Temple

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Temple
Temple as it appears in SSBM
ZeldaSymbol.svg
Universe The Legend of Zelda
Appears in SSBM
SSBB
Availability Starter (SSBM and SSBB)
Crate type Normal
Tournament legality
Melee Singles: Banned
Doubles: Banned
Brawl Singles: Banned
Doubles: Banned

Announced at E3 2001, Temple is a stage in Super Smash Bros. Melee and is one of the Melee Stages in Super Smash Bros. Brawl. It is commonly known as Hyrule Temple (this name appears in Melee's instruction booklet at page 44), though its proper name is Temple (since "Hyrule" denotes Temple's location). An extremely large stage, it is banned in most tournaments because its size and build provides opportunities for game-breaking camping and stalling. However, Temple does not have stage hazards.

Songs in My Music

  • Temple (Melee)
  • Great Temple/Temple

In the Super Smash Bros. series

Temple is one of the eighteen default stages available in Super Smash Bros. Melee. It is a Legend of Zelda stage on which characters from that franchise (along with the characters from the Fire Emblem franchise) will usually battle the player in the single player modes. The layout is based on the palaces from Zelda II: The Adventure of Link.

In Melee's All-Star mode, this stage is played on when you fight Zelda and her teammates.

In Super Smash Bros. Brawl the stage has lost the possibility of playing the "Fire Emblem" medley theme from Melee (the song has moved to the Fire Emblem-themed Castle Siege). A remix of "The Great Temple" theme from Zelda II: The Adventure of Link can be obtained to play on this stage in My Music, making it the only Melee Stage that has a new piece of music available to play on it. In Brawl, the ledge on the right hand side can no longer be grabbed on the larger bottom platform as it could in Melee.

Fight Club

The underground area on the stage is referred to by Nintendo Power as the "Fight Club". It is termed so because battles there tend to produce disproportionately high damage totals, due to the fact that the surrounding environment has walls on all sides that can be teched off of, which keeps characters from leaving the stage and greatly increasing the difficulty of KOing them. The ease in which a high damaged character can survive in the Fight Club can often lead to players turtling inside. The area is also known by a variety of other nicknames by players.

Competition

Temple is a stage that is often considered among newer players to be a balanced and fair stage. However, most high level players will attest that Temple is among the most unfair and least balanced stages in the game. Its immense size gives an extreme advantage to fast characters with projectiles (i.e. Fox), who can rack up damage on their opponent safely from afar with their projectiles, run away (whereas the size and build of Temple keeps the opponent from being able to catch and attack them), and stall the timer out. The Fight Club also revamps the way the game is played, as players with high damage can camp there, and survive to much higher percentages than feasibly possible on other stages. Most of the misconceptions about its fairness come from newer players who see the large size as a way to allow them to live longer. While this is true to a degree, the upper blast line is much closer to the stage in more places than the horizontal blast lines are. This gives a distinct advantage to characters whose most effective KO moves produce vertical knockback (such as Fox), but hinders a character whose most effective KO moves produce horizontal knockback (such as Captain Falcon).

When the above is taken into consideration, Temple is banned in high level tournaments because it gives large advantages to certain characters (most notoriously Fox), and forces the game to be played in a drastically different way from other stages.

Hyrule Jump

See Hyrule Jump for more information.

Due to its immense size and its structure, Temple is a stage where notable feats involving the traversing of large area are performable, such as the Hyrule Jump and, as of Brawl, gliding completely around the stage.

Origin

The entrance to Parapa Palace, the first palace of Zelda II: The Adventure of Link.

This stage is from Zelda II: The Adventure of Link. In The Legend of Zelda: Ocarina of Time, the name of the dungeons is based off of the type of environment around it or the location with "Temple" at the end. However, in Zelda II, these dungeons are called "Palaces". Hyrule is where the Temple is located, hence Hyrule Temple. In Zelda II every palace begins with two high steps with a statue standing on the top platform. There are also some columns on the floor that hold the ceiling up. Shortly after going past the columns is an elevator that takes the player down to the level below. This stage features a rounded platform on the left and there are also columns that hold a platform up, with a route that goes down to the level below. However, there is no elevator going down to the area below. The palaces in Zelda II are notorious for their many levels and the length of the levels themselves. This stage being by far the largest stage in Melee is similar to the immense size of Zelda II's palaces. In the overworld map of Zelda II there is an icon that represents the palaces. The icon is a building supported by columns. In the far background of this stage can be seen a small building that is supported by columns. The platforms on this stage has Hylian writing that looks similar to the writing posted on signs in Ocarina of Time. [1]

There are two songs that can be heard on this stage in Melee. The first song comes from Zelda II: The Adventure of Link when the player is in a palace. The alternate music comes from Fire Emblem: Ankoku Ryū to Hikari no Tsurugi's title screen. [2]

Brawl also added a new song for this stage in My Music, being a remix of the Palace and Great Palace themes from Zelda II.

Trivia

The two strange platforms seen in Melee's Special Video.
  • In Melee, if Sheik's Chain is used in the correct spot in the tunnel of Temple, the tip of the chain will stick to the roof of the tunnel and make a straight line from her hand to the roof. This is sometimes referred to as the Sticky Chain glitch. In Brawl, there is another glitch involving Sheik's Chain when used in the right position on the stone slab to the right of the entrance to the underground area. If performed correctly, the chain makes a high pitched sound that is different from the usual sound produced.
  • In Melee, Temple is notorious for exploiting the flawed AI. One such example is if Jigglypuff and Kirby are knocked off the left side of the lower part of the stage, they will attempt to return using their multiple midair jumps, but will sometimes get stuck on the slight overhang above. This is usually not fatal to Jigglypuff, as it will often glide back to the platform after its jumps are exhausted, but Kirby will use his Final Cutter and fall straight down for a SD. Another notable example is where Fox as a level 9 CPU cannot escape from the lower area of the stage if the player is on the top area, as it will attempt to jump on the path leading to the top but fail, walk side to side on the bottom, fall off the right side, use Fire Fox to get back up, and repeat. With the improved AI, these specific cpu exploits do not occur in Brawl.
  • In the "Special Video" of Melee, during two clips of Temple, two odd platforms can be seen, which do not appear on the stage in Melee or Brawl. The same platforms can be seen in the short video clip after beating a single player mode as Luigi as well as in the manual's picture depicting Fixed-Camera Mode.
  • Along with the platforms, early versions of the game featured an elevator to lead to the bottom of the stage; this does not appear in the finished form of the game.
  • If Pokémon Trainer is chosen, he stands on top of the arches in the middle section of the stage.

Gallery