Port Town Aero Dive (ポートタウン エアロダイブ Pōtotaun Earodaibu?) is a stage in Super Smash Bros. Brawl, confirmed on the Smash Bros. DOJO!! blog website on Monday, February 4, 2008. The stage returns in Super Smash Bros. for Wii U as a familiar stage.
Port Town Aero Dive functions similarly to Mute City in Melee. The main stage consists of a flat platform roughly the size of Final Destination. As the battle progresses, the stage will zoom alongside the track and randomly disappear at certain points, depositing the fighters directly onto the track. After some time passes, an indicator will appear warning the platform's return, before it actually appears, and take off. Any fighters who are not on the platform when it leaves will be KO'd.
During the time the main platform is travelling, any contact with the track itself will inflict damage and vertical knockback. However, this can be used as an advantage to knock the fighter back onto the main platform. In addition, F-Zero racers will appear whenever the fight is on the track, and deal 40-50% damage with high vertical knockback.
What makes Port Town Aero Dive different from Mute City is that the platform may not drop off fighters at the same stops, and F-Zero racers may not appear at every stop, making each cycle completely unique. In addition, the main platform will occasionally rotate 90 degrees so that the track can be seen from the side. The F-Zero racers in particular are much faster, more powerful, and completely indestructible.
These are the places that the stage stops at, in the order that they appear:
- The start/finish line. The terrain is completely flat, making it difficult to avoid the F-Zero racers. The battle always begins at this point.
- The first corner. There are two parallel platforms here. The ground is at a slight angle.
- The top of a futuristic frieght/boat. A giant R.O.B.-shaped crane can be seen to the far right of the stage, which also appears in the original Port Town stage in F-Zero GX off of which this stage is based. This area has three platforms. As this area is high above the track, the F-Zero racers will never pass through this area.
- The top of a large, hovering disk above the track. As this area is high above the track, the F-Zero racers will never pass through this area. This area has a circular platform in the center, and two hovering platforms above gaps to both sides. If landed far enough to the left or right, ground can be found at the edge of the disk, but it is easy to be KO'd this close to the edge.
- The straight with a gap in the middle. There are three platforms arranged in a V-formation above the gap. A boost pad can be seen in the background. This is the section of the stage right before the high jump. Unique to this section is that in the original Port Town Aero Dive stage in F-Zero GX, there is no gap in the center before the jump.
- The stepped section after the huge jump. The stage is considerably wider than the rest of the stage, and the F-Zero racers can be seen from a long distance away, making dodging them slightly easier, regardless of the lack of platforms.
- The area before the vertical piece of the track. The race cars drive in from the right-hand side of the screen. There are also three platforms, making this stop similar to Battlefield. F-Zero racers can only be avoided by standing on the top middle platform, as cars will still strike on the other two platforms.
Ever since the original F-Zero, Port Town has been one of the recurring locations that hosts race courses for the F-Zero Grand Prix, along with Mute City, Big Blue, White Land, Fire Field, and Sand Ocean. In all three of the main games in the series, Port Town has had two tracks to its name. This particular circuit, Port Town: Aero Dive, is the setting of the second race of the Sapphire Cup in F-Zero GX. The layout and overall design of this stage resembles how it looked in F-Zero GX. Also, the majority of the F-Zero machines seen in this stage first appeared in F-Zero X and had a graphical update in F-Zero GX. The F-Zero machines in this stage are based on the machines featured in F-Zero GX.
- For some peculiar reason, the lightning boosters placed around the circuit do not actually increase the car's speed in Brawl.
- Unlike other stages, such as Mushroomy Kingdom which identify the specific game it hails from, Port Town Aero Dive is only given the setting F-Zero and not F-Zero GX. The same goes with the stages from the Pokémon, Kirby, and EarthBound/Mother universes.
- If the player uses a hacked camera to zoom out on this stage, they'll see that the entire circuit is never entirely generated. Only what the player sees while fighting and the next few seconds of track the platform will advance to is what is generated at any one time. A similar thing happens on Big Blue.
- On most of the stops where the F-Zero racers come in besides the loop, they can be avoided completely if the player stands far off to the side, near the wall of the track (which is also where the Pokémon Trainer stands).
- Even if a player or CPU is playing as Captain Falcon, the Blue Falcon can still be seen driving past during the match.
- Strangely, this stage is a starter, while its titular character is not, similar to Snake and Shadow Moses Island.
- One unusual problem that CPUs have on this stage is that they go to the far side of the wall and self-destruct after they have KO'd an opponent.
- If one is in the area with the two turbines and they pause, if they look to the left, there is a giant R.O.B.. This giant R.O.B. can be viewed in different places, depending on where one looks.