Classic Mode (SSB4-3DS): Difference between revisions

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Each path is marked by a [[series symbol]], representing a battle set in a stage from that [[universe]] against at least one character from it (with the possibility of more characters from unrelated ones), and a color denoting the battle's difficulty: red indicates a path to more rewards but a harder difficulty, green indicates a medium level of difficulty with moderate rewards, and blue indicates the easiest battle with little reward. The final path to {{SSB4|Master Hand}} is colored blue.
Each path is marked by a [[series symbol]], representing a battle set in a stage from that [[universe]] against at least one character from it (with the possibility of more characters from unrelated ones), and a color denoting the battle's difficulty: red indicates a path to more rewards but a harder difficulty, green indicates a medium level of difficulty with moderate rewards, and blue indicates the easiest battle with little reward. The final path to {{SSB4|Master Hand}} is colored blue.


All of 1-on-1, 2-on-2, Metal, Giant, and four man free-for-all battles return, the last taking place on one of the characters' [[home stage]]. Unlike previous Classic Modes, [[Past Stages|returning stages]] are playable in the mode. Multi-Man battles also return, either against a normal character or a [[Fighting Mii Team]], but this time they always are the last round before Master Hand. Winning a match rewards the player with gold, as well as additional gold, Custom Parts, or Trophies as randomly selected beforehand (in multiples of 0-5).
1-on-1, 2-on-2, Metal, Giant, and free-for-all battles return, and all fights are on a stage from the same universe as one of the fighters. Unlike previous Classic Modes, [[Past Stages|returning stages]] are playable in the mode. Multi-Man battles also return, either against a normal character or a [[Fighting Mii Team]], but this time they always are the last round before Master Hand. Winning a match rewards the player with gold, as well as additional gold, Custom Parts, or Trophies as randomly selected beforehand (in multiples of 0-5).


Instead of selecting an amount of stock to carry throughout an entire run, players always start each stage with 2 stock regardless of difficulty. The difficulty selection was also changed to the [[Intensity]] system, very similar to the {{s|icaruspedia|Fiend's Cauldron}} in ''{{s|icaruspedia|Kid Icarus: Uprising}}'', which allows players to invest gold to either raise or lower the difficulty, and with it the possible rewards. The basic intensity, which requires no gold to access, is 2.0; it can be lowered to 0.0 or raised to 9.0.
Instead of selecting an amount of stock to carry throughout an entire run, players always start each stage with 2 stock regardless of difficulty. The difficulty selection was also changed to the [[Intensity]] system, very similar to the {{s|icaruspedia|Fiend's Cauldron}} in ''{{s|icaruspedia|Kid Icarus: Uprising}}'', which allows players to invest gold to either raise or lower the difficulty, and with it the possible rewards. The basic intensity, which requires no gold to access, is 2.0; it can be lowered to 0.0 or raised to 9.0.
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