Super Smash Bros.
Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. 4
Super Smash Bros. Ultimate

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*Continuing results in the player's score being increased by one. This is used to show how many times the player has continued.
*Continuing results in the player's score being increased by one. This is used to show how many times the player has continued.
**''{{s|icaruspedia|Kid Icarus: Uprising}}'', a game also directed by [[Masahiro Sakurai]], also uses this system.
**''{{s|icaruspedia|Kid Icarus: Uprising}}'', a game also directed by [[Masahiro Sakurai]], also uses this system.
*Unlike previous games, the announcer says "Final Results" instead of "Game Over" when choosing not to continue in either Classic Mode of ''Smash 4''.
*Unlike previous games, the announcer says "Final Results" instead of "Game Over" when choosing not to continue in either Classic Mode of ''Smash 4'' and ''Ultimate''. In ''Smash for 3DS'' the words "Game Over" is actually shown before choosing to continue or not.
*Although the "Continue" sign in ''Melee'' is stripped by an instant Game Over state, the "Yes" and "No" buttons aren't affected and will appear unless a Game Over occurs after the trophy lands. If automatic continuation is the default action with a Game Over state, the score still deducts in half but the current amount of coins are kept. These can be tested out using the [[Action Replay]] codes below:
*Although the "Continue" sign in ''Melee'' is stripped by an instant Game Over state, the "Yes" and "No" buttons aren't affected and will appear unless a Game Over occurs after the trophy lands. If automatic continuation is the default action with a Game Over state, the score still deducts in half but the current amount of coins are kept. These can be tested out using the [[Action Replay]] codes below:



Revision as of 06:58, July 7, 2019

"Game Over" redirects here. For the tournament, see Tournament:Game Over.
An icon for denoting incomplete things.
The Continue screen in SSB.
The Game Over screen in SSB.

In all five games, when the player loses in a one player match such as 1P Game, Classic, Adventure, or All-Star Mode, they must trade coins in order to have an extra number of lives in stock. This is known as a Continue. Continues can occur in Classic Mode, Super Smash Bros.'s 1P Game, All-Star Mode (except in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U), Melee's Adventure Mode, Brawl's Subspace Emissary, and Ultimate's World of Light. Despite its similarity in format to All-Star Mode, Boss Battles Mode does not allow players to continue upon being KO'd.

In Classic, Adventure, and All-Star

When the player runs out of stocks, they are faced with a screen with the Announcer asking them whether they wish to continue or not. In the 1P Game of Super Smash Bros. (for both N64 and VC for Wii), the player can continue as many times as they wish. In Melee and Brawl, however, the player will not have a choice to continue and gain an extra number of lives if they do not have enough coins (in Melee the player can own up to 999 coins; while in Brawl they can own up to 9,999) to pay; they are instead given a Game Over and have to start the mode over again (in Melee, the Game Over state is passed through after the amount of coins have been checked which will delete the "Continue" sign (that normally appears on the screen) before the trophy falls without the audio effects. After the trophy lands, the player goes straight to a Game Over; in Brawl, the player will be redirected to the final animation of the screen). If they have sufficient funds, then the player can choose whether or not to continue. If the player chooses "No" and decides to exit, a Game Over still occurs. If they choose "Yes", however, then the game continues, with the player regaining all their lives and continuing the game as usual (in Melee, it has a function to check coins before they can use that option or else it can't be selected leaving the player no choice to exit).

Continuing the game in these three games will cut the total score the player earned in half; however, they also gain one point for each continue. In addition, Melee and Brawl continues causes the player to trade a fixed number of coins in order to continue. Higher difficulties mean higher loss of coins, except for Melee's All-Star Mode, in which continues always cost 10 coins on all difficulties.

In Melee, on both Classic Mode and Adventure Mode, the values are:

  • Very Easy = 1 coin
  • Easy = 2 coins
  • Normal = 3 coins
  • Hard = 5 coins
  • Very Hard = 10 coins

All-Star Mode in Melee always costs 10 coins regardless of difficulty.

In Brawl, on both Classic Mode and All-Star Mode, these are the values:

  • Easy = 10 coins
  • Normal = 20 coins
  • Hard = 30 coins
  • Very Hard = 50 coins
  • Intense = 100 coins

If the player cleared the game on any difficulty in Classic Mode, Adventure Mode, or All-Star Mode by using continues, the "Continuation" bonus in Melee or the "Used a Continue bonus" in Brawl is given, worth −20,000 points.

In Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, continuing is only possible in Classic Mode. Unlike in Melee and Brawl, the player does not use their funds to continue. Instead, it removes some rewards that the player has attained to that point and drops the intensity by 0.5, down to no lower than a minimum of 2.0. A "Game Over" is actually shown before choosing to continue in Super Smash Bros. for Nintendo 3DS.

In Super Smash Bros. Ultimate, the player can continue by spending Gold to lower the intensity or by using a Classic Ticket without lowering the intensity. Upon continuing, the match will start from where the player left off, unlike in other Super Smash Bros. games. The Third option is "Quit" and the player sees the final results earlier than completing the modes like in Smash 4.

Subspace Emissary

The Continue screen from the Subspace Emissary.
The Game Over screen from the Subspace Emissary.

When the player runs out of stock in the Subspace Emissary, they are faced with a similar choice whether to continue or not. However, there are now three options; Get Up, Back to Map, and Quit. If the player chooses "Back to Map", then they exit the level and can choose another. If they chose "Quit", it's game over and they get to save and automatically return to the Solo menu. Both options cause the player to lose all stickers and trophies they had collected in the level. A Game Over screen appears for "Quit", but not "Back to Map". Unlike Classic and All-Star Mode, continuing in the Subspace Emissary does not cost coins, but it does carry other consequences.

If the player chooses "Get Up" in the Subspace Emissary, they can gain an extra set of lives in stock; and these events occur:

  • The number of stickers and trophies, including those obtained by the Trophy Stand, attained in the stage is halved. Anything attained from Golden Boxes, however, cannot be lost.
  • The player respawns at the last opened door or at the start of the level.
  • The amount of coins for clearing that stage is reduced.

World of Light

If a player fails a match in World of Light, they will be given the chance to challenge the fight again by selecting Rematch. Their primary spirit will gain experience, like it does when a match is won, but in a noticeably smaller amount. The player can retry a match as many times as they want to, with no penalty.

Gallery

Trivia

  • Continuing results in the player's score being increased by one. This is used to show how many times the player has continued.
  • Unlike previous games, the announcer says "Final Results" instead of "Game Over" when choosing not to continue in either Classic Mode of Smash 4 and Ultimate. In Smash for 3DS the words "Game Over" is actually shown before choosing to continue or not.
  • Although the "Continue" sign in Melee is stripped by an instant Game Over state, the "Yes" and "No" buttons aren't affected and will appear unless a Game Over occurs after the trophy lands. If automatic continuation is the default action with a Game Over state, the score still deducts in half but the current amount of coins are kept. These can be tested out using the Action Replay codes below:
NTSC v1.0 NTSC v1.1 NTSC v1.2 PAL
Always delete Continue sign

0419EFA0 60000000

0419F6A0 60000000

0419fce8 60000000

041A0848 60000000

Default Automatic Continue option is Yes

0419EA24 3800003c
0419EA28 386db040
0419EA2C 90030004
0419EA30 48000010
0019EA43 00000009
0419EA7C 38000000
0019F593 40820018

0419F124 3800003c
0419F128 386db040
0419F12C 90030004
0419F130 48000010
0019F143 00000009
0419F17C 38000000
001A0393 00000018

0419f76c 3800003c
0419f770 386db040
0419f774 90030004
0419f778 48000010
0019f78B 00000009
0419f7c4 38000000
001a09db 00000018

041a02cc 3800003c
041a02d0 386db040
041a02d4 90030004
041a02d8 48000010
001a02eb 00000009
041a0324 38000000
001a153b 00000018

Game Over state override/Unused "Yes" action

0019FD4B 00000000

001A044B 00000000

001a0a93 00000000

001A15F3 00000000

Also in Debug mode, a number of coins are randomized everytime it's accessed through "EASYEND" under "KIM".

Videos