ParanoidDrone
Smash Master
Probably my final entry in my 3DS Stage Research series, mostly because the rest of the stages have nothing to detail (Gaur Plain), have no chance of being used anyway (Wily Castle), or have already been covered by other people (Pac-Maze). So here's 3D Land.
I may start this up again once the Wii U version drops, although that'll depend on who gets there first, really.
Previously Covered:
Spirit Train
Gerudo Valley
Tortimer Island
Arena Ferox
Rainbow Road
Mute City
Magicant
Unova Pokemon League
Layout:
3D Land is a scrolling stage and thus the layout is ever-changing. Whether it is a walkoff or not also depends on what exactly the stage is doing at the time. The most relevant and dynamic features are described further below.
When the stage begins, players spawn on a set of 3 platforms that do not exist in later cycles. Players 1 and 2 start on the left and right platforms, while Players 3 and 4 start on either side of the larger middle platform.
The Omega Form of 3D Land floats over a void and players can fly underneath.
While 3D land has quite a number of dynamic stage elements, only one causes damage. The one damaging hazard also cannot kill. They are listed with relevant details below.
? Blocks:
Two ? blocks and a number of standard brick blocks are present at the beginning of the stage. Players can hit them by jumping into them from below. The ? Blocks will release an item if items are enabled. According to the ingame tips, a Super Leaf is slightly more likely to appear than other items.
Donut Blocks:
Also present are a pair of Donut Blocks. Players can stand on them for approximately 2-3 seconds before they wobble and sink offscreen.
Flip Panels:
Further on, a number of Flip Panels will unfold to create additional walking space. Players can drop through them, as well as the red grate below.
Note Block:
After the flip panels is a single large platform with a Note Block beneath, as well as another pair of Donut Blocks. The Note Block acts as a spring and will propel players up. It is otherwise solid and cannot be jumped through.
Canyon:
The large platform carries players into a canyon where they fight on four colored platforms. As they move along, 2 stone pillars extend from color-coded openings to tilt the platforms. The pillars will push players out of the way but do not do damage. Players can drop through all platforms. The lowest platform has grabbable ledges.
Rarely, one of the platforms will already be tilted when they appear.
Rotating Blocks:
The canyon platforms set players down on a slope that leads to a pair of rotating blocks. These blocks cannot be grabbed.
Pipes:
After the rotating blocks are a series of pipes, some of which move up and down. The side pipes have grabbable ledges.
Seaside View:
At the end of the pipes is a trio of platforms that move over an expanse of water. The platforms are visibly attached to rails, and players can observe the rails to predict how they will move around.
Spiked Pillar:
As the platforms move over the water, a single spiked pillar will emerge from the water in the distance. As the platforms approach, it will rise up and break half of one platform. Players in the way take 20% damage and fixed knockback; it cannot kill even at 999%. The exact timing and location of the pillar is random, but only one pillar will appear per cycle.
Loop:
After the seaside journey, the platforms will travel through a pipe and deposit players at the start, and the cycle repeats.
Name|Image|Notes
Starting Platforms|
|Not present when stage cycles back.
Brick Blocks, ? Blocks, and Donut Blocks|
|? Blocks produce items when hit, Donut Blocks are unstable.
Flip Panels|
|Function as standard platforms. Players can drop through red grate at bottom.
Note Block|
|Acts as spring, but solid. Also more Donut Blocks. Players can jump through red platform from below.
Canyon Platforms|
|Starting layout. Sometimes a platform can already be tilted. Green platform has grabbable ledges.
Tilted Canyon Platforms|
|After 2 platforms have been tilted. Exact platforms chosen are random. Players are pushed out of the way as platforms tilt but take no damage.
Rotating Blocks|
|No grabbable ledges.
Pipes|
|Individual pipes move up and down. Side pipes can be grabbed.
Seaside Platforms|
|Initial configuration.
Seaside Rails|
|The platforms as they move over the water. Note the visible rails showing their paths.
Spiked Pillar|
|Breaks half of one platform. Pillar only goes as high as necessary. Exact platform and which half is broken are both random. Pillar does 20% and cannot kill.
Seaside Platforms Broken|
|Cleaner shot of broken platform. Only one pillar appears per cycle.
Another Cycle|
|Starting area sans original platforms.Summary:
I may start this up again once the Wii U version drops, although that'll depend on who gets there first, really.
Previously Covered:
Spirit Train
Gerudo Valley
Tortimer Island
Arena Ferox
Rainbow Road
Mute City
Magicant
Unova Pokemon League
Layout:
3D Land is a scrolling stage and thus the layout is ever-changing. Whether it is a walkoff or not also depends on what exactly the stage is doing at the time. The most relevant and dynamic features are described further below.
When the stage begins, players spawn on a set of 3 platforms that do not exist in later cycles. Players 1 and 2 start on the left and right platforms, while Players 3 and 4 start on either side of the larger middle platform.
The Omega Form of 3D Land floats over a void and players can fly underneath.
While 3D land has quite a number of dynamic stage elements, only one causes damage. The one damaging hazard also cannot kill. They are listed with relevant details below.
? Blocks:
Two ? blocks and a number of standard brick blocks are present at the beginning of the stage. Players can hit them by jumping into them from below. The ? Blocks will release an item if items are enabled. According to the ingame tips, a Super Leaf is slightly more likely to appear than other items.
Donut Blocks:
Also present are a pair of Donut Blocks. Players can stand on them for approximately 2-3 seconds before they wobble and sink offscreen.
Flip Panels:
Further on, a number of Flip Panels will unfold to create additional walking space. Players can drop through them, as well as the red grate below.
Note Block:
After the flip panels is a single large platform with a Note Block beneath, as well as another pair of Donut Blocks. The Note Block acts as a spring and will propel players up. It is otherwise solid and cannot be jumped through.
Canyon:
The large platform carries players into a canyon where they fight on four colored platforms. As they move along, 2 stone pillars extend from color-coded openings to tilt the platforms. The pillars will push players out of the way but do not do damage. Players can drop through all platforms. The lowest platform has grabbable ledges.
Rarely, one of the platforms will already be tilted when they appear.
Rotating Blocks:
The canyon platforms set players down on a slope that leads to a pair of rotating blocks. These blocks cannot be grabbed.
Pipes:
After the rotating blocks are a series of pipes, some of which move up and down. The side pipes have grabbable ledges.
Seaside View:
At the end of the pipes is a trio of platforms that move over an expanse of water. The platforms are visibly attached to rails, and players can observe the rails to predict how they will move around.
Spiked Pillar:
As the platforms move over the water, a single spiked pillar will emerge from the water in the distance. As the platforms approach, it will rise up and break half of one platform. Players in the way take 20% damage and fixed knockback; it cannot kill even at 999%. The exact timing and location of the pillar is random, but only one pillar will appear per cycle.
Loop:
After the seaside journey, the platforms will travel through a pipe and deposit players at the start, and the cycle repeats.
Starting Platforms|
Brick Blocks, ? Blocks, and Donut Blocks|
Flip Panels|
Note Block|
Canyon Platforms|
Tilted Canyon Platforms|
Rotating Blocks|
Pipes|
Seaside Platforms|
Seaside Rails|
Spiked Pillar|
Seaside Platforms Broken|
Another Cycle|
- Players start on platforms not present when stage loops.
- ? Blocks produce items if they are enabled, Super Leaf allegedly more likely.
- Donut Blocks are temporary footing.
- Flip Blocks provide additional walking space.
- Note Block acts as spring.
- Canyon platforms get tilted by stone pillars, pillars push players out of the way.
- Rotating blocks cannot be grabbed.
- Pipes shift up and down.
- Seaside platforms move but can be anticipated by looking at rails.
- Spiked pillar breaks off half of one platform.
- Spiked pillar does 20% with fixed knockback and cannot kill.
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