Create your own Super Smash Bros. game!

THE END

I am infinite, I am nothing
Title, Fighters, Roster, Modes, everything!

Make a post with everything you'd like from your own Smash game! You can also post your ideas for Smash Bros. remakes

Rules:
1. Don't be offensive with anyone.
2. If you're posting a remake, first write the name of the original name.
3. Everything here is imaginary, so if you want, you can write a 300-fighter roster. There's no limits (except for the built-in 25000 character limit, :p)
 
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a car as a playable character. just a car.
 
I would probably keep the same roster as Ultimate and add:
Magolor
Bandana Waddle Dee
Kass (What?!)
King Boo (The Dark Moon variant)
Captain Toad
The Mad Dummy (Don't ask why)
Waluigi (Actually, maybe not him. For World of Plight's sake)
Captain Goomba and the Minion Captains
The Brawl Stars
Prince Dreambert/Dreamy Luigi tag team

I would bring back Smash Tour (The Mario Party style thing from Wii U)

I would write an in-depth story mode.

Beyond that it wouldn't be too different from Ultimate, actually.
 
Is this inspired by Super Smash Flash 2?

By the way, I will come up with the roster soon.
I know virtually nothing about it, so no.
 
Koopa Bros as a playable character. Dr Eggman as a playable character,
Honoka Kouska Umi Sonoda Kotori Minami Maki Nishikino Anju Yuiki Kira Tusabusa, Chika Takami Watanabe Yo Riko Sakurauchi Hanamaru Kunikida Ruby Kurosawa Dia Kurosawa Yoshiko Yohane Mari Ohara Kanan Matsuura,

Ao Hoshizaki Yuiki Kinjou Yuzuiki Shijō Raimu Shijō Ruka Niina Yamada Miyauchi Rena, Shiho Kuasga Senna Kuasga Shrina Kuasga Shirma Kuasga Shadow Yuiki Dark Shadow Reflectors Shadow Reflectors
 
For SSB for NS2;

I'd Focus on Quality of the Characters over the Quantity of characters;

Only keeping the Relevant Characters[No Captain Falcon; He hasn't had a new game since the LAST F-ZERO Game decades ago(F-ZERO 99 Doesn't Count) and Since Nintendo has no desire to Bring back F-Zero; Why bring back a character from a dead franchise]; Only Keeping the Most Relevant of Pokemon Fighters; I.E. The Series' Mascot Pikachu & one of The Most Recent Generations' 3 Final Starter Evolutions[either Gen 8 or Gen 9; we don't have Gen 10 yet as of 7.14.25]; And the ONLY Non-Relevant Characters I'd want to return; is Ness From Earthbound

Overhauling & Updating Major Characters like Samus Aran(Taking More Design & Gameplay Influence from Metroid Fusion & Metroid Dread); Donkey Kong(Utilizing his More Expressive Redesign from MK World & DK Bananza); Mega Man taking more Influence from Mega Man 11; Zelda taking Influence from Echoes of Wisdom; Link & Ganon taking influence from Tears of The Kingdom;

No More Echo Fighters

Adding Geno, Raven Beak(taking the Place of Ridley AND Dark Samus), One of the MOST Recent Pokemon Starters[Only the Pokemon that are still relevant; I.E. the Most Recent Pokemon Generations like the Final Evolutions of Gen 8 or Gen 9 Starters];
 
For SSB for NS2;

I'd Focus on Quality of the Characters over the Quantity of characters;

Only keeping the Relevant Characters[No Captain Falcon; He hasn't had a new game since the LAST F-ZERO Game decades ago(F-ZERO 99 Doesn't Count) and Since Nintendo has no desire to Bring back F-Zero; Why bring back a character from a dead franchise]; Only Keeping the Most Relevant of Pokemon Fighters; I.E. The Series' Mascot Pikachu & one of The Most Recent Generations' 3 Final Starter Evolutions[either Gen 8 or Gen 9; we don't have Gen 10 yet as of 7.14.25]; And the ONLY Non-Relevant Characters I'd want to return; is Ness From Earthbound

Overhauling & Updating Major Characters like Samus Aran(Taking More Design & Gameplay Influence from Metroid Fusion & Metroid Dread); Donkey Kong(Utilizing his More Expressive Redesign from MK World & DK Bananza); Mega Man taking more Influence from Mega Man 11; Zelda taking Influence from Echoes of Wisdom; Link & Ganon taking influence from Tears of The Kingdom;

No More Echo Fighters

Adding Geno, Raven Beak(taking the Place of Ridley AND Dark Samus), One of the MOST Recent Pokemon Starters[Only the Pokemon that are still relevant; I.E. the Most Recent Pokemon Generations like the Final Evolutions of Gen 8 or Gen 9 Starters];

It makes no sense to just remove previous Fighters
Axing playable characters wouldn't be helpful to sales imo
 
If I were in charge, I'd say it's reboot time. I just don't think we can get a game with more fighters than Ultimate without the development of all further games starting with Ultimate as a base. Which is an option, but one that restricts creativity. Besides, surely by now there have to be some changes the developers are itching to make but can't because Smash Bros. has established its mechanical gameplay. (Sakarai said in this interview that he thinks they really can't make a second game with every Smash Bros. character ever in it, and that Ultimate itself barely managed the feat. This other interview alludes to the idea that Nintendo is in a tough spot because making a new Smash game would mean disappointing players because of Ultimate hitting some limitations.)

My dream Smash Bros. game, with the premise of being this reboot, has 26 fully original characters. That's the exact size of Melee's roster, but again, none of them are copies of each other. Then there would be thirteen echos/clones so we hit a final total of 39, the exact size of Brawl's roster. I never bothered hashing out who's in or out but the Original 12 are locked in because the goal is to have the game continue to appeal to fans of the Super Smash Bros. series. I'd like to have custom special moves back for the whole cast, ideally with more distinct options than Smash 4. I would reduce the number of Final Smashes that are cutscenes, though not necessarily roll them back to their Smash 4 versions. There has to be a showstopper new mechanic to convince people to play a new Smash Bros. with a smaller roster, but I can't figure out what it would be. My best guess is making items more core to Smash Bros. by giving every character at least one Special Move that interacts with items, be that creating, storing, stealing, using in an alternate way, etc. Some of these could be customs instead of normals though.

I'd roll back some of the Ultimate mode swap-outs: I'd rather have Trophies and Events than Spirits, which I guess means also making a new Equipment analogue. Bring back Smash Run too. Keep Ultimate's take on Classic Mode but revert back to older All-Star modes. I think a Multi-Man mode where the player gets points for each KO they make but more points for KOing using a randomly determined Bonus Blast Line and randomly appearing Danger Zones would be interesting..There also needs to be a showstopper new mode, but I'm stumped there too.

I would structure the story mode completely differently from both Brawl and Ultimate. I think, given how people always talk about "maining" specific characters, that players should be able to play the story from start to finish as any character they want. (Not 100% complete, I still think forcing players through hoops is valid.) This is a difficult need to fill in a conventional plot, so the answer is to pull from Nintendo's storytelling playbook: Build the plot around the NPCs, taken from various games but also including The Announcer as a fully fledged character. The Fighters would be mostly interchangable blank slates with their role mostly being the team's muscle, but give them some depth by pulling Support Converstations from Fire Emblem for all the characters who can speak and adding comedic cutscenes for all the characters who can't. Story mode's main unlock would be Smash original stages. The World Map would be complemented by a Kirby's Adventure-style hub for each location. Each level would be three battles, with five lives per level, but with achievements available in each level to encourage replaying them.

It would have a stage that directly translated Slam Hockey from Kirby: Battle Royale into Smash Bros. Why? Slam Hockey is a battle type where you hit opponents with a giant puck to knock them out of the ring and get a point, which lines up with Smash Bros and would be very silly. I also have a cute pitch where Master Hand and Crazy Hand would have an attack where they summon a giant head boss from one of the franchises in the crossover and then use one of their attacks.
 
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I got really bored one day so I wrote all the story details for my Adventure Mode. I'm going to call it "Adventure Mode: Soaring on United Wings". its very Kirby's Return to Dream Land-esque.
It is a regular afternoon in the World of Sports, which is a flat planet shaped like the Super Smash Bros. symbol. Everyone is in attendance at the Central Stadium, an open air arena reminiscent of Midair Stadium located in the center of the world. The announcer is commenting over a dramatic battle between Donkey Kong, Samus, Luigi, and Link. In the stands, everyone's supporting cast (that Nintendo can get the rights to show up) is watching the battle with held breath, cleanly divided by series. Its down to the final fifteen seconds. Donkey Kong buries Luigi with Headbutt, but before he gets the chance to attack again Samus's Charge Shot hits Donkey Kong and almost KOs him. Spinning Kong lets DK make it back to the ledge. Link moves in on Samus, and while she tries to stop him by firing off a Super Missile, the Hylian Shield tanks it and lets Link finishes her off with a dash attack. Luigi climbs out of the hole he's in. Donkey Kong climbs up the ledge, but Link's down smash attack takes care of him. Luigi runs up to Link, who responds with a Spin Attack, but Luigi does a backward roll just in time. With Link caught in the endlag, Luigi short hops next to Link and delivers a Fire Jump Punch! Link is sent clean out of the ring for a KO. Everyone respawns, raring for more action, but TIME is called, and Luigi is the victor!.Meanwhile, a mysterious thick smoke begins to surround the stadium. Something within the smoke steals away all of the vehicles and other transportation parked outside: the Blue Falcon, Great Fox, Halberd, Epona, Odyssey... and so on. All vanished by a force who knows how big.

Luigi shakes hands with the other fighters, who then ride platforms off the stage, then the announcer calls for new challengers. Cutscene stops for character select, which is a menu. When it returns, the game is set to what appears to be a Time battle between two random Fighters, Luigi, and the player's character. This is a lie. A minute into the match, the smoke fills the stadium and a giant smoky dragon appears! The game shifts from Time to "Team Unwinnable Boss Battle" with the fighters all being one team and the dragon "Manudractory" being the boss. "Manudractory" can never lose their last point of health. The player inevitably loses and the battle ends.

"Manudractory" looks over the assembled fighters and the audience with distain, then they form a massive upwelling of energy below the arena and blow everyone all across the World of Sports. The force is so great that the ground below the stadium is split into four pieces, with the fault lines running all the way to the edges of the flat world. The world itself is sundered into four pieces, and each portion of Central Stadium sloughs off into the middle where they vanish into a field of smoke.

The player's selected fighter wakes up in the largest corner of the world, the upper right corner, due to the announcer shouting their name. It actually plays at a lower volume the first three time, only rising to full volume for the shout that succeeds. The announcer coughs and says that they think that the player's fighter is the last of the fighters he had to find. They feel sick and weak somehow, and they think "Manudractory" is looking to replace the announcer as one of the driving forces of this world. As such, its up to the fighters to stop "Manudractory" and save the world! But first, they have to fix the world, and to do that, they'll need figure out how to get around the shattered world.

This is when Slippy Toad shows up. It seems no one has a way to get around the World of Sports; Slippy ran the numbers and it seems that everyone's ships and other forms of transportation are missing! He has an idea: he thinks he could build a ship if he had the parts, but there are these strange "Copy Fighters" running about. These blatantly artifical and personality-less robotic doubles of all the fighters are getting in everyone's way, so even though Slippy knows where the key items he needs are he is unable to reach them himself. The announcer is confident that the fighters can defeat the copies and retrieve the parts Thus, Quest 1 is to travel to four different locations on this corner of the world to find the parts and bring them to Slippy. In the meantime, the remaining fighters set camp. Oddly enough, even though Copy Fighters break down into pieces when defeated, there are always more of the things.

Along the way, the fighters encounter some of their friends. Chatot (Ideally from Pokémon Mystery Dungeon Explorers games, but maybe helps to keep the camp organized, shuffling around the fighters and NPCs available to talk to ot calling out someone specific. Linhardt von Hevring analyzes any of the strange "Artifacts" the fighters obtain, finding that each of them can be used as a potent power-up. The Cosmic Spirit appears if the player is unable to beat one of the levels as the level skip function. Plus, Slippy Toad builds a payphone for the fighters so that they can call the announcer any time, since the announcer finds it hard to notice the fighters when there isn't an intense battle happening.

With the parts aqcuired, Slippy can complete the Arena Wing, a combination stage, ship, and living quarters set for a map trotting adventure. The Cosmic Spirit declares herself the navigator, introducing herself if the player has not yet met her prior to this point. Meanwhile, Pearl, Marina, and Redd sneak aboard as stowaways, looking for a ride for business reasons. But in the meantime, they also have services to offer: Pearl & Marina can set the Arena Wing's music and Redd sells artwork that can be displayed in the Arena Wing.

The player can now proceed to the worlds of the upper left corner, in which they can find the items needed to join the upper left corner to the upper right corner. Then they can enter the worlds of the lower right corner in which they can find the items needed to join the lower right corner to the top half of the World of Sports. As they do this, the player encounters NPCs who are not a part of the Arena Wing's crew but could still use some help with things.

Before they can proceed to the lower left corner, Manudractory attacks the Arena Wing directly in a boss battle set directly on the Arena Wing. It draws similarities to Mecha Ridley's battle in The Subspace Emmissary. Once that's over with, the player can access the worlds of the lower right corner, including a fake out ending where they beat Manudractory for a "final" time. Manudractory retreats, and the characters use the items collected to join the lower left corner to the rest of the World of Sports. The smoke clears and the announcer is back to full strength. But even with that, the beloved Central Stadium is still gone. It is a centerpiece of the community, and while there may not be a hole in the world anymore the absence of the stadium leaves a hole in everyone's heart. Everyone, even the stowaways who were just here for busniess reasons, resolve to go and get it back.

The Arena Wing flies to the very edge of the world and flips around it, revealing an seedy underbelly on the reverse side of the World of Sports. It turns out Manudractory's vile processing plant has been the true source of the Copy Fighters, and they've been using them to run their own never ending battling ring in the Central Stadium. In their ideal world, there's no space for laughter, or crying, or respect, or love. Only conflict and testing and numbers and powerscaling. When a Copy Fighter is defeated and breaks, they don't get repaired or even honored. Those parts are discarded as litter and the processing plant just makes more Copy Fighters. Everyone is deeply distraught, and there's only one thing to do: shut the whole operation down at the source and banish Manudractory. First, the fighters battle to reclaim the Central Stadium, an world which deliberately has a very minimal world map. Then they proceed to the processing plant for the big finale.

The processing plant is a world like any other world, but to really sell the moment its the only world with an exterior (its empty) and an interior. The penultimate level has some set up: It uses a unique stage representing Manudractory's furnace, but its too hot for the fighters to survive so just to enter the level the player's fighter needs to use a special "Rune Box" created through a combination of the announcer's, Slippy Toad's, and Linhardt von Hevring's skills. The Rune Box grants a special variant of Slow Super Armor, Rune Fighters are unable to jump at all, forcing the player to complete one last puzzle on the world map involving moving platform manipulation just to reach the level. The level's final battle is a boss encounter against the furnace. Following the furnace's defeat the fighters take the fight to Manudractory one final time. Winning weakens Manudractory greatly, but they attempt to run away. This leads into a final cutscene where Slippy Toad sets the Arena Wing's propellers to full blast to blow Manudractory into non-existence. They fight back with a massive smoky blast, which intially pushes the Arena Wing back so far it ends up back on the front side of the World of Sports. But the announcer rallies the love and support of all the real characters all around the world that the player has been helping across the entirety of Adventure Mode, and the love and support of all of the fighters. With that and a battle cry from the announcer, the Arena Wing overpowers Manudractory. (Think Kirby game finales, and you're on the right track. If you don't have a frame of reference, think QTE button mashing with something wibble wobbling between actually cool and extreemly saccharine.)

Roll credits. Static images show the Arena Wing carrying the Central Stadium back from the reverse side of the World of Sports to the front side, and many more implied character interactions between characters and fighters of different series. When the credits end, one final cutscene plays showing another Time Battle at Central Stadium, this time with the stands having the characters of different series mixed together. The crew of the Arena Wing sit together in a special section of the stadium. Where the opening cutscene used four fighters from the original 12 in the battle, this one would instead involve four of fighters new to this game. Following said cutscene, there is a final picture of all the fighters and the crew of the Arena Wing standing in front of the ship.

If the game is started after credits roll, all the NPCs are oddly still operating/stowing away on the Arena Wing. Talking to any of them has dialouge options for what's happening. The announcer wants to keep the Arena Wing ready, with the non-announcer NPCs conjecturing that it is because they like the crew too much to let them go even though the World of Sports is safe. The announcer denies this, saying they just want to be prepared. The stowaways are still on board because they like the crew and they were delcared honorary members of it. Now they're just hanging out. Central Stadium is an accessible location from each of the four quadrants of the front side of the World of Sports, home to an All Star Mode spin off where you can use Artifiacts and the game's boss rush, the levels used for the area's evil counterpart, and replaying the mode's opening scenario. It also serves as the ground bound link to each of the four quadrants of the World of Sports for realism reasons. A door in Manudractory's processing plant appears for replaying Manudractory's boss fight on the Arena Wing.

  1. New location: "World of Sports". Plays up the comradarie and competition elements of Super Smash Bros. It is shaped like the Smash Bros. logo.
  2. Smoke dragon "Manudractory" attacks the "Central Stadium" during a battle, blasting everyone across the world, breaking the world into four pieces, stealing everyone's ships and the Central Stadium itself. They intend to weaken the announcer using heavy smoke and take their place.
  3. World of Sports is overrun with mysterious cheaply appearing "Copy Fighters", and there's no way to travel since all the ships were stolen.
  4. Slippy Toad, Chatot (ideally the one from the Pokémon Mystery Dungeon Explorers games, but any will do), Linhardt von Hevring, and the Cosmic Spirit come together to help the annoncer and the fighters fix the world and stop Manudractory. To do this, Slippy builds the "Arena Wing", a ship capable of housing everyone and getting across the World of Sports. Pearl, Marina, and Redd sneak aboard so that they can get around the world but basically are also crew members. Hinjinks occur but by collecting and using various important items the world is 3/4ths assembled.
  5. Manudractory attempts to stop the Arena Wing before entering the final 1/4th section, and further is a fake out final boss fight. He is defeated and flees. The world is fully repaired and the smoke clears. But the Central Stadium is still lost, and everyone feels that their world isn't complete without it. So they go to the reverse side of the World of Sports.
  6. Plot Twist: Manudractory's home is the reverse side of the World of Sports. They're also the one who made the Copy Fighters, in order to replace the real fighters with mindless drones who always battle. This is so appalling that everyone decides they have to destroy Manudractory and his home for good.
  7. Actually busting into the furnace requires that the NPCs create a special "Rune Box" to turn the player into a "Rune Fighter". Rune Fighters have Slow Super Armer and cannot jump. The furnace itself is the boss battle.
  8. There is one final battle against Manudractory, after which he attempts to flee. The NPCs cut him off and use the Arena Wing's propellers to try and blow Manudractory away. It counters with a smoke blast, but with the announcer rallying the love and support of everyone around the world, the Arena Wing succeeds. (Think Kirby game finales, and you're on the right track. If you don't have a frame of reference, think QTE button mashing with something wibble wobbling between actually cool and extreemly saccharine.)

So mechanically there are some things of note:
  • Battles are conducted against "Copy Fighters", extremely mechanical and personality-less duplicates of the fighters. Copy Fighters have dull colors and extremely obvious mechanical joints, and they never emote in any way. They do not have voice acting. They also can't taunt, not that it matters considering its the AI.
  • The story is divided into five parts, and those five parts are completed in a linear order. With those five parts, the player can choose the order they wish to complete the worlds. If you're thinking "Shovel Knight"'s structure, you're on the right track. This means there is still some choice, but the story can escalate properly as the player passes chokepoints and we can have an normal difficulty curve. It also makes it easier to place pre-renderec cutscenes.
  • In each level, the player has five lives. They may assign each of those lives to any of the fighters unlocked in the game, and repeat fighters are allowed. Between each battle of a level, the player can rearrange their lives. The fighter in the first slot is used when navigating the game's hub areas.
  • Each world is extremely Kirby-esque.
    • The first time the player enters a world, a silly in engine cutscene plays as a title card. They cannot be replayed within Adventure Mode, but as with all cutscenes they can be watched in the Movies menu.
    • There's a hub area which has the doors the player enters to access each level, which itself is structured like a platforming level. Each hub area has a mechanic used to help advance, and there should be a hidden door to an optional EX level that requires some thought regarding that gimmick to access.
    • The final battle in each level of a given world always uses a stage matching that world. This stage makes use of the same mechanic the world's hub area uses.
    • Each world has a boss fight, which must be completed to earn an item necessary to advance the plot. The boss battle takes place on a modified version of the world's stage, and the battle also uses the mechanic of the world's hub area.
  • The not-plot important collectables are "Artifacts", which can be earned either by meeting special conditions in levels or by completinhg Quests for NPCs. Artifacts have to be taken to Linhardt von Hevring before they can be equipped, as he has to first determine what their effect is. The effects are basically all the cool parts of the World of Light Adventure Skills without the boring stat increases the Skill Tree requires players take first.
  • (The Rune Box is technically not an Artifact, mostly because if you could equip it from menus it would defeat the point of the Manudractory's processing plant puzzle. To make it appear on the Arena Wing, the player has to go through Linhardt's diologue tree.)
  • The Arena Wing, the ship the characters create to naviagate the world, is the game's primary hub area. All of the key NPCs are on it, offering many useful and not so useful services. The interior is fully customizable, with Slippy Toad for layout, Redd for decorations, and Pearl & Marina for music, but the exterior is not. Notably, both the interior and the roof of the Arena Wing are fully playable stages, with the interior retaining customizations.

  • The announcer, the leader of the team. Has no physical form, but can be communicated with using either the payphone inside the ship or the payphone on the roof. Allows the player to change their team of fighters and access the help menu, both of which are redundant with the mode's pause menu. On the roof, they can also set the game to a pusedo-Training Mode with access to Adventure Mode's Artifacts. The announcer is the only one who can accompany the fighters into the levels, the world's just too dangerous for an NPC!
  • Slippy Toad, creator and mechanic of the Arena Wing. Is also the brains of the team, figuring out how to use all those items they find to repair the World of Sports. Allows the player to customize the layout of the Arena Wing's interior.
  • Chatot (ideally the one from the Pokémon Mystery Dungeon Explorers games, but any Chatot will do), the communications officer of the Arena Wing. They can reshuffle all of the fighters and non-critical NPCs on the Arena Wing, so players can talk to more characters without having to exit and reenter the Arena Wing. Alternatively, they can call out a specific person.
  • Linhardt von Hevring, chief (well, only) researcher of the Arena Wing. He can analyze artifacts to unlock their abilities. The player can also talk to them to equip and unequip their artifacts, though this second function is redundant with the mode's pause menu.
  • The Cosmic Spirit, the ship's navigator. Talking to her allows the player to fly to any unlocked location or world, though this is redundant with the mode's pause menu. The Cosmic Spirit also works as the mode's level skip, appearing next to the level in a given world's hub area if the player loses five times and offerring the option. The option to look at a list of skipped levels is down her diologue tree, and she can also warp the player to any of those skipped levels.
  • Pearl & Marina, stowaways. They can set the music that the Arena Wing's interior uses, useful because NPCs have different dialogue if the right kind of music is playing. Collecting Marina CDs to unlock more music options is one of the game's sidequests.
  • Redd, stowaway. He sells artwork that can be hung in the interior of the Arena Wing or furniture (and therefore platforms) that can be placed in the Arena Wing. Careful, he sells counterfeit goods mixed in with the real items. While the counterfeits are technically just as functional as the real items one sidequest is to buy all of the real items.

  • Steel Balloon: Shields start small grow over time and as they take damage, though the shield is less durable overall compared to a normal shield. Shields still break at their maximum size
  • Shattered Ice: When the fighter's shield breaks, instead of becoming dizzy they are frozen.
  • Tri Cannon: All special moves that create at least one projectile, excluding ones that put items into the fighter's hands directly, make three projectiles instead.
  • Smash Battery: Smash Attacks can be charged indefinitely
  • Happy Wings: Additional Midair Jump

  • Carpeted Plains
    • An area/stage with rolled up carpet platforms. They can be attacked to make them roll out. If a platform is rolled out, the far edge of the platform can be attacked to roll it back up. Rolled out platforms automatically roll back up after enough time passes. The EX level is located within a chute that can only be climbed by first rolling out carpet platforms that start outside the chute. However, the only way to unroll all of the platforms while having enough time to climb up is to attack the platforms while descending to the chute's entrance.
    • Cutscene: Yoshi hops onto a carpet platform while covered in ink. Villager knocks him off, prompting Yoshi to shake off the ink before returning. Villager then uses their up taunt to indicate this is correct.
    • Boss: Burt the Bashful
  • Gyroscopic Stadium
    • An area/stage with four planes set up as a square, where the other three planes are in the background. But when there is enough weight on one side of the area/stage for long enough, the area/stage rotates such that another plane becomes the main plane and the former plane is moved to the background.
    • Cutscene: Link and Young Link have a contest for Spin Attacking the longest, with Mr. Game and Watch using Judge as a timer. Young Link gets dizzy first, leaving Link as the victor.
    • Boss: Max Brass
  • Magma Labyrinth
    • An area/stage where lava waves move across the screen. As such, fighting is sometimes forced to the upper chandelier areas, where the players are much closer to the blast lines.
    • Boss: Reznors
  • Textured Network
    • An area/stage where as the fighters move, the background of the portion they moved across changes to match their player color. After a fighter moves too far, the oldest areas of their color start to dissapear. In the area, this is used to trigger Ink Switch knockoffs to open gates. The EX level is accessed by manipulating gates to create a path to hit four specific switches at the same time, which is impossible when moving through the area's base path. In the stage, standing in a background whose color does not match the player's color inflicts gradual damage
    • Boss: Dr. Eggman, using the Egg Pinball
  • Turblulent Coolant
    • An area/stage where clouds of chilling mist float across the screen. Standing itn a cloud causes fighters to build up ice, and fighters with too much ice on them have that ice consumed to instantly freeze them. In the area, the player has to manipulate fans to move an variety of cloud that freezes fighters out of the way. The EX level is accessed by using the frozen state to bypass upward blowing wind.
    • Boss: Ice Dragon (Kirby)
  • Swap Stop
    • An area/stage based on a travelling train. In the area, the player maniplates the path of the train using switches. In the stage, the train is the primary set of platforms, and the players battle over control of the switch that determines which portions of the stage the train goes to and therefore which other arrangements of platforms will appear.
    • Boss: Guzma, who uses Golisopod, Ariados, and Masquerain
  • Blazing Rooftops
    • An area/stage where a building made from straw is on fire due to the volcano it sits in. The area involves launching large water balloons to hit and douse the flames, The stage endlessly verically scrolls, as the building sinks into the volcano. However, fighters cannot be defeated by the scrolling because the bottom blast line is covered by lava.
    • Boss: Manudractory 3
  • Manudractory's processing plant
    • An area/stage using many moving platforms and conveyor belts. The area seems vanilla, but the real mechanic is that the boss door and the EX level door have to be reached as a Rune Fighter. Rune Fighters have Slow Super Armor and cannot jump, making the two elements here more critical to progression. The stage also makes use of conveyor belts, with trophy bases occassionally moving through the area. Touching a trophy base while grounded temporarily traps the character as a trophy, with mechanics identical to Egg Lay. Trophy bases vanish either on use or by falling off the stage.
    • Boss: Furnace (can only be battled as a Rune Fighter)
    • Boss: Manudractory 4

(Yes, this roster of non-playable characters is really bizzare. I'm picking to match role in the game, not really to match popularity or potiential hype. I believe strongly in having each boss follow from the world's theme because it will create a more cohesive gameplay experience, even if it would certainly move less copies. So the ice and wind themed Turbulent Coolant has to end on Ice Dragon, an ice boss who can fly, even though no one knows who Ice Dragon is. But also this is entirely theoretical, so there isn't a corporate saying I have to pick popular characters. Yes, Linhardt von Hevring is an absurd choice. I needed a Fire Emblem character and somehow there are no major blacksmith characters! Even though smithing is a mechanic. Failing that, Linhardt was the first result on Fire Emblem Wiki for "researcher" so he gets the spot. The same criticism could be leveled at the Cosmic Spirit, but having the navigator also be the level skip is peak "form follows function" logic, it gives the character who is the redundant world select something to do beyond the world select, and her direct resemblance to Rosalina means the two characters can use the same model.)
 
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I'll add Fighters to the list. Here's ten whom I think would be great additions:
1. Waluigi
2. Tom Nook
3. Pauline
4. All of Sonic's main cast (Tails, Knuckles, Amy, etc.)
5. Octolings
6. Dixie Kong
7. Toad (as a standalone fighter)
8. Rabbids
9. Waddle Dee
10. Callie and Marie
 
Abiding by Smash's rules for what source material is valid? Fawful, Waluigi, Vivian, Geno, Paper Mario, Dimentio for my dream picks. Oh and Reclusa is a recent addition to that. I could list Mario RPG villains all day that I'd love to play as in Smash, but I'll just leave those there.

Casting the rules aside for a hypothetical anything-goes? SpongeBob & Wreck-it Ralph in addition to the above mentioned. I could go on here as well but I'm gonna leave it there because believe it or not SpongeBob doesn't even scratch the surface of my crazy impossible fanfic-tier picks that in a timeline where anything goes I'd put into a Smash Bros. style crossover game. MOST characters I've themed after here are ones I'd add in that universe where I'm only aiming to please myself lol
 
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