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Race to the Finish (SSBM): Difference between revisions

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{{for|the ''[[Super Smash Bros.]]'' version, see|Race to the Finish (SSB)}}
{{for|the ''[[Super Smash Bros.]]'' version|Race to the Finish (SSB)}}
[[Image:Super smash bros melee race.gif|thumb|350px|Map of Race to the Finish, courtesy of Nesis from [[GameFAQs]].]]
[[File:RACE-NRML-SSBM.png|thumb|350px|The entire Race to the Finish course.]]


'''Race to the Finish''', announced in-game as '''Race to the finish!''', is a [[bonus game]] in the {{SSBM|Classic Mode}} of ''[[Super Smash Bros. Melee]]''. It is a timed dash to the end of a labyrinthine corridor with many doors along the way. Touching one of these doors will end the game and give players [[Coins (collectable)|coins]] based on how far they got into the area. The area is initially fairly linear though not quite straight, with no hazards to start with; about two-thirds of the way through, there is a three way fork in the corridor with each way presenting a different hazard: the top path having spiked walls, the middle having lava, and the bottom having a bottom [[blast line]] and a sparse amount of platforms to get across. All paths later join up to lead to a short final stretch with a single spiked block floating just before the final door. When played in Classic Mode, the {{SSBM|Battlefield}} music plays.
'''Race to the Finish''' ({{ja|つきすすめ!|Tsukisusume!}}, ''Push on Forward!''), announced in-game as '''Race to the finish!''' and known by the {{SSBM|debug menu}} as '''TUKISUSUME''', is a [[bonus game]] in the {{SSBM|Classic Mode}} of ''[[Super Smash Bros. Melee]]''. It is a timed dash to the end of a labyrinthine corridor with many doors along the way. Touching one of these doors will end the game and give players [[Coins (collectable)|coins]] and extra points based on how far they got into the area. The area is initially fairly linear though not quite straight, with no hazards to start with; about two-thirds of the way through, there is a three way fork in the corridor with each way presenting a different hazard: the top path having spiked walls, the middle having lava, and the bottom having a bottom [[blast line]] and a sparse amount of platforms to get across. However, like in [[Adventure Mode]] stages, the camera stops in place and temporary blast lines appear when a character goes into [[hitstun]]. All paths later join up to lead to a short final stretch with a single spiked block floating just before the final door. The {{SSBM|Battlefield}} music plays on this stage.
 
The stage can be used as a playable stage in VS. Mode through various cheat devices such as the [[Action Replay]]; only the first player can touch a door, which causes the game to [[Game crash|freeze]].


The stage can be used as a playable stage in VS. Mode through various cheat devices such as the [[Action Replay]]; only the first player can touch a door, which causes the game to freeze.
{{clear}}
==Stage data==
{{main|Debug menu (SSBM)/Stage data}}
<gallery widths=150px perrow=6>
RACE-STRUCT1-SSBM.png|Race to the Finish: beginning showing structure.
RACE-TERRA1-SSBM.png|Race to the Finish: beginning showing terrain.
RACE-PLATF1-SSBM.png|Race to the Finish: beginning showing platforms.
RACE-STRUCT2-SSBM.png|Race to the Finish: split showing structure.
RACE-TERRA+PLATF2-SSBM.png|Race to the Finish: split showing terrain.
RACE-TERRA+PLATF2-SSBM.png|Race to the Finish: split showing platforms.
RACE-STRUCT3-SSBM.png|Race to the Finish: upper path showing structure.
RACE-TERRA+PLATF3-SSBM.png|Race to the Finish: upper path showing terrain.
RACE-TERRA+PLATF3-SSBM.png|Race to the Finish: upper path showing platforms.
RACE-STRUCT4-SSBM.png|Race to the Finish: middle path showing structure.
RACE-TERRA+PLATF4-SSBM.png|Race to the Finish: middle path showing terrain.
RACE-TERRA+PLATF4-SSBM.png|Race to the Finish: middle path showing platforms.
RACE-STRUCT5-SSBM.png|Race to the Finish: lower path showing structure.
RACE-TERRA5-SSBM.png|Race to the Finish: lower path showing terrain.
RACE-PLATF5-SSBM.png|Race to the Finish: lower path showing platforms.
RACE-STRUCT6-SSBM.png|Race to the Finish: paths meet showing structure.
RACE-TERRA6-SSBM.png|Race to the Finish: paths meet showing terrain.
RACE-PLATF6-SSBM.png|Race to the Finish: paths meet showing platforms.
RACE-STRUCT7-SSBM.png|Race to the Finish: end showing structure.
RACE-TERRA+PLATF7-SSBM.png|Race to the Finish: end showing terrain.
RACE-TERRA+PLATF7-SSBM.png|Race to the Finish: end showing platforms.
RACE-STRUCT-SSBM.png|Race to the Finish showing structure.
</gallery>
==Time==
==Time==
Each character is allotted a different amount of time to finish, with the faster characters such as Fox having less time and slower characters like Bowser more time. The "speed" of a character here is based on a combination of [[dash]] speed, [[falling speed]], and [[air speed]]. Other factors are not taken into account, including [[wavedashing]] speed, allowing some characters such as Luigi, the Ice Climbers, and Mewtwo to finish earlier than intended.
Each character is allotted a specific amount of time to finish the course. While there is a general pattern where characters with faster [[dash]] speed, [[falling speed]], and [[air speed]] are given less time than characters weak in these areas, there is no mathematical correlation between any of a character's physical properties and how much time they are given; it is simply an arbitrarily-chosen number.
[[Image:Racetothefinishm.png|thumb|250px|The beginning of Race to the Finish.]]
 
[[File:Racetothefinishm.png|thumb|250px|The beginning of Race to the Finish.]]


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{|class="wikitable sortable" style="text-align:center"

Latest revision as of 12:02, February 10, 2021

The entire Race to the Finish course.

Race to the Finish (つきすすめ!, Push on Forward!), announced in-game as Race to the finish! and known by the debug menu as TUKISUSUME, is a bonus game in the Classic Mode of Super Smash Bros. Melee. It is a timed dash to the end of a labyrinthine corridor with many doors along the way. Touching one of these doors will end the game and give players coins and extra points based on how far they got into the area. The area is initially fairly linear though not quite straight, with no hazards to start with; about two-thirds of the way through, there is a three way fork in the corridor with each way presenting a different hazard: the top path having spiked walls, the middle having lava, and the bottom having a bottom blast line and a sparse amount of platforms to get across. However, like in Adventure Mode stages, the camera stops in place and temporary blast lines appear when a character goes into hitstun. All paths later join up to lead to a short final stretch with a single spiked block floating just before the final door. The Battlefield music plays on this stage.

The stage can be used as a playable stage in VS. Mode through various cheat devices such as the Action Replay; only the first player can touch a door, which causes the game to freeze.

Time[edit]

Each character is allotted a specific amount of time to finish the course. While there is a general pattern where characters with faster dash speed, falling speed, and air speed are given less time than characters weak in these areas, there is no mathematical correlation between any of a character's physical properties and how much time they are given; it is simply an arbitrarily-chosen number.

A part of Melee's Race to the Finish.
The beginning of Race to the Finish.
Character Time (seconds)
Mario 49
Luigi 53
Dr. Mario 50
Peach 50
Bowser 52
Yoshi 42
Donkey Kong 43
Link 50
Young Link 46
Zelda/Sheik* 50
Ganondorf 54
Samus 48
Kirby 53
Fox 40
Falco 44
Pikachu 44
Jigglypuff 51
Pichu 41
Mewtwo 43
Captain Falcon 39
Ness 47
Ice Climbers 54
Marth 45
Roy 46
Mr. Game & Watch 48

* While Sheik is much faster than Zelda, they both have the same time, allowing Sheik to finish unnaturally early.