To prevent the now-confirmed SSB4 discussion erupting into the same mad "I have a good idea for an x in SSB4", I will reboot the Super Smash Bros. Dream threads I started following Brawl's release.
Please post your ideas for Super Smash Bros. stages here
To keep everything nice and interesting, here are some rules for posting your stage ideas.
1. Avoid posting the same ideas that have already been posted in earlier threads. They still exist on the forums. Stick to your best, new, fresh ideas!
2. Go into as much detail as you can on stage hazards.
3. Each stage should be accompanied by at least 3 songs that will play on its soundtrack. 3a. These can be songs that are already in SSB/M/B. 3b. The "main" song should be from the relevant game series, but other songs can be from other games so long as they invoke the feel of the stage. 3c. Please Do Your Research. If you don't know a game's music, then either look it up or ask. Don't just post random game titles.
4. Please keep ideas for third-party stages to a minimum. Mega Man isn't out of the question, or Pac-Man or Bomberman... and of course Snake and Sonic are potentially returning... but nothing too obscure here, okay?
: Long central platform. The platform is the floating island from the level. Players can be knocked off the sides, fall off the platform or be hit into the sky.
In the background it the mountain from the level. On occasion, the water cannon will launch water bombs at the island. The bombs do >10% damage, but players will be stuck inside the water balls as they bounce around, possibly going off the island with them. In addition, Bob-Ombs will parachute in. These are the items.
In the center of the island is a cannon hatch. On occasion, the hatch will open up. Players that jump into it can launch themselves into enemies for damage and knockback. However, they also stand to potentially launch themselves off the stage, similar to the cannon barrel from Kongo Falls.
Main Track: SM46 main theme (Bob-Omb Battlefield) SMB Main Theme Koopa Road
Remember the old Smash Bros. Dream Stages competition from a while back? Consider this an extension of that. Keep coming up with awesome ideas from the latest games as well as good ideas for older games too! ;D
As for the competition... I have in fact gone back and taken a look at all of your old ideas recently. Some of them are still inspiring, and I have been finally doing the promised drawings ;D
A medium-large sized room. The bottom sixth of the stage is ice, making irregular icy platforms. There are some mechanical mechanical platforms "floating" (actually, they're connected to the background) and others are moving around. There are also some platforms made entirely of ice, that are somehow floating in mid air. The ceiling and the walls are beaten up and some are broken, leading to death pits. In the background, a shadowy, mechanical figure resides, expanding and contracting slightly, with steam erupting from what seems to be its face every time it contracts.
After a while, what seems to be a floating mass enters the shadow, it twitches, and suddenly lights up. It breaks free of the chains and circuitry that had it bound to the walls and machinery. While it's breaking free, it begins shooting lasers from its arms and what seems to be a bulb on its "tail" begins spinning. Gravity freaks out and the ice melts due to laser strikes. Jumps become smaller and drowning happens faster (if such a mechanic still exists in SSB4). Once the monster breaks free, it begins to smash into the walls of the back ground. Soon it calms down and goes closer to the camera (and the battle). It becomes noticeable what the beast is: Nightmare.
Now the Stage is in its second stage, a Watery stage with varying gravity and a frenetic Nightmare that periodically will shoot laser at the Smashers and sometimes try to ram into them. Previously frozen sections of the stage will either be missing, revealing unpleasant surprised like live wires or just a wall, or become part of the watery abyss at the bottom of the stage. Sometimes, Nightmare will use its gravity warping abilities to lift water and bring it up to "random" parts of the stage, trying to use it to make a more dense atmosphere for the fighters caught in the water, making their movements slower and easier to hit.
There will be either 3 types of gravity: normal, heavy, or light. When it's normal, Nightmare is more focused on attacking and when heavy or light, since Nightmare is focused on gravity manipulation, its actions are slower and more predictable. When shifting to Heavy or Light, the generator on its tail will begin rotating, slowly and be covered with an colored aura. If it turns to the right and lights up lime green, the gravity will be light, if it rotates to the left and lights up light purple, the upcoming gravity will be heavy.
After some time has passed, security drones (even some B.O.X.es, especially one who has its Neural System revealed, this being a cameo of the B.O.X. drone Samus fights in Sector 2, PYR). They Latch what seems to be Grapple Beams onto various parts of Nightmare. The machine tries to smash some off of him, but after a while, through the Grapple beams, they siphon electricity into Nightmare, causing it to become violently spastic. After its been subdued, it's taken back to the background, relinked to wall and everything begins to freeze over. The B.O.X.es walk away and phase one, the calm, chilly phase will commence. Violent movements while Nightmare is being relinked (Nightmare is able to fight off, but only somewhat) cause the Ice to form differently than before, making different platforms and a different floor than before.
I know this seems improbable, since Metroid: Other M is the closest Metroid to have come out, but I always felt that Fusion was unloved, at best. And don't get me started on the "Fusion Suit" in Brawl.
EDIT: Oh I forgot music for it... as for the music, it would alternate between A and B, A being for the icy part and B for the part with Nightmare.
I know that this is highly unlikely we would ever see a Sky Skipper stage but it is fun to use imagination. I do wonder if the people at Nintendo ever visit this board and the other Smash-related forums. But anyway, here we go!
Picture this... a battle on the wings of two biplanes as they fly around the castle exterior and through the castle interior. When the match starts, there is a panoramic view of a very large white Medieval castle surrounded by rolling green hills and decorated with playing card motifs. Windows and doors shaped like hearts, clubs, diamonds, and spades... even the topiary in the royal garden are shaped like suits!
Every now and then, the biplanes fly through the castle windows. Through one window and you will see a vast throne room complete with furniture with playing card motifs. Through the other window and you will find chess-themed statues hopping around the checkered floor. Throughout the stage, residents of Wonder Kingdom are jumping up and down... "spades" playing card people, "hearts" chickens, "diamonds" rabbits, "clubs" frogs, as well as jesters, queens, and kings.
The castle is overrun with brown gorillas wearing white bowties, cuffs, and boots and they are jumping up and down, throwing balls that explode into red and blue smoke. The gorillas are throwing smoke balls at the biplanes! But don't worry, the balls will never hit the biplanes or anyone. They will just explode in the background.
This stage takes place on two biplanes and we fight on the wings. The layout of a biplane is basically this: one long, flat platform (the top wings) that we can fall through by smashing the control stick down.... this platform is above two short, flat platforms (the bottom wings) that we cannot fall through by smashing the control stick down... the two platforms are separated by a solid block (the main body) that we can jump over.
As one biplane flies off screen, another biplane appears from the opposite side or maybe from above or under, you don't know where the second biplane will come from... the fighters must jump off the disappearing biplane and land on the second biplane. Throughout the battle, the fighters jump back and forth between the two biplanes. Occasionally, the second biplane may drop a "pepper-pot" bomb on the first biplane if it appears from above. This bomb will have a large explosion radius the size of a Smart Bomb.
It might seem boring... I mean, flat platforms with only bombs as hazards and we jump between the two biplanes? Wrong... these biplanes tilt back and forth, sometimes to extreme angles like we saw in the Spear Pillar stage. The biplanes actually tilted to extreme angles in the arcade game, too. So, if there are barrels or rolling crates, expect them to roll off the wings at times.
Balloon Fighters and the ducks from Duck Hunt make a cameo in this stage as they fly through the sky in the background. The horse-headed Knights from Knight Move make a cameo inside the chess-themed room as the statues that hop around the checkered floor.
I am not entirely which music would be good for this stage. I would probably pick these themes because they seemed appropriate:
- Sky Skipper main theme - Balloon Fight - Balloon Trip theme - HeliFire main theme - Space Medley (mix of main themes from Space Fire Bird, Space Launcher, and Radar Scope?) - Mahjong Medley (mix of main themes from Mahjong, 4-Player Family Mahjong, and Gomoku Narabe Renju?) - Knight Move main theme
I got all my ideas from this video and this promotional flyer:
Somebody make a Tingle stage. And include funny songs from the Zelda series as unlockable songs. Like the theme of Malo's Mart or the original OoT marts ;D
Tingle's Tantalizing Tour
The level begins on a platform. Balloons are inflated on both sides as the platform rises. The balloons can be popped though, dropping the platform to whatever locale you're soaring over ranging from three games Tingle has appeared in.
Clock Town from Majora's Mask, Windfall Island from Wind Waker, and Lake Hylia from Twilight Princess (Tingle was the Star Man).
Once you land, the fight goes on for a little bit and some familiar characters appear in the background, but once you reach Lake Hylia, Fyer and Falbi get in a fight with Tingle by break dance fighting. Eventually, Fyer loads the cannon and blasts the platform back to Clock Town.
This is the Punch-Out!! stage where the characters battle inside the boxing ring. It is simple and flat like Final Destination but what differnates this stage from Final Destination are the boxers. Yes, the boxers serve as hazards. They are like Assist Trophies but they only appear on this stage much like how there are some Pokemon that only appear in Saffron City (SSB 64).The boxers enter the ring in the same way they did in the Wii game. This stage loops in three circuits (Minor Circuit, Major Circuit, and World Circuit) which change the background according to their respective circuits. Not only that, but the boxers even appear one by one in the same order in their respective circuits like in the Wii game. The boxers even fight the same way they did in the Wii game, albeit similarly to the Little Mac Assist Trophy in Brawl. The background dims black and then changes to the next circuit (even the mat on the ring changes) after King Hippo, Don Flamenco, and Mr. Sandman are KO'd. How do we KO the boxers? Just attack them like we do with the enemies in the Subspace Emissary. Glass Joe has the lowest stamnia (100 HP?) while Mr. Sandman has the highest stamnia (999 HP?), you get the idea. Be careful though, some of the boxers hit very hard with very high knockback that they might deliver an one-hit KO around 50%.
This would be ideal for Little Mac's Event Matches where Little Mac alone must defeat the boxers for the championship and for the Little Mac vs. Donkey Kong rematch. Also, it could be used for Mr. Game & Watch's Event Match where he must fight Luigi in a reference to the modern version of Game & Watch: Boxing in Game & Watch Gallery 4. Another Event Match idea would be Kirby vs. King Dedede in reference to King Dedede's ring in the original Kirby's Dream Land. It doesn't end there, oh no! We could even have a Co-Op Event Match where the Kongs (Donkey, Diddy, Dixie) must fight a giant King K. Rool in a reference to Donkey Kong 64.
EDIT: As for music, I guess they would just use the title screen, Minor Circuit, Major Circuit, and World Circuit. Though some music from Urban Champion and Teleroboxer would be pretty sweet. ;D
Last Edit: Jun 23, 2011 16:19:46 GMT -5 by Arcadenik
Like Delfino Isle stage, this uses a moveable platform to fly around the course, while along side it, Migul's guide plane can fly alongside it occansially and can also fire flares that can harm you. (as well as the seaplane team).
The stage starts off very close to the water and far away from Wuhu island, and then zooms towards it. The flying platform lands at various points of interest around the island, such as:
- The town square (where Mii's from Wii Music perform, background Mii's will throw random sword slice items at you. - The swordplay platform (might have to be bigger though), - On the road in the middle of a bicycle race where the racers come towards the screen and can hurt you. - The rock tunnel where you can bounce around at high damage at not get KO until out of the tunnel. - Inside the lava chamber of the volcano (lava hurts!) - Fighting alongside the ruins (have fragile platforms there) - A floating platform high above the ground from Pilotwings Resort - The red bridge (unique in that it's quite slanted and not flat)
During transistion periods close to the water, Jet Ski's wave bikes will jump over the main platform (as hazards)
Basically a large version of a Gyromite 'game A' level, complete with numerous red and blue pillars that move up and down and numerous ropes to climb up and down and reach different sections of the stage (ladders could replace the ropes if need be).
1. As mentioned there will be many red and blue pillars in the stage, these will randomly move up and down. These can cause damage to a player if they get crushed between two pillars or if they get crushed in between a pillar and ground/ceiling (just like in the original game). The pillars can also trap players in a certain area until the pillars move out of the way, this could lead to opponents being blocked off from each other or could force opponents to fight in a confined space for a while.
2. Several Smicks (the lizard things) will roam around the stage and touching one will hurt you however they can easily be smashed off the stage, more will stroll onto the stage from off screen during the battle.
3. Occasionally Professor Hector will appear and will run around the stage dropping turnips, touching these will paralyse the player by causing their character to stop for a few seconds in order to 'eat' the turnip. Smicks will stop and eat these if they run into them. Much less commonly he'll drop TNT (identical to that in the original Gyromite) that'll obviously explode after a few seconds, so you'll have to make sure you get away quickly if he drops one near you!
4. There will be a holes to fall down at the bottom of the stage obviously causing death however to defeat an opponent you'll have to smash them off the screen.
With ROB's inclusion in the Smash I think he deserves his own stage. I playing Gyromite I thought that a 'game A' level would work great as a SSB stage. Also I think Gyromite is a really fun game (so long as you don't use ROB :, although idiots on the internet think it's terrible just because the Angry Video Game Nerd reviewed it, even though they haven't played.
I doubt Mallo would be playable... I don't see what he can do with pushing and pulling blocks in Smash.. but he would be perfect in a Pushmo stage. The stage itself would be random every time you play it... maybe a few variations based on several NES sprites? The platforms are the pulled blocks and when the blocks are pushed back, the plaltforms "disappear"... and there are ladders that could function like the Warp Pipes in Mushroom Kingdom from SSB 64.
nocturnal YL: My current plan is to play Atelier Firis DX now, which online guides suggest is long. Atelier Lydie & Suelle DX will likewise be long (longer than the original too, due to DLC, DX additions and I'll make the best items). I'll maybe play Ys Origin after.
Jun 14, 2021 10:28:43 GMT -5
nocturnal YL: Not sure about what I'll play after. Another Atelier game will probably be out by then, either completing the Secret series or giving us Arland 5. Either way, I'll probably play those before going elsewhere. Dusk will have to wait for quite a bit…
Jun 14, 2021 10:31:02 GMT -5
Nester the Lark: Wondering if I should get Mario Golf at launch or wait a couple of months. I have so many other things to play that my gaming (and wallet) might need a little breathing room.
Jun 17, 2021 9:23:48 GMT -5
Nester the Lark: The problem with playing Hyrule Warriors and a modern Ys game at the same time is that even though the combat feels somewhat similar, the controls are completely different, and I get confused.
Jun 23, 2021 8:57:58 GMT -5
Shrikeswind: Yeah I'm here, but kinda vaguely. Sorry, I haven't had too much to say lately.
Jul 8, 2021 11:28:57 GMT -5
Shrikeswind: By the way, I don't know if you guys have been keeping up with OCR on YouTube, but apparently they're dropping an album for a game I grew up on, Jet Force Gemini. Really pumped; I'll post a review when they finish.
Jul 8, 2021 11:30:44 GMT -5
Shrikeswind: Or at least when my Top 3 from that game are on the Toobz. Just one more song to go.
Jul 8, 2021 11:31:13 GMT -5
Nester the Lark: I feel like I've been neglecting the forum more than usual lately. Been distracted by other things. I'll try to post something when I get the chance.
Jul 16, 2021 10:38:22 GMT -5
nocturnal YL: I don't have time to make posts. Atelier Firis DX takes forever to play. When I'm not playing, I'm in a read-only mode, reading guides and watching (unrelated) videos.
Jul 17, 2021 13:25:38 GMT -5
nocturnal YL: On that note, I'll probably make a review on the whole trilogy, so it will be a while until I talk about these games in details here. I can say Atelier Firis DX has far exceeded my expectation and has taken over Totori as my 3rd fav.
Jul 17, 2021 13:31:06 GMT -5
nocturnal YL: Uh, I take that back. Atelier Firis has a lot of merits, but also a lot of drawbacks. It's extremely tedious for 100% completion, and there are all kinds of other flaws. Still good for the exploration aspect and certain plots like Liane's character events.
Aug 9, 2021 13:38:12 GMT -5
nocturnal YL: I don't know where I'd place it. A bit above Atelier Totori? A bit below it? I still think it's pretty good, at any rate. If only they could keep this game's engine but dial back its scale and make a traditional Atelier. Totally not foreshadowing anything.
Aug 9, 2021 13:45:07 GMT -5
Nester the Lark: I've finished Ys IX, so I'll be working on a detailed write-up and comparison with Ys VIII.
Aug 17, 2021 8:09:12 GMT -5
Spud: I try to keep up with here, but the proboard RSS feed suuuucks. And Thunderbird is barely passable as a feed aggregator. I feel like the internet was just better in 2007.
Sept 3, 2021 10:43:42 GMT -5
Nester the Lark: I may have a little time to catch my breath...
Sept 6, 2021 19:09:08 GMT -5
nocturnal YL: Game progress update: Atelier Lydie & Suelle DX — defeated Falgior, so it's about 1/3 done (about 1/4 if I count post-game item grinding); WarioWare: Get It Together! — played up to the staff credits (about 5%, I guess).
Sept 15, 2021 12:30:19 GMT -5
nocturnal YL: This pic is how I'd rate my games on Nintendo Switch so far (subject to change). Numbers are meant to show relative positions; like temperatures in °C and °F, absolute values don't mean much.
Sept 15, 2021 12:36:36 GMT -5