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Difficulty: Difference between revisions

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(Already implied by table. Moving Fiend's Scale trivia elsewhere so that it doesn't stick out like a sore thumb.)
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{{for|computer player difficulty settings|AI}}
{{for|computer player difficulty settings|AI}}
[[File:Difficulty.jpg|thumb|250px|Choosing difficulty in the [[Subspace Emissary]] Adventure Mode in ''[[Brawl]]''.]]
[[File:Difficulty.jpg|thumb|250px|Choosing difficulty in the [[Subspace Emissary]] Adventure Mode in ''[[Brawl]]''.]]
'''Difficulty''' is an option in some [[single player]]/[[co-op mode]]s that allows a player to adjust the game after one's skill. In the most cases, there are five difficulty levels. Depending on what mode is being played, different difficulty levels will affect the game in different ways. For example, a higher difficulty level in the [[Subspace Emissary]] will make the enemies harder by giving them more [[HP]] and making their attacks stronger, while a higher difficulty level in [[Target Smash]] won't affect the characters' properties at all, but instead change the stage's design into a more difficult one. Sometimes, [[unlockable]]s such as trophies or stickers depend on the difficulty on which a game mode is cleared. In the Subspace Emissary, [[Stock Ball]]s vary in number, from appearing in most levels in Easy to never appearing in Intense.
'''Difficulty''' is an option in some [[single player]] and [[co-op mode]]s that allows a player to adjust the game after one's skill. Depending on what mode is being played, different difficulty levels will affect the game in different ways. For example, a higher difficulty level in the [[Subspace Emissary]] will make the enemies harder by giving them more [[HP]] and making their attacks stronger, while a higher difficulty level in [[Target Smash]] changes the stage's design into a more difficult one. Sometimes, [[unlockable]]s such as trophies or stickers depend on the difficulty on which a game mode is cleared. In the Subspace Emissary, [[Stock Ball]]s vary in number, from appearing in most levels in Easy to never appearing in Intense.


In ''Smash 64'', the difficulty setting is only available for the [[1P Game]]. In the other three games, the setting appears for the [[Classic Mode]], [[Adventure Mode]]/[[Subspace Emissary]] and [[All-Star Mode]]. Additionally, in ''Brawl'', the setting is available for [[Boss Battles]], and has been added to [[Event match]]es and [[Target Smash!!]]. However, the [[event match]]es in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' only have three difficulties (Easy, Normal, and Hard).
In ''Smash 64'', the difficulty setting is only available for the [[1P Game]]. In the other three games, the setting appears for the [[Classic Mode]], [[Adventure Mode]], [[Subspace Emissary]] and [[All-Star Mode]]. Additionally, in ''Brawl'', the setting is available for [[Boss Battles]], and has been added to [[Event match]]es and [[Target Smash!!]]. However, the [[event match]]es in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' only have three difficulties (Easy, Normal, and Hard). ''Smash 4'' also featured an entirely retooled difficulty scale for its Classic and All-Star Modes.


== Difficulty levels in ''[[Smash 64]]'' and ''[[Melee]]'' ==
== Difficulty levels in ''[[Smash 64]]'' and ''[[Melee]]'' ==
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== Difficulty levels in ''[[SSB4]]'' ==
== Difficulty levels in ''[[SSB4]]'' ==
Difficulty levels were significantly overhauled in ''Smash 4''. The game's retooled Classic Mode features the '''Fiend's Scale''' to determine the game's difficulty. In this system, the player is able to select an intensity from 0.0 to 9.0, with higher intensities leading to harder fights, but more rewards; the default intensity is 2.0, and selecting other intensities requires some [[gold]], with each .1 increment costing the player a set number of gold depending on the intensity.
Difficulty levels were significantly overhauled in ''Smash 4''. The game's retooled Classic Mode features the '''Fiend's Scale''' to determine the game's difficulty. In this system, the player is able to select an intensity from 0.0 to 9.0, with higher intensities leading to harder fights, but more rewards; the default intensity is 2.0, and selecting other intensities requires some [[gold]], with each .1 increment costing the player a set number of gold depending on the intensity. The system is identical to the {{s|icaruspedia|Fiend's Cauldron}} intensity system from [[Masahiro Sakurai]]'s previous game, ''{{s|icaruspedia|Kid Icarus: Uprising}}'', and it even uses the same titles.


Selecting an intensity lower than 2.0 also costs gold, with the amount increasing per decrement.
Selecting an intensity lower than 2.0 also costs gold, with the amount increasing per decrement.
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The difficulty chosen - in addition to making the CPU opponents tougher and the prizes greater - determines what is faced at the end of the game, with higher intensities keeping what is fought in the lower, but adding a new foe to the mix. In both versions, the encounter is as follows:
The difficulty chosen - in addition to making the CPU opponents tougher and the prizes greater - determines what is faced at the end of the game, with higher intensities adding new foes to the mix. In both versions, the encounter is as follows:


{|class="wikitable"
{|class="wikitable"
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|{{gameIcon|SSB4-U}}7.0 and Up<br>{{gameIcon|SSB4-3}}7.5 and Up
|{{gameIcon|SSB4-U}}7.0 and Up<br>{{gameIcon|SSB4-3}}7.5 and Up
|-
|-
|Master Fortress*
|Master Fortress
|{{gameIcon|SSB4-U}}8.0 and Up
|{{gameIcon|SSB4-U}}8.0 and Up
|-
|-
|}
|}


<nowiki>*</nowiki>Master Fortress does not appear in Co-op Classic Mode and the 3DS version.
Every time the player loses, he or she is given the option to continue. If the player elects to continue, the intensity lowers by 0.5. Regardless of whether or not the player continues, some rewards attained in the Classic Mode will be lost, as will some gold on the Fiend's Scale.  
 
Every time the player loses, he or she is given the option to continue. If the player elects to continue, the intensity lowers by 0.5. Regardless of whether or not the player continues, some rewards attained in the Classic Mode will be lost, as will some gold on the Fiend's Scale. The system is essentially identical to the {{s|icaruspedia|Fiend's Cauldron}} intensity system from [[Masahiro Sakurai]]'s previous game, ''{{s|icaruspedia|Kid Icarus: Uprising}}'', including the same titles.


The game's [[All-Star Mode]] and [[Event Match]]es, however, use the traditional difficulties, though only three are available: Easy, Normal, and Hard. Unlike in ''Brawl'', however, the colors for Normal and Hard are yellow and red, respectively.
The game's [[All-Star Mode]] and [[Event Match]]es, however, use the traditional difficulties, though only three are available: Easy, Normal, and Hard. Unlike in ''Brawl'', however, the colors for Normal and Hard are yellow and red, respectively.

Revision as of 18:47, June 10, 2017

For computer player difficulty settings, see AI.
File:Difficulty.jpg
Choosing difficulty in the Subspace Emissary Adventure Mode in Brawl.

Difficulty is an option in some single player and co-op modes that allows a player to adjust the game after one's skill. Depending on what mode is being played, different difficulty levels will affect the game in different ways. For example, a higher difficulty level in the Subspace Emissary will make the enemies harder by giving them more HP and making their attacks stronger, while a higher difficulty level in Target Smash changes the stage's design into a more difficult one. Sometimes, unlockables such as trophies or stickers depend on the difficulty on which a game mode is cleared. In the Subspace Emissary, Stock Balls vary in number, from appearing in most levels in Easy to never appearing in Intense.

In Smash 64, the difficulty setting is only available for the 1P Game. In the other three games, the setting appears for the Classic Mode, Adventure Mode, Subspace Emissary and All-Star Mode. Additionally, in Brawl, the setting is available for Boss Battles, and has been added to Event matches and Target Smash!!. However, the event matches in Super Smash Bros. Brawl and Super Smash Bros. 4 only have three difficulties (Easy, Normal, and Hard). Smash 4 also featured an entirely retooled difficulty scale for its Classic and All-Star Modes.

Difficulty levels in Smash 64 and Melee

  • Very Easy (blue difficulty)
  • Easy (green difficulty)
  • Normal (yellow difficulty)
  • Hard (orange difficulty)
  • Very Hard (red difficulty)

Difficulty levels in Brawl

  • EasyDifficulty.png Easy (やさしい, Easy)
  • NormalDifficulty.png Normal (ふつう, Normal)
  • HardDifficulty.png Hard (むずかしい, Hard)
  • VeryHardDifficulty.png Very Hard (とてもむずかしい, Very Hard)
  • IntenseDifficulty.png Intense (ゲキむず, Extreme)

In Event Matches, only three difficulty levels are available: EasyDifficulty.png Easy, NormalDifficulty.png Normal, and HardDifficulty.png Hard.

Difficulty levels in SSB4

Difficulty levels were significantly overhauled in Smash 4. The game's retooled Classic Mode features the Fiend's Scale to determine the game's difficulty. In this system, the player is able to select an intensity from 0.0 to 9.0, with higher intensities leading to harder fights, but more rewards; the default intensity is 2.0, and selecting other intensities requires some gold, with each .1 increment costing the player a set number of gold depending on the intensity. The system is identical to the Fiend's Cauldron intensity system from Masahiro Sakurai's previous game, Kid Icarus: Uprising, and it even uses the same titles.

Selecting an intensity lower than 2.0 also costs gold, with the amount increasing per decrement.

Intensity level Numeric values Cost per 0.1 increment
Effortless 0.0 to 0.9 -5 gold
Easy 1.0 to 1.9
Standard 2.0 to 2.9 8 gold
Tougher 3.0 to 3.9 12 gold
Challenging 4.0 to 4.9 15 gold
Heatin' Up 5.0 to 5.9 20 gold
Extra Spicy 6.0 to 6.9 25 gold
Infernal 7.0 to 7.9 45 gold
White Hot 8.0 to 8.9 95 gold
Nothing Harder! 9.0 N/A

The difficulty chosen - in addition to making the CPU opponents tougher and the prizes greater - determines what is faced at the end of the game, with higher intensities adding new foes to the mix. In both versions, the encounter is as follows:

Inclusion Intensity range
Master Hand All Intensities
Crazy Hand 3.0 and Up
Master Edges & Master Shadow 5.1 and Up
Master Beast 6.0 and Up
Master Giant Super Smash Bros. for Wii U7.0 and Up
Super Smash Bros. for Nintendo 3DS7.5 and Up
Master Fortress Super Smash Bros. for Wii U8.0 and Up

Every time the player loses, he or she is given the option to continue. If the player elects to continue, the intensity lowers by 0.5. Regardless of whether or not the player continues, some rewards attained in the Classic Mode will be lost, as will some gold on the Fiend's Scale.

The game's All-Star Mode and Event Matches, however, use the traditional difficulties, though only three are available: Easy, Normal, and Hard. Unlike in Brawl, however, the colors for Normal and Hard are yellow and red, respectively.