| Hyrule (The Legend of Zelda in Brawl and SSBWU)|
|Universe||The Legend of Zelda|
|Home stage to||Melee:|
Zelda / Sheik (Classic / All-Star)
Young Link (Classic)
Marth (All-Star Match)
Roy (unlocking / All-Star Match)
Zelda / Sheik
|Tracks available||In Melee:|
*Fire Emblem (Alternate)
*Great Temple / Temple
*Great Temple / Temple
*Full Steam Ahead (Spirit Tracks)
*Main Theme (The Legend of Zelda)
*Song of Storms
*The Dark World
*Dragon Roost Island
*Hyrule Main Theme
*Yuga Battle (Hyrule Castle)
Bolded tracks must be unlocked.
|Tournament legal (SSBM)|
|Tournament legal (SSBB)|
|Tournament legal (SSBWU/3DS)|
Announced at E3 2001, Temple (神殿, Temple) is a stage in Super Smash Bros. Melee which returns in Super Smash Bros. Brawl as a Melee Stage, and in Super Smash Bros. for Wii U as a familiar stage. It is commonly known as Hyrule Temple (this name appears in Melee's instruction booklet at page 49), though its proper name is Temple (since "Hyrule" denotes Temple's location). An extremely large stage, it is banned in most official tournaments because its size provides opportunities for game-breaking camping and stalling.
The stage is one of the eighteen default stages available in Super Smash Bros. Melee. It is a Legend of Zelda stage on which characters from that franchise will usually battle the player in single-player battles. The layout seems to be based on the palaces from Zelda II: The Adventure of Link. In Melee's All-Star mode, this stage is played on when Zelda and any of her teammates are faced.
In Super Smash Bros. Brawl the stage has lost the possibility of playing the "Fire Emblem" medley theme from Melee (the song has moved to the Fire Emblem-themed Castle Siege). A remix of "The Great Temple" theme from Zelda II: The Adventure of Link can be obtained to play on this stage in My Music, making it the only Melee Stage that has a new piece of music available to play on it. In Brawl, the ledge on the right hand side can no longer be grabbed on the larger bottom platform as it could in Melee.
The underground area on the stage is referred to by Nintendo Power as the "Fight Club". It is termed so because battles there tend to produce disproportionately high damage totals, due to the fact that the surrounding environment keeps the opponent from leaving the stage or being knocked out easily. The ease in which a high-damage opponent can survive in the Fight Club can often lead to players turtling inside. The area is also known by a variety of other nicknames by players.
Temple is the stage that is most often incorrectly considered among a list of completely fair stages. In fact, most high level players will attest that Temple is among the most unfair stages in the game. Its immense size gives an extreme advantage to fast characters with projectiles (e.g. Fox) and the Fight Club completely revamps the way the game is played. Most of the misconceptions about its fairness come from newer players who see the large size as a way to allow them to live longer. While this is true to a degree, the upper Blast Lines are nowhere near as stretched as the side ones. This gives a distinct advantage to characters who have the most knockback in the upwards direction, but completely devalues a character whose knockback is in side to side directions. This being said, Temple is banned in high level tournaments because it forces the game to take on a role completely different from any other stage.
- See Hyrule Jump for more information.
This stage is from 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 Hyrule Temple. In Zelda II every palace begins with two high steps with a statue standing on the top platform. There are also some columns on the floor that hold the ceiling up. Shortly after going past the columns is an elevator that takes the player down to the level below. This stage features a rounded platform on the left which could be a reference to the platform that the statue would stand on.
There are also columns that hold a platform up and a route that goes down to the level below. While there is no elevator, the route going down to the level below could be a reference to the elevators in Zelda II. The palaces in Zelda II are notorious for there many levels, and the length of the levels themselves. This stage being the largest stage in Melee could be a reference to the immense size of Zelda II's palaces. In the overworld map of Zelda II there is an icon that represents the palaces. The icon is a building supported by columns which are also featured sparsely in the several palaces. In the far background of this stage can be seen a small building that is supported by columns. The platforms on this stage has Hylian writing that looks similar to the writing posted on signs in Ocarina of Time. 
There are two songs that can be heard on this stage in Melee. The first song comes from Zelda II: The Adventure of Link when the player is in a palace. The alternate music comes from Fire Emblem: Ankoku Ryū to Hikari no Tsurugi's title screen. 
- In Melee, Sheik's Chain is used in the correct spot in the tunnel of the stage, the tip of the chain will stick to the roof of the tunnel and make a straight line from her hand to the roof. This is sometimes referred to as the Sticky Chain Glitch. In Brawl, there is another glitch involving Sheik's Chain when used in the right position on the stone slab to the right of the entrance to the underground area. If performed correctly, the chain makes a high pitched sound that is different from the usual sound produced.
- It is possible for Pit, Meta Knight and Charizard to perform a Full Circle Jump here, in which they glide around the entire stage, starting at the left side and going in a counter-clockwise direction, or the top platform of the right side and going clockwise.
- In Melee, there is a glitch with CPU Jigglypuff and Kirby. If smashed off the left side of the lower part of the stage, the character will attempt to return using its multiple second jumps, but will sometimes get stuck on the slight overhang above. This is usually not fatal to Jigglypuff, as it will often glide back to the platform after its jumps are exhausted, but Kirby will use his Final Cutter and fall straight down for a SD.
- There is also another AI glitch, where a Level 9 CPU Fox cannot escape from the lower part of the stage. This was fixed in Brawl.
- In the "Special Video" of Melee, during two clips of Temple, two odd platforms can be seen, which do not appear on the stage in Melee, Brawl, for SSBWU. The same platforms can be seen in the short video clip after beating a single-player mode as Luigi, as well as in the manual's picture depicting Fixed-Camera Mode.
- Along with the platforms, early versions of the game featured an elevator to lead to the bottom of the stage; this does not appear in the finished form of the game.
- If the Pokémon Trainer is chosen, he stands on top of the arches in the middle section of the stage.
- If one looks closely at the background of the right-most platform, the Temple of Time can be seen.
- The stage was accidentally leaked for Super Smash Bros for Wii U on October 20, 2014 in a daily update, which featured an extreme close-up of Charizard and Toon Link on the right side of the stage. It was officially revealed later on November 11, 2014.
- Temple was planned to be unlockable; the message that would be shown when unlocked was, "Unlocked the Temple stage! Time to fight way above the clouds!".
- In Super Smash Bros. for Wii U, this is one of the 9 stages that does not appear in Classic Mode, the other 8 being Jungle Hijinxs, 75m, The Great Cave Offensive, Flat Zone X, Palutena's Temple, Boxing Ring, Gaur Plain, and the Miiverse stage.