Editing Trophy Rush

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:TrophyRush3DSYoshi.jpg|thumb|200px|Trophy Rush being played by {{SSB4|Yoshi}} in {{for3ds}}.]]
[[File:Trophy Rush.jpg|thumb|200px|Trophy Rush being played by {{SSB4|Pikachu}} in {{for3ds}}. Note that this is a beta screenshot due to the maximum time in the release version being 2:30.]]
'''Trophy Rush''' ({{ja|フィギュアラッシュ|Figyaarasshu}}, ''Figure Rush'') is a [[minigame]] in ''[[Super Smash Bros. 4]]'', generally acting as a replacement to ''Brawl's'' [[Coin Launcher]]. As its name implies, Trophy Rush is intended to help players attain trophies, though it can dispense coins and [[Custom Part]]s as well. Trophy Rush is one of several game modes that supports the [[Global Smash Power]].
[[File:Trophy Rush WiiU.jpeg|thumb|200px|Trophy Rush being played by {{SSB4|Mr. Game & Watch}} in {{forwiiu}}.]]
'''Trophy Rush''' ({{ja|フィギュアラッシュ}}, ''Figure Rush'') is a [[minigame]] in ''[[Super Smash Bros. 4]]''. Its primary use is to attain trophies, though it can dispense coins and [[Custom Part]]s as well.


==Gameplay==
In Trophy Rush, the player selects any character they wish, then selects how long they wish to play the game. The minimum length of time is 30 seconds, though it can be increased by one second for every six [[Coin]]s the player adds to the cost, with the maximum possible play time being 150 seconds.  
[[File:SSBWiiUTime.jpg|thumb|left|Trophy Rush being played by {{SSB4|Marth}} in {{forwiiu}}. Here, the timer has expired while in a Fever Rush.]]
In Trophy Rush, the player selects any character they wish, then selects how long they wish to play the game. The minimum length of time is 30 seconds, though it can be increased by one second for every six [[Gold (collectible)|Coins]] the player adds to the cost, with the maximum possible play time being 150 seconds (2:30) for 900 Coins.


In the actual game, the player is placed upon a thin platform that they can jump through, and grab the ledges on. They are tasked with destroying as many crates that fall onto the platform as possible. Two types of crates exist: standard wooden crates that are destroyed in one hit, and stone crates that require several hits to be destroyed. The geometry of these crates vary, and players can be pushed around by the crates depending on how stacks of them may fall.
In the actual game, the player is tasked with destroying as many crates that fall onto the small platform they are standing on as possible; a line high above the platform indicates how high the crates are allowed to pile up, and if this line is breached for five seconds (with a breach being a continuous stack of crates that touches the platform and the line), then the platform disappears, forcing the player to be KO'd, as the platform doesn't reappear until the player falls (the timer resets after a short delay). 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 warning will appear followed by a ball of lightning dropping from the sky. Getting KO'd for any reason causes a deduction of fifteen seconds of play time, ten or five seconds on subsequent KO's. The game ends when "TIME!" is called by the [[announcer]].


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 specialized blocks holding coins, trophies, and occasionally custom parts constantly fall onto the stage for seven seconds.


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.
In the Wii U version only, Trophy Rush allows [[character customization]] and can be played co-operatively with two players. When playing co-op, more rewards can be obtained, but more tough blocks and balls of electricity will appear and the window of time to continue a chain is shorter.


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.
The Trophy Rush stage is somewhat different between the two versions of ''SSB4'', but each version uses a background similar to the respective version's {{SSB4|Battlefield}}. The main platform of the Wii U stage resembles that of Battlefield as well.


Trophy Rush allows [[character customization]] and can be played co-operatively with two players, though these features are only present in the [[Super Smash Bros. for Wii U|Wii U version of the game]]. When playing co-op, more rewards can be obtained, but more tough blocks and balls of electricity will appear and the window of time to continue a chain is shorter.
==Score Values==
 
The Trophy Rush stage has different aesthetics between the two versions of ''Smash 4'', with the Wii U version more closely resembling Battlefield. Each version also uses a background similar to the respective version's {{SSB4|Battlefield}}.
 
===Score Values===
Each type of block has a score value associated with it.
Each type of block has a score value associated with it.


The Chain Bonus is equal to the current chain multiplied by 10, to a maximum of 1500 points. Therefore, any chain of 150 or greater will award the maximum point bonus.
The Chain Bonus is equal to the current chain multiplied by 10, to a maximum of 1500 points. Therefore, any chain of 150 or greater will award the maximum 1500 point bonus.


A block hit by an attack from the fighter will reward the value of the block, plus the Chain Bonus. The Chain Bonus is increased from hitting the block, then rewarded. No Chain Bonus is applied unless the Chain is 2 or greater.
A block hit by an attack from the fighter will reward the value of the block, plus the Chain Bonus. The Chain Bonus is increased from hitting the block, then rewarded. No Chain Bonus is applied unless the Chain is 2 or greater.
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|-
|-
|Prize (Gold/Trophy/Custom Part)||10
|Prize (Gold/Trophy/Custom Part)||10
|-
|Chain Bonus||Chain x10
|}
|}


==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 it's the exact opposite for some reason.
*Item trophies are only obtainable through Trophy Rush.
*Despite being a solo mode with [[Global Smash Power]], [[Star KO]]s and [[Screen KO]]s are also possible in this mode.
*Only the first fever triggered during a Trophy Rush is guaranteed to drop a custom part.
*Due to her extreme mobility and Bullet Arts, {{SSB4|Bayonetta}} can destroy blocks with extreme efficiency, and by extension, is great at collecting items.


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