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Final Destination

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This stage article is a featured article on the MUGEN Database, making it one of the best articles this wiki has to offer.

Final Destination
PabloSSBFinalDest
Goku learns that he has once again been excluded from Super Smash Bros. on PabloSSB's Final Destination WIIU

Creator

Various

Download

NeoKamek's first version
Ruben's version
Unknown edit
NeoKamek's second version
SM853's edit
AlGod(ヨコセイ)'s edit
EXShadow's first version
Bane84's version
Ryon's version
AlGod(ヨコセイ)'s version
EXShadow's second version
TheMasterGamerify's version
DatKoopaTroopa's version
EXShadow's third version
PabloSSB's version

Final Destination is a stage that originates from the Super Smash Bros. series, having appeared in every game of the series to date. This stage is the final stage a player encounters in the series' Classic mode (1P-mode in the original Super Smash Bros.) and the home to Master Hand, the primary boss of said mode, although later instalments would have Crazy Hand fight alongside him if certain conditions were achieved.

Final Destination has been made for M.U.G.E.N by various creators, though NeoKamek's second version is arguably the most recognised, owing to the duration of its existence and its frequent exposure through M.U.G.E.N videos.

NeoKamek's first version

Final Destination
NeoKamekFinalDestPreview
NeoKamekFinalDest
'Multi-Man Melee 2' from Super Smash Bros. Melee with part of the intro cut off
Animated

Yes

Parallax

No

Super Jump

Yes

Resolution

Low

NeoKamek's Final Destination is based heavily on the Super Smash Bros. Melee incarnation of Final Destination, with combatants fighting on a similarly-styled grey octagonal platform with pink edges that travels through space, transitioning between locations from different gaming universes, though not all are entirely related to Nintendo franchises. Though the base resolution of the stage is low, the stage floor is of a lower resolution than the other elements at twice the pixel size, making it appear out of place as a result. The stage is relatively tall, allowing for the camera to follow Super Jumps to an optimal height, though it is not particularly wide.

Videos

Ruben's version

Master Hand Stage
Win
Master Hand.def
RubenFinalDestPreview

This stage does not feature any music

Animated

Yes

Parallax

No

Super Jump

Yes

Resolution

Low

Master Hand Stage
Win
Master Hand1.def
RubenFinalDestPreview2

This stage does not feature any music

Animated

Yes

Parallax

No

Super Jump

Yes

Resolution

Low

Ruben's version of Final Destination, named 'Master Hand Stage', is based on the Final Destination stage from the original Super Smash Bros., featuring graphics from said game. The stage features animated elements in the form of shooting stars that traverse at three different angles, as well as three stationary twinkling stars, though because this stage was created specifically for WinMUGEN, the shooting stars do not appear again after going off-screen in later versions of the engine; likewise, the stage makes use of WinMUGEN's scale feature that was removed in all subsequent engine versions, meaning characters will display much bigger than they were intended to. Though the stage floor isn't particularly big, the characters are scaled enough so that it becomes a decently-sized stage, complete with impressive height that easily allows for Super Jumps to be followed by the camera. With the stage exists a separate .def file that removes the animated shooting star stage elements.

Videos

Camera
HOLD ON! This section currently contains no videos. You can help the M.U.G.E.N Database by uploading a video for this article.

Unknown edit

Master Hand Stage
Win
UnknownFinalDestPreview

This stage does not feature any music

Animated

Yes

Parallax

No

Super Jump

Yes

Resolution

Low

Click to show/hide stage data

This edit leaves the stage functionally identical to the original, featuring the same animated elements and camera movement, with the most prominent change being that the floor and background graphics have been replaced with ones that better resemble the Final Destination from Super Smash Bros. Melee; minor changes have also been made to the character scale, which has been increased slightly as to not distort the characters' graphics like the original did while still keeping them small enough to prevent the stage from appearing too small, and the left and right stage boundaries have been slightly increased, albeit unevenly, though this has the adverse effect of causing characters to appear as though they are partially walking on air when they reach the floor graphic's edges.

NeoKamek's second version

Final Destination 2.0
NeoKamek2FinalDestPreview
NeoKamek2FinalDest
'Final Destination' from Super Smash Bros. Melee
Animated

Yes

Parallax

Yes

Super Jump

Yes

Resolution

Low

Mostly unchanged from the first version, the main difference with Final Destination 2.0 is the alteration to the stage floor graphic, which has been replaced with a completely different one that makes use of parallax to modify its originally top-down perspective to one that is more appropriate, as well as give off the impression of slight 3D when the camera moves vertically. As with the original version, combatants fight atop a platform that flies through space while transitioning between five different locations from video games; the stage's dimensions are also unchanged, so while the height is tall enough for Super Jumps to be used effectively, the width is somewhat lacking.

Videos

SM853's edit

Final Destination
SM853FinalDestPreview

This stage does not feature any music

Animated

Yes

Parallax

Yes

Super Jump

No

Resolution

Low

Click to show/hide stage data

The primary alteration made in SM853's edit is to the stage's graphics, specifically the background images, replacing all the originals with completely different graphics and adding in a few new ones; the starfield animation present in the original has been revamped to appear far less pixelated than it once was, featuring several more colours and anti-alias. Curiously, the stage no longer supports Super Jumps as the camera barely moves upwards at all.

AlGod(ヨコセイ)'s edit

Final Destination 2.0
AlGod4FinalDestPreview

This stage does not feature any music

Animated

Yes

Parallax

No

Super Jump

No

Resolution

Low

Click to show/hide stage data

Though this is an edit to NeoKamek's version, the complete overhaul of the graphics and animations change it to the point where it barely resembles the original at all; the stage floor is completely different, no longer using parallax to fix its perspective, and it features a huge array of new background animations that are both custom and ripped directly from Super Smash Bros. Melee, transitioning seamlessly between one another in a manner that is completely different to the original. Keeping in line with being almost completely different to the original version, this edit removes Super Jump compatibility by heavily reducing the camera's vertical movement and speed.

EXShadow's first version

Final Destination
EXShadowFinalDestPreview
EXShadowFinalDest
'Final Destination' from Super Smash Bros. Brawl
Animated

Yes

Parallax

No

Super Jump

Yes

Resolution

Low

One of three versions created by EXShadow, this one is based on Super Smash Bros. Melee's Final Destination as opposed to Super Smash Bros. Brawl's like the other two versions, though it is considerably brighter than what one would expect, contrary to the typical dark space motif Final Destination is known for; much like Final Destination, however, the stage travels to various different locations, including Peach's Castle and Planet Zebes from Super Smash Bros., though the transition is non-existent, with the location graphics simply appearing and disappearing. The stage casts both a shadow and a reflection—something that is often discouraged—with the shadow extending out the wrong way in relation to the light source and not following the perspective of the stage.

Videos

Bane84's version

SSBB Final Destination
Bane84FinalDestPreview

This stage does not feature any music

Animated

No

Parallax

No

Super Jump

No

Resolution

Low

This version of Final Destination was created especially for Bane84's own SSBB Kirby character, so while it does function like a normal stage, it was not intended to be used as such. The stage is very simple in design, featuring a solid black tiled background and a stationary graphic of Super Smash Bros. Brawl's Final Destination that is small enough for it to be completely visible at the default camera position, though the camera pans far enough left and right for it to go almost completely off-screen. Combatants start near the top of the screen, but can jump down to below the camera's view where the actual stage floor is located, making it difficult to follow a character's movements; a different scenario occurs if the only combatants are Bane84's SSBB Kirby and/or characters built upon said character, where a Super Smash Bros.-style fight will take place instead, complete with stocks, damage percentage and blast zones.

Videos

Ryon's version

Final Destination
FinalDestinationwith.def
RyonFinalDestPreview
RyonFinalDest
'Final Destination' from Super Smash Bros. Brawl
Animated

Yes

Parallax

No

Super Jump

No*

Resolution

High

Final Destination
FinalDestinationwithout.def
RyonFinalDestPreview2
RyonFinalDest
'Final Destination' from Super Smash Bros. Brawl
Animated

Yes

Parallax

No

Super Jump

No*

Resolution

High

Ryon's version is based on the Super Smash Bros. Brawl incarnation of Final Destination, with the floor graphic having been ripped from said game. Depending on the .def file chosen, the stage will either transition between multi-coloured space and an ocean sunset, or feature no transition at all, only using the multi-coloured space background; during the ocean sunset sequence, the stage will appear to tilt sharply from left to right, resetting back to the middle in between tilts. The stage does not support Super Jumps by default as the camera does not move upwards enough, though Ryon has provided values for the boundhigh and verticalfollow parameters located within the stage's .def file that allow the camera to follow Super Jumps properly.[1]

Videos

AlGod(ヨコセイ)'s version

Final Destination 3.0
D0ö+\Final_Destination_3.0.def
AlGodFinalDestPreview

This stage does not feature any music

Animated

Yes

Parallax

No

Super Jump

Yes

Resolution

Low

Final Destination 3.0
D0ö+\Final_Destination_3.0_L.def
AlGodFinalDestPreview2

This stage does not feature any music

Animated

Yes

Parallax

No

Super Jump

Yes

Resolution

Low

Final Destination 3.0 -Whole-
D0ö+\Final_Destination_3.0_-Whole-.def
AlGodFinalDestPreview3

This stage does not feature any music

Animated

Yes

Parallax

No

Super Jump

No

Resolution

Low

Final Destination 3.0
1.1
1.1ö+\Final_Destination_3.0.def
AlGodFinalDestPreview4

This stage does not feature any music

Animated

Yes

Parallax

No

Zoom in

1

Zoom out

0.55

BREAK

Super Jump

Yes

Localcoord

320x240

Final Destination 3.0
1.1
1.1ö+\Final_Destination_3.0_L.def
AlGodFinalDestPreview5

This stage does not feature any music

Animated

Yes

Parallax

No

Zoom in

1

Zoom out

0.275

BREAK

Super Jump

Yes

Localcoord

320x240

AlGod(ヨコセイ)'s version of Final Destination features a total of five different .def files, though two are duplicates with the sole modification being that they make use of M.U.G.E.N 1.1's camera zoom, going as far as sharing the same .def filenames; all five versions are based on Super Smash Bros.'s Final Destination in some fashion and feature the same animated background, though two are actually based on Super Smash Flash 2's interpretation of the stage, made recognisable by the notably sprited appearance of the floor. The version of the stage that doesn't have a 1.1 counterpart (known as Final Destination 3.0 -Whole-) has combatants fight atop a completely visible Final Destination, though the small boundaries imply that it is intended for chibi characters, as those of a regular size have practically no room to move, with some being able to pull off normally impossible infinites as a result of the restricted knockback. All but one of the five versions feature enough height for Super Jumps to be used effectively, with the camera moving very quickly vertically in an attempt to keep up with the characters; Super Jumping is naturally incompatible with Final Destination 3.0 -Whole- due to its far tighter stage boundaries, though the camera does move upwards slightly when characters jump.

Videos

Camera
HOLD ON! This section currently contains no videos. You can help the M.U.G.E.N Database by uploading a video for this article.

EXShadow's second version

Final Destination
EXShadow2FinalDestPreview
EXShadow2FinalDest
'Final Destination' from Super Smash Bros. Melee, with 'Continue?' and 'Game Over' at the end
Animated

Yes

Parallax

No

Super Jump

Yes

Resolution

Low

This version is the second of EXShadow's Final Destination stages and is based entirely on Super Smash Bros. Brawl's Final Destination, using the same background graphics and floor (the latter of which is stated to have been taken from Ryon's version), though the background music is ironically 'Final Destination' from Super Smash Bros. Melee. Though it is low-res, the colossal amount of graphics present in its sprite file, as well as the size of said graphics, has the potential to cause major lag on some computers, particularly low-end machines. The download contains two different .def files: one where the stage floor is stationary and the other where it floats up and down.

Videos

TheMasterGamerify's version

Final Destination
1.0+
TMGFinalDestPreview
TMGFinalDest
A remix of 'Final Destination' from Super Smash Bros. using the Super Nintendo soundfont
Animated

No

Parallax

No

Super Jump

No

Resolution

Low

TheMasterGamerify's Final Destination is based on how it appears in the original Super Smash Bros.; like the creator's other stages, it consists of a single static image with significant colourloss and features no camera movement whatsoever due to its small size.

Videos

DatKoopaTroopa's version

Final Destination 8-bit
1.0+
DKTFinalDestPreview
DKTFinalDest
Remix of 'Multi-Man Melee 2' from Super Smash Bros. Melee by Bulby
Animated

No

Parallax

No

Super Jump

No

Localcoord

1067x609

This version of Final Destination is based on the stage's appearance in Super Smash Bros. Melee, but with an 8-bit aesthetic, consisting of an image taken from the video 'Super Smash Bros. Melee Theme 8 Bit'[2], which is coincidentally where the stage's background music originates from. The stage makes use of the RGB layering method in order to reduce colourloss, though the theme of the stage would imply a limited set of colours, rendering it unnecessary; the stage only exceeds 256 colours due to the quality of the source image, which has been made blurry due to it being upscaled. The stage is neither wide nor tall and features no camera movement whatsoever as a result, limiting movement options and causing characters with Super Jumps to go completely off-screen, thus impairing visibility of air combos.

Videos

EXShadow's third version

Final Brawl
1.1
EXShadow3FinalDestPreview
EXShadow3FinalDest
'Giga Bowser' from Super Smash Bros. Melee
Animated

Yes

Parallax

No

Zoom in

0.6

Zoom out

0.5

BREAK

Super Jump

Yes

Localcoord

640x480

EXShadow's third version of Final Destination, named 'Final Brawl', is effectively a hi-res remake of the second version that makes use of M.U.G.E.N 1.1's new features, particularly 32-bit colour and camera zooming, the latter of which allows for Super Jumps to be followed easily. As a result of the graphics being double the size of the originals and the animations featuring less dropped frames, the stage is considerably more resource-heavy and may take an excessive time to load, or simply crash M.U.G.E.N altogether; even if the stage does manage to load, there's no guarantee that the frame rate will be stable, resulting in slowdowns and input lag.

Videos

PabloSSB's version

Final Destination WIIU
1.1
PabloSSBFinalDestPreview
PabloSSBFinalDest
'Final Destination Ver. 2' from Super Smash Bros. for Wii U
Animated

Yes

Parallax

No

Zoom in

0.5

Zoom out

0.5

BREAK

Super Jump

Yes

Localcoord

1280x720

PabloSSB's version is based on the Final Destination from Super Smash Bros. for Wii U, using graphical assets ripped from said game and thus resulting in the stage being HD. Though the stage floor features some animation with the lights pulsating and the floor itself slowly floating up and down, the most prominent animation is the background, which appears exactly as it does in the source game, but scaled up from its original resolution in an attempt to reduce the overall size of the sprite file; given that the background animation consists of 1729 frames, the stage takes longer than usual to load and may become laggy over extended periods of time. Though the stage isn't particularly tall, the zoomed-out camera allows for Super Jumps to remain mostly on-screen for visibility of air comboing.

Videos

References

  1. MFG: Final Destination
  2. Super Smash Bros. Melee Theme 8 Bit
Nintendo
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