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Port Town Aero Dive

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Port Town Aero Dive
Port Town Aero Dive
File:FZeroSymbol.png
Universe F-Zero
Appears in Brawl
SSB4 (Wii U)
Availability Starter (Brawl and SSB4)
Crate type Futuristic (Brawl Only)
Maximum players 4
Tracks available In Brawl:
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)
In SSB4:
Mute City Ver. 3
Mute City
Mute City Ver. 2
White Land
Fire Field
Big Blue
Mute City
Red Canyon
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
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, Port Town Aero Dive) is a stage in Super Smash Bros. Brawl and Super Smash Bros. for Wii U, based on F-Zero GX. It was confirmed on the Smash Bros. DOJO!! on Monday, February 4th, 2008.

In the Super 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. After a certain amount of time has passed, an indicator will appear that warns the players that the main platform will shortly take off, damaging or KOing players that are left behind. The platform will fly around, which allows players to see larger sections of the track, until it lands in a new area. This cycle repeats infinitely.

The stage is similar to Mute City from Super Smash Bros. Melee, as it has similar stage hazards in the F-Zero racers, travels and stops at points on the track via a large platform, and 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 match are the same, as the platform doesn't always drop players off at every stop. 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 become more powerful than they were in Mute City, as they do more damage and can KO at 50%, it is impossible to damage them due to their higher speed, and they 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 important thing to note is that coming into contact with the track itself will damage the characters while the platform is moving. Touching the track below gives average vertical knockback, but can save a character from falling if the platform is near enough to the track. As well as that, the wall that 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 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