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 29: Line 29:
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 (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.


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. Setting the Intensity to 5.1 allows [[Master Core]] to appear.


{|class="wikitable"
{|class="wikitable"

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: