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An update of a level in the classic game Ice Climber, this stage is one of the more interesting stages of the game. For one thing, there are many many different platforms for the player to be on. Another thing is that the level will periodically move upwards or downwards, either quickly or slowly. Not only does this add to the challenge of the level, but it also adds a certain amount of strategy that is needed while playing.
Unlocking: Already Unlocked
Size: Moderate; doesn't side scroll, only up and down.
Hazards: The level scrolling either up or down at varying speeds.
Strategy: Play defensively here, and try to smash approaching opponents off the sides. Players will die a lot here, so staying alive when the stage moves is key. Good jumpers will usually win here, but even a skilled heavyweight can survive. If you can, try to time a meteor attack when the stage is rising at its fastest speed, in order to completely finish your opponent.
On this level you fight atop Peach's castle from Mario 64. There really isn't too much to this level, besides the main roof being divided in two by a spire. There are buttons that randomly appear that can be pressed that will make platforms appear in different areas throughout the level, and there are two small floating platforms on both sides of the spire.
Unlocking: Already Unlocked
Size: Moderate
Hazards: Bullet Bills will come down from the sky every once in a while and drill into the castle, eventually creating a huge explosion.
Strategy: A good arena for some defensive battles around the spire. You don't want to be the one to cross over the tower. Let your opponent do that, and greet them with a smash attack. When the battles subside, cross to the otehr side and repeat this strategy. While platforms are added with switches, they don't substantially alter the playing field. sometimes they can even extend the stage close for the KO wall, requiring less effort to get rid of an opponent. When a Bullet Bill comes, try to use throws to send your opponents over there, saving your own skin. The blast is deadly, and a well-placed bumper can keep your opponent stuck at ground zero.
A combination of Rainbow Ride and Tick Tock Clock from Mario 64, this level is one of the levels that keeps you on your toes. You start off on an airship, gliding across the skies. After a little while, the airship bumps into a platform and falls to the ground, leaving you to jump off the ship and onto the platform. The level continues to scroll and makes you go through many different platforms, including donut lifts, a swinging platform, and magic carpets.
Unlocking: Already Unlocked
Size: Large
Hazards: There is a big chance of people falling off, going too far, or not going far enough off the scrolling screen. Beware. There are also donut lifts, which fall after holding the player's weight for a little while. Also, platforms just disappear when they near the end of the screen.
Strategy: When you're on the boat, you want to try to knock your opponent downwards off the left side. Let your enemies do the approaching, and play territorial. When the boat falls, you'll mainly want to try to hit your opponents with your Up+B moves as you climb upwards. As soon as the stage levels out and you pass the giant pendulum, Try to smash enemies to the left, into the quickly advancing KO wall. When you drop, don't drop too soon, or you'll die. Tryp to hit your opponents upwards before landing on the boat again.
A remake of Kongo Jungle from the first game, this version adds more platforms in the main play area (two more to be exact, bringing the total to 4) and 2 smaller platforms off to the sides to help one come back from a Smash Attack. There is also a barrel under the stage, which will fire the player back onto the stage (or whatever direction it's pointing when it's fired).
Unlocking: Already Unlocked
Size: Small
Hazards: Every once in a while, a Klap Trap will swim down the river and go right into the barrel, causing anyone who happens to wonder in while it's in there some damage.
Strategy: This stage makes for some crazy vertical battles. The best palces to hit your opponents are from above and below. Strike right down the middle to send your opponents flying, and get 'em from below when they're on the main platforms. Along the bottom, hit them quickly from either side. You just have to know what attack to use, and when.
A rather straightforward level, there is one main platform in the middle and two smaller ones off to the sides. Under the platforms is a raging river; one that sweeps the player away in its current if they're unlucky enough to fall in.
Unlocking: Already Unlocked
Size: Moderate
Hazards: The raging river is hard to avoid, as it seems to suck you in, and there are Klap Traps that jump out of the water periodically.
Strategy: Since the holes are very easy to fall into, you'll want to be very cautious. However, once you get a feel for this level, you can use your opponents' unease against them. If you're facing a computer, they'll almost always suicide in the river, so just be cheap and trick them into doing that. Against a human, use those wide range moves like the Falcon Kick, the Firefox, and the Rumble Tumble Egg. If you can keep in control, your opponent is toast.
From Majora's Mask, this level consists of one main area and a moving platform. The moving platform is a large turtle, who is familiar to those who played Majora's Mask. Besides just the turtles back, players can also jump on the 2 palm trees that grow on it. The main platform has 3 areas, 2 of which are about sea level. The higher one is more desirable to be on, as the lower ones allow for the player to be knocked into the water easily.
Unlocking: Already Unlocked
Size: Moderate when turtle is present, otherwise small
Hazards: The turtle dives in and out of the water whenever it feels like it, so the player must be wary of that.
Strategy: Your main concern here is to stay on the stage. Sure, it doesn't move, but getting back onto the lower platforms can be diffcult when you're within the water and unable to see yourself. By the same token, knock your enemies away every chance you get. Once an enemy is in the air, you have complete control over them. The turtle shouldn't be too much of a concern. Most of the fighting will take place near the lab. If you're caught in a juggling combo, escape to Tingle's balloon. It'll pop quickly, but you'll be able to regain control.
Inspired by Zelda 2: The Adventure of Link, this is easily the largest level in the game. There are many different areas, like temple ruins, underneath the temple, and on the temple. There are many many platforms scattered about the level, and there are a few different ways to get to certain areas from another.
Unlocking: Already Unlocked
Size: Huge
Hazards: None really, besides the immense size. It can get hard to see your player...
Strategy: Ok, so this level is probably one of the most fun levels in the entire game, and it might be the best from the two games. The left edge contains a gazebo, and standing on top or on the bottom allows maximum edge guarding ability. The gazebo's roof cannot be jumped through, so if people come to challenge you, play around that and use that to your advantage. The middle of the level has four different tiers, the top, middle, bottom, and the very bottom. If you're on the very top of the ruins, you can be smacked from underneath, so watch out. Smash attack people to the left, because the right is too far away. A good strategy is to stay underneath and jump up or drop down to be annoying, annoying like the Hammer Bros. in Super Mario Bros. In the second layer, you have the little cave that leads down and to the left. This is the best play to camp if you have a high hit percentage, because if you're hit, you'll bounce off the walls, and smash attacks won't throw you hardly anywhere. Also, if people come into the cave from the top, use up a and up b attacks, and vice versa for the bottom. You'll be declared very annoying. On the third tier down, you've got a huge platform under the main platform, a great place to dispose of the characters you've worked up in the cavern second layer. It's fun to hit people down here, then edge guard, and, if people attack you, jump up to safety, or run away on the two different ways. Just don't go down to the fourth tier, the very bottom, because falling off here basically means that you're dead. Stay away from the very bottom at all costs, but if someone is down there, make them pay for their mistake by smash attacking them off the side and then guarding. On the right side of the whole stage is a set of ruins that make projectiles a pain, so if you are a close up fighter, stay in this area and draw the others towards you, then smash attack them to the right and off the edge. The off screen area is a little closer to the right side, so hitting characters off this side will result in more explosion KOs. You can pummel characters against the right and left side of the little knob that sticks up near the mouth of the cavern, and longer weaponed characters can hit through the knob.

A great strategy for beginners in this level is one I affectionately call "making the rounds." Used in many multiplayer games, it involves having a circular path that you go around in, hitting targets along that track. The track is the circle through the cave, onto the third tier, back up to the main platform and to the cave again. If you're chased, go quicker through the roundabout, and then come down on them when they are in a comprimising situation. I like to go clockwise, because then I can come down on the enemies as the jump upwards to the main platform. Park in the cavern until you realize that you're going to be whomped on, and then run through the circle and catch the enemy off guard. This can be modified somewhat for individual style.
This is a very generic, simple level. It's the familiar setup with the base platform, with three floating platforms above, arranged in a triangle. A cloud moves along a dotted line circling either side of the stage, but you can't rely on it to stick around. The only other thing worth mentioning is the fact that Fly-Guys (Shy-Guys with propellers, duh!) will fly past bearing food. You'll obviously want to be the first to grab it, for some quick healing (nothing substantial though. It won't be anyone's favourite level, but there's nothing wrong with it.
Unlocking: Already Unlocked
Size: Small
Hazards: Nothing dangerous, but don't stick around on the floating cloud, or you'll be pushed off.
Strategy: This one of those levels where basic strategies will work just fine. However, the platforms are relatively small, so aerial attacks will probably win the day here. Of course, be sure to get all the food that you can when the Fly-Guys come. Most characters have a dash move that will knock opponents off to the side or into the air for a bit, so use that to monopolize the snacks. Other than that, it's really just a case of "May the best man win".
Fashioned after Yoshi's Island in Super Mario World, this level contains nothing special, except for the spinning blocks. You hit the blocks, it rotates for a little while. There are 2 platforms comprised entirely of these, and one platform over a gap in the level comprised of these. Needless to say, playing on this level can get frantic and annoying.
Unlocking: Already Unlocked
Size: Small
Hazards: The spinning blocks over the gap.
Strategy: Beware the center gap. Any type of attack will set the blocks spinning, and that means it's ridiculously easy to fall in. However, a good spike down the hole will finish an opponent, so do that when you can. The other part that makes this level a living hell is the inclines. There's one on each side, and they both leave you dangerously vulnerable if you're above someone. However, there's an upside. Some characters have attacks that become very potent when racing downhill on the inclines. For example, if the Ice Climbers stand on the tiny pipe just behind the big one, face right, and use the Ice Shot attack, the ice blocks fly down the top of the pipe and race across the level absurdly fast. Very annoying, and very effective. The inclines make good sniping perches as well, for long-ranged characters like Samus.
A run of the mill level, this is very straightforward. There is one main platform with 3 raised. The top raised one stays put, while the other 2 go up or down, depending on the water stream underneath them. Other that that, nothing happens in this level.
Unlocking: Already Unlocked
Size: Small
Hazards: None
Strategy: A basic level for simple fights. There's really nothing to say here in terms of strategy, because the fight is largely dependant on who you're fighting.
A remake of Kirby's Dreamland in the original game, this level offers a little more than its predecessor. For one thing, there are 2 platforms added, one to each side. Separating the platforms from the main part of the stage are star blocks (and occasionally bomb blocks) from the Kirby games. The player can break them apart, but the bomb blocks will blow you away.
Unlocking: Already Unlocked
Size: Small
Hazards: Wispy Woods (the tree) will blow the players a certain direction and it tosses apples out that hurt you, the bomb blocks can blow you away.
Strategy: Most of the action is going to take place in the center of the level. Wide-range moves work particularly well there, as do aerial attacks. When you have the chance, try to trick your opponents into setting off the bombs. They're very dangerous. Also, if you can meteor someone down below the piles of blocks, it will be very ahrd for them to get back up.
Basically a port of the Great Fox level from the original. You fight atop the Star Fox mothership, and Arwings periodically fly by and fire at the ship, highly damaging anyone in their firing range.
Unlocking: Already Unlocked
Size: Large
Hazards: Arwings that zap you.
Strategy: Compared to some of the other levels, this stage isn't very hazardous and is a basic stage for some competitive battles. If your % is low, try and work your opponent to one of the sides, preferably the left side, and knock him off and edge guard to knock him out at a low percent. If your damage is high, stay towards the middle and work up the opponent's damage. Another good technique is to hit someone against the side of the ship on the right repeatedly and work up some combos there
Still on the Great Fox, but at a different angle. Instead you fight on the four wings.
Unlocking: Already Unlocked
Size: Small
Hazards: The Arwings are still here shooting at you.
Strategy: This is a much smaller level than Corneria, but it has more sides so combos work well here. The best strategy here is to edge guard on the wings, swing the bottom wings dip very far down and they won't have much time to react. Meteor attacks work well from there for the same reason.
A remake of the Brinstar from the original, this level remains pretty much inact except for it periodically breaking. A segment of the level on the right can break off if attacked enough. Also, the acid rises, but it's not always there to save you; sometimes it goes down too far and you'll be KOed.
Unlocking: Already Unlocked
Size: Small
Hazards: The acid rises and kills you.
Strategy: It's hard to work out good combos here since at any time the acid can rise up and interrupt you. Be on defensive here, pay equal attention to the level and to your opponent. Try to stay on the upper levels longer than down lower so you'll have more warning when the acid rises. Basically this level is a test to see who can avoid the acid the longest. If you have a meteor attack, you can use it to drive someone into the acid, and when they pop up, finish them off with a smash attack.
Ness's hometown is one of the few levels without edges, you just get KOed if you go out too far. It has two houses, with a Drug Store in the middle. The Drug Store has two awnings to fight on, but if you step on them two much they fall down. Periodically cars speed by out of control and skid into the level.
Unlocking: Already Unlocked
Size: Small
Hazards: Cars speed by and can knock you back and forth between the houses or knock you out of the level. If you see the warning sign, stay off the ground.
Strategy: A good, cheap strategy here is to get someone against the wall and just keep repeatedly hitting them while they get stuck. You can't do it too long though because a car could come by. Other than that it's a pretty basic level, so just use regular strategies.
The F-Zero race track is one of the most insane levels of the game. You start on a singular platform speeding along a race track. The platform stops and disappears, leaving you to fight on the street. Then 3 platforms pop up, and cars come by. Then you speed off again down the track. Sometimes you'll stop by a tunnel which can act as an extra platform.
Unlocking: Already Unlocked
Size: Small
Hazards: The fast moving track can be a hazard, since if you're on the street and the platform takes off, you'll take damage. Also, the cars speeding by can literally knock you off your feet.
Strategy: This level requires speedy KOs. Things are too frantic for flashy combos or special tricks, you've gotta keep on your feet and just attack with everything.
You play on a large table similiar to a pool table, in a stadium. There are two platforms on either side. Every few minutes, the whole stadium changes to reflect a random element. For grass, a tree grows out and there are platforms around it, making the stadium look like a forest. For water, there are a few water spouts and fountains. For rock, big rocks along with a really large one on the left rise up.
Unlocking: Already Unlocked
Size: Small
Hazards: Not a whole lot of hazards here, not even the stage transformations have any hazards to go along with them.
Strategy: When the stage is in its natural form, just use basic strategies. However, when it transforms, be sure to get opponents up against a wall and don't let them escape. The windmill in one particular form makes an excellent sniping point, as well, and the mine form lends itself well to attacks from below.
At first it may seem like a remake of the original Classic Mushroom Kingdom, but besides the graphics, the design is totally different. Instead of one main pit in the middle, there are two. The see-saw platforms are still there, one for each pit. Also, the bricks are now breakable, and fill a lot more of the level. Question blocks randomly appear, and when broken reveal items. Unfortunately, the warp pipes are gone.
Unlocking: Already Unlocked
Size: Small
Hazards: The only hazards really are your own clumsiness, since this level can be hard to navigate sometimes.
Strategy: Unless you're a heavy character, your best bet is to stay on the sides, away from the bricks, because they don't give you a lot of room and you can get heavy damage from people knocking you against them. Staying on the side is also dangerous since at low percents a simple smash attack can KO you.
This arena takes some inspiration from both Metroid and Super Metroid - touched off by a haunting arranged version of the classic theme "Kraid's Hideout" from the original game. The entire structure of the arena resembles a large, bumpy, organic rock suspended high up above an enormous lake of deadly lava below. The stage consists of several different fighting planes, yet only one plane is fully accessible to fight on at a time as the entire stage will rotate every minute or so, turning what may have been a previously safe plane into a treacherous side-wall, or the bottom of the arena.
Unlocking: Play a total of 50 Vs. matches
Size: Small, no matter what position the rock is in.
Hazards: Nothing really worth mentioning here, unless you want to count the TWO-HUNDRED FOOT TALL REPTILLIAN MONSTER in the background responsible for turning the stage around every fifteen seconds as a 'hazard'. Yes, Super Metroid veterans will be delighted to see the Brinstar-guarding mega-lizard Kraid in all his full glory here. Poor Ridley didn't get much of a cameo in the original Smash Bros., as his only appearance was a random shot of his shadowy figure flying across the background in the original Zebes stage. Here, however, Kraid not only takes up the entire screen (once again!), but he swings his massive claws down upon the arena he towers, causing the entire stage to completely tilt to one side or the other. Therefore, the entire battle area is in itself a hazard! If players aren't alert, they may fall off the rock as a result of this, making Brinstar Depths one of the most unique, as well as nerve-racking, battle stages in Smash Bros. Melee.
Strategy: The best strategy you want to aim for in the Brinstar Depths is obvious -- take advantage of the rotating planes, and avoid falling a victim of it yourself. To do this, though, you'll have to get accustomed to your surroundings. Now, take note that Brinstar Depths, due to the fact that it randomly rotates, is actually many arenas in one. Technically, there are six main planes to fight on - default, left-shift, double-left shift, right shift, double-right shift, and triple-right shift. However, there is often a small imbalance involved whenever Kraid returns the arena from its previous tilt, create a huge number of different battle planes (but we won't get into them as that's a tad too technical).

DEFAULT - aka the top side of the arena (or the area you'll always start on at the beginning of a match). From the default position, take note of the small, suspended rock platform to the left. This platform serves little use other than a place for temporary recuperation. This platform is not passable from the direct top or vice-versa (unlike most platforms in SSBM), so the only way to get on top of it is to jump ~on~ it and not ~through~ it. This may sound like extraneous information, but keep in mind that if you're standing on the center of the platform, you're generally safe from attacks directly ~below~ you. Hence, this platform serves as a good base for projectile-based fighters, as you can send attacks from afar at your opponent, and seeing that you're on a sturdy platform you can usually see most attacks coming (they'll often have to jump to a level on par with yours to attack, giving you ample time to form a defense plan). The platform also serves well for characters with an attack that takes time to be charged (i.e. Samus, Donkey Kong), as you're less vulnerable to many attacks while standing on this small refuge. Beware the immediate left of the platform, however, as it sits dangerously close to the far left side of the arena, where you're open for a KO if hit from the right with a powerful attack. Now, take note of the glowing pillar that sits near the center of the plane. This small pillar serves as a guard against many attacks (although it will not protect against smash attacks or other close range attacks if you're standing right next to it, so keep that in mind), and also cannot be crossed without jumping over it (er...duh.) Take advantage of your opponent's low guard here. Keep in mind that the enemy must jump over this pole to get to your side and vice-versa. If the enemy advances at you by jumping over the pillar, have a ready counter-attack ready (such as an upward smash move or a projectile attack). If it's you that must jump over the pillar, have an escape route ready in case your enemy decides to maul you before you land (keep your air dodge in mind here!). There is also an identical pillar sticking out from the right corner of the arena, which will serve greater use later as we will discuss in the strategy. Now, at the bottom right of the arena, another platform hangs in midair (similar to the platform to the left). If you happen to fall off the right side, this is your last resort, so keep a mental note of its location.

Now, here's where it gets interesting. Within seconds of the battle's start, Kraid will lift his ugly face directly facing you, the player. After roaring in rage a couple of times, he will send his fist down upon the arena, causing it to randomly rotate left or right. REMEMBER: in order to anticipate which way the stage is going to tilt, keep your eye on his movements. If he swings his right arm down (or left arm from the player's perspective), then the stage is going to tilt to the left. If he swings his left arm down (or right arm from the player's perspective), then the stage will tilt to the right. After which, everything is all topsy-turvy. Whooo... don't fall. Now, starting from the default plane -

LEFT - Remember the pillar that stuck out from the right corner? It's now the center pillar, and the former bottom right platform is now suspended to the immediate right. Note that there is no support to the bottom-right now, so take advantage of this situation and don't fall a victim of it. Try to keep your opponent to the right as it is especially treacherous on that side.

DOUBLE-LEFT - The former right platform is now directly centered overhead, and you'll notice that the default plane has become the bottom plane.... Top-side up that is. The battle area is a bit more bumpy now, so vertical and aerial attacks are key over straight horizontal attacks. Also, take advantage of the platform overhead and corner your enemy beneath - knocking an opponent straight up into it will send them ricocheting straight down again, making way for some excellent combo possibilities.

RIGHT - If Kraid initially rotates the arena to the right, you'll notice that both pillars become ledges for the right sidewall (which was previously the default plane). Take advantage of the ledges and send your opponent flying down below, where they'll find it difficult to get over the pillars from beneath. Also, take note that the platform that was originally at the bottom-right has become directly centered at the bottom. Make it a last resort and try to land on it if you're falling to your doom.

DOUBLE-RIGHT - Original left platform is now suspended at the right, the default plane's center pillar is now the only ledge on the narrow right sidewall, the previous left wall is now the top plane, the bottom right platform has become the bottom left platform and the original far-right pillar now hangs off the wall (it's useless). The top plane is very narrow here, so close-ranging fighting is a given. Lure your enemies to the right sidewall from the pillar-ledge and smash them to the right, and edge guard.

TRIPLE-RIGHT - Bottom plane now top plane (reversed), a platform lies to the bottom left and the bottom right. Plenty of quazi-safety lay near the bottom so focus on sending your opponents flying to the far left or right (or up) rather than down.

And always be sure to land your strongest offensive whenever or right before the stage turns. During the time the stage is moving, the opponent will always have the toughest time getting back on his or her feet after getting knocked off.
This stage, taken from Earthbound, is SSB:M's replacement to SSB's Saffron City. At first, players will tend to suicide a lot, but as their skill improves, so will their footing.

Set along the skyline of the populated city of Fourside, this stage is a haven for wall-jumpers. Occasionally, a flying saucer will descend from the heavens, offering a flat (yet VERY slippery) surface for a quick one-on one joust.
Unlocking: Play a total of 100 Vs. Matches
Size: Medium
Hazards: It's easy to fall down the gaps between buldings, but other than that, the flying saucers and the moving platform on the right don't really present a danger.
Strategy: The best way to KO someone here is to meteor them down one of the gaps on either side of the central building. Mario's midair forward A move is ideal, but if your character isn't skilled with meteor attacks, it's best to try other strategies. Try to catch someone in a juggling combo right as they traverse over the central building. Also, it can be a good idea to hide under the platform on the left, smacking those above.
This is probably the most hectic arena in the game. you'll start out fighting on top of the Falcon Flyer (Captain Falcon's flying rocket), but below you lies a racetrack teeming with F-Zero cars. Eventually, the Falcon Flyer will leave the screen, and you'll have to nimbly navigate the various (highly detailed) rocket powered vehicles. Occasionally, some platforms will pass by, creating an infinite amount of stage setups. The Falcon flyer will return every once in a while, as well. Once again, SSB:M proves that physics just plain don't matter in video games (if you watch the skyline, you'll notce the level actually goes upside-down!).
Unlocking: Play a total of 150 Vs. matches
Size: Small
Hazards: Whatever you do, don't touch the track itself. Since the stage is moving along it, you'll be left behind and KO'd. It can be difficult to tell where the KO walls are, so watch out. If the screen is no longer zooming out to acommodate your character, get back towards the main area.
Strategy: This stage can be very hard to stay alive in, but if you can manage it, you have a great tactical advantage. Always keep track of where the platforms are. If you've got a move that can teleport you horizontally, that is probably your greatest advantage. Use that move often if you have it, and keep your opponents on the run. Finally, try to use moves that knock your opponent out cold on the ground for a moment. If you can knock them onto the track, they probably won't be able to get up quickly enough. Most of all, keep in the air. A player who stays grounded is a player who dies fast.
If you're one of those guys who likes to call themself a "mature" gamer, you'll want to remove this level from the random stage switch, and never play on it if you can help it. Similar to Rainbow Ride, this stage consists of several different platforms constantly scrolling through the skies. The difference? The platforms are giant Pokemon shaped balloons. Players start on top of a Squirtle, and finish atop several Unown flying rapidly across the screen.
Unlocking: Play a total of 200 Vs. Matches
Size: Large
Hazards: Since the balloons never stick around for long, it's important to keep moving.
Strategy: Like Big Blue, you've got an advantage over your opponent if you can learn to navigate the stage. And, like Big Blue, it's best to use Aerial attacks. One good meteor attack can finish an opponent here, since the platforms have curved edges that don't supply a good footing for a recovering player. Of course, don't hang around on any one float for long. When you get into the quicker sections of the level, focus less on fighting than getting down where you're supposed to be. However, once you get down to the Slowpoke (the pink one with the long, curving tail), you can really focus on trying to KO your opponent.
This stage is cool-looking, but highly dangerous. Set over a waterfall from Super Mario Brothers 2, Mushroom Kingdom 2 (its correct name should actually be Subcon) is scored by the 8-bit version of the SMB2 theme. Occsionally, you'll see familiar enemies Birdo and Pidgit walk or fly by in pixelly form, which is a nice touch.
Unlocking: Win the Birdo Trophy
Size: Medium
Hazards: Birdo sometimes spits eggs, and the waterfall sucks you down, just like the river in Jungle Japes.
Strategy: Your main concern is to stay away from the KO walls and pits here. They are extremely treacherous. Needless to say, that's where you want your opponents to be. If you've got a Meteor Attack, use that down the pits, and if you don't smash to the sides. Fights here can often lead to King of the Hill games: everyone wants to be in the center.
This is a simple, generic Smash Brothers level. Nothing more, nothing less. It is made for a simple, all-out brawl, and is best played without items. There's really ntohing else notable about this level, other than the fact that it is the level where Metal Mario and the Fighting Wireframe Team are fought.
Unlocking: Beat All-Star Mode
Size: Small
Hazards: None.
Strategy: Along with Final Destination, the most basic stage in the game. There's absolutely no hazards or moving platforms of any type. The only thing you have to rely on here is your pure skill. Nothing else can help you, other than items.
This stage is simple: a long, flat platform. This is where you fight the Master hand(s), along with Bowser or Giga Bowser. There are no other platforms or hazards, just the arena and a background filled with effects.
Unlocking: Beat Event 51
Size: Medium
Hazards: None
Strategy: Though this stage is perfectly flat, there are actually some important things to know. Number one, stay grounded for the most part, unless you're juggling. There's no platforms or sniping perches to swoop down from, and just some jumps from the ground won't give you much of an advantage over your opponent. Number two, watch out for wide-area moves like Rollout or Rumble Tumble Egg. There's no obstacles for them, so that means you will be vulnerable. However, if you've got one of these types of moves, use the hell out of it.
Ah, the classic, simple Smash brothers stage. This is the stage that so many other stages were built upon. Base platform, with three platforms above it, the highest one being in the center. Classic...
Unlocking: Beat Target Test with all characters
Size: Small
Hazards: Wispy Woods will try to blow you away
Strategy: There's not much to be said about this level. Use the same strategies you always have. When Wispy Woods starts blowing, try to smash your foes in the same direction. It makes it that much more difficult for them to get back.
The second of the stages from the original, this is the largest of the three. Not only is the main area very big, but there are a few clouds off to the side which extend the level considerably.
Unlocking: Hit over 1300/1400 feet in the Homerun contest
Size: Medium
Hazards: The clouds on the sides will disappear temporarily if stood on too long.
Strategy: Since the main area is a set of platforms aligned vertically, try and hit your enemies from below. Combo hits are incredibly useful here. If the battle heads off to the clouds on the sides, try to knock your opponent downwards before heading back to the stage. The clouds are a dangerous place to go, so naturally you'll want to send your opponents there. Edge-guard like crazy here. If your opponents mess up and end up beneath the platform, they're toast.
The last of the original SSB stages, Kongo Jungle is also the most dynamic. Though nothing compared to the constantly changing Mute City and the self-scrolling Rainbow Ride in terms of stage alteration, the moving platforms and barrel beneath the stage add elements of strategy and timing that normally wouldn't be there.
Unlocking: Beat the 15-Minute Melee
Size: Small
Hazards: Nothing dangerous.
Strategy: This is one of the few stages where long-range and close-range attacks can coexist effectively. You also have a much better chance of making a successful return than in most stages, thanks to the barrel cannon and "soft" base platform. Use this to your advantage, but don't let your opponents do it. If an enemy is about to reach the barrel, throw something- ANYTHING- at them to foul them up. Edge-guard a lot, as it's the key to success here. Most importantly, make use of items. The arrangement of platforms lends itself particularly well to jumping with a hammer or lining up a shotgun blast.
This is one of the most interesting, but most treacherous stages in the game. You fight INSIDE a Game and Watch console, and your characters (you can't see it too well, but a spinning Rumble Tumble Egg can reveal it) are actually flattened like paper cut-outs. Unfortunately, the stage is insanely tiny, making survival difficult.
Unlocking: Beat Classic Mode with Mr. Game & Watch
Size: Small
Hazards: Occasionally, tools fall from the sky, and a man spills oil on the ground. The platforms also shift a lot.
Strategy: The stage is incredibly small, so use that against your opponents. Smash them to the sides, and if they roll in the wrong direction when recovering (I'm not kidding), they'll get KO'd. Also, you can score a kill at 0% damage by knocking a foe upwards. A well-placed smack from below is all you need for that extra point.