Super Smash Bros. Ultimatehit its peak encompassing nearly two hundred video game franchises, but a prospective sequel should specifically look to the recentSuper Mario Bros. Wonderfor how it could revamp its level design. WhileSuper Smash Bros. Ultimatehas an extensive range of stages for players to choose from, the stages themselves have remained arguably formulaic. Due to a limited range of hazards such as moving platforms, obstacles, vehicles, and more, a sequel toSuper Smash Bros. Ultimateneeds to make stages more dynamic.

The recently revealed game mechanic that will be introduced inSuper Mario Bros. Wondercould be the game changer thatSuper Smash Bros. Ultimateneeds for its stage designs. Though the full range ofSuper Mario Bro. Wonder’snew Wonder Flower could be even broader than what’s been showcased so far in trailers, the effect it has on world design demonstrates that even ordinary-looking level elements such as warp pipes and trees can transform and switch up gameplay. Between these two Nintendo flagship series, bothSuper Mario Bros. WonderandSuper Smash Bros. Ultimatecould help each otherby sharing their best ideas.

Super Smash Bros Ultimate Stage Select

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Super Smash Bros. Ultimate Stages Got Shortchanged

Despitebeing seen as the most ambitious game of the series, featuring all previous characters alongside many new and unexpected faces,Super Smash Bros. Ultimate’sselection of over one hundred stagesdoesn’t appear to reflect this. Beyond the missing seventeen stages from previousSuper Smash Bros.games, the stages themselves can remain relatively unchanged throughout gameplay. For instance, while Pokemon Stadium has various type-based transformations from conveyor belts to wind fans, and Luigi’s Mansion is capable of being destroyed and rebuilt throughout gameplay, stages overall retain their basic layout.

Though this might help balance gameplay for newer players unfamiliar with each stage’s transformations and hazards, it can become repetitive for more players who already know what to expect from a level before a match even starts. So even when thesechanges toSuper Smash Bros. Ultimate’sstagescan be seen as practical, they are predictable and provide a limited challenge. To compound this, depending on how the match is organized, stage hazards can be toggled inSuper Smash Bros. Ultimate, meaning that if these changes are more irritating than interesting, then players can just switch them off.

Mario jumping off a living pipe in Super Mario Bros. Wonder

Adding Some Wonder to Super Smash Bros. Ultimate

Since the Wonder Flower seems to transformSuper Mario Bros. Wonder’slevels in various unpredictable ways, then this could be the perfect solution for aSuper Smash Bros. Ultimatesequel to rectify its oversight in stage designs. For example, ordinaryfeatures acrossSuper Mariostages can parallelSuper Mario Bros. Wonder’sown level changes, but other stages like Dream Land or Hyrule Castle could see trees, buildings, or backgrounds transform. ASuper Smash Bros. Ultimatesequel could include a Wonder Flower-like ability that creates optional stage routes, providing different stage designs based on players' in-game actions.

The one barrier to this, however, is thatSuper Mario Bros. Wonder’snew power-upmight be treated as any other item inSuper Smash Bros. Instead of granting its effects to every stage and adding something new for players to experience, the Wonder Flower could become another item that can be toggled on and off ahead of each match. Its effects might also be implemented differently, ranging from small details such as activating optional hazards to something more substantial like a randomizer that introduces unknown effects on players to swapping the current stage for another.

Super Smash Bros. Ultimateis available now on Switch.

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