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

 
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{{ArticleIcons|ssb4-u=y|protected=preemptive}}{{image|Different backgrounds.}}
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[[Image:SakuraiWiiUClassicMode.jpg|thumb|450px|Classic Mode in {{forwiiu}}.]]
[[File: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. For the first time in the series, Classic mode can be challenged by two players.
The {{forwiiu}} version of '''Classic Mode''' is set up as a tournament with elimination style gameplay which lasts seven rounds. For the first time in the series, Classic Mode can be challenged by two players.


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 (collectable)|Gold]] and offering better rewards. Losing and choosing to continue when the difficulty is above 2.0 costs some of the accumulated prizes and drops the difficulty by .5, also taking away some of the invested Gold to reflect the new difficulty. The prize roulette wheel is also shared with the [[Classic Mode (SSB4-3DS)|3DS version]], with the addition of passes for [[Crazy Orders]] as potential prizes.
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 (collectable)|Gold]] and offering better rewards. Losing and choosing to continue when the difficulty is above 2.0 costs some of the accumulated prizes and drops the difficulty by .5, also taking away some of the invested Gold to reflect the new difficulty. The prize roulette wheel is also shared with the [[Classic Mode (SSB4-3DS)|3DS version]], with the addition of passes for [[Crazy Orders]] as potential prizes.


The mode is set on a large playing field, whose background depends on the intensity chosen, becoming darker and fiercer with higher intensities:
The mode is set on a large playing field, whose background depends on the intensity chosen, becoming darker and fiercer with higher intensities:
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*Intensity 8.0 - 9.0: Dark/Shadow Background
*Intensity 8.0 - 9.0: Dark/Shadow Background


On the field, the player character and the opponents appear as [[trophy|trophies]]: the player, identified by a glowing red trophy base, can choose which group of opponents to fight by moving their character towards it. The [[stage]] where the battle will be fought is visible on the field under the opponents. 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 characters they have previously defeated (or by their teammates in a previous team battle). During all rounds, opponents may hold trophies, [[equipment]], [[Gold|coins]], or [[Crazy Orders]] Passes, identified by the respective icons on the enemy's trophy, which are obtained only if the carrier is defeated by the player or, in a team battle, by one of the player's teammates.
On the field, the player character and the opponents appear as [[trophies]]: the player, identified by a glowing red trophy base, can choose which group of opponents to fight by moving their character towards it. The [[stage]] where the battle will be fought is visible on the field under the opponent(s), though it may not be related to their series even if there is only one opponent. Overly large stages such as [[The Great Cave Offensive]] and [[75m]] are never used. After each round, the losers are 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 characters they have previously defeated (or by their teammates in a previous team battle). During all rounds, opponents may hold trophies, [[equipment]], [[Gold|coins]], or [[Crazy Orders]] Passes, identified by the respective icons on the enemy's trophy, which are obtained only if the carrier is defeated by the player or, in a team battle, by one of the player's teammates. Enemies holding such rewards are set to a higher CPU skill level than other opponents.


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 glowing 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 first three rounds are fought against regular characters. At the beginning of each playthrough, a random opponent is designated as a "rival": marked by a glowing 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]].
After three rounds are cleared, the empty board will be repopulated with new groups of enemies. 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 glowing yellow trophy base, even in a team battle. Intruders are always in a permanent [[Super Mushroom|Giant]] or [[Metal Box|Metal]] state, but are guaranteed to be carrying a prize of some kind for victory.
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 glowing yellow trophy base, even in a team battle. Intruders are always in a permanent [[Super Mushroom|Giant]] or [[Metal Box|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 nine.
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 nine.


In the seventh and final round, the player faces {{SSB4|Master Hand}}, and at higher intensities Master Hand with {{SSB4|Crazy Hand}} and possibly [[Master Core]]. Unlike the Classic mode of the 3DS version, the player cannot choose to fight Master Hand alone if Crazy Hand and Master Core are available.
In the seventh and final round, the player faces {{SSB4|Master Hand}}, and at higher intensities Master Hand with {{SSB4|Crazy Hand}} and possibly [[Master Core]]. Unlike the Classic mode of the 3DS version, the final battle is predetermined based on difficulty, and the player cannot choose to fight Master Hand alone when Crazy Hand and Master Core are available.
 
In ''for Wii U'', Classic Mode is a co-op mode that can play with 2 players.


==Rewards==
==Rewards==
*Clearing Classic mode on any difficulty with any character will give the player a trophy of the character used.
*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]].
*By clearing Classic Mode with a character, their Alternate Colored Trophy can become available in the [[Trophy Shop]].
**Similarly, clearing it as {{SSB4|Bowser Jr.}} can add trophies of the [[Koopalings]] and clearing it as {{SSB4|Olimar}} can add a trophy of [[Alph]].
**Similarly, clearing it as {{SSB4|Bowser Jr.}} can add trophies of the [[Koopalings]] and clearing it as {{SSB4|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 characters will challenge the player to defeat {{SSB4|Mr. Game & Watch}}. Beating him will unlock him.
*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 fight {{SSB4|Lucina}}. Beating her will unlock her.


===[[List of challenges (SSB4-Wii U)|Challenges]]===
===[[List of challenges (SSB4-Wii U)|Challenges]]===
*Clearing on intensity 2.0 or more with five or more characters will unlock the {{SSB4|Master Hand}} trophy.
*Clearing on intensity 2.0 or more with five characters will unlock the {{SSB4|Master Hand}} trophy.
*Clearing as {{SSB4|Yoshi}} will unlock the ''[[Yoshi (game)|Yoshi]]'' [[masterpiece]].
*Clearing as {{SSB4|Yoshi}} will unlock the ''{{b|Yoshi|game}}'' [[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 ''[[List of SSB4 Music (Punch-Out!! series)#Title (Punch-Out!!!)|Title (Punch-Out!!)]]'' music.
*Clearing without losing a stock as {{SSB4|Little Mac}} will unlock the ''{{SSB4MusicLink|Punch-Out!!|Title (Punch-Out!!)}}'' music.
*Clearing in 20 minutes or lower as {{SSB4|Olimar}} will unlock the ''[[List of SSB4 Music (Pikmin series)#Mission Mode (Pikmin 3)|Mission Mode]]'' music.
*Clearing in 20 minutes or lower as {{SSB4|Olimar}} will unlock the ''{{SSB4MusicLink|Pikmin|Mission Mode (Pikmin 3)}}'' music.
*Clearing on intensity 5.5 or higher will unlock the ''[[List of SSB4 Music (Super Smash Bros. series)#Master Core|Master Core]]'' music.
*Clearing on intensity 5.5 or higher will unlock the ''{{SSB4MusicLink|Super Smash Bros.|Master Core}}'' music.
**This challenge is immune to the [[Golden Hammer]].
*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 ''[[List of SSB4 Music (The Legend of Zelda series)#Full Steam Ahead (Spirit Tracks)|Full Steam Ahead (Spirit Tracks)]]'' music.
*Clearing on intensity 5.5 or higher without customizations as {{SSB4|Wario}} will unlock the ''{{SSB4MusicLink|The Legend of Zelda|Full Steam Ahead (Spirit Tracks)}}'' music.
**This challenge is immune to the Golden Hammer.
*Clearing on intensity 7.0 or higher with all characters will unlock the ''Regal Crown'' headgear.
*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 ''[[List of SSB4 Music (Super Smash Bros. series)#Master Fortress: First Wave|Master Fortress: First Wave]]'' music.
*Clearing on intensity 8.0 with two characters will unlock the ''{{SSB4MusicLink|Super Smash Bros.|Master Fortress: First Wave}}'' music.
*Clearing on intensity 8.0 with three or more characters will unlock the ''[[List of SSB4 Music (Super Smash Bros. series)#Master Fortress: Second Wave|Master Fortress: Second Wave]]'' music.
**This challenge is immune to the Golden Hammer.
*Clearing on intensity 8.0 with three characters will unlock the ''{{SSB4MusicLink|Super Smash Bros.|Master Fortress: Second Wave}}'' music.
**This challenge is immune to the Golden Hammer.
*Clearing on intensity 9.0 without customizations will unlock the [[Knuckle Joe]] trophy.
*Clearing on intensity 9.0 without customizations will unlock the [[Knuckle Joe]] trophy.
*Clearing on intensity 9.0 without losing a stock will unlock the ''Double Final Smasher Protection Badge'' [[equipment]].
*Clearing on intensity 9.0 without losing a stock will unlock the ''Double Final Smasher Protection Badge'' [[equipment]].
*Clearing on intensity 9.0 in 12 minutes or lower as {{SSB4|Marth}} will unlock the ''Critical Hitter Sword'' [[equipment]].
**This challenge is immune to the Golden Hammer.
*Clearing on intensity 9.0 in 12 minutes or less as {{SSB4|Marth}} will unlock the ''Critical Hitter Sword'' equipment.
 
==Gallery==
<gallery>
ClassicMode0.0.jpg|The background from Intensities 0.0 to 1.9, with an ocean.
ClassicMode2.0.jpg|The background from Intensities 2.0 to 3.9, with a grassy field.
ClassicMode4.0.jpg|The background from Intensities 4.0 to 5.9, with a desert.
ClassicMode6.0.jpg|The background from Intensities 6.0 to 7.9, with molten rock.
ClassicMode8.0.jpg|The background from Intensities 8.0 to 9.0, with dark clouds.
</gallery>


==Trivia==
==Trivia==
*This is the first Classic mode where it is possible for any battle to be fought on a stage which is neither the [[home stage]] of any of the participants, nor a stage belonging to the [[Super Smash Bros. (universe)|Super Smash Bros universe]].
*This is the first Classic Mode where it is possible for any battle to be fought on a stage which is neither the [[home stage]] of any of the participants, nor a stage belonging to the [[Super Smash Bros. (universe)|''Super Smash Bros.'' universe]].
* During a team battle, if the player KOs a teammate (such as by setting off an explosive near them), they may receive a second trophy of that character after the battle. Both this and the first trophy can then be chosen as teammates, allowing duplicate characters in six- and eight-player team battles.
*During a team battle, if the player KOs a teammate (such as by setting off an explosive near them), they may receive a second trophy of that character after the battle. Both this and the first trophy can then be chosen as teammates, allowing duplicate characters in six- and eight-player team battles.
*Despite not using the traditional [[difficulty]] system, the five possible backgrounds still reflect its colors:
*Despite not being available in the mode normally, [[Jungle Hijinxs]] is shown in Classic Mode's help menu.
**The ocean background on Intensities 0.0 to 1.9 is blue, like the easy difficulty.
*[[Boxing Ring]] and [[Gaur Plain]] are the only stages shared between both versions of the game that don't appear in Classic Mode in ''for Wii U''.
**The field background on Intensities 2.0 to 3.9 is green, like the normal difficulty.
*The game has a tendency to lag in the cutscene before the final battle screen for Master Hand and Crazy Hand appears when playing on difficulties of 8.0 and higher. This issue is caused by the graphical strain of the background combined with the effects used in the cutscene.
**The desert background on Intensities 4.0 to 5.9 is yellow, like the hard difficulty.
*In both versions of Classic Mode in ''Smash 4'', the announcer now identifies Master Hand & Crazy Hand for the first time.
**The lava background on Intensities 6.0 to 7.9 is orange, like the very hard difficulty.
*The Bonus stage mini-game "Target Smash!!" has been removed from both versions of ''Smash 4''{{'}}s Classic Mode.
**The space background on Intensities 8.0 to 9.0 has red streaks, like the intense difficulty.
*In both versions of Classic Mode in ''Smash 4'', there are no voice clips for the announcer saying "Game!" / "Game Set!" and there is also no voice clip for the announcer saying "Game Over!" either.


==See also==
==See also==
*[[1P Game]]
*[[Classic Mode (SSBM)]]
*[[Classic Mode (SSBM)]]
*[[Classic Mode (SSBB)]]
*[[Classic Mode (SSBB)]]
*[[Classic Mode (SSB4-3DS)]]
*[[Classic Mode (SSB4-3DS)]]
*[[Classic Mode (SSBU)]]


{{SSB4-UMenus}}
{{SSB4-UMenus}}


[[Category:Modes (SSB4-Wii U)]]
[[Category:Modes (SSB4-Wii U)]]