User:Menshay/Stage concepts

Concepts for possible stages in future games. I do plan on adding pictures eventually.

Origin
The very final area of of EarthBound, a strange, organic-looking machine which holds Giygas. The first phase of the battle pits Ness and his friends against Giygas and Porky in a spider mech; later on Porky turns off the Machine, unleashing Giygas's full power.

Layout
The stage is set around the Devil's Machine itself, which mostly stays in the background; all the platforms are connected to it.

The main platform, in front of the Machine, is solid with an indentation in the middle. Some pipes connect it to the lower blast line, similar to the pillars in Fountain of Dreams and the Pokémon Stadiums. Other pipes jutting out of the Machine form two soft platforms at either side and a larger platform near the top, thus forming a Battlefield-like structure. The side platforms are however higher than Battlefield's.

Porky acts as the stage boss, piloting his spider mech from EarthBound. He climbs on the stage from behind the Machine, and stays on the main platform. The top of his mech can be stood on. He can attack either by ramming across the stage or by shooting a beam; both attacks are similar to his boss fight in the Subspace Emissary.

The mech can be attacked and damaged; once Porky is defeated (or automatically after enough time) he turns the Devil Machine off, releasing Giygas. The whole stage disappears, being replaced by a swirling void with Giygas's face in the background. In this state all characters can float freely, have infinite jumps and cannot become helpless. Items also do not spawn. The stage reverts to its original form after a while.

Music

 * Cease to Exist (Pokey Means Business!): played during the first part of the battle against Giygas and Porky in EarthBound
 * Master Porky's Theme: played during the battle against Porky in his spider mech in Mother 3
 * Battle against a Dangerous Foe: played against several common enemies in the first Mother/EarthBound Beginnings
 * Kraken of the Sea: played during some boss battles in EarthBound
 * Serious / Strong One: a medley of battle songs from Mother 3
 * Fight with Mecha-Drago: played furing the battle against the Mecha-Drago in Mother 3
 * Natural Killer Cyborg: played furing the battle against the Natural Killer Cyborg in Mother 3
 * Unfounded Revenge / Smashing Song of Praise
 * Pollyanna (I Believe in You)
 * Eight melodies: a medley of the eight melodies from Mother, played during the final Giegue/Giygas battle and the (different) eight melodies from EarthBound

Origin/Rationale
An optional area in Shovel Knight, which can be accessed by buying a Troupple Chalice from an Acolyte in the Village. It is a grove with a large pond where the Troupple King resides; Shovel Knight can visit him to obtain magical ichors.

Layout
The structure of this stage is directly based on that of the actual Troupple Pond, with some variations which reference other parts of the game. As such, it is highly similar to Great Bay.

On the left side there is a tall, walk-off pier, and a smaller pier lies near the middle of the stage. Both are walled. A floating platform (visually similar to the ones found in the Plains) moves horizontally on a rail in the upper part of the stage, traversing most of it.

The bottom part of the stage is covered in swimmable water, which extends to the right blast line.

Much like the Turtle in Great Bay, The Troupple King occasionally rises from the pond on the right, acting as a temporary indented platform about as tall as the left pier and sinking on its own after a while.

Unlike the plain background of the original Troupple Pond, behind a couple large trees the background of the stage features a wide view of the entire Valley, the setting of the original Shovel Knight. Like Super Mario Maker, occasionally some flying enemies (Divedrakes, Propeller Rats and Hover Meanies) appear in the far background.

Music

 * Strike the Earth! / The Adventure Awaits: a medley of the Plains (first area in the game) and the world map theme
 * Waltz of the Troupple King / Tango of the Troupple King: a medley of the songs played during the Troupple King's dances in Shovel Knight's and Plague Knight's campaigns
 * Fighting with All Our Might: played during the battles with the Wandering Travelers which roam the world map
 * The Fateful Return / The Inner Struggle: played in the first two parts of the Tower of Fate, the final area of the game
 * In the Halls of the Usurper: played in Pridemoor Keep, King Knight's level
 * La Danse Macabre: played in the Lich Yard, Specter Knight's level
 * Flowers of Antimony: played in the Explodatorium, Plague Knight's level

Origin/Rationale
One of the many areas the floating island, the setting of Cave Story, is set in: an outer wall of the island, which Quote has to climb to reach the Plantation and the final areas of the game. It is notable for being the very first outdoor area encountered.

Layout
This stage is not based on a specific section of the actual Outer Wall, but rather on a combination of several of its common features. It is fairly large, comparable to Big Battlefield and.

Its main feature is the wall itself, which covers the entire left side, with a large stone platform jutting out near the bottom. Several rocky blocks float around, connected by chains. Girders act as soft platforms.

Enemies from the original Outer Wall occasionally appear. They all take damage and can be defeated, however they return after a while.
 * the sand pit in the bottom platform houses a hidden Sandcroc, which chomps on unwary players dealing damage and holding them in place. Similar to the Fish in Balloon Fight, its grasp can be escaped by button mashing. Howevers, like a Danger Zone, players who are damaged enough get instantly KOed.
 * a Hopper occasionally appears from the top or bottom of the stage, hopping against the wall and traversing it vertically. It deals low damage and knockback.
 * a Night Ghost occasionally floats down from the top and, hanging in the sky in the right part of the stage, sometimes shoots clusters of white orbs which deal low damage and knockback and disappear upon hitting anything solid. It floats back up on its own after a while.

Items are constantly pushed to the right by the wind, like in the source game (but with less strength). This does not apply to characters, summoned entities or non-item projectiles.

The stage has a variation which leaves the layout unchanged but has a white/grey colour scheme, resembling the Balcony (the only other fully outdoor area of the game).

Music

 * Moonsong: played in the original Outer Wall
 * Plantation / Main Theme: played in the title screen of Cave Story as well in the Plantation accessed after the Outer Wall
 * Gestation: played during the First Cave, the first area of the game
 * Mischievous Robot: played in the Egg Corridor and as part of the credits
 * Gravity / Eyes of Flame: a medley of the two main boss themes
 * Last Battle: played during the final battle and last stage of the secret final boss
 * Geothermal / Oppression: a medley of the two tracks played respectively in the Core room and during the battle against the Core
 * Running Hell: played in the Blood Stained Sanctuary (also known Sacred Grounds), a bonus area leading to the secret final boss
 * Wind Fortress: unused in the original game, but added in several ports as the background music of a new bonus area
 * Balcony: played on the Balcony, the last area before the standard final boss gauntlet