Adventure Mode: The Subspace Emissary: Difference between revisions

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**In addition, Mario's [[trophy]] coming to life in the first cutscene could be a reference to the beginning of ''[[Melee]]'''s opening movie.
**In addition, Mario's [[trophy]] coming to life in the first cutscene could be a reference to the beginning of ''[[Melee]]'''s opening movie.
*The Subspace Emissary is the first mode in the ''Smash Bros.'' series thus far that allows players to unlock characters without a challenger approaching battle. The second is SSBU's World of Light but it still requires the player to fight the character that will be unlocked.
*The Subspace Emissary is the first mode in the ''Smash Bros.'' series thus far that allows players to unlock characters without a challenger approaching battle. The second is SSBU's World of Light but it still requires the player to fight the character that will be unlocked.
*The Subspace Emissary is mentioned several times in {{forwiiu}} in [[Palutena's Guidance]] during the conversation of Mario and Mr. Game & Watch and the North American English boxing alias for R.O.B. Also, some enemies from The Subspace Emissary return in {{for3ds}}'s [[Smash Run]] mode.
*The Subspace Emissary is mentioned several times in {{forwiiu}} in [[Palutena's Guidance]] during the conversation of Mario and Mr. Game & Watch and the North American English boxing alias for R.O.B. Also, some enemies from The Subspace Emissary return in {{for3ds}}'s [[Smash Run]] mode. The Subspace Emissary is also referenced in one of the riddles regarding Tabuu, located in the Mysterious Dimension sub-world of World of Light.
*The health bars for enemies (not including bosses) are compressed at the left hand side, so a length of health bar represents more health at the left of the bar than the right. This makes attacks appear to deal less damage the closer an enemy is to dying.
*The health bars for enemies (not including bosses) are compressed at the left hand side, so a length of health bar represents more health at the left of the bar than the right. This makes attacks appear to deal less damage the closer an enemy is to dying.
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