Trophy Rush: Difference between revisions

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A line above the mode's main platform indicates how high the crates are allowed to pile up, and if the crates breach this line for more than five seconds, then the platform disappears, forcing the player to be KOed. In addition to this danger, bombs with a five-second fuse can fall onto the stage, certain boxes will shoot fire from one side if not destroyed within 3.5 seconds, and if the player stays in one place for too long, a ball of lightning falls from the sky. In addition to dealing knockback and damage to the player's character, these obstacles can also destroy the various crates that fall. Getting KOed for any reason on any blast line causes a deduction of fifteen seconds of play time for the first KO, then ten seconds for the second KO, and finally five seconds on any subsequent KOs; the lost time can also potentially end a player's chain, slowing their progress down.
A line above the mode's main platform indicates how high the crates are allowed to pile up, and if the crates breach this line for more than five seconds, then the platform disappears, forcing the player to be KOed. In addition to this danger, bombs with a five-second fuse can fall onto the stage, certain boxes will shoot fire from one side if not destroyed within 3.5 seconds, and if the player stays in one place for too long, a ball of lightning falls from the sky. In addition to dealing knockback and damage to the player's character, these obstacles can also destroy the various crates that fall. Getting KOed for any reason on any blast line causes a deduction of fifteen seconds of play time for the first KO, then ten seconds for the second KO, and finally five seconds on any subsequent KOs; the lost time can also potentially end a player's chain, slowing their progress down.


While destroying boxes, the player is able to build up a "chain", which is broken if they fail to destroy any boxes in a small period of time; the higher the chain, the more points are awarded for each box destroyed. Scoring points fills up a meter in the top left of the screen; when the meter is full, it triggers a Fever Rush, where pentagonal crates holding coins, trophies, and occasionally custom parts constantly fall onto the stage for seven seconds. These blocks are notable for being able to start chain reactions, destroying identical blocks next to them. Of note is that only the first Fever Rush is guaranteed to drop a Custom Part; subsequent Fever Rushes will not necessarily dispense such rewards.
While destroying boxes, the player is able to build up a "chain", which is broken if they fail to destroy any boxes in a small period of time; the higher the chain, the more points are awarded for each box destroyed. Scoring points fills up a meter in the top left of the screen; when the meter is full, it triggers a Fever Rush, where pentagonal crates holding coins, trophies, and occasionally custom parts constantly fall onto the stage for seven seconds. These blocks are notable for being able to start chain reactions, destroying identical blocks next to them. Of note is that only the first Fever Rush is guaranteed to drop a Custom Part; subsequent Fever Rushes will only have a chance of dispensing. This mode is the most efficient way to claim trophies and Custom Parts, as opposed to them randomly appearing in matches or as potential rewards for completing other modes. Some trophies can only be collected in this mode. However, there is a chance that trophies earned can be duplicates, which are counted in the [[vault]] but serve no benefit.


Just like in a [[Versus Mode|Smash]] match, the [[announcer]] will start the [[Match timer#Final countdown timer|countdown when there are only five seconds remaining]] before calling out "TIME!" to signify the end of the game. The player gets to keep all of the Gold, trophies, and custom parts they've earned along with the final score and the GSP of the player's progress.
Just like in a [[Versus Mode|Smash]] match, the [[announcer]] will start the [[Match timer#Final countdown timer|countdown when there are only five seconds remaining]] before calling out "TIME!" to signify the end of the game. The player gets to keep all of the Gold, trophies, and custom parts they've earned along with the final score and the GSP of the player's progress.
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==Rewards==
==Rewards==
===3DS===
===3DS===
*Destroying 300 blocks grants the [[Bomb (Link)#Customization|Giant Bomb]] [[character customization|custom move]] for {{SSB4|Link}}.
*Destroying 300 blocks grants the [[Bomb (Link)#Customization|Giant Bomb]] [[character customization|custom move]] for {{SSB4|Link}}.
*Destroying 1,000 blocks grants the [[Quick Draw#Customization|Close Combat]] custom move for {{SSB4|Ike}}.
*Destroying 1,000 blocks grants the [[Quick Draw#Customization|Close Combat]] custom move for {{SSB4|Ike}}.
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===Wii U===
===Wii U===
*Getting a fever rush 8 times as {{SSB4|Dr. Mario}} grants 100,000G.
*Getting a fever rush 8 times as {{SSB4|Dr. Mario}} grants 100,000G.
*Destroying 50,000 blocks grants the ''Moon Launcher Protection Badge'' equipment.
*Destroying 50,000 blocks grants the ''Moon Launcher Protection Badge'' equipment.
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==Trivia==
==Trivia==
*In the first screenshot showing off the mode posted by Sakurai, the time remaining is 3:21:00; in the final game, the maximum time allowed is 2:30:00.
*In the first screenshot showing off the mode posted by Sakurai, the time remaining is 3:21.00; in the final game, the maximum time allowed is 2:30.00.
*In Classic mode, the custom parts are labeled in red, while trophies are labeled green, but in Trophy Rush, the opposite occurs.
*In Classic mode, the custom parts are labeled in red, while trophies are labeled green, but in Trophy Rush, the opposite occurs.
*Item trophies are only obtainable through Trophy Rush.


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