- This article is about Temple as it appeared in SSF2. For the SSF incarnation, see Temple (Super Smash Flash). For the Super Smash Bros. stage that it's often confused with, see Hyrule Castle (64).
Temple in Super Smash Flash 2.
|Universe||The Legend of Zelda|
|Appearance||Super Smash Flash 2|
Temple, colloquially called Hyrule Temple, is a starter stage in Super Smash Flash 2, hailing from the The Legend of Zelda franchise. Unlike its Super Smash Flash counterpart, this stage is actually a sprited version of the stage of the same name from Super Smash Bros. Melee, Brawl and Smash for Wii U. It serves as a home stage to Link, Zelda, and Sheik. It is notably one of the biggest (if not the biggest) stages in the game.
The layout is based on the palaces from Zelda II: The Adventure of Link. In the top part it has a medium pass-through platform supported by two pillars. In the middle the is a small pillar next to a tunnel that leads to the low part of the stage. In the left side there is a path that also leads to the low part of the stage via pass-through platforms, next it there is another, albeit smaller, pass through platform. In the right side there is another solid platform next to 3 pass-through platform one over another. Finally the low part is a large structure that connects to a round platform. Prior to version 0.5a of the SSF2 Demo, Hyrule Temple's background was shown to be a bunch of dark clouds. As of version 0.5b, it is similar to the stage's background in Melee.
- The main music track is titled Temple, from the Super Smash Bros. Melee soundtrack.
- The alternate music track is titled Skyloft, a remix also coming Skyward Sword.
Many competitive players agree that Temple is among the most unbalanced stages in the entire Super Smash Bros. series. Temple is disadvantageous towards characters whose moves deal horizontal knockback, such as Captain Falcon, because the stage is so horizontally large that most moves that would normally KO horizontally are not consistent until extremely high percentages. Also, the stage gives an advantage to characters who have largely vertical KO moves, like Fox and Pikachu. Temple's size also promotes camping. It gives an obscene advantage to fast characters with projectiles, who can spam them, rack up damage from afar, and time out the match by running around the large stage. Characters with good recoveries, such as Jigglypuff, are also greatly advantaged; they can consistently do the Hyrule Jump and circle camp around the stage. Temple also features a cave of life on the bottom section that allows characters to live up to obscenely high percentages, especially if they wall tech or ceiling tech whenever they are hit. Overall, because its size forces the game to be played completely differently (including the over centralization of camping and giving advantages to already top-tier characters), Temple is always banned from tournaments.
|This article may require some images or high-quality images.|
If an image is found or made, upload the new file and add it into the article.
Much like its SSF counterpart, Temple is based on Zelda II: The Adventure of Link. In The Legend of Zelda: Ocarina of Time, the name of the dungeons is based on 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 being referred sometimes as "Hyrule Temple". Also the palaces in Zelda II are infamous for their length, which could explain the size of the stage. The music for Temple is a redone version of the Palace theme from Zelda II.
In Zelda II's overworld map, a palace looks like a rooftop supported by three pillars. In the background of the stage, it is possible to see a building like this on top of the hill except it has more than three pillars.