Editing Bonus (mode)

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[[File:Melee Bonus Match.png|thumb|250px|A result from a Bonus match in ''Melee''.]]
[[File:Melee Bonus Match.png|thumb|250px|right|A result from a Bonus match in ''Melee''.]]
'''Bonus''', referred to as '''decision''' in the [[debug menu]] and by the [[Announcer]], is a type of [[Versus mode]] match in which the winner is determined by the amount of points they have obtained via [[bonuses]]. It only appears in ''[[Super Smash Bros. Melee]]''; it does not return in subsequent games due to their lack of Bonuses, making it the only versus mode unique to ''Melee''.
'''Bonus''' is a type of [[vs. mode]] match in which the winner is determined by the amount of points they have obtained via [[Bonus points|Bonuses]]. It only appears in ''[[Super Smash Bros. Melee]]''; it does not return in ''Brawl'' due to the game's lack of bonuses, making it the only versus mode in ''Melee'' to not appear in ''Brawl''.


==Gameplay==
==Gameplay==
In general, gameplay can be treated somewhat similar as a [[Time]] match, as there are bonuses for [[KO]]s (which adds points) and being KO'd (which subtracts points), and the match ends when [[Match timer|time]] runs out. However there are several bonuses that players may choose to pursue instead of fighting normally based on their value, difficulty, and risk:
In general, gameplay can be treated somewhat similar as a Time match, as KOs add points, being KO'd subtracts them, and the match ends when time runs out. However there are several bonuses that players may choose to pursue instead of fighting normally based on their value, difficulty, and risk:
*Many bonuses exist for playing offensively - Offensive Artist, KO Master, Beserker, and so on. Some of these are relatively large and not at all difficult (such as All Variations).
*Many bonuses exist for playing offensively - Offensive Artist, KO Master, Beserker, and so on. Some of these are relatively large and not at all difficult (such as All Variations).
*Defensive bonuses such as Impervious and Heavy Damage tend to be larger than offensive bonuses, but one mistake may lose all the points and result in lots of catching up to do.
*Defensive bonuses such as Impervious and Heavy Damage tend to be larger than offensive bonuses, but one mistake may lose all the points and result in lots of catching up to do.
*Some bonuses are pointless or can gimp the player too much and are usually of little help, if any, towards winning - No R 4 U and Stiff Knees heavily limit one's options and are worth only 300 points each.
*Some bonuses are pointless or gimp the player too much and should be ignored - No R 4 U and Stiff Knees heavily limit one's options and are worth only 300 points each.
*Some bonuses are trivial to earn and gain equally trivial amounts of points, which may be pointless in most cases but could be the difference when earned multiple times in a close match. Instant Poser is an example of this.
*Some bonuses are trivial to earn and gain equally trivial amounts of points, which may be pointless in most cases but could be the difference when earned multiple times in a close match. Instant Poser is an example of this.
*Some bonuses gain sizeable points on completion but activate other unwanted "anti-bonuses" worth negative points should the player commit and fail, or which always activate and reduce the bonus's effective value. For example, failing to achieve Specialist will result in being given Stale Moves, while trying to get Switzerland may saddle the player with Coward and Opportunist whether they succeed or not.
*Some bonuses gain sizeable points on completion but activate other unwanted "anti-bonuses" should the player commit and fail, or which always activate and reduce the bonus's effective value. For example, failing to achieve Specialist will result in being given Stale Moves, while trying to get Switzerland may saddle the player with Coward and Opportunist whether they succeeed or not.
*Various bonuses can be based on opponents' actions. Players may want to avoid giving other players Blind Eye by attacking from in front, or use horizontal attacks to avoid the chance of giving out Foresight (which is worth more for the target than the Star KO bonus the attacker gets).
*Various bonuses can be based on opponents' actions. Players may want to avoid giving other players Blind Eye by attacking from in front, or use horizontal attacks to avoid the chance of giving out Foresight (which is worth more for the target than the Star KO bonus the attacker gets).


If there is a tie when time runs out, [[Sudden Death]] occurs. Bonuses earned in Sudden Death do not apply to the final scores; whoever wins Sudden Death wins the match.
If there is a tie when time runs out, [[Sudden Death]] occurs. Bonuses earned in Sudden Death do not contribute to a player's score; whoever wins the Sudden Death wins the game.


==See also==
==Trivia==
*[[List of bonuses#Super Smash Bros. Melee|List of bonuses (SSBM)]]
*When the player enters the character selection screen for a bonus match, the [[announcer]] proclaims "Decision!".
 
{{SSBMMenus}}


[[Category:Options]]
[[Category:Options]]
[[Category:Multiplayer modes]]
[[Category:Multiplayer modes]]
[[Category:Modes (SSBM)]]
[[Category:SSBM modes]]

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