This is a translation of the battle stages introduction page from News Flash! Smash Bros. Dojo, Melee’s version of the Smash Bros. Dojo. Thanks to PushDustin and Soma for their help with the translation.
In Smash, the battle stages are one element of many that make the game fun.
We’re taking iconic areas from various games, condensing them and bringing them to life, music included.
# The music this time is, once again, great. So great that it’s almost criminal.
# But we’ll talk about that later…
Isn’t it exciting, just thinking about seeing a part of that game you love being brought to life in a new way?
It’s really hard to make the backgrounds in Smash.
I know I was really hard on the background artists, but I had to be insistent that my instructions were followed.
– The characters have to be easy to identify
Characters tend to be pretty small in Smash, so we can’t make the background colors too pronounced or prominent, or it’ll make the characters hard to see.
– Platforms that can be stood on have saturated colors, parts that can’t be stood on have unsaturated colors
To the player, the hitbox is of the utmost importance. If something feels even slightly unnatural, we have to fix that. Similarly, the platforms’ thickness is something we pay a lot of attention too as well.
– No visible errors should arise from moving the camera by 80 degrees sideways, 45 degrees up or 20 degrees down
That’s because there’s a camera mode. Even though not drawing the sides and back is better for reducing processing time.
– Stay faithful to the original, but let things take on their own character
That might be one of the fundamental rules of Smash. Staying faithful to the original design is good, but it’s hard to follow Smash’s rules and make it so it doesn’t look worse after.
– Don’t draw too much, don’t draw too little
Because this is a mix of multiple worlds, there are ones that look better with more details, and ones that look better with less.
Because stages can look so different, it’s hard to make look every character look natural on every stage. We’re not just recreating the original, we also have an overall aesthetic style we apply.
……And so on.
I think we’re having a lot of trouble here specifically with material from the 3D games.
Even if we focus a lot on that area, Smash is essentially a 2D game, so it doesn’t look clean no matter what we do…
By making the background look unsaturated, perhaps we’re moving away from the highest level of graphical fidelity. But, the lifeblood of a game is the gameplay, so we’re prioritizing that and working our hardest.
The stage gimmicks are also powered up.
But Mute City really lives up to its name with its over-the-top trickery.
Also, for this time, there are actually sometimes 2 stages from a single world!
How many stages are there in total??
Please look forward to it!