one thing that ill always love about this smash over all the others is the crowd reactions and sounds. theyre so much better in this game than all the others.
I really hope this stage returns one day. I know it has the same gimmick as... Basically every other Metroid stage not named Frigate Orpheon, but it feels substantially less claustrophobic than Brinstar.
It actually did...kinda? As Brinstar. Yeah I know this stage is Planet Zebes, but if you look at the music list in ultimate for Brinstar, there's an option to listen to this stage's music! Its under the name "Brinstar 64" So basically, Nintendo intends for em to be the same stage.
Anyone else here because they're looking for references to remake this stage in Smash Ultimate? Right now, I'm stuck on getting the rising and falling lava to work as a hazard, because lava is treated as terrain and terrain on rails stops when it collides with other terrain. I uploaded a concept version, with the rising and falling lava relegated to the foreground layer (and essentially no decorations yet) that you can check out with this ID: PCX1JWK7 I'd like some feedback and ideas, if you have any to give. Though I haven't timed it exactly, I think the rail I've chosen for the lava field feels right for the rising and falling lava, if maybe a bit slow.
@Noah Dundas Thank you for the info. I have been trying to theorize a way to have the lava object rising and falling in the foreground layer, like in my example, then at certain points in its path have a long stick of lava rotate in from either side and a third long stick slide in from the side to end up creating a lava plane temporarily, then have it all move back off-screen and wait for the main lava plane to do its thing again, but obviously, this is a really complicated maneuver considering the tools available to us, and I'd have to do this at least two times to simulate the lava heights overlapping the main stage. One thing I haven't tested is whether lava blocks on rails can move through thin platforms, which might be the sacrifice needed to at least simulate the lava plane rising to just below the bottom of the moving platform's highest position (or, of course, the whole stage could be turned into thin platforms, just to get the lava gimmick to work), but I get the feeling even the thin platforms are going to stop the lava blocks on rails, because of course they would. I don't know for sure, though, and as soon as I'm able, I gonna be trying out this last possible idea I have left. If the thin platforms don't stop the moving lava block, I could create two versions of the stage, one with regular geometry that could be considered the "hazards off" version of the stage, and one with thin platforms only that could be considered the "hazards on" version of the stage. At the end of the day, though, why won't the Smash team just program in "phasing"? Is it too hard? (Phasing is a characteristic of an object that, well, lets it pass through other objects while remaining solid, which you can toggle in certain other physics-based map-makers like in Halo Reach to make more interesting shapes out of pre-built objects and whatnot. It'd be friggin' great to have here! I bet it hasn't been implemented because it caused too many problems in development, like, say, if a character is squished between two platforms and they phase through each other, how should the character react? I say that should result in an instant KO, but maybe getting that to work was tricky, and after having problems with it, they took out the mechanic entirely. Perhaps they're working on it as we speak. I don't have high hopes, though.)
@Khan Afridi Unfortunately, I'm still at a dead end on what to do. I tested having the lava block move on rails towards thin fall-through platforms, and they still collided, so that idea isn't gonna work. Plus, since there's no way to automate things on the stage in precise ways (switches must be connected to what they're activating, and can only be affected by a damage source, meaning a fighter must activate them), my crazy idea of rotating in lava planes at precise times isn't going to work either. If Nintendo patches in being able to set terrain to be able to move through other terrain, then we're easily in business, but other than that, none of the things I've tested have been able to work. The Stage Builder, as it is, is a great start, but the Smash team needs to add some more functionality and polish to it before people like me (who want to make faithful recreations of stuff) to be excited.
@Khan Afridi It's alright, but in my opinion, it's not quite great. They're probably going to continue supporting it, though, since people have shown such a positive response to its inclusion, so I'm confident they'll be upgrading it in the future.
one thing that ill always love about this smash over all the others is the crowd reactions and sounds. theyre so much better in this game than all the others.
thats so badass the song drops when the match starts lol
my favorite stage, with explosive ítems the match is a blast (no pun intended). also, the origin of the falcon punch XD.
This is my favorite stage too 😎
I love this game so much!
Ok apperntly ridley flys in thr backgrounds but i cant find him
I really hope this stage returns one day. I know it has the same gimmick as... Basically every other Metroid stage not named Frigate Orpheon, but it feels substantially less claustrophobic than Brinstar.
I'm a little disappointed that this didn't make it into Smash Ultimate. But at least there are all sorts of other returning classics like Fourside
It actually did...kinda? As Brinstar. Yeah I know this stage is Planet Zebes, but if you look at the music list in ultimate for Brinstar, there's an option to listen to this stage's music! Its under the name "Brinstar 64"
So basically, Nintendo intends for em to be the same stage.
if this was meant to be a joke its past midnight and im very tired and lol
I miss this stage in later games
I actually prefer this over melee's Brinstar.
Same here! I despise Brinstar.
I think they're different enough to put both in ultimate.
This is the best super smash bros in my opinion, I wish i found some tournaments for this game. I would beat anybody.
2:00 c. Falcón uaaa
Fox waaaa
Pikachu pika bika
Mario waaaaa
Miguel Ángel Mercado 😂😂 ikr
Everyone got star ko'd.
Btw 2:10 #wrecked xD
Simple version of Brinstar in Melee
Didn't even bother porting this to smash ultimate
DsR Kahmina we already have brinstar tho
@@kramerius2219 I know, I just prefer the N64 aesthetic over melees weird design for brinstar
Anyone else here because they're looking for references to remake this stage in Smash Ultimate?
Right now, I'm stuck on getting the rising and falling lava to work as a hazard, because lava is treated as terrain and terrain on rails stops when it collides with other terrain.
I uploaded a concept version, with the rising and falling lava relegated to the foreground layer (and essentially no decorations yet) that you can check out with this ID:
PCX1JWK7
I'd like some feedback and ideas, if you have any to give.
Though I haven't timed it exactly, I think the rail I've chosen for the lava field feels right for the rising and falling lava, if maybe a bit slow.
@Noah Dundas Thank you for the info.
I have been trying to theorize a way to have the lava object rising and falling in the foreground layer, like in my example, then at certain points in its path have a long stick of lava rotate in from either side and a third long stick slide in from the side to end up creating a lava plane temporarily, then have it all move back off-screen and wait for the main lava plane to do its thing again, but obviously, this is a really complicated maneuver considering the tools available to us, and I'd have to do this at least two times to simulate the lava heights overlapping the main stage.
One thing I haven't tested is whether lava blocks on rails can move through thin platforms, which might be the sacrifice needed to at least simulate the lava plane rising to just below the bottom of the moving platform's highest position (or, of course, the whole stage could be turned into thin platforms, just to get the lava gimmick to work), but I get the feeling even the thin platforms are going to stop the lava blocks on rails, because of course they would.
I don't know for sure, though, and as soon as I'm able, I gonna be trying out this last possible idea I have left.
If the thin platforms don't stop the moving lava block, I could create two versions of the stage, one with regular geometry that could be considered the "hazards off" version of the stage, and one with thin platforms only that could be considered the "hazards on" version of the stage.
At the end of the day, though, why won't the Smash team just program in "phasing"? Is it too hard?
(Phasing is a characteristic of an object that, well, lets it pass through other objects while remaining solid, which you can toggle in certain other physics-based map-makers like in Halo Reach to make more interesting shapes out of pre-built objects and whatnot.
It'd be friggin' great to have here!
I bet it hasn't been implemented because it caused too many problems in development, like, say, if a character is squished between two platforms and they phase through each other, how should the character react?
I say that should result in an instant KO, but maybe getting that to work was tricky, and after having problems with it, they took out the mechanic entirely.
Perhaps they're working on it as we speak.
I don't have high hopes, though.)
@Khan Afridi Unfortunately, I'm still at a dead end on what to do.
I tested having the lava block move on rails towards thin fall-through platforms, and they still collided, so that idea isn't gonna work.
Plus, since there's no way to automate things on the stage in precise ways (switches must be connected to what they're activating, and can only be affected by a damage source, meaning a fighter must activate them), my crazy idea of rotating in lava planes at precise times isn't going to work either.
If Nintendo patches in being able to set terrain to be able to move through other terrain, then we're easily in business, but other than that, none of the things I've tested have been able to work.
The Stage Builder, as it is, is a great start, but the Smash team needs to add some more functionality and polish to it before people like me (who want to make faithful recreations of stuff) to be excited.
@Khan Afridi It's alright, but in my opinion, it's not quite great.
They're probably going to continue supporting it, though, since people have shown such a positive response to its inclusion, so I'm confident they'll be upgrading it in the future.
@@thinkingfubuki can you make ridley in the background
It's been 3 years, did you ever finish it?
Won