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m (→Master Orders) |
m (→Crazy Orders) |
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==Crazy Orders== | ==Crazy Orders== | ||
[[File:CrazyOrders.png|thumb|left|250px|A Crazy Orders selection screen.]] | [[File:CrazyOrders.png|thumb|left|250px|A Crazy Orders selection screen.]] | ||
Crazy Orders operate differently from Master Orders. Rather than having one single order, the player attempts a series of orders until they either lose or claim victory. Crazy Orders are notable in that they require 5000 gold or a special pass to initiate (neither are refundable after accepting), after which individual orders are free to attempt. The passes are obtainable as rewards for {{SSB4-Wii U|Classic Mode}}, [[Smash Tour]], Master Orders, or [[Event Mode]]. The player can then attempt as many orders as they can complete within a 10 minute time limit. These orders are battles similar to those found in Classic Mode, such as Free For All, Team, Giant, Horde, or Metal Battle. For each consecutive order, the orders become harder, and the player retains the same time limit from the previous order. At the end of every order, 30% of the player's current damage will be healed. If the player loses an order, | Crazy Orders operate differently from Master Orders. Rather than having one single order, the player attempts a series of orders until they either lose or claim victory. Crazy Orders are notable in that they require 5000 gold or a special pass to initiate (neither are refundable after accepting), after which individual orders are free to attempt. The passes are obtainable as rewards for {{SSB4-Wii U|Classic Mode}}, [[Smash Tour]], Master Orders, or [[Event Mode]]. The player can then attempt as many orders as they can complete within a 10 minute time limit. These orders are battles similar to those found in Classic Mode, such as Free For All, Team, Giant, Horde, or Metal Battle. For each consecutive order, the orders become harder, and the player retains the same time limit from the previous order. The timer only counts down while an order is underway and pauses during the selection screen. At the end of every order, 30% of the player's current damage will be healed. If the player loses an order, about half of the rewards accumulated are forfeit and the player needs to spend more gold or another ticket to start from the beginning. | ||
[[File:CrazyOrdersTicket.png|thumb|A Crazy Orders pass.]] | [[File:CrazyOrdersTicket.png|thumb|A Crazy Orders pass.]] | ||
When the player wants to end their streak, they will face off against Crazy Hand in a battle with no time limit. In this battle, both the player and Crazy Hand will have stamina, with the player's stamina being 150 HP plus the amount of damage they would otherwise currently have (thus they will have higher HP if they have accumulated more damage during the final order). Crazy Hand's HP will increase the more orders the player has completed, up to a maximum of 300 HP. If enough rounds were won before facing Crazy Hand, one or more extra opponents will be accompanying him (opponents start appearing at turn 6); one of these extra opponents can even end up being Master Hand if the player manages to reach turn 14. | When the timer runs out or the player wants to end their streak, they will face off against Crazy Hand in a battle with no time limit. In this battle, both the player and Crazy Hand will have stamina, with the player's stamina being 150 HP plus the amount of damage they would otherwise currently have (thus they will have higher HP if they have accumulated more damage during the final order). Crazy Hand's HP will increase the more orders the player has completed, up to a maximum of 300 HP. If enough rounds were won before facing Crazy Hand, one or more extra opponents will be accompanying him (opponents start appearing at turn 6); one of these extra opponents can even end up being Master Hand if the player manages to reach turn 14. | ||
[[File:CrazyOrders150HP.jpg|thumb|Kirby with 150 HP, the bare minimum.]] | [[File:CrazyOrders150HP.jpg|thumb|Kirby with 150 HP, the bare minimum.]] |
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