In this fifth part of our guide we will go on in our exploration of arenas and scenarios from Super Smash Bros. Brawl
And so ours continues advanced driving per arenas and scenarios di Super Smash Bros. Ultimate, giving us the opportunity to analyze other settings taken from the third chapter, Brawl. As you saw in the previous episode, Brawl offers several interesting food for thought on level design which, as happens for the characters, also in terms of levels focuses more on gameplay ideas than on the representation of a certain game. In the appendix we will see a particularly vital concept when playing in the competitive environment: let's talk about Tech, or as Brawl's official site called it, of Ukemi.
Preamble of the Appendix
Here's what to expect from the Super Smash Bros. Ultimate arena and scenario guide. In each of these twelve events, we will talk about each scenario, its origins, who are the fighters playing at home and, in the case of the DLC, also the availability. No scenario, except for the aforementioned downloadable content, needs to be unlocked: everything is available right from the start of the game. Ironically, you may need to unlock historically associated characters at certain levels, but there is a guide for that too. Furthermore, as for the wrestlers, here too the images precede their respective section. Are you ready?
Luigi's Mansion - advanced guide to Super Smash Bros. Ultimate arenas and scenarios
Compared to other arenas, the basic idea behind scenarios like the Luigi's palace it's also quite simple: one main platform, as Super Smash Bros. tradition wants, plus other small ones above the pitch. However, the supporting columns that support the shack (literally this time) can be attacked and destroyed, as long as you start from the top. If you raze the mansion, it will regenerate automatically.
- Origin: Luigi's Mansion
- Stage representative of: Luigi, Mario
- History: Originally, Super Mario Sunshine and Luigi's Mansion were supposed to be two halves of the same game. However, Luigi's night hike went into the fast lane as the first Mariesque adventure on GameCube. The launch title of the console comes as a nice mockery to survival horror, while Luigi must free a villa won in a lottery in which he never took part (and also free his brother, while he is) from the ghosts that infest ... to the sound of vacuum cleaners.
The Lylat system - advanced guide to Super Smash Bros. Ultimate arenas and scenarios
If the Great Fox seems too big a platform to fight, you can always rely on the Sistema Lylat. The spacecraft houses a main curved platform, plus three other smaller ones above it. As the arena only rocks slowly from time to time, this arena is usable in competitive tournaments. Fox and Falco have one Smash provocation here too (↓ on the D-pad for a split second), but this time Wolf too can start a conversation.
- Origin: serie Star Fox, perlopiù Star Fox Assault
- Stage representative of: Fox, Falco, Wolf
- History: The ship travels through various locations from the Star Fox series, although the aerial battles seen in the background more closely resemble Star Fox Assault. In particular, the transitions and the various asteroid fields evoke the most daring sections of the Great N.
Mario Bros. - Super Smash Bros. Ultimate arena and scenario advanced guide
What we said for 75m also applies here. Mario Bros. is a scenario that takes exactly any screen of the game of the same name. Therefore, the layout is exactly what you would expect knowing the original title: a floor with walk-offs on both sides, a platform in the center and six more wider, three on each side, each with its own walk-off. Luckily for you, in the transition from Brawl to Ultimate the arena received the ability to teleport from one side to the other if you are the one crossing the walk-off. The same is not true if another player throws you out! Ah, the POW block allows you to damage opponents even from a distance, with or without active tools. There are also enemies to hit and possibly use against opponents, in case you are hoping to play them in a tournament.
- Origin: Mario Bros.
- Stage representative of: Mario, Luigi
- History: After Donkey Kong in 1981, it was Mario Bros. (arcade, 1983; NES, 1986) who further shaped the world of Mario. The sewer setting permanently made him a plumber, while the name Jumpman became a common “Mario” due to the resemblance to Mario Segale, owner of the first Nintendo of America headquarters. Yes: the "Super" came later!
The Mushroom Kingdom - Super Smash Bros. Ultimate arena and scenario advanced guide
And by "after" we mean now. The Mushroom Kingdom it is none other than level 1-1 (the first, in short) of Super Mario Bros., reinterpreted in a "realistic" key by Masahiro Sakurai's team. Imagine what the level might look like after a few decades of inactivity and you should have an idea of the post-apocalyptic scenario you will face. If you ever wondered what the Mushroom Kingdom would be like if Sony and Naughty Dog got their hands on it, you have the answer!
- Origin: Super Mario Bros.
- Stage representative of: Mario, Luigi, Peach, Bowser
- History: Did you know that the first level of Super Mario Bros. was one of the last to be created? No, we are not kidding. Creating a tutorial in the mid-eighties wasn't easy: how much space should an infinity of on-screen messages have taken up? Much better, then, to create a ravine without the hole before placing the real danger on the path. It is also for this reason that the level is so iconic, to the point of being a real parsley in the mustache franchise.
New Pork City - advanced guide to Super Smash Bros. Ultimate arenas and scenarios
Each Smash introduced an "unnecessarily large" arena, and after the Temple in Melee it's up to New Pork City in Brawl. Here too there is a complex layout, with many solid platforms and just as many that can be crossed. The main danger is the Ultimate Chimera, which peeps out from time to time at various points in the scenario. Getting into its jaws is equivalent to instant death, so be careful!
- Origin: MOTHER 3
- Stage representative of: Lucas
- History: We would like to avoid making spoilers, but Nintendo itself does not leave us many alternatives given its determination not to want to publish the game in the West (with the complicity of the strong progressive themes in favor of the environment and gender inclusion). Suffice it to say that Porky Minch, after the beating in the teeth (rightly) given to him by Ness, has made a career in the business of dictatorships. New Pork City is his headquarters, and among the filthy experiments performed at his request, the Definitive Chimera also stands out. In the original game, bumping into this creature is equivalent to instant Game Over.
Norfair - advanced guide to Super Smash Bros. Ultimate arenas and scenarios
One solid platform, plus another four smaller Vs - what's better for a competitive match? If the hazards are off, Norfair it can be nirvana. However, it must be said that often the lava walls emerge from the sides of the arena or in the background. It will be up to you to hit the escape pods to find some coolness… and save your skin, of course!
- Origin: Metroid, Super Metroid
- Stage representative of: Samus, Samus Safe Zero, Ridley
- History: The arena resumes the Norfair area as it appears in Super Metroid and Metroid Zero Mission. Located in the deepest abyss of Zebes, this hell of lava and burrows is also where Ridley resides. Canonically, this is where Samus finally killed him: in the next canon game, Metroid Fusion, a mutated clone of the Space Pirate can be found, but the character never really came back to life. And no, Smash doesn't count as a license fee for Metroid.
The Pirate Ship - advanced guide to Super Smash Bros. Ultimate arenas and scenarios
Why talk about cosmic pirates when the terror of the seven seas exists? The Pirate Ship, however, it does not literally indicate the ship itself. Rather, it can also happen to be on King Drakar's back or on the cliff, depending on the weather and / or enemy broadsides. Gravity decreases whenever the arena is blown into the air by a tornado. Beware of the catapult on the spur!
- Origin: The Legend of Zelda: The Wind Waker
- Stage representative of: Cardboard Link
- History: The ship belongs to Dazel, a pirate (whose identity we will not spoilers) who helps Link save his little sister Aril following her kidnapping. Since then, Link has been an integral part of his ramshackle crew. King Drakar plays a major role in the plot, but… we won't be spoiling him either.
Pokémon Stadium 2 - advanced guide to Super Smash Bros. Ultimate arenas and scenarios
As well as its counterpart in Melee, neither Pokémon Stadium 2 in Brawl it has a lot to do with the game of the same name. However, the basic idea is the same: one main solid platform and two small traversable ones like in Le Rovine XS. Transformations are devoted to four other types: electro (conveyor belts), flying (low gravity), ice (slippery ground), and earth (plus ground and platforms).
- Origin: Pokemon series
- Stage representative of: Pikachu, Jigglypuff, Pichu, Mewtwo, Pokémon Trainer, Lucario
- History: As this is mostly an arena native to Smash, we don't have much to say. The scenario only represents battles treated as a sporting event in Pokémon, and that's all. However, we have an easter egg to report: the one that appears on the calendar in the kiosk of the ice version of the arena is the cat of Masahiro Sakurai himself!
Port Town - advanced guide to Super Smash Bros. Ultimate arenas and scenarios
Also known in English as Port Town Aero Dive, this scenario is none other than the concept of Mute City applied to another track. The arena is a single platform, which occasionally stops in some points of the track. Of course, there is a race going on - the cars certainly don't intend to stand still at the lights while the players fight each other!
- Origin: F Zero GX
- Stage representative of: Captain falcon
- Story: Port Town, in addition to being the hometown of Captain Falcon, is also one of the most recurring locations since the first episode for Super Nintendo. The appearance of the city track takes up its most recent incarnation, that of the F-Zero GX, including the cars and the ROB-shaped statue in the background.
Shadow Moses Island - advanced guide to Super Smash Bros. Ultimate arenas and scenarios
After Snake's suspicious disappearance from the official Brawl website during that game's development, the character was reconfirmed along with his arena. The layout of theisola Shadow Moses it is simple to describe, as it is a terrain with two walk-offs and a traversable platform which in turn features two other walk-offs. However, as was the case with Luigi's Palace, here too there are structures to be destroyed. The two colonnades prevent dirty play near the edges, but once the upper part of each is knocked down, the base can also collapse. The lighthouse and the breaking of the wall do not affect the gameplay.
- Origin: Metal Gear Solid
- Stage representative of: Snake
- History: In the original game, if Solid Snake gets caught in the headlights, he will have to contend with enemy reinforcements. For this reason, the headlights are present in the arena as a mere nod to the stealth gameplay of the Konami series. The hangar in the background is also present in the original title, where it contained a tank. Shadow Moses Island is a nuclear weapons repository, mirroring a type of conflict that has always been a major theme for the series. In this arena Snake has one Smash provocation (↓ on the D-pad for a split second) if he is up against any (except Link Bambino, Pichu, Mewtwo and Dr. Mario) of the characters in the first eight episodes of our guide.
Fifth study in the appendix: Tech / Ukemi
We are talking about a very… technical technique. Nicknamed Ukemi (from the homonymous term in martial arts) in the official Brawl website, the concept of Tech it is not exclusive to Smash but never like in this series it is possible to make so much the difference between beginners and professionals. Whether you are in mid-air for a jump or (above all) you find yourself in the air due to an enemy shot, your landing can rob you of precious fractions of a second. Contact with a solid surface (including walls and ceilings) often involves a moment of vulnerability, which can be avoided by pressing the shield (backbones) at the right time.
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