshots to portray how it may look in actual gameplay. Note that the ice phase photo above is shown at an angle, both to give an idea of the stage's depth, and because there were no better angles I could find. All four phases have their own components that make them unique. These phases are known as "Ice Phase", "Fall Phase", "Lava Phase", and "Rise Phase". The following are mock-ups and in-depth explanations to each phase's components.

Phase I


Phase I, referred to as "Ice Phase", is the starting point for the stage. The solid black blocks represent solid platforms, taking place on Lord Fredrik's thrown. The cyan blue represents a solid icy surface, that fighters will slide on while running. Be careful not to slide too far, as there are walk-offs during this phase. The two thin black lines represent the top of the flagpoles as seen in the previous illustration. These platforms are unique, in that a fighter's momentum when landing on the platforms will move them to the size. As shown above, Falco comes in from the left (Shown by the green dashed line), causing the platform to shift to the right. In-game, this would show the flagpole tilting. In the background of the stage, Lord Fredrik will occasionally shoot a few ice balls, which freeze fighters on impact. However, as shown by Meta Knight, they can be hit, and used as a tool like that of the soccer ball item. Lastly, as shown underneath Donkey Kong himself, there is a crack in the ice. Ice balls shot from Lord Fredrik will do one point of damage to the ice, while a fighter in a tumbling animation will to two points, and a victim of a meteor smash will do three points. The latter two can be avoided if the fighter techs the landing. Once the ice has taken enough damage, it breaks, leading to the next phase.

Phase II


Phase II, referred to as "Fall Phase", takes place after the ice from the previous phase has been broken. The black blocks are larger now, showing the stage as a full platform now that the ice is gone. During this phase, gravity is a lot less strong, as everyone is falling down. The stage rocks back and forth slightly during this phase, and due to the stage moving downward, the flagpole platforms will not move upon being landed on. Rather, they will adjust to the tilt of the main stage, as shown by the dark grey dashed lines under them. This phase also has large debris crashing down with the stage, making themselves into aerial obstacles and platforms that cannot be fallen through. You can go under the stage during this phase, but it isn't recommended. Fall phase lasts 15-20 seconds before transitioning into the next phase.

Phase III


Phase III, referred to as "Lava Phase", takes place once the platform has fallen long enough during Fall Phase. Upon landing in the lava, any debris falling down with the main stage will continue to fall, either landing in the lave, or crashing upon the stage itself. During this phase, lava can be found to the left and right of the stage, functioning as another hazard. The flagpole platforms are now able to be moved due to player momentum. This is the most fundamentally simple phase, as after all the debris has fallen, all the fighters have to worry about is staying out of the lava. After about a minute, some bubbling occurs from underneath the stage, signifying the transition to the final phase.

Phase VI


Phase IV, referred to as "Rise Phase", is the last phase within Volcano Dome's rotation. This phase starts up with bubbling underneath the stage, then shortly after, a huge lava plume shoots the stage upward. The lava plume continues to carry the stage upward for about fifteen seconds. Due to the upward momentum, the flagpole platforms are moved far out to the sides, and are once again not affected by a fighter's momentum. During this phase, gravity is much more harsh, and any fighters in mid-air aren't going to be staying up there for long. After fifteen seconds, the lava plume dies out. The stage then stalls, and beings a mini-phase like that of the Fall Phase, though without the debris. The stage then comes back down for five seconds, freezing over due to the extreme cold during the brief fall. Upon landing, the stage is then stuck back in the ice, bringing the stage full circle.

Donkey Kong Country - Ice Cave Chant
-
Donkey Kong Country 2: Diddy Kong's Quest - Hothead Bop
-
Donkey Kong Country 3: Dixie Kong's Double Trouble - Big Boss Blues
-
Donkey Kong 64 - K. Rool Duel
-
Donkey Kong Jungle Beat - Aurora Glacier
-
Donkey Kong Jungle Beat - Grim Volcano
-
Donkey Kong Country Returns - Furious Fire
-
Donkey Kong Country Returns - Hot Rocket Barrel
-
Donkey Kong Country: Tropical Freeze - Scorch 'N' Torch
-
Donkey Kong Country: Tropical Freeze - Decisive Battle with Lord Fredrik
-

One may thing I'm a big DK fan based off the effort I put into this, but I'm actually not. Hell, I couldn't even finish the game this stage is based off of because the control scheme was so uncomfortable my hands began to cramp. I originally had a few ideas for a King K. Rool galleon stage, but figured that'd be a pretty popular one, so I decided against it. I may have gotten away with Bowser's Castle, but I don't think I was going to get away with King K. Rool. So, I decided to watch a few clips from a Tropical Freeze play through, and found my way to the confrontation cutscene with Lord Fredrik, where everyone crashes through the ice. Figured that would make for a very dynamic aspect for a stage, and so, here we are. Constructive criticism is welcome.


Round 10 - Sonic the Hedgehog:
Winner: Press Garden Zone by PeridotGX


Sonic Mania
Press Garden Zone
Press Garden is the 5th Zone in Sonic Mania, and one of the 4 new zones. The level has a very unique concept, being half snow, half printing press. This stage takes place in the wintery Act 2 of the Zone, with a rather simple starting layout of a regular platform with a tree to provide for some extra footing (The Tree's trunk is in the background). While the stage seems rather bland at first, in comes the Stage's main "obstacle": The IceBomba!

(Don't pretend like you knew that was their name either)

Anyway, these insectoid robots show up every 30-ish seconds and drop the orb of ice they carry around. If a character is in their line of fire, they get frozen, but they don't deliberately try to do that. If it hits the ground, it creates a pillar of ice that's about as long and tall as the 1st floor ones on Battlefield, exept for the fact they touch the ground. The ice pilliars have very weak Ice physics, and dont melt (Unless the IceBomba drops another bomb were one already is, at that point the original melts. This isn't an 8 player stage and the Omega form takes away the tree.

Music List

Press Garden (Act 2)
https://www.youtube.com/watch?v=auWl7F5Osz4


Press Garden (Act 1)
https://www.youtube.com/watch?v=xygbdeir7A8


Studiopolis (Act 2)
https://www.youtube.com/watch?v=lTqrzwz6c8c


Mirage Saloon (Act 2)
https://www.youtube.com/watch?v=HqD4zftv99M


Titanic Monarch (Act 1)
https://www.youtube.com/watch?v=Rd7IFNZYtZI


Metallic Madness (Act 2 Mania)
https://www.youtube.com/watch?v=d0Vh1qiP4Sg


Mushroom Hill (Sonic Generations 3DS)
https://www.youtube.com/watch?v=F6f1O3WX6Xw&t


Round 11 - Fire Emblem:
Winner: Fort Dragonfall by TheMarioAddict


Ladies and gentlemen, welcome to Fort Dragonfall!


If you’re wondering why the fort has weird ribbed towers, it’s because I can’t draw castles.

Name of Stage:
Fort Dragonfall

Game of Origin:
Fire Emblem Fates (3DS)

Description of Stage:
Fort Dragonfall is a massive Nohrian fortress, built from the corpse of a dragon that had died long before. The stage takes place atop the entrance to Fort Dragonfall - that is, the snout of the dragon’s corpse! The main archway makes up the base platform, whilst three more passable platforms are suspended just above it. There’s also a triangular ramp in the center of the base platform, just to keep things interesting. Visually, the stage is set in a perpetual twilight, and you can occasionally see units moving about both inside and outside the fort.

Gimmicks and Hazards of the Stage:
For the most part, the stage remains as it is. However, after about 30 seconds of fighting, the Nohrian sorceror Iago will appear, and begin to cast a spell. Suddenly, the stage will start to rumble, and a few moments later…



...the dragon will come back to life! While the dragon is alive, the base platform (that is, the part that’s red in the picture (which for ease of reference I will refer to from now on as “The Snout”)) will move up and down with the Dragon’s breathing - not much, but just enough to be noticeable. Then, after a few seconds, the dragon will do one of a few random things:

1. The dragon will unleash a mighty roar, lifting the snout towards the top of the stage (a bit higher than the passable platform above it), and raising the lower jaw to where the snout was. During the roar, players can enter the space between the Dragon’s teeth. This is unwise, however - not only does touching the teeth deal 5% damage and moderate sideways knockback, but once the Dragon finishes roaring, he’ll bite down on anyone caught in his mouth, dealing 25% damage and launching players to the sides. The roar lasts for around 6 seconds, plus a 2 second delay before the bite. After the bite, the snout will return to its normal position.

2. The fortress in the background will crumble, and two massive wings will rise up into the air! Then, the dragon will attempt to fly away - unfortunately, he can’t quite get enough lift. However, the beating of his wings will cause the stage to be hit by huge gusts of wind, which will push all players away from the center of the stage (with about the same force as Whispy Woods in Dreamland). This wind effect lasts for about 10 seconds, before the dragon stops, lowering his wings once again.

3. Some smoke will begin to pour out of the dragon’s nostrils. Shortly after this happens, the dragon will breathe a massive bout of flames straight towards the screen! This will cause the area below the stage to act like lava, with any players caught in the flame taking 15% damage* and getting launched up into the air! After about 10 seconds, the dragon will stop, and the flames will subside.

After one of those things happens, the dragon will remain active for a few seconds. Then, in the background, a melody will begin to come through - it’s Azura, singing literally the only song she knows her song! This will break Iago’s spell, and the dragon will return to being a simple fort. At least, until Iago decides to show up again.

*For reference, Brinstar acid deals 14%, and Norfair lava deals 16%.

Music:
Justice RIP (Storm) (Fire Emblem Fates)
Dark Wastes (Fire) (Fire Emblem Fates)
Lost in Thoughts All Alone (Fire Emblem Fates)
Dusk Falls (Fire) (Fire Emblem Fates)
A Dark Fall (Fire Emblem Fates)
End of All (Fire Emblem Fates)
Lost in the Waves (Fire Emblem Fates)
Path of the Hero King (Fire Emblem Fates)


Round 12 - Misc. Nintendo Games:
Winner: Noisy Notebook by TechPowah


Noisy Notebook
Game of Origin: Snipperclips <NS, 2017>
8-Player: No
Unlock Condition: DLC




Snip and Clip have become quite the budding celebrities after only their first game, and it's only fair that they get a crack at the whole crossover business. Their first outing is brought to life in this <flattened> stage of the first world of the game.

The actual layout of the stage is fairly simple, similar to Battlefield or the Pokemon Stadiums, although there is a little bit of variety in that the midair platforms only work when the purple steps are solid - everything will fall through if the steps are only outlines. Beyond that, the notebook will through in some extra parts to the stage for some spiciness.



When the tubes come down and the hamsters start running, they don't stop! The hamsters can't be hurt or moved, but they can push any players around who stand in their way. You can also jump on top of their ball to get a nice little ride across the stage. The tube only accepts hamsters, so you can stand on the tubing if you like.



When it's basketball time, be careful, as this time the balls can hurt you quite a bit if they bounce on top of players. There can be either basketballs, softballs which are faster but less damaging, and a rare bowling ball, which are very slow and have a long air time, but being hit by them will completely ruin your day.



Finally, it's nesting time as the birds come to deliver the eggs to one another. you can stand on the birds as they toss eggs, and the eggs themselves can hold items if you happen to break them.

<I didn't add Snip and Clip themselves to the stage, under the assumption that if they happen to end up with a stage, then surely they would also be playable too.>

MUSIC:

Noisy Notebook A - Snipperclips <New Remix>
Silly Science A - Snipperclips
Noisy Notebook C - Snipperclips
Title Theme - Freakyforms <Smash 4 Mix>
Mario Paint Medley <Smash 4 Mix>


Round 13 - Mario RPG's:
Winner: Prisma Fountain by Jubileus57


PRISMA FOUNTAIN

Origin: Paper Mario: Color Splash


(NB: There will be no white patch and the place will look much livelier)

I'll prepare to get completely destroyed on Playability.



Simple layout: three pass through platforms like the ones on Battlefield over the fountain, which starts out empty and devoid of Paint Stars (the small bumps are actually the place reserved to the Paint Stars; the blue and orange ones, as those are the ones placed on the side when facin the fountain in game).

Here comes the gimmick: at a steady interval of 20 seconds, a random Paint Star will come to place some colourful paint in the fountain, having the paint of that colour acting as a thin liquid, without much incidence on the gameplay. But this is not the sole thing that happens: each colour will have an effect on the gameplay (just like during a certain fight in Color Splash (not named because spoilers), though the effects of the colours differ since most cannot be translated well). It is reminiscent to Shulk's Monado arts.

RED : Speeds up the game engine a tad.
ORANGE : Decreases by 1/4 the jump height of everyone.
YELLOW : The lightest colour of the six, every attacks inflicks 1/4 more knockback then usual.
GREEN : Everyone inflict only 3/4 the damage they usually dish out with their attacks (green is the sickly colour after all)
BLUE : Slows down the movement of all fighters, although most definitely NOT as dramatically as with Witch Time or a stopwatch.
PURPLE : Poisons everyone so they will gain a damage each seconds

(BTW the effect do not add to each other, of course. The new Paint Star will erase the effect of the previous one just in case you were wondering)

But there is a seventh thing that will happen after a cycle of all 6 colours: a black Bullet Bill bomb can fall over the tower in the background and blow up, releasing black pain that will spread randomly on the stage. Touch it and you will get injured as if touching lava (NB: not as a danger zone). The after 15 seconds, Huey will come and remove all the black paint, sending the stage back to its pristine stage, and the cycle begins anew.

Unlockable: Yes: Play 5 times as Paper Mario (who will be in the game. At least I hope. Woohoo.)

Music selection:
* Port Prisma - https://www.youtube.com/watch?v=2fbYzs8kOzo
* Port Prisma - Remix
* Fortune Island - https://www.youtube.com/watch?v=aitz_Wp0QIg
* ROYal Rumble - https://www.youtube.com/watch?v=unOcXLO4eQk
* Battle with Ludwig - https://www.youtube.com/watch?v=iNtrWz78bog
* Fight! - Color Splash - https://www.youtube.com/watch?v=4UhLGZf0sV4
* Normal Battle Theme - Sticker Star (Remix) - https://www.youtube.com/watch?v=ngqOI13DNvc
* Battle Theme - The Thousand Year Door (Remix) - https://www.youtube.com/watch?v=QPYki-9eO4Y
* Mario Paint Medley, obviously, from SSB4 - https://www.youtube.com/watch?v=XjbKgFofiKM
* Paper Mario Medley (SSB4) - https://www.youtube.com/watch?v=aAEbq5_aoZ8
Finally, each time the black paint is smeared on the stage, the music changes to the Balck Paint theme taken straight from the game, regardless on which music was playing before - https://www.youtube.com/watch?v=kHPBqPSozHs

That's it! I hope you guys like it :D


Round 14 - Other Non-Indie 3rd Party Games:
Winner: 2-way tie between The Foundry by GolisoPower and Noatun by Jubileus57


Stage Name:
The Foundry

Origin:
Doom (2016)

Gimmicks and Hazards:
Foundry claws, lava

Description:

(Yes, my drawing’s horrible. The characters indicated from left to right are Cloud, Bowser, Decidueye and Kirby.)
The very first level of the game to be revealed to the public, the Foundry is one of the many demon-infested levels in Doom 2016. At the top of the stage is a conveyer belt of claws that drop an item every 15 seconds (The one shown is carrying a Ray Gun, but it ranges from a Banana Peel to a Daybreak piece or Dragoon piece). The dashed lines shown here can be walked through by players. The bridge in the center is hard but destructible (Is destroyed at 75% damage), the fall leading down into a pool of lava (Not shown here, but it would be in the game). The lava works similarly to a Danger Zone. When the central bridge is destroyed, 30 seconds must pass by before the bridge reappears by the claws on top. To the left are two platforms that can be accessible from the platform above them, which can be dropped through and have ledges, but the bottom-most platform can't be dropped through. The torches below deal 10% damage and as much knockback as Lucas' PK Fire on hit.

Unlockable:
Yes. Defeat 100 Smash fighters.

Music:
Doom Medley
E1M1 (Doom 1993)
Rip and Tear (Doom 2016)
Rust, Dust and Guts (Doom 2016)
Flesh and Metal (Doom 2016)
BFG Division (Doom 2016)
Opening to Hell (Doom 2)
Mastermind (Doom 2016)
E3M8 (Doom 1993)
Cyberdemon (Doom 2016)


NOATUN
Origin: Bayonetta 2

Noatun is a beautiful seaside town inspired by Venice and Bruges which is the central place of Bayonetta 2. This 3 part stage à la Castle Siege (I love travelling stages) will visit all three Realms of the Trinity: Human world, Paradiso and Inferno. Though the center of action will "somehow" always be the same place: the front of the Church of Noatun seen in the first level of the game :





Human World:
This part is based on the plaza's appearance in the 1st chapter of the game. A platform on the center of a pond of water. Two columns will appear on both sides of the platforms (like the ones we can see on the picture above), and enough damage ( circa 30%)will break them, allowing easier side KOs. Aside from that, this is the vanilla, human world, not much will happen.

30 seconds into the match two things might happen, leading to either either Inferno or Paradiso. As for Paradiso: The angel Glamor will appear in the background, scream and make the entire stage flashes brightly signalling the shift to the Paradiso.


Glamor. (Old drawing. I got better since then)

Paradiso:


To give you an idea what the skies, background and overall lighting the stage gets while in there.
Paradiso is an ethereally beautiful place with glowing skies and feathers floating all around the place, as well as countless Angels flying in the skies.. Ruled by a strict hierarchy, the stage layout reflects this. The pass-through platforms are made out of solid light in the form of the halos (as in the 9th chapter of the 1st game). The layout of the pass-through platform resembles roughtly that of a staircase, as though ascending the Hierarchy of Laguna (the game's angels). The "steps" aren't really that high, so while facilitated, Star KOing doesnt become ludicroulsy easy.

Just as in the base game, the water vanishes when entering Paradiso. The columns too, in order to bring more diversity.

Sometimes, a glowing warning sign (stylized like the ones appearing before a miniboss in the 1st game's 14th chapter) appear on the side of the screen at the level of one of the "stairs".Heed that warning, because 3 seconds later, an Inspired angel will whoosh horizontally from one side of the screen to the other dealing 15% damage and heavy knocback, KOing at a mere 60%. This happens only once in the phase.



Inspired

30 seconds into the phase the stage reverts to the Human world version in a flash of light.

Inferno:
If Insidious appears instead of Glamor back in the Human World phase, one will be sent to the Inferno part of the stage. Insidious will fire lasers at the stage, heavily damaging it (though not the Smashers) in the process and black and red aura will envelop the stage, transitioning it into Inferno.



Insidious. More recent than Glamor but still far from my finest piece.



Inferno.
Inferno is a chaotic place bathed in blood red, thunderous clouds in which no real rules apply. The terrain here isn't flat at all, platforms seem to be thrown hahpasardly around the stage , and some of them are pass-through, others are not and some are 50-50 (though its crystal clear to the player if something is). The platform on the bottom right is a walk-off.


(NB: While the plaza doesn't appear in and Inferno version, one can imagine that if a Paradiso duplicate exists, an Inferno one might as well, especially since Noatun is close to both Heaven and Hell.)

Just like in Paradiso, once during the phase, the (now blood-red) warning sign can appear to announce an incoming enemy (in this case Scolopendra). This time, though, it can point at any angle, and the Scolpendra woosh in the direction pointed by the sign (it can even go right through the stage by opening infernal sigils, as such it can even go in vertical angles!) It dealste same knockback and damage as the Inspired.


Scolopendra
Like before, after 30 seconds of play, the stage reverts back to the Human World version in a flash of Darkness.


Unlockable: No

Music: OH BOY WHERE TO START I'll try to contain myself though. I decided to use an equate amount of human, angelic and infernal musics from the games.
Human:
*
The Water Capital of Noatun - https://www.youtube.com/watch?v=nL3OA6X35yc
* Noatun (The Castle Foregrounds - https://www.youtube.com/watch?v=yCLCTBxKsdk
* Vigrid (Town Areas) - https://www.youtube.com/watch?v=9H_FvwgAGYk
Angelic:
* In the Choice Between Good and Evil - https://www.youtube.com/watch?v=wxfVyn8MKwE (Why wasn't it in Smash 4 WHYYYYYYYYYYYY :cry:)
* In Giving Every Man his Due - https://www.youtube.com/watch?v=UD6vOdJKw_Y
* In Labors and Dangers - https://www.youtube.com/watch?v=TOdTFyV0YKo
Infernal:
* Insidious, Consumer of All - https://www.youtube.com/watch?v=WpuW4W7ggvg
* Alraune - Whisperer of Insanity - https://www.youtube.com/watch?v=Z0-acvQZPVw
* Gomorrah - Devourer of the Divine - https://www.youtube.com/watch?v=OqpoPwhkJ2U


I'll leave all the musics from Smash 4 to the returning Umbra Clock Tower :p

What do you guys think? :D


Round 15 - Xenoblade Chronicles:
Winner: Gramp's Back by Kevandre


Gramps’ Back

(Xenoblade Chronicles II)


First off, I apologize for my art here… It’s not amazing lol.


Anyhoo, one of the most memorable parts of the beginning of Xenoblade Chronicles 2 is riding around on the back of a titan which Rex refers to as “Gramps.” Rex is a salvager and he likes to spend his days with Gramps, fly-swimming through the Cloud Sea, searching for salvage.


The stage is relatively simple, with an incline to the left side going up Gramps’ neck, as well as an additional platform as Rex’s little wooden house on the back. On the right side is a crane that extends over the cloud sea. The crane’s neck is drop-thruable. The crane holds a platform as well that you can stand on! But… Campers beware, for tactically-minded folks might notice a big box with a large red button on it near the crane…





Robin drops the crane into the cloud sea to look for salvage! And Shulk is gone with it, getting KO’d! Generally, the cloud sea is something you can swim in, but with the velocity the crane goes down with, it just carries you to the depths.


Quick thinkers can jump into the sea before the crane goes down though , but they’re gonna want to get back into position when the crane comes back up or they might drown.


When the crane comes back up, it’ll turn around and dump all cargo into the middle of the stage.




“You’re mine now, Shulk!”




And then the crane moves back around to the backside, leaving the treasure behind.


There’s not a lot else of import here, it’s but a simple salvaging area for Rex and his Gramps!


Music:

Counterattack: https://www.youtube.com/watch?v=jTNC1t6_MY4

Gramps (Fonsett Village): https://www.youtube.com/watch?v=ODEJGI0GlP0

Battle Theme: https://www.youtube.com/watch?v=-ohxjSV7mhw

Incoming!: https://www.youtube.com/watch?v=og3RZcn7mYg

Sea of Clouds (Remix): https://www.youtube.com/watch?v=ApcbKY2JrMs

Gaur Plains (Xenoblade Chronicles 1): https://www.youtube.com/watch?v=6Dy74NOzcS8

You Will Know Our Names (Xenoblade Chronicles 1): https://www.youtube.com/watch?v=ooZyHLLQ5e8


Round 16 - Indie Games:
Winner: The Lich Yard by Kevandre


The Lich Yard
(Shovel Knight)

The Lich Yard is one of the first areas Shovel Knight goes to in his journey, to take down Specter Knight. Specter Knight is one of The Order of No Quarter (And one of the playable characters in Shovel Knight: Treasure Trove! I'd even say he has the best campaign of the three currently available).

The Lich Yard is a spooky place in the base game, filled with Ghosts, zombies and electric frogs (?). Luckily, there aren't any enemies here to attack you, but that doesn't mean that we get off scot-free...



Specter Knight floats in from the side!

Donovan isn't here to fight us though, but he's fine with inconveniencing us. With one quick shake of his fist and a whispered "apagando las luces," the lights go out!



"Hey, who turned out the lights?"

The stage layout is exactly the same as before, but the playable characters and the platforms are all pitch black. Sneaky players can jump around on the top platforms and obscure where they're at, if they're quick on their feet! But, bare in mind that it's only pitch black like this for a few seconds before lightning strikes!



"Gah!"

Lightning only strikes for a split second, but it's enough to find yourself or other fighters that might be sneaking away! Then it goes back to pitch black.

The pitch black/lightning section that Specter Knight sets off only lasts for roughly 10 seconds before the stage goes back to normal like the first screenshot above. But it's enough to really shake up the gameplay for this stage as well!

In addition, Specter Knight is attackable when he floats in. If you do enough damage to him, he'll float away rather than begin the blackout. But he'll be back.

Music:
La Danse Macabre (Shovel of Hope): https://www.youtube.com/watch?v=UDJMKv2Old8
Hidden By Night (Specter of Torment): https://www.youtube.com/watch?v=ZTtrxKMF3Yc
Tools of War (Specter of Torment): https://www.youtube.com/watch?v=hrmuH4aqfi4
Flowers of Antimony (Shovel of Hope): https://www.youtube.com/watch?v=kq-IFeszWwo
Aqua Vitae (Specter of Torment): https://www.youtube.com/watch?v=pZEvg7qVzdo
The Magic Mirror (Specter of Torment): https://www.youtube.com/watch?v=oSKjNJe35Sw

Embraced by Darkness (Specter of Torment): https://www.youtube.com/watch?v=gF7bRpfcLrQ

Round 17 - Star Fox:
Winner: RedEye Chamber by Sarki Soliloquy


RedEye Chamber
Den of the Beast

Hallow silence & looming dark, both fragile.

(Star Fox Adventures - GameCube)

Description

Once Fox McCloud & Prince Tricky leave for the Walled City & freeing the benevolent King EarthWalker from his prison, he ends up in a labyrinth chamber, where they must retrieve the final Fire SpellStone. The ferocious tyrannosaurus rex king of the RedEye Tribe opens the gate of his chamber, chasing Fox in hopes that crushing him will prolong his reign of terror upon Sauria. It is here where Fox must fell the largest dinosaur the ever roam the Dinosaur Planet.

Here, a hidden angle of the RedEye Chamber leads to this ruined battleground. Two tiled platforms lead down to the wider main platform. Two smaller passable platforms hover along the sides.

Four sprouting Gem Plants grow in plots along the main platforms, with two flanking the edges of the middle platform, and one each under the hovering platforms of the sides. These will sprout overtime, holding health or status items (Maximum Tomato, Metal Box) or an explosive (Bob-Omb) for any player to clutch right out the stem before budding again.



Gimmicks & Hazards

The RedEye Chamber seems rather innocuous for the claustrophobic prison of a bloodthirsty tyrant beast? Watch your back, since this stage will prey on your anxiety, and seeks fighters beyond their faintest of hearts.

Be very careful; King RedEye is stomping about these halls. Thanks to your disturbance, his cravings for blood have just gotten worse. If he’s going to return to his gate for rest, then you better be the last one(s) to escape with your lives.

King RedEye will walk past the hall at random, but you can sense his approach depending on the vibrations of the stage. The player’s controllers will also rumble to the beat of his gnarled feet. But those using a Joy-Con will really dread the looming depth of the echoing stomps against their hands, warning you about his distance from the adjacent hall.


Ssshhhh… did you hear that?

Sometimes he may pass without the slightest care for your scuffling. But the noise level of the battle will trigger King RedEye to investigate the hall once its echoed to a certain volume. Generally, the more attacks there are & the harder they hit at a time, the echoes will become louder. This is tracked by the intensity of the vibration effect on-screen. So be careful timing explosive items, PokéBalls, even Smashing or KOing your opponents at high percents.

These temple walls aren’t the most structurally sound after years of decay, so you might want to mind the craftsmanship.


Debris crumble from the walls above. This punctuates with bouncing down the hall’s walls. (No, they don’t even make contact with you.)


But what happens when you cause too much ruckus? One, angry, dino!


ROOOOAAAAAAAARRRRR!

King RedEye charges down the hall. You’ve really done it now! Even the music sets up your demise (if the King RedEye track is playing) !

When King RedEye is about a quarter from the stage, switches will protrude from one random tile on each platform along the stage.

If a player or a significant load of weight (e.g., an Item Crate, most PokéBall Pokémon) stands on top of the switch for about 3 seconds, it will recede into the floor. This charges one side of two sets of volt generators spaced evenly before & after the halfway hall point. Some characters might even be able to trigger it down with a strong enough angled Side Smash or Down Smash - although this can take unreliably long.


If you power both sides of the volt generators, King RedEye is toast! He’ll back out after getting up.

But what if you can’t get both charges in time? That means we’re boned, right!?


QUICK! To the big switch!


This middle switch requires twice the weight of the smaller switches to activate. This sets an emergency barbed cage around the middle platform. If King RedEye tries to bite down to the center platform, he’ll scream in pain, crawling back into the hall as he whistles. Of course, this also means any fighters outside the cage will take damage & knockback upon contact.


Stay low when the cage first snaps out! It has some really ugly launching power if you get caught between the unfolding sides.

So now we’re down to the worst case scenario. What happens if King RedEye makes it to the stage?


WATCH OUT!

Once you are shut into King RedEye’s jaws, its an instant KO! He’ll immediately recede into the hall once his bite finishes (and is just once each time he visits). He targets whichever platform has the most fighters after passing the final volt generator, so try to isolate yourselves in hope you won’t be the one on tonight’s menu. It's possible to get out of the way or air dodge before his jaws close, however. But that’s not the only problem that could arise:


Those are some incredibly strong teeth! Its completely empty over there now!



Goes without saying the switch that would’ve been on the right now places along the center. It should be easier to shock King RedEye closer to the left switch.


Unlock Method

The 2nd Star Fox stage available from the start. If Krystal is added, serves as her home stage.

Music

King RedEye (Star Fox Adventures)1/2
https://www.youtube.com/watch?v=ZGtOPGAyWXA / https://www.youtube.com/watch?v=QPB5Xx35GTg


Pyramid Puzzle (Star Fox Adventures)3
https://www.youtube.com/watch?v=n7DDHNA0C_s


Krazoa Palace (Star Fox Adventures)3
https://www.youtube.com/watch?v=vVme2EP3t4U


Vs. Sauria (Star Fox Assault)
https://www.youtube.com/watch?v=2jWZaUzVamo


Titania (Star Fox Zero)
https://www.youtube.com/watch?v=ZZS8omkFwls


Fortuna (Star Fox Zero)
https://www.youtube.com/watch?v=KMSWozh0gKc


King Dynal (Fossil Fighters)
https://www.youtube.com/watch?v=4j6GcVVxwcY


Venom (Super Smash Bros. Melee)
https://www.youtube.com/watch?v=pVcKRroSiOk


1: Default stage theme, when no other tracks are adjusted for frequency.
2: Tracks interact dynamically with in-game events. 1st plays as default, but 2nd whenever the King RedEye is attacking.
3: Remix eligible.

Round 18 - Anything Goes:
Winner: 2-way tie between New Donk City by MunoMario777 and Dream Palace by PeridotGX






Welcome to New Donk City! This "ridonkulous"-sized metropolis is home to "crowded" amounts of "New Donkers"... the brochure didn't give any details beyond that though. Anyway, this place is the newest battle arena in Smash for Switch, and it sure is huge! Unlike some other large stages, though, the terrain is relatively simple, so there are no annoying bumps to deal with.

There are also no actual hazards to speak of. Instead, like in Odyssey, the Metro Kingdom is a playground for characters to show off their agility. The multi-tiered girder platforms allow for battles at a lot of different elevations (the top one moves!), and the flat street below gives room for traditional fights. To either side of the stage is a proper bottomless pit, though it is hard to see in this screenshot. Be wary of that, and don't be fooled into thinking there's a walk-off!

Some specific gimmicks help fighters bounce around the stage. Those with wall jumps should feel right at home, since the buildings to the left as well as the blue pipe give perfect surfaces to show that off. Less capable fighters should not feel left out, however. The roaming taxis (which stop if a fighter blocks their path) act as trampolines, as do the two umbrellas placed strategically to help reach high-up spots like the upper rooftop and moving girder. To help reach the lower rooftop, the two green platforms act as stepping stones, complete with pass-through properties (but no grabbable ledges).



The omega form takes place right at the entrance to the main city area, except with the guardrails and power cable removed. Careful not to fall off! (Hey wait, what's Mario doing there...?)



Oh, and expect something special to happen should you visit this stage on a Saturday evening.

Sound Test:
- New Donk City
- NDC Café (SMW piano cover)
- NDC Band Performance (SMB band cover)
- NDC Night 2
- Steam Gardens
- Fossil Falls
- Mario Odyssey Credits Theme
- Tostarena Ruins
- Bowser's Kingdom (Main Courtyard)
- Honeylune Ridge: Caves
- Run, Jump, Throw! 1

And three songs which only play under special circumstances (I wonder what that could mean?)
- Jump Up, Super Star! (Trailer Ver.)
- Jump Up, Super Star! (In-Game Ver.)
- Break Free / Lead the Way
- Plus, JP versions of these songs

Kirby Star Allies
Dream Palace


The Dream Palace is a location in Kirby Star Allies. In it, you can reruit dream friends from previous Kirby games, such as Gooey, Bandana Dee, and Marx. In Smash Bros, the stage has similar proportions to Battlefeild. The stage has two platforms, a stairway that leads to another platform, and has walls underneath the stage (Like in Mushroomy Kingdom U).

To set this stage apart from others, 30 seconds into the stage a Dream Rod appears (In Star Allies appearance). The first character to touch it can summon an ally! Unfortunately all the dream friends are on vacation, so you have to settle for regular enemies, which are summoed at random. When you summon them, they give you a little bonus and root you on from the background.

Burning Leo provides the Sizzle effect. With it, the character's attacks have a fiery look and their attacks have x1.2 damage, letting you rack up damage a little faster. Knockback is unaffected.

Chilly provides the Blizzard effect. With it, the characters attacks have an icy look and strong enough attacks Freeze enemies.

Waddle Doo provides the Zap effect. With it, the character's attacks have an electrical look and strong attacks temporarily freeze the opponent in place (Think Corrin's Neutral B)

Driblee provides the Splash effect. With it, the attacks have a watery look and attacks have x1.2 knockback. Damage output is unaffected.

After 20 or so seconds, the ally disappears and the character goes back to normal. another 20-25 seconds after that, the Dream Rod appears again. Simmilar to in Star Allies, the element the character has is shown on both their design and icon.

Song List

Dream Palace
https://www.youtube.com/watch?v=hk6Wdi2iN1g


Fountian of Dream (Melee)
https://www.youtube.com/watch?v=0wLoirmq8MU

Meta Knightmare (Brawl)
https://www.youtube.com/watch?v=d3gLNomXwlw

Waddle Dee Tank (RTDL)
https://www.youtube.com/watch?v=t4cgWngJfWI

Dark Matter Theme (Robobot)
https://www.youtube.com/watch?v=HvdRfRyhDYs&t=841s

Marx Theme (KSA)
https://www.youtube.com/watch?v=eZ_aMSTv8dY&t=433s

Hyper Zone Theme (KSA)
https://www.youtube.com/watch?v=CuRWUNUmv1c&t=70s

Squeak Squad theme (Brawl)
https://www.youtube.com/watch?v=Ed0rfD2io1w&t=152s

Dark Meta Knight (Triple Deluxe)
https://www.youtube.com/watch?v=ejwPkLHlZ1U

VS. Adeline (Kirby 64)
https://www.youtube.com/watch?v=bb25XoPU0AU

Any future dream friend music

Round 19 - Animal Crossing and Pikmin:
Winner: Club LOL by TKOWL


Stage Name:
Club LOL


Origin:
Animal Crossing: New Leaf




Description:

Located in the business square is Club LOL, a night club formed from a public works request from Dr. Shrunk and the trendiest place for the hippest animals. During the days it's an empty concert hall, but at night DJ K.K. shows up and brings his full mixtape along. Animals and villagers from all over come to jam to his tunes.



Keeping in line with Smashville, this is a simple stage layout with very little in stage gimmicks. The blastzones are close and in four-player matches, the fighters will be hording for any stage space possible. Two platforms move up and down stage wires, sometimes tilting 90 degrees in the other direction. The main hazard on this stage is mostly visibility, as flashing stage lights are all around and fake smoke covers the bottom blast zones sometimes. The action here will always be like a party and be fast, chaotic, and flashy.

Randomized animals and villagers will be moshing in the foreground, which take from a huge pool such as common animals like Del, Agent S, Scoot, etc., to important townsfolk such as the Able Sisters and Kicks. Other human villagers may join in too, having the presets as seen in Smashville. The gyroid performing with DJ K.K. are also randomized, but all of these features are just aesthetic things.

Unlockable?: No

Music:

The selection of tracks on Club LOL are spare but are extremely long, and every new match starts from a random location within the mixes.

-K.K.'s Club Mix (An arrangement of DJ K.K. songs from Animal Crossing: New Leaf, performed like in-game)
-K.K.'s Retro Club Mix (An arrangement of NES DJ K.K. songs from Animal Crossing: New Leaf, performed like in-game)
-K.K's Smash Bros Mix (An arrangement of Smash series tracks from a variety of franchises done in K.K. Slider style)

Round 20 - The Other Kirby Games:
Winner: Patch Land by TechPowah


Patch Land
Universe: Kirby

Game of Origin: Kirby's Epic Yarn <Wii, 2010>
8-Player: No

What's a Kirby game without being able to suck enemies up to copy their powers? Well, Epic Yarn answers that question with a solid "an adorably hand made adventure"! Kirby's time in Patch Land was a story of whips, tanks, UFOs, and co-op with Prince Fluff. This stage will take you for a ride with a good feel - of pants.



First stop is Patch Castle, home of Prince Fluff. It's a mostly peaceful area, like the rest of the stage, but the good prince himself will still take matters into his own hands to keep it that way....



...by catching you in his whip and tossing you around! Fluff can carry you around for a bit before throwing you away, but the distance he throws you is always a fixed way, and it's no damage to get caught. Another player can hit Fluff to let go however, similar to Nabbit in Mushroom Kingdom U.



Next stop is Treat Land, home of toys, sweets and tunes. This is a section without any true hazards, but the legs of the soldiers will stomp about and the teddy's arm will wave, so it's a nice little parade.



Finally, we have Water Land, pirate central! The players set sail on two boats with a nice sea breeze, but some Sea Jellies will follow along. They can be used as platforms, but be careful about their shocking attack for 7%! The water slightly cuts your fall speed in half, but your jumps will be much higher when submerged.

Round 21 - Earthbound:
Winner: Saturn Valley by TKOWL


Stage Name: Saturn Valley

Origin: Earthbound



Description:

Escaping the zombie town of Threed, Ness and co. find themselves in a strange village called Saturn Valley. The place is occupied by odd little creatures named Mr. Saturn that speak in an odd scribble-like text and say things like "Boing!". Despite their strangeness, they are a peaceful folk and have all the amenities Ness and his friends could need, such as the only free hospital and hotel in the game, along with powerful equipment to bring them through the rest of the game. Once the party helps free kidnapped Saturns from the Belch Factory, the Saturns allow them passageway to the third shrine. Near the entrance is a pool of pink water that fully recovers Ness' group. They all return later on in the story, as Dr. Andonuts has discovered that the Saturns are a technologically advanced species and help him complete his Phase Distorter, which allows Ness, Paula, Jeff and Poo to fulfill their destiny and confront Giygas in the past. A Saturn Valley also appears in Mother 3, and the Saturns are the defacto mascot the series.



Saturn Valley, like the Saturns themselves, is a bizarrely laid-out stage, with two walkoff blastzones and two pits that are surrounded by cliffsides. There are two Saturn houses whose architecture provides a weird platform structure, almost being like an inverted cone. At random 30 second intervals in the match, Dr. Andonut's Phase Distorter will teleport into the middle of the stage, being another object for fighters to jump on/knock around on. It will disappear about 20 seconds after it appears, however. For fighters with lower jumps, there is an incomplete ladder that leads to the rightmost cliff face, and if a fighter reaches the top of the ladder, they can jump easily to the ledge. The rightmost cliff face has a raised platform with the entrance to the third shrine inside, and an empty pool of water, However, if fighters are dueling near the spot, the pink spring water will sometimes pour in and it will act as a minor healing pool. This naturally makes it one of the most contested areas of the map to control. Mr. Saturns will be watching the match as it progresses, and when the phase distorter comes in, Dr. Andonuts and Apple Kid will observe the match as well. Some of the Mr. Saturns can even walk into the battle, function as the standard Mr. Saturn items.

Unlockable?: Yes (Break someone's shield with Mr. Saturn)

Music:

Theme of Saturns (Arrangement of Hi Hi Hi and Mr. Saturn Theme Z) (Remix)
Your Name, Please (Remix)
Sanctuary Guardian (Remix)
Otherworldly Foe/Kraken of the Sea (Remix)
Yucca Desert/Roving Tank (Remix)
Mind of a Thief (Mother 3i Remix)
Funky Monkey Dance (Mother 3i Remix)
Dry Guys/Strong One (Remix)
MROB-6720M (Remix)

Round 22 - Retro Games 2:
Winner: Balloon Flight by splat



(Yes, I know we have a Balloon Fight stage already, but this one's different - like how both Summit and Icicle Mountain are based on Ice Climber)



As I've only had the last couple of hours (busy work schedule) it's hardly polished, but since the deadline is coming up I kind of had to finish it now. Instead of creating multiple images that show various elements of the stage, I decided to put it all in one image and label them seperately. It may a bit much to take in at once, but hopefully I managed to explain everything properly.

In this case, I wanted to make a scrolling stage without any of the issues I usually have with scrolling stages.

A: THE SAFETY NET
The main platform of the stage is a large net that's being held up by a couple of balloons. Offset against the backdrop, it seems like it's floating up slowly, and drifts back and forth ever so slightly. It's curved just a bit to be noticable, but not enough to be annoying.

B: ON THIS ISLAND I LAND
As the main platform is drifting upwards, it passes by a bunch of tiny, floating grass islands. You can land on them, as DK so kindly demonstrates, but don't stand on there for too long, or you might miss your ride (and find yourself outside the blast zones, too)!

C: AN AIR FIGHTER, ARE YA?
Every now and then, a Balloon Fighter passes by. They move in a bouncy pattern, flapping their arms wildly before gaining height. If you try to land on their balloons, they'll pop and you bounce off, as Roy so kindly demonstrates! After both of their balloons have been popped, they'll plutting to the ground. Poor guys! Bump into them from the bottom end and get a couple of percent's worth of damage.

D: CLOUD STRIFE
Better watch out, as sometimes a thunder cloud will drift by instead of a grass island. Get too close and -- ZAP! You'll be in a world of hurt, as Wario so... kindly... shows us?

Music
Balloon Kid - Stage 1 & 5
Balloon Kid - Credits + Stage 2
Tingle's Balloon Fight - Night Theme
Tingle's Balloon Trip of Love - Train To Everywhere
Nintendo Land - Balloon Trip Breeze
Sky Skipper - Theme
Kuru Kuru Kururin - Opening
Kuru Kuru Kururin - Cloud Land
Pushmo World - Mallo's March


Notes:
Again, there are some scale issues for readibility. The main platform is a bit too cramped, for example.

Unlocked by getting 10 star KO’s on Balloon Fight.

Round 23 - Misc. Nintendo Games 2:
Winner: Concert Hall by PeridotGX


Tomodachi Life
Concert Hall


Tomodachi Life is a 3DS game, and the 10th best selling game on the system. The Concert Hall is a place in the game where you can make Miis sing songs using 8 templates, 3 of which appear in SSB. The base form of the stage has no platforms, basically like an Omega form. About 10 seconds in it changes to one of the layouts. The first I'll talk about is the Ballad mode.

In the Ballad form, a floating platform goes around the stage randomly. It's about 1.5x the size of a Battlefield platform. About 30 seconds into the match, it transitions into another phase. The one I'll talk about next is the Musical.

In the Musical portion of the stage, there are two houses on the far side of the stage. The house can be stood on or in front of. The other parts of the stage, such as the ladder and table, are purely cosmetic. The final portion of the stage is the Techno phase

While the Musical phase has outer platforms, this portion of the stage has inner platforms. You can stand on the center instruments. They're higher up than in Tomodachi Life.

You unlock this stage by getting all of the songs on the other Tomodachi Life stage. The screen in the background acts like the ones in the Pokémon Stadiums and Boxing Ring. The hazardless version doesn't rotate.

Song List

Stage Song Melody
(uses the 3 default songs that are used on the stage. Lyrics depend on region, because appearantly US and PAL have different default lyrics)
https://www.youtube.com/watch?v=0XxCFgbxWko&list=PLeroiyegE3-XIO--3N2b7nd_eGVGxP2Tc


Other song melody (The 5 not used).
https://www.youtube.com/watch?v=XN4lnVk23UM&list=PLeroiyegE3-X12TeoTgcZcWuzT5lxgFkF


Miitopia Boss Theme I
https://www.youtube.com/watch?v=tejp0wBa344


Miiverse Title Theme (rip)
https://www.youtube.com/watch?v=kZd79hg840k


Jump Up Super Star (Remixed so the vocals are done by a mii)
https://www.youtube.com/watch?v=PhciLj5VzOk

Round 24 - Mario Party:
Winner: Party Tour by splat




I mean, it's a Mario Party game. Any stage from this series should be wacky, hectic, and not necessarily made with balance in mind IMO. I'd say a Mario Party stage should be played in a casual setting, with a tonne of stocks or even time mode, with people just flying all over the shop - just as insane as a game of Mario Party. That being said, here's my entry for the month:


This stage does not represent a particular Mario Party game, but instead it attempts to tie in all of them together - barring the arcade games. That's a lot of Mario Parties, so bear with me - but let me explain how I want to put all these in one single, bite-sized package.

You start out at what perhaps is probably the blandest part of the stage: Mario Board from MP10. Not necessarily bland aesthetic-wise, but more so gameplay-wise.



As you can see, Mario Board is a flat walk-off stage - with a single little twist. After a couple of seconds, a Dice Block appears in the middle of the stage (which is already conveniently shown in the image above). Attack it to roll the dice and get the party started! For now, let's say you rolled a two.



The stage shows what you rolled, and one of the blue spaces pops out of the ground. As it rises, it also grows in size. You'd better hop on, because it won't be long before the Mario Board drops from the view.



Consider the stage a floating disk: you can fly out of the sides or the bottom, or fly under it to grab onto the other edge.

After a couple of seconds, it drops you off at the stage corresponding the number you rolled. You rolled a two, so you'll find yourself on top of Bumper Balls (level 2) from Mario Party 2!



This stage is super slippery and you cannot grab the ledges here, so you'd best watch yourself. Like the minigame, you'd prefer to stay on the stage - no matter how tricky that may be!



Just like on the Mario Board transition, a Dice Block appears after twenty seconds or so, waiting for someone to trigger it and let the blue space to carry you to another part of the stage. So what are the other parts? As you could see before, you can roll numbers 1, 2, 3, 4, 5 and 9 with the featured Dice Block. Let's take a look at the first.



Bombs Away is a hectic game from Mario Party 1 where you stand on a tiny island, with one of Bowser's ships in the background shooting cannonballs at you.



If a cannonball hits the water around the stage, it gets tilted - and may send you flying if you're not cautious. Those things pack quite some punch! What makes it even worse, they may land on the island as well!



Getting hit by them deals some damage but also stuns you - leaving you vulnerable to a strong hit. It might be better to swim for a bit - though that also may make you vulnerable to hits from above. I guess there's no winning here. Getting splashed by a cannonball while you're in the water also sends you to a watery grave instantly, so be cautious when entering the water!

We already had number two, so let's skip to the remaining numbers.



While Bombs Away might have you go off the deep end, Tidal Toss features somewhat more shallow waters. You're around knee-deep, and can move around freely. The stage is mostly flat, except for a little boat drifting in the middle of the water. Isn't it super tempting to hop on it?



Whoa- that's quite the wake! While it doesn't deal any damage, it flings people hit by the wave out by quite a bit. It's not too hard to jump over it and try to make splash yourself, though!



The end zone of Paths of Peril from Mario Party 4 featured a flat, pillar-shaped area (or you noticing a pattern yet?), which now functions as our battleground. Like all other stages, it has just one little twist:



Lakitu's there to save the day if you drop off! No matter how hard you fall, our favorite cloud-man is there to pick you up. Who's ready for some insane offstage battles?



Sitting at the top of New Donk City's Statue of Mario (it only makes sense, right?) is Coney Island, an ice cream-inspired stage where scoops of ice cream drop out of the sky. That sounds like a dream, doesn't it? Unfortunately, if you try to have a brawl, you may pay just a little too little attention.



Plonk! If you get hit by a scoop, it gets stuck on top of your head. You'd be so disoriented, it slows you down by quite a margin. The scoops melt after a few seconds, but they also stack if you get hit once more. Just a few and you might be outrun by a crawling Jigglypuff. Speaking of which, can you imagine Jiggs with a couple of scoops of ice cream on her head? Makes me hungry just to think about it.



No Mario Party is complete without a lava level, and no party can is complete without party people. Luckily for us (and perhaps a bit precarious for them), there's Magma Mayhem to tick these two boxes. On this stage, Toad and Shy Guy run around a large platform held up above a lava lake. As their weight shifts around, so does the platform.



Going a bit too steep means you'll be sliding towards, or even off the end, of the platform. That's scary, isn't it? Though you could also use this to gimp a recovering foe -- though one thing might work even better:



Hitting the chain holding up the platform gives it a swing DK should be jealous of!

The stage switches continuously between these various locales, each lasting for around 20 to 30 seconds, depending on when you hit the Dice Block.

Music
I've 'only' featured 7 games directly (though I'd consider The Top 100 as featured as well, as all stages above are featured in that game, too! (With a minor exception of Bumper Balls using a level that isn't in the Top 100, but one that reflects the gameplay best.)) The rest of the games are featured through the music. Each transition only features a single song, but as you're swapping out songs as quickly as you're swapping out stages, that's nothing to fret about. As such, these are the songs used for each transition
Mario Board (MP 10) - Balloon Bash Theme 1 (MP Star Rush)
Blue Space (MP staple) - Roll the Dice (MP 8)
Bombs Away (MP 1) - Survival! (MP Island Tour)
Bumper Balls (MP 2) - Jazzy (MP 6)
Tidal Toss (MP 3) - Volcano Peril (MP 7)
Paths of Peril (MP 4) - What Should We Do? (MP 3)
Coney Island (MP 5) - Bouncing Around (MP DS)
Magma Mayhem (MP 9) - Bowser Rampage (MP Advance)
Notes

In essence, this stage is similar to stages like Mario Circuit (Smash 4) and Mute City (Melee) in that a platform drops you off at particular locations. The locations just so happen to be various minigames, each with their own gimmicks.

Each gimmick is kept as true to the source game as possible.

I only added attacking the chain for Magma Mayhem as it might've been a bit bland otherwise, in comparison to the other locations.

Not sure if it’s apparent from the selection, but each possible roll corresponds with a minigame from that particular Mario Party.

Super Mario Party isn't represented yet.

Despite not appearing the size it should be (or even too consistent between the various images), I feel like it should be a bit on the smaller size for that extra bit of hectic.

Paths of Peril is the only stage that features the same music as it did in The Top 100.

I debated on using Blue and Yellow Toad as the background characters for Magma Mayhem, but felt a regular Toad and Shy Guy work better with Nintendo's current character directions in mind (looking at you, Color Splash!)

Other stage ideas I had were Hexagon Heat (MP 2, which I had trouble slotting in), Cliffside Crisis (MP 10, not in 100 and I deemed it too gimmicky), Ice Rink Risk and Snowball Summit (MP 3, but I settled on Bumper Balls as the snowy/slippery stage), Blame it on the Crane (MP 4, but I had trouble seeing it in a Smash environment) and Booksquirm (MP 4, same reason) among many others.

I wanted to include Bumper Balls as a reference to this gif alone.

Mario Party 6 was excluded from the Dice Block as I felt the games represented in 100 don't really translate well to Smash - but also as a means to show the weird Dice Blocks Mario Party so often uses.

Round 25 - Nintendo Gamecube:
Winner: Ghost Portrificationizer by GolisoPower



(Yes, the girl is Saber from the Fate/stay night visual novel series of video games. Crazy, I know.)

Stage Name:
Ghost Portrificationizer

Origin:
Luigi's Mansion

Gimmicks and Hazards:
Portrification process

Description:
Ah, psb! Cosmic! Marioaddict! Cotton! You're all just in time to witness my latest stage invention! Thanks to some negotiations with Professor E. Gadd, I've acquired the stage rights for his latest invention, the Ghost Portrificationizer! *Slaps the machine* This bad boy can portrify so many ghosts! That is because that was what Luigi and E Gadd had used to turn boss ghosts into portraits in the original Luigi's Mansion game! I went to making modifications to the machine so that I may create a chasis for the purpose of additional platforms and launch freedom! After hours of wearing the ol' thinking cap, I managed to make the hazard the process of turning ghosts into portraits! Every 90 seconds, E. Gadd will go the platform on the far left and empty ghosts from the Poltergust into it! The process of turning ghosts into paintings takes about 30 seconds, but when the machine becomes active, many things happen! For one the central platform becomes a conveyor belt, and by my calculations I believe it will go as fast as Mewtwo's walk speed! While that's happening, the bunch of ghosts will go to the bright yellow platform, which will flatten the ghosts and deal 5% damage to anyone underneath while burying them on impact! Then the flattened ghosts will go to the dark grey platform next to it to be printed onto paper! After hours of applying the right parts, I've decided that it deals 7% damage and also deals about 1.5 seconds of hitstun! When the process is complete, E. Gadd will take the painting and walk off with it, and he will return after another 90 seconds! I tell ya, this is a beauty, a modern marvel in Smash Stage engineering! And I hope you kind folks see it that way as well!

Unlockable:
No.

Music:
Catching Ghosts (Luigi's Mansion)
Catching Ghosts (Luigi's Mansion: Dark Moon)
Luigi's Mansion Medley
Luigi's Mansion Dark Moon Medley
Chauncey Battle Theme (Luigi's Mansion)
Giant Knight Battle (Luigi's Mansion Dark Moon)
King Boo Battle (Luigi's Mansion)
King Boo Battle (Luigi's Mansion Dark Moon)


Round 26 - Gameboy Advance:
Winner: Golden Pyramid by TKOWL


Golden Pyramid
(Wario Land 4)




Fans of Wario have been craving for a Wario Land stage for ages now, and here's my hat in the ring. The Golden Pyramid is the main hub for Wario Land 4, with four sections that players can access at any point that lead to different worlds and paintings. An example for each is the Sapphire Passage, which has Arabian Night, a stage with magic carpets that rise when Wario is on them and fall when he jumps off them. The Topaz Passage has Toy Block Tower, a place made of building blocks and other childlike environments. The Ruby Passage contains The Curious Factory, full of gears and gizmos. The Emerald Passage has Palm Tree Paradise, which is a lush tropical landscape with many palm trees.



This is a large stage, fit mostly for 8-player smashes, while not being unrealistically huge like Palutena's Temple or The Great Cave Offensive, being more comparable to Temple. Surrounding the arena are four large walls, the top of which have step-like platform arrangements. The bottom two are large vertical walls that encase the inner passages. There's a large opening in between these platforms, so try to angle your launched opponents into those gaps towards the blast zone. Inside, the stage is divided into five sections. The Sapphire section, at the bottom left, has three pits and three narrow platforms, two of which have flying carpets on them. If fighters land on these carpets, they rise up, and lower if the fighters leave them. The carpets will only rise up a set distance, and fighters don't have to worry about being crushed when they fall down, as they will pass through them. The Topaz section at the top left has platforms set up on building blocks or wires, randomized with every fight on the stage. Sometimes the platform can be on top of a large tower of blocks, while sometimes they might be very close to the ground. The Ruby section at the top right has rotating platforms on a track that move slowly and constantly, and one unmoving platform below them. The Emeral section at the bottom right has a large platform and a pit at the left, and palm trees that react to fighter's weight by dipping slightly. The middle, purple passage has a large solid platform and two smaller, pass-through platforms that shift up and down. Fighters looking for the fairest fight should stick in this area.

The small pyramid in the middle and the lights for the passages sometimes light up, indicating that a vortex will open up in that location and add some enemies that will observe and walk around in the background, depending on the location. Shoshokora, the black cat, will sometimes make her way around areas. After a bit of walking around, Shoshokora or the enemies will be sucked back into a vortex. This has no effect on the match but makes the background more lively.

MUSIC:
Theme of Wario Land 4 (Remix)
Hall of Hieroglyphics (Remix)
Palm Tree Paradise
Crescent Moon Village (Remix)
Toxic Landfill (Remix)
Toy Block Tower
Theme of Wario Land 1 (Remix)
Theme of Virtual Boy Wario Land (Remix)
Greenhorn Forest/Ruins (Remix)
Stonecarving City

Round 27 - Traveling Stages:
Winner: The Hoenn Sea by Kevandre


The Hoenn Sea
(Pokemon Ruby/Sapphire/Emerald/Omega Ruby/Alpha Sapphire)




I originally made this stage to be my submission for last round (GBA Games) but since I used the FFTA stage instead, I've chosen to repurpose that stage as an entry for the Travelling Round, which is perfect.

In the OG Stage Contest, someone submitted a similar idea based in Kanto, but I've chosen to put my own spin on this concept in Hoenn, where it is a lot more known for its water. And yes, I'm aware I'll get 7.8/10 as a score for having too much water.

The main travel mechanic takes place aboard Mr. Briney's boat, which you use to get transport to several locations across the sea in Ruby/Sapphire. We are accompanied by Mr. Briney's favorite Pokemon, Peeko the Wingull, who flies carefree above the boat at the same pace. The players do not interact with Peeko.

While we're at sea like this, travelling between locations, there aren't any hazards, unless you count the water itself. If you fall in the water in front of the boat, you'll get sent below to your death so jump out as quickly as possible!

Mr. Briney will take us to several locations. The first of which (And where the stage actually begins in the first place) is Dewford Town.



The stage begins docked in Dewford Town, where you can stand atop the house on the beach, as well as the dock itself in addition to the regular boat platforms that exist. You might see some special visitors coming and going from the house on the shore like Brawly, the Dewford gym leader, or Steven Stone, the mysterious rock-obsessed man.

After about twenty seconds docked at Dewford, we'll set sail for Slateport!



Mr. Briney pulls the boat in sideways (He is a master boatman) into a small alcove of water between two beaches. On both beaches there is a stationary platform, one is an umbrella, and one is an awning where local townsfolk hawk their wares. You'll sometimes see people like Stern, or even some Team Magma or Aqua people coming by! They are treated as background characters so you can't interact with them. Following Slateport, Mr. Briney is going to take us to the Pokemon League... Ever Grande City!



Ever Grande City is a place that is seated above a BIG waterfall, and in RSE/ORAS you have to use the waterfall HM to climb it. Here though, there are rocky bits that are cascading down the waterfall itself that can be used as temporary platforms. The boat is stationary so no need to worry if you hit the water as the rocks fall slowly down on either side of the boat.

Once we're done in Ever Grande City, the boat will turn around and we'll make our journey backwards towards Dewford! Everything acts the same except that the boat is facing the other direction.

Unlockable?: Yes, apparently Gardevoir might be playable in Smash Ultimate if leaks are to be believed, so lets call this her home stage that is unlocked when you unlock her.

Music:
The main theme of this stage is one that changes depending on the location:

Crossing the Sea/Mr. Briney's Boat (ORAS): https://www.youtube.com/watch?v=6yW6j0zV7dY
Dewford Town (ORAS): https://www.youtube.com/watch?v=CNx9Jvap16w
Slateport City (ORAS): https://www.youtube.com/watch?v=b7DsYkZz7Jk
Evergrande City (ORAS): https://www.youtube.com/watch?v=bpnr5pX_aaY

Other tracks found are:
Surfing (ORAS): https://www.youtube.com/watch?v=TRMYsFnt2PM
Surfing (FRLG): https://www.youtube.com/watch?v=bIJ9NMbDN88
Surfing (DPPt): https://www.youtube.com/watch?v=e8uattn8pis
Poké Ride-Water (Sun&Moon): https://www.youtube.com/watch?v=D0gIq2aNC0o

Round 28 - Boss Stages:
Winner: Chozo Ruins by Primid


CHOZO RUINS
(from Metroid Prime)




The Metroid Prime trilogy is probably one of my favorite game trilogies, with the first entry setting a high standard in terms of gameplay and exploration. The Chozo Ruins are the first main area of the game, and it’s mysterious and foreboding atmosphere makes it truly unique and memorable. Originally, I was going to make a stage based off the battle with Flaahgra, but I changed my mind and decided to focus solely on the Chozo themselves, since this is what the area is named after. I always loved the Chozo’s lore and their mystique, so why not dedicate a stage to them? Samus is a badass because of them after all!

This stage is specifically based off The Hall of Elders. Seems peaceful, right? Wrong!



Anyone who’s played the game may recognize this temple, as the first place where Samus encounters the spooky (and annoying) Chozo Ghosts! Sometime after the match starts, the stage will dim, signaling the approach of one the mystical ghosts. It is important to note that only one ghost will appear at a time, unlike the multitude you have to fight at once in Metroid Prime. This helps keep things… well, less annoying.

Want to see the Ghosts in action? Suit yourself...

The Chozo Ghost will teleport around the stage, firing energy projectiles at the players and be a general nuisance until defeated. The Ghost will also occasionally turn invisible, making it even harder to keep track of. Despite being hard to catch, the Chozo Ghost will go down after about three hits, disappearing in cloud of blue whips.



After being defeated, the lights in the room will come back up and the hands of the giant Chozo statue in the middle of the stage will lower, presenting the player who dealt the last hit on the Chozo Ghost with a strong item (like an assist trophy, Poké Ball, hammer, etc.). This item is unique in that it can only be picked up by the player who defeated the Chozo Ghost; anyone else who tries to pick it up will be unable to.

This cycle of battling a Chozo Ghost will repeat up to three times until the match is finished or the timer runs out.

MUSIC:
Chozo Ruins (Metroid Prime) - Remix
Chozo Artifact Temple (Metroid Prime)
Flaahgra Battle (Metroid Prime)
Chozo Ghost Battle (Metroid Prime) - Remix
Luminoth Energy Controller (Metroid Prime 2: Echoes) - Remix
Light Temple / Temple Grounds / Title Theme (Metroid Prime 2: Echoes) - Remix, hopefully one one as godly as this one
Chozo Ruins (Metroid: Zero Mission)

Thanks for viewing!

Round 29 - Banjo-Kazooie:
Winner: Jinjo Village by SkySkipper


Jinjo Village
Banjo-Tooie

Appearing in every Banjo-Kazooie game to date, the Jinjos are small creatures of many colors that were cursed by Gruntilda the witch and unable to move until Banjo and Kazooie come along and free them. Jinjo Village, their home town and the location of this stage makes an appearance in Banjo-Tooie, the second game of the series.

Description: The main platform of the stage is the rooftop of King Jingaling's Throne Room. It is a flat surface with a large bump in the middle. Off to the right side of the screen is one of the Jinjo houses, which is a slightly smaller platform.

Gimmicks: As the battle goes on, every now and then, a Jinjo will appear on the stage, as seen on the right side of the house in the picture above. It will stand it place, waving its arms and calling for help. The first player to touch the Jinjo rescues it and it flies away. Once a player has rescued five Jinjos, the Mighty Jinjonator (as seen in the upper left of the picture above) is summoned. The Jinjonator circles in the air above the player who summoned him a couple times before flying at a nearby opponent. This attack isn't guaranteed to hit, but it's difficult to dodge. If it hits, this attack does about 35% damage.
Sometimes, however, one of the Minjos, the arch enemies to the Jinjos, will appear instead. Minjos look and behave just like Jinjos, except that when you get close, they attack, doing 2% to 4% damage. They can be easily defeated, though, and are taken out by one hit from any attack.

Unlockable: Yes. Find all the Jinjos in Adventure Mode.

Round 30 - Smaller Mario Games:
Winner: Mini-Land by Good Guy Giygas


"MINI-LAND"
from Mario vs. Donkey Kong series


Here is my stage based on the Mario vs. Donkey Kong games. I've only played the first game, which is pretty different than the subsequent entries in the series. However, I wanted to capture the Lemmings-esque gameplay present in the more recent games since it's what the series has become known for. My creation isn't based on one level/game in particular; it's more of an amalgamation of the core elements morphed into a stage (though the art style is borrowed from Tipping Stars, so I guess it's kinda loosely based on that game more). The picture shown above is what the default version of the stage looks like. Here's a picture demonstrating the stage collisions for those interested:
The red lines represent solid ground, while the yellow lines are pass-through platforms.

In the newer games, one of the main mechanics is drawing lines between the blocks/screws to create platforms that guide the Mini Marios to the finish. Therefore, I decided to use this as the central "gimmick" of my stage. As you can see, there are a bunch of red screws scattered all over the terrain. Attacking two screws in succession will create a platform/wall, depending on which ones you attack.


Shown above is a visual explanation of how this works: As an example, say Lucas first attacks block "1" and then jumps and attacks the block labeled "2." A vertical platform will form, creating a wall. Next, he attacks block "2" and then "3" (or vice versa). This will create another diagonal platform between these points. Hopefully this explanation makes sense and you can see the direction this stage is going. This is the fun part of the stage; you can create your own platform layout mid-battle! To demonstrate just what is possible, take a look at some of the possibilities I whipped up below.

Just as a side note, the platforms will always be pass-through unless they are completely vertical (then they will be solid walls).

Notes About Platforms:
Similar to how these platforms function in the games, they can't overlap each other or any other ground. There is also a limit on how many can be used at a time in the source games, so in this stage there can only be 3 platforms total at any given moment. If all 3 are already present, there is a hierarchy to which platforms will remain when another player starts creating new platforms. Basically, it works backwards, with the most recent platforms staying the same, while the new platform replaces the oldest of those 3 (Hopefully that makes sense). Also, over time, if no new platforms are created, the platforms will disappear, starting with the oldest.

Now that we got all the technical details out of the way, we can take a look at the practical use of these platforms in battle. After all, this stage hails from a puzzle game franchise, so expect more than just switching up the playing field! Throughout the match, a Mini Mario will appear out of a warp pipe at a random spot on the stage. Simultaneously, a door will appear at a different random location. The Mini Mario won't have any direct effect on the battle, and players cannot interact with it either. Or can you...?



Just like in the games, the Mini Marios move on their own and can only be directed to their destination using the platforms. You can do this here as well! If you can successfully direct the Mini Mario to the exit door, then everyone will be rewarded with a random power-up (Super Star, Golden Hammer, or Metal Box). Players can work together to try and guide the Mini Mario, or you can sabotage another player's attempts to complete a path. See if you can figure out how to get the Mini Mario to the door based on the above image. There are a few different ways to do it, but check the spoiler to see one potential route.

If no one succeeds (i.e. the Mini Mario exits the screen, falls down the hole, too much time elapses, etc.), then the door will simply vanish until a new one appears later on in the match. This can happen multiple times during the battle, regardless of whether it is completed or not.

Unlockable?
Yes. Collect all of Pauline's lost items on the 75m stage in less than 10 seconds.

Music
1st Floor, Mushroom Mayhem I (Remix)
3rd Floor, Pipe Works I (Remix)
The Final, Really Final Battle (Remix)
Battle Theme - Paper Mario: TTYD
Boss - Digga Leg
Prisma Splash
Stadium - DK Jungle - Mario Super Sluggers

Thanks for reading! :)

Round 31 - Pokemon 2:
Winner: Sprout Tower by TKOWL


Sprout Tower
From Pokémon Gold and Silver




In Pokémon Gold and Silver, the site of the first gym challenge is Violet City, home of Falkner and his bird Pokémon. However, before taking him on, one must make it through Violet’s other landmark feature, the Sprout Tower. It is a Japanese-style structure with three floors of Monks that all use Bellsprouts. The most memorable feature players often remember of the Tower is its wobbling center pillar, thought to keep the structure from collapsing by providing constant shifting leverage. Rattatas are able to be encountered inside, but during the night, this becomes a rare chance for players to catch a Gastly. Sprout Tower was initially planned to be in Melee according to an old interview with Sakurai, but was cut for unknown reasons along with Akanea and Ice Top. With this being the ultimate Smash game, it would be awesome if this scrapped concept returned.



This a thin, vertical stage with a solid base at the bottom and five pass-through platforms in sequence at the top, making it somewhat a stretched-out version of Tomodachi Life. However, the placement of these platforms make it unique: the two larger ones on the edges of the roofs can be ledge grabbed, but the smaller ones cannot. The smaller platforms serve multiple purposes, from being assistants to characters with weak jumps making it higher up the tower to being a strategic control point, as the raised elevation makes opponents on the lower ones have to use different, higher-reaching attacks, but those on the bottom don’t have to fear of being struck from the bottom, creating a flip-flopping king of the hill-sequel situation. No conventional damaging hazards take place on the stage, but every once in awhile, one of the middle sliding doors will open, showing the pillar in the middle begin to sway to the left or right...



...and the entire state will tilt by about 20-25 degrees that direction! Suddenly, certain blast zones become closer or farther and terrain becomes slanted, changing up the flow of battle! After about 20-25 seconds, the central pillar moves back in position, stabilizing the stage to its regular layout. Matches on this stage are fairly standard but take a wild but manageable approach in no time!

The stage has a day-night cycle, going through a cycle every 3 minutes or so. This has no effect on when the Tower tilts. During the day, the left or right doors will occasionally open to reveal the inside, where Bellsprout might be dancing, Rattata might run around, and/or a monk may be watching. However, during the night, the Rattata are replaced with Gastly, which float on the inside and out, not harming any fighters. In the background lake waters below, Poliwag and Poliwhirl might swim around, and in the trees Pineco swing around on the undersides during the day and Hoothoot come and roost in the trees a night. In the distant background on rare occasions, Ho-oh and Lugia can be seen flying around at day and night respectively.

MUSIC
Violet City/Sprout Tower (Remix)
Pokémon Battle! (Gold and Silver) (Super Smash Bros. Melee)
Dark Cave (Remix)
Rival Silver Battle (Remix)
National Park (Remix)
Route 42 (Remix)
Dragon’s Den/Champion Lance (Remix)
Legendary Beasts Battle (Remix)

Round 32 - Yoshi and Wario:
Winner: Watch Out Below! by Kevandre


Watch Out Below!

Yoshi’s Island





I’m going to start by confiding that this is a stage I made back in 2014. I didn’t contribute it to the contest at the time because they were in some kind of hiatus or something, and I didn’t expect a Yoshi round so I just put it in the thread. I am very fond of this stage though, so I wanted to use it in this contest if I had the chance, to finally be graded for it.



This stage is based off of one of the earliest levels in Yoshi's Island for SNES, called Watch Out Below! In this level, Yoshi & Baby Mario must traverse through the stage with... something sinister lurking for them.



See the chain chomps chilling out in the background? Keep an eye on them, or else...





Yikes!

The Chain Chomps will jump from the background and fly toward you! They're not an insta-kill at regular percents but you still definitely want to avoid getting hit. They can also strike at multiple places on the map, not just where it's shown above. They'll also only attack every 35 seconds or so.



But where do they go? Do they just bounce off-stage or..?




Oh.

Well great. Now there's a hole in the stage that you can fall through! It would suck to be spiked down there for a KO!



After a small amount of time, a familiar Mole-Tank will come make some repairs.



Convenient.

The Yoshi-Mole-Tank will launch you upward if it hits you while it's repairing the hole, so don't think you're in the clear if it shows up while you're falling, but it probably won't KO you unless you're at a really high percent. Oh, and look- The Chain Chomp is back in the background again, ready for another go.



The Chomps will, well, Chomp at the ground in three different places. Where it jumps from in the background is a clue for where.



The blast zones are a little closer than most, but not properly conveyed in these pictures. It's not close enough to essentially be walk-off level of throwing ease. But don't get launched near the side!



Unlockable? Sure. Beat Classic as Yoshi.



Music:

Athletic Theme: https://www.youtube.com/watch?v=GlUeW7IOSFc

Overworld Theme: https://www.youtube.com/watch?v=9-jva3PUKZw

Underground Theme: https://www.youtube.com/watch?v=-HOrFykW5ew

Love is in the Air: https://www.youtube.com/watch?v=NfTytrwYDdk

Round 33 - Mega Man:
Winner: 2-way tie between Central Highway by Kevandre and Internet Square by TKOWL


Central Highway

(Mega Man X)



Admittedly, I’ve never played a Mega Man game, for more than a stage or so, anyway. My initial plan of having a stage that was identical in layout but with small variances depending on the randomly selected robot master was a grand ambition, but I realized that I am not the person who should make that stage.



What I do know is Mega Man X, at least a bit. More than any other game from the series, anyway, having watched the Beard Bros play it on their channel a while back.



Thinking of the locations from that game, I really thought that the first stage, Central Highway, was probably the most memorable overall so here we are.





It’s weird to make a stage in Photoshop again rather than Illustrator.



Anyway, so there are two big platforms on this stage, different broken bits of the highway staggered one higher and one lower. There are cars abandoned on the right side, but they aren’t interactable, they are just little extra platforms. In addition, the lamp posts in the foreground are passable platforms themselves.



I know, not very exciting for a stage…



Until you hear a chopper overhead dropping off Vile!







Vile is the boss of this stage. Though it is important to note that Vile doesn’t do any damage to you- he will, however, stun you for two seconds with his paralyzing beam! So be on the lookout for that, or set up your opponents to be hit by it!

Vile will be defeated if you deal him 35% damage and he won’t appear again for 45 seconds. Do note that you have to deal Vile himself the damage rather than his Ride Armor. If he is not defeated, he'll stick around for 20 seconds before jumping back into his chopper.



And that’s it! I know, it doesn’t have my usual flair, but it’s hard with a series you aren’t super familiar with and I could see this being a stage in Smash all the same.



Unlockable: Summon the Zero assist trophy as Mega Man.



Music:

Opening Stage (Megaman X): https://www.youtube.com/watch?v=OOASEZW2tYk

Zero: https://www.youtube.com/watch?v=7KuA-j3M0hk

Vile/Sigma Fortress Boss Theme: https://www.youtube.com/watch?v=tmEHkEGQJYU

Storm Eagle: https://www.youtube.com/watch?v=J8eLoCtHB4E

Flame Mammoth: https://www.youtube.com/watch?v=zb6IqtoGzQA

Spark Mandrill: https://www.youtube.com/watch?v=2tPS71AJqZo

Armored Armadillo: https://www.youtube.com/watch?v=D8MsgfSkur8

Boomer Kuwanger: https://www.youtube.com/watch?v=CiFZpHaii5g

Launch Octopus: https://www.youtube.com/watch?v=l-98qqU0_WY

Chill Penguin: https://www.youtube.com/watch?v=f5fVUEriwX0

Sting Chameleon: https://www.youtube.com/watch?v=b13gOOVVQ68

Internet Square
Megaman Battle Network (Series)



In this alternate universe take of the Megaman series, Dr. Light pursues the studies of the internet instead of robotics, creating a vast cyber society where the entire world is connected by the web (a reality that doesn't seem too far off from our own). The virtual world is almost as vast as our own, connected in many ways with one another by roads and sentient programs and human-owned helpers called NetNavis. However, there are those who wish to take advantage of these forms of communication for evil, which is where Dr. Wily comes in, wishing to see the deletion of the internet and world. As Lan Hikari and his NetNavi Megaman.Exe, the two journey across the internet through their Battle Network series to bust viruses, collect battle chips, and eliminate the evil forces of the World Three, Nebula, Dark Chips, etc. This sub-series of Megaman went on for six years, had its own spiritual successor in Star Force, and has many fans to this day that look back at the series very fondly.



The stage is four platforms: one raised midway on the left and right, and two in the center: one higher which is pass-through, and one below which is solid. Two diagonal bridges span across the gaps between the side and bottom platforms. This is a relatively peaceful layout, until the hazards come in. On the left and right platforms are markers for teleporters, and they will occasionally light up. Stepping into them will cause the player to warp to the one across the stage in an instant, which can create opportune advantages: one can run into them wielding a Hammer for instance to instantly warp to the other side and threaten out those running away. After about ten seconds, the teleporters turn off, and don’t turn back on for 50+ more seconds. The main, defining gimmick of the stage, however, are the various NetNavis that will warp into the top-middle platform background, ready to cause their own brand of stage havoc, turning the far background red. Only one can appear at a time, and go through a 20-30 second phase. Once they disappear, no new one will appear for another minute or more. Each is from a separate numbered Battle Network game, representing the whole series in little pieces.


FireMan: shoots a Fire Arm at either the left or right platforms, engulfing them in flames. The flames don’t launch very far, but inflict instant knockback damage, as flame attacks do.


KnightMan: flings a Royal Wrecking Ball towards either the left or right bridge, creating a large gap. An indicator will also flash for a second or so over which bridge will be smashed. Anyone caught under the telegraphed falling mace is meteored extremely hard. The bridge regenerates once KnightMan leaves.



PlantMan- indicators will show up on the stage’s platforms that flash yellow, and then vines will sprout up, ensnaring anyone on them, taking small wrapping damage, and allowing opponents to get free attacks on them. The flashes of yellow last long enough that an aware player can jump out of the way before they get caught.


ShadeMan- starts out in the middle, and then transforms into a bat. The background darkens slightly, as he flies to a location, only to suddenly appear and shoot a large Noise Crush, stunning anyone on the ground and knocking anyone in the air away. Very telegraphed attack but deadly if you get caught in it.


CloudMan- spreads black storm clouds across the stage, which occasionally electrify and shoot thunderbolts downwards, acting like Pikachu's Down B. Can be eliminated with simple attacks, but more will be thrown out if some get removed.


DiveMan- floods the bottom section of the stage, turning it into a water pit and making the bottom platform and a half of both bridges inaccessible. Occasionally summons a wave that crashes into the sides of the platforms, inflicting knockback. This wave is telegraphed by a portion of the water receeding as DiveMan lifts up one of his arms.

The background of the stage is a constantly shifting layered tileset that may turn into different web-related icons. In the background platforms, generic NetNavis and Mr. Plugs will be attending to their business, with the net monorail even coming through sometimes. However, when a villainous Navi attacks the stage, they retreat, replaced then by HeelNavis and viruses. When a boss navi’s timer is up, they will either teleport away or be confronted by the likes of ProtoMan, GutsMan, or Colonel, attacking them and teleporting away to fight them.

MUSIC:
Theme of Megaman Battle Network (Remix)
Battle Network Battle Theme Medley
Battle Network Boss Theme Medley
Fire Field (FireMan's Stage) (Megaman Battle Network) (Remix)
Proof of Courage (Megaman Battle Network 2) (Remix)
Navi Customizer (Remix)
Global Network (Megaman Battle Network 4) (Remix)
Quest In The Water (Megaman Battle Network 5 DS)
Break The Storm (Megaman Battle Network 6) (Remix)

Round 34 - The Full Mario Catalog:
Winner: Sand Kingdom by TKOWL


Sand Kingdom
Super Mario Odyssey




In Super Mario Odyssey, after the intro levels of Cap and Cascade Kingdom, Mario and Cappy take the Odyssey ship to their first real destination: the Sand Kingdom. This Aztec/Mexican-inspired desert landscape features many notable locales, from the colorful town of Tostarena to the towering ruins, the Jaxi station, the inverted pyramid, and more. When Mario comes here at first, Bowser has stolen the Binding Band, causing the inverted pyramid to settle into the hole of Knucktoic and freeze over the whole desert, creating a memorable setpiece of a "frozen desert". This is where the game truly opens up, and was often featured in demos and demonstrations, making it one of the most iconic levels of the game.

This is a traveling stage, touring around the entire kingdom and landing at seven pit stops, with new layouts and arrangements, much like Delphino Plaza. The first location of Tostarena is visited at the beginning of each game, but every area visited afterwards is put on a randomized playlist. After about 20-25 seconds in a location, a colorful indicator appears and the traveling platform spawns from the ground, notifying that players need to get on the platform lest they get left behind. The touring platform will start out with one solid and one thin platform, but the location of the thin platform may change or get split up in subsequent pickups.



The first stop is Tostarena. This is a flat walk-off, with one platform situated in the middle balcony of the Crazy Cap shop. Various Tostareneans will either be shivering or cheering on the fighters, depending on if the desert is frozen or not.



The second stop is on top gate of the ruins. This one has pits to the left and right, and a large solid platform, with a solid protrusion coming out of the middle. Fighters will want to gain control of this middle section, as the areas to the left and right may be too far away when the touring platform picks up everyone.



The third stop is atop the ruins tower. This is a far smaller fighting arena than the other areas, with the pits being wider than before. If the desert is iced over, the ledge to the left will have ice in the foreground, potentially obscuring anyone in that area.



The fourth stop is at the Moe-Eye habitat. This one seems like a huge burden at first, with two small pillars separated by a seemingly impassable pit, but looks can be deceiving! This is actually one very long platform with two pits at both ends, the entire middle section is just invisible. The Moe-Eyes observing the battle may occasionally put on their glasses, revealing the hidden part of the stage for a few seconds. This long invisible platform can create really fun scenarios, such as having Villager's trees on top of nothing or Inkling's ink stick in the air.



The fifth stop is at the Jaxi ruins, and is another standard flat and average-sized fighting area. The Jaxi will be watching from the back, and may take off into the distance if fighters attack near him.



The sixth area is at the north end of the kingdom, near a Jaxi spot. It is, like Tostarena, a large flat walk-off, instead this time with no platforms. This image shows a demonstration of another of this kingdom's three aesthetic forms: this one being the night, where Chinchos will be walking around the background and an eerie quietness overtakes the desert. The form of the stage is entirely cosmetic and tends more towards picking the iced version when selected, but if players want to battle on the night version, all human entrants must hold down R as the stage is selected.



At points when touring around the Inverted Pyramid, it may lift up in the iced desert state (or just be floating naturally in the night or normal desert state), revealing the seventh and final area at the base of the pyramid. This one is far more treacherous than any of the other areas, with a small middle platform at the base of the pyramid and two pass-through platforms moving up and down over large pits. Like with the night settings, if one wants to play guaranteed on the normal desert layout with no ice, all players need to hold down L when the stage is picked.

MUSIC
Tostarena: Ruins (Super Mario Odyssey)
Tostarena Town Theme (Super Mario Odyssey)
Kalamari Desert (Mario Kart 64) (Remix)
Overworld Theme (Super Mario Land) (Remix)
Underground Theme (Super Mario Land) (Super Smash Bros. Brawl)
Gritzy Desert (Mario & Luigi: Partners in Time) (Super Smash Bros. Brawl)
Slipsand Galaxy (Super Mario Galaxy 2)
Conkdor Canyon (Super Mario 3D World)

Round 35 - Nintendo Switch:
Winner: Labo Play Area by TKOWL


Labo Play Area
Nintendo Labo




Released in April 2018, Nintendo Labo was an experimental new game introduced by the Big N themselves. Packaged with the game are several cardboard sheets and special reflective tape, and one must construct various real-life contraptions in order to control the variety of games. These cardboard creations are brought to life by the Joycon's tech when attached to them like the HD Rumble, the IR camera, and more. Included with the Variety Kit pack are instructions for a variety of builds, from a simple RC doodlebug creature to a fully-functioning cardboard piano. Two other Labo kits were later released, one involved making a backpack to control a giant robot and another making vehicle gears and gizmos to pilot various automobiles.



This stage takes place inside a child's playroom, illuminated by the setting sun. Fighters are toy-sized and dropped onto a flat table, which is one large fighting area with two pits on the side, par for the course. The table's legs are in the foreground and background, but the pocket in the middle is solid. Things seem uneventful on this stage, until about ten seconds in, the main gimmick becomes clear. A sheet of cardboard appears underneath the fighter's feet, quickly assembling itself into one of the Labo contraptions. When built, any fighter near it is shoved away slightly so that they don't bcome trapped inside the creation, and once complete, joycons are attached to the project and it springs to life. There are four toy-con creations that interact with the stage, and a max of three of these four can be on the stage at the same time, sometimes less:

-RC Car: either one or two of these little things scuttle around, and are like a mobile blockthat pushes fighters around. However, anyone can hop on top of them for safety and even go for a ride! Will eventually ride off the stage after about 15-20 seconds of being on, de-spawning them.
-Fishing Rod: one is built at either ledges of the stage, and the base of the pole is a pass-through platform. The rod holds upon it a platform that raises and lowers periodically as the crank spins. However, if a fighter stands on it, the platform will lower until a breaking point, in which it will snap off. No matter if the platform snaps or not, the rod stays on stage for about 15 seconds before being disassembled.
-House: a carboard house is built, with two diagonal platforms on its roof. Below it, a cave of life is created through the door's openings. Fights can get heated in that area, but after about 20 seconds, the house will disassemble itself and be slid away.
-Piano (pictured in the previous image): a flat, solid rectangular block of stage is added, with the keys being the part stood on. Every time someone stands on a key, it makes musical notes depending on which key is inserted, so you can make a little song mid-match! Once again, it goes away after about 20 seconds.

The TV in the background will display various Labo-related scenes, such as the instructions to building or the games themselves being played. The cabinet on the left will have a random assortment of Nintendo merchandise on it when loading, from amiibo to plushes to lunchboxes themed after the various Nintendo franchises featured in Smash. I wanted to pass off some vibes of the original Smash Bros' opening scene, being in a child's play room.

MUSIC:
Nintendo Labo Main Theme (Remix)
Battle! World 1 (Miitopia) (Remix)
Noisy Notebook (Snipperclips) (Remix)
Title Screen (1-2 Switch) (Remix)
amiibo Tap: Nintendo's Greatest Bits (Remix)
Submission Plaza (Check Mii Out Channel)
Challenge (Pushmo) (Remix)
Freakyforms: Your Creations, Alive! Medley (Super Smash Bros. for Wii U)
Title (Big Brain Academy) (Super Smash Bros. Brawl)

Round 36 - Crossover Stages:
Winner: Battlefield of the Gods by Kevandre


Battlefield of the Gods

(Fire Emblem x Kid Icarus)



(Smashboards images having issues again... Here's the link: https://i.imgur.com/SSq1Pb5.png)

In thinking of a crossover between Nintendo franchises, I wanted to make the crossover feel semi-realistic. Crossing Mario with Geist might sound like a fun idea but in practice it’d just be… odd. So I went more for two franchises that have a similar feeling to them… Kid Icarus (Uprising) and Fire Emblem (Mostly Awakening).



In Kid Icarus Uprising, the Underworld Army (Helmed by Hades, but with OG bad guy Medusa as his big subordinate), are out to take over the world, or cause chaos, or just have fun murdering people/other gods/etc. Hades is kind of a ****, is what I’m saying. At least in this version of the pantheon.



As such, as part of his Earthly takeover, he decided to assault the Mila Tree, where Divine Dragon Naga’s Voice lives. As such, Naga is not pleased. And thus, many Manaketes are here to fight off the Underworld Army before the Tree is taken over.



This stage is meant to be more cinematic in the background than particularly unique in the foreground where the playable fight is going on. In the rolling hills, our heroes have somehow been dragged into their own battle on their own hill. It is curved like the Mario Galaxy stage, though with regular gravity, with pits on either side. There are two floating platforms on either side and… that’s really it, gameplay wise.



This stage has a slightly unique “morality” aspect that affects the background of the stage. If a character the game has marked as a “good guy” scores a KO, then one of the Underworld Army’s fighters will fall. Or vice versa. If all of one side’s Army falls then the stage’s aesthetic will change to match the flavor of the Victor. Obviously if you’ve got a 1v1 battle between Ganondorf and Bowser, the Underworld Army will always win the battle. One of the armies winning doesn’t change the gameplay of the playable battle, it is just a difference in the background. Characters like Meta Knight and Robin, who have been both good and bad guys, will have different values for this depending on what costume you choose.



The fighters in each Army are pulled from all over the place for both franchises (Though obviously FE has a lot more to pull from). You might see Kana, Tiki, Nowi, Nah, Ninian, etc defending the Mila Tree. It is more likely to see these manaketes doing the defending, but you'll also see other Shepherds such as Vaike or Maribelle pitching in. The Underworld Army obviously pulls most of its guys from Uprising, including Hades’ Lieutenants like Phosphora (If her Assist Trophy isn’t there), Thanatos, and Pandora, but also more mundane enemies like the Eggplant Wizard. If you’ve never seen a mighty Manakete get turned into an eggplant, this is your chance. The idea is to also have taunts and insults get thrown from either side (though obviously Underworld is way better at it) as well, but with a wide variety so it doesn’t make the stage get stale too quickly. This includes the shade being tossed at the playable characters as well- Medusa might wonder aloud how Kirby turns back from stone, if he's on the battlefield, Phosphora may offer to help Pichu control his electricity if he joins her, Kana can cheer his/her mama/papa on, or Naga might thank Chrom for his help if he's there. While these interactions may not happen every time the stage is loaded, every character has something like this occur on this stage.



While most of the background fighters are pulled from Fire Emblem and Kid Icarus, there are very, incredibly rare occasions that other godlike beings from Nintendo games might make an appearance. Characters such as Zanza, Nayru/Farore/Din, or Arceus might show up. In this case, you’ll get an in-game achievement/special trophy of the stage.



I’m not sure how a cinematic in the background stage will do in this contest with the main stage layout not being very exciting but it was an interesting idea I had and I didn’t want to over complicate it and have the truly exciting bit be overshadowed.

Unlockable: Play an 8-Player Smash match using characters from Kid Icarus and Fire Emblem only.



Music (All Mashups Between Two Songs) :

Divine Decree (Ablaze) (FE:A): https://www.youtube.com/watch?v=GTJO957WvoE

Medusa’s Final Battle (KIU): https://www.youtube.com/watch?v=VR9NGzIrqn4





Lightning Battle (KIU): https://www.youtube.com/watch?v=Uxnc2eoPjSs

End of All (FE Fates): https://www.youtube.com/watch?v=z7Vn479DKO4





You Have power… like mine (FE:A): https://www.youtube.com/watch?v=T2nQ3EHrH8s

Dog’s Theme (KIU): https://www.youtube.com/watch?v=BY1IRYWrDgY





Dark Pit’s Theme (KIU): https://www.youtube.com/watch?v=COgGsetFrCM

Together We Ride (FE): https://www.youtube.com/watch?v=YYxHKM3uEb4





Conquest (Ablaze) (FE:A): https://www.youtube.com/watch?v=DWHLgEEtqmg

Underworld Gatekeeper (KIU): https://www.youtube.com/watch?v=b53tBbhTEfE

Round 37 - The Legend of Zelda 2:
Winner: 2-way tie between Tal Tal Mountain Range by Iko Matt0rr and Tal Tal Heights by TKOWL


Tal Tal Mountain Range



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




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.



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.



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).



What's happening now?!?



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.



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.



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.

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)

Round 38 - Sonic the Hedgehog 2:
Winner: Radical Highway by TKOWL:


Radical Highway
Sonic Adventure 2




Featured in the iconic opening of Sonic Adventure 2, this highway under construction is also the sight of Shadow's first action level. Located in the outskirts of City Escape, the level makes it way across broken pieces of the highway, moving pillars, rocket launchers, attacking fighter jets, and the Golden Gate bridge. With Shadow being a highly likely echo fighter for Sonic, this would be a perfect home stage for the hedgehog.



Despite the complex landscape of the surrounding city, this stage is rather simple in construction. A long solid platform serves as the main area of fighting with a blocking off point in the middle (where the springboard is), and above it are two medium-sized elevated platforms that can be jumped through. Two moving pillars will alternate up and down at the edges, and either make grabbing onto the ledge a snap or a challenge. You can also knock fighters against it to potentially do some sick wall combos. Most of this stage's appeal comes from the aesthetics: the lights of the city and cars will be flashing in the background, fighter jets will fly around, and the "got ring?" blimp will be coasting around, shining its spotlight down below. The road closed ahead sign in the foreground may have different signs on there, such as warning of Shadow's presence or putting the wanted sign for Tails as seen in his version of this level, Mission Street. If fighters are launched around near the light pole to the left, it may actually break, although this is cosmetic like the signs in Suzaku Castle. A fun thing to do is to try to set up a snapshot in front of the moon, either to recreate the opening shot of Sonic Adventure 2 or do other fun things.

MUSIC:
Vengeane Is Mine (Sonic Generations)
Throw It All Away (Sonic Adventure 2)
Green Forest/White Jungle (Sonic Adventure 2) (Remix)
For True Story (Sonic Adventure 2)
All Hail Shadow (Sonic the Hedgehog 2006)
Supporting Me (Sonic Forces)
Westopolis (Sonic Forces)
Rooftop Run: Night (Sonic Unleashed) (Remix)
Terminal Velocity (Sonic Colors)
Metallic Madness Zone (Sonic Mania)
Infinite's Theme (Sonic Forces)
Park Avenue (Sonic Forces)
Imperial Tower (Sonic Forces)

Round 39 - Metroid 2:
Winner: Bryyo by Primid


BRYYO
(From Metroid Prime 3: Corruption)


One of the coolest features added to Metroid Prime 3 was the ability to fly to different planets using Samus’ gunship, which opened a lot of possibilities in terms of exploration and world-building (or should I say galaxy-building?) Anyways, Bryyo is the first major area that the player gets to travel to and it’s definitely an expansive and interesting locale. Samus is sent to this war-ravaged planet to investigate a fallen Leviathan seed and to reestablish contact with her bounty-hunter companion Rundas, but she quickly discovers the surface over-run by bloodthirsty creatures and Phazon corruption.

This stage is sort of an amalgamation of two areas from Bryyo, The Cliffside and The Thorn Jungle, and I tried to incorporate some of the unique features of this planet into the stage gimmicks. Let’s travel to the surface, shall we?


The red signifies solid ground and green represents pass-through platforms. The two platforms on the left side of the stage move back in sync with one another and stop momentarily before resuming their movement. The large stone golem at the right side of the stage lifts the platform up and down. Just like the other two platforms, the golem will hold this larger platform in place for a moment before lowering it.

The main stage gimmick comes in the form of the missing hunter Rundas. After being corrupted by Dark Samus, Rundas is no longer in control of his own body and will therefore lash out at players. [NOTE: Rundas will not directly attack any players and therefore cannot be attacked. He is NOT, I repeat, NOT a stage boss! He is an integral part of the stage and will transform the layout significantly using his cryogenic powers. Sounds cool right? Let's see what he can do.


Throughout the match, Rundas will float around the stage and do several things to change the course of battle. Here he is shown flying upwards and destroying the middle bridge that connects the floating terrain. Anyone standing on it will simply be knocked backwards, no damage will be taken. The platforms will be completely eliminated when he does this.


After Rundas knocks out the two platforms, the battlefield will be divided. Players will have have to avoid the large gap between the two sections if they want to survive.


Shortly after destroying the middle platform, Rundas will return and use his ice powers to rebuild the bridge. This area will be slippery for a little bit before it re-hardens into the normal layout once again.


Continuing with his ice theme, Rundas will also occasionally freeze the moving platform on the right side of the stage into place, preventing it from moving for a short while. Again, the ice will be slippery but it will still be pass-through as well. It will melt after time passes.


Rundas' final ice-based move involves him skating from one side of the stage to the other, leaving a frozen trail behind him. These leftover ice chunks become new pass-through platforms, adding a little more height to the stage. They don't stick around for too long though and will eventually melt.


Rundas' final move can potentially damage players if they are standing too close to the fuel gel sack located on the left pillar. Rundas will dash through it, causing it to explode in a spectacular fashion. Anyone caught in the explosion will be knocked backwards and be dealt a hefty 25% damage.

That pretty much sums up Bryyo. I've always liked this area in MP3 and Rundas as well, so I felt like this stage would be the perfect way to showcase them both in a fun and unique way!

Music:
Bryyo (Metroid Prime 3) - Remix
Hunter Rundas Theme (Metroid Prime 3)
Title Theme (Metroid Prime 3) - Remix
SkyTown (Metroid Prime 3)
Hunter Gandrayda Theme (Metroid Prime 3)
Gunship Theme (Metroid Prime 3) - Remix
Torvus Bog Theme (Metroid Prime 2) - Remix

Round 40 - Kid Icarus and F-Zero:
Winner: Reaper Fortress by Primid


Reaper Fortress
(From Kid Icarus: Uprising)

The Reaper Fortress is the main location from Chapter 4 of Kid Icarus: Uprising, in which Pit is tasked with flying through a treacherous canyon in in order to find the home of the Reapers, all the while fighting off the hordes of Medusa.

This is meant to be a traveling stage, with this ravine serving as the starting locale. Fighters will brawl between two rock faces; there is a large solid ground that makes up the primary platform and the two pass-through cliffs as well. These boundaries can be found in the spoiler below.


Red represents solid ground.
Green represents pass-through platforms.

After some time passes, a Reaper will land on one of the cliff and fire an eye-beam at a random player before quickly taking off again. The eye-beam is very fast and deals ~15% damage.


Alright, so the next area requires a little bit of imagination on your part. Ready? Immediately after the Reaper disappears, the above platform formation will ascend from the bottom of the ravine section, carrying the fighters upwards. The floating platform will speed through the rest of the canyon at ludicrous speed as rock formations zip by. Similar to Lylat Cruise, a full-scale battle is taking place between Palutena's army and a bunch of Reapers (which makes for a cool background set-piece).

Next, the platform will pull out of the ravine and make it's way to The Reaper Fortress itself (as pictured above). It will fly through an entrance, spin through some corridors and eventually drop players into the final area.


This final area is home to the Great Reaper, who will battle Pit in the background as the fighters continue to duke it out in the foreground. The platform layout is fairly straightforward, with two slanted rock pieces forming solid ground, with the two floating rocks being pass-through platforms. The two small grey stair sections are pass-through as well, but they also crumble away if a player stands on them for too long. If confused, see the below spoiler.


Red represents solid ground.
Green represents pass-through platforms.
Blue represents pass-through, but crumbling platforms.

The cycle will repeat a la Castle Siege, with the floating marble platforms returning to pick up the fighters and deposit them back into the canyon yet again. Depending on how long the battle is, fighters can make their way through the entire cycle multiple times in one battle.

MUSIC:
Reaper Fortress (Kid Icarus: Uprising) - Remix
In the Space-Pirate Ship (Kid Icarus: Uprising)
Underworld Gatekeeper (Kid Icarus: Uprising) - Remix
Medusa's Final Battle (Kid Icarus: Uprising)
Hades's Infernal Theme (Kid Icarus: Uprising)
The Ring of Chaos (Kid Icarus: Uprising)
Fortress (Kid Icarus: Of Myths and Monsters) - Remix

Round 41 - Fire Emblem 2:
Winner: Opera House by TKOWL


Opera House
Fire Emblem Fates




In Birthright's Chapter 12 and Conquest's Chapter 14, the Hoshidan/Nohrian armies make their way to the Opera House in Nestria, where Garon is watching another one of their dance performances. Azura, disguised as the dancer Layla, performs her Lost in Thoughts All Alone dance, which causes Garon to writhe in pain. Garon soon finds out that the respective armies are at the location, and sends troops out to fight them on the observing boats and gondolas. Being featured in the game's opening, this is one of the most iconic locations from the game.



The stage takes place on a semi-flat surface, with a large gondola in the middle with two very slight raised up sections on both sides. There are two smaller version of the same boat on the left and the right, and two wooden platforms in the middle of them and the larger boat. The ground is water, and anyone who falls in has to make their way back to the stage before they drown, like any other water stage. The boats do react somewhat to fighter weight, dipping down a bit if one lands on them, but they will never submerge into the water. There's a lot of space to fight and interesting dynamics on the stage, but after about ten seconds, the lights in the back will dim, and a spotlight will be put on Azura taking center stage, with the lights returning a few seconds later. Azura will then begin her dance, which has a variety of effects on the stage.



When lots of water begins to appear near Azura, certain parts of the water will begin to glow much brighter. When she raises her arms, a geyser of water will shoot forth from those locations. The water will either jettison up the boats a medium or high distance, represented by a thicker and thinner streams of water respectively. Any fighter that gets launched into the water geysers will slow down as they go through the water, moving up with the current before being shot out. This could potentially lead them to be followed up upon while they're trapped in the water, so be careful. If anyone just jumps into the water, they will rise up, but will be stopped if they are underneath the boats. However, if the geysers pick up the wooden platforms, fighters will be able to pass through. The geysers will dissipate after about 8-10 seconds, and cycle back in every 25-30 seconds or so.

Various observing boats will sometimes be seen moving in the background and foreground, and an audience can faintly be seen in the rafters. Confetti will be raining down at the beginning of the match, and sometimes water droplets will flood the background while the match progresses.

MUSIC:
Lost In Thoughts All Alone (New Remix)
Lost In Thoughts All Alone (for 3DS and Wii U)
Road Taken (Remix)
Justice RIP (Storm)
Alight (Remix)
Dark Wastes (Remix)
No Justice (Fire)
Past Below (Flow)

Round 42 - Star Fox 2:
Winner: Zoness by Primid


ZONESS
(from Star Fox Zero)


I am proud to present Zoness, a location featured in Star Fox 64/DS, Star Fox Assault, and most recently, Star Fox Zero. This planet was once a pristine paradise, but pollution caused by Andross's construction has since turned the aquatic getaway into a toxic sea filled with mutated creatures. Zoness is the fourth mission in Star Fox Zero and players control Fox as he infiltrates an enemy base in search of intel.

The main gimmick of the stage comes in the form of the Gyrowing, a new vehicle that has the ability to deploy a tethered robot called a Direct-i. This familiar looking droid will change the layout of the stage, but we'll get to that in just a moment. See the spoiler below for a better illustration of the starting stage boundaries.


This stage takes place in one of the facility's treacherous corridors, complete with a large main platform, three smaller pass-through platforms, and swimmable toxic sludge. The Gyrowing also serves a pass-through platform.

Like mentioned above, the Direct-i robot will alter the the layout of the stage. After the start of the battle, one of these little guys will descend from the Gyrowing and it will enter a hole in the wall (represented by the yellow squares) and interact with an electrical panel within. After doing so, the Direct-i will be pulled back into the Gyrowing.


After the Direct-i is finished tampering with the first panel, the crane holding the middle platform will swing over to the right side of the stage as shown above. Shortly after recollecting the Direct-i, the Gyrowing will slowly hover over to the right side of the stage. It will stay here for a little while before deploying the Direct-i again. The Direct-i will now interact with the right panel, which will then open up the two bridges that connect the main platform together (i.e. the thin platforms that R.O.B. is standing on).

I forgot to take a picture of this new layout without boundaries identifiers, but here is the final stage setup.

This is the final layout of the stage. Now players must watch their step if they don't want to fall into the murky waters below the stage. However, there is a pass-through platform floating in the water that can be stood on, though it teeters and shifts its weight as players move about on top of it.

After staying in this layout for a solid 30-45 seconds, the stage will reset and start again.

I should also mention that the Direct-i robot can be attacked by players and even destroyed. It takes about three hits to destroy one. If a Direct-i is destroyed, the Gyrowing will remain idle for ~15 seconds before deploying a new one. This can lead to some strategic play between fighters as they can now decide whether or not they want the stage to transform. For example, if a player wants to prevent the bridges from opening up, he/she can keep destroying the Direct-i robots to stop them from altering the stage's layout. (Hopefully this all makes sense)

Anyways, thanks for viewing!

Music:
Zoness (Star Fox Zero)
Zoness (Star Fox 64) - Remix
Vs. Zoness (Star Fox Assault) - Remix
Deploy the Gyrowing (Star Fox Zero) - Remix
Aquas (Star Fox 64) - Remix
World Map (Star Fox Zero)
Titania (Star Fox Zero)
Inside the Colony (Star Fox Zero)

Round 43 (Final Round) - Anything Goes 2:
Winner: Pikmin Parade by Primid


PIKMIN PARADE
(From PIKMIN 3)


Firstly, I've really enjoyed participating in these contests every week and seeing what stages you guys cook up for each round; my only regret is not finding this thread sooner! To drive this point home, my final entry is a Pikmin stage since I missed that round. Pikmin is one of my all-time favorite Nintendo franchises, so I thought I'd show it some love.

I originally was going to do a traveling stage that took players around to various areas of PNF-404, the planet from Pikmin 3, but I knew this would be too time-consuming. Instead, I opted for a different type of traveling stage: one in which Olimar and Alph's trusty pals carry the stage themselves! I'll do my best to explain how the stage works, so hopefully this won't be too confusing.

The stage itself is made up of various fruits being carried by the Pikmin. The Pikmin continuously walk from left to right and the background scrolls behind them. The background changes between the game's locales as they make their way across PNF-404. Basically the main portion of the stage and the winged Pikmin that hover above remain in the same position, and it's the combination of the scrolling background and the animation of the marching Pikmin that give the illusion that the stage is moving. (Think the Mushroomy Kingdom stage, only the background moves. The speed at which the Pikmin move is also very similar to the speed of other scrolling stages). More on the standard layout's boundaries can be found below.


Like I mentioned, the stage is a walk-off. The fruit sometimes shifts up and down as the Pikmin walk, similarly to the logs on Kongo Falls. The cherries carried by the lone Winged Pikmin is solid with grab-able ledges, while the Pellet being carried my the other winged Pikmin is pass-though. The Nectarous Dandelfly is also pass-through, and its body moves with a wave-like movement.

Red = solid ground
Green = pass-through


As they trek across the surface of PNF-404, the Pikmin must avoid some of the planet's deadly fauna, including this Yellow Wollywog. After spotting the Pikmin, it will jump from the background, float in the air momentarily (just as one would in the game) before bouncing onto the orange and into the foreground offscreen. Anyone caught below will be dealt ~35% damage. If confused about how the Wollywog works, see the spoiler below.


The Blue here represents the Yellow Wollywog's path. While it floats in the air before slamming down onto the orange, it's body serves as a solid object that can be stood on.


Next, the Pikmin wander to the home of a Shaggy Longlegs, who will approach from the background and step over the battlefield, crushing some unsuspecting Pikmin in the process. Players can walk through his, um... hair... if they are standing in the middle of the stage as it steps over it. Once he steps into the foreground and offscreen, a few more Pikmin will quickly run onscreen to fill in the spots of the recently deceased ones. R.I.P. little guys.


The next stop on their journey is the Twilight River. The platform arrangement changes slightly during this segment, adding an additional pass-through pellet and a lengthier cherry platform.


These poor Pikmin thought they were safe, but alas, more dangers are afoot. The Pikmin will march through an Arachnode web and unfortunately some of the Winged Pikmin will get caught in it, eliminating the cherry-platforms. The two other groups will fly above the web. Players can also get caught in the web and will be carried offscreen if they don't break free in time.


The next segment is more of a transitional area. The platform arrangement is fairly straight forward and a few sleeping Bulborbs can be seen in the background.


Now in the rainy Garden of Hope, the Pikmin will encounter a Puffy Blowhog that will blow all the platforms offscreen. Anyone standing on them will simply fall onto the main "platform." The Blowhog is in the background and cannot be interacted with.


Nearing the end of their long march, the Pikmin will carry players to the Formidable Oak, the final area of Pikmin 3. Two groups of winged Pikmin will fly in to provide the two pass-through platforms. The Plasm Wraith will also take shape in the background and eerily watch as the parade passes through its domain.


The final stop on the journey is the Distant Tundra. Here, the fruit will be abducted by the Spero and the remaining Pikmin will return to the safety of their Onion. The stage stops scrolling at this point and players will be dropped off onto the snowy ground to duke it out. A Whiptongue Bulborb will patrol behind the battlefield just to keep the background interesting. For the ending stage boundaries, see below.


So yeah, this part is a flat walk-off. The propellers of the Onion are pass-through and the Spero is a solid object with grab-able edges.

Music:
(Medley of the following Pikmin 3 songs)
Alph's Crash Site
Tropical Wilds
Twilight River
Rainy Day
Plasm Wraith
Distant Tundra

(Medley of the following Pikmin 1 songs)
Carry, Fight, Increase and be Eaten
The Impact Site
The Forest Navel
The Distant Spring
The Final Trial
Creature Montage

(Medley of the following Pikmin 2 songs)
Awakening Wood
Perplexing Pool
Wistful Wild
Rest Area
Submerged Castle
Valley of Repose

Thanks for making all the way to end, hopefully everything made sense! I know this was pretty long, but I wanted to make something interesting and different given that it's the final round. Like I said earlier, I've had a blast working on these stages and while I'm sad to see this contest series come to an end, I'm truly glad to have been a part of it.
 
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Russell_SSB

Smash Journeyman
Joined
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Messages
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Location
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MrRussellgro
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Name of Stage:
Lollipop Land

Game of Origin:
Kirby Triple Deluxe

Description of Stage:
The stage is a colorful world full of candy and plays just like Dream Land 64 and Battlefield combined but with different features that would make it fun and challenging to play on.

Gimmicks and Hazards of the Stage:
May have two platforms on the left and right that go up and down next to the edges of the stage (though there is one platform in the middle)

Is your stage unlockable:
No

Extra Stuff:
There would be Waddle-Dees and other enemies in Lollipop Land walking around in the background and not on stage.

Music:
- Lollipop Land (Candy Area) - https://www.youtube.com/watch?v=N-2MtTDslzo
- Lollipop Land (Puzzle Area) - https://www.youtube.com/watch?v=xDcrhgSQjlk
- Lollipop Land (Toy Area) - https://www.youtube.com/watch?v=zPxwcKGxTlQ
- Lollipop Land (Ghost Area) - https://www.youtube.com/watch?v=pu91AyLe0gA
- Pop Star (Kirby 64: The Crystal Shards) - https://www.youtube.com/watch?v=PgrwWRJblWA
- Rock Star (Kirby 64: The Crystal Shards) - https://www.youtube.com/watch?v=crRE7Xp8NhM
- Yogurt Yard (Kirby andThe Rainbow Curse) - https://www.youtube.com/watch?v=qkuf1YDwLqM
- Celestial Valley (Kirby Air Ride) - https://www.youtube.com/watch?v=6o-vCMBuL1w
- Beanstalk Park (Kirby Air Ride) - https://www.youtube.com/watch?v=c0cZL4PIY0Q
- Balloon (Kirby Tilt 'n' Tumble) - https://www.youtube.com/watch?v=htqmuizvN8U
 
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D

Deleted member

Guest

Name of Stage:

Tenacity

Game of Origin:
Bit.Trip Runner

Description of Stage:
The stage is a colorful, yet, challenging stage where players dodge opticals in the level.

Gimmicks and Hazards of the Stage:
The level scrolls on as players move along with the stage. This can also lead players moving along as well when crouching or jumping, as long as you other anyone else is careful with the objects in front of them. (Example: https://www.youtube.com/watch?v=r0PbeT335LI)

Is your stage unlockable:
Yes, in order to unlock the stage you have to beat Classic Mode on any difficulty by playing as Commander Video.

Extra Stuff:
Sometimes there will be an alternate where the stage will turn itself into a Retro Challenge.

Music:
- Tenecity (BIT.Trip Runner): https://www.youtube.com/watch?v=wFzknnESiG8
- Title Screen (BIT.Trip Runner): https://www.youtube.com/watch?v=ihaAe2ZKzYQ
- Impetus (BIT.Trip Runner): https://www.youtube.com/watch?v=erVyoXPfhrE
- Boss Battle (BIT.Trip Runner): https://www.youtube.com/watch?v=iBFC3yBi2ZY
- Runner2 Theme (BIT.Trip Runner 2): https://www.youtube.com/watch?v=E3iaVdBAArk
- Blackout City (feat. Anamanaguchi) (BIT.Trip Runner): https://www.youtube.com/watch?v=zY43PIJiiOk
It sounds like a cool stage for Commander Video but the current round is the Modern Kirby Game Trilogy of Return to Dream Land, Triple Deluxe, and Planet Robobot.
 

Russell_SSB

Smash Journeyman
Joined
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Messages
496
Location
Fennville, Michigan
NNID
MrRussellgro
3DS FC
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It sounds like a cool stage for Commander Video but the current round is the Modern Kirby Game Trilogy of Return to Dream Land, Triple Deluxe, and Planet Robobot.
Oops. Sorry I thought it was an example. My bad, do you mind if I edit it?
 

Russell_SSB

Smash Journeyman
Joined
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Messages
496
Location
Fennville, Michigan
NNID
MrRussellgro
3DS FC
0662-7159-3567
Switch FC
SW-3345-3263-9133
No worries. And yeah, you can edit it if you'd like.
Awesome! Thanks. :)

EDIT: All set! ;)

Sorry to keep posting a lot, I have it all set and ready. I even included a video based on the stage. :)
 
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GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,397


Stage Name:
Access Ark

Origin:
Kirby: Planet Robobot

Description:
The main headquarters of Haltmann Works Co., the antagonist of Planet Robobot, more specifically, the place where you fight President Haltmann. The platform itself is dark purple with some hints of gold, and is similar to the Bridge of Eldin. The Boss of this stage, President Haltmann can change the arena by summoning a square platform above it, knocking the pillar from the background to smash away the center,

Gimmicks and Hazards of the Stage:
At one point during a battle, President Haltmann will appear at the battlefield in his golden mech as a defeatable boss. He attacks in manu ways: he summons four drone lookalikes of his daughter Susie, which hone in on the nearest opponent and deal 15% damage on hit with some slightly decent knockback. A second way to attack is to occasionally spin dash towards opponents, which hits five times and deals 26% total damage with the final hit dealing equal knockback. A third attack is him shooting the Haltmann Company’s signature currency, which functions similarly to Meowth’s Pay Day, but has more range, deals less damage and can partially cover the screen. A final attack is to summon a large cube and jump into it before firing four lasers from the sides and dealing 5% damage per hit. Haltmann will then fire his mech like a drill through the cube, causing him to warp after firing. If any opponents are hit when she fires the mech, they will suffer 34% damage and be dealt pretty hard knockback. Haltmann can be defeated, like Ridley, Metal Face and Yellow Devil.

Is your stage unlockable:
Yes. You unlock this stage by gathering 100,000,000 Gold in total.

Extra Stuff:
Bosses such as the Queen Sectonia clone, Galacta Knight and Susie will appear in the stage background occasionally.

Music:
Access Ark Theme: https://m.youtube.com/watch?v=MK9ZpQXpSUc
President Haltmann Battle: https://m.youtube.com/watch?v=K494l0tzbAY
Robobot Armor Mode: https://m.youtube.com/watch?v=NLMbJkobXjo
Star Dream Soul OS: https://m.youtube.com/watch?v=4MfNzVktx5I

EDIT: Used to be an ARMS stage, but now has been changed to suit the theme of this round.
 

Attachments

Last edited:
D

Deleted member

Guest
View attachment 135632

Stage Name:
Sky Arena

Origin:
ARMS

Description:
An arena built atop the Arms League HQ where the player fights either Max Brass or Dr. Coyle in the arcade mode. The platform in the center is leveled, similarly to the Punch-Out!! Arena, but there is nothing to bounce off of.

Gimmicks and Hazards of the Stage:
The torches surrounding the arena can deal 20% damage when knocked into, also having some decent knockback at a 359 degree angle. At one point, Hedlok will appear in the stage and attach itself to the first player that hits it. With Hedlok equipped, the player has access to four stretchy arms that can hit opponents from long distances for 5% damage each, or grab the opponent with a sort of tether that deals 25% damage if it hits a player. The former is triggered when the player uses a normal or a special while the latter is triggered with a grab. However, Hedlok has his weaknesses: he will immediately detach himself if the player he's taking over is launched, and can only be attached for 12 seconds before disappearing, pausing only when a grab lands on an opponent.

Is your stage unlockable:
Yes. You unlock this stage by taking 1,000,000% total damage on one character from when you first boot the game (You can track it in the Records Section).

Extra Stuff:
A montage of Smash battles that have happened prior to the one on this stage will be playing as recordings on a screen in the background.

Music:
ARMS Theme: https://www.youtube.com/watch?v=7lg8nCXtxwc
Spring Stadium: https://www.youtube.com/watch?v=e1W3eY2RNpI
Ribbon Ring: https://www.youtube.com/watch?v=uFNBVT_905U
Ninja College: https://www.youtube.com/watch?v=7GEgQgxuLFQ
Mausoleum: https://www.youtube.com/watch?v=bh9nAJF1qqU
Ramen Bowl: https://www.youtube.com/watch?v=IuKqzNVqKao
Scrapyard: https://www.youtube.com/watch?v=BJu1naHk1bg
Cinema Deux: https://www.youtube.com/watch?v=ZWFEgLL7vns
Buster Beach: https://www.youtube.com/watch?v=2aGm2LxqjHI
Snake Park: https://www.youtube.com/watch?v=M2ufqDNEf2E
DNA Lab: https://www.youtube.com/watch?v=AYNT0yfkzMw
Sky Arena (Day): https://www.youtube.com/watch?v=P3v5zJc1eVk
Sky Arena (Night): https://www.youtube.com/watch?v=Yllb9hnGGSg
Via Dolce: https://www.youtube.com/watch?v=ml9MSsTSV2U
Temple Grounds: https://www.youtube.com/watch?v=cww9eg50SEE
Sparring Ring: https://www.youtube.com/watch?v=pWogzuNDnZo
[NAME REDACTED]: https://www.youtube.com/watch?v=s0k4HqWYztk
Hedlok Theme: https://www.youtube.com/watch?v=lto0gqPQqdQ
V-Ball: https://www.youtube.com/watch?v=PY6N6PXj2cU
Hoops: https://www.youtube.com/watch?v=OS_xGcZPBCI
ARMS may or may not be part of a later round in this contest so I encourage you to hold on to this idea. But right now the current round is about the Modern Kirby Trilogy of Return to Dreamland, Triple Deluxe, and Planet Robobot
 

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,397
ARMS may or may not be part of a later round in this contest so I encourage you to hold on to this idea. But right now the current round is about the Modern Kirby Trilogy of Return to Dreamland, Triple Deluxe, and Planet Robobot
Ah! Right! I’ll do that!

EDIT: Done!
 
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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
The first round is games that I haven't played. Rip lol. Ah well, I can work with this.

Resolution Road
Planet Robobot

"Beep beep!"

Description:
The second world of Kirby: Planet Robobot! Unlike most previous Kirby stages, this one takes place... in a city?! There are two levels to this stage, each one with a different risk. The top level is a droppable platform all the way across (Though not technically a walk-off platform), but it is fairly high up, and it would behoove one to avoid getting launched up here! Well, lower ground is better in that case, right? It depends. The bottom layer is a street where Waddle Dees will drive past every now and again, which will definitely launch you at higher percentages! The street level of this stage is also a walk-off section.

Gimmicks and Hazards of the Stage:
A car comes down either side of the street every thirty seconds of game time, so be careful to pay attention and look both ways before crossing!

Is your stage unlockable:
No, default Kirby stage in the game.

Extra Stuff:
I've never played these games so when I was thinking about what I knew about the trilogy, the first thing that stood out to me was the trailer in the Nintendo Direct talking about Amiibo support for Robobot and it showed that functionality on a stage with Waddle Dees driving lil cars and I knew I loved it, I found it adorable.

Music:
City of Sound (Planet Robobot): https://www.youtube.com/watch?v=OsBB_IuXPZE
Kirby 3D Rumble (Planet Robobot): https://www.youtube.com/watch?v=qmvXHg16wT0
Castle Area (Return to Dream Land): https://www.youtube.com/watch?v=OuU-qZWhlZw
Masked Dedede (Triple Deluxe): https://www.youtube.com/watch?v=xStEdivU9JE
 
D

Deleted member

Guest
The first round is games that I haven't played. Rip lol. Ah well, I can work with this.

Resolution Road
Planet Robobot

"Beep beep!"

Description:
The second world of Kirby: Planet Robobot! Unlike most previous Kirby stages, this one takes place... in a city?! There are two levels to this stage, each one with a different risk. The top level is a droppable platform all the way across (Though not technically a walk-off platform), but it is fairly high up, and it would behoove one to avoid getting launched up here! Well, lower ground is better in that case, right? It depends. The bottom layer is a street where Waddle Dees will drive past every now and again, which will definitely launch you at higher percentages! The street level of this stage is also a walk-off section.

Gimmicks and Hazards of the Stage:
A car comes down either side of the street every thirty seconds of game time, so be careful to pay attention and look both ways before crossing!

Is your stage unlockable:
No, default Kirby stage in the game.

Extra Stuff:
I've never played these games so when I was thinking about what I knew about the trilogy, the first thing that stood out to me was the trailer in the Nintendo Direct talking about Amiibo support for Robobot and it showed that functionality on a stage with Waddle Dees driving lil cars and I knew I loved it, I found it adorable.

Music:
City of Sound (Planet Robobot): https://www.youtube.com/watch?v=OsBB_IuXPZE
Kirby 3D Rumble (Planet Robobot): https://www.youtube.com/watch?v=qmvXHg16wT0
Castle Area (Return to Dream Land): https://www.youtube.com/watch?v=OuU-qZWhlZw
Masked Dedede (Triple Deluxe): https://www.youtube.com/watch?v=xStEdivU9JE
Do you mind if I include the image of your stage in an edit to the first post of this thread? Without giving any thoughts on the stage itself (waiting until grading time for that) I feel that the kind of image you've used to display what your stage could look like is a perfect example of the kind of image that I encourage people to use when trying to describe what their stages appearance.

Thanks for joining in on the contest BTW. It's nice to get some more activity here.
 

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
Do you mind if I include the image of your stage in an edit to the first post of this thread? Without giving any thoughts on the stage itself (waiting until grading time for that) I feel that the kind of image you've used to display what your stage could look like is a perfect example of the kind of image that I encourage people to use when trying to describe what their stages appearance.

Thanks for joining in on the contest BTW. It's nice to get some more activity here.
That's A-Okay with me!
 

Russell_SSB

Smash Journeyman
Joined
Sep 28, 2014
Messages
496
Location
Fennville, Michigan
NNID
MrRussellgro
3DS FC
0662-7159-3567
Switch FC
SW-3345-3263-9133
The first round is games that I haven't played. Rip lol. Ah well, I can work with this.

Resolution Road
Planet Robobot

"Beep beep!"

Description:
The second world of Kirby: Planet Robobot! Unlike most previous Kirby stages, this one takes place... in a city?! There are two levels to this stage, each one with a different risk. The top level is a droppable platform all the way across (Though not technically a walk-off platform), but it is fairly high up, and it would behoove one to avoid getting launched up here! Well, lower ground is better in that case, right? It depends. The bottom layer is a street where Waddle Dees will drive past every now and again, which will definitely launch you at higher percentages! The street level of this stage is also a walk-off section.

Gimmicks and Hazards of the Stage:
A car comes down either side of the street every thirty seconds of game time, so be careful to pay attention and look both ways before crossing!

Is your stage unlockable:
No, default Kirby stage in the game.

Extra Stuff:
I've never played these games so when I was thinking about what I knew about the trilogy, the first thing that stood out to me was the trailer in the Nintendo Direct talking about Amiibo support for Robobot and it showed that functionality on a stage with Waddle Dees driving lil cars and I knew I loved it, I found it adorable.

Music:
City of Sound (Planet Robobot): https://www.youtube.com/watch?v=OsBB_IuXPZE
Kirby 3D Rumble (Planet Robobot): https://www.youtube.com/watch?v=qmvXHg16wT0
Castle Area (Return to Dream Land): https://www.youtube.com/watch?v=OuU-qZWhlZw
Masked Dedede (Triple Deluxe): https://www.youtube.com/watch?v=xStEdivU9JE
I actually love your idea here, man! :)
 

Salcan

Smash Rookie
Joined
Sep 24, 2017
Messages
23
Quick comments and questions about the contest before my submission:
  • I can see the complaint about there being too many grassy stages even though I don't agree with it. What I can't understand is why the first levels of games are being grouped in along with the grassy stages. There is no quality inherent to all opening levels except for being simpler and easier than later levels. In fact, I can name several first levels from the same series that all use different ideas. Green Hill Zone is a grassy island, but Mushroom Hill is a jungle. City Escape is an urban obstacle course, while Sylvania Castle Zone has ruins with a water subtheme. Windmill Isle swings down to the coast, while Tropical Resort is an amusement park in space. (As you can probably tell by now, I'm referring to the Sonic series)
  • I think 6 days is a little too short to design a stage. Why not 7 days? Not only does it allow more time to really refine the concept of the stage, it also matches up with the number of days in a week. This means that rounds will start consistently on a certain day of the week, so instead of saying, "New round every 6 days" you can say, "New round every Monday". Not only does the second one sound better, it's also easier to remember when rounds end and start.
  • Why aren't ideas from Dedede's Drum Dash Deluxe, Kirby Fighters Deluxe, Team Kirby Clash Deluxe, and Kirby's Blowout Blast allowed? Is it to make the rounds more focused, to encourage creativity by creating restrictions? I think those four games are close enough to the allowed games that they should count too.
  • The lack of activity this contest has is likely caused by the limited choice of subject matter. Some people just aren't interested in certain games and if they aren't interested, there isn't much point in joining the round. This is a bigger issue for a Kirby based round because Kirby is less popular than many other Nintendo franchises. If the rounds were more open, then more people would be able to participate.
Anyways, here's a stage

Name: Billards Alleyway

Game: Kirby: Planet Robobot



(Kirby dashing across a billards table in Stage 2-4)

Inspiration: Stages 2-4 and 5-2 (and parts of 2-6 EX and 5-7 EX) of Kirby: Planet Robobot take place inside casinos. This stage focuses specifically one idea from the stages, the billards tables Kirby has to run across while dodging oversized billards balls coming from the background. (Technically they're pool tables, a subset of billards tables, because the tables have pockets, but billards sounds better for a stage name.)

Aesthetics: Billards Alleyway is a wide stage taking place on one of the billards tables, specifically from Stage 2-4 or 2-6 EX, (5-2 and 5-7 EX have a different color palette, and due to being earlier in the game, 2-4/2-6 version must be somewhat more iconic.) now suspended into the air to make for a proper Smash Bros. stage. The surface of this table is green cloth with a checkerboard pattern. The top of the walls of the table are a bright brown wood with yellow stars embedded into it. There are 6 pockets, on the table, four at the corners of the table and one at the center of each of the longer slides. The pockets have a yellow color to them. Unlike the equivalent areas from Kirby: Planet Robobot, where Kirby runs across the shorter side of the billards table, and the balls just roll off the edge of the table, the fighting in Smash Brothers occurs on the longer side of the table, (just behind the pockets, so the pockets aren't part of the stage geometry) and the table has walls on all sides of it to contain the balls. The wall in front of the fighting is lowered significantly so that players can see the characters and the ground. Two giant Haltmann Works themed playing cards float above the table, with their fronts facing the ceiling. (Think Sonic the Hedgehog 4's Casino Street Zone) These are platforms, and will be detailed later. Giant casino chips of various colors as well as giant coins are on top of the walls of the table, although they aren't in the 2-D plane where the fighting takes place. Towers of glowing dice provide a warm glow from the background, while large red banners stretch across tall yellow poles. A large roulette with black and red sections and a yellow ball rolling around it takes up the lower left part of the background, and finally there are giant slot machines far in the background scrolling over the four playing card suits of clubs, hearts, diamonds, and spades.



(Confused about what the giant playing cards look like? This screenshot from just outside the casino in 2-4 should help.)



(A view of the 2-D plane where fighting on Billards Alleyway takes place.)

Stage Geometry: Billards Alleyway has one main platform and two raised platforms, like the image above. The main platform (part of the billards table, pictured in black) is 5/4 the length of Final Destination, but the ends of the platform are raised up, because those are the walls of the billards table. The ends of the raised sections are the ledges of the stage. The whole thing is a hard platform. The giant playing cards from earlier serve as two floating platforms, marked in orange. They are the same height, and located above the ends of the lower portion of the main platform. They are 5/4 as long as a Battlefield floating platform. These platforms are soft, but aren't easy to reach. Most characters will have to expend their double jump in order to get up to them from the lower part of the main platform, and the heaviest characters/metal characters might need to use an Up Special. Jumping from the raised portion of the main platform to the floating platforms is much easier.




(A top-down view of Billards Alleyway.)

Mechanics: Above is Billards Alleyway viewed from above. (That sentence isn't awkward, I swear!) The orange lines are the walls of the billards table, and the green line is the plane where fighting takes place. The dark blue circles are the pockets (closer to the background) where billard balls come out of. There are 9 different billard balls, and each one has a different color and number from 1 to 8 (Or lack of one, in the case of the plain white cue ball) These billard balls leave the pocket at random times (although it will always takes at least 20 seconds after one billard ball) at a 45 degree angle, They will begin to roll across the stage, possibly even though the plane the fighting is taking place. They will bounce off of walls and other billard balls. But not fighters. They get run over by billard balls instead. Fighters hit by a billard ball will take 8% damage and standard knockback. So in this stage, the best way to win is to pay attention to incoming billard balls, then evade the balls while knocking opponents into them. Or just stay on the raised parts of the main platform or on the cards, so the balls can't hit you at all. But more likely than not, you will be pushed back into harms way by your opponent/opponents. Eventually, the balls will travel into one of the stage's 6 pockets (pictured in dark blue and light blue) and fall into the pocket, removing the ball from play for a while.



(Dubior may have fought Kirby in 2-6 EX, but on Billards Alleyway he's a helpful character.)

Should all 9 billard balls be in play at once, the game will wait for 15 seconds to see any of the balls drain out of the billards table. If all 9 balls are still on the battlefield, the game shows a bit of mercy by having Dubior, a UFO like mid-boss from the Kirby games who appears in Stage 2-6 EX, (And, funnily enough, does not give the UFO ability. What gives?) will fly into the background and use a tractor beam to absorb every billard ball on the stage before leaving. This will prevent players from getting too frustrated when too many balls are on the screen and it's harder to figure out the paths they are taking.


Unlock Requirements: Complete Classic or All Star Mode using a random character. Can also be done in Co-op, and just one player needs to use a random character.
(Most of the stage unlock requirements in Smash Bros. are very easy. Thus this stage has an easy challenge based on chance, because it's based on a casino stage.)

Extra Details: Unless I somehow missed a crucial detail, Kirby: Planet Robobot only uses solid colored balls with numbers 1-8. This means that the casinos in the game are playing 8-Ball, a choice replicated here, as Billards Alleyway only allows for 9 balls at once, the 8 main balls and the cue ball used in an actual 8-Ball game.

This stage is playable in 8-Player Smash mode for up to 6 players. In 8-Player Smash, no billard balls show up.

In Omega form, Billards Alleyway shrinks down to the size of a more traditional stage. A row of giant casino chips fill the lower section of the main platform, making the platform level. The billard balls still appear, but purely as decoration, as they can't reach the fighting thanks to the casino chips. Finally, the playing card platforms disappear.

Screenshots are from omegaevolution's video of Resolution Road
https://m.youtube.com/watch?v=D2m-vKPUjAU

Music:
(HAL Laboratory is currently taking down Kirby music on Youtube, so these links go to Smash Custom Music if I can find it there.)

Spinning Roulette (Kirby: Planet Robobot) (Original) (no link, but it's the music from 2-4/5-2)
Spinning Roulette (Kirby: Planet Robobot) (New Remix)
Showdown (Kirby Mass Attack) (Original) (no link, but it's Kirby Brawlball's boss music)
Fun Castle (Kirby Mass Attack) (Original) (http://smashcustommusic.com/22996) (Dedede Resort Stage 10's music)
Dedede & Dedede (Kirby's Blowout Blast) (Original) (no link, but it's King Dedede's amiibo plaza track. You may also know this song as the extended version of Dedede's Drum Dash Deluxe's title screen)
Butter Building (Kirby's Adventure) (Returning Remix) (http://smashcustommusic.com/3850)
Butter Building Ver. 2 (Kirby's Adventure) (Returning Remix) (http://smashcustommusic.com/52316)
Battleship Halberd (Kirby's Epic Yarn) (Original) (http://smashcustommusic.com/4429)
Mr. Shine and Mr. Bright's Stage (Kirby's Block Ball) (New Remix) (Original's link: http://smashcustommusic.com/38441)
Fine Fields 3 (Prairie Area) (Kirby: Triple Deluxe) (Original) (http://smashcustommusic.com/43708)
Challenge Pro Tips (Kirby's Return to Dream Land) (New Remix) (Original's link: http://smashcustommusic.com/27045 From the tips screen viewable after completing or failing a Challenge)
Joyous Games Medley (New Remix) Consists of:
Changes:
  • Fixed typo in Stage Geometry (2/3/17)
  • Added 8 Player Smash and Omega stage information (2/3/17) (Can't belive I forgot that stuff.)
  • Specified that Omega stage is smaller than the normal stage (2/4/17)
  • Clarified that the unlock requirement can be met in Co-op (2/4/17)
  • Billard balls weakened, as there can be many in play at once. Originally did 15%. (2/4/17)
 
Last edited:

PeridotGX

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(My first attempt at this. Let me know if I did something wrong.)

Kirby: Triple Deluxe
Sectonia's Throne Room
I tried.png

(Sorry, I can't edit pictures for the life of me)
This stage's most notable detail is that, like Jungle Hijinx from Smash 4, there are two layers. You can go between the layers using 3-D Warp Stars. The foreground is long and wide, but there are walk-offs on both sides. The background is a singular, floating pink diamond, very similar in function to Final Destination.

Roughly every 45 seconds, Queen Sectonia appears, behind the second section of the stage. She does one of the following, then dissapear.

  • Makes two White Antlers (Ant enemies) appear on both the Foreground and Background of the stage. They do a weak Ice-Based attack in front of them, freezing fighters in front of them. It only takes one hit to defeat them.
  • Makes one Lord Antler appear in the foreground. It uses it's club to make a shockwave in front of it. they have an HP of 50.
  • Uses the pink stones floating around the Diamond and smashes them on it , dealing damage to whoever is below.
  • Shatters the Diamond, forcing everyone to go to the foreground. This attack is the most easily predictable, as the 3-D Warp Stars disappear from the foreground and appear plentifully in the background. The diamond is recreated 30 seconds later. Sectonia never does this twice in a row.
This stage is not unlockable, and is a default stage. The Omega form solely takes place on the Diamond. This stage is usable with up to 6 players, but 5-6 make it so Sectonia never appears.

Soundtrack (* means it's unlocked via CD)
Dirty and Beauty (Sectonia phase 1)
https://www.youtube.com/watch?v=40DEipGcoXg

Moonstruck Blossom (Sectonia phase 2)*
https://www.youtube.com/watch?v=EBfz1Edo9-Q

VS Sectonia Soul
https://www.youtube.com/watch?v=a-hJeM7gRcs&t=81s

Money Machine (VS Haltmann)
https://www.youtube.com/watch?v=LjhjcPX9DUo&t=91s

Noble Haltman/Patched Plains
https://www.youtube.com/watch?v=sKEH8QIHi6w

VS Marx (Brawl Mix)*
https://www.youtube.com/watch?v=KcOTCr49nRo

Masked Dedede
https://www.youtube.com/watch?v=xStEdivU9JE

 
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D

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Quick comments and questions about the contest before my submission:
  • I can see the complaint about there being too many grassy stages even though I don't agree with it. What I can't understand is why the first levels of games are being grouped in along with the grassy stages. There is no quality inherent to all opening levels except for being simpler and easier than later levels. In fact, I can name several first levels from the same series that all use different ideas. Green Hill Zone is a grassy island, but Mushroom Hill is a jungle. City Escape is an urban obstacle course, while Sylvania Castle Zone has ruins with a water subtheme. Windmill Isle swings down to the coast, while Tropical Resort is an amusement park in space. (As you can probably tell by now, I'm referring to the Sonic series)
  • I think 6 days is a little too short to design a stage. Why not 7 days? Not only does it allow more time to really refine the concept of the stage, it also matches up with the number of days in a week. This means that rounds will start consistently on a certain day of the week, so instead of saying, "New round every 6 days" you can say, "New round every Monday". Not only does the second one sound better, it's also easier to remember when rounds end and start.
  • Why aren't ideas from Dedede's Drum Dash Deluxe, Kirby Fighters Deluxe, Team Kirby Clash Deluxe, and Kirby's Blowout Blast allowed? Is it to make the rounds more focused, to encourage creativity by creating restrictions? I think those four games are close enough to the allowed games that they should count too.
  • The lack of activity this contest has is likely caused by the limited choice of subject matter. Some people just aren't interested in certain games and if they aren't interested, there isn't much point in joining the round. This is a bigger issue for a Kirby based round because Kirby is less popular than many other Nintendo franchises. If the rounds were more open, then more people would be able to participate.
Anyways, here's a stage

Name: Billards Alleyway

Game: Kirby: Planet Robobot



(Kirby dashing across a billards table in Stage 2-4)

Inspiration: Stages 2-4 and 5-2 (and parts of 2-6 EX and 5-7 EX) of Kirby: Planet Robobot take place inside casinos. This stage focuses specifically one idea from the stages, the billards tables Kirby has to run across while dodging oversized billards balls coming from the background. (Technically they're pool tables, a subset of billards tables, because the tables have pockets, but billards sounds better for a stage name.)

Aesthetics: Billards Alleyway is a wide stage taking place on one of the billards tables, specifically from Stage 2-4 or 2-6 EX, (5-2 and 5-7 EX have a different color palette, and due to being earlier in the game, 2-4/2-6 version must be somewhat more iconic.) now suspended into the air to make for a proper Smash Bros. stage. The surface of this table is green cloth with a checkerboard pattern. The top of the walls of the table are a bright brown wood with yellow stars embedded into it. There are 6 pockets, on the table, four at the corners of the table and one at the center of each of the longer slides. The pockets have a yellow color to them. Unlike the equivalent areas from Kirby: Planet Robobot, where Kirby runs across the shorter side of the billards table, and the balls just roll off the edge of the table, the fighting in Smash Brothers occurs on the longer side of the table, (just behind the pockets, so the pockets aren't part of the stage geometry) and the table has walls on all sides of it to contain the balls. The wall in front of the fighting is lowered significantly so that players can see the characters and the ground. Two giant Haltmann Works themed playing cards float above the table, with their fronts facing the ceiling. (Think Sonic the Hedgehog 4's Casino Street Zone) These are platforms, and will be detailed later. Giant casino chips of various colors as well as giant coins are on top of the walls of the table, although they aren't in the 2-D plane where the fighting takes place. Towers of glowing dice provide a warm glow from the background, while large red banners stretch across tall yellow poles. A large roulette with black and red sections and a yellow ball rolling around it takes up the lower left part of the background, and finally there are giant slot machines far in the background scrolling over the four playing card suits of clubs, hearts, diamonds, and spades.



(Confused about what the giant playing cards look like? This screenshot from just outside the casino in 2-4 should help.)



(A view of the 2-D plane where fighting on Billards Alleyway takes place.)

Stage Geometry: Billards Alleyway has one main platform and two raised platforms, like the image above. The main platform (part of the billards table, pictured in black) is 5/4 the length of Final Destination, but the ends of the platform are raised up, because those are the walls of the billards table. The ends of the raised sections are the ledges of the stage. The whole thing is a hard platform. The giant playing cards from earlier serve as two floating platforms, marked in orange. They are the same height, and located above the ends of the lower portion of the main platform. They are 5/4 as long as a Battlefield floating platform. These platforms are soft, but aren't easy to reach. Most characters will have to expend their double jump in order to get up to them from the lower part of the main platform, and the heaviest characters/metal characters might need to use an Up Special. Jumping from the raised portion of the main platform to the floating platforms is much easier.




(A top-down view of Billards Alleyway.)

Mechanics: Above is Billards Alleyway viewed from above. (That sentence isn't awkward, I swear!) The orange lines are the walls of the billards table, and the green line is the plane where fighting takes place. The dark blue circles are the pockets (closer to the background) where billard balls come out of. There are 9 different billard balls, and each one has a different color and number from 1 to 8 (Or lack of one, in the case of the plain white cue ball) These billard balls leave the pocket at random times (although it will always takes at least 20 seconds after one billard ball) at a 45 degree angle, They will begin to roll across the stage, possibly even though the plane the fighting is taking place. They will bounce off of walls and other billard balls. But not fighters. They get run over by billard balls instead. Fighters hit by a billard ball will take 15% damage and standard knockback. So in this stage, the best way to win is to pay attention to incoming billard balls, then evade the balls while knocking opponents into them. Or just stay on the raised parts of the main platform or on the cards, so the balls can't hit you at all. But more likely than not, you will be pushed back into harms way by your opponent/opponents. Eventually, the balls will travel into one of the stage's 6 pockets (pictured in dark blue and light blue) and fall into the pocket, removing the ball from play for a while.



(Dubior may have fought Kirby in 2-6 EX, but on Billards Alleyway he's a helpful character.)

Should all 9 billard balls be in play at once, the game will wait for 15 seconds to see any of the balls drain out of the billards table. If all 9 balls are still on the battlefield, the game shows a bit of mercy by having Dubior, a UFO like mid-boss from the Kirby games who appears in Stage 2-6 EX, (And, funnily enough, does not give the UFO ability. What gives?) will fly into the background and use a tractor beam to absorb every billard ball on the stage before leaving. This will prevent players from getting too frustrated when too many balls are on the screen and it's harder to figure out the paths they are taking.


Unlock Requirements: Complete Classic or All Star Mode using a random character.
(Most of the stage unlock requirements in Smash Bros. are very easy. Thus this stage has an easy challenge based on chance, because it's based on a casino stage.)

Extra Details: Unless I somehow missed a crucial detail, Kirby: Planet Robobot only uses solid colored balls with numbers 1-8. This means that the casinos in the game are playing 8-Ball, a choice replicated here, as Billards Alleyway only allows for 9 balls at once, the 8 main balls and the cue ball used in an actual 8-Ball game.

This stage is playable in 8-Player Smash mode for up to 6 players. In 8-Player Smash, no billard balls show up.

In Omega form, a row of giant casino chips fill the lower section of the main platform, making it level. The billard balls still appear, but purely as decoration, as they can't reach the fighting thanks to the casino chips. Finally, the playing card platforms disappear.

Screenshots are from omegaevolution's video of Resolution Road
https://m.youtube.com/watch?v=D2m-vKPUjAU

Music:
(HAL Laboratory is currently taking down Kirby music on Youtube, so these links go to Smash Custom Music if I can find it there.)

Spinning Roulette (Kirby: Planet Robobot) (Original) (no link, but it's the music from 2-4/5-2)
Spinning Roulette (Kirby: Planet Robobot) (New Remix)
Showdown (Kirby Mass Attack) (Original) (no link, but it's Kirby Brawlball's boss music)
Fun Castle (Kirby Mass Attack) (Original) (http://smashcustommusic.com/22996) (Dedede Resort Stage 10's music)
Dedede & Dedede (Kirby's Blowout Blast) (Original) (no link, but it's King Dedede's amiibo plaza track. You may also know this song as the extended version of Dedede's Drum Dash Deluxe's title screen)
Butter Building (Kirby's Adventure) (Returning Remix) (http://smashcustommusic.com/3850)
Butter Building Ver. 2 (Kirby's Adventure) (Returning Remix) (http://smashcustommusic.com/52316)
Battleship Halberd (Kirby's Epic Yarn) (Original) (http://smashcustommusic.com/4429)
Mr. Shine and Mr. Bright's Stage (Kirby's Block Ball) (New Remix) (Original's link: http://smashcustommusic.com/38441)
Fine Fields 3 (Prairie Area) (Kirby: Triple Deluxe) (Original) (http://smashcustommusic.com/43708)
Challenge Pro Tips (Kirby's Return to Dream Land) (New Remix) (Original's link: http://smashcustommusic.com/27045 From the tips screen viewable after completing or failing a Challenge)
Joyous Games Medley (New Remix) Consists of:
Changes:
  • Fixed typo in Stage Geometry (2/3/17)
  • Added 8 Player Smash and Omega stage information (2/3/17) (Can't belive I forgot that stuff.)
To answer your questions.

1. It really boils down to a lot of Level 1's in games being Grassy Plain areas, which I'm a little burned out on in the realm of Smash Stages. If there is a Level 1 in a game that's not a Grassy Plain then more power to it. Not that I want the stage roster to consist almost entirely of Level 1's, but considering the current stage line-up doesn't suffer from that problem I don't much reason to worry about it. tl;dr I just think it would be beneficial to have more variety and less grassy plain levels.

2. I wouldn't be opposed to making rounds last 7 days instead of 6. In fact I'm considering doing just that. But I will point out that even if that were the case new rounds still wouldn't start on the same day every week. Mainly because a new round can't start until after the judges give their grades for the current round.

3. Because their essentially spin-offs. Not that I have a problem with Spin-off stages in Smash. But I wanted the focus of this round to be the 3 most recent Kirby Platformers.

4. You're not the first to suggest that I drop the categories and just let people pick a stage from any series in the rounds going forward. I am considering doing that once the Kirby round ends. But there are two issues with it. The first is that I the category method is still the way I would rather do this contest. I'm trying to keep an open mind about dropping them, but that doesn't resolve the bigger second issue.

That issue being, what would stop people from just submitting the same stage idea over and over? If the rounds allow stages from any series every time and the stage didn't win one round it would be too easy for someone to just try again with the same stage next round. And setting a rule of you can only use each stage idea once honestly sounds like a more limiting restriction than the categories.
 

Salcan

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Joined
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Messages
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3. Because their essentially spin-offs. Not that I have a problem with Spin-off stages in Smash. But I wanted the focus of this round to be the 3 most recent Kirby Platformers.

4. You're not the first to suggest that I drop the categories and just let people pick a stage from any series in the rounds going forward. I am considering doing that once the Kirby round ends. But there are two issues with it. The first is that I the category method is still the way I would rather do this contest. I'm trying to keep an open mind about dropping them, but that doesn't resolve the bigger second issue.

That issue being, what would stop people from just submitting the same stage idea over and over? If the rounds allow stages from any series every time and the stage didn't win one round it would be too easy for someone to just try again with the same stage next round. And setting a rule of you can only use each stage idea once honestly sounds like a more limiting restriction than the categories.
Kirby and the Rainbow Curse is sad, because people keep forgetting that it exists. You meant to say the 3 most recent traditional Kirby platformers, right?

I think a better solution would be to make more broad categories. Instead of restricting categories to a particular franchise, (or very small subsets of that franchise like this round) how about having rounds focus on design restrictions. For example, a round where stages must use the new gravity mechanic from Mario Galaxy and Windy Hill Zone. Or a round where all stages must scroll in some manner. Or a round based on making something entirely unique that Smash Bros. hasn't done before. Or a round based on making a stage designed around the idea of 8-Player Smash, rather than having it tacked on to the end of a stage.
 

Cyn

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I would imagine that these contests can be pretty open or stringent round by round.

@psb123 , Might I make a suggestion? Before the start of each round, alert me or one of the mods of this section to make/change a poll so users can vote on the next category.
 
D

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S Salcan
Cyn Cyn

I'd like to thank you both for offering suggestions to help improve the activity in this contest. While I see some potential in Salcan's idea of making the categories based more on design than home series at the end of the day I still want to go for the Home Series style of categories.

So for now I will go through with Cyndane's suggestion of adding a poll before each round for people to vote on what category they want next. I am going to keep Salcan's suggestion in mind in case that doesn't work out but for now I'm going with the poll idea.

The only question I have (for Cyndane) is how I should go about alerting you or the mods when it comes time to host a poll. And out of curiosity would there be any problem with me using the thread tools to add a poll myself?
 

Cyn

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The only question I have (for Cyndane) is how I should go about alerting you or the mods when it comes time to host a poll. And out of curiosity would there be any problem with me using the thread tools to add a poll myself?
Just shoot me a PM. As far as using thread tools, once you have created a thread, you cannot edit in a poll at the top of the thread. Mods and admins can.
 
D

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Just shoot me a PM. As far as using thread tools, once you have created a thread, you cannot edit in a poll at the top of the thread. Mods and admins can.
Gotcha. Once the judges give their grades for the 1st round I'll send you a PM.

Just a reminder for everyone that Round 1 ends later today. At about 6:00pm pacific time is when I'm aiming for one of the judges to announce the end of the round, but the round technically won't end until one of the judges declares it to be over. Even if that's after 6:00

Alright guys. Round 1 is officially closed. Thanks to everyone who participated. Once the judges have sent in their grades they will be posted here and a winner will be declared.
 
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Salcan

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So, it's been three days and the results haven't come in yet. I think it would be better if we started to vote on a new topic during the grading rather than after the grading so that the thread won't lose all of its momentum between rounds.

I'm actually kind of worried for if the next round is Splatoon based, since I'm not a fan of Splatoon or its Smash Bros. prospects. (Then again, it's invetiable that we will have a Splatoon round.) I have an idea, but it's one of those, "It's so crazy that it either succeeds with flying colors or crashes and burns in a miserable train wreck" ideas

Anyways, I've noticed that out of the four stages submitted, we had two Triple Deluxe stages, two Planet Robobot stages, and no Return to Dream Land stages. I think it's because Return to Dream Land is older than the other two games (a 2011 release compared to a 2014 release and a 2016 release) and because it was on the Wii, an older console compared to the more recent 3DS. So when I had to think of a stage, Planet Robobot came to my mind before Return to Dream Land.

Since we probably won't have repeat rounds for a while, I decided to pull out my copy of Return to Dream Land and write out some informal submissions.



  • Nutty Noon: A stage based on the entirety of Nutty Noon. The fight starts at the base of the giant tower in the morning, and slowly advances into the clouds alongside the tower. The screen scrolls slower than other scrolling stages, and keeps a consistent pace, giving the stage a more relaxing feel. As the screen rises, time passes into the evening and later into the night. At the top of Nutty Noon (The same area as 5-Boss for those in the know) a dimensional rift opens and the fighters are pulled into it in a Castle Siege like manner. The fighters are dumped onto a set of floating platforms in an alternate dimension where Nutty Noon is crumbling, devoid of its color. The platforms take the fight downward until another dimensional rift pulls the platforms back to the regular dimension, at the bottom of Nutty Noon. The cycle then repeats until the fight ends.


  • Onion Ocean Ruins: A stage set underwater based on Stage 3-4. The main platform is a mesa slightly smaller than Battlefield. extending all the way to the bottom blast line. What the stage lacks in width, it makes up in height, above the mesa are a ton of platforms, representing the extra maneuverability underwater. These platforms are important, as spiked shells of various sizes sometimes drift onto the field. They ignore the platforms and bounce off the mesa, so the verticality of the stage is great for dodging the shells. Should they hit, the shells deal 15% over three hits, with radial knockback large enough to keep a fighter from striking the same shell repeatedly. (Larger shells have more knockback, and they will likely KO if a fighter is caught off stage by a shell.) Fatty Puffer appears as a stage boss, attacking mostly by rolling across the mesa or by spinning through the water. When he is defeated, he explodes slowly, taking out nearby foes for the player who dealt the last hit.
 
D

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So, it's been three days and the results haven't come in yet. I think it would be better if we started to vote on a new topic during the grading rather than after the grading so that the thread won't lose all of its momentum between rounds.

I'm actually kind of worried for if the next round is Splatoon based, since I'm not a fan of Splatoon or its Smash Bros. prospects. (Then again, it's invetiable that we will have a Splatoon round.) I have an idea, but it's one of those, "It's so crazy that it either succeeds with flying colors or crashes and burns in a miserable train wreck" ideas

Anyways, I've noticed that out of the four stages submitted, we had two Triple Deluxe stages, two Planet Robobot stages, and no Return to Dream Land stages. I think it's because Return to Dream Land is older than the other two games (a 2011 release compared to a 2014 release and a 2016 release) and because it was on the Wii, an older console compared to the more recent 3DS. So when I had to think of a stage, Planet Robobot came to my mind before Return to Dream Land.

Since we probably won't have repeat rounds for a while, I decided to pull out my copy of Return to Dream Land and write out some informal submissions.



  • Nutty Noon: A stage based on the entirety of Nutty Noon. The fight starts at the base of the giant tower in the morning, and slowly advances into the clouds alongside the tower. The screen scrolls slower than other scrolling stages, and keeps a consistent pace, giving the stage a more relaxing feel. As the screen rises, time passes into the evening and later into the night. At the top of Nutty Noon (The same area as 5-Boss for those in the know) a dimensional rift opens and the fighters are pulled into it in a Castle Siege like manner. The fighters are dumped onto a set of floating platforms in an alternate dimension where Nutty Noon is crumbling, devoid of its color. The platforms take the fight downward until another dimensional rift pulls the platforms back to the regular dimension, at the bottom of Nutty Noon. The cycle then repeats until the fight ends.


  • Onion Ocean Ruins: A stage set underwater based on Stage 3-4. The main platform is a mesa slightly smaller than Battlefield. extending all the way to the bottom blast line. What the stage lacks in width, it makes up in height, above the mesa are a ton of platforms, representing the extra maneuverability underwater. These platforms are important, as spiked shells of various sizes sometimes drift onto the field. They ignore the platforms and bounce off the mesa, so the verticality of the stage is great for dodging the shells. Should they hit, the shells deal 15% over three hits, with radial knockback large enough to keep a fighter from striking the same shell repeatedly. (Larger shells have more knockback, and they will likely KO if a fighter is caught off stage by a shell.) Fatty Puffer appears as a stage boss, attacking mostly by rolling across the mesa or by spinning through the water. When he is defeated, he explodes slowly, taking out nearby foes for the player who dealt the last hit.
Yeah, I think you're right on the voting thing. Grades are taking a bit longer that I thought to come in. Probably due to busy schedule I would guess.

But yeah. I'm going to shoot Cyndane a PM about that poll for the next round.

I have to say though I really like the ideas you came up with for Return to Dream Land Stages. As I'm sure you're aware I can't included them in the scoring for the contest. But those are both really solid ideas.
 
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D

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Okay everyone. The poll for what the next round will be is now underway. Huge special thanks to Cyn Cyn for putting the poll there.

While the judges still work on their scores for the first round this poll will be going on to determine which of the 7 options available in it will be the second round. There are more categories on the back burner. But we're sticking with those 7 as options for now to keep the poll a little more under control. Thinking of closing off this poll in about a week or so.

There are couple of things about it I need to explain:

Handheld Zelda and Sonic:

As it says in the poll, Nintendo Switch games like Breath of the Wild and Sonic Mania are allowed to have submissions representing them should either category be round 2. The reason for this is that the Switch is a handheld system as well as a home console.

Beyond that though be aware that it doesn't have to be a game that was initially released on a Handheld. As long it can be played on a handheld, be it a port or virtual console or whatever, then it's allowed. For Example, Ocarina of Time and Majora's Mask are eligible for the Handheld Zelda category because of their 3DS remakes.

Retro Gaming:

Most of you probably already know this due to what the topic generally means in Smash Speculation. But just in case, I will leave a reminder that they have to be retro games done by Nintendo. No 3rd Party games allowed.

Other Nintendo IP's:

Aside from Retro Games, this is where the smaller Nintendo Franchises go. You see a few examples already in the poll itself and a few others consist of things like Animal Crossing, Earthbound, and Pikmin.

The reason I'm grouping them all together like that is because those franchises have fewer releases and less people who have played them (with the likely exception of Splatoon) than something like Mario or Fire Emblem.

This causes me to worry that a round involving those games by themselves would have too much of a lack of activity for it to be a worthwhile part of the contest. So I'm bringing them all together to make things easier on the contestants.
 

PeridotGX

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Okay everyone. The poll for what the next round will be is now underway. Huge special thanks to Cyn Cyn for putting the poll there.

Other Nintendo IP's:

Aside from Retro Games, this is where the smaller Nintendo Franchises go. You see a few examples already in the poll itself and a few others consist of things like Animal Crossing, Earthbound, and Pikmin.

The reason I'm grouping them all together like that is because those franchises have fewer releases and less people who have played them (with the likely exception of Splatoon) than something like Mario or Fire Emblem.

This causes me to worry that a round involving those games by themselves would have too much of a lack of activity for it to be a worthwhile part of the contest. So I'm bringing them all together to make things easier on the contestants.
Personal opinion, but we should break up this category. I think some of the series that you lumped in it (Splatoon, Eathbound, maybe ARMS and Pikmin) have enough stuff to warrant their own round, and if we do go through with it, maybe only mix two or three series together. I just find it weird that you would be pitting a single series (or even small parts of one) against huge 10-franchise behemoths.

Just for clarification, do the handheld-only games include VC (Zelda 2 was on 3ds VC, so does it count?). Also, does the Pokémon thing include Spin-offs (PMD, Pokken, Conquest, Snap, etc)?
 

Salcan

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To add to PeridotGX on the topic of splitting the "Other Nintendo IP" category, since only one submission is allowed per round, (and hopefully we aren't repeating rounds too often) lumping together all of those franchises would actually be more likely to stifle stage designs from small but still significant franchises like Pikmin. All of the fans of cult classics will immediately jump to make stages for those, while more less dedicated fans will be more likely to utilize the bigger franchises, leaving small franchises behind.

Also, while I can understand ports counting, you kind of defeat the point of splitting franchises by Console and Handheld by having Virtual Console count too. NES and SNES are on 3DS VC, while DS and GBA are on Wii U VC. Only games from the Game Boy, Game Boy Color, 64, and Gamecube are restricted to their proper grouping. (But 64 happens to have the most handheld ports....)

Anyways, more questions!
  • Will Paper Mario Sticker Star and Color Splash count as RPGs?
  • Do mobile games count as Handheld? (Sonic the Hedgehog 4 wants to know.)
 
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To answer some questions.

"Shouldn't the Other Nintendo IPs category be a little more split?"

Thinking about it after the points brought up I would say yes. Not sure how this category will fair in the poll overall but if it does end up becoming the next round then we'll put some restrictions in place before the round starts to lessen the amount of series it covers.

"Does the 3DS Virtual Console count for Handhelds?"

Yes. If it is a game available on a handheld systems Virtual Console then it is allowed. But it has to be available on the virtual console of the handheld system. For example, Mega Man is not a category that will be split into handheld or home console games only. But if it was split into handheld games then Mega Man X2 would not be eligible since it's not on 3DS virtual console.

And to answer Salcan's concerns of Virtual Console being counted as a port, one thing I will reveal about the other planned categories is that Zelda and Sonic are the only two to have their system type singled out like that. None of the others do.

"Does the Pokemon Category include Spin-offs?"

Yes

"Will Sticker Star and Color Splash be counted as RPG's?"

Oh boy. Well, whether or not those specific games are RPG's is.......up for debate.......maybe? But for the purpose of this contest Paper Mario started as an RPG series and at this point in time I still think it can primarily be considered just that (please don't release enough games to make start to question that Nintendo) so I will allow Sticker Star and Color Splash to count as RPG's here.

"Do Mobile games count as handhelds?"

Due to the low amount of mobile games the series represented in Smash have (for the ones that even have mobile games in the first place) I'm going to say yes. There is one category that's on the back burner where I won't allow Mobile Games. But we'll cross that Bridge when we come to it.

Fair warning though. A stage from a game like Sonic Dash would probably score abysmally in the Iconic Status category.
 

Salcan

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Fair warning though. A stage from a game like Sonic Dash would probably score abysmally in the Iconic Status category.
Hold on just one second about that. The grading criteria for Iconic Status states that,

Iconic Status (1 to 5 points):
The game itself doesn’t have to be one that is likely to get a stage but the more impact the area is to its source game the better its score.
Which means that stages from Sonic Dash can't be given low scores just because they are from Sonic Dash. In fact, they should get 4's and 5's considering the game only has 3 areas. (Although, this isn't truly relevant to Sonic Dash since the areas of that game are Seaside Hill, Ocean Palace, and an unnamed beach area, two of which are taken from Sonic Heroes. I'm just a big stickler for rules being consistent. Sonic Jump, Sonic Jump 2 and Sonic Jump Fever actually have unique areas though, like Blue Sky Zone.)

Also, this means through the most unexpected method possible, Sonic Unleashed can be used for the Sonic Handheld round. Gameloft made a mobile version of it. http://info.sonicretro.org/Sonic_Unleashed_(mobile)
 
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Hold on just one second about that. The grading criteria for Iconic Status states that,



Which means that stages from Sonic Dash can't be given low scores just because they are from Sonic Dash. In fact, they should get 4's and 5's considering the game only has 3 areas. (Although, this isn't truly relevant to Sonic Dash since the areas of that game are Seaside Hill, Ocean Palace, and an unnamed beach area, two of which are taken from Sonic Heroes. I'm just a big stickler for rules being consistent. Sonic Jump, Sonic Jump 2 and Sonic Jump Fever actually have unique areas though, like Blue Sky Zone.)

Also, this means through the most unexpected method possible, Sonic Unleashed can be used for the Sonic Handheld round. Gameloft made a mobile version of it. http://info.sonicretro.org/Sonic_Unleashed_(mobile)
So Sonic Dash just uses levels from other Sonic Games? Alright then. Never Mind what I said before.

And Sonic Unleashed has a mobile version? Sweet! I was honestly a little bummed out about that one's exclusion. Glad to see it can be included after all.
 

Salcan

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Here's some more questions to add onto the pile:

How are ties in the poll dealt with? We currently have a four way tie and I don't think it will be broken up.

Does Captain Toad: Treasure Tracker count as a Mario Platformer. Probably not, since it's not a platformer, but it needs to be put somewhere, and it doesn't fit with many of the other groups of Mario spin-offs. (Kart, Sports, Party, RPG) If Treasure Tracker isn't a platformer, I suggest putting it in a category with Mario Puzzle spin-offs like Dr. Mario, Wario's Woods, and Wrecking Crew (Technically not a spin-off since Mario wasn't an established series at the time, but it can be here) because I consider Treasure Tracker an action puzzle game.
 

Kevandre

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Here's some more questions to add onto the pile:

How are ties in the poll dealt with? We currently have a four way tie and I don't think it will be broken up.

Does Captain Toad: Treasure Tracker count as a Mario Platformer. Probably not, since it's not a platformer, but it needs to be put somewhere, and it doesn't fit with many of the other groups of Mario spin-offs. (Kart, Sports, Party, RPG) If Treasure Tracker isn't a platformer, I suggest putting it in a category with Mario Puzzle spin-offs like Dr. Mario, Wario's Woods, and Wrecking Crew (Technically not a spin-off since Mario wasn't an established series at the time, but it can be here) because I consider Treasure Tracker an action puzzle game.
In the case of a tie, I'm sure the judges will just pick one
 
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Kevandre is right. If it still remains a tie by the time the poll closes then I'll just pick one of the categories that's in the tie to be the next round.

As for Treasure Tracker. You're right in that it's not eligible for the Mario Platformer category. There is a category I have in mind that I can work it into though. But we'll get there when we get there.
 
D

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I apologize for how long this took, but now the grades for Round 1 are in and I can finally post them. Well......mostly.

To give some explanation one of the judges, NonSpecificGuy to be exact, is in a situation where his computer access is limited and he's had moderator duties to focus on as well. I would like to give a big thanks to NonSpecificGuy for the contributions he has made for this contest but sadly I have to let him go from being a judge. On good terms though thankfully.

So I'm going to post the grades of the remaining judges now and we will decide a winner for Round 1 based on those. A new judge to bring the total back up to 5 is something I'll be searching for afterwards and once one has been recruited I may get Round 2 started depending on the status of the poll at the time.

But for now let's bring this wait to an end and find out who the winner of Round 1 is.

psb123's Grades:

Lollipop Land by Russell_SSB:


Iconic Status: 4/5

A stage based on treats being recognizable to Kirby. Why am I not surprised =P In any case, looking at Triple Deluxe alone this is the games 2nd world so it does stick out a bit better than some of the other worlds in the game (save for maybe Royal Road) since people were introduced to it pretty quickly.

In terms of the Kirby series as a whole, what can I say? We've seen similar food and treat based areas in Kirby games before so it would be pretty easy to think of Kirby with a setting like this.

I can't award it full points because it's not all that recurring or nostalgic but it still earns a solid 4 from me.

Originality: 7/10

It sounds like a Battlefield styled arena but with different platform placement and some of the platforms can move. Not the most creative thing in the world so I do have to knock off some points. But to be honest, Battlefield like stages that wind up with different locations for the platforms is a kind of stage I think Smash could use a little bit more of.

I think the biggest example of originality in this stage is the setting. Candy themed levels have never been the basis for a Smash stage before. So this level being just that helps it out a bit here.

Playability: 10/10

Usually simpler stages like this tend to be the most playable. I will admit though that some uncertain aspects of the moving platforms put me into a bit of conflict with the score here.

Such as whether or not their positioning would provide too much opportunity for camping or if the platforms just moving at all would mess up too many recovery attempts.

But I chalk that up to my lack of knowledge on how these more intricate, competitive attempts work which I don't think is a fair thing to take points off for. So yeah, perfect score.

Overall Score: 21/25

Access Ark by GolisoPower:

Iconic Status: 3/5

For Planet Robobot its the lair and face off location for the main antagonists, the goal you've worked towards for the entire game. So it's pretty memorable in that regard.

Plus these sort of UFO/Factory kind of levels are things that have shown up in Kirby Games before. Not a whole lot but a lot of the stages visuals remind of places that look sort of like the Halberd, but on a more futuristic scale.

The only problem I have with it is that it uses the room where you fight the boss of this world in Planet Robobot exclusively. I think the locales the actual levels take place in would stick out a bit more to people. Which may only be one problem. But it's a decently significant one.

Originality: 6/10

Upon initial inspection this stage could be described as "Bridge of Eldin with a boss". And honestly it's a little hard to get over that. The setting, while unique, doesn't have a super high amount of flare to it. Without it's boss character there's not really anything this stage does that Bridge of Eldin doesn't already do.

The boss in of itself behaves in a creative way and the type of stage Bridge of Eldin is hasn't appeared a lot in Smash, so I'll give it that. But as I'll cover in the next category of points that boss for this one sounds like one I'd want to turn off if given the option. And if I do that, then all I'm left with is Bridge of Eldin with and Access Ark skin.

Playability: 4/10

I'm not saying that boss characters can't be reasonably implemented. Ridley on Pyrosphere I feel is a solid example of that. But this one feels like a bit too much of an obstacle. It has too many attacks that cover a lot of the screen and one of it's attacks can cover parts of the screen to block out some of the player's view. Not something I can say I'm a fan of.

Overall Score: 13/25

Resolution Road by Kevandre:

Iconic Status: 4/5

This stage is a similar case to Lollipop Land. It's the 2nd world of it's home game which, while not enough to get a perfect score on its own, does mean it doesn't take long to be ingrained into peoples memory.

I was actually thinking of giving this a perfect score considering it's promotion in Planet Robobot trailers. But the lack of City areas in the Kirby series as a whole sadly kept it from getting there.

Originality: 9/10

However on the other side of that spectrum City levels are just as rare to Smash as they are to Kirby so the setting and more rare platform placement almost gave it a perfect score. Almost. The driving car hazard and the way it's implemented is something we've seen before in Brawl's Mario Circuit. So I can't give it a full 10.

Playability: 10/10

The Platform placement is unique and in a way that doesn't make it a hindrance to the stage and the only hazard that can hinder you is easy to deal with. No issues here as far as I'm concerned.

Overall Score: 23/25

Billiards Alleyway by Salcan:

Iconic Status: 1/5

The main problem with this one is it's a one time theme break from the world it's located in. As such, it's not likely to stand out all that much in a player's memory. Plus Casino areas aren't something Kirby sees a lot. Maybe he should bring Sonic as a chaperone sometime.

Originality: 10/10

I can certainly say that it's a creative idea. The way the Billiard Balls operate and the touches of Kirby flare like the UFO really add a creative charm to this idea.

Playability: 6/10

The Billiard Balls are also unfortunately another case of a hazard that might get in the way too much. I do give credit to the attempts made to balance it though and it does seem like having all 9 balls in the stage at once would be a pretty rare occurrence. Still, they appear frequently enough to where it might hinder the fight too much.

Overall Score: 17/25

Sectonia's Throne Room by Peridot GX:

Iconic Status: 3/5

This one has the exact same benefits and hindrances as GolisoPower's Access Ark idea. It's a part of the game's final confrontation and the last world is an example of a later level that can really stick out.

Unfortunately isolating the area to the arena where you fight the boss really limits the appeal of the levels that players came to recognize. This shows pretty prominently in the name of the stage as well. I'm not going to knock off additional points for the name, but calling it "Sectonia's Throne Room" is an example of the problem I mentioned earlier. It probably would have been better to call the stage "Royal Road" after the world it's located in.

Originality: 6/10

This stage does kind of suffer from the whole thing of "it's a level we've seen before with a boss". The already existing level in this case being Jungle Hijinx. I'll give the stage this, it does have a different layout from Jungle Hijinx, but not by anything substantial and the boss is the only other thing this stage does differently.

Playability: 8/10

The good news is the boss sounds like a more balanced one than something like the Yellow Devil and the more limited amount of ways a plane of the stage can be locked off is something I appreciate.

But the dual plane gimmick in of itself is something that doesn't seem very well viewed upon for a reason. Too many camping opportunities open up from it and having to use things like Blast Barrels or Warp Stars to go between them is kind of annoying.

Not exactly terrible. But there are reasons I'd rather play on a Single Plane stage.

Overall Score: 17/25

PROmape's Grades:

Lollipop Land
Iconic Status (4 points): It's colourful, its interesting pick for the series and uses iconic kirby stuff.

Originality (5 points): Not fully original, mechanically, but It is good for what it is.

Playability (10 points): I think it is fully playable because, while offers great scenery, it also seems nothing too out there for a stage.

Overall (19/25)

Access Arc
Iconic Status (3 points): Not a stage I would recognize instantly when seeing it but still is unique

Originality (8 points): Great overall mechanics and things going on

Playability (6 points): Its hard to fully visualize it in my head but once i see a rough sketch as to how this stage is laid out, it should be fine

Overall (17/25)

Resolution Road
Iconic Status (3 points): Another situation where it is not a stage I would recognize instantly when seeing it but still is unique

Originality (10 points): Really great idea for a stage, easy to visualize, great mechanics overall

Playability (8 points): It is a situation like Onett with watching out for cars idea, but I like where this one is going.

Overall (21/25)

Billards Alleyway
Iconic Status (3 points): Not super recognizable but very good for what it is.

Originality (10 points): Fully explained and laid out and very original

Playability (8 points) Very well explained mechanics and easy to visualize playing on.

Overall (21/25)

Sectonia's Throne Room
Iconic Status (4 points): Great Kirby feeling and great unqiueness

Originality (7 points): Great follow-up to Jungle Hijinx

Playability (9 points): Well thought out and easily visualized.

Overall (20/25)

8-bit Man's Grades:

Lollipop Land

Iconic Status
3/ 5

To me this is just another location in Triple Deluxe, not really standing out that much


Originality
4 / 10

It really doesn't sound that interesting, you just said its battlefield with some moving platforms. The Kirby series has already had two Battlefield like stages.


Playabilty
7 / 10

Its battlefield with moving platforms



Access Ark

Iconic Status
4 / 5

Home of the climax, it's definitely a memorable moment from the game


Originality
6/ 10

I would have liked more information on the square platforms such how big they are and where they appear, “knocking the pillar from the background to smash away the center” tells me you actually haven't played the game though and didn't do enough research, technically its original, but that bit is not in a good way. For a boss though, Haltmann was an obvious choice, although the reward isn't stated and the attacks further says not enough research was done.


Playabilty
4 / 10

Haltmann sounds really annoying and having that “pillar” smash away the middle of the stage doesn't help



Resolution Road

Iconic Status
5 /5

I admit, it's hard to judge iconic status, but this was a very stand out stage for me. It was very Kirby like but also very unique, and I'm pretty sure it was featured a lot in the pre release.


Originality
7 / 10

I like what you were going with the layers although I'll touch on that again later. Also left confused about the cars, do they function like they do in Planet Robobot, or like in Onett which is how it kinda sounded (and less original). Would've liked to see the traffic lights


Functionality
7 / 10

I like the concept, but I think every match is just going to wind up taking place on the top part. (in my experience of Layered stages, especially against CPU)

Nothing obnoxious though



Billard alleyway


Iconic status
4 / 5

Not as memorable as the city, but still pretty memorable. I love the choice of location within the stage itself


Originality
9/ 10

Just awesome, I think I would have preferred if it kept the original layout, the billard board seems very small now. Love the details put into. Especially the omega stage filling the board with chips


Functionality
8 / 10

No doubt this stage would get banned, but I'm not competitive and I love it. I do think the balls should be able to come out at other angles or at different timings, otherwise the balls are always going to move at same pattern, and I'm concerned that the wall in the foreground might affect visibility. Including the platforms was nice since it makes the balls easier to avoid and the miniboss is a nice touch (although potentially impossible to appear since there is no variable of the ball pattern. And the inclusion of 8 player and omega details is superb



Sectonia Castle


Iconic Status
5 / 5

I'm probably a little bias here, Sectonia is my favourite Kirby boss, and I love the inclusion of the red diamond


Originality
6 / 10

It's a bit to simple in its Layout, and I wish Sectonia did a bit more. Love the song list though (not sure which section that should be mentioned though)


Functionality
7 / 10

It's nice that 6 players can play together, but I also don't see any reason to play on the diamond unless you really hate walk offs. Also wish Sectonia did a bit more, she definitely doesn't do enough to affect the fore ground

Oddball's Grades:


Russell_SSB 's stage Lollipop Land




Iconic Status: 4 of 5

While I'm not quite sure how iconic the level actually is in Kirby-dom, as I actually didn't play that particular game, but it really feels like a stage that fits Kirby.


Originality: 4 of 10

The stage seems rather basic, with no real tricks, gimmicks, or interactivity.

Playability: 7 of 10

Not having gimmicks isn't always a bad thing though. I can definitely picture having some fun on this stage. It takes the basic Battlefield like set-up and give it a nice littler edge with the moving platforms. Characters can be knocked back and just hope and pray they manage to line up with the platforms. I wish you would have included some form of illustration letting me know exactly how far the platforms are from the main land or the edge.


Overall 15 out of 25


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

GolisoPower's stage Access Ark



Iconic Status 3 of 5

While it's an important stage to the game it's from, I don't really think of it as an iconic one nor do I really think the level when I think of Kirby games.

Originality 7 of 10

While I might not think of it, it is a unique idea. Adding in a Kirby boss fight is also something you wouldn't quite expect. The way you unlock it is a nice touch as well.


Playability 3 of 10

Unique stage idea and execution, but I feel it focuses a tad too much on the boss fight itself rather than the stage.

Overall Score 13 out of 25


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


Kevandre's stage Resolution Road



Iconic Status 2 of 5


I'm torn on this one. I'm tempted to just say, “Waddle Dees driving cars are VERY iconic” and give you max points … but I dodn't think they really are. Cute, yes, but cities just aren't very iconic Kirbyness.


Originality 8 of 10

It's a Kirby stage in a city where you can get hit by Waddle Dees driving cars. That strikes me as VERY original.

Playability 9 of 10

I love the design of this stage. It seems both fair to players and yet it feels like it can easily turn frantic and crazy. The high ledge for the bridge is also a nice touch.


Overall Score 19 of 25


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Salcan's stage Billards Alleyway


Iconic status 1 of 5


The reason I give this so low an iconic status is that it feels like it represents such a small portion of the game. It's less a Kirby Stage and more of a “Stage from that one Level in Kirby.”

Originality 10 of 10

The idea of playing while a pool game that affects the player is being played in the (kinda sorta) background is an interesting one. Giving it a Kirby twist adds to that. Playing pool with a UFO is just icing on the cake.


Playability 5 of 10

I admit, I had to re-read this one a few times before I got it. You go really detailed and technical and that makes it harder to just quickly read through and get the idea of how everything works. … but I think I got it and in the end, it seems a bit too much like you're relying on the background and level to determine the course of the battle. While it sounds like it could make for a really fun event match, as a regular match, it could get irritating.


Over all score: 16 out of 25


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


PeridotGX's stage Sectonia's Throne Room


Iconicness status: 3 of 5

Not the most iconic Kirby setting, but I think the details really add a lot to it's execution. Especially the warp stars.




Originality 6 of 10


A Kirby boss on a multi level stage where you have to use warp stars to switch between levels strikes me as a good bit of uniqueness.


Playability 8 of 10


The “boss” doesn't seem to dominate the level, and the level itself is nice and simple with what sounds like a really fun twist in the warping levels.

Overall score 17 of 25




Final Scores:

Russell_SSB:
69 Points

GolisoPower: 58 Points

Kevandre: 82 Points

Salcan: 75 Points

Peridot GX: 72 Points


The Winner is........

Resolution Road by Kevandre Kevandre !!!!!!!


Congratulations!
 

Russell_SSB

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I apologize for how long this took, but now the grades for Round 1 are in and I can finally post them. Well......mostly.

To give some explanation one of the judges, NonSpecificGuy to be exact, is in a situation where his computer access is limited and he's had moderator duties to focus on as well. I would like to give a big thanks to NonSpecificGuy for the contributions he has made for this contest but sadly I have to let him go from being a judge. On good terms though thankfully.

So I'm going to post the grades of the remaining judges now and we will decide a winner for Round 1 based on those. A new judge to bring the total back up to 5 is something I'll be searching for afterwards and once one has been recruited I may get Round 2 started depending on the status of the poll at the time.

But for now let's bring this wait to an end and find out who the winner of Round 1 is.

psb123's Grades:

Lollipop Land by Russell_SSB:


Iconic Status: 4/5

A stage based on treats being recognizable to Kirby. Why am I not surprised =P In any case, looking at Triple Deluxe alone this is the games 2nd world so it does stick out a bit better than some of the other worlds in the game (save for maybe Royal Road) since people were introduced to it pretty quickly.

In terms of the Kirby series as a whole, what can I say? We've seen similar food and treat based areas in Kirby games before so it would be pretty easy to think of Kirby with a setting like this.

I can't award it full points because it's not all that recurring or nostalgic but it still earns a solid 4 from me.

Originality: 7/10

It sounds like a Battlefield styled arena but with different platform placement and some of the platforms can move. Not the most creative thing in the world so I do have to knock off some points. But to be honest, Battlefield like stages that wind up with different locations for the platforms is a kind of stage I think Smash could use a little bit more of.

I think the biggest example of originality in this stage is the setting. Candy themed levels have never been the basis for a Smash stage before. So this level being just that helps it out a bit here.

Playability: 10/10

Usually simpler stages like this tend to be the most playable. I will admit though that some uncertain aspects of the moving platforms put me into a bit of conflict with the score here.

Such as whether or not their positioning would provide too much opportunity for camping or if the platforms just moving at all would mess up too many recovery attempts.

But I chalk that up to my lack of knowledge on how these more intricate, competitive attempts work which I don't think is a fair thing to take points off for. So yeah, perfect score.

Overall Score: 21/25

Access Ark by GolisoPower:

Iconic Status: 3/5

For Planet Robobot its the lair and face off location for the main antagonists, the goal you've worked towards for the entire game. So it's pretty memorable in that regard.

Plus these sort of UFO/Factory kind of levels are things that have shown up in Kirby Games before. Not a whole lot but a lot of the stages visuals remind of places that look sort of like the Halberd, but on a more futuristic scale.

The only problem I have with it is that it uses the room where you fight the boss of this world in Planet Robobot exclusively. I think the locales the actual levels take place in would stick out a bit more to people. Which may only be one problem. But it's a decently significant one.

Originality: 6/10

Upon initial inspection this stage could be described as "Bridge of Eldin with a boss". And honestly it's a little hard to get over that. The setting, while unique, doesn't have a super high amount of flare to it. Without it's boss character there's not really anything this stage does that Bridge of Eldin doesn't already do.

The boss in of itself behaves in a creative way and the type of stage Bridge of Eldin is hasn't appeared a lot in Smash, so I'll give it that. But as I'll cover in the next category of points that boss for this one sounds like one I'd want to turn off if given the option. And if I do that, then all I'm left with is Bridge of Eldin with and Access Ark skin.

Playability: 4/10

I'm not saying that boss characters can't be reasonably implemented. Ridley on Pyrosphere I feel is a solid example of that. But this one feels like a bit too much of an obstacle. It has too many attacks that cover a lot of the screen and one of it's attacks can cover parts of the screen to block out some of the player's view. Not something I can say I'm a fan of.

Overall Score: 13/25

Resolution Road by Kevandre:

Iconic Status: 4/5

This stage is a similar case to Lollipop Land. It's the 2nd world of it's home game which, while not enough to get a perfect score on its own, does mean it doesn't take long to be ingrained into peoples memory.

I was actually thinking of giving this a perfect score considering it's promotion in Planet Robobot trailers. But the lack of City areas in the Kirby series as a whole sadly kept it from getting there.

Originality: 9/10

However on the other side of that spectrum City levels are just as rare to Smash as they are to Kirby so the setting and more rare platform placement almost gave it a perfect score. Almost. The driving car hazard and the way it's implemented is something we've seen before in Brawl's Mario Circuit. So I can't give it a full 10.

Playability: 10/10

The Platform placement is unique and in a way that doesn't make it a hindrance to the stage and the only hazard that can hinder you is easy to deal with. No issues here as far as I'm concerned.

Overall Score: 23/25

Billiards Alleyway by Salcan:

Iconic Status: 1/5

The main problem with this one is it's a one time theme break from the world it's located in. As such, it's not likely to stand out all that much in a player's memory. Plus Casino areas aren't something Kirby sees a lot. Maybe he should bring Sonic as a chaperone sometime.

Originality: 10/10

I can certainly say that it's a creative idea. The way the Billiard Balls operate and the touches of Kirby flare like the UFO really add a creative charm to this idea.

Playability: 6/10

The Billiard Balls are also unfortunately another case of a hazard that might get in the way too much. I do give credit to the attempts made to balance it though and it does seem like having all 9 balls in the stage at once would be a pretty rare occurrence. Still, they appear frequently enough to where it might hinder the fight too much.

Overall Score: 17/25

Sectonia's Throne Room by Peridot GX:

Iconic Status: 3/5

This one has the exact same benefits and hindrances as GolisoPower's Access Ark idea. It's a part of the game's final confrontation and the last world is an example of a later level that can really stick out.

Unfortunately isolating the area to the arena where you fight the boss really limits the appeal of the levels that players came to recognize. This shows pretty prominently in the name of the stage as well. I'm not going to knock off additional points for the name, but calling it "Sectonia's Throne Room" is an example of the problem I mentioned earlier. It probably would have been better to call the stage "Royal Road" after the world it's located in.

Originality: 6/10

This stage does kind of suffer from the whole thing of "it's a level we've seen before with a boss". The already existing level in this case being Jungle Hijinx. I'll give the stage this, it does have a different layout from Jungle Hijinx, but not by anything substantial and the boss is the only other thing this stage does differently.

Playability: 8/10

The good news is the boss sounds like a more balanced one than something like the Yellow Devil and the more limited amount of ways a plane of the stage can be locked off is something I appreciate.

But the dual plane gimmick in of itself is something that doesn't seem very well viewed upon for a reason. Too many camping opportunities open up from it and having to use things like Blast Barrels or Warp Stars to go between them is kind of annoying.

Not exactly terrible. But there are reasons I'd rather play on a Single Plane stage.

Overall Score: 17/25

PROmape's Grades:

Lollipop Land
Iconic Status (4 points): It's colourful, its interesting pick for the series and uses iconic kirby stuff.

Originality (5 points): Not fully original, mechanically, but It is good for what it is.

Playability (10 points): I think it is fully playable because, while offers great scenery, it also seems nothing too out there for a stage.

Overall (19/25)

Access Arc
Iconic Status (3 points): Not a stage I would recognize instantly when seeing it but still is unique

Originality (8 points): Great overall mechanics and things going on

Playability (6 points): Its hard to fully visualize it in my head but once i see a rough sketch as to how this stage is laid out, it should be fine

Overall (17/25)

Resolution Road
Iconic Status (3 points): Another situation where it is not a stage I would recognize instantly when seeing it but still is unique

Originality (10 points): Really great idea for a stage, easy to visualize, great mechanics overall

Playability (8 points): It is a situation like Onett with watching out for cars idea, but I like where this one is going.

Overall (21/25)

Billards Alleyway
Iconic Status (3 points): Not super recognizable but very good for what it is.

Originality (10 points): Fully explained and laid out and very original

Playability (8 points) Very well explained mechanics and easy to visualize playing on.

Overall (21/25)

Sectonia's Throne Room
Iconic Status (4 points): Great Kirby feeling and great unqiueness

Originality (7 points): Great follow-up to Jungle Hijinx

Playability (9 points): Well thought out and easily visualized.

Overall (20/25)

8-bit Man's Grades:

Lollipop Land

Iconic Status
3/ 5

To me this is just another location in Triple Deluxe, not really standing out that much


Originality
4 / 10

It really doesn't sound that interesting, you just said its battlefield with some moving platforms. The Kirby series has already had two Battlefield like stages.


Playabilty
7 / 10

Its battlefield with moving platforms



Access Ark

Iconic Status
4 / 5

Home of the climax, it's definitely a memorable moment from the game


Originality
6/ 10

I would have liked more information on the square platforms such how big they are and where they appear, “knocking the pillar from the background to smash away the center” tells me you actually haven't played the game though and didn't do enough research, technically its original, but that bit is not in a good way. For a boss though, Haltmann was an obvious choice, although the reward isn't stated and the attacks further says not enough research was done.


Playabilty
4 / 10

Haltmann sounds really annoying and having that “pillar” smash away the middle of the stage doesn't help



Resolution Road

Iconic Status
5 /5

I admit, it's hard to judge iconic status, but this was a very stand out stage for me. It was very Kirby like but also very unique, and I'm pretty sure it was featured a lot in the pre release.


Originality
7 / 10

I like what you were going with the layers although I'll touch on that again later. Also left confused about the cars, do they function like they do in Planet Robobot, or like in Onett which is how it kinda sounded (and less original). Would've liked to see the traffic lights


Functionality
7 / 10

I like the concept, but I think every match is just going to wind up taking place on the top part. (in my experience of Layered stages, especially against CPU)

Nothing obnoxious though



Billard alleyway


Iconic status
4 / 5

Not as memorable as the city, but still pretty memorable. I love the choice of location within the stage itself


Originality
9/ 10

Just awesome, I think I would have preferred if it kept the original layout, the billard board seems very small now. Love the details put into. Especially the omega stage filling the board with chips


Functionality
8 / 10

No doubt this stage would get banned, but I'm not competitive and I love it. I do think the balls should be able to come out at other angles or at different timings, otherwise the balls are always going to move at same pattern, and I'm concerned that the wall in the foreground might affect visibility. Including the platforms was nice since it makes the balls easier to avoid and the miniboss is a nice touch (although potentially impossible to appear since there is no variable of the ball pattern. And the inclusion of 8 player and omega details is superb



Sectonia Castle


Iconic Status
5 / 5

I'm probably a little bias here, Sectonia is my favourite Kirby boss, and I love the inclusion of the red diamond


Originality
6 / 10

It's a bit to simple in its Layout, and I wish Sectonia did a bit more. Love the song list though (not sure which section that should be mentioned though)


Functionality
7 / 10

It's nice that 6 players can play together, but I also don't see any reason to play on the diamond unless you really hate walk offs. Also wish Sectonia did a bit more, she definitely doesn't do enough to affect the fore ground

Oddball's Grades:


Russell_SSB 's stage Lollipop Land




Iconic Status: 4 of 5

While I'm not quite sure how iconic the level actually is in Kirby-dom, as I actually didn't play that particular game, but it really feels like a stage that fits Kirby.


Originality: 4 of 10

The stage seems rather basic, with no real tricks, gimmicks, or interactivity.

Playability: 7 of 10

Not having gimmicks isn't always a bad thing though. I can definitely picture having some fun on this stage. It takes the basic Battlefield like set-up and give it a nice littler edge with the moving platforms. Characters can be knocked back and just hope and pray they manage to line up with the platforms. I wish you would have included some form of illustration letting me know exactly how far the platforms are from the main land or the edge.


Overall 15 out of 25


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

GolisoPower's stage Access Ark



Iconic Status 3 of 5

While it's an important stage to the game it's from, I don't really think of it as an iconic one nor do I really think the level when I think of Kirby games.

Originality 7 of 10

While I might not think of it, it is a unique idea. Adding in a Kirby boss fight is also something you wouldn't quite expect. The way you unlock it is a nice touch as well.


Playability 3 of 10

Unique stage idea and execution, but I feel it focuses a tad too much on the boss fight itself rather than the stage.

Overall Score 13 out of 25


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Kevandre's stage Resolution Road



Iconic Status 2 of 5


I'm torn on this one. I'm tempted to just say, “Waddle Dees driving cars are VERY iconic” and give you max points … but I dodn't think they really are. Cute, yes, but cities just aren't very iconic Kirbyness.


Originality 8 of 10

It's a Kirby stage in a city where you can get hit by Waddle Dees driving cars. That strikes me as VERY original.

Playability 9 of 10

I love the design of this stage. It seems both fair to players and yet it feels like it can easily turn frantic and crazy. The high ledge for the bridge is also a nice touch.


Overall Score 19 of 25


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Salcan's stage Billards Alleyway


Iconic status 1 of 5


The reason I give this so low an iconic status is that it feels like it represents such a small portion of the game. It's less a Kirby Stage and more of a “Stage from that one Level in Kirby.”

Originality 10 of 10

The idea of playing while a pool game that affects the player is being played in the (kinda sorta) background is an interesting one. Giving it a Kirby twist adds to that. Playing pool with a UFO is just icing on the cake.


Playability 5 of 10

I admit, I had to re-read this one a few times before I got it. You go really detailed and technical and that makes it harder to just quickly read through and get the idea of how everything works. … but I think I got it and in the end, it seems a bit too much like you're relying on the background and level to determine the course of the battle. While it sounds like it could make for a really fun event match, as a regular match, it could get irritating.


Over all score: 16 out of 25


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


PeridotGX's stage Sectonia's Throne Room


Iconicness status: 3 of 5

Not the most iconic Kirby setting, but I think the details really add a lot to it's execution. Especially the warp stars.




Originality 6 of 10


A Kirby boss on a multi level stage where you have to use warp stars to switch between levels strikes me as a good bit of uniqueness.


Playability 8 of 10


The “boss” doesn't seem to dominate the level, and the level itself is nice and simple with what sounds like a really fun twist in the warping levels.

Overall score 17 of 25




Final Scores:

Russell_SSB:
69 Points

GolisoPower: 58 Points

Kevandre: 82 Points

Salcan: 75 Points

Peridot GX: 72 Points


The Winner is........

Resolution Road by Kevandre Kevandre !!!!!!!


Congratulations!
I'd have to admit, Resolution Road DOES deserve to be in first place. Heck, it even looks like a fun stage. Congrats, Kevandre Kevandre
 
D

Deleted member

Guest
A new judge has been found to bring the total back up to 5. Give it up for Cosmic77 Cosmic77 everyone! Now that we have a full team of judges once again I will be closing off the poll to decide Round 2 tomorrow. What time exactly? Likely around 1:00pm Pacific Time. Once that time hits whichever option from the poll has the most votes will be the 2nd round which will also start once I declare the poll to be done.
 

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
Heyyyy! I had a really busy weekend so I'm now just seeing this! Everyone else did a great job as well!!! :)

It's super exciting to win the first one.
 
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