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Classic Mode (SSB4-Wii U): Difference between revisions

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[[Image:SakuraiWiiUClassicMode.jpg|thumb|450px|Classic Mode in {{forwiiu}}.]]
The {{forwiiu}} version of '''Classic Mode''' is set up as a tournament with elimination style gameplay which lasts seven rounds.


The Wii U version features yet another new variation of Classic Mode. In this take, it plays out as a tournament with elimination style gameplay. Set on a large playing field, the player is allowed to select their opponent based on the available options. Characters defeated can be used as teammates in team battles. After each round, the losers are seen forcibly ejected from the field until only the last few remain. After three battles, another wave of characters (in alt. trophies and equipped with custom specials) will appear, leading to another two rounds. After those are defeated, the player is pitted against the [[Fighting Mii Team]], and finally, the player faces against [[Master Hand]] (and at higher intensities, Master Hand with [[Crazy Hand]] and possibly [[Master Core]]).
Like in the Classic Mode of {{for3ds}}, the player begins with two stocks for each battle, regardless of difficulty. The intensity meter is used to set the difficulty, with higher difficulties costing more coins and offering better rewards. Losing and choosing to continue costs some of the accumulated prizes and drops the difficulty by .5. The prize roulette wheel also returns, now including passes for [[Crazy Orders]] as a potential prize.
 
The mode is set on a large playing field where the player character and the opponents appear as [[trophy|trophies]]: the player can choose which group of opponents to fight by moving their character towards it. After each round the losers are forcibly ejected from the field until only the last few remain. [[Team battle]]s can occur, in which the player must choose their teammates among the previously defeated characters. During all rounds, opponents may hold trophies, [[equipment]], [[Gold|coins]], or [[Crazy Orders]] Passes, which are obtained only if the carrier is defeated by the player or, in a team battle, by one of the player's teammates.


The background of the playing field is dependent to the intensity level, whereas the backgrounds becomes more fierce the higher the intensity.
The background of the playing field is dependent to the intensity level, whereas the backgrounds becomes more fierce the higher the intensity.
Line 11: Line 15:
*Intensity 8.0 - 9.0: Dark/Shadow Background
*Intensity 8.0 - 9.0: Dark/Shadow Background


During play, a number of other features may influence player choices and results. During all rounds, enemy trophies may hold trophies, equipment, coins, or Crazy Orders Passes, which can be won from the corresponding opponent if the player or ally defeats the corresponding enemy. If another opponent lands the final blow, the prize the enemy holds is lost. In the first three rounds, a rival character is chosen at random, who gets stronger and drops greater prizes the longer the player holds off on confronting them. The rival in most cases will stay on the board until the player finally defeats it, but in very rare cases, the rival can lose before the player can face it. When the player chooses a battle, an opponent may suddenly be replaced by an intruder. An intruder will always either be in a giant or metal state, but are guaranteed to be carrying a prize of some kind for victory. Also, if there is a team battle, the player gets a chance to choose a fighter that has been previously defeated.
The first three rounds are fought against regular characters. At the beginning of each playthrough a random opponent is designed as a '''rival''': marked by a blue trophy base, the rival gets stronger and drops greater prizes the longer the player holds off on confronting them. In most cases the rival will remain on the board until the player finally defeats it, but in very rare cases they can lose before the player can face them.
 
The fourth and fifth rounds are fought against characters equipped with custom special moves, marked by an alternate trophy with a black base and appearing in an [[alternate costume]].
 
When the player chooses a battle in the first five rounds, one or more opponents might suddenly be replaced by an '''intruder''', marked by a golden trophy base, even in a team battle. Intruders are always in a permanent [[Super Mushroom|Giant]] or [[Metal]] state, but are guaranteed to be carrying a prize of some kind for victory.
 
The sixth round is against a [[Fighting Mii Team]] composed of 20 members, which appear surrounding the player on the game board in a group of six.


Despite the changes, there are a number of similarities to the 3DS version. The player begins with two stocks for each battle, regardless of difficulty. The intensity meter is used to set the difficulty, with higher difficulties costing more coins and offering better rewards. Losing and choosing to continue costs some of the accumulated prizes and drops the difficulty by .5. The prize roulette wheel also returns, now including passes for Crazy Orders as a potential prize.
In the seventh and final round the player faces [[Master Hand]], and at higher intensities Master Hand with [[Crazy Hand]] and possibly [[Master Core]]. Unlike the Classic Mode of {{for3ds}}, the player cannot choose to fight Master Hand alone if Crazy Hand and Master Core are available.


Classic Mode is also available for two players. This is the first Classic Mode where opponents aren't necessarily fought on their home stages.
Classic Mode is also available for two players. This is the first Classic Mode where opponents aren't necessarily fought on their home stages.


==Rewards==
==Rewards==
*Clearing Classic Mode on any difficulty with any character will give the player a trophy of the character used.
*By clearing Classic Mode with a character, their Alternate Colored Trophy can become available in the Trophy Shop.
**Similarly, clearing it as Bowser Jr. can add trophies of the Koopalings and clearing it as Olimar can add a trophy of Alph.
*Clearing with any character on any difficulty will challenge the player to defeat {{SSB4|Falco}}. Beating him will unlock him.
*Clearing with any character on any difficulty will challenge the player to defeat {{SSB4|Falco}}. Beating him will unlock him.
*Clearing with five or more characters will challenge the player to defeat {{SSB4|Mr. Game & Watch}}. Beating him will unlock him.
*Clearing with five or more characters will challenge the player to defeat {{SSB4|Mr. Game & Watch}}. Beating him will unlock him.
*Clearing on intensity 2.0 with five or more characters will unlock the ''Master Hand'' trophy.
*Clearing on intensity 2.0 or more with five or more characters will unlock the [[Master Hand]] trophy.
*Clearing as {{SSB4|Yoshi}} will unlock the ''Yoshi'' masterpiece.
*Clearing as {{SSB4|Yoshi}} will unlock the ''[[Yoshi (game)|Yoshi]]'' masterpiece.
*Clearing without losing a stock will unlock the ''Dr Kawashima'' trophy.
*Clearing without losing a stock will unlock the [[Dr. Kawashima]] trophy.
*Clearing without losing a stock as {{SSB4|Little Mac}} will unlock the ''Title (Punch Out!!!)'' music.
*Clearing without losing a stock as {{SSB4|Little Mac}} will unlock the ''Title (Punch Out!!!)'' music.
*Clearing in 20 minutes using {{SSB4|Olimar}} will unlock the ''Mission Mode'' music.
*Clearing in 20 minutes or lower as {{SSB4|Olimar}} will unlock the ''Mission Mode'' music.
*Clearing on intensity 5.5 or higher will challenge the player to defeat {{SSB4|Lucina}}. Beating her will unlock her.
*Clearing on intensity 5.5 or higher will challenge the player to defeat {{SSB4|Lucina}}. Beating her will unlock her.
*Clearing on intensity 5.5 or higher will unlock the ''Master Core'' music.
*Clearing on intensity 5.5 or higher will unlock the ''Master Core'' music.
*Clearing on intensity 5.5 or higher as {{SSB4|Kirby}} will unlock the ''Kirby's Adventure'' masterpiece.
*Clearing on intensity 5.5 or higher as {{SSB4|Kirby}} will unlock the ''Kirby's Adventure'' masterpiece.
*Clearing on intensity 5.5 or higher without customisations as {{SSB4|Wario}} will unlock the ''Full Steam Ahead (Spirit Tracks)'' music.
*Clearing on intensity 5.5 or higher without customisations as {{SSB4|Wario}} will unlock the ''Full Steam Ahead (Spirit Tracks)'' music.
*Clearing on intensity 7.0 or higher with all characters will unlock the ''Regal Crown'' headgear.
*Clearing on intensity 8.0 with two or more characters will unlock the ''Master Fortress First Wave'' music.
*Clearing on intensity 8.0 with two or more characters will unlock the ''Master Fortress First Wave'' music.
*Clearing on intensity 8.0 with three or more characters will unlock the ''Master Fortress Second Wave'' music.
*Clearing on intensity 8.0 with three or more characters will unlock the ''Master Fortress Second Wave'' music.
*Clearing on intensity 9.0 without customisations will unlock the Knuckle Joe trophy
*Clearing on intensity 9.0 without customisations will unlock the [[Knuckle Joe]] trophy.
*Clearing Classic Mode on any difficulty with any character will give the player a trophy of the character used.
*Clearing on intensity 9.0 without losing a stock will unlock the ''Double Final Smasher Protection Badge'' trophy.
*By clearing Classic Mode with a character, their Alternate Colored Trophy can become available in the Trophy Shop.
*Clearing on intensity 9.0 in 12 minutes or lower as {{SSB4|Marth}} in 12 minutes or lower will unlock the ''Critical Hitter Sword'' equipment.
**Similarly, clearing it as Bowser Jr. can add trophies of the Koopalings and clearing it as Olimar can add a trophy of Alph.


==Gallery==
<gallery>
SakuraiWiiUClassicMode.jpg|Classic Mode in {{forwiiu}}.
</gallery>
==See also==
==See also==
*[[Classic Mode (SSBM)]]
*[[Classic Mode (SSBM)]]
*[[Classic Mode (SSBB)]]
*[[Classic Mode (SSBB)]]
*[[Classic Mode (SSB4-3DS)]]
*[[Classic Mode (SSB4-3DS)]]
[[Category:Modes (SSB4-Wii U)]]

Revision as of 15:05, January 10, 2015

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The Super Smash Bros. for Wii U version of Classic Mode is set up as a tournament with elimination style gameplay which lasts seven rounds.

Like in the Classic Mode of Super Smash Bros. for Nintendo 3DS, the player begins with two stocks for each battle, regardless of difficulty. The intensity meter is used to set the difficulty, with higher difficulties costing more coins and offering better rewards. Losing and choosing to continue costs some of the accumulated prizes and drops the difficulty by .5. The prize roulette wheel also returns, now including passes for Crazy Orders as a potential prize.

The mode is set on a large playing field where the player character and the opponents appear as trophies: the player can choose which group of opponents to fight by moving their character towards it. After each round the losers are forcibly ejected from the field until only the last few remain. Team battles can occur, in which the player must choose their teammates among the previously defeated characters. During all rounds, opponents may hold trophies, equipment, coins, or Crazy Orders Passes, which are obtained only if the carrier is defeated by the player or, in a team battle, by one of the player's teammates.

The background of the playing field is dependent to the intensity level, whereas the backgrounds becomes more fierce the higher the intensity.

  • Intensity 0.0 - 1.9: Water/Ocean Background
  • Intensity 2.0 - 3.9: Grass/Plain Background
  • Intensity 4.0 - 5.9: Sand/Desert Background
  • Intensity 6.0 - 7.9: Lava/Volcanic Background
  • Intensity 8.0 - 9.0: Dark/Shadow Background

The first three rounds are fought against regular characters. At the beginning of each playthrough a random opponent is designed as a rival: marked by a blue trophy base, the rival gets stronger and drops greater prizes the longer the player holds off on confronting them. In most cases the rival will remain on the board until the player finally defeats it, but in very rare cases they can lose before the player can face them.

The fourth and fifth rounds are fought against characters equipped with custom special moves, marked by an alternate trophy with a black base and appearing in an alternate costume.

When the player chooses a battle in the first five rounds, one or more opponents might suddenly be replaced by an intruder, marked by a golden trophy base, even in a team battle. Intruders are always in a permanent Giant or Metal state, but are guaranteed to be carrying a prize of some kind for victory.

The sixth round is against a Fighting Mii Team composed of 20 members, which appear surrounding the player on the game board in a group of six.

In the seventh and final round the player faces Master Hand, and at higher intensities Master Hand with Crazy Hand and possibly Master Core. Unlike the Classic Mode of Super Smash Bros. for Nintendo 3DS, the player cannot choose to fight Master Hand alone if Crazy Hand and Master Core are available.

Classic Mode is also available for two players. This is the first Classic Mode where opponents aren't necessarily fought on their home stages.

Rewards

  • Clearing Classic Mode on any difficulty with any character will give the player a trophy of the character used.
  • By clearing Classic Mode with a character, their Alternate Colored Trophy can become available in the Trophy Shop.
    • Similarly, clearing it as Bowser Jr. can add trophies of the Koopalings and clearing it as Olimar can add a trophy of Alph.
  • Clearing with any character on any difficulty will challenge the player to defeat Falco. Beating him will unlock him.
  • Clearing with five or more characters will challenge the player to defeat Mr. Game & Watch. Beating him will unlock him.
  • Clearing on intensity 2.0 or more with five or more characters will unlock the Master Hand trophy.
  • Clearing as Yoshi will unlock the Yoshi masterpiece.
  • Clearing without losing a stock will unlock the Dr. Kawashima trophy.
  • Clearing without losing a stock as Little Mac will unlock the Title (Punch Out!!!) music.
  • Clearing in 20 minutes or lower as Olimar will unlock the Mission Mode music.
  • Clearing on intensity 5.5 or higher will challenge the player to defeat Lucina. Beating her will unlock her.
  • Clearing on intensity 5.5 or higher will unlock the Master Core music.
  • Clearing on intensity 5.5 or higher as Kirby will unlock the Kirby's Adventure masterpiece.
  • Clearing on intensity 5.5 or higher without customisations as Wario will unlock the Full Steam Ahead (Spirit Tracks) music.
  • Clearing on intensity 7.0 or higher with all characters will unlock the Regal Crown headgear.
  • Clearing on intensity 8.0 with two or more characters will unlock the Master Fortress First Wave music.
  • Clearing on intensity 8.0 with three or more characters will unlock the Master Fortress Second Wave music.
  • Clearing on intensity 9.0 without customisations will unlock the Knuckle Joe trophy.
  • Clearing on intensity 9.0 without losing a stock will unlock the Double Final Smasher Protection Badge trophy.
  • Clearing on intensity 9.0 in 12 minutes or lower as Marth in 12 minutes or lower will unlock the Critical Hitter Sword equipment.

See also