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Port Town Aero Dive: Difference between revisions

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Port Town Aero Dive has been faithfully recreated for Brawl. The main platform for this stage zooms along the track, stopping randomly in several locations, each of which has its own terrain. Since this is a rather daring course, the configuration of the terrain in each location within it is appropriately treacherous. One can expect many steep slopes. Sometimes, the platform will even go high above the track. When it does, the player can view the course.
Port Town Aero Dive has been faithfully recreated for Brawl. The main platform for this stage zooms along the track, stopping randomly in several locations, each of which has its own terrain. Since this is a rather daring course, the configuration of the terrain in each location within it is appropriately treacherous. One can expect many steep slopes. Sometimes, the platform will even go high above the track. When it does, the player can view the course.


The stage is similar to [[Mute City]] from ''[[Super Smash Bros. Melee]]'', especially in stage hazards, in overall idea idea, and in that it is an almost perfect recreation of an ''F-Zero'' track. What sets it apart from Mute City is that no two laps in a single brawl are the same and the platform doesn't always drop players off at every stop. In fact, there is no set amount for the number of times it stops during one circuit either. Another difference between Port Town and Mute City is that the platform in this stage isn't facing forward all the time. Instead, it can rotate 90 degrees so that when it lands, the player is viewing the course from the side. Also, the race cars have changed from Mute City. They do more damage and can KO at 50%. Furthermore, it is impossible to damage them due to their higher speed than the cars in ''Melee''. Additionally, the racers are large enough that characters might be hit by them even if they are standing on platforms floating above the track.
The stage is similar to [[Mute City]] from ''[[Super Smash Bros. Melee]]'', especially in stage hazards, in overall idea, and in that it is an almost perfect recreation of an ''F-Zero'' track. What sets it apart from Mute City is that no two laps in a single brawl are the same and the platform doesn't always drop players off at every stop. In fact, there is no set amount for the number of times it stops during one circuit either. Another difference between Port Town and Mute City is that the platform in this stage isn't facing forward all the time. Instead, it can rotate 90 degrees so that when it lands, the player is viewing the course from the side. Also, the race cars have changed from Mute City. They do more damage and can KO at 50%. Furthermore, it is impossible to damage them due to their higher speed than the cars in ''Melee''. Additionally, the racers are large enough that characters might be hit by them even if they are standing on platforms floating above the track.


These are the places that the stage stops at, in the order that they appear:
These are the places that the stage stops at, in the order that they appear:

Revision as of 22:52, May 31, 2013

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Port Town Aero Dive
Port Town Aero Dive
File:FZeroSymbol.png
Universe F-Zero
Appears in SSBB
Availability Starter
Crate type Futuristic
Tracks available Mute City
Fire Field
White Land
Car Select
Dream Chaser
Devil's Call in Your Heart
Climb Up! And Get the Last Chance!
Brain Cleaner
Shotgun Kiss
Planet Colors
Golden Forest (1080° Snowboarding)
Mach Rider (Melee)
Bolded tracks must be unlocked
Tournament legality
Brawl Singles: Counterpick
Doubles: Counterpick
Article on F-Zero Wiki Port Town

Port Town Aero Dive (ポートタウン エアロダイブ Pōtotaun Earodaibu) is a stage in Super Smash Bros. Brawl, confirmed on the Smash Bros. DOJO!! blog website on Monday, February 4th, 2008.

In the Smash Bros. series

Port Town Aero Dive has been faithfully recreated for Brawl. The main platform for this stage zooms along the track, stopping randomly in several locations, each of which has its own terrain. Since this is a rather daring course, the configuration of the terrain in each location within it is appropriately treacherous. One can expect many steep slopes. Sometimes, the platform will even go high above the track. When it does, the player can view the course.

The stage is similar to Mute City from Super Smash Bros. Melee, especially in stage hazards, in overall idea, and in that it is an almost perfect recreation of an F-Zero track. What sets it apart from Mute City is that no two laps in a single brawl are the same and the platform doesn't always drop players off at every stop. In fact, there is no set amount for the number of times it stops during one circuit either. Another difference between Port Town and Mute City is that the platform in this stage isn't facing forward all the time. Instead, it can rotate 90 degrees so that when it lands, the player is viewing the course from the side. Also, the race cars have changed from Mute City. They do more damage and can KO at 50%. Furthermore, it is impossible to damage them due to their higher speed than the cars in Melee. Additionally, the racers are large enough that characters might be hit by them even if they are standing on platforms floating above the track.

These are the places that the stage stops at, in the order that they appear:

  • The start/finish line. The terrain is completely flat, making it difficult to avoid the F-Zero Racers. The battle always begins at this point.
  • The first corner. There are two parallel platforms here. The ground is at a slight angle.
  • The top of a futuristic freighter. A giant R.O.B. can be seen to the far right of the stage, which also appears in the original Port Town stage in F-Zero GX off of which this stage is based. This area has three platforms. As this area is high above the track, the F-Zero racers will never pass through this area.
  • The top of a large, hovering disk above the track. As this area is high above the track, the F-Zero racers will never pass through this area. This area has a circular platform in the center, and two hovering platforms above gaps to both sides. If the player tries to land far enough to the left or right, they can find ground at the edge of the disk, but it is easy to be KO'd this close to the edge.
  • The straight with a gap in the middle. There are three platforms arranged in a V-formation above the gap. A boost pad can be seen in the background. This is the section of the stage right before the high jump. Unique to this section is that in the original Port Town Aero Dive stage in F-Zero GX, there is no gap in the center before the jump.
  • The stepped section after the huge jump. The stage is considerably wider than the rest of the stage, and the F-Zero racers can be seen from a long distance away, making dodging them slightly easier, regardless of the lack of platforms.
  • The area before the vertical piece of the track. The race cars drive in from the right-hand side of the screen. There are also three platforms, making this stop similar to Battlefield. F-Zero racers can only be avoided by standing on the top middle platform, as cars will still strike on the other two platforms.

One more important thing to note is that coming into contact with the actual course while the main platform is moving causes a great deal of pain. Touching the track below is quite damaging, but on the bright side, it can save one from falling, if the platform is near enough to the track. As well as that, the wall which curves around the second corner gives high horizontal knockback.

Origin

Ever since the original F-Zero, Port Town has been one of the recurring locations that hosts race courses for the F-Zero Grand Prix, along with Mute City, Big Blue, White Land, Fire Field, and Sand Ocean. In all three of the main games in the series, Port Town has had two tracks to its name. This particular circuit, Port Town: Aero Dive, is the setting of the second race of the Sapphire Cup in F-Zero GX. The layout and overall design of this stage resembles how it looked in F-Zero GX. Also, the majority of the F-Zero machines seen in this stage first appeared in F-Zero X and had a graphical update in F-Zero GX. The F-Zero machines in this stage are based off of the machines featured in F-Zero GX.

Trivia

  • The lightning boosters placed around the circuit do not actually increase the cars' speed in Brawl.
  • Unlike other stages, such as Mushroomy Kingdom, which identify the specific game it hails from, Port Town Aero Dive is only given the setting F-Zero and not F-Zero GX. The same goes with the stages from the Pokémon, Kirby, and EarthBound/Mother universes.
  • If the player uses a hacked camera to zoom out on this stage, they will see that the entire circuit is never entirely generated. Only what the player sees while fighting and the next few seconds of track the platform will advance to is what is generated at any one time. A similar thing happens on Big Blue.
  • On all of the stops where the F-Zero racers come in besides the loop, they can be avoided completely if the player stands far off to the side, near the wall of the track (which is also where Pokémon Trainer stands).
  • Even if a player or CPU is playing as Captain Falcon, the Blue Falcon can still be seen driving past the characters during the match.
  • One unusual problem that CPUs have on this stage is that they go to the far side of the wall and self destruct after they have KO'd an opponent.

Gallery