Navigation
Hello, and welcome to my Super Smash Bros. Melee FAQ that I'll (hope
to) complete! Well, I finally got the internet on my sister's computer,
and after some deeds for her, she let me use it as much as I wish. This
may end up to be one of the largest FAQs for a Nintendo game ever to be
on the Web, so it'll take time. This is only the most recent version.
When I'm finished, future versions will include input from people who
e-mail me. So, what that really means is that this will never get truly
complete. Only everything you need to finish SSBM. So, why keep you
waiting? If you're impatient or aren't going to read every letter in
this FAQ, you wouldn't even be reading this, so why don't we head on
straight to the real deal?
Dr. Omicron's 2nd FAQ and Bowser194's 1st Co-Author Job
"Super Smash Bros. Melee"
Version 3.7
#<-my mines for dividing sections, again
Table of Contents
0. A Solution to My Problem
1. Table of Contents
2. Version History
3. Introduction
3a. My Introduction
3b. The Game's Introduction
3c. The Story of SSBM
4. Characters (in alphabetical order)
4a. General Info
4b. Weight Classes
4c. Bowser
4d. Capt. Falcon
4e. Donkey Kong
4f. Dr. Mario
4g. Falco Lombardi
4h. Fox McCloud
4i. Ganondorf
4j. Ice Climbers
4k. Jigglypuff
4l. Kirby
4m. Link
4n. Luigi
4o. Mario
4p. Marth
4q. Mewtwo
4r. Mr. Game&Watch
4s. Ness
4t. Peach
4u. Pichu
4v. Pikachu
4w. Roy
4x. Samus Aran
4y. Sheik
4z. Yoshi
4A. Young Link
4B. Zelda
5. Arenas
5a. Icicle Mountain
5b. Princess Peach's Castle
5c. Rainbow Cruise
5d. Kongo Jungle
5e. Jungle Japes
5f. The Great Bay
5g. (Hyrule) Temple
5h. Yoshi's Island
5i. Yoshi's Story
5j. Fountain of Dreams
5k. Green Greens
5l. Corneria
5m. Venom
5n. Flat Zone
5o. Brinstar
5p. Brinstar Depths
5q. Onett
5r. Fourside
5s. Mute City
5t. Big Blue
5u. Pokémon Stadium
5v. Poké Floats
5w. (Mushroom) Kingdom
5x. Mushroom Kingdom II
5y. Battlefield
5z. Final Destination
5A. Dream Land
5B. (Past) Yoshi's Island
5C. (Past) Kongo Jungle
6. Items
6a. Item Controls
6b. Items
6c. Special Items
7. Classic Mode
8. Adventure Mode
9. All-Star Mode
10. Event Matches
11. Target Testing
12. Other 1-Player Modes*
12a. Multi-Man Melees
13. VS. Mode**
13a. Time Mode*
13b. Stock Mode*
13c. Coin Mode*
13d. Bonus Mode*
13e. Special Melee*
13f. Additional Info*
13g. Custom Modes*
14. Trophies
14a. The Trophy System
14b. Special Trophies
14c. A Complete Trophy List
15. Options*
16. Bonus Points*
17. Secrets
17a. How to Get Secret Characters
17b. How to Get Secret Arenas
17c. How to Get Other Secret Stuff
18. The Hall fo Shame**
18a. BracamonteAndy@msn.com
18b. GoKart456@aol.com
19. Stuff You Might Not Know But Want To
19a. Translations for Marth and Roy
19b. CPU Weaknesses**
19c. The DK Rap
19d. The Players' Guide**
19e. The Beta Version**
19f. Attacks of the Clones
20. Legal Stuff/Contacting Me
*indicates that I'm not done with that section yet.
**indicates that this section will probably be frequently revised.
#
>>>Version History<<<
version 1.0
Jan. 29, 2002
What a lot of stuff! I did everything up to the All-Star
Mode as well as the last three sections.
version 1.5
Feb. 18, 2002
I added in dates to the version history! Also, this FAQ
now has a sites list! Wow! You probably want to see the
Events section I put up though. And now I have a DK Rap
recording on the computer, I no longer have to recite it
from memory! Speaking of which, some more CPU weaknesses
have floated to the top of my head.
version 1.6
Feb. 27, 2002
Dude, I don't seem to know squat about updating. Since
this FAQ is so large, I've corrected any errors I've
made over updating this to ver. 1.5.
version 1.8
Mar. 20, 2002
If anyone's still stuck on SSBM, I now have Target
Strategies for 21 of the characters for all you late
buyers and renters. And I corrected some typos along
the way.
version 2.0
Mar. 24, 2002
Hey hey! 2.0 is finally here! All of the Target Tests
are up! Whoa! Most of the description for Onett got
deleted! It's probably best simply to leave out
everything altogether. It's a pretty simply-structured
place. More typos corrected, and only one more major
section to go!
version 2.3
May 22, 2002
60 of the Bonuses are finished! Whoohoo! That's almost
1/4 of all the bonuses! 189 more to go... Speaking of
which, on a personal matter, it seems that my Gamecube
has been fixed and is now waiting at the post office
wiaitng for me once more.
version 2.6
Jun. 20, 2002
I decided to take a break on the Bonuses section and do
the whole trophy section all at once. It turned out to
be much longer than I thought, but it should lighten the
load on my e-mailbox. I also started the section dealing
with the official Nintendo Power SSBM Guide, the last
section of Other Stuff. Say goodbye to the chart comparing
the characters to the stages, as that's merely dependant
on your playing style.
version 2.7
Jul. 7, 2002
Not much to say except there's a message for someone with
an "invalid address" and that I finally redid the Onett
section, which got mysteriously deleted for some reason.
version 2.8
Jul. 16, 2002
After a whole lot of e-mails, this FAQ is more complete
than ever! Want some advice in Events 46 and 48? Need some
reinforcement on the authenticity of Sonic and Tails in
this game? Want to contribute to the Hall of Shame? Look
below for all of the answers!
version 2.9
Jul. 17, 2002
Two updates in two days? Wake me up! I have ten more bonuses
done, so now they're up to 70! Wow!
version 3.1
Jul. 29, 2002
A trophy rumor...check out what it is below the list of
unlockable trophoes. Also, no update this far into this FAQ
would ever be complete without more..bonuses! I'm up to 100!
Hooray! Sorry it took so long for so little, but Project
Howville really slowed me down on this.
version 3.2
Aug. 17, 2002
Power to the people! Dozens upon dozens of requests, corrections,
and suggestions have made it worth another update! I'm still
working on the Bonuses section, though I'm trying to finish the
Project Howville by August 22nd. Progress may speed up then, but
for now, be patient.
version 3.4
Aug. 24th, 2002
With Project Howville behind me and Super Mario Sunshine just
around the corner, there's no better time than to put up 27 (that's
right, three cubed) more Bonuses onto the list! I now have
everything up to Quintuple KO registered on what is currently the
largest SSBM FAQ I know! Only 122 to go...
version 3.6
Sep. 5th, 2002
Those lazy hooligans at the post office should have the Super Mario
Sunshine Bundle Pak at my doors by now! It's been ten days and not even
a letter from the mailman saying to pick it up! They're just horrible.
About the FAQ itself: The Hall of Shame has now been erected, courtesy
of an ignorant gamer named BracamonteAndy@msn.com! I also have all of
the bonuses up to 160, making me officially less than a hundred to go!
version 3.61
Sep. 6th, 2002
A very special update for a very special person! That's right,
GoKart456. If you are reading this, your name is now officially in this
FAQ! If you can't find it, copy and paste the FAQ and use the Search or
Find option to look for it. It's in there somewhere... By the way, I
still have no Sunshine.
version 3.62
Sep. 27th, 2002
Time really flies...I've gotten those 120 Shine Sprites, and Super Mario
Advance 3 is already out! Then there's Mario Party 4. With three games
with "Mario" in their titles coming out in three months, Nintendo is
really trying to dump out everyone's wallets. Anyway, there's a whole
bunch of contributions, including another Hall of Shamer whom I've lost
the message for :(, plus the usual additions from fans of this game.
It's still going strong, and it's already been out for ten months.
version 3.7
Nov. 1st, 2002
More power to the people! Due to an overwhelmingly huge onslaught of
letters into my e-mailbox, I'll be doing a full update, complete with
over thirty new bonuses from Bowser194, my co-author! I cannot thank you
enough, Bowser194. This FAQ may actually become complete before the
game's anniversary!
#
>>>Introduction<<<
Me, Myself, and I
I guess I can compare myself to Leonardo da Vinci...and maybe Vincent
van Gogh too: I'm not able to finish FAQs once I start them. However,
like translating Doraemon into English (very indirectly if you know me),
I feel that it needs to be done. As for information about me, I'm not
giving away my real identity or any other private crud. I'll just tell
you that I have no clue as to how a computer works, so I can't fix one,
and that I'm acclaimed by my peers that I'm an excellent artist.
Unfortunately, I'm not very good at anything else, but I hope you like
this FAQ. I guess I'll also say that I've always sucked at history.
What is the Smash Bros. Concept?
The system of Smash is Nintendo's first attempt at fighting games. The
Big N, as some of you like to call it, has developed a series of games
for every gaming genre I can think of, as well as create some new ones
themselves. On April 26, 1999, the Nintendo64 got Super Smash Bros.,
which turned out to be a big success and made the Players' Choice
charts. The game itself was pretty low-tech compared to other games
around that period and HAL Laboratories's mascot is a dog who just bore
a litter. That sounds like the best game on earth, huh? Anyway, what
you do in Super Smash Bros. was not to deplete your enemy's/enemies' HP
to zero, but to knock him/her/it/them clear out of the arena, so far
they explode. Depending on what mode you play, you can either have
lives for each person or have a point system based on KOs. As for the
characters, they were stars of Nintendo games (as well as a couple of
sidekicks) brought together. Lots of fun, begging for a sequel, sequel
arrives, and the rest is history.
Super Smash Bros. Melee
In SSM, all 12 of the characetrs were fighters themselves--everyone
from Samus, a bounty hunter who goes across galaxies and fights major
monsters, to Mario, an overweight Italian plumber, to Jigglypuff, a
living plush toy. In Super Smash Bros. Melee, many of the newbies who
arrive star in games with little to no fighting at all. You've got
some princesses of two kingdoms. You've got the Ice Climbers, a couple
of Eskimos who carry ice-breaking hammers. You've even got Dr. Mario,
who prefers to find a cure for AIDS than anything else but is in here
anyway. SSBM actually has no story at all, so I'll improvise:
One day, there was a spoiled brat. He was so spoiled, he had 25 special
figurines of Nintendo characters, plus 265 more. His Nintendo
collection was complete, and he was shocked. Nintendo replied to him in
a phone call that they aren't making any more figurines for a long
while, so he took the one for Capt. Falcon and threw it at the Ice
Climbers. To his surprise, the Ice Climbers figurine sailed across his
room and made a huge thud at the other side. So he thought, Maybe they
can fight each other! Yeah! Some action-packed battles of Nintendo
characters will pass the time! And so, SSBM was born.
#
>>>Characters<<<
So, the brat thought up a rather large set of different moves and
assigned them to each character. The 4 unique atatcks, which are called
"special attacks", are designated with the B button. Along the way of
giving the 25 characters a set of special moves (and one with two), he
came across a block and decided to give the remaining 7 characters
without special attacks yet a similar moveset to another character he
already assigned mvoes to. He called them "clones".
In General
Before this kid could start any battles, he had to make up a set of
rules:
1. A KO is when you knocks someone else away and they blow up.
2. A Fall is when you blow up from someone else's attack.
3. A Self-Destruct is when you blow up without anyone else causing it.
4. Damage is figured out in %'s, which can go up to 999.
5. The higher the damage, the farther you get thrown from an attack.
The moves he gave to each and every character are listed below. They
may look different from character to character, but the use is the
same.
Key:
A=A button
B=B button
Z=Z button
L=L button
R=R button
X=X button
Y=Y button
(C)+direction=C-stick in that direction
>, ^, <, \/=move control stick gently
>>, ^^, <<, \/\/=move control stick hard
>>A=move the control stick right really hard and press the A button at
the same time.
>>,A=move the control stick right really hard, then press the A button.
D=Up on D-pad (that's all you'll be using)
On the Ground:
>=Walk
>>=Run
\/=Crouch
^, X, Y=Jump (I personally recommend the X or Y button.)
(D)ĺ^ĺ: Taunt
(D)>, (D)<, (D)\/: Nothing
A: Standard Weak Attack
You can press A over and over to keep the
barrage going, and as long as the enemy is still in the range, he or
she will continue taking damage.
>A: Standard Strong Attack
This should do a higher amount of damage and send the enemy flying
somewhat. It's the attack used when you're in a group of opponents,
either to do some damage or get them out of your way because of its
speed.
>>A, <, (C)<: Standard Smash Attack
This is the attack you'll use to KO someone. It either does a ton of
damage, make the opponent fly really far, or both. However, there's a
charge time, which means you shouldn't use it all the time. If you can
take your time, however, you can hold down A to charge some more, then
unleash the force!
>,A, <,A: Moving Weak Attack
It stops your walk, but it's stronger than the Standard Weak Attack and
weaker than the Standard Strong Attack.
>>,A, <<,A: Moving Strong Attack
Again, it stops your movement. It's stronger than the Standard Strong
Attack but weaker than the Standard Smash Attack.
\/A: Standard Ground Attack
This attacks enemies on the ground. It's moderate strength. Enough
said.
\/,A: Trip
You trip someone over next to you on the ground. They fall over, you
come to pummel them.
\/\/A, (C)\/: Downward Smash Attack
Basically, this attack sends anyone around you to the ground so quickly
they bounce right up. It's generally the vertical Smash Attack that
focuses in power and not strength. You still need time to pull it off,
though.
^^A, (C)^: Upward Smash Attack
It throws your enemies wayyy up, but the damage doesn't quite rack up
as much.
L, R: Shield
Each character has a shield that looks sort of like a colored contact
lens. It gets smaller both over time and as people attack you, and you
become paralyzed when it gets so small youer shield breaks, so don't
overuse it! At least it neutralizes all attacks done to you when you
have it on, but you can't move while you bring it out. ~ You can also
reflect projectiles or items thrown at you by shielding at the last
nanosecond, near impossible to do.~ Yet, the computer players have no
problem.
>L, R, : Sidestep
Do like Neo and dodge incoming attacks by moving your character's
middle out of the way!
Z, LA, RA: Grab
Grab an opponent. While grabbing, press A to attack them or choose a
direction on the control stick to throw them. ~The Links and Samus use
grappling hooks instead of actual grabbing, making it long-distance, as
well as a device for hanging onto a ledge. However, it takes much longer
to grab someone. Also, along with the A button, the Z button can be used
with L to catch items thrown at you.~
In the Air:
< and >: ~Slam back and forth to stop your tumbling.~
^, X, Y: Double-Jump (B-Up for a triple jump unless otherwise indicated)
A, >A, >A, <, ^, \/ while grabbing someone: Throw
Up and Forward go distance, and Backward and especially Down focus on
damage. Choose the situation right for you.
Weight Classes
The characters are put into 5 weight classes: Super-Lightweights,
Lightweights, Middleweights, Heavyweights, and Super-Heavyweights. The
lighter characters are more agile and are smaller targets, and heavier
characters pack more punch per attack and can carry stuff more easily.
Heavier characters also usually don't get thrown as far, but not
necessarily. These are the characters in their respective weight
classes:
Note: The weight classes may be uneven, since their divisions are based
on groups of five rather than actual weight. Also, since all weight
testing was done by rspitzer@sprynet.com, don't ask me questions. These
are simply a bunch of estimates based on speed, jumping ability, and
knock-outability. For example, although Ness seems to be lighter than
Mr. G&W, Ness doesn't fly nearly as far when hit compared to Mr. G&W.
I may need to do some weight-testing myself to find out.
SUPER-LIGHTWEIGHTS:
Pichu
Jigglypuff
Kirby
Pikachu
Young Link
LIGHTWEIGHTS:
Ness
Mr. Game&Watch
Ice Climbers
Peach
Zelda/Sheik
MIDDLEWEIGHTS:
Falco
Fox
Marth
Luigi
Mario
HEAVYWEIGHTS:
Dr. Mario
Yoshi
Capt. Falcon
Samus
Mewtwo
SUPER-HEAVYWEIGHTS
Roy
Link
Ganondorf
DK
Bowser
š Marth and Roy positions corrected by TheOlympicHero. š
King Bowser J. M. Koopa
Master of the Koopa Troopas
Premiere: Super Mario Bros. (NES)
Bowser is the slowest character in the game, but he hits exceptionally
hard. Surprisingly, his biggest threats are the super-lightweights,
since they not can jump much higher than him and are much quicker, but
some characters are so short Bowser will have a hard time attacking
them! He's all-in-all a horrible jumper, but like any character, he can
be mastered. Bowser's got a thing or 37 to settle with Mario, and SSBM
is the chance he gets to beat the daylights out of that plumber.
B: Fire Breath
Bowser's famous for his fire-breathing abilities, and this atatck shows
that. While it counts as a projectile and has fairly short range, it
traps people in there and damage %'s goes up and up. Don't overdo it;
its range decreases from inferno to a toaster in the mouth.
>B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B, >>Arenas<<<
There are 29 total arenas in Super Smash Bros. Melee. Eleven are
hidden. Below is simply advice if you are on a certain stage preceded
by a description of the place. If you want to know how to get them, go
to the Secrets section. The arenas will be listed from left to right,
top to bottom, according to the Stage Select screen, introduced by a
map.
Terms to Know
Blast Line: The point where someone gets KOed. It's usually offscreen,
and the character either explodes or gets sent far into the horizon,
depending which blast line is crossed.
Scrolling Course: An arena that scrolls by itself. If you don't keep up
with its pace, you get KOed, due to an also-scrolling blast line.
Course Hazard: Common term for anything in a video game level or area
that come by and cause some kind of damage to one or more players.
Course Map
Key: ...= droppable platform
___= solid platform
___
letters= interactive arena pieces
<...>= moving platform
or <___>
///= falling platforms
Infinite Glacier
Icicle Mountain
(for example) xx......
xx ......
......________
......
______.......
______
............
........ ........
x=breakable ice blocks
Size: Scrolling
Difficulty: Hard
This glacier really is infinite. No matter how long I set the game to,
the thing keeps going up and up... What it is is a random arrangement
of plank bridges, pieces of cliff from the mountains on either side,
and slippery ice cubes. It's mostly the plank bridges, and they're
platforms that you can go through and drop down from. At an exact
time, the arena is always really small, and it never goes to the left
or right because it's that small.
ADVICE: The arena scrolls in three different speeds, not including
stopped. When it's at its fastest speed, concentrate only on surviving,
evading anyone who comes by. (The computer players have a tough time
when this happens and always get KOed). Don't stray too far from the
middle either, unless it's unsafe. Also, it's best to KO someone to
either side, since horizontal Smash attacks are almost always the
strongest and it's a very short distance to the blast line. And, like
in every other scrolling course, keep up with the movement.
Mushroom Kingdom
Princess Peach's Castle
____
/ \
| |
| |
/ \
| |
| |
____________/ \____________
/ \
Size: Medium-Large
Difficulty: Easy
Unless you're too ignorant to play Super Mario 64, you've probably
already got a fairly good view of what this place looks like. If not,
go play it and find out. It's exactly the same, except for incoming
Bansai Bills (they're humongous) and little buttons that make platforms
and Item Boxes (they obviously hold items) show up.
ADVICE: If you have any computer players, then watch for them to simply
retreat to another side of the arena and stand there. That means a
Bansai Bill (AKA Bullet Bill, only lots bigger) is heading for your
half of the arena. Try as hard as you can to get to the other side, and
if you want to go on the offensive, throw someone into the resulting
explosion. It traps people in like a Legendary Pokémon, and damage can
easily accumulate to over 200%. Just don't be a victim to it yourself.
When Item Boxes show up from the push of a button, try to be the first
to get that item. Far more often than not, it's a very useful one. One
last note is the pillar in the middle--the middle of the course is
usually the place farthest from the blast line, but this pillar keeps
you close, so playing on this arena should become fairly short if you
aren't on your toes.
Mushroom Kingdom
Rainbow Cruise
....
....... ///// ......__________/--\________....
____ ____
....... < .... > ____ ____....
............. xxxx
... xxxx .....
... ..... < .. <
... < .... <
............. < ___ ____ <
\...... < \_______| <
x=magic carpets (they go on a 180° arc)
<=
<= path of flying ship
<=
<=
Size: Scrolling
Difficulty: Medium
Straight from Mario 64, the game's course #15 comes back as one big
arena. It should be called Rainbow Ride, since that's its real name,
but what's done is done. You start out on the Cruiser Crossing the
Rainbow, and then you go onto several platforms, some magic carpets, a
swinging platform, and finally more platforms.
ADVICE: Since it's a scrolling course, lighter characters get the
advantage because their speed lets them get an easier time keeping up
with the scrolling. Unlike Icicle Mountain, this isn't basic scrolling.
The place scrolls in a SQUARE. Starting on the bottom-right and going
around clockwise, you have to remember where the scrolling changes
direction. It changes direction roughly after the ship drops, when the
magic carpets appear, when the platform with the arrow comes into the
middle of the screen, and when you end up back on the ship. Otherwise,
it's smooth sailing, no pun intended. Just concentrate on surviving
during the last leg of the journey, when the scrolling is fastest.
DK Island
Kongo Jungle
.... ....
.... ....
_____________
.... ____
Size: Medium
Difficulty: Easy
Welcome to DK's territory. Mostly known for DK Island's jungles, much
of the island is made of an incredibly wide array of environments and
climates. The Kongo Jungle is the most famous jungles, where DK himself
resides. This arena, the second one in Kongo Jungle, is made of one big
platform near the bottom, with two smaller platforms above each end.
It's hard to spot, but there are two additional platforms, one to the
bottom-left corner, one on the bottom-right. There are no course
hazards; unless you count an occasional Klap Trap that comes by to
occupy the Barrel Cannon on the bottom of the screen.
ADVICE: Here's another one where you want to stay in the middle. Go to
a higher platform if you want to score a KO and you don't have very
much damage. The lowest platforms and the Barrel Cannon are to only to
be used as a comeback should you get thrown. It's far too likely that
you'll accidentally fall off and get a Self-Destruct, which is bad.
Also, keep in mind that the Barrel Cannon turns as it moves, so if it
happens to be facing up when it catches you, don't count on it blasting
you up. The weight of the people on the bottom platform, since it's
made of logs, will affect the two upper platforms and get them swaying
around, again making the big bottom platform the safest by far.
DK Island
Jungle Japes
.......
...... ......
________________
Size: Medium-Large
Difficulty: Easy
Jungle Japes is one of the basic places in the jungles of Kongo Island,
and the old Kranky Kong lives here. In fact, his very house is the
arena this time! Kranky doesn't seem to mind the commotion around his
front deck; he seems to enjoy the noise. There's the front balcony
being the center and largest piece of ground, and off to the sides are
smaller floors. The left one leads to Kranky's outhouse and the right
one is absolutely pointless to Kranky. Don't forget about a piece of
roof sticking out of his house...
ADVICE: The platforms you should stay on are the middle ones. Also, the
stairs to either side are misleading--they're behind the fight scene.
Go to the other platforms if you want to score a KO, but again, don't
go there if your damage is high. The rapids directly below the arena
hide a ridiculously high blast line, so the instant you fall into the
water, there's no hope but to await a ka-boom. Speaking of which, you
may end up on the left blast line by the speed of the rapids, since
they carry characters along with them.
Termina
The Great Bay
ttt ...
...
____________________ xxxxx
x x
______ ______x x
x=Turtle (... are palm trees on the Turtle)
t=Tingle's balloon (may pop and disappear
Size: Small to Medium
Difficulty: Medium
This is a very unusual place. Like Jungle Japes, it features the
residency of an odd fellow who doesn't mind the fighting going on out-
side. This time, it's the eccentric scientist's pad. The main platform
is his deck, and there are two rafts underneath that rise and sink with
the weights of characters. The size of the arena itself is doubled when
the Turtle is present--this giant beast is a majorly long crooked
platform! In the distance, you can see the moon falling down onto
Termina, and, without an Oath to Order, the four Guardians come and
push the Moon away whenever it gets too close.
ADVICE: Tingle's balloon overhead can work as a comeback platform if
you ever get thrown up a long distance, and it can also be used as a
sanctuary if you know everyone else playing with you has forgotten
about it. Computer players will always gang up on you if you ever try
this with them around, though. It's also slippery and easily pops, so
it's either a hit or a miss. Also, don't stay on the Turtle for too
long. It dives back into the depths moments after it surfaces (esp. if
you're Player 2, who starts on the thing). If you're ever on the rafts,
play defensively. There's no smackdown worse than a smash attack toward
the main platform, since you'll hit your head on it overhead and go
nosediving down with little hyou can do about it. Or, if you want to be
cruel, go for it. BTW, the blast line, even with the Turtle, is closer
to the left.
Hyrule
Temple
....
.... ...........
_ ____________ ___ .... ....
______|_|______/____________| |___\_______
_________ _______________| |___________\____________
________... ______________/ /___________________
_______ _____________/ /____________________
______ ____________/ /_____________________
_____ ___________/ /___________________
___/__________________
__________________
_____________________
________________ _____
_______________ ___
_____________ _
________
Size: Too Freakin' Humongous
Difficulty: Easy
Many complaints were made in SSB about the arenas being too small. This
should suit their needs. A temple in ruins stays suspended in the air
in the skies of Hyrule, and these folks plan to duke it out there. The
arena itself has no real hazards, but due to its huge size, that may
just be a hazard itself, since you're likely to find a renegade Bob-omb
on your way to the action on the other side, or maybe a Motion Sensor
Detector someone laid on the ground ten mintues ago. There's a small
gazebo on the far upper left, and the path continues to a hallway with
a ceiling overhead. A tunnel underground interrupts this, with some
rugged terrain all the way to the right. The underground tunnel leads
to a lower balcony, with a small floating part of the ruins further
below in the middle, barely big enough for a two-player brawl.
ADVICE: If things start looking grim for you and your damage gets high,
get away from the upper area! Instead, head for the lower areas, where
it's hard to KO anyone in any direction, mainly from a solid ceiling
above and a hard floor below. Also, whenever possible, do those Smash
Attacks TOWARDS the edge. Someone can have over 300% damage, and a mere
wrong direction will let them survive some more, due to this arena's
tremendous size. This is probably just a big arena meant for all-out
fighting, with Stamina Mode in mind.
Yoshi's Island
Yoshi's Island
_
___
_____
_____
/_ _____
___/___ xxxxx xxxxx _____
___ ___ _____
_____ __________ ____________________
__________________xxx____________________
__________________ ____________________
__________________ ____________________
x=blocks
Size: Medium
Difficulty: Hard
The arena's actually smaller than it looks, since this place refuses to
scroll all the way across the arena. It's from the classic Super Mario
World, complete with diagonal pipes and those weird blocks that flip
when attacked. To the left is a vertical pipe with another pipe leading
to the ground leaning against it. The main area has two sets of those
blocks overhead, as well as three of them bridging a gap underneath.
The right side of the arena has a very long 45° slope that reaches all
the way to the blast line.
ADVICE: If you're going to stay in the middle, do your best to keep
those blocks from flipping. When they're flipping, it counts as if they
aren't there, so you'll fall into the pit! Unless your character has
decent comeback skills, you'll be doomed. Also, if you want to stir up
trouble, just keep pushing anyone dumb enough to be on the right side
of the screen to the right. Once at the edge of the screen, a Smash
Attack is usually enough to send them to the blast line. Speaking of
blast lines, the blast line ceiling for this stage is really low. Kirby
with a bunny hood could be easily sent flying into the background
simply by jumping. Actually, any character with the bunny hood can.
Finally, items are, for some reason, usually bunched up over the
vertical pipe.
Yoshi's Island
Yoshi's Story
....
.... ....
__________________
<<<>>>
V V
V V
x=clouds
<, >, V=path of clouds (goes back and forth)
Size: Medium-Small
Difficulty: Medium
As the name suggests, this takes place in the Yoshi Storybook, where
entire landscapes are seemingly crafted from a variety of fabrics and
corrugated cardboard. You've got one big piece of land, and you also
have two smaller droppable platforms above. One last platform is higher
above the center. It's also pretty hard to notice, but there's also
cloudies that follow dotted lines somewhat close to the bottom that can
be used as comeback platforms.
ADVICE: Since this is a pretty straightforward course, there isn't any
real strategies that'll help you win in this place. The platforms can
be used to get away from the action. Also, don't use the cloudies
unless you just got knocked an incredible distance and it's your only
hope. They're usually hard to see because they're so low, and more
often than not you'll miss. Add that to the fact that their path also
goes BELOW the blast line and you know you're in trouble.
Dream Land
Fountain of Dreams
.....
.... ....
^ v ^ v
___________________
_____________
_________
____
__
__
__
__
^ v: these platforms rise and fall
Size: Small
Difficulty: Medium
Kirby resides in Pop Star, a planet in an imaginary solar system where
dreams are made. The Star Rod powers the Fountain of Dreams, suspended
above the atmosphere of some planet I don't know. Instead of producing
water, like other fountains, the subconscious flows like mercury (and
reflects like it too) off the platform into a fine mist below. Add the
strange flora that grows behind the fountain, and you've got a scene
straight from Lisa Frank. But all respect to legendary areas are
completely disregarded as the Foutnain of Dreams is designated as one
of the battlefields of SSBM! The Fountain of Dreams itself is the major
platform, with two platforms that go above and below the dream material
by means of springs that gush out and bring the platforms up. There's
one last platform at the center top permanently suspended in the air...
space...whatever.
ADVICE: Since the dreams you're battling on on the main platform
reflects everything perfectly, save some ripples, Motion Sensor
Detectors are particularly hard to see in this place. You may also see
some rings below the main platform of the Fountain of Dreams. It's not,
I repeat NOT, a comeback platform. You go through it, as well as the
mist below, which is why I left it out of the map. The moving platforms
can also compeltely sink into the main platform, leaving you with the
Fountain and the upper land at times. Also, don't feel bad if the Star
Rod appears and someone picks it up to abuse other people with--it's
just an item.
Dream Land
Green Greens
xx .... .... x x
_____xxxxx xxxxx
_____xxxxx____________xxxxx_____
___xxxxx____________xxxxx_____
xxxxx xxxxx
xxxxx xxxxx
xxxxx xxxxx
x=blocks (abouot 1/25 are explosive)
Size: Medium
Difficulty: Medium
The Green Greens is a section on Pop Star where Whispy Woods took root
only to get beaten by Kirby several times. It's also the second arena
in the Super Smash Bros. series to feature the tree you love to hate!
As you can see from the map above, the blocks form two columns that
fill gaps between the three platforms. They don't go all the way to the
blast line though. Here's how the blocks work: They work like a regular
piece of solid stuff until someone attacks it. Any atatck done to it
will get rid of any blocks within the atack's range. As for Bomb
Blocks: They behave like ordinary blocks, except the moment they're
provoked, they cause an explosion about that of a Bob-omb's. Whispy
Woods is back in the background blowing wind at the fighters, but this
time, he occasionally throws apples at everyone.
ADVICE: The apples he throws can also be used as an item. You pick them
up and throw it at people to cause some damage. As usual, the center is
the safest spot, but the two platforms overhead may make the whole
thing a lot longer. Also, Kirby himself may have a home-field disad-
vantage, should he turn on the Stone ability over the blocks, which
will break awya as he falls and plunge into his abyss. If people are
hanging out by the blocks and there's a Bomb Block somewhere in there,
you cay throw an item at the Bomb Block to blow them away.
Lylat System
Corneria
/
_
___
________
_____________________________
___________________________________________/
_________________________________________
____________________________
......____________________________\
Size: Large
Difficulty: Easy
This is exactly like the Sector Z arena in SSB, right down to the
Arwings that swoop down and blast people to smithereens. This time,
though, the guns on the Great Fox (......) can be used as a platform
that can break away, as well as a course hazard. =It can also be broken
off by attacking the bulky part, though there's not much point to it
except getting yourself killed.= There's actually a small incline
towards the nose of the Great Fox, but it's not on the map. I almost
forgot to say that this takes place over the oceans of Corneria, not in
space.
ADVICE: This is a long course without any significant droppable
spots, so it's all-out fighting. When the Arwings come, they may be
useable as droppable platforms, but they move too randomly to be of
good use, and chances are they'll fly right through the blast line in
a few seconds. If you want to stay away from the action, human players
tend to stay on the long left part, and computer players love the small
right section, so go to the other part. Also, chances are an item will
appear at some part or another, so you can always throw a Motion Sensor
Detector where you think they'll step on, or chuck a Capsule to get
their attention.
Lylat System
Venom
... ...
... ...
... | ...
...__/\__...
________
________
...______...
... ...
... ...
... ...
Size: Small
Difficulty: Medium (Hard on occasion)
This arena takes place again on the Great Fox, but this time it happens
across the wings of the ship. It's also sailing along a circuit on
Venom, Andross's planet-for-a-base. It sails through a canyon, then a
cave, then over some lava pits, a clearing, and finally through another
canyon. Along the way, there's going to be some flying debris that work
as course hazards. Also, another place is the cave, where it can get
completely dark, or a stalactite may just barely graze the upper wings.
ADVICE: The safest place to hang out are the upper wings and the ship
in between, since it's slanted down and the blast line is pretty high
up. In contrast, if you were to be at the bottom, there's again a high
blast line, but this time in a negative context. It's slanted toward
the outside, which gives you a greater chance of falling off from
sliding. There's also very little room here to do aerial attacks. Also,
dropping down from the bottom platforms is extremely unsafe anywhere.
Like in Corneria, there's Arwings, but they're even more unsafe because
they'll immediately swoop up, with little time to get out. This is
certainly not an easy arena, so stay out until you feel you've got the
hang of SSBM.
Superflat Land
Flat Zone
---===---===---=== ..
.. ..
---===---===---=== ..
_________________________________________
-, =: Disappearing Platforms
Size: Small
Difficulty: Hard
Welcome to Mr. Game & Watch's LCD world. If you don't know, LCD stands
for liquid-crystal display, which is the same stuff that that digital
alarm clock with the black numbers in your room uses. The Game & Watch
series is basically a handheld-game series which works like that,
except with pictures. And after almost 22 years without anything
Nintendo made relating to the G&Wes, they dedicate a special arena to
look like one. The platforms up ahead appear and disappear, and they
only work as droppables when they're visible. The roof of the house to
the right also acts as a droppable. There is a strangely large amount
of hazards here, very unusual for such a low-tech place. The monkey
just hangin' around is...just hangin' around and provides no impact to
the game (unless you get distracted or you're playing as Mr. G&W and
you think it's him), but another G&W citizen comes out of both doors
from time to time to pour out some oil. It's near impossible to go
anywhere on this oil, due to an almost-complete absense of friction.
Add the problem of wrenches, screwdrivers, and buckets falling after a
while and you got yourself one of the hardest arenas in the game. If
you pause, you can see that your characters are flat as well. I had
recently found out that the monkey actually restocks your disappearing
platforms. A vry hectic place indeed!
ADVICE: Do not play this on Giant Melee. The blast line is extremely
close at all times, except on the bottom, where it's nonexistent. (You
can't fall in this arena.) One false move and you can go ka-blam on the
sides. Also, an unusual amount of capsules, barrels, and crates are
explosive. It suggests that Flat Zone is meant for very quick battles
or very high KOs, depending on which mode you play. The safest spot,
since you've relied on me to tell you in every arena, is the bottom
ground. You never know when the upper ones will disappear, and you can
be sent flying at 60% with one good Smash Attack regardless of who you
are playing as up there anyway. The roof on the right, however, seems
to be another safe spot, as strange as it may seem, when playing with
computer players. They like to stay away, but when they come, they come
without attacking. This also goes without saying, but see the parts
flying above you before they hit you. As for the oil, the Ice Climbers
have awesome traction on their shoes. you'll go through with barely any
change in speed.
Planet Zebes
Brinstar
.........
.... ....
... ...
x x
_____________,,______
_____________,,______
___ __
x=Snap-Above-Platform-Up Membrane
,=Gooey Stuff That Binds Bottom Platforms Together
Size: Medium
Difficulty: Hard
Brinstar is a dangerous place where criminals like Ridley and Kraid
come to hide. The second SSBM arena to be on that planet, it's been
changed for the much better. It's actually a pretty fun arena now. The
weird things marked "x" one the map are actually membraneous strings
that go from the bottom platform up to the one above it. If they snap,
the stuff above pivots back and the platform is almsot vertical. The
stuff marked as "," can also be attacked to split the ground apart
temporarily. Playing with everything apart becomes a hectic brawl while
the acid rises up from below.
ADVICE: First and foremost, stay away from the acid! This makes the
safest place the uppermost region. It's generally not safe if someone's
already up there, but it's better than being scorched, since the acid
sometimes goes up until only that platform remains. It's also best to
keep the arena stable (as pictured above on the map) until you want to
crank up the heat. The stage's difficulty, IMO, doubles when dis-
mantled. This generally isn't a good place for throw items, though,
since jumping is an essential part of this place, and any throw you
make will hit the adjacent platform instead of the opponent unless your
timing is excellent.
Planet Zebes
Brinstar Depths
____
____ _
_________
__________________
___________________
____________________
__________________
__________
____
____
Size: Medium
Difficulty: Hard
In my opinion, this course is THE hardest course in the game. The whole
place, despite its simple look, is actualy quite cluttered up. It's an
asteroid-like thing with what appears to be Mother Brain in the middle
with two mini-asteroids, as shown above. What makes this arena hard is
occasionally, Kraid will come up and slash at the arena, making it
rotate. It won't usually stop back at its normal spot, so it's
basically a whole new style once the top is now at the bottom and what
not.
ADVICE: This may take some practice to get used to, but be prepared to
move either to the left or right when Kraid shows up from the lava to
rotate the place. And while the comptuer sometimes chooses not to do
it, you must keep up with the scrolling, or you'll be left behind on
one of those little rocks, of which shouldn't really be a battle zone
anyway. And if it makes you feel better, there's no other things to
look out for other than Kraid's slashes.
Eagleland
Onett
... .........
... (........)
... ^
... /___\ __^__
/_____\ (........) _________
|_____|____ _________
|_____| _________
_____________________________________________________________________
(........)=Awnings
Size: Large
Difficulty: Medium
This may be an arena made with light colors, but don't let its childish
look fool you. It's an arena where you need to stay alert, and it's also
one of the more complex stages. To the left are clusters of leaves that
can be used as droppables. There's also a house nearby the clusters with
a patio thing you can use as a droppable. The middle part of the stage
is probably where most of the action will take place. It's a relatively
wide-open area, interrupted only by the ground and two awnings on the
drug store that'll drop you and anything on it if you dawdle there for
too long. Finally, to the right, there's a telephone wire that leads to
another rooftop of a house if you drop from there.
ADVICE: The clusters of leaves can be used as a form of shelter from
the other people and the onslaught of traffic, but it's far too easy to
get sneak-attacked by an Up+B attack while you're on it. Also, like the
clouds in the Past Yoshi's Island, use the awnings when you're running
away, because they'll drop too early for any real fight to occur. Items
also frequently end up on the telephone wire for some reason, so 90% of
the time, there's some kind of useful item you can use to your advantage
if you visit there. The bottom of the stage is no longer the safest spot
in the arena, but rather the roof of the house to the right. That's
because about every 15 seconds, a car will zoom down the road, hitting
anyone who touches it really hard. You can tell whether a car will be an
obstacle or merely passing by, thanks to a caution sign that appears on
the right side of the screen a second before it actually appears. You
can either shield or jump out of the way to keep from getting a hefty
30% damage piled up and maybe even KOed if you stay on the far left or
right of the arena. Stay between the buildings. At least when cars hit
you, you'll simply bounce off the walls of the houses instead of being
KOed. It's a large stage. Hang in there.
Eagleland
Fourside
xxxxxxxxxxxxxxx xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx xxxxxxxxxxxxxxx
____
____
______
______
< .......... > ________
_______________
__________ _______________ ___________
__________ _______________ ___________
__________ _______________ ___________
__________ _______________ ___________
__________ _______________ ___________
xxxxxxxxxxxxxxx= possible UFO spots
xxxxxxxxxxxxxxx
Size: Large
Difficulty: Medium
Ness gets two large stages for himself! Fourside is basically the big
city, with this arena starring the Montoli building in the middle. (The
other featured building is the one in the back with the green lights,
the Department Store.) Two other regular buildings accompany the
Montoli building, and there's a crane which, for some unknown reason,
moves a droppable platform left and right. The real highlight is less
of the Montoli building but of a flying saucer that appears over the
other buildings!
ADVICE: Once the UFO arrives, you can go up to the top of the UFO by
going through it, but you can't get back down. When you're on it, it'll
be like ice. Unless you're the Ice Climbers, you'll slip and slide
around. The UFO eventually goes away. Also, once you get KOed, you'll
start on the top of the Montoli building. That's the highest spot on
the field when the flying saucer isn't present, so you can start off
with a good aerial attack on your descent and maybe get an Avenger KO
if anyone with high damage is hanging around at the bottom. (BTW, only
one UFO at a time--both spots will never be occupied.) You have the
danger of falling off the buildings, which will give Ness a home-field
disadvantage, because there's too little room to hit yourself with a PK
Thunder. This makes the safe spot the giant plank that the crane is
holding up. It's sufficiently large for four players to beat each other
up, and you don't have as much of a danger of falling in between the
buildings, unless your character can cover amazing vertical distances.
The falling-off-in-between-the-buildings KO is very much like a certain
arena in SSB, also involving a big city...
F-Zero Grand Prix
Mute City
.... .... ...
. . ...
: : .....
OR : :OR .....
_______
..................... ._________________. _______
_______
Size: Scrolling
Difficulty: Hard
There's no real map for this. you're on a moving platform that takes
you across the Mute City track, and there are several stops along the
way. The moving platform is basic, as shown on the left. First, it'll
sink into the ground at the starting line of the track. Then, it'll
drop after that right before the cars come by. After some more
floating, it'll stop at the end of a tunnel. There are some open spots
and some droppable platforms as pieces of the end of the tunnel. It's
pictured crudely in the middle. Finally, there will be a slanted part
of Mute City's track with some land overhead. Major flying over a loop,
anmd back to the way it began.
ADVICE: You get a warning when the thing begins to rise, just like the
warning in Onett's traffic. Also, the cars won't stop for anything
other than crates and barrels--including you. You'll get hit unless you
can dodge the incoming cars on time. Once the platform leaves, you'd
better get back in, or else you'll get left behind and take some damage
bouncing on the track floor. The blast line is pretty far out at all
times, so you can get major damage and still come back safely.
F-Zero Grand Prix
Big Blue
(for example) _____
_____ .......
....... ___
rrrrrr rrrr rrrr rrrrrrr
rrrrrrrrrr rrrrrrrrr rrrrrrrrr rrrrrrrrr
_______________________________________________________________________
r=Race Cars
Size: Scrolling
Difficulty: Hard
In Mute City, you're going along with the track on a moving platform,
with the camera looking at the cars come by. In Big Blue, however, you
are put onto a very fast-moving arena through the racetrack, following
somje of the cars around. You start out on the Blue Falcon, which is
also moving really fast. Then, the Blue Falcon picks up speed and you
have to drop down to the race cars below. Trailing behind the Blue
Falcon are rocket-powered platforms, as well as a strange, round robot
that stays near the platforms. After a while, the Blue Falcon comes
back And the process starts over.
ADVICE: Try not to go onto the road itself. You'll be pushed really
hard to the left, which gives you a 60% chance of blowing up on the
also-moving-rapidly blast line. For some strange reason though, when
you're in the air, you aren't affected by the scrolling. Thus, the best
place to knock someone is left, because should they end up on the road,
they're done for. The safe spot, strange as it may seem for a scrolling
stagem, would be on the platforms above. They're somewhere in the
middle of the screen, meaning that if you get thrown, there's a greater
chance you'll survive by going onto the race cars, which I think are
merely comeback platforms, than returning to your original height,
which you have to do if you get knocked off on a race car. his arena
will test your defensive and jumping abilities to the max, and you
won't last long if you aren't good at either of them.
Kanto
Pokémon Stadium
Normal Mode
.... ....
_________________________________
_________________________________
Fire Mode
__
..._______. __
________ __ .......
_________
_________________________________
_________________________________
Rock Mode
______
________
__________
____________.....
_____________ .......
______________.....
______________ .......
______________... . .
______________ : ..
____________________:____··____
_______________________________
Water Mode
:
.. :
.. :
Note: The .. :
windmill turns. ..:
:.. ......
: ..
: .. .....
: ..
:
________________
________________________________
________________________________
Grass Mode
......
......
...
...
________________________________
________________________________
Size: Medium-Large
Difficulty: Varies (Easy to Medium)
Pokémon Stadium was meant to fit a variety of Pokémon types, of which
there are currently 17. I'm not sure if there's any other modes other
than the ones shown here, but the Fire, Rock, Grass and Water modes
alone turns this arena into a test of adaptation. It starts out as the
as-basic-as-you-can-get Normal Mode, but after half a minute, it trans-
forms into one of the four other modes shown above. After that, it
turns back into the Normal Mode, and then into another mode. This will
keep up until the match ends. See the Advice below for more information
on the types themselves.
ADVICE: The safe spot for all five modes would have to be the stadium
floor. When it turns into the Fire Mode, the arena turns into a burning
forest and log cabin. The flames are in the background; they won't
affect the battle at all. Items also tend to show up on the cabin's
awning. If you can hide in between the burning tree stumps on the left,
you can do an upward Smash Atack on anyone who dares to come in with
you. The Rock Mode is a lot of nothing. It's supposed to look like some
kind of quarry, and the platforms all over the place limits your hiding
spots, so you'll have to play offensively. The mountain on the left
will leave you vulnerable due to its height. The Water Mode features a
turning windmill on the left. You can seek refuge, but keep in mind of
the vanes' clockwise movement. The Grass Mode is simply a larger,
slightly altered version of Battlefield. Your strategies there should
be very standard.
Kanto Skies
Poké Floats
(for example) ..... .....
..... .....
_______ ___
____________ ______
____________ ________
__________ _________
............_____________ _________
___________ _________
Size: Scrolling
Difficulty: Hard
Looking at the map, you probably have no idea what this arena may look
like. Well, whoever designed this arena was obviously on something,
because what it is is what the arena's name suggests--they're giant
floating Pokémon statues! You'll start on a Squirtle, and then an Onix
passes by, so you can drop off on a Psyduck. A Chikorita brings you
onto a Weezing, and then the Weezing rises up and a Slowpoke appears
after passing a Sudowoodo along the way. Slowpoke's tail stretches out
and a Venusaur takes its place on the bottom of the screen as it flies
off to the left. After seeing a Chansey head on the bottom-right corner
and a group of Porygon fly by, a Goldeen flops up and quickly falls
again. At that point, a bunch of Unown zoom by pretty swiftly
horizontally. Then, a Lickitung comes by from the bottom to stick out
his tongue. It retreats back, and the Squirtle comes up again. This may
all seem pretty complicated, and it is...If you don't know what any of
these Pokémon are because you were never into it, then be prepared for
one whopper of a stage.
ADVICE: This arena may just be harder to keep up with than any other
scrolling stage, due to its strange factor. Always try to stay somewhat
close to the bottom, near the middle, only going out to pick up a
useful item. Speaking of which, as you progress through the cycle,
it'll get progressively harder, especially when you're jumping from
Unown to Unown without any other Pokémon to catch you in case you fall.
Also, the droppables in this course are Chikorita's leaf, Venusaur's
petals, and the Unown. Everything else is solid. Because the scrolling
is constantly going and the Pokémon constantly in motion, you'll want
to devote half of your efforts to surviving and the other half to
combat. This is a place where you'll need some practice. I can't say
this enough, but skill is your most important asset by far in SSBM. If
you still have trouble keeping up, practice until you do. Also, the
computer palyers can't seem to pick this up, but you can go through
the Onix to get on him. You just can't drop back down.
Mushroom
Kingdom
xxxxxxxxxxxxxxxxx
xxxxx xxxxx
xxxxxxxxxxxxxxxxx
_______________ -- ___________________ -- _____________
x=blocks
==lift platform
Size: Medium-Large
Difficulty: Medium
This place is a lot more cluttered up than the oroginal Mushroom
Kingdom in SSB. The style is still exactly the same, minus the pipes,
Piranha Plants, and POW! Blocks, and add in Item Blocks. The blocks are
breakable if attacked, although they aren't quite as flimsy as the ones
in Green Greens. These actually stop you momentarily if you do, say,
Kirby's Stone attack. Occasionally, a few turn into Item Blocks. If
attacked or hit from below, they crumble away and give you a free item.
This makes them very common in this stage, but even with the extra
assistance, along with a pulley elevator with platforms marked as "==",
KOs are still hard to make. It's too filled up with blocks and they
regenerate too quickly.
ADVICE: Your best bet (and only good one) to KO someone is to do it
near where the magnifying glass thing begins. This puts them only a
short distance from the blast line, without anything in your way. Kirby
has a HUGE field advantage here, since you can swallow someone near the
edge and spit them out into the blast line. As for the usual info on
the safe spots...there is none. You'll have to tough it out and use
items to get yourself up the ranks to #1.
Mushroom
Kingdom II
* *
________ ________
________ ______ ________
________ ______ ________
________ ______ ________
________ ______ ________
*=possible Birdo spots
Size: Small
Difficulty: Easy
Wow! The first easy secret stage! And small too! You'll find many KOs
here too. It's basically a scene from Super Mario Bros. 2, with a main
flat hilltop in front of a waterfall with platforms falling down as
logs. To the left and right of the hilltop are two other hilltops, each
a bit higher up. From time to time, on one of those hilltops, Birdo
will show up and spit eggs. They do damage, but by stomping on the eggs
you can let them drop to the ground. And, as you may remember in Super
Mario Bros. 2, three hits is all it takes to get rid of Birdo.
ADVICE: Like in two other stages in SSB history, AKA Saffron City from
SSB and Fourside in SSBM, you've got the falling-off-in-between-the-
buildings KO possible here, thanks to the narrow gap, except they're
hilltops, and not buildings. Again, this gives Ness a huge disadvantage
in taking away his triple jump. Like in the Mushroom Kingdom I, Kirby
has an advantAge with his ability to suck. This place is quite simple,
with Final Destination being the only simpler location. The safe spot
is in the middle. It's way too unsafe to get out to other places
because the blast line is pretty close on all four sides. Birdo's eggs
should go over everyone's heads while on the middle platform, so that's
another reason to stay in the middle. As mentioned earlier, the KO
counts should be many.
Special Stages
Battlefield