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[[File:TrainingSSBU.jpg|thumb|250px|Training Mode in ''[[Super Smash Bros. Ultimate]]'']] | [[File:TrainingSSBU.jpg|thumb|250px|Training Mode in ''[[Super Smash Bros. Ultimate]]'']] | ||
{{cquote|''Select a stage and a fighter and get some practice in! Study moves and become the best!''|cite=Description from ''Ultimate''{{'}}s Mode Guide}} | {{cquote|''Select a stage and a fighter and get some practice in! Study moves and become the best!''|cite=Description from ''Ultimate''{{'}}s Mode Guide}} | ||
'''Training Mode''' ({{ja|トレーニング|Torēningu}}, ''Training''), or simply '''Training''' in ''[[Super Smash Bros. Brawl]]'' onwards, is a mode available in all games of the ''Super Smash Bros.'' series where the player can manipulate overall gameplay of a match and experiment with the [[CPU]] without the restrictions of standard [[Versus Mode]]. The mode's features, behaviors, and properties vary throughout the series. | '''Training Mode''' ({{ja|トレーニング|Torēningu}}, ''Training''), or simply '''Training''' in ''[[Super Smash Bros. Brawl|Brawl]]'' onwards, is a mode available in all games of the ''Super Smash Bros.'' series where the player can manipulate overall gameplay of a match and experiment with the [[CPU]] without the restrictions of standard [[Versus Mode]]. The mode's features, behaviors, and properties vary throughout the series. | ||
==Overview== | ==Overview== | ||
As implied by its name, Training Mode is intended to allow players to practice using characters in a | As implied by its name, Training Mode is intended to allow players to practice using characters in a non-serious setting. All matches within the mode are actually [[Time]] matches of infinite length, as seen on the Jumbotrons featured in the [[Pokémon Stadium]] stages. The player can use any character they wish and select one CPU character as their opponent. Any stages available to the player can be used in the mode, including ''Smash 4''{{'}}s [[Ω form]] stages and ''Ultimate''{{'}}s [[Battlefield form]] stages, except for the custom stages in ''Ultimate'' for unknown reasons. | ||
In ''Ultimate'', Training Mode features [[Training (stage)|an exclusive stage]] (although other stages can still be selected) with a grid that displays exact distances between points. A new modifier allows drawing of launch distances and trajectories for an attack: a red, green and blue line will display the predicted distance and trajectory for that attack as if it was used against an opponent at 0%, 50%, and 100% damage, respectively. The weight of the targeted fighter is factored into the predictions as well, allowing for a detailed calculation of how well an attack will perform in any given circumstance. | |||
Interestingly, [[Stale-Move Negation]] is not present in the mode for ''Brawl'' or ''SSB4'', and [[rage]] is not present in ''SSB4''. A new modifier in ''[[SSBU|Ultimate]]'' allows the player to turn these elements on or off. Additionally, pausing in ''SSB4'' and ''Ultimate'' will freeze the stage and relevant hazards, but not characters or items; in ''Ultimate'', attacks will also not connect while the game is paused, effectively making all characters [[intangible]]. | |||
===Overlay=== | ===Overlay=== | ||
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The overlay contains information regarding: | The overlay contains information regarding: | ||
*'''Speed''' | *'''Speed''': Shows the speed at which the game is running. Not present in ''Smash 3DS'', and hidden in ''Ultimate'' if the default 1x is selected. | ||
*'''Enemy''' | *'''Enemy''': Shows the behavior set by the player for any CPUs in play. Not present in ''Smash 4'' or ''Ultimate''. | ||
*'''Damage''': Displays amount of damage most recent attack inflicted by the player. Up until ''Ultimate'', decimals could not be visibly seen, leading the damage display to round off to the nearest whole number. Weaker attacks doing 1%< damage may be displayed as dealing "0%" damage. | |||
*'''Damage''': Displays amount of damage most recent attack inflicted by the player. Up until ''Ultimate'', decimals could not be visibly seen, leading the damage display to round off to the nearest whole number. Weaker attacks doing | *'''Combo/Consecutive Hits''': Displays how many hits the player has attained on the opponent in one standard [[combo]]; this data is saved, with the longest combo done by each individual character being displayed on the [[character select screen]] for the mode. The counter in the overlay will top out at 999, though the mode can display higher combos on the character select screen. Named "consecutive hits" in ''Melee'' and ''Brawl'' and named "combo" in the other games. In ''Ultimate'', the use of items will cause the combo counter to turn red and not save as a longest combo (or unlock anything that requires a certain combo). | ||
*'''Combo | *'''Total Damage''': Added in ''Melee'', this displays how much damage the present combo has done on opponents. Like the Combo counter, it maxes out at 999. | ||
*'''Total Damage''' | |||
===Available modifiers=== | ===Available modifiers=== | ||
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*'''Speed''': Allows the player to alter the gameplay speed of the match, though some aspects of gameplay, such as transformation [[Final Smash]]es and stage hazards, are unaffected by this setting. | *'''Speed''': Allows the player to alter the gameplay speed of the match, though some aspects of gameplay, such as transformation [[Final Smash]]es and stage hazards, are unaffected by this setting. | ||
**'' | **The original ''Smash 64'' allows for standard speed (1x), as well as factors of 2/3x, 1/2x, and 1/4x (see [[slow motion]]); | ||
**''Melee'' added factors of 1.5x and 2x, though 2x speed was removed from ''Brawl'' onward. | |||
**'''1.5x''' | **''Smash 3DS'' also removed 1.5x speed but added a second version of 1/2x and 1/4x where time only advances while the [[L button]] is held down (regardless of the player's control settings). ''Smash Wii U'' re-added the 1.5x speed. | ||
**''' | **''Ultimate'' removed the 1/2x and 1/4x "hold" options and replaced them with a new "1 Frame" option, which allows the player to advance by exactly one frame by tapping the [[ZL button]]. The game will run at full speed while the button is held. Spawning an item or additional opponents while in 1 frame mode will also automatically advance the game forward 1 frame. If a [[Final Smash]] is used while in "1 Frame" speed, the game temporarily ignores that speed setting for the duration of the Final Smash, running as if it were at x1 speed. | ||
*'''Item''': Allows the player to spawn an item of their choice on the stage. As the pause menu does not stop gameplay, items can interact with the environment while the stage is paused. ''Brawl'' introduced the ability to spawn [[Capsule]]s, [[Crate]]s, and [[Barrel]]s. ''Ultimate'' added the option to spawn specific [[Assist trophy|assist trophies]] or [[Poké Ball]]s, but some can't be selected on certain stages. | |||
**'''1 Frame | |||
*'''Item''': Allows the player to spawn an item of their choice on the stage. As the pause menu does not stop gameplay, items can interact with the environment while the stage is paused. ''Brawl'' introduced the ability to spawn [[Capsule]]s, [[Crate]]s, and [[Barrel]]s. ''Ultimate'' added the option to spawn specific [[Assist | |||
*'''CP/CPU''': Modifies the behavior of the computer-controlled players. For a more detailed list of all available behaviors in various games, see [[List of CPU modes]]. | *'''CP/CPU''': Modifies the behavior of the computer-controlled players. For a more detailed list of all available behaviors in various games, see [[List of CPU modes]]. | ||
**'''Stand/Stop''': Stays idle. Will still attempt to recover if launched off stage. | **'''Stand/Stop''': Stays idle. Will still attempt to recover if launched off stage. | ||
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**'''Neutral Special''' {{GameIcon|SSBU}}: Repeatedly performs [[neutral special]]s. | **'''Neutral Special''' {{GameIcon|SSBU}}: Repeatedly performs [[neutral special]]s. | ||
**'''Side Smash''' {{GameIcon|SSBU}}: Repeatedly performs charged [[forward smash]]es. | **'''Side Smash''' {{GameIcon|SSBU}}: Repeatedly performs charged [[forward smash]]es. | ||
**''' | **'''Control''': Responds to input from the corresponding controller port. | ||
*'''No. of CPUs''' | *'''No. of CPUs''': Allows the player to decide on how many CPUs to include in the match. Introduced in ''Melee'', the player can spawn one, two, or three opponents, though they will all be of the same character as the one selected prior to the match. CPUs cannot be harmed by each other's attacks, such as when "Attack" or "Control" is selected for their behavior. In ''Ultimate'', the [[1v1 multiplier]] is deactivated if more than one CPU is present. | ||
*'''CPU Damage''': Changes the [[damage]] all computer-controlled opponents, ranges from 0 to 999. Prior to ''Smash 4'', the value is set upon closing the pause menu (so pausing the game to modify other values will reset damage to the value set). In ''Smash 4'' and ''Ultimate'', the value is only | *'''CPU Damage''': Changes the [[damage]] all computer-controlled opponents, ranges from 0 to 999. Prior to ''Smash 4'', the value is set upon closing the pause menu (so pausing the game to modify other values will reset damage to the value set). In ''Smash 4'' and ''Ultimate'', the value is only set when directly changed or upon resetting. In ''Smash 4'', it also changes the player's damage. | ||
*'''Camera''': Allows the player to modify how the [[Camera]] looks at the stage. | *'''Camera''': Allows the player to modify how the [[Camera]] looks at the stage. | ||
**'''Normal | **''Smash 64'' allows for "Normal" and "Close-up", the latter of which zooms in on the player. | ||
**''Melee'' adds a "Free" option that by default zooms in the camera to a lesser extent than the renamed "Zoom" option, but allows control of the camera with a second controller. ''Brawl'' removed the "Free" option. | |||
**'''Free''' | **''Smash 4'' kept the Zoom and Normal modes, while also adding [[Fixed-Camera]], zooming the camera out so that the entire stage is visible. | ||
**'''[[Fixed-Camera]] | **''Ultimate'' renamed the "Zoom" option to "Max Zoom" and added a new "Zoom" option that is less zoomed in, similar to the default position of the "Free" option in ''Melee''. | ||
**'''Zoom''' | *'''Reset''': Completely resets the stage and sends all characters back to their original spawn points. All items are removed from play and the stage returns to its original form. From ''Smash 4'' onward, damage percentages are also reset to their original values, and the music restarts. In ''Ultimate'', random stage events will occur in the same way as before when resetting the stage. Nonexistent in ''Brawl''. | ||
*'''Reset''' | |||
*'''Exit''': Sends the player back to the character selection screen. | *'''Exit''': Sends the player back to the character selection screen. | ||
''Ultimate'' added several new options: | |||
*'''[[Move List]]''': Allows the player to read about characters' special moves (including Final Smashes), as well as information on [[fighter ability|fighter abilities]] and complex special moves. | *'''[[Move List]]''': Allows the player to read about characters' special moves (including [[Final Smashes]]), as well as information on [[fighter ability|fighter abilities]] and complex special moves. | ||
*'''Fixed Damage''': If enabled, CPU percentage will not increase upon taking damage, and CPUs will not use [[Directional | *'''Fixed Damage''': If enabled, CPU percentage will not increase upon taking damage, and CPUs will not use [[Directional Influence|DI]] or [[Smash directional influence|SDI]]. | ||
*'''Trajectory Guide''': Shows the launch trajectory of the most recent attack at 0% (red), 50% (green), and 100% (blue). Does not account for DI. | *'''Trajectory Guide''': Shows the launch trajectory of the most recent attack at 0% (red), 50% (green), and 100% (blue). Does not account for DI. | ||
*'''Invincibility''': When enabled, portions of characters will glow blue when [[intangible]] and green when [[invincible]]. This option also effectively allows the player to see the character's [[hurtbox]]. | *'''Invincibility''': When enabled, portions of characters will glow blue when [[intangible]] and green when [[invincible]]. This option also effectively allows the player to see the character's [[hurtbox]]. | ||
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*'''P1 Damage %''': Sets the player's damage percentage. | *'''P1 Damage %''': Sets the player's damage percentage. | ||
''Ultimate'' also allows | ''Ultimate'' also allows [[amiibo|Figure Players]] to be used in Training Mode in place of either the player or CPU. However, FPs will not gain any experience, and in the latter case the "No. of CPUs," "CPU Behavior" and "CPU Shuffling" options are disabled. | ||
<center><gallery> | <center><gallery> | ||
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*Getting a 21 hit or higher combo will grant the player the [[Lip's Stick]] trophy. | *Getting a 21 hit or higher combo will grant the player the [[Lip's Stick]] trophy. | ||
*Getting a total of 125 combined combos will grant the player the [[Bunny Hood]] trophy. | *Getting a total of 125 combined combos will grant the player the [[Bunny Hood]] trophy. | ||
===In ''Brawl''=== | ===In ''Brawl''=== | ||
*Getting a 10 hit combo will grant the player the [[Banana Peel]] trophy | *Getting a 10 hit combo will grant the player the [[Banana Peel]] trophy | ||
*Getting a total of 400 combined combos will grant the player the [[Ouendan]] trophy. | *Getting a total of 400 combined combos will grant the player the [[Ouendan]] trophy. | ||
===In {{for3ds}}=== | ===In {{for3ds}}=== | ||
*Getting a 10 hit or higher combo will grant the player the [[Huge Header]] custom special move. | *Getting a 10 hit or higher combo will grant the player the [[Huge Header]] custom special move. | ||
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*Getting a 100 hit or higher combo will grant the player the Protective Gear outfit. | *Getting a 100 hit or higher combo will grant the player the Protective Gear outfit. | ||
*Getting a total of 400 combined combos will grant the player the Leaper Ability Badge. | *Getting a total of 400 combined combos will grant the player the Leaper Ability Badge. | ||
===In {{forwiiu}}=== | ===In {{forwiiu}}=== | ||
*Getting a 30 hit or higher combo will grant the player the Title Theme (Wii Sports Resort) music track. | *Getting a 30 hit or higher combo will grant the player the Title Theme (Wii Sports Resort) music track. | ||
*Getting a 50 hit or higher combo will grant the player the Unharmed Speed Demon Agility Badge equipment. | *Getting a 50 hit or higher combo will grant the player the Unharmed Speed Demon Agility Badge equipment. | ||
===In ''Ultimate''=== | ===In ''Ultimate''=== | ||
*Getting a 20 hit or higher combo will grant the player the [[List of spirits (Game & Watch series)|Lion]] spirit. | *Getting a 20 hit or higher combo will grant the player the [[List of spirits (Game & Watch series)|Lion]] spirit. | ||
==Glitches== | ==Glitches== | ||
===Character | |||
[[File:Inputpriority | ===Character Loading Input Delay=== | ||
In ''Brawl'', after adding additional CPUs to a match, those CPUs do not function correctly when they are set to Control. It is unclear exactly what causes it, but they do not act on the same frame as another character using the same input, causing both input delays and ignored inputs. Opening and closing the training menu (by pressing the pause button) fixes this until a new CPU is added. This does not occur in | [[File:Inputpriority.PNG|thumb|right|250px|Example of the effects of the Character Loading Input Delay, with all four players using the same input on the same frames. Up tilt was pressed repeatedly until the desync was noticeable.]] | ||
In ''Brawl'', after adding additional CPUs to a match, those CPUs do not function correctly when they are set to Control. It is unclear exactly what causes it, but they do not act on the same frame as another character using the same input, causing both input delays and ignored inputs. Opening and closing the training menu (by pressing the pause button) fixes this until a new CPU is added. This does not occur in ''Melee''. | |||
===Combo Counter inaccuracy=== | ===Combo Counter inaccuracy=== | ||
There appears to be an issue with the combo count in ''Smash 4'' which is demonstrated in [https://www.youtube.com/watch?v=RPPu0mUR5Ks a video] by the [[Beefy Smash Doods]], where true combos will not be displayed as combos and vice versa. This is believed to be due to the formula for hitstun being different in training mode than in a regular smash, although it may also involve not being correctly adjusted for hitstun canceling or gravity compensation. | There appears to be an issue with the combo count in ''Smash 4'' which is demonstrated in [https://www.youtube.com/watch?v=RPPu0mUR5Ks a video] by the [[Beefy Smash Doods]], where true combos will not be displayed as combos and vice versa. This is believed to be due to the formula for hitstun being different in training mode than in a regular smash, although it may also involve not being correctly adjusted for hitstun canceling or gravity compensation. | ||
===Minor bugs=== | |||
===Minor bugs | |||
*Due to [[frozen]] fighters having altered knockback physics, the trajectory guide will not accurately calculate the launch trajectory and distance of fighters who are hit by [[freezing]] attacks. | *Due to [[frozen]] fighters having altered knockback physics, the trajectory guide will not accurately calculate the launch trajectory and distance of fighters who are hit by [[freezing]] attacks. | ||
*When extremely high amounts of knockback are dealt, the trajectory guide begins to incorrectly predict the angle that the victim will be launched at. This can be clearly seen by using Marth or Lucina's final smash against Mario on the Training stage. The blue line representing 100% damage will predict a noticeably higher launch angle than the green and blue lines (50% and 0% damage respectively), however, Mario will not actually be launched at such a high angle. | *When extremely high amounts of knockback are dealt, the trajectory guide begins to incorrectly predict the angle that the victim will be launched at. This can be clearly seen by using Marth or Lucina's final smash against Mario on the Training stage. The blue line representing 100% damage will predict a noticeably higher launch angle than the green and blue lines (50% and 0% damage respectively), however, Mario will not actually be launched at such a high angle. | ||
* | *In ''Ultimate'', resetting Training Mode while a fighter's [[jostle]] strength is modified, it will not be corrected until a move which corrects the fighter's jostle strength is used. Currently, {{SSBU|Isabelle}} is the only fighter affected by this, with her fishing rod both triggering and fixing the glitch. | ||
* | *In ''Ultimate'', resetting Training Mode right after the player is hit by Mario or Dr. Mario's [[Cape]] will result in the temporarily reversed controls carrying over into the reset session. It will wear off as usual. | ||
* | *In ''Smash 4'', although opening the Training Mode menu otherwise disables all actions for fighters so that the player can toggle the menu options, the game oddly still enables the shifting of the position of shields while the menu is open (which can be accomplished by activating the shield and immediately opening the menu before the shield is dropped). It is not known what causes this glitch. | ||
* | *In ''Ultimate'', if the training mode menu is opened on the first frame when the training session begins, the combo counter and game speed indicator will remain permanently transparent for the remainder of the session, even if the counter is closed and re-opened. | ||
* | *In ''Smash 4'', if a character in Training Mode has All-Round Trade-Off [[Equipment]] they will start with 0% damage (with the damage meter even doing the "damaged" animation) instead of 60%. This can be fixed by pushing ''Reset'' in the training menu. | ||
*In ''Super Smash Bros. for Nintendo 3DS'', when playing as {{SSB4|King Dedede}} on [[Dream Land (SSB)|Dream Land]], sometimes another King Dedede will appear in the background of the stage when it is normally not supposed to happen in regular gameplay. | |||
*If [[Palkia]] is summoned in Training Mode in {{for3ds}}, the "Info" displaying the damage, total damage, and combo numbers will be present while the stage is being flipped, meaning that, rather than hiding the information, the game simply moves it off-screen. | |||
**As such, the numbers are upside down if the stage is flipped. | |||
*If one resets the training session in {{forwiiu}} during the "numbers breaking" animation, the Damage meter will become stuck in the shaking animation until the affected player takes damage. | |||
*In ''Ultimate'', a glitch causes the individual Damage counter to display 0.1% less damage for certain moves with decimal damage values, despite the Total Damage counter showing the correct amount of damage applied to the opponent. An example is {{SSBU|Mario}}'s pummel, which deals 1.3% (without the [[1v1 multiplier]]), but erroneously displays 1.2% in the Damage counter. | |||
==Gallery== | ==Gallery== | ||
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3DS_Training.jpg|Training Mode in {{for3ds}} | 3DS_Training.jpg|Training Mode in {{for3ds}} | ||
TrainingWiiU.jpg|Training Mode in {{forwiiu}} | TrainingWiiU.jpg|Training Mode in {{forwiiu}} | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Ultimate]]'', the music for each stage is changed to the Training Mode theme | *In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Ultimate]]'', the music for each stage is changed to the Training Mode theme. In ''Super Smash Bros.'', the background of each stage is additionally changed to the [[Super Smash Bros. logo|''Smash Bros.'' emblem]]. | ||
*In | *In ''[[Super Smash Bros. Melee]]'', the most recent [[Pokémon]] to be unleashed from a [[Poké Ball]] in Training Mode will either be the second [[Pokémon]] that appears in a standard Versus match, or the first in a Single Player mode. | ||
*In ''[[Brawl]]'', if Player 1 uses trapping [[Final Smash]]es on any spawned players and then despawns them, the player will resume the [[Final Smash]] on nothing. | |||
*Modifying the Speed setting will alter the pitch of some [[Final Smash]]es, such as [[Puff Up]], [[Mega Legends]], [[NES Zapper Posse]], and [[Shulk]]'s grunt during the final hit of [[Chain Attack]]. The sound effects of some attacks striking stage hazards may also be affected (i.e. hitting [[Yellow Devil]] with [[Rest]]). | |||
*In ''[[Brawl]]'', if Player 1 uses trapping [[Final Smash]]es on any spawned players and then despawns them, the player will resume the Final Smash on nothing. | |||
*Modifying the Speed setting will alter the pitch of some Final | |||
** Stage sounds will be higher pitched on a faster Speed but will quiet down at slower speeds. | ** Stage sounds will be higher pitched on a faster Speed but will quiet down at slower speeds. | ||
* | *In ''Smash 4'', [[Smash Balls]] in Training mode are easier to destroy than in ''Brawl''. | ||
*In ''Smash 4'', the CPU number and behavior cannot be changed if any player possesses a Smash Ball, the former of which stops the situation described above from happening (Final Smashes attacking nothing). Damage also can't be modified during a Final Smash attack. Items also oddly cannot be spawned while any character is in [[hitstun]] or in the [[tumbling]] animation. | *In ''Smash 4'', the CPU number and behavior cannot be changed if any player possesses a [[Smash Ball]], the former of which stops the situation described above from happening (Final Smashes attacking nothing). Damage also can't be modified during a Final Smash attack. Items also oddly cannot be spawned while any character is in [[hitstun]] or in the [[tumbling]] animation. | ||
*In ''for Nintendo 3DS'', if the speed is set to a | *In ''Super Smash Bros. for Nintendo 3DS'', if the speed is set to a (Hold L) setting, the character models will change when the button is held. This is because the game indirectly pauses when the L button is not held, and ''Smash 3DS'' switches the detail of the character models between gameplay and pausing. | ||
* | *When CPUs are set to Control in {{forwiiu}}, they will remain with a grey box and CPU tag, but will use human player colors for their [[shield]], launch indicators, Blast KO color, and {{SSB4|Villager}}'s [[Balloon Trip (move)|Balloon Trip]] (for example, the first CPU will use Player 2's blue color). This was also the case for the shield and [[blast line]] color in ''Brawl''. | ||
*The only things that override the stage freezing that occurs when bringing up the menu in {{forwiiu}} are the clock present in [[Smashville]] and [[Town and City]] and the character titles "rolling up" animation in [[Boxing Ring]]. | *The only things that override the stage freezing that occurs when bringing up the menu in {{forwiiu}} are the clock present in [[Smashville]] and [[Town and City]] and the character titles "rolling up" animation in [[Boxing Ring]]. | ||
*Despite time being slowed down, in {{forwiiu}}, the "numbers breaking" animation for the [[ | *Despite time being slowed down, in {{forwiiu}}, the "numbers breaking" animation for the [[Damage meter]] plays faster if the speed is set on 2/3x. | ||
* | *In ''Ultimate'', when the game is paused, attacks and damaging stage hazards go through opponents without damaging them. Because of this, pausing is disabled during a Final Smash, most likely so that the game wouldn't crash from having their Final Smashes pass through opponents. | ||
* | **This can be done, however, if the player uses a non-cutscene trapping Final Smash (such as [[Triforce Slash]] and [[Great Aether]]) on the partner {{SSBU|Ice Climber}}, and having the leader [[self-destruct]] during it. | ||
{{SSBMenus}} | {{SSBMenus}} | ||
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{{SSB4-UMenus}} | {{SSB4-UMenus}} | ||
{{SSBUMenus}} | {{SSBUMenus}} | ||
[[Category:Single Player Modes]] | |||
[[Category:Single | |||
[[Category:Multiplayer modes]] | [[Category:Multiplayer modes]] | ||
{{AllGames|Modes}} | {{AllGames|Modes}} |