Adventure Mode: The Subspace Emissary: Difference between revisions

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==Gameplay==
==Gameplay==
The Subspace Emissary mode is a side-scrolling adventure in the style of a platformer, inspired by the ''[[Mario (universe)|Mario]]'' and ''[[Kirby (universe)|Kirby]]'' games. However, it retains all basic mechanics of ''[[Super Smash Bros.]]'', such as a damage meter, [[Stock|stocks]] and Smash-style attacks. It can also be classified as a beat 'em up.
The Subspace Emissary mode is a side-scrolling adventure in the style of a platformer, inspired by the ''[[Mario (universe)|Mario]]'' and ''[[Kirby (universe)|Kirby]]'' games. However, it retains all basic mechanics of ''[[Super Smash Bros.]]'', such as a [[damage meter]], [[stock]]s, and Smash-style attacks. It can also be classified as a beat 'em up; often stages will pause at specific points and force the player to defeat all opposing enemies, which prevents one from simply running through everything.


The mode features a world map where stages are selected; once a stage is selected, the difficulty can be chosen, and the character(s) will enter the stage. The selectable characters will change depending on the plot. Also introduced on Oct. 5, 2007 you can play with two players but it is optional.
The mode features a world map where stages are selected; once a stage is selected, the difficulty can be chosen, and the character(s) will enter the stage. The selectable characters will change depending on the plot. There is also a two-player option.


When playing a level for the first time, many cutscenes will pause just before gameplay begins, showing a view of all available characters. A message will tell how many characters can be chosen for the level, and a cursor will appear that will let you choose which characters to play. The order characters are chosen in is the order they will appear: they will cycle through in that order until all stock is depleted. Playing through a level again, there will be a screen before the level allowing you to choose between any available characters instead of cutscenes during the level. This can be both an advantage and a disadvantage: you have a wider character variety to choose from, but you must choose the full number of characters. On a six-stock stage, you must select six different characters. You can't just select four characters and have extra stock that will cycle through them as you could in many levels the first time. Additionally, no mid-level cutscenes will play, including ones that would normally allow you to choose new characters and replenish stocks. While on many levels this makes little difference, it is very problematic on long stages like the second Subspace Bomb Factory, where you have to beat the level with a fraction of the lives you would normally get playing through.
When playing a level for the first time, many cutscenes will pause just before gameplay begins, showing a view of all available characters. A message will display how many stock the level allows, and a cursor will appear that allows choosing which characters to play. The order characters are chosen in is the order they will appear: they will cycle through in that order until all stock is depleted. Playing through a level again, there will be a screen before the level allowing choosing between any available characters instead of cutscenes during the level. This can be both an advantage and a disadvantage: there is a wider character variety to choose from, but one cannot (for example) choose only three characters for a four-stock stage. Additionally, no mid-level cutscenes will play, including ones that would normally allow a re-pick of characters which replenishes stocks. While on many levels this makes little difference, it is very problematic on long stages like the second Subspace Bomb Factory, where a replay provides only a fraction of the stock originally given.


Also, some of the character's stats are changed in side-scrolling stages. The characters jumping height, running speed and falling speed are altered. The difference varies from character to character.(i.e.; Pokemon Trainer's Pokemon will not be affected by stamina).
The physics of many (if not all) characters are also tweaked slightly. In general, characters run slower, fall faster, and jump better than in brawls. Move mechanics are not altered, although the differing jump heights, jump timing, and gravity will change how effective aerial attacks are. The most significant change is the removal of stamina from Pokémon Trainer's Pokémon, which allows one to use one Pokémon exclusively. Characters are also able to [[swimming|swim]] for significantly longer.


In addition, [[grab]]bing physics are altered. Normal enemies cannot be held onto for any length of time; they will be thrown immediately after being grabbed. This means that choosing which throw to use must be done with the Control Stick during the grab animation; inputting no direction will result in a forward throw (with the exception of [[Donkey Kong (SSBB)|Donkey Kong]], who cannot carry enemies in the SSE and instead will utilize his up-throw). Special moves that involve grabbing (such as [[Egg Lay]] and [[Inhale]]) are also altered - instead of grabbing, they either deal damage like normal moves or do nothing. Bosses and large enemies such as Big Primids cannot be grabbed.
In addition, [[grab]]bing physics are altered. Normal enemies cannot be held onto for any length of time; they will be thrown immediately after being grabbed, making it impossible to [[pummel]] them. This means that choosing which throw to use must be done with the Control Stick during the grab animation; inputting no direction will result in a forward throw (with the exception of [[Donkey Kong (SSBB)|Donkey Kong]], who cannot carry enemies, and instead will utilize his up-throw). Special moves that involve grabbing will fail to grab; certain such moves have extra Subspace Emissary-only hitboxes (for example, [[Egg Lay]] will deal 13% damage, while [[Inhale]] will do nothing but slightly pull targets). Bosses and large enemies such as Big Primids cannot be grabbed.


===Difficulty Levels===
===Difficulty Levels===
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*More (and sometimes more dangerous) enemies appear during locked battles.
*More (and sometimes more dangerous) enemies appear during locked battles.
*[[Trackball]]s lose energy faster.
*[[Trackball]]s lose energy faster.
*[[Auroros]] can't be thrown as far. (On Intense, they die the instant you chuck them, preventing you from using them against other enemies.)
*[[Auroros]] can't be thrown as far, making it more difficult to use them against other enemies.
*Less favorable items appear, although more and more powerful healing items appear when enemies are defeated.
*Less favorable items appear, although more and more powerful healing items appear when enemies are defeated.
*Stock Balls may get rarer (or, in the case of Intense, not exist).
*Stock Balls may get rarer (or, in the case of Intense, not exist).
*[[Barrel Cannon]]s and some other vehicles (such as the orange platforms in [[Research Facility]]) move faster, therefore being harder to control.
*[[Barrel Cannon]]s and some other vehicles (such as the orange platforms in [[Research Facility]]) move faster, therefore being harder to control.
*Auto-scrolling areas scroll faster
*Auto-scrolling areas scroll faster.
*Moving walls, floors, and ceilings move faster, making the characters more easily [[KO|crushed]] .
*Moving walls, floors, and ceilings move faster, making the characters more easily [[KO|crushed]].
*Platforms move or fall faster.
*Platforms move or fall faster.
*Bomb block explosion chains move faster.
*Bomb block explosion chains move faster.
*Switches last shorter.
*The effects of temporary switches last shorter.
*Wind speeds increase (including the wind from a [[Borboras]]), sometimes to nonsensical levels.
*Wind speeds increase (including the wind from a [[Borboras]]), sometimes to nonsensical levels.
*Keys break easier.
*Keys break easier.