Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

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In this fourth part of our guide, we will enter the world of arenas and scenarios from the controversial Super Smash Bros. Brawl for Wii.

Welcome back to the extra section of ours guidediscovering arenas and scenarios (over one hundred) of Super Smash Bros. Ultimate. We have moved on after Melee, and this is where the level design of the game gets a little more… “crazy”. Brawl it has indeed taken the gaming experience to more accessible levels for beginners, and the competitive community has responded by ignoring the then new chapter in favor of the more technical predecessor. After reviewing today’s levels, we will also find time to talk about the importance of deadly in the appendix burials (he was born in sleep).

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 who play at home and, in the case of the DLC, also the availability. No scenario, except 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?

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

75m – Super Smash Bros. Ultimate arena and scenario advanced guide

To have perhaps the shortest name among the various arenas, 75m it’s also one of the more unique scenarios you’ll see in Super Smash Bros. Ultimate. This is a (presumably) 1: 1 scale replica of the homonymous level of the very first Donkey Kong (1981), and as such features many platforms, as many ladders, some pitfalls such as stray flames and … an 8-bit Donkey Kong, occasionally ready to unleash his ape fury by throwing objects all over the place. Which, if it needs to be said, do a great deal of harm.

  • Origin: Donkey Kong
  • Stage representative of: Mario, Donkey Kong
  • History: Nintendo’s entry into the world of video games did not technically take place with Donkey Kong, given the previous ups and downs to import products such as Magnavox with the then brand new “Color TV-Game” to Japan. However Shigeru Miyamoto, at first busy only with the illustrations of the cabinets, had the opportunity to devote himself to an arcade game of his own. It was originally supposed to be a Popeye-inspired title, but after an (initial) two of spades from the King Features Syndicate, Miyamoto was put in charge of the characters as well. So Popeye became the carpenter Jumpman, instead of Olivia there was Lady (later Pauline) and the role of Bluto went to… well, you can get there. And the rest is history.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

Oldin’s Bridge – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

A bridge connecting one edge of the arena to the other: the Oldin Bridge it’s all of this and … that’s it, if you turn off the dangers. Otherwise, you will also have to think about King Bulblin and the bombs he leaves behind when he crosses the arena, with which he will destroy the bridge for some time before it regenerates. In other words, even at best it’s a straight line between two walk-offs. Imagine what the competitive scene thinks …

  • Origin: The Legend of Zelda: Twilight Princess
  • Stage representative of: Link (sixth costume), Zelda (seventh costume), Ganondorf (eighth costume)
  • History: We could talk as much as we want about the Zora River below the bridge in the original game, but we’d rather go off-the-cuff for the historical context of this scenario (yes, we just did that a few lines ago). E3 2004 came to a close when Reginald “Reggie” Fils-Aimé, former president of Nintendo of America, promised “a glimpse into one last world on GameCube”. The arrival of Link riding the Epona mare on the bridge was greeted by one of the most epochal roars ever heard during the Los Angeles fair.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

The Besieged Castle – Super Smash Bros. Ultimate arena and scenario advanced guide

The first trailer for Brawl also included this arena, months before the official website (Super Smash Bros. DOJO !!) revealed that it is the first to feature Fire Emblem. The besieged castle it’s a scenario that changes its layout every forty seconds. It starts from one of the outer towers of a castle… well, besieged, and then moves on to the throne room (two walk-offs plus a few platforms). The third and final stage is the underground cavern, where a single hovering platform hosts the fight before returning outside.

  • Origin: serie Fire Emblem
  • Stage representative of: Marth, Roy, Ike, Corrin
  • History: There isn’t one. Besieging a castle is a common occurrence in the Fire Emblem series, and the first representation of the series started from this. The throne room is another typical setting of the saga, given the medieval fantasy vein that characterizes each chapter of the strategic IP of the Great N.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

Delfinia – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

Another wandering arena. The platform with which the wrestlers fly over Delphinia it often stops in the various points of interest of the charming pro-Mediterranean village where Super Mario Sunshine is set. Expect to take a few dives in the water from time to time!

  • Origin: Super Mario Sunshine
  • Stage representative of: Mario, Peach, Bowser Junior
  • History: Isola Delfina is basically a mixed fry of Italy, amalgamating mainly the Veneto, the Ligurian Cinque Terre and, of course, a bit of the whole south. Delfinia is the capital of this tropical paradise, but Bowser Junior (disguised as Mario Shadow, or his final Smash in this same game) has smeared everything with his polluting brush (in fact, the final Smash). It will be up to Mario, equipped with his SPLAC 3000 (Mario’s ↓ + B), to restore order.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

The Far Planet – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

For the sake of causing even more confusion with the proportions, the Remote Planet it is the only scenario (together with the Serra Speranza) where Olimar has its true dimensions. A sloping walk-off to the left (which becomes a trap when it rains), a few platforms in the center through the leaves, and the occasional Coleto to the right to swallow the unfortunate when it opens its mouth. Proposing to play it in a tournament will guarantee you a punch before the match even begins.

  • Origin: Pikmin, Pikmin 2
  • Stage representative of: Olimar (first four costumes)
  • History: In the Pikmin series, Captain Olimar’s job is to collect junk from the ground and then take it away in the Hocotate shuttle. That, and survive by wandering his Pikmin. In fact, in the background of the arena you can also see the various objects … and the enemies who are waiting for nothing but to tear apart the player’s personal army when the sun goes down. The Final Smash Night of Olimar is based on just that!

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

Ottotornante – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

Although unthinkable in a tournament, Ottotornante it’s a fun arena. Apart from the ground, which as solid involves two walk-offs, we also have three platforms: a small one in the center, and two on the sides in turn with walk-offs. The peculiarity is the Mario Kart drivers present in the game, and being a good part of the roster of that series present in Smash, the drivers are all Shy Guys.

  • Origin: Mario Kart DS
  • Stage representative of: Mario, Luigi, Peach, Daisy, Bowser, Bowser Junior, Rosalinda and Sfavillotto
  • History: For those who don’t know, in Brawl the arena was known as Mario’s Circuit, before changing its name to Mario’s Circuit (Brawl) in Super Smash Bros. for Wii U (to differentiate it from the other namesake scenario). Given the similarity of the track with Ottotornante, the first Mario Kart DS track, with Ultimate common sense prevailed and this became the name of the arena. Curiously, the transition to the registry office also changed the sign from “Mario Circuit” to “Mario Kart”. The big screen in the background, on the other hand, replicates the Mario Kart DS touch screen.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

The Orpheon Frigate – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

The layout of the The frigate Orpheon it’s simple, but it allows for… interesting matches. In this case there is a main platform, plus a couple on the move (one of which leads directly to the edge of the scenario). However, during the various blackouts, the positioning of the platforms and gravity change abruptly, shifting the fight to the secret platforms at the top of the arena.

  • Origin: Metroid Prime
  • Stage representative of: Samus, Samus Dark, Ridley (second and eighth costume)
  • History: The Frigate Orpheon space station sent an SOS signal into the depths of the cosmos, and it was Samus Aran who intercepted it. Only once she got there did Samus discover the bitter truth: the space pirates used the facility to carry out research on the mutagenic substance Phazon (the same that Samus Oscura is made of). After the defeat of the Parasite Queen (the creature in the background), the entire space station crashes on the planet Tallon IV, giving Samus only seven minutes to escape.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

The Green Hill Zone – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

Hardly one of the most famous settings in the gaming world needs it, but in its Smash version, to the Green Hill Zone some presentation might be useful. Imagine the Oldin Bridge, but with two curved slopes lowering its center. Occasionally, hitting the arena can cause parts of it to collapse, creating holes in which it is possible (but not recommended) to fall. The checkpoints from the original game (aka the “blue balloons”), here, can damage opponents if someone hits them. What an irony!

  • Origin: Sonic the Hedgehog (1991)
  • Stage representative of: Sonic, Fighter Mii (Knuckles DLC costume), Rifleman Mii (Tails DLC costume)
  • History: The first level of the very first Sonic game, as required by the tradition of the great icons (see Mario in this sense), has made many extras in the other titles. The cutscenes animated by Tyson Hesse (Sonic Mania) for Sonic Origins, in this sense, gave a pinch of context: Sonic personally saw Dr. Eggman capture some animals (the Flickies, in the case) to make them his robotic slaves , and from there his Green Hill adventure began. There is no other context.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 4)

The Halberd – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

There was talk of the Brawl trailer at E3 2006 featuring the Besieged Castle, and it’s with the halberd that new faces have begun to be seen. With hazards off, you never leave the hangar where the fight begins, but if you don’t, it’s a wandering arena as well. In other words, therefore, the fight is mainly on board a single platform, but occasionally players can also find themselves on the deck of Meta Knight’s gigantic airship. Here, the heavy artillery will certainly not be long in attacking the first character that comes within range.

  • Origin: Kirby’s Fun Pak/Kirby Super Star, Kirby…