
If Goro is always sitting there (looks like it), then to do this intro for Goro you would need to immediately detect the stage (State 5900 Round Initialization state), and spawn an Explod on sprpriority = -5 (lowest priority) to cover up Goro who will still be sitting there on the stage. The Explod would be a square, with the chair, some of the bg, and a bit of the floor (enough to cover up Goro).
Something like:
[State 5900, Hide Goro on Kuatan Palace]
type = Explod
trigger1 = StageVar(info.name) = "KuatanPalace"
trigger1 = !numexplod(9999)
postype = left
pos = Floor(GameWidth/2),150 ;adjust y value
sprpriority = -5
id = 9999
I think the Explod will also get cleared when the Intro is over, so another one must immediately be spawned. I recommend doing it in State 0 like such:
[State 0, Hide Goro on Kuatan Palace]
type = Explod
trigger1 = StageVar(info.name) = "KuatanPalace"
trigger1 = !numexplod(9999)
postype = left
pos = Floor(GameWidth/2),150 ;adjust y value
sprpriority = -5
id = 9999
So what's left after that is using the same StageVar trigger to play the correct Intro.
[State 190, Kuatan Palace]
type = ChangeState
trigger1 = StageVar(info.name) = "KuatanPalace"
value = 195
Then move Goro into mid-air and either use a tiny Goro anim, or using AngleDraw scaling to make him smaller. You will want Physics = N for the first part.
[Statedef 195]
type = I
physics = N
velset = 0,0
anim = 180 ;win anim
ctrl = 0
sprpriority = -4 ;back, but not behind the mask layer.
[State 195, Position Goro]
type = PosSet
trigger1 = !Time
x = 0
y = -Screenpos Y+100 ;you'll have to adjust the "100"
[State 195, Tiny Goro]
type = AngleDraw
trigger1 = Time < 200
scale = .3,.3
[State 195, Goro Starts Jumping]
type = ChanegAnim
trigger1 = Anim = 180 && animtime = 0 ;win anim ended
anim = 40
persistent = 0
[State 195, Goro Jumps forward
type = ChanegAnim
trigger1 = Anim = 40 && animtime = 0 ;start jump anim ended
anim = 42
persistent = 0
Ehhh you should be able to fill in the blanks from here.
StateTypeSet, change physics to Air, Ground as appropriate.
Jump out (Velset)...
Position offscreen Y = 0 (posset)...
Jump back in (velset)...