Dream Arenas – Egg Corridor (Cave Story)

Egg Corridor

This guest article was written by Spiral. For more information on how to submit a guest Dream Smasher article, click here.

Continuing off of the previous article about Quote’s potential moveset in Smash, he will also show up with a new stage, though I decided to be a little more reserved with the stage design, as we will see shortly. After debating with my brother over making a stage based off either this or the Sand Zone, I eventually decided on using the Egg Corridor to represent the Cave Story series.


The Egg Corridor is the first place in Cave Story where the player will get the notion that there is more to this game than it initially lets on. The First Cave is mostly a tutorial, and the Mimiga Village, while large and with a few secrets here and there, scarcely has anything to challenge you. In the Egg Corridor, you will meet several different types of enemies and traps, encounter a boss, and get a taste of the plot to come. This location also becomes important to the story later on. As such, I felt it would be fitting to create a stage inspired by this location.


Currently, there are three official versions of the Cave Story soundtrack. There is the original that was part of the original version, the “New” version which was made for the WiiWare and PC ports, and the remastered version which was made for the 3DS remake, but has since been included in the PC port as well. I have decided to showcase two songs each from all three versions to give you an idea of what each one sounds like and what kind of music you can expect if Quote were to make it in. While the original has that classic retro feel to it, the new version is a lot more casual and mellow. The remastered soundtrack, on the other hand, goes for high-energy.


Statistics and Hazards

Game Cave Story
Series Cave Story
Home to Quote
Size Medium
Niche Two separate battlegrounds
Blast Zones Average, walk-offs on both sides
Gimmick Instant-KO traps


Since I have no artistic skills whatsoever, I decided to create what the stage will look like by using the Stage Builder. The stage will be slightly larger than a medium sized stage. It consists of two main platforms suspended in the air over the ground, each containing a Flying Dragon egg (the left will be “07”, and the right will be “06”). A few platforms are arranged above the main platforms. The space between the two main platforms will be close enough to allow characters with wall jumps to recover with them, but any character will still be able to make it back to the main platforms by using their double jump and/or recovery move. On the ground are two enemies known as Basils, which will run across the ground and instantly KO anyone they come in contact with. Basils cannot be damaged or defeated. Groups of Beetles and Basus will occasionally fly around in the background, but will not join the battle. Very rarely, a Flying Dragon will also fly across the background.

Left: A Basu with two Beetles. Right: A Flying Dragon. Bottom: A Basil.

The general idea was to give the standard experience of a normal floating stage with a ‘safety net’ with the floor at the bottom. Fighters who are meteor-smashed early in the match may not fear an untimely KO, and will still have a chance to recover again. However, fighting on the ground level is ill-advised, as the Basils will require you to make it back to the main platforms. Having to keep the fight between two different sections with a pit in the middle may be better suited for Free-For-All or team matches, but I think it’ll work for 1v1 matches too.

Omega Version

The ground will be made up of three rooms containing Sky Dragon eggs (reading “16”, “15”, and “14”) joined together to make on solid platform of the same length as Final Destination. The bottom floor will be gone, and Basils will not appear.


While I definitely like stages with more unique mechanics, I felt like trying my hand at a stage that doesn’t significantly interrupt the flow of battle, but at the same time isn’t a static stage like Battlefield or Final Destination. To that end, I tried to design it with both a split down the middle to break up the main fighting platform, and also gave it an odd platform layout to distinguish it from standard platform stages. I could have added walls, breakable blocks, or enemies from the Egg Corridor to shake things up some more, but eventually I decided against it and wanted to keep it simple. Thanks for listening to my ramblings on stage design up to this point, please let me know what you think of this, or what you’d do differently. Hopefully, I’ll see you on the third article I’ve written for Cave Story items and trophies, so I’ll see you there!


Joshua 'NantenJex' Goldie
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Joshua 'NantenJex' Goldie

Video Content Lead at Source Gaming
If video game historian was a career that would be my goal in life. I have spent a lot of my life studying various histories and so I am super familiar with sourcing, which is pretty essential for this site and just a good thing to do in general so you do not spread lies. I have a huge fascination with the old days and ips with Nintendo. There is so much potential for old franchises like Balloon Fight, Marvelous, Nazo no Murusame Jo and more to come back in the modern age. At least Smash celebrates those games! My focus for source gaming are the Dream articles and working on Project Omega. I hope you enjoy reading my work.
Joshua 'NantenJex' Goldie
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  1. The air does feel a bit barren, doesn’t it? If I wasn’t clear, I actually wanted the stage to be slightly bigger than this, but the Stage Editor only has three different sizes. Maybe the stage could stand to use a few more objects to populate it. My intention was to keep the design ‘simple’, but maybe I should have experimented more?

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