Editing Difficulty

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|allgames=y}}
{{ArticleIcons|ssb=positive|ssbm=positive|ssbb=positive|ssb4=positive}}
{{for|computer player difficulty settings|Artificial intelligence}}
{{for|computer player difficulty settings|AI}}
[[File:Difficulty Brawl.png|thumb|250px|Choosing difficulty in the [[Adventure Mode: The Subspace Emissary]] in ''[[Brawl]]''.]]
[[File:Difficulty.jpg|thumb|250px|Choosing difficulty in the [[Subspace Emissary]] Adventure Mode in ''[[Brawl]]''.]]
'''Difficulty''' is an option in some [[single player]] and [[co-op mode]]s that allows a player to adjust the game after one's skill. Depending on what mode is being played, different difficulty levels will affect the game in different ways. For example, a higher difficulty level in the [[Subspace Emissary]] will make the enemies harder by giving them more [[HP]] and making their attacks stronger, while a higher difficulty level in [[Target Smash]] changes the stage's design into a more difficult one. Sometimes, [[unlockable]]s such as trophies or stickers depend on the difficulty on which a game mode is cleared. In the Subspace Emissary, [[Stock Ball]]s vary in number, from appearing in most levels in Easy to never appearing in Intense.
'''Difficulty''' is an option in some [[single player]] and [[co-op mode]]s that allows a player to adjust the game after one's skill. Depending on what mode is being played, different difficulty levels will affect the game in different ways. For example, a higher difficulty level in the [[Subspace Emissary]] will make the enemies harder by giving them more [[HP]] and making their attacks stronger, while a higher difficulty level in [[Target Smash]] changes the stage's design into a more difficult one. Sometimes, [[unlockable]]s such as trophies or stickers depend on the difficulty on which a game mode is cleared. In the Subspace Emissary, [[Stock Ball]]s vary in number, from appearing in most levels in Easy to never appearing in Intense.


The setting appears for all games' [[Classic Mode]]s (including ''Smash 64'''s [[1P Game]]), [[Adventure Mode]], [[Subspace Emissary]], [[All-Star Mode]] and [[World of Light]]. Additionally, in ''Brawl'', the setting is available for [[Boss Battles]], and has been added to [[Event match]]es and [[Target Smash!!]]. However, the [[event match]]es in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' only have three difficulties (Easy, Normal, and Hard). ''Smash 4'' also featured an entirely retooled difficulty scale for its Classic and All-Star Modes, as with ''Ultimate'' on its Classic Mode.
In ''Smash 64'', the difficulty setting is only available for the [[1P Game]]. In the other three games, the setting appears for the [[Classic Mode]], [[Adventure Mode]], [[Subspace Emissary]] and [[All-Star Mode]]. Additionally, in ''Brawl'', the setting is available for [[Boss Battles]], and has been added to [[Event match]]es and [[Target Smash!!]]. However, the [[event match]]es in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' only have three difficulties (Easy, Normal, and Hard). ''Smash 4'' also featured an entirely retooled difficulty scale for its Classic and All-Star Modes.


== Difficulty levels in ''[[Smash 64]]'' and ''[[Melee]]'' ==
== Difficulty levels in ''[[Smash 64]]'' and ''[[Melee]]'' ==
Line 13: Line 13:
* Very Hard (red difficulty)
* Very Hard (red difficulty)


<center><gallery>
<center><gallery>File:SSBdifficulty.PNG|The difficulty selection in ''Smash 64''<nowiki>'</nowiki>s 1P Game.
SSBdifficulty.PNG|The difficulty selection in ''Smash 64''{{'}}s 1P Game.
File:SSBMdifficulty.PNG|The difficulty selection in ''Melee''<nowiki>'</nowiki>s Classic Mode.</gallery></center>
SSBMdifficulty.PNG|The difficulty selection in ''Melee''{{'}}s Classic Mode.
</gallery></center>


== Difficulty levels in ''[[Brawl]]'' ==
== Difficulty levels in ''[[Brawl]]'' ==
Line 26: Line 24:
In [[Event Match]]es, only three difficulty levels are available: [[File:EasyDifficulty.png|16px]] Easy, [[File:NormalDifficulty.png|16px]] Normal, and [[File:HardDifficulty.png|16px]] Hard.
In [[Event Match]]es, only three difficulty levels are available: [[File:EasyDifficulty.png|16px]] Easy, [[File:NormalDifficulty.png|16px]] Normal, and [[File:HardDifficulty.png|16px]] Hard.


== Difficulty levels in ''[[SSB4]]'' and ''[[Ultimate]]''==
== Difficulty levels in ''[[SSB4]]'' ==
Difficulty levels were significantly overhauled in ''Smash 4''. The game's retooled Classic Mode features the '''Fiend's Scale''' to determine the game's difficulty. In this system, the player is able to select an intensity from 0.0 to 9.0, with higher intensities leading to harder fights, but more rewards; the default intensity is 2.0 (which is free to start), and selecting other intensities requires some [[Gold (collectible)|gold]], with each 0.1 increment costing the player a set number of gold depending on the intensity. The system is identical to the {{s|icaruspedia|Fiend's Cauldron}} intensity system from [[Masahiro Sakurai]]'s previous game, ''{{s|icaruspedia|Kid Icarus: Uprising}}'', and it even uses the same titles.
Difficulty levels were significantly overhauled in ''Smash 4''. The game's retooled Classic Mode features the '''Fiend's Scale''' to determine the game's difficulty. In this system, the player is able to select an intensity from 0.0 to 9.0, with higher intensities leading to harder fights, but more rewards; the default intensity is 2.0, and selecting other intensities requires some [[Gold (collectible)|gold]], with each .1 increment costing the player a set number of gold depending on the intensity. The system is identical to the {{s|icaruspedia|Fiend's Cauldron}} intensity system from [[Masahiro Sakurai]]'s previous game, ''{{s|icaruspedia|Kid Icarus: Uprising}}'', and it even uses the same titles.


Selecting an intensity lower than 2.0 also costs gold, with the amount increasing per decrement. Setting the Intensity to 5.1 or higher allows [[Master Core]] to appear at the end of the mode after the player weakens Master Hand and Crazy Hand.
Selecting an intensity lower than 2.0 also costs gold, with the amount increasing per decrement.
 
<center><gallery>
File:Wii U Intensity 0.jpg|Scale at Intensity 0.0.
File:Wii U Intensity 1.jpg|Scale at Intensity 1.0.
File:Wii U Intensity 2.jpg|Scale at Intensity 2.0.
File:Wii U Intensity 3.jpg|Scale at Intensity 3.0.
File:Wii U Intensity 4.jpg|Scale at Intensity 4.0.
File:Wii U Intensity 5.jpg|Scale at Intensity 5.0.
File:Wii U Intensity 6.jpg|Scale at Intensity 6.0.
File:Wii U Intensity 7.jpg|Scale at Intensity 7.0.
File:Wii U Intensity 8.jpg|Scale at Intensity 8.0.
File:Wii U Intensity 9.jpg|Scale at Intensity 9.0.
</gallery></center>


{|class="wikitable"
{|class="wikitable"
!Intensity level!!Picture {{GameIcon|ssb4-3ds}}!!Picture {{GameIcon|ssb4-wiiu}}!!Numeric values!!Cost per 0.1 increment!!Starting cost
!Intensity level!!Numeric values!!Cost per 0.1 increment!!Starting cost
|-
|-
|Effortless
|Effortless
|[[File:3DS Intensity 0.png|120px]]
|[[File:Wii U Intensity 0.jpg|120px]]
|0.0 to 0.9
|0.0 to 0.9
|rowspan="2" |&minus;5G
|rowspan="2" |-5 gold
|rowspan="2" |100G
|rowspan="2" |-100 gold
|-
|-
|Easy
|Easy
|[[File:3DS Intensity 1.png|120px]]
|[[File:Wii U Intensity 1.jpg|120px]]
|1.0 to 1.9
|1.0 to 1.9
|-
|-
|Standard
|Standard
|[[File:3DS Intensity 2.png|120px]]
|[[File:Wii U Intensity 2.jpg|120px]]
|2.0 to 2.9
|2.0 to 2.9
|8G
|8 gold
|0G
|0 gold
|-
|-
|Tougher
|Tougher
|[[File:3DS Intensity 3.png|120px]]
|[[File:Wii U Intensity 3.jpg|120px]]
|3.0 to 3.9
|3.0 to 3.9
|12G
|12 gold
|80G
|80 gold
|-
|-
|Challenging
|Challenging
|[[File:3DS Intensity 4.png|120px]]
|[[File:Wii U Intensity 4.jpg|120px]]
|4.0 to 4.9
|4.0 to 4.9
|15G
|15 gold
|200G
|200 gold
|-
|-
|Heatin' Up
|Heatin' Up
|[[File:3DS Intensity 5.png|120px]]
|[[File:Wii U Intensity 5.jpg|120px]]
|5.0 to 5.9
|5.0 to 5.9
|20G
|20 gold
|350G
|350 gold
|-
|-
|Extra Spicy
|Extra Spicy
|[[File:3DS Intensity 6.png|120px]]
|[[File:Wii U Intensity 6.jpg|120px]]
|6.0 to 6.9
|6.0 to 6.9
|25G
|25 gold
|550G
|550 gold
|-
|-
|Infernal
|Infernal
|[[File:3DS Intensity 7.png|120px]]
|[[File:Wii U Intensity 7.jpg|120px]]
|7.0 to 7.9
|7.0 to 7.9
|45G
|45 gold
|800G
|800 gold
|-
|-
|White Hot
|White Hot
|[[File:3DS Intensity 8.png|120px]]
|[[File:Wii U Intensity 8.jpg|120px]]
|8.0 to 8.9
|8.0 to 8.9
|95G
|95 gold
|1250G
|1250 gold
|-
|-
|Nothing Harder!
|Nothing Harder!
|[[File:3DS Intensity 9.png|120px]]
|[[File:Wii U Intensity 9.jpg|120px]]
|9.0
|9.0
|N/A
|N/A
|2200G
|2200 gold
|}
|}


Line 128: Line 119:
|}
|}


Every time the player loses, he or she is given the option to [[continue]]. If the player elects to continue, the intensity lowers by 0.5. Regardless of whether or not the player continues, some rewards attained in the Classic Mode will be lost, as will some gold on the Fiend's Scale.  
Every time the player loses, he or she is given the option to continue. If the player elects to continue, the intensity lowers by 0.5. Regardless of whether or not the player continues, some rewards attained in the Classic Mode will be lost, as will some gold on the Fiend's Scale.  


The game's [[All-Star Mode]] and [[Event Match]]es, however, use the traditional difficulties, though only three are available: Easy, Normal, and Hard. Unlike in ''Brawl'', however, the colors for Normal and Hard are yellow and red, respectively.
The game's [[All-Star Mode]] and [[Event Match]]es, however, use the traditional difficulties, though only three are available: Easy, Normal, and Hard. Unlike in ''Brawl'', however, the colors for Normal and Hard are yellow and red, respectively.


In ''Super Smash Bros. Ultimate'', the intensity can no longer be initially increased past 5.0 in Classic Mode; however, the intensity can increase depending on the player's performance in each round. The more the intensity racks up, the more of the mural is shown. The intensity scale's effect on bosses will depend on certain characters. For example, {{SSBU|Fox}} can only fight Crazy Hand if he's able to get the intensity high enough, but for characters like {{SSBU|Mario}} or {{SSBU|Simon}}, who have a different boss other than Master and Crazy Hand, the intensity will not add any additional bosses. Traditional difficulty settings can be found in the game's Adventure Mode: World of Light: Easy, Normal and Hard, with update 4.0.0 adding a Very Easy setting. (Hard was added in the game's day 1 patch, update 1.1.0.)
[[Category:Single Player Modes]]
 
[[File:SSBU Classic Mode Difficulty Mural Full.jpg|thumb|center|The mural that is displayed when selecting the difficulty level.|1000px]]
 
[[Category:Single-player modes]]
[[Category:Difficulty]]
[[Category:Difficulty]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: