Special Orders: Difference between revisions
(→Crazy Orders: Master Hand will appear in Crazy Orders, starting at turn 14.) |
(Not a stub, and there's plenty of room for the images in the article.) |
||
Line 3: | Line 3: | ||
==Master Orders== | ==Master Orders== | ||
[[Image:MasterOrders.png|thumb|right|250px|A Master Orders selection screen.]] | |||
Master Orders are are the first kind of Special Order. In Master Order, players must complete one of the three orders to get a prize. Master Orders range in difficulty, and the cost to attempt the order and the prize earned for completing the order is dependent on its difficulty level. These orders are often battles with special rules, such as a Stamina or Timed Battle, and additional effects such as characters being able to reflect projectiles or starting equipped with certain items may also be present. Sometimes an order will be a [[Stadium]] mode that requires the player to achieve a certain score, such as hitting [[Sandbag]] a certain distance in [[Home-Run Contest]]. No matter which Master Order the player chooses, and regardless of whether they win or lose, a new set of three options will be presented for the next challenge (there is no way to play the same order twice). Clearing a Master Order of Hard difficulty unlocks [[Dr. Mario]]. | Master Orders are are the first kind of Special Order. In Master Order, players must complete one of the three orders to get a prize. Master Orders range in difficulty, and the cost to attempt the order and the prize earned for completing the order is dependent on its difficulty level. These orders are often battles with special rules, such as a Stamina or Timed Battle, and additional effects such as characters being able to reflect projectiles or starting equipped with certain items may also be present. Sometimes an order will be a [[Stadium]] mode that requires the player to achieve a certain score, such as hitting [[Sandbag]] a certain distance in [[Home-Run Contest]]. No matter which Master Order the player chooses, and regardless of whether they win or lose, a new set of three options will be presented for the next challenge (there is no way to play the same order twice). Clearing a Master Order of Hard difficulty unlocks [[Dr. Mario]]. | ||
Line 8: | Line 9: | ||
==Crazy Orders== | ==Crazy Orders== | ||
[[Image:CrazyOrders.png|thumb|left|250px|A Crazy Orders selection screen.]] | |||
Crazy Orders are the second kind of Special Order. In Crazy 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 pass simply to play, after which individual orders are free to attempt. The passes are obtainable as rewards for [[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 player will also keep 0.7x of the damage they took. | Crazy Orders are the second kind of Special Order. In Crazy 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 pass simply to play, after which individual orders are free to attempt. The passes are obtainable as rewards for [[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 player will also keep 0.7x of the damage they took. | ||
When the player wants to stop, they will face off against Crazy Hand. In | When the player wants to stop, 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 orders). Crazy Hand's HP will increase the more orders the player has completed, up to a maximum of 300 HP. If the difficulty is high enough (after playing many rounds), an opponent or two will be accompanying Crazy Hand; one of those extra opponents can even end up being Master Hand if the player manages to reach turn 14. | ||
When damaging Crazy Hand or Master Hand, they sometimes will drop a chest that the player can pick up that contains more prizes; the number of chests dropped increases with the number of rounds cleared. Said chests will despawn after a while. If the player manages to defeat Crazy Hand, they get to keep everything earned during the run, and may also earn bonus awards based on which fighter was KO'd most often as an enemy. If the player is defeated at any time during Crazy Orders or if time runs out, a portion of their rewards will be lost. Crazy Orders have better rewards than Master Orders due to their higher risk. | When damaging Crazy Hand or Master Hand, they sometimes will drop a chest that the player can pick up that contains more prizes; the number of chests dropped increases with the number of rounds cleared. Said chests will despawn after a while. If the player manages to defeat Crazy Hand, they get to keep everything earned during the run, and may also earn bonus awards based on which fighter was KO'd most often as an enemy. If the player is defeated at any time during Crazy Orders or if time runs out, a portion of their rewards will be lost. Crazy Orders have better rewards than Master Orders due to their higher risk. | ||
Line 16: | Line 18: | ||
Clearing Crazy Orders after 10 rounds unlocks [[R.O.B]]. | Clearing Crazy Orders after 10 rounds unlocks [[R.O.B]]. | ||
[[Category:Modes (SSB4-Wii U)]] | [[Category:Modes (SSB4-Wii U)]] |
Revision as of 06:38, January 29, 2015
Special Orders is a mode in Super Smash Bros. for Wii U. It has two submodes: Master Orders and Crazy Orders. In it, the player must undertake orders given to them by either Master Hand or Crazy Hand. In order to play these orders, one must use gold earned by playing the game.
Master Orders
Master Orders are are the first kind of Special Order. In Master Order, players must complete one of the three orders to get a prize. Master Orders range in difficulty, and the cost to attempt the order and the prize earned for completing the order is dependent on its difficulty level. These orders are often battles with special rules, such as a Stamina or Timed Battle, and additional effects such as characters being able to reflect projectiles or starting equipped with certain items may also be present. Sometimes an order will be a Stadium mode that requires the player to achieve a certain score, such as hitting Sandbag a certain distance in Home-Run Contest. No matter which Master Order the player chooses, and regardless of whether they win or lose, a new set of three options will be presented for the next challenge (there is no way to play the same order twice). Clearing a Master Order of Hard difficulty unlocks Dr. Mario.
Rewards for clearing an order can vary from getting some gold, a custom part, a CD, or even a Crazy Orders Pass. If the reward is a custom part, a franchise logo will be displayed right next to the reward; this lets the player know that the reward, whether it's equipment or a custom special, is compatible with at least one fighter from that selected franchise.
Crazy Orders
Crazy Orders are the second kind of Special Order. In Crazy 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 pass simply to play, after which individual orders are free to attempt. The passes are obtainable as rewards for 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 player will also keep 0.7x of the damage they took.
When the player wants to stop, 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 orders). Crazy Hand's HP will increase the more orders the player has completed, up to a maximum of 300 HP. If the difficulty is high enough (after playing many rounds), an opponent or two will be accompanying Crazy Hand; one of those extra opponents can even end up being Master Hand if the player manages to reach turn 14.
When damaging Crazy Hand or Master Hand, they sometimes will drop a chest that the player can pick up that contains more prizes; the number of chests dropped increases with the number of rounds cleared. Said chests will despawn after a while. If the player manages to defeat Crazy Hand, they get to keep everything earned during the run, and may also earn bonus awards based on which fighter was KO'd most often as an enemy. If the player is defeated at any time during Crazy Orders or if time runs out, a portion of their rewards will be lost. Crazy Orders have better rewards than Master Orders due to their higher risk.
Clearing Crazy Orders after 10 rounds unlocks R.O.B.