In the second part of our guide, we will move on to the first arenas and taken from the second Super Smash Bros: the scenarios of Melee for GameCube
Welcome back for the second episode of ours extra guide to know more the arenas and scenarios of Super Smash Bros. Ultimate, with which we will also dedicate our concluding section to advanced notions. In the last appointment we introduced the two main levels for the competitive scene, and then dissect those taken from the progenitor of the series. Today we will begin to see the first traits from the sequel on GameCube, Super Smash Bros. Melee. As a second extra lesson, we’ll look at one of the most important techniques for aggressive play: lo Smash Meteora. Let’s begin!
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 who play 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?
The first of the scenarios that we will see today is also one of the arenas whose return from Super Smash Bros. Melee was greeted by the most sensational plebiscite. Big Blue was born as a level to be unlocked in the GameCube title, laterally reinterpreting the level design seen in Mute City (there is a Mute City, but it comes from the fourth chapter). The platforms consist of the spacecraft in the race, and you have to move constantly to avoid being hit.
Visceral like never before, Brinstar perfectly represents how much Ridley Scott’s films (yes, Samus’ antagonist is named after the director of Alien) have influenced the Metroid saga. The organic mass that holds the platforms together can be attacked to distance them, while Mother Brain in the background enjoys picking up and down the corrosive substance which, of course, causes damage to all fighters it touches.
This arena further represents the aesthetic of the Metroid series cosmic caverns, but with an unusual expedient to show the vastness of the maps of a metroidvania. The depths of Brinstar they consist of a single huge platform, constantly rotated by the giant Kraid in the background. You will have to move a lot to survive.
The ship of the Star Fox mercenary group, the Great Fox, has already been the background to the battles of the characters in the first Smash with the name Sector Z. The ship, acting as the main platform, plays the same role in the level Corneria. As the name suggests, the change of background does not affect the level design. Rather, it is the dangers that make this scenario peculiar. Specifically, pay attention to the cannons mounted on the front of the ship: they can act as a platform if necessary, but if you are on them when they fire you will be doomed. Ditto for the Arwing, or the spacecraft that fire on the arena and, stopping there for too long when they act as platforms, will take you away.
One of the most harmless arenas in the game, without however giving up that irresistible touch of showmanship. The Fountain of Dreams it has an identical layout to Le Rovine, with one difference. The three smaller platforms, in fact, occasionally vanish into the ground, only to re-emerge.
This arena (large, but never worthy of the podium in this sense) refers to the metropolis of EarthBound and, as such, makes buildings its own layout. The occasional UFO provides a platform as large as it is slippery, but otherwise Fourside it has no dangers whatsoever.
Representing The Legend of Zelda: Majora’s Mask, we have the first and last arena inspired by the distorted world of Termina. The Great Bay offers a main platform, two smaller platforms on the water, a huge turtle that dives and re-emerges as it pleases, and the occasional cartographer Tingle balloon (which can be destroyed).
When we say proceed in small steps. The green flowerbed it just expands on the concepts already seen in Dream Land (64), offering three main platforms, two groups of blocks that separate them, and a couple of smaller platforms. As always, Whispy Woods will take care of contributing to the clash with his usual gusts of wind.
The transposition of the simian world in Melee blends Donkey Kong Country and Donkey Kong 64. Ne The Hut in the Jungle, we can find three main platforms, a secondary one in the center and water at the bottom. Unlike the water of the Grande Baia and other similar arenas, that of the Capanna is very agitated: you can stay afloat for a few seconds, but the current will drag you ruinously over the border to the left of the scenario. Also pay attention to the Klaptrap, the little crocodile that will occasionally jump out of the swollen river to make sure!
Kong -close the monkey arenas from Melee for today with the Kongo Falls. The layout is simple to describe: a main platform, four smaller ones at the top, a cliff on the right to save himself in extremis and a cannon under the arena. The latter goes back and forth like its two-dimensional counterpart in the Kongo Jungle. There are two dangers …
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