Jungle Japes

Jungle Japes (, Jungle Garden) is a starter stage in Super Smash Bros. Melee, unlockable as a Melee Stage in Super Smash Bros. Brawl, and reappears as a Familiar Stage in and Super Smash Bros. Ultimate. In Melee, and his teammates are fought here in All-Star Mode, while  Ultimate,  is fought here for his unlock battle.

Stage overview
The stage is divided into three parts. The right and left sections are about equal in length and are a little taller than the middle section. The middle section is the longest, with a smaller platform suspended above it, higher than the side sections. Underneath is a river that, from Brawl onward, will quickly pull characters to the left of the screen. A blue Klaptrap will periodically swim by, dealing heavy downwards knockback.

Getting caught in the current under the stage is likely to result in a KO as it is hard to get back on the stage. Starting in Brawl, the water will pull characters towards the left blast line, pulling fast enough to take a character from the right platform to the left blast line in only a few seconds. In Brawl and Ultimate, it is easier to get back on stage when caught in the current because all characters can swim for a time, floating in the river rather than sinking. However, the swift current will still carry players to the left very quickly, sometimes KOing them before they have a chance to jump out. This makes the right side of the stage considerably safer. In Melee and for Nintendo 3DS, the river more dangerous as swimming is not present in those games&mdash;resulting in jumps not being returned or downward knockback not being reduced upon entering&mdash;along with the current in for Nintendo 3DS being slightly faster than the other games. It is difficult to vertically KO opponents on Jungle Japes, as the upper blast line is extremely high, being higher above the platforms than on any other stage in Melee and Brawl. In contrast, the other blast lines are fairly close.

A Klaptrap will appear every 8-17 seconds in every game except Brawl, where it consistently appears every 10 seconds. The Klaptrap deals 30% damage on contact and will deal enough downwards knockback to one-hit KO any character in Melee and Ultimate. It doesn't have enough knockback in Brawl&mdash;in part due to characters floating back up in the water&mdash;or for Nintendo 3DS to one-hit KO, but can still easily KO characters that have already taken damage. Klaptraps have a harder time hitting characters hanging from the edge in for Nintendo 3DS, making them less of a threat but the aforementioned changes to the river makes getting hit by one dangerous regardless.

Ω forms and Battlefield form
In Super Smash Bros. for Nintendo 3DS, the Ω form is set on an extended version of the regular form's middle platform in front of Cranky Kong's house with no platform above the window. Klaptraps don't swim by and the water is intangible.

In Super Smash Bros. Ultimate, the Ω form and Battlefield form are very similar to the Ω form in SSB4; however, they are resized and reshaped to match and, respectively. The water is also absent in both forms. The three soft platforms of the Battlefield form resemble the two side platforms of the normal form.

Hazards Off
With hazards off in Ultimate, the Klaptrap that normally appears in the river is absent, although the river still acts as normal.

Origin
While the name of this stage comes from the first world of , the stage combines elements from several games in the Donkey Kong series.

In , is where  gives advice to the player while sitting in his rocking chair. In Donkey Kong 64, Cranky Kong no longer gives advice, but he is now a scientist who gives the Kongs potions granting powers to proceed through the game. In this stage, Cranky's Cabin is in the background of the middle platform and is based on its appearance in Donkey Kong Country; however, the roof is made of wood instead of sheets of ribbed metal. Cranky Kong appeares as a silhouette inside his cabin, sometimes sitting in his rocking chair. An Erlenmeyer flask and test tubes filled with chemicals can also be seen in the window, alluding to Cranky's scientific instruments from Donkey Kong 64.

The jungle sunset visual theming of the stage resembles both a piece of official artwork of Cranky's Cabin from Donkey Kong Country, as well as one of that game's levels,. A similar aesthetic had been previously used in Super Smash Bros. for the Donkey Kong stage.

The stage's main foreground elements, the wooden walkway and the river, also share some resemblance to some levels from Donkey Kong Country 3: Dixie Kong's Double Trouble which feature wooden platforms over bodies of water. The high speed of the flowing water in the Smash stage, however, is original.

One of the most common enemies in Donkey Kong Country are s, particularly blue ones with yellow stripes on their backs, such as the ones seen in this stage. Barrels are recurring objects in the Donkey Kong Country series, with a building made out of a giant barrel seen on the west side of the stage. In the background near the sunset, a flock of Neckies, a common enemy from Donkey Kong Country, sometimes fly across the horizon.

Tournament legality
The stage is currently banned in Melee, due to it favouring characters with good jumping and projectile abilities, gimping potential on both sides of the stage, Klaptrap being too powerful a stage hazard, and having an incredibly high ceiling that gives a disproportionate advantage to horizontal finishers. Furthermore, the stage's relatively small size poorly accommodates doubles.

The stage is also banned in the Unity Ruleset of Brawl, for the same reasons.

AI self destruct glitches

 * See also List of flaws in artificial intelligence (SSBM) and List of flaws in artificial intelligence (SSBB)

This stage is infamous for causing glitches in Melee with CPU characters. Many computer-controlled characters will regularly self-destruct, even when set to Level 9. However, those glitches have been fixed in Brawl. Some odd behaviors include:


 * If a Fox CPU is KO'd once, one can move to the platform on the right before Fox returns to cause him to SD repeatedly. A glitch causes Fox to jump forwards, be pulled underneath the middle platform and use Fire Fox, falling to his doom. This pattern will endlessly repeat unless Fox is attacked or the human-controlled player moves.
 * If a human player remains motionless in a one-on-one match with a Level 9 Ness, Ness will jump, double-jump, and try to perform a PK Thunder. However, the PK Thunder will hit the edge of the platform and he will become helpless and SD.
 * When playing against a CPU Level 9 Roy, the CPU player will jump towards the player. However, as it falls into the pit in front of them, Roy will use a Blazer to recover; he does so in the opposite direction of the platform the player stands on, but he will try to DI towards the player, guaranteeing a KO.
 * When battling Giant Donkey Kong in Adventure Mode with any character, another glitch can result in a simple victory. The player should go to the edge of the platform on which they started. When Giant DK approaches, holding the B button will cause him to fall through the gap. Giant DK will also self destruct if standing still at the edge of the same platform using, , and.

Trivia

 * In Ultimate, the stage is referred within game files with the term "dk_lodge", referring to Cranky's Cabin.
 * In Ultimate's version of the stage, there are 2 trees in the background which are visibly floating above the ground, due to their models being placed too high up.
 * It is possible for fighters to drown in the water if something is blocking the left blast line. This is most easily achieved with Ice Climbers' Final Smash in Brawl.
 * It is unknown if it is still possible for fighters to drown in the water in this stage in Ultimate, given that the speed of the current prevents them from remaining buoyant long enough.
 * The building on the left resembles a barrel from Donkey Kong Country. If one zooms in and looks underneath it, there is a hole cut out from its bottom, revealing it to be an outhouse. This hole is absent in Smash 4.
 * The attack from the Klaptrap is a meteor smash in Brawl, therefore it can be meteor cancelled, though it is very difficult to do. In Melee, the attack from the Klaptrap is a spike.
 * Even though the name Jungle Japes originates from the first world in Donkey Kong 64, Brawl listed the game origin of this stage as Donkey Kong Country. This was corrected in Ultimate.
 * In Brawl, Pokémon Trainer stands on top of Cranky Kong's house. In Ultimate, the trainer will either stand on the roof, by the door, or on one of the two other support platforms.
 * Oddly, in SSB4, the original Jungle Japes theme from Melee is absent, making it the only returning stage to lack its original song.
 * Jungle Japes is the only stage that appeared as an unlockable Melee Stage in Brawl to appear in either version of SSB4.
 * The top of the stage's skybox has a large starburst figure which is not seen in normal play, but is visible by playing either with a hacked camera or on VR.
 * In Ultimate, the following Assist Trophies cannot appear on this stage: Skull Kid, Nightmare, Ashley, Devil, Nikki (due to the dark background obscuring her drawings) and the Squid Sisters. Additionally, the following Poké Ball Pokémon cannot be summoned: Moltres, Kyogre, Palkia, Giratina, Arceus, Kyurem and Xerneas.
 * Assist Trophies that can only appear on the Battlefield and Omega forms of this stage are Klaptrap (due to already being a stage hazard in Normal form) and Color TV-Game 15.
 * Poké Ball summons that can only appear on the Battlefield and Omega forms of this stage are Darkrai and Victini.

Jungla Jocosa