Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

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In this seventh part of our guide we will see again arenas and other scenarios from Super Smash Bros. for Nintendo 3DS / for Wii U

Welcome back to ours in-depth guide to arenas and scenariosincluding advanced techniques for Super Smash Bros. Ultimate. In this episode the levels from both versions of the fourth chapter end, including one in which a boss appears as in the Plain of Gaur. In the appendix, we will see a platforming concept that has also found a place in this series: we are talking about wall jumps. There is undoubtedly a lot of meat on the fire, perhaps even more now that we have passed the halfway point than before, so we certainly cannot linger any longer!

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 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?

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

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

Even before a real port, to bring Super Mario Maker on 3DS it was just one of the arenas that we will see today in our guide to scenarios from Super Smash Bros. for Nintendo 3DS / for Wii U. The layout of the arena changes every time: therefore always expect solid platforms, the occasional lava, and destructible blocks that will be regenerated later. The appearance of the arena will randomly change between Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U.

  • Origin: Super Mario Maker
  • Stage representative of: Mario, Luigi, Peach, Bowser, Bowser Junior
  • History: One of the Big N’s biggest flashes of genius was to give fans the “car keys” with a level editor for its flagship franchise. ” notebook ”outside the home what else. One of the most requested aspects by fans was the slopes, and players immediately noticed their presence in this scenario. The feature was the first to be shown in the Super Mario Maker 2 trailer.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

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

Representing Street Fighter, Masahiro Sakurai’s team opted for the eastern castle where they fight with / against Ryu. Suzaku Castle, except for its Ω version, it has taken liberties over its original counterpart with the layout. Specifically, we have two small platforms on the left connected by a ladder and two larger ones on the right, both with walk-offs. Ironically, despite the series of provenance the arena is (predictably) banned from tournaments.

  • Origin: Street Fighter II (multiple reissues)
  • Stage representative of: Ryu, (by extension) Ken
  • History: The sunset incarnation we see here comes from the original Street Fighter II: The World Warrior, but otherwise the “Japan stage” scenario (original name) is usually nocturnal. The reason is due to the presence of the moon in the sky, which actually makes more sense at night. Ken doesn’t have a proper arena of him, most likely due to his nature as an Echo Character.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

Umbra Clock Tower – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

When Bayonetta closed the DLC of the fourth Smash, one of the reasons for rejoicing for the youtuber expert in fighting game Maximilian Dood and his partner Simmons was precisely the Umbra Clock Tower. “That’s such a great idea for an internship!” And in fact the layout is simple, since it is a single main solid platform plus others that can be crossed (and not) that appear sporadically on the sides, moving. However, the ax of the tournament ban did not spare this scenario either, thanks to a too crowded background.

  • Origin: Bayonetta
  • Stage representative of: Bayonetta
  • History: At the beginning of the first Bayonetta, the eponymous witch and her friend Jeanne fight an army of angels (malevolent in the universe of games) aboard the quadrant shot down by the angel Fortitudo. In this arena there is a easter egg: the hands are synchronized with the console’s internal time.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

Dr. Wily’s Castle – Super Smash Bros. Ultimate arena and scenario advanced guide

Revealed in a trailer close to that of the Dweller, the Dr. Wily’s Castle has a very simple layout to describe. It is in fact a single main solid platform, plus several other movable and traversable ones that disappear when the boss appears. The latter is the infamous Yellow Devil, a yellow robotic Cyclops that attacks with both a laser beam and breaks apart to go from one end of the platform to the other. It is necessary to hit him in the eye to knock him out, generating an explosion that can overwhelm even the opponents.

  • Origin: Mega Man series
  • Stage representative of: Mega Man
  • History: In each game of his series, Mega Man unlocks Dr. Albert Wily’s castle only after defeating the eight (six in the first chapter) master robots from which to acquire the necessary powers. The design of the castle in the background is that of Mega Man 2, whose musical theme is among the most loved 8-bit songs ever. The “Dr. W ”often precedes (except in Mega Man 9 with“ Dr. L ”, as Dr. Thomas Light has been framed) the boss room, while here it adorns the floor of the platform. The arena in Ultimate combines that of the 3DS (daytime) version with its Wii U counterpart, amalgamating two different platform layouts.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

3D Land – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

The first arena (originally) exclusive to the 3DS version of the fourth Smash is 3D Land. It is, as happened with the Mushroom Kingdom, a platformer level in constant motion, where you will have to keep up with the various dangers. There are four phases: a side-scrolling level, one where you will advance deep between the cliffs, another side-scrolling between the pipes by the sea and, finally, a level on the water where you will have to avoid the barbed pillars ( “Stinging rollers”) to the tube that will take you back to the beginning.

  • Origin: Super Mario 3D Land
  • Stage representative of: Mario, Luigi, Peach, Bowser
  • History: Although penalized by an exit only after the Nintendo 3DS price cut, Super Mario 3D Land has set itself a simple goal: to re-propose the gameplay of the side-scrolling Mario with the “corridor” level design seen in Crash Bandicoot and the Super Mario Galaxy graphics engine. The result was so successful that it spawned the sequel to Super Mario 3D World on Wii U (and Switch). In our review of the latter, we called it “the joy of gaming”. The arena resumes levels 1-1, 8-2, 4-1 and 6-1.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

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

The stage where the fourth Smash confirmed Lucina and Daraen (and reconfirmed Captain Falcon), Arena Ferox, is also the first scenario from a specific Fire Emblem. The arena, normally a single solid platform, alternates as many layouts as possible for the occasional additional traversable platforms. Be warned, because sometimes some of the platforms are supported by impassable walls: opponents may take advantage of this to corner you and earn an easy raise to your dammeter!

  • Origin: Fire Emblem Awakening
  • Stage representative of: Lucina, Daraen, Chrom
  • History: In the belligerent nation of Regna Ferox this is where future rulers are established. It is also here that Chrom, representing the native Ylisse, meets (and clashes with) a mysterious masked opponent for the first time. He calls himself Marth, but actually appears in Smash only through the taunt of one of the other characters.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

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

Speaking of the Summit we had promised that we would also describe Balloon Fight, and today we are here to keep our word. As in Mario Bros., the two walk-offs on the ground floor are interconnected: it is possible to KO only following opponent attacks, thus making the two walk-offs even less risky to use for those who want to play dirty. For the rest, the arena also contains three platforms that can be crossed, Melee’s rotating bumper and La Cima’s fish, this time in an 8-bit version and always ready to drag the fighters to the bottom.

  • Origin: Balloon Fight
  • Stage representative of: none in particular (technically ROB for the era of origin)
  • History: The interconnection between the two borders of the arena was an integral part of the original Balloon Fight, where the aim was to blow up balloons that kept enemies afloat. The gameplay of Balloon Fight in Smash survived with the Dweller’s eponymous upward special attack. The music of the infinite Balloon Trip mode has always represented the game in the context of the various Smash.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

Dream Land GB – advanced guide to Super Smash Bros. Ultimate arenas and scenarios

We still remember the collective heart attack of the community when the post of the then active Miiverse showed Kirby and King Dedede in a Game Boy (8 August 2014). However, it was later discovered that Dream Land GB it is “just” a wandering scenario within a specific game. The layout, therefore, varies continuously, cycling between different locations of the game of origin. The presence of walk-offs is constant, so be careful … not to propose the arena in a tournament!

  • Origin: Kirby’s Dream Land
  • Stage representative of: Kirby, King Dedede
  • History: The arena faithfully reproduces Kirby’s very first adventure, born without rescues and with a very soft difficulty curve. Later everything would be re-proposed with the name of Spring Breeze in Kirby Super Star / Kirby’s Fun Pak, and then be renamed in Italian as Light Breeze in Kirby Super Star Ultra. Since this is an easy adventure to live “all in one breath”, it is quite easy to re-propose the various settings in a single battle. When playing with a time limit, the Game Boy’s battery LED will turn off at the last few seconds.

Super Smash Bros Ultimate: Guide to Arenas and Scenarios (Part 7)

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

The layout of Libera Mii it’s very simple. Two solid platforms, one large on the left and one small on the right, plus a cage on top to perch on (or swing by hitting it). To make it interesting (and unthinkable in the competitive), however, is the King of Darkness, the boss of the arena. This dragon enjoys improving and / or worsening a fighter’s stats at …