Difficulty: Difference between revisions
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== Difficulty levels in ''[[SSB4]]'' == | == Difficulty levels in ''[[SSB4]]'' == | ||
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, and selecting other intensities requires some [[gold]], with each .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, and selecting other intensities requires some [[Gold (collectible)|gold]], with each .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. | Selecting an intensity lower than 2.0 also costs gold, with the amount increasing per decrement. |
Revision as of 09:14, April 16, 2018
Difficulty is an option in some single player and co-op modes that allows a player to adjust the game after one's skill. Depending on what mode is being played, different difficulty levels will affect the game in different ways. For example, a higher difficulty level in the Subspace Emissary will make the enemies harder by giving them more HP and making their attacks stronger, while a higher difficulty level in Target Smash changes the stage's design into a more difficult one. Sometimes, unlockables such as trophies or stickers depend on the difficulty on which a game mode is cleared. In the Subspace Emissary, Stock Balls vary in number, from appearing in most levels in Easy to never appearing in Intense.
In Smash 64, the difficulty setting is only available for the 1P Game. In the other three games, the setting appears for the Classic Mode, Adventure Mode, Subspace Emissary and All-Star Mode. Additionally, in Brawl, the setting is available for Boss Battles, and has been added to Event matches and Target Smash!!. However, the event matches in Super Smash Bros. Brawl and Super Smash Bros. 4 only have three difficulties (Easy, Normal, and Hard). Smash 4 also featured an entirely retooled difficulty scale for its Classic and All-Star Modes.
Difficulty levels in Smash 64 and Melee
- Very Easy (blue difficulty)
- Easy (green difficulty)
- Normal (yellow difficulty)
- Hard (orange difficulty)
- Very Hard (red difficulty)
Difficulty levels in Brawl
- Easy (やさしい, Easy)
- Normal (ふつう, Normal)
- Hard (むずかしい, Hard)
- Very Hard (とてもむずかしい, Very Hard)
- Intense (ゲキむず, Extreme)
In Event Matches, only three difficulty levels are available: Easy, Normal, and Hard.
Difficulty levels in SSB4
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, and selecting other intensities requires some gold, with each .1 increment costing the player a set number of gold depending on the intensity. The system is identical to the Fiend's Cauldron intensity system from Masahiro Sakurai's previous game, 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.
Intensity level | Numeric values | Cost per 0.1 increment |
---|---|---|
Effortless | 0.0 to 0.9 | -5 gold |
Easy | 1.0 to 1.9 | |
Standard | 2.0 to 2.9 | 8 gold |
Tougher | 3.0 to 3.9 | 12 gold |
Challenging | 4.0 to 4.9 | 15 gold |
Heatin' Up | 5.0 to 5.9 | 20 gold |
Extra Spicy | 6.0 to 6.9 | 25 gold |
Infernal | 7.0 to 7.9 | 45 gold |
White Hot | 8.0 to 8.9 | 95 gold |
Nothing Harder! | 9.0 | N/A |
The difficulty chosen - in addition to making the CPU opponents tougher and the prizes greater - determines what is faced at the end of the game, with higher intensities adding new foes to the mix. In both versions, the encounter is as follows:
Inclusion | Intensity range |
---|---|
Master Hand | All Intensities |
Crazy Hand | 3.0 and Up |
Master Edges & Master Shadow | 5.1 and Up |
Master Beast | 6.0 and Up |
Master Giant | 7.0 and Up 7.5 and Up |
Master Fortress | 8.0 and Up |
Every time the player loses, he or she is given the option to continue. If the player elects to continue, the intensity lowers by 0.5. Regardless of whether or not the player continues, some rewards attained in the Classic Mode will be lost, as will some gold on the Fiend's Scale.
The game's All-Star Mode and Event Matches, however, use the traditional difficulties, though only three are available: Easy, Normal, and Hard. Unlike in Brawl, however, the colors for Normal and Hard are yellow and red, respectively.