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|subtitle = ''Super Mario Bros.'' | |subtitle = ''Super Mario Bros.'' | ||
|name = Mushroom Kingdom | |name = Mushroom Kingdom | ||
|image = {{tabber|title1=Ultimate| | |image = {{tabber|title1=Ultimate|content1=[[File:SSBU-Mushroom Kingdom (SSB).png|300px]]<br>[[File:MarioSymbol.svg|50px|class=invert-dark]]|title2=64|content2=[[File:MushroomKingdom64.jpg|300px]]<br>[[File:MarioSymbol(preBrawl).svg|50px|class=invert-dark]]}} | ||
|caption = Mushroom Kingdom as it has appeared in the ''Smash'' series. | |||
|universe = {{uv|Mario}} | |universe = {{uv|Mario}} | ||
|games = ''[[SSB]]''<br>''[[Ultimate]]'' | |games = ''[[SSB]]''<br>''[[Ultimate]]'' | ||
|availability = [[Unlockable stage|Unlockable]] (''SSB'')<br/>[[Starter stage|Starter]] (''Ultimate'') | |availability = [[Unlockable stage|Unlockable]] (''SSB'')<br/>[[Starter stage|Starter]] (''Ultimate'') | ||
|cratetype = Normal | |cratetype = Normal | ||
|unlockcriteria = Clear 1-Player mode with the eight starter characters, and play every other stage | |unlockcriteria = Clear 1-Player mode with the eight starter characters, and play every other stage in Vs. Mode. | ||
|maxplayers = 4 (''SSB'')<br>[[8-Player Smash|8]] (''Ultimate'') | |maxplayers = 4 (''SSB'')<br>[[8-Player Smash|8]] (''Ultimate'') | ||
|ssbmusic = ''{{SSBMusicLink|13|Ancient Kingdom Stage}}'' | |ssbmusic = ''{{SSBMusicLink|13|Ancient Kingdom Stage}}'' | ||
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|interwikipage=Mushroom Kingdom | |interwikipage=Mushroom Kingdom | ||
}} | }} | ||
'''Mushroom Kingdom''' ({{ja|いにしえの王国|Inishie no Ōkoku}}, ''Ancient Kingdom'') is the only unlockable VS. Mode stage in ''[[Super Smash Bros.]]'' While it does not return in ''[[Super Smash Bros. Melee]]'', a similar stage also called {{SSBM|Mushroom Kingdom}} appears. The stage later returns in ''[[Super Smash Bros. Ultimate]]'' as a familiar stage, visually appearing more in-line to the original ''Super Mario Bros.'' and the aforementioned ''Melee'' stage, while its original version had a color scheme | '''Mushroom Kingdom''' ({{ja|いにしえの王国|Inishie no Ōkoku}}, ''Ancient Kingdom'') is the only unlockable VS. Mode stage in ''[[Super Smash Bros.]]'' While it does not return in ''[[Super Smash Bros. Melee]]'', a similar stage also called {{SSBM|Mushroom Kingdom}} appears. The stage later returns in ''[[Super Smash Bros. Ultimate]]'' as a familiar stage, visually appearing more in-line to the original ''Super Mario Bros.'' and the aforementioned ''Melee'' stage, while its original version had a darker color scheme. | ||
This stage is the only one which is never seen in [[1-Player mode]]: even if it is unlocked, {{SSB|Mario}} and {{SSB|Luigi}} will still be fought on [[Peach's Castle]]. | This stage is the only one which is never seen in [[1-Player mode]]: even if it is unlocked, {{SSB|Mario}} and {{SSB|Luigi}} will still be fought on [[Peach's Castle]]. | ||
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In the middle of this stage is a fissure, which is the only place in the stage where players can be KO'd by falling down. Above the crevasse is a scale with two soft platforms. It is possible to stand on the two platforms, but the character's weight will unbalance them. If unbalanced too far, the system will break and fall into the crevasse, and then regenerate a few seconds afterwards. This gap is the cause of many [[AI]] flaws. | In the middle of this stage is a fissure, which is the only place in the stage where players can be KO'd by falling down. Above the crevasse is a scale with two soft platforms. It is possible to stand on the two platforms, but the character's weight will unbalance them. If unbalanced too far, the system will break and fall into the crevasse, and then regenerate a few seconds afterwards. This gap is the cause of many [[AI]] flaws. | ||
Occasionally, a small, rectangular [[POW Block]] will appear in one of several locations in the air. Hitting it with an attack will cause the screen to vibrate, with every character touching the ground or a platform being dealt 20% [[damage]] and great [[knockback]], though in ''Ultimate'' it has low knockback scaling, and so won't KO until very high percents unless the opponent is on a high platform. | Occasionally, a small, rectangular [[POW Block]] will appear in one of several locations in the air. Hitting it with an attack will cause the screen to vibrate, with every character touching the ground or a platform being dealt 20% [[damage]] and great [[knockback]], though in ''Ultimate'', it has low knockback scaling, and so won't KO until very high percents unless the opponent is on a high platform. | ||
[[Star KO]]s and [[Screen KO]]s are disabled here in ''Super Smash Bros. Ultimate'', and is the only stage returning from ''Smash 64'' with this distinction. | |||
===Technical information=== | ===Technical information=== | ||
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The left platform starts at a height of 363 and the right platform starts at 362. Once the difference between one of the platform's starting height and current height exceeds 1100, the platform will become detached from the rope. Once detached, the platforms' speed is reset to 0 and increases by 3 every frame until it reaches 70. The platforms will continue to fall until both pass a height of -5350, at which point they will reappear 3 seconds later. | The left platform starts at a height of 363 and the right platform starts at 362. Once the difference between one of the platform's starting height and current height exceeds 1100, the platform will become detached from the rope. Once detached, the platforms' speed is reset to 0 and increases by 3 every frame until it reaches 70. The platforms will continue to fall until both pass a height of -5350, at which point they will reappear 3 seconds later. | ||
In ''Ultimate'' the platform's movements are simpler; while jumping onto a platform will impart an initial speed like in ''Smash 64'', this speed quickly dissipates and is overtaken by the primary mechanic. When landing on one platform, that platform will fall at a constant rate of around <code>0.008675w-0.35</code> units per frame, where '''w''' is the fighter's weight with a minimum of 40. When both platforms have a fighter on them, the one with the heaviest fighter will fall at a rate of <code>0.0135×(w1-w2)</code> units per frame (the other platform will rise at the same rate), where '''w1''' and '''w2''' are the weights on each platform. Both platforms start at a height of 13 units and detach from the rope when the difference in starting height and the current height is more than 40. The platform has a max speed of around 1.08 units per frame, reaching it at a weight of around 165 or a weight difference of around 80. | In ''Ultimate'', the platform's movements are simpler; while jumping onto a platform will impart an initial speed like in ''Smash 64'', this speed quickly dissipates and is overtaken by the primary mechanic. When landing on one platform, that platform will fall at a constant rate of around <code>0.008675w-0.35</code> units per frame, where '''w''' is the fighter's weight with a minimum of 40. When both platforms have a fighter on them, the one with the heaviest fighter will fall at a rate of <code>0.0135×(w1-w2)</code> units per frame (the other platform will rise at the same rate), where '''w1''' and '''w2''' are the weights on each platform. Both platforms start at a height of 13 units and detach from the rope when the difference in starting height and the current height is more than 40. The platform has a max speed of around 1.08 units per frame, reaching it at a weight of around 165 or a weight difference of around 80. | ||
===Ω form and Battlefield form=== | ===Ω form and Battlefield form=== | ||
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==Origin== | ==Origin== | ||
[[File:1-1SMB.png|thumb|left | [[File:1-1SMB.png|thumb|left|This stage has a variety of elements from ''Super Mario Bros.'', some of which can be seen here in World 1-1.]] | ||
This stage is based on the overworld levels of ''{{s|mariowiki|Super Mario Bros.}}'' The overworld levels often feature ground blocks as the main platform, and a background consisting of green mountains and blue cloudy skies. In each overworld level, the player must reach the {{s|mariowiki|Fortress}} at the end of each level by touching the {{s|mariowiki|Goal Pole}}. | This stage is based on the overworld levels of ''{{s|mariowiki|Super Mario Bros.}}'' The overworld levels often feature ground blocks as the main platform, and a background consisting of green mountains and blue cloudy skies. In each overworld level, the player must reach the {{s|mariowiki|Fortress}} at the end of each level by touching the {{s|mariowiki|Goal Pole}}. | ||
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The {{s|mariowiki|POW Block}} is an item that debuted in the ''[[mariowiki:Mario Bros. (game)|Mario Bros.]]'' arcade game and has appeared in numerous ''Mario'' titles since. When the POW Block is it, it causes an earthquake and the enemies to be affected. In ''Mario Bros.'', the POW Block causes the enemies to flip over on their backs, leaving them vulnerable to getting kicked out. In later ''Mario'' titles, the POW Block causes all enemies onscreen to be eliminated. | The {{s|mariowiki|POW Block}} is an item that debuted in the ''[[mariowiki:Mario Bros. (game)|Mario Bros.]]'' arcade game and has appeared in numerous ''Mario'' titles since. When the POW Block is it, it causes an earthquake and the enemies to be affected. In ''Mario Bros.'', the POW Block causes the enemies to flip over on their backs, leaving them vulnerable to getting kicked out. In later ''Mario'' titles, the POW Block causes all enemies onscreen to be eliminated. | ||
This stage features multiple elements from the overworld levels in ''Super Mario Bros.'', albeit with some visual differences between their appearances in ''Super Smash Bros.'' and ''Ultimate''. | This stage features multiple elements from the overworld levels in ''Super Mario Bros.'', albeit with some visual differences between their appearances in ''Super Smash Bros.'' and ''Ultimate''. ''Ultimate'' uses direct sprite rips from ''Super Mario Maker'', which itself used near-identical proximities of the ''Super Mario Bros.'' sprites, while the original ''Super Smash Bros.'' uses sprites that appear to have been traced or redrawn as opposed to ripped from the NES game, with incorrect colors, inconsistent pixel widths, and more shading detail than possible on the NES. Also, in ''Super Smash Bros.'', the 8-bit Koopa Troopa is depicted with a green shell, while in ''Ultimate'', it is depicted with a red shell. | ||
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