All-Star Mode (オールスター), also referred to as just All Star, is a gameplay mode available in Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate that pits the player against every playable character in the game (other than Mii Fighters in Smash 4 and Ultimate). The fights are separated into distinct rounds, and a rest area with a limited number of recovery items available between rounds.
All-Star Mode made its debut in Super Smash Bros. Melee, as an unlockable 1-player mode which puts the player up against every playable character in the game. It is automatically unlocked upon unlocking every Fighter in the game.
All-Star Mode has 12 stages. The number of opponents per stage increases as the player advances: one opponent per stage for Stages 1 to 4, two per stage for Stages 5 to 8, three per stage for Stages 9 to 11, and a team of 25 Mr. Game & Watch for Stage 12. The opponents are selected at random from the entire roster, excluding Mr. Game and Watch (who is always fought last), so that each character is fought once. Each opponent (except Mr. Game & Watch) wears one of their first three alternate costumes (not their default costume), unless the player is wearing one of those three costumes, in which case that character can wear their default costume (but not the costume the player is wearing); Mr. Game & Watch will always wear his default costume, unless the player uses Mr. Game & Watch in his default costume, in which case they will wear the red costume.
The player's percentage does not revert to 0% between battles. Instead, the All-Star Rest Area contains three Heart Containers, which the player can use to restore health between stages. Once consumed, the Heart Container does not return for the rest of that challenge. These Heart Containers, unlike normal Heart Containers, recover 999% damage (as they did in Smash 64) instead of only 100% damage. Due to a glitch, however, entering the portal while damage is being healed will prevent the damage from healing any further, and the next match will start with the same amount of damage the player had when he or she entered the portal.
Other than the Heart Containers in the Rest Area, recovery items (such as food, Maxim Tomatoes, and eggs) do not appear at all in the mode (as such, the player's damage percentage doesn't revert to 0% between stages). However, Ness's PSI Magnet and Mr. Game & Watch's Judgement can still be used to recover health.
As a reward, the player can also collect random trophies that appear after every three battles. Upon clearing All-Star Mode, the player receives a trophy of the character they used that can only be obtained this way; for all characters except Mr. Game & Watch, this trophy depicts them in a non-default costume.
Each stage is fought on the home stage of the first opponent in the group; for example, if the opponents were Luigi, Pikachu, and Ice Climbers, the stage would be Mushroom Kingdom. No character has Big Blue nor past stages as their home stage for All-Star Mode, so these stages are never fought on in this mode. For some characters, particularly characters with a home stage set outside their universe, the stage will have a specially selected track which cannot normally play on the stage; for example, Pichu's stage is set as Fourside, but "Battle Theme" plays. However, Ganondorf, who is fought on Brinstar Depths, uses the default theme for that stage, despite it not being from his universe.
Bold denotes a track that will not play on that stage in Versus Mode.
All-Star Mode returns in Brawl, and is mostly unchanged from Melee. The player still gets 3 Heart Containers, random Trophies (but they will not appear as a question mark if the game is paused), and fight through every character in the game. The player still only has 1 stock, and they do not regain health between matches without a Heart Container (although after using one, the player can now enter the teleporter without having to wait for their health to fully recover).
In addition to Ness and Mr. Game & Watch, Lucas and Peach can heal themselves without a heart container by using PSI Magnet and Peach Blossom respectively. Furthermore, characters can be healed via the microgames on WarioWare, Inc..
The order in which the opponents are fought is based on the Japanese release date of the first game in the character's universe, with characters from the oldest series being fought first. As such, the player will always fight Mr. Game & Watch first and Olimar last, with Olimar's difficulty ramped up. In effect, this means that stages for Kid Icarus, Ice Climber, and Pikmin will be easier than Mario, The Legend of Zelda, and Pokémon, due to the latter three universes having multiple opponents.
Up to two enemies can appear on the stage at once; when a series has more than two representatives, a new fighter will appear a few seconds after the player KOs one of the opponents. On stages with multiple opponents, the order of the opponents is random.
To defeat Pokémon Trainer, the player must defeat Squirtle, Ivysaur and Charizard; once one is defeated, Pokémon Trainer will send out the next one. For Metroid, the player will battle either Samus or Zero Suit Samus, selected at random; for The Legend of Zelda, the player will battle either Zelda or Sheik, selected at random.
Each character is fought on one of their home stages (randomly selected if there are multiple). Super Smash Bros. universe stages (such as Battlefield and Final Destination) and Past Stages are not used as home stages for any character. Unlockable stages can only appear if they have been unlocked. Mario Bros. is used as R.O.B.'s home stage and does not appear as a Mario home stage; if Mario Bros. has not yet been unlocked, Delfino Plaza is used instead.
At the end of All-Star Mode, the player can unlock their character's Final Smash trophy. Completing the mode in co-op unlocks both characters' Final Smash trophies together.
When the player finishes All-Star Mode with a character, they will enter Character Roll Call.
The order in which universes are fought is listed below:
Italics denote unlockable stages that the player is not guaranteed to have upon unlocking the mode.
As a reward for completing this mode, the player will earn a trophy of their character using their Final Smash. Additionally, the player will see an interesting congratulatory picture that plays according to what their fighter is. For example, for Snake, it shows Snake in his box with Zero Suit Samus and other various bounty hunters looking for him.
In Brawl, All-Star Mode has a co-op mode that is played with two players. In co-op mode, the rest area has six Heart Containers instead of three; the new three Heart Containers appear underneath the platforms the normal three are on. If either player is KO'd, both players are sent to the continue screen. The opponents are the same as single player until the last battle, where the players face two Olimars instead of one (a possible nod to Louie from Pikmin 2).
Playing All-Star Mode with two players allows them to receive two Final Smash trophies at the same time. However, co-op play does not count towards the Challenges for All-Star Mode, such as completing it with ten characters or completing it on any difficulty (Easy, Normal, Hard, Very Hard, or Intense). The co-op high score instead appears in the reserved slot (the high score is not attached to either character which the player did All Star in co-op with). The challenges can only be unlocked in solo mode.
Unlike previous installments, All-Star mode is playable from the start of the game. However, the mode is incomplete at first, as players cannot fight against characters they have not yet unlocked. Once all unlockable characters have been unlocked, it is referred to as true All-Star mode, which is required for many of the rewards from the Challenges in Super Smash Bros. for Wii U. Downloadable characters will also be added to the mode if the player obtains them, but their presence or absence will not affect any of the challenges, and if the player deletes the DLC data, the downloadable characters will be removed from the mode, until they are re-downloaded.
The player can only receive a game over, then it leads to the final results screen and the player is taken back to the character selection screen after using up their stock or running out of time (as this mode is under Games & More). This is similar to Brawl's Boss Battles Mode. If the player is KO'd or runs out of time, they must start all over again. However, gold, Global Smash Power, and any other rewards earned during the run are retained.
The order in which different characters are fought is now based on a character's personal first appearance anywhere (all characters debuted first in Japan with the exception of Diddy Kong, Sonic and Zero Suit Samus, while Greninja debuted on the same day worldwide). In Super Smash Bros. for Nintendo 3DS, the order of opponents starts with the oldest characters (1980) and progresses to the newest ones (2015, or 2013 prior to Corrin); in Super Smash Bros. for Wii U, the order is reversed, with the newest characters fought first and the oldest ones fought last. Mii Fighters are absent from this All-Star Mode; the stage PAC-MAZE (which is exclusive to for Nintendo 3DS) is not used.
Up to three enemies can appear at a time (two if played on co-op in Super Smash Bros. for Nintendo 3DS) with four to nine opponents per stage with a five minute time limit. Stages are chosen randomly from some of the home stages of that era's characters (this includes stages that are not yet unlocked), but overly large stages such as Palutena's Temple, The Great Cave Offensive and 75m are never picked. Wii U stages will use their 8-Player Smash variant if applicable; similarly, some 3DS stages have certain elements removed, as noted below.
Ten characters with special alternate costumes can wear these costumes in All-Star Mode.
The recovery items available in the Rest Area are one Special Heart Container (healing 999%), a Maxim Tomato (healing 50%), a Fairy Bottle (healing 100%, but only if the player's damage is 100% or greater), and, if all characters are unlocked, a second Special Heart Container. In the Group version, two extra Special Heart Containers are added. If the player attempts to carry one of these items outside of the Rest Area (e.g. carrying the Fairy Bottle normally, or Pocketing an item), it will be lost without healing the player. Unlike in previous games, no items spawn at all during battles. In addition, while in the Rest Area, the player's damage is fixed and cannot be altered in any way outside the provided healing items—self-damaging moves (such as Judge) and self-healing moves (such as Sun Salutation) will not have any effect on the player's damage. Chomp cannot boost the effectiveness of healing items in the Rest Area.
Rather than the knockback handicaps used in previous games, in SSB4 damage multipliers are used to increase the damage dealt to opponents while reducing the damage taken by the player. The CPUs also have launch rates slightly below 1.0x, possibly to stop some moves from KOing them too early due to the damage multipliers. However, attacks from projectiles and other articles and props—such as Charizard's Flare Blitz, Olimar's Pikmin, and Ness's yo-yo—are not affected by the player's damage boost or the opponents' damage reduction. In addition, stage hazards will deal full damage and knockback to players and enemies alike (such as falling onto the track in Mute City). As a result, prop-based attacks and stage hazards are by far the greatest threats to the player in this mode, since the opponents will otherwise be unable to reliably KO the player otherwise until approximately 200%. In this mode, opponents cannot be Star KO'd or Screen KO'd.
The player is unable to use any customizations, so with the exception of Mii Fighters, characters can only use their default special moves.
In Solo mode, when the player finishes All-Star Mode, the credits will roll and they will earn their character's "(Alt.)" trophy (in Super Smash Bros. for Nintendo 3DS) or a Final Smash trophy (in Super Smash Bros. for Wii U); In Super Smash Bros. for Wii U, "(Alt.)" trophies are instead randomly obtained from the Trophy Shop after beating Classic Mode or All-Star Mode with that character.
At the end of All-Star Mode for the 3DS version, the player can unlock their character's Alt. trophy, and in the Wii U version, the player can unlock their character's Final Smash trophy. Completing the mode in co-op unlocks both characters' Alt. trophies or Final Smash trophies, respectively.
Italics denote unlockable characters. Bold italics denote characters that are only unlockable in Super Smash Bros. for Nintendo 3DS.
All-Star Mode no longer exists in Super Smash Bros. Ultimate. Instead, it is succeeded by All-Star Smash, a sub-mode of Mob Smash (formerly Multi-Man Smash). The player fights all unlocked fighters (except Mii Fighters), with opponents appearing endlessly. Like the other sub-modes of Mob Smash, the battle is fought on any Battlefield form of the player's choice. No items will spawn.
The opponents appear from oldest to newest based on their first appearance within their home series in Japan (i.e. Roy's placement is based upon the release date of Fire Emblem: The Binding Blade rather than his earlier appearance in Super Smash Bros. Melee), cycling back to the oldest characters once the newest characters have appeared. When all the characters have been defeated, Mr. Game & Watch reappears, and the cycle repeats. Opponents will use their default costume unless the player is using that character's default costume.
Italics denote starter characters.
In Super Smash Bros. Melee
In Super Smash Bros. Brawl
In Super Smash Bros. for Nintendo 3DS
In Super Smash Bros. for Wii U
In Super Smash Bros. Ultimate
Rest Area music
All-Star mode is heavily based on Kirby Super Star's The Arena. In Melee, the music comes from The Great Cave Offensive's save cottages in Kirby Super Star (which, in turn, is based on the Float Islands music from Kirby's Adventure and Kirby Super Star. Interestingly enough, in Kirby Super Star Ultra, this music is used in The Arena between boss fights.
In Brawl, the music is a light, relaxed remix of Brawl's main theme.
In Smash 4
In Smash 4, the music is a light remix of the main theme.