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Super Smash Bros. Infinite Project (Finally Finished!???)

Which title should we use?


  • Total voters
    22
  • Poll closed .
Status
Not open for further replies.

Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
11,998
Location
Cheese Wheels of Doom
Mario:
1. Super Bell Subway
2. Bonny Greens
3. River Survival

Kirby/Zelda:
1. Koholint
2. Butter Building

Block 2:
1. Crafted World
2. Titania
3. SR398

DK:
Sawmill Thrill

Part 2:
1. Badge Arcade
2. Time Washing Machine
3. Labo Tabletop
 
Last edited:

cashregister9

Smash Hero
Joined
Apr 4, 2020
Messages
9,393
Mario Stage
1. Bonny Greens
2. Megafruit Paradise
3. Super Bell Subway

Block One
1. Koholint
2. Access Ark

Block Two
1. New Los Angeles
2. SR388
3. Mechonis Field

Block Three
1. Sawmill Thrill

Part 2
1. Oasis
2. Badge Arcade
3. Labo City
 
Last edited:

Venus of the Desert Bloom

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Mario Stage
1. Megafruit Paradise
2. Dragon Palace
3. Bonny Fields

Block One
1. Koholint
2. Gigabyte Ruins

Block Two
1. Origami Gardens
2. New Los Angelos
3. SR388

Block Three
1. Windmill Hills

Part 2
1. Home Studio
2. Arid Badlands
3. Ancient Gardens
 

chocolatejr9

Smash Hero
Joined
Sep 30, 2018
Messages
8,384
Mario Stage
1. Battle Labs
2. River Survival
3. Dragon Palace

Block One
1.
Zelda Champion's Bases
2.
Kirby Gigabyte Ruins

Block Two
1. Crafted World
2. Mechonis Field
3. Titania

Block Three
1.
Donkey Kong Sawmill Thrills

Part 2
1. Nintendo Badge Arcade
2. Oasis
3. Paradise Island
 

Adrianette Bromide

Smash Lord
Joined
Dec 22, 2020
Messages
1,129
Location
Beeland Capital
Mario Stage
1. Megafruit Paradise
2. Hands on Hall
3. Dragon Palace

Block One
1. Champion's Bases
2. Butter Building

Block Two
1. Crafted World
2. SR388
3. Mechonis Field

Block Three
1. Juicy Jungle

Part 2
1. Nintendo Badge Arcade
2. Vortex World
3. Time Washing Machine
 

warpenguin55

Smash Journeyman
Joined
Aug 20, 2018
Messages
490
Mario Stage
1. Megafruit Paradise
2. River Survival (I really want a Mario Party Stage lol)
3. Battle Labs

Block One
1. Koholint Island
2. Gigabyte Ruins

Block Two
1. Mechonis Field
2. SR388
3. Titania

Block Three
1. Sawmill Thrills

Part 2
1. Paradise Island
2. Chibi Control Room
3. Time Washing Machine
 

Paraster

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Nov 29, 2018
Messages
1,463
Location
The 104 Building
Stage Votes

Mario

1. Bonny Greens
2. River Survival
3. Megafruit Paradise

Block 1
Zelda:
Koholint Island
Kirby: Gigabyte Ruins

Block 2
1. Origami Garden
2. SR388
3. Titania

Donkey Kong
1. Windmill Hills

Part 2
1. Nintendo Badge Arcade
2. Vortex World
3. Paradise Island
 

Mushroomguy12

Smash Hero
Joined
Nov 23, 2018
Messages
9,791
Location
Nintendo Land Theme Parks, Incorporated
Mario Stage
1. Dragon Palace
2. Super Bell Highway
3. Megafruit Paradise

Block One
1. Koholint Island
2. Access Ark

Block Two
1. SR388
2. New Los Angeles
3. Crafted World

Block Three
1. Windmill Hills

Part 2
1. Oasis
2. Home Studio
3. Chibi Control Room
 

Jomosensual

Smash Champion
Joined
Aug 13, 2018
Messages
2,014
Mario Stage
1. Battle Labs
2. River Survival
3. Megafruit

Block One
1. Zelda - Koholint Island
2. Kirby - Butter Building

Block Two
1. New LA
2. Origami Gardens
3. SR 388

Block Three
1. Donkey Kong - Sawmill

Part 2
1. Chibi Control Room
2 Paradise Island
3. Labo City

Really tough choice on part 2 as I'd really love to see a lot of those series in Smash and most of them won't get a playable fighter. Would really like more prompts like that.
 

BowserKing

Smash Lord
Joined
Feb 16, 2019
Messages
1,919
Location
winnipeg
Voting for Dragon Palace, River Survival, Super Bell Highway, Koholint Island, Access Ark, Sr 388, New LA, Crafted World, Windmill Hills, Time Washing Machine, Chibi Control Room and Ancient Gardens
 
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evanwoo10

Smash Lord
Joined
Oct 3, 2020
Messages
1,034
Mario Stage
1. Bonny Fields
2. Megafruit Paradise
3. Dragon Palace

Block One
1. Koholint Island
2. Butter Building

Block Two
1. SR388
2. Crafted World
3. New Los Angelos

Block Three
1. Juicy Jungle

Part 2
1. Home Studio
2. Chibi Control Room
3. Labo City
 

Janx_uwu

Smash Master
Writing Team
Joined
May 17, 2020
Messages
3,036
Location
your mother's sleeping quarters
Mario:
1. Bonny Fields
2. Super Bell Subway
3. Megafruit Paradise

Block 1:
Abstain on Zelda
Kirby: Butter Building

Block 2:
1. Titania
2. New Los Angelos (God I love how this place looks, gives me lots of Sonic Riders vibes)
3. SR388

Donkey Kong:
1. Sawmill Thrills

Part 2:
1. World 1 so people can finally shut up about getting a Ring Fit rep
2. Labo Tabletop
3. Home Studio
 

Yiptap

Smash Lord
Joined
Feb 13, 2021
Messages
1,315
Location
The Flat Eric cult
Mario
1. Megafruit Paradise
2. Dragon Palace
3. River Survival

Block One
1. Koholint Island
2. Access Ark

Block Two
1. Crafted World
2. New Los Angeles
3. SR388

Donkey Kong
1. Sawmill Thrills

Part 2
1. Ancient Gardens
2. Pushmo World
3. Nintendo Badge Arcade
 

Ramen Tengoku

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Sep 7, 2018
Messages
15,719
Location
Somewhere
Switch FC
SW-6056-3633-7710
Mario
1. Hands-on Hall
2. River Survival
3. Super Bell Subway

Block 1
1. Koholint Island
2. Gigabyte Ruins

Block Two
1. New Los Angeles
2. Crafted World
3. SR388

Block Three
1. Sawmill Thrill

Part 3
1. Home Studio
2. Pushmo World
3. Labo City
 

Venus of the Desert Bloom

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Voting will be closing in a few hours. Try to get your s votes in by then.
 

Honest Slug

Smash Journeyman
Joined
Apr 5, 2018
Messages
426
Mario
1. Megafruit Paradise
2. Hands-on Hall
3. Battle Labs

Block 1
1. Koholint Island
2. Gigabyte Ruins

Block 2
1. Crafted World
2. Titania
3. Origami Garden

Block 3
1. Sawmill Thrill

Part 2
1. Badge Arcade
2. Pushmo World
3. Ancient Gardens
 

Capybara Gaming

Just Vibing
Joined
Feb 5, 2013
Messages
9,811
Location
Kamurocho
Mario Stage
1. Super Bell Subway
2. Megafruit Paradise
3. River Survival

Block One
1. Koholint Island
2. Butter Building

Block Two
1. Mechonis Field
2. SR388
3. Crafted World

Block Three
1. Windmill Hills

Part 2
1. Pushmo World
2. Nintendo Badge Arcade
3. Paradise Island
 
Last edited:

Krookodilian

Smash Ace
Joined
Oct 18, 2020
Messages
566
Location
Texas
Mario:
1. Megafruit Paradise
2. Super Bell Subway
3. River Survival

Block one:
1. Koholint
2. Access Ark

Block two:
1. SR388
2. Titania
3. New Los Angeles

Block Three:
1. Juicy Jungle

Part 2:
1. Badge Arcade
2. Chibi Control room
3. Labo tabletop
 

airConditioner

Smash Ace
Joined
Sep 27, 2014
Messages
747
Location
SMCU Express
Mario Stage
1. Megafruit Paradise:)
2. River Survival
3. Battle Labs

Block One
1. Koholint Island
2. Access Ark

Block Two
1. SR388
2. Mechonis Field
3. Crafted World

Block Three
1. Sawmill Thrills

Part 2
1. Pushmo World
2. Nintendo Badge Arcade
3. Labo Tabletop
 

Venus of the Desert Bloom

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Here are the results of the our massive stage voting rounds!




This does not take into account the votes put forth by Krookodilian Krookodilian and airConditioner airConditioner

With these tallies added, here are the submissions with updated votes:

Mario:
1. Megafruit Paradise: 31
2. Super Bell Subway: 15
3. River Survival: 18
4. Battle Labs: 9

Block one:
1. Koholint: 15
2. Access Ark 6

Block two:
1. SR388: 31
2. Titania: 12
3. New Los Angeles: 21
4. Mechonis Field: 12
5. Crafted World: 23

Block Three:
1. Juicy Jungle: 3
2. Sawmill Thrills: 10

Part 2:
1. Badge Arcade: 25
2. Chibi Control room: 12
3. Labo Tabletop: 5
4. Pushmo World: 12

We will be including multiple submissions. Here are the results:

Mario Stage
  • Megafruit Paradise
Zelda Stage
  • Koholint Island
Block 2
  • SR388
  • New Los Angelos
  • Crafted World
Donkey Kong
  • Sawmill Thrill
Part 2
  • Nintendo Badge Arcade
Now, what to do with our Kirby stage. We were doing fine and could of decided things with a tiebreaker but now we have a three way tiebreaker. I will be thinking on a way to decide this one but I wanted to publish the results while 1) I was free and 2) so we can move things along. Expect a Kirby decision soon.

In addition, according to results, we have a tie with Pushmo World, Chibi Control Room, and Home Studio. I still intend to include two of these but we will also be holding a tiebreaker to decide these as well.
Now, what to do with our Kirby stage. We were doing fine and could of decided things with a tiebreaker but now we have a three way tiebreaker. I will be thinking on a way to decide this one but I wanted to publish the results while 1) I was free and 2) so we can move things along. Expect a Kirby decision soon.

Ok, let's try this. If this doesn't work, we will do it the old fashioned way.

Please fill out this from and vote for 2 Kirby and 2 Other stages you think makes sense to include.
 
Last edited:

Venus of the Desert Bloom

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Well, we will be waiting for our three-way tiebreakers results to come in but let's get working on our next job! We are jumping straight from stages into Game Modes!

Job #114: Submit a New Vs Mode

We will be adding a new mode that will accompany Versus Multiplayer mode. Traditionally, Smash has included the following: Stock, Time, Stamina, Team, and Coin Battle in Melee and Brawl. We will not be bringing Coin Battle so that is nota potential submissions. In this job prompt, we will b including a new Versus mode go along with Stock, Time, Stamina, and Team.

According to Nintendo, they want this new Versus mode to be "Quirky", "poppy", "chaotic", "flexible", or "creative".

When you submit your mode, please identify:

The Name
A description of the mode and how it works
How it fits in with the above catch words.


This mode can't interfere/crossover with the Special Smash, Smashdown, Squad Strike, or any other mode that we have included except for Versus.​
 

Wario Wario Wario

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NEW VS. MODE:
Ring Mode

Ring Mode is a new and improved take on coin mode staring Sonic's loophole-shaped collectables. Now, all rings (the replacement for coins) are worth the exact same amount, there are no bills, and characters can lose rings when hit by a strong attack, not just KOs, but coins only come out when characters are KO'd or hit by a strong attack. As rings don't spawn as often or in as big quantities as coins did and you can only obtain them through good old fashioned stealing, it's a little more competitive to get the best amount of rings. Rings also increase your weight and the damage meter is removed.

This mode is very poppy, see?


Jokes aside, the mode is creative as it takes a mechanic from an established game and reimagines it for Smash while also bringing back a fan favourite mode
 
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Jomosensual

Smash Champion
Joined
Aug 13, 2018
Messages
2,014
Job 114:

Lottery Smash(Or the Smash Lottery if you prefer)


My inspiration for this mode is, as you can see above, the Royal Rumble match from WWE. Its a match that happens at only 1 event every year and is one of the most popular in all of wrestling. Here's how the mode would work:

2 fighters start on the stage(all stages are legal). This can be
New fighters enter at set intervals. These can be edited by the player but the default would be 30 seconds. Obviously, once we hit 8 fighters the entrances will stop until we get an elimination. All entrance placements are random, although the player can set the order if they wish.
All fighters will have 1 stock. Losing that stock results in an elimination.
The amount of fighters can be changed at will. The minimum number of fighters in one is 4 with the maximum being the entire roster.
Items are preset as turned off, although they can be toggled and set as normal

Once you click to start the fight, instead of the normal vs screen that pops up you instead see a lottery machine pop up on the screen. No matter if you decided to pick your entrance number or not you will see a lottery ball role out of the machine and open up, revealing the number you enter at. If you do not start the match on the stage then you have the option to fast forward until your entry, quickly seeing the entrances and eliminations that happen before you.

There will also be difficulty settings obviously, which decide how the game plays out. On the easiest setting the AI will be as simple as Multiman Smash, easily pushed around and KO'd. On it's hardest it's a grueling challenge to win, with AI's targeting players who would be easier to eliminate and sometimes even ganging up on players or other AI's who are on a roll eliminating people. If possible, I'd even like to take this a bit further and say that AIs will work together or against each other based on their relationships to other characters in the game. For example, Mario and Bowser would focus on trying to eliminate each other more than a pairing of like, Jill and Ike. And a pairing of Lucina and Chrom would be fairly likely to work together against another player.

At the end of the fight you'll see a stat log of the battle. Stats tracked are the entrance and elimination orders, time spent in the match, most eliminations, and then of course the normal data such as damage given or received.

This mode fits with the buzzwords given above in the following ways:

"Quirky" - This mode would be fairly quirky as there really isn't much else like it in Smash or in gaming that I'm aware of. In Smash the closest thing is multiman smash. Even then though, it's not very challenging at times. This mode would take the fun parts of that mode and make it more challenging. And with the ally and enemy system I mentioned above, that would add an even more major quirk to the gameplay not seen before in Smash.
"chaotic", - I think Lottery Smash would absolutely be a chaotic way to play the game. Having a random entry order means you never know who is going to show up next. It could be you or another player in the game. When you're in it could be a friend coming to help you fight for a little or a foe coming in who wants to take you out.
"flexible", & "creative" - These 2 feel pretty close to the same so I'll address them together. In Lottery Smash you have full control to edit whatever you want in the mode. Items, stages, number of characters, and entrance times are all able to be edited, making it flexible for the player to do it how they want to. The creativity side of it is also shown here by letting the player control their experience, but also because a mode like this isn't something that a ton of other games have. With the ability to mix and match rules players can invent different and challenging ways to play and survive until the end. I feel like there's a ton of room for players to mess with and see how they want to use this mode, no matter if it's just another way to play with friends or to come up with the hardest ways to win possible and try their best to over come the odds.
 

Paraster

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New Vs Mode

Finale Mode


This mode at first seems like a weird version of Stamina--everyone has traditional health, but no one is KO'd upon hitting 0. The gimmick, then, is that only Final Smashes can KO fighters: a fighter must be at 0 HP and be damaged by a Final Smash to lose a stock. Naturally, there are several more details to ensure the mode is balanced and fun:
  • Many Final Smashes are adjusted: some have their damage reduced so their increased importance doesn't make them overpowered, and some are modified in other ways. For example, Peach and Daisy's Final Smashes now inflict continuous damage on any opponents close enough to them while they dance, since their Final Smash needs to actually deal damage.
  • How you gain Final Smashes is different: Final Smash Meter is always on, and in lieu of full Smash Balls, you get smaller variants that only fill the meter partially. You can also fill the meter through "skilled actions"--think the points system from Melee. Long combos, difficult recoveries, perfect-shielding, and even completing taunt animations without getting interrupted are examples of ways to can boost your meter a bit. (Though to compensate for how many more ways to fill the meter there are, how much it takes to fill the meter would likely need adjustment).
  • When I say you can only lose stocks through Final Smashes, I mean it. Even if someone manages to knock you into the blast zone, you respawn with all the stocks you already had. However, this does result in you taking damage and losing a bit from your FS meter (the only possible method of draining the meter).
This mode is both chaotic with the increased prominence of Final Smashes and also a bit strategic in its own way. Do you unleash your FS early to get a lot of damage off or do you save it until a KO is guaranteed? How do you go about filling the meter?
 
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Venus of the Desert Bloom

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I feel the voting fo ether stages have progressed enough so we will pull the trigger for the Kirby and Other stages

Forms response chart. Question title: Which Kirby stage should we include.. Number of responses: 14 responses.

Forms response chart. Question title: Which Other stage should we include?. Number of responses: 14 responses.


For the Kirby stage, Gigabyte Ruins will be included and from the Other, Pushmo World and Home Studio will be included.
 

Venus of the Desert Bloom

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Discussion #06: Barista Alternate Costumes

We will be working on adding Barista alternate costumes when we open voting for the Versus Mode but, to prepare, I feel it’s worth discussing what alternate costumes could work for the character.

While discussion wouldn’t be confined to these topics, these are one that are important to the character:

1.What kind of alts would Barista have that’s based on real life dogs. Would this be appropriate for the character?
2. Instead of real life dog alts, perhaps it may be more appropriate to have colors based off characters in a Rhythm Heaven.
3. If we go with number 2, would it work well to include those from canine or other animal-like characters?
4. Finally, and probably the biggest and most difficult topic, would we also add recolors to all of the characters Barista uses in battle? This would mean including a plethora of recolors for the characters Barista summons. Does this seem like an important enough thing to devote our resources to creating or would it suffice to just have Barista only recolors?
 

Commander_Alph

Smash Lord
Joined
Mar 20, 2019
Messages
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I feel like with how flat colored the artstyle of Rhythm Heaven it would look out of place to have a Dalmatian color palette, at most something like Kirby is the most fitting (one singular color for the whole body and probably an alternate costume for just his headphones where it will change into a different hats)
 

cashregister9

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Job 114

Zone Control

This mode would be your standard Stamina or Percent, On a random spot on the stage a Square Zone will appear, the goal is stay inside the Zone for as long as you can and knock other people out of it. the zones would spawn on all walkable areas, and if you stay in the zone for 30 seconds that zone is added to your point total and the next zone spawns. The winner is whoever has the most points by the end of the match or whoever has a certain amount of points. If another player is inside the zone the capture timer is paused. and this game mode works with teams by adding the points together as a team total.

--------

Discussion:

Barista could also potentially work with a Pikachu or Jigglypuff style of alt where they just get a new hat,
 

Venus of the Desert Bloom

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Seeing as how Duck Hunt incorporates alternate costumes from real life dogs, I feel that the best possible option is to look to the canine and/or animal characters from the RH series as inspiration.
 

Venus of the Desert Bloom

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Nice!

Here’s some ideas based on dogs:


Baxter - Pink
Yellow or Orange - Boondog
Grey or Navy Blue - Ninja Dog

I avoided Dribble and Spitz as they are from WarioWare but, if they would be usable, than perhaps Blue.
 

ahemtoday

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Messages
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Considering the less-realistic style of Barista, I don't think it would really work for them to have alts based on breeds of dog. I'm not sure what breed of dog Barista's supposed to be in the first place.

I think Barista's design is one of those that works best with pale or dark colors on the main body. I'm trying to envision Barista as, like, a bright blue, and it's not working out for me.

Starting with Fever, the Remixes of each game tend to have really concrete color schemes, best displayed in their intro screens. In Fever, Remix 2 is purple and red; Remix 3 is pink and yellow; Remix 5 is orange and cyan, and Remix 9 is black and red. Megamix's Remixes are basically all themed around different colors. DS kinda predates it, but you can still see color stuff in their intros: Remix 2 is green and red, Remix 3 is cyan and purple.

My point is, if you want color schemes, that's a good place to look.
 

Venus of the Desert Bloom

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Is there a reason we're not bringing back coin battle? Did I miss a vote or something?
We will have a vote for it on a later date but we are looking for entirely new versus modes. In the past, people have submitted previous cut/removed content when we were actually looking to include new content. There is a chance it will be included but, for now, it’s new content.
 

Wario Wario Wario

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We will have a vote for it on a later date but we are looking for entirely new versus modes. In the past, people have submitted previous cut/removed content when we were actually looking to include new content. There is a chance it will be included but, for now, it’s new content.
If my Ring Mode submission wins, will we hold off that vote? Or is Ring Mode considered distant enough from Coin for them to coexist?
 

warpenguin55

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Job 114: Capture the Flag

The objective of this mode is to collect the S-Flags that spawn around the stage. Each S-Flag successfully activated gives you 1 point. KO's do not score points, but will cause opponents to drop an S-Flag(s). There can be multiple S Flags on the stage at the same time. The play with the most S-Flags collected at the end wins. Sudden death for this mode would be decided by the first player to capture an S-Flag. There's really not much to this mode, which is a positive imo. Nobody will want to play a mode where the win condition is impossible to understand.


I'd consider this mode to be quirky. Normally in fighting games, you just want to beat up your opponent. In Capture the Flag, your main objective isn't KO's. You're fighting over the flags. KO's are still helpful, but not the end all be all.

Potential Concerns(and explanations/solutions)

Wouldn't Pocket be overpowered in this mode?

Yes, it would be. So for balancing, Villager and Isabelle are unable to pocket flags in Capture the Flag.

Aren't slow characters at a major disadvantage?
Yes and no. While it's true that a character like Sheik would be able to get to the flag before a character like Ganondorf most of the time, Sheik needs still needs to activate the flag to get the point. S Flags take 3 seconds to activate, meaning that Ganondorf would have time to catch up to catch up to Sheik and interrupt her. Ganondorf would have trouble getting away from Sheik and using the flag himself, but he could also KO Sheik, causing her to drop some flags she collected and pickup the flag they were fighting over. It's not a perfect balance, but imo it's not as doomed for heavies as it might seem at first.

This mode doesn't work very well on certain stages.
Not every mode needs to work great on every stage. For example, Final Destination is a great stage for 1v1, but you'll constantly lose yourself there in 8 player smash. Norfair is a terrible stage for stamina due to the amount of damage you can take from hazards, but it's fine for stock or time battles. The list goes on and on. In fact, I'd argue that CTF could work pretty well on some unused stages. I could easily see it being a fun option on scrollers, Palutena's Temple, or Great Cave. These stages just suck in general, but maybe CTF could help breath some life into them.
 
Last edited:

Venus of the Desert Bloom

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Please keep in mind that submissions will be ending in a few hours.
 
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