Smashpedia
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=== Classic Mode Layout ===
 
=== Classic Mode Layout ===
  +
* Stage 1: The first stage takes place at [[Hyrule Castle]] and pits you against Link.
{{Incomplete}}
 
  +
** <sub>Having many disjointed melee attacks and two projectile weapons, Link can be a hassle to approach. However, his lack of speed and maneuverability cause Link even more problems in approaching the player. In fact, much of Link's strategy consists of standing back, throwing a few projectiles, and waiting for an opening. Depending on the difficulty level, Link may even take a long time to react to attacks, even if he is savagely assaulted. The terrain effect on the Hyrule Castle stage is tornadoes which appear randomly and tend to last between 10 and 20 seconds, and move in random directions, sometimes suddenly speeding up and homing in on a character.</sub>
  +
* Stage 2: The second stage takes place on [[Yoshi's Island (SSB)|Yoshi's Island]] and pits you against the Yoshi Team, comprised of 18 lightweight Yoshis.
  +
** <sub>The Yoshis rarely attack and as they are lightweights, they are exceptionally weak and can be knocked out by almost any attack; sometimes they may even fall from the stage without any conflict from the player. Strangely though, the clouds at the sides of the stage are missing. However, using a Gameshark to use the Debug Menu can allow access to this version of Yoshi's Island with the clouds missing.</sub>
  +
* Stage 3: The third stage takes place in [[Sector Z]] and pits you against Fox McCloud.
  +
** <sub>Fox has speed unmatched in almost every aspect. However, his attacks tend to have less knockback than those of other opponents. Arwing fighters act as the terrain effect on this stage. Occasionally Arwings will appear and commence fire at the players, causing significant damage. Also, if Fox or the player is standing on the Arwings as it flies offscreen, this may result in a knock-out; however, the Arwings tend to do barrel rolls or fly upside-down, which will essentially push the character off before it disappears from the screen.</sub>
  +
* Bonus Stage 1: [[Break the Targets]]
  +
** <sub>It challenges the player to seek and destroy the ten targets placed throughout the stage within a 2-minute time limit.</sub>
  +
* Stage 4: The fourth stage takes place at [[Peach's Castle]] and pits you against the Mario Bros.
  +
** <sub>In this stage, the player is accompanied by one, randomized ally. Mario is adept in close-range smash attacks while he makes use of a good, long range, and Luigi's combos, although less varied and versatile than Mario's, can be followed by his devastating Super Jump Punch (which, in this mode, is an One-hit KO. Curiously, Luigi will still appear even if he has not been unlocked.)</sub>
  +
* Stage 5: The fifth stage takes place in [[Saffron City]] and pits you against Pikachu.
  +
** <sub>Notorious for his high-priority aerials, good edgeguarding ability, and superb recovery, Pikachu is a versatile character with very few weaknesses. The player should never hastily approach Pikachu as its aerials can out-prioritize and out-range almost any move. The terrain effect on the Saffron City stage appears through the door under a small platform around the center of the stage. This door occasionally opens, revealing a Pokémon at random which more often then not, deals damage to whoever is in its attack range. Some of these Pokémon can be knocked out, however.</sub>
  +
* Stage 6: The sixth stage takes place in the [[Congo Jungle]] and pits you against Giant DK.
  +
** <sub>In this stage, the player is accompanied by two, randomized allies. Giant DK has little knockback when attacked, while his own attacks can send opponents flying. Under the main platform of the stage is a Barrel Cannon which sidles left and right. Characters can also jump through the main platform, despite the inability to fall through it.</sub>
  +
* Bonus Stage 2: [[Board the Platforms]]
  +
** <sub>It challenges the player to seek and step on the surfaces of the ten platforms placed throughout the stage within a 2-minute time limit. When a platform has been boarded, the otherwise red light it emits will become blue.</sub>
  +
* Stage 7: The seventh stage takes place in [[Dream Land]] and pits you against the Kirby Team, comprised of 8 lightweight Kirbys.
  +
** <sub>Each of the eight Kirbys sport a unique hat (with the exception of one, which will be normal Kirby, or one of the four unlockable characters (after they've been unlocked)) corresponding to each of the eight starter characters in the game, and as such can make use of each character's neutral B attack. The terrain effect on the Dream Land stage is Whispy Woods, a tree in the middle of the stage who occasionally blows wind towards a particular side of the stage.</sub>
  +
* Stage 8: The eighth stage takes place on [[Planet Zebes]] and pits you against Samus Aran.
  +
** <sub>Heavy yet floaty, Samus is an opponent with a quick dash and decent recovery who often begins the match by charging herCharge Shot. The terrain effect on the Planet Zebes stage is acid which raises from below the platforms occasionally, and can submerge each platform except the top-most platform which will always be above the acid. Touching the acid results in damage and serious knockback.</sub>
  +
* Stage 9: The ninth stage takes place at [[Metal Mario's Stage]] and pits you against Metal Mario himself.
  +
** <sub>Very different from his normal form, Metal Mario takes an absurd amount of damage to knock-out, often exceeding 300%. Succeeding in driving from the edge of the stage almost guarantees victory, as his massive weight makes it nearly impossible for him to recover.</sub>
  +
* Bonus Stage 3: [[Race to the Finish (SSB)|Race to the Finish]]
  +
** <sub>It challenges the player to descend five floors and reach the exit, while avoiding explosives, bumpers, and some of the Fighting Polygon Team. Unlike the other bonus stages, in this one, a time limit of one minute is given instead of two.</sub>
  +
* Stage 10: The tenth stage takes place on the [[Battlefield (SSB)|Battlefield]] and pits you against the Fighting Polygon Team, comprised of 30 lightweight Fighting Polygons.
  +
** <sub>The Fighting Polygons cannot perform grabs and have no special attacks, and being lightweights, they are exceptionally weak and can be knocked out by almost any attack.</sub>
  +
* Final Stage: The final stage takes place at the [[Final Destination (SSB)|Final Destination]] and pits you against Master Hand.
  +
** <sub>Using its size and shape to its advantage, Master Hand slaps, punches and flicks the player around. This stage stands out from most others in the game, as it can not be cleared by knocking out the opponent, but only by lowering the opponent's stamina to 0HP.</sub>
  +
 
== In ''Super Smash Bros. Melee'' ==
   
==In ''Super Smash Bros. Melee''==
 
 
===Classic Mode Layout===
 
===Classic Mode Layout===
 
[[File:ClassicModeMelee.png|thumb|[[Mario (SSBM)|Mario]] fighting [[Ice Climbers (SSBM)|Ice Climbers]] in the Classic Mode for ''[[Super Smash Bros. Melee]]''.]]
 
[[File:ClassicModeMelee.png|thumb|[[Mario (SSBM)|Mario]] fighting [[Ice Climbers (SSBM)|Ice Climbers]] in the Classic Mode for ''[[Super Smash Bros. Melee]]''.]]

Revision as of 07:32, 11 August 2015

Classic mode

Classic Mode as seen in Brawl.

Classic Mode (シンプル Shinpuru?, Simple in Japan) is a mode in Super Smash Bros. Melee, Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS and Wii U that serves as the successor to the 1P Game in Super Smash Bros.. The two modes are virtually identical in order; however, certain changes have been made.

In the original, the player fought in a predetermined order: the player would always fight a specific character at a certain stage in a fixed order under static conditions). In Melee, randomization elements were introduced - the battles and the order in which they are take place are, for the most part, completely random (other than the basic layout, which is elaborated upon in the below section). Additionally in Melee, the Board the Platforms bonus game has been removed, instead replaced by Snag the Trophies.

If the player loses all their stock, they are brought to a screen with a "Yes" or "No" answer to the Announcer's question "Continue?" Some coins and points are lost if "Yes" is chosen, but a "GAME OVER" is shown if "No" is chosen or if players do not have a certain amount of coins to pay. At the end, 20,000 points will be lost for using at least one continue. In Brawl, beating Classic mode rewards players with 10,000 on Easy, 20,000 points on Normal, 30,000 points on Hard, 40,000 points for Very Hard, and 50,000 points on Intense, and another 15,000 points a single stock wasn't lost. In WiiU/3DS, a few rewards obtained on the journey will be lost if the player chooses "Yes".

In any rare case if you run out of time (5:00) in any battle in Classic Mode (Not the Bonus Stages), one stock is lost, and you play that battle again from the beginning.

Battle types

RSBE01-83

The classic results screen.

Classic Mode introduces different types of battles as the player progresses. In Melee, there is one type of each battle in a set stage while in Brawl there are multiple special battles fought randomly in each stage.

Regular battle

In a regular battle, the player engages in a one on one battle with another character. These type of battles are the most common type of battle in Melee and Brawl. The opponent is usually chosen at random and is battled on their home stage.

Team battle

In a team battle, the player pairs up with a computer ally and battles two other computer opponents. The opponents and ally are chosen at random in Melee, while characters of the same series usually team up in Brawl. The battle is usually fought on one of the opposing characters home stage. The higher the difficulty, the less reliable the ally will be.

In Brawl, the two Computer opponents are indicated Blue instead of Gray on their Genre symbols.

Giant battle

In a giant battle, the player pairs up with at most two allies and battles a giant character. The giant character will have the same attributes as a character with under the effects of a Super Mushroom, however the enlarged size will last the whole battle. The giant character can usually sustain more damage and has more powerful attacks, but their jump's distance is reduced and they become a bigger target. The higher the difficulty is, the less reliable the computer allies will be.

In Brawl, this battle is chosen at random by series and the player will be given a certain number of allies depending on the stage number. In comparison to regular Super Mushrooms, the opposing character is larger still, magnifying the bonuses and pitfalls of being Giant. When this battle is chosen on stage 2, players will have two allies (always Donkey Kong & Diddy Kong). When it is chosen on stages 3, 4, and 5, there will be only one ally. Finally, when chosen on stages 6–10, no allies will help the players.

Multi-man battle

In a multi-man battle, the player fights ten copies of another character. The opponent team will attack in groups of three, but they have lower handicap than usual, making them easier to defeat and more difficult for them to KO the player.

Sometimes, when a player's character goes against the same character in Multi-Man battle, these things happen.

  • In the N64 Version, the color for the opponent is brighter (depending what color the player's character chose before gameplay).

(Example - A player picks a Blue Yoshi, making all the CPU Yoshis that are Blue brighter)

  • In Brawl & Melee, depending on the color that the player chose for their character before gameplay, that color is excluded on the 10 copies of the same opposing characters. Reducing confusion of a character.

(Example - A player picks a Red Marth, which the Red color will not also appear on the 10 CPU copies of Marth.)

In Super Smash Bros. for Nintendo 3DS and Wii U, the second-to-last battle is always a Multi-man battle against the Fighting Mii Team or copies of another character.

Metal battle

In a metal battle, the player faces an opposing computer player under the effects that are similar to the Metal Box. A metal character can sustain more damage and are less likely to flinch with more powerful attacks. However, their falling speed is increased and running speed reduced. In Melee, a metal battle is always fought on the Battlefield stage with no items appearing at all. In Brawl, however, the metal battles are chosen at random by series and items are present.

Free-for-All

This battle only appears in Brawl as the second-to-last battle. In this battle, the player must fight three random characters (who haven't been fought yet in the current playthrough) on the Final Destination stage. Often, the opponents will attack each other outright - though almost always around the player, forcing them to have to address their opponents - until the one is defeated; the remaining two will then focus solely on the player. The music played in this battle is Opening (Super Smash Bros. Melee).

Final battle

In a final battle, the players faces Master Hand and/or Crazy Hand on the Final Destination stage. When one player reaches the final stage in this mode on normal or higher in under 18 minutes in Melee (hard or above in 9 minutes or less in Brawl) without continuing, Crazy Hand will fight alongside Master Hand. However, there are no items present in this battle. Master Hand and Crazy Hand both have certain number of hit points depending on the chosen difficulty that must be depleted to clear this mode. However in Brawl, along with the change of hit points is the movement of the hands. The higher the difficulty, the faster they move. In Melee, Crazy Hand will appear after Master Hand's HP is cut in half. In Brawl, Master Hand and Crazy Hand will both appear at the same time from the start.

In Super Smash Bros.

Classic Mode Layout

  • Stage 1: The first stage takes place at Hyrule Castle and pits you against Link.
    • Having many disjointed melee attacks and two projectile weapons, Link can be a hassle to approach. However, his lack of speed and maneuverability cause Link even more problems in approaching the player. In fact, much of Link's strategy consists of standing back, throwing a few projectiles, and waiting for an opening. Depending on the difficulty level, Link may even take a long time to react to attacks, even if he is savagely assaulted. The terrain effect on the Hyrule Castle stage is tornadoes which appear randomly and tend to last between 10 and 20 seconds, and move in random directions, sometimes suddenly speeding up and homing in on a character.
  • Stage 2: The second stage takes place on Yoshi's Island and pits you against the Yoshi Team, comprised of 18 lightweight Yoshis.
    • The Yoshis rarely attack and as they are lightweights, they are exceptionally weak and can be knocked out by almost any attack; sometimes they may even fall from the stage without any conflict from the player. Strangely though, the clouds at the sides of the stage are missing. However, using a Gameshark to use the Debug Menu can allow access to this version of Yoshi's Island with the clouds missing.
  • Stage 3: The third stage takes place in Sector Z and pits you against Fox McCloud.
    • Fox has speed unmatched in almost every aspect. However, his attacks tend to have less knockback than those of other opponents. Arwing fighters act as the terrain effect on this stage. Occasionally Arwings will appear and commence fire at the players, causing significant damage. Also, if Fox or the player is standing on the Arwings as it flies offscreen, this may result in a knock-out; however, the Arwings tend to do barrel rolls or fly upside-down, which will essentially push the character off before it disappears from the screen.
  • Bonus Stage 1: Break the Targets
    • It challenges the player to seek and destroy the ten targets placed throughout the stage within a 2-minute time limit.
  • Stage 4: The fourth stage takes place at Peach's Castle and pits you against the Mario Bros.
    • In this stage, the player is accompanied by one, randomized ally. Mario is adept in close-range smash attacks while he makes use of a good, long range, and Luigi's combos, although less varied and versatile than Mario's, can be followed by his devastating Super Jump Punch (which, in this mode, is an One-hit KO. Curiously, Luigi will still appear even if he has not been unlocked.)
  • Stage 5: The fifth stage takes place in Saffron City and pits you against Pikachu.
    • Notorious for his high-priority aerials, good edgeguarding ability, and superb recovery, Pikachu is a versatile character with very few weaknesses. The player should never hastily approach Pikachu as its aerials can out-prioritize and out-range almost any move. The terrain effect on the Saffron City stage appears through the door under a small platform around the center of the stage. This door occasionally opens, revealing a Pokémon at random which more often then not, deals damage to whoever is in its attack range. Some of these Pokémon can be knocked out, however.
  • Stage 6: The sixth stage takes place in the Congo Jungle and pits you against Giant DK.
    • In this stage, the player is accompanied by two, randomized allies. Giant DK has little knockback when attacked, while his own attacks can send opponents flying. Under the main platform of the stage is a Barrel Cannon which sidles left and right. Characters can also jump through the main platform, despite the inability to fall through it.
  • Bonus Stage 2: Board the Platforms
    • It challenges the player to seek and step on the surfaces of the ten platforms placed throughout the stage within a 2-minute time limit. When a platform has been boarded, the otherwise red light it emits will become blue.
  • Stage 7: The seventh stage takes place in Dream Land and pits you against the Kirby Team, comprised of 8 lightweight Kirbys.
    • Each of the eight Kirbys sport a unique hat (with the exception of one, which will be normal Kirby, or one of the four unlockable characters (after they've been unlocked)) corresponding to each of the eight starter characters in the game, and as such can make use of each character's neutral B attack. The terrain effect on the Dream Land stage is Whispy Woods, a tree in the middle of the stage who occasionally blows wind towards a particular side of the stage.
  • Stage 8: The eighth stage takes place on Planet Zebes and pits you against Samus Aran.
    • Heavy yet floaty, Samus is an opponent with a quick dash and decent recovery who often begins the match by charging herCharge Shot. The terrain effect on the Planet Zebes stage is acid which raises from below the platforms occasionally, and can submerge each platform except the top-most platform which will always be above the acid. Touching the acid results in damage and serious knockback.
  • Stage 9: The ninth stage takes place at Metal Mario's Stage and pits you against Metal Mario himself.
    • Very different from his normal form, Metal Mario takes an absurd amount of damage to knock-out, often exceeding 300%. Succeeding in driving from the edge of the stage almost guarantees victory, as his massive weight makes it nearly impossible for him to recover.
  • Bonus Stage 3: Race to the Finish
    • It challenges the player to descend five floors and reach the exit, while avoiding explosives, bumpers, and some of the Fighting Polygon Team. Unlike the other bonus stages, in this one, a time limit of one minute is given instead of two.
  • Stage 10: The tenth stage takes place on the Battlefield and pits you against the Fighting Polygon Team, comprised of 30 lightweight Fighting Polygons.
    • The Fighting Polygons cannot perform grabs and have no special attacks, and being lightweights, they are exceptionally weak and can be knocked out by almost any attack.
  • Final Stage: The final stage takes place at the Final Destination and pits you against Master Hand.
    • Using its size and shape to its advantage, Master Hand slaps, punches and flicks the player around. This stage stands out from most others in the game, as it can not be cleared by knocking out the opponent, but only by lowering the opponent's stamina to 0HP.

In Super Smash Bros. Melee

Classic Mode Layout

ClassicModeMelee

Mario fighting Ice Climbers in the Classic Mode for Super Smash Bros. Melee.

  • Stage 1: 1 vs 1 (Opponent chosen at random from a list of characters)
  • Stage 2: 2 vs 2 (Ally is chosen at random from a list of allies while the team will be fought is picked out of a list of 29 teams randomly)
  • Stage 3: Target Test
  • Stage 4: 1 vs 1 (Opponent chosen at random from a list of characters)
  • Stage 5: 3 vs 1 Giant Character (Allies chosen at random from a list of allies while a giant character is chosen out of a list of giant characters randomly)
  • Stage 6: Snag the Trophies
  • Stage 7: 1 vs 1 (Opponent chosen at random from a list of characters)
  • Stage 8: 1 vs 10 of the same character (Teams are chosen at random out of a list)
  • Stage 9: Race to the Finish
  • Stage 10: 1 vs 1 Metal character (Opponent chosen at random from a list of metal characters)
  • Stage 11: 1 vs Master Hand and Crazy Hand on Normal or Hard.

Regular Battle

This is a list of characters that will be fought in their home stages in 3 1-on-1 battles below. In this mode, Poké Floats and past stages aren't used. In battle 5 on Hard or Very hard, the computer will usually try to avoid players at all costs, sometimes by walking off the screen.

Regular Battles
Character Stage(s)
Bowser Princess Peach's Castle, Battlefield
Captain Falcon Mute City, Big Blue
Donkey Kong Kongo Jungle, Jungle Japes
Dr. Mario Mushroom Kingdom
Falco Corneria, Venom
Fox Corneria, Venom
Ice Climbers Icicle Mountain
Jigglypuff Pokémon Stadium
Kirby Fountain of Dreams, Green Greens
Link Great Bay, Temple
Luigi Mushroom Kingdom, Mushroom Kingdom II
Mario Princess Peach's Castle, Rainbow Cruise
Marth Great Bay (Fire Emblem)
Mewtwo Pokémon Stadium, Final Destination (Poké Floats)
Ness Onett, Fourside
Peach Princess Peach's Castle, Mushroom Kingdom II
Pichu Pokémon Stadium
Pikachu Pokémon Stadium
Samus Brinstar, Brinstar Depths
Yoshi Yoshi's Story (with Yoshi's Island N64 alternate song), Yoshi's Island
Young Link Great Bay, Temple (Saria's Song)
Zelda Temple

Allies

This is a list of characters who will fight alongside players in Team and Giant battles. These characters use their alternate costumes in these matches. In team battle, the ally will use the first alternate costume; while in a giant battle, ally 1 will use the second alternate costume and ally 2 will use the first alternate costume.

Ally
Character
Bowser
Captain Falcon
Donkey Kong
Dr. Mario
Falco
Fox
Ganondorf
Ice Climbers
Jigglypuff
Kirby
Link
Luigi
Mario
Marth
Mewtwo
Mr. Game & Watch
Ness
Peach
Pichu
Pikachu
Samus
Yoshi
Young Link

2 vs. 2 Teams

Below is the list of all the teams that can be fought in Classic Mode. Both the characters for each team and the stage fought on is listed. There are a total of 29 teams. When fighting a team of Mario and Bowser on Battlefield, the theme for Princess Peach's Castle plays.

Team Battle
Team Stage
Fox + Falco Corneria
Kirby + Pikachu Green Greens
Kirby + Jigglypuff Green Greens
Kirby + Pichu Fountain of Dreams
Kirby + Ice Climbers Icicle Mountain
Pikachu + Pichu Pokemon Stadium
Pikachu + Jigglypuff Pokemon Stadium
Samus + Captain Falcon Big Blue
Captain Falcon + Falco Big Blue
Fox + Captain Falcon Mute City
Samus + Fox Brinstar
Ness + Peach Onett
Ness + Mewtwo Fourside
Yoshi + Ness Yoshi's Island
Yoshi + Luigi Yoshi's Story
Bowser + Mewtwo Battlefield
Bowser + Peach Battlefield
Bowser + Zelda Battlefield
Mario + Bowser Battlefield (Princess Peach's Castle)
Mario + Peach Mushroom Kingdom II
Peach + Zelda Temple
Zelda + Marth Temple
Link + Zelda Temple
Link + Young Link Great Bay
Marth + Link Great Bay
Zelda + Young Link Great Bay
Donkey Kong + Fox Kongo Jungle
Link + Luigi Mushroom Kingdom
Luigi + Doctor Mario Mushroom Kingdom

Debug 2 vs. 2 Teams

Team Battle
Team Stage
Ness + Zelda Onett
Roy + Zelda Temple
Marth + Roy Temple
Mario + Luigi Mushroom Kingdom
Captain Falcon + Ganondorf Final Destination (Great Bay)
Ness + Pikachu Poke Floats
Yoshi + Jigglypuff Pokemon Stadium
Yoshi + Bowser Battlefield
Samus + Ganondorf Brinstar Depths
Bowser + Ganondorf Battlefield
Ganondorf + Mewtwo Final Destination
Ness + Ice Climbers Icicle Mountain
Ness + Kirby Green Greens (with Dream Land N64 alternate song)

Giant Character Battle

Just like the teams, the giant characters are picked randomly from a group that has already been predetermined by the game.

Giant Character Battles
Giant Character Stage
Donkey Kong Kongo Jungle
Mario Princess Peach's Castle
Dr. Mario Mushroom Kingdom
Luigi Mushroom Kingdom II
Bowser Fountain of Dreams
Captain Falcon Mute City
Jigglypuff Pokemon Stadium
Link Great Bay
Yoshi Yoshi's Story
Young Link Temple

Multi-Character Battle

Just like the teams, and the giant characters, the multiple-character fight is picked randomly from a group that has already been predetermined by the game. This level consists of 10 characters consisting of a group of each other.

Team Battles
Team Stage
Donkey Kong Jungle Japes
Mario Rainbow Cruise
Luigi Mushroom Kingdom II
Captain Falcon Mute City
Jigglypuff Pokemon Stadium
Pichu Pokemon Stadium
Kirby Fountain of Dreams
Mr.Game & Watch Flat Zone
Ness Onett

Metal Battle

Unlike in regular battles, this is a list of metal characters that will be fought on the Battlefield stage.

Metal Character Battles
Metal Character
Bowser
Captain Falcon
Donkey Kong
Dr. Mario
Falco
Fox
Ice Climbers
Jigglypuff
Kirby
Link
Luigi
Mario
Marth
Mewtwo
Ness
Peach
Pichu
Pikachu
Samus
Yoshi
Young Link
Zelda

In Super Smash Bros. Brawl

Classic Mode Layout

Level Battle Types Enemies Stages
Level 1 - The Legend of Zelda Team or Normal Link, Zelda/Sheik, Ganondorf, Toon Link Bridge of Eldin, Pirate Ship
Level 2 - Yoshi, Donkey Kong (Minor Mario Characters) Giant (2 allies), Team, or Normal Yoshi Yoshi's Island
Donkey Kong, Diddy Kong Rumble Falls, 75m
Level 3 - Pokémon Giant (1 ally), Team, or Normal Pikachu, Jigglypuff, Pokémon Trainer, Lucario Pokémon Stadium 2, Spear Pillar
Level 4 - Fire Emblem or EarthBound (Originally Japanese-only RPGs) Giant (1 ally), Team, Multi, or Normal Ike, Marth Castle Siege
Lucas, Ness New Pork City
Target Smash!! (same level as the chosen difficulty) N/A N/A Appropriate Target Smash!! map
Level 5 - Kirby Giant (1 ally), Team, Multi, or Normal Kirby, King Dedede, Meta Knight Halberd
Level 6 - Metroid or Pikmin (Planet explorers) Giant (no allies), Multi, Metal, or Normal Samus/Zero Suit Samus Norfair, Frigate Orpheon
Olimar Distant Planet
Level 7 - Star Fox or F-Zero (Spaceship flyers) Giant (no allies), Team, Multi, Metal, or Normal Fox, Falco, Wolf Lylat Cruise
Captain Falcon Port Town Aero Dive
Level 8 - Super Mario Bros. Giant (no allies), Team, Multi, Metal, or Normal Mario, Luigi, Peach, Bowser Delfino Plaza, Luigi's Mansion, Mario Circuit, Mushroomy Kingdom
Level 9 - Game & Watch, Kid Icarus, Ice Climber or R.O.B. (Obscure classic characters) Giant (no allies), Multi, Metal, or Normal Mr. Game & Watch Flat Zone 2
Pit Skyworld
Ice Climbers Summit
R.O.B. Mario Bros.
Level 10 - WarioWare, Metal Gear or Sonic the Hedgehog (requested/anticipated characters) Giant (no allies), Multi, Metal or Normal Wario WarioWare, Inc.
Snake Shadow Moses Island
Sonic Green Hill Zone
Target Smash!! (1 level higher, if played on Intense, level 5 again) N/A N/A Appropriate Target Smash!! map
Level 11 - Free for All Free for all with three computers Random Final Destination
Level 12 - Master Hand/Crazy Hand Battle Enemies have stamina based on difficulty selected Master Hand (and, depending on situation, Crazy Hand) Final Destination

As more characters and stages are unlocked, the rest of the battle types will be chosen. There are:

  • 2 Target Test
  • 3 Single
  • 2 Team
  • 2 Multi-Man
  • 2 Giant
  • 1 Metal
  • 1 3-on-1
  • 1 Final

In Super Smash Bros. for Nintendo 3DS

Classic Mode (3DS version)

The map on the 3DS version. The player can choose whether to fight Donkey or Diddy Kong , Captain Falcon, or Pac-Man.

After choosing an intensity before starting the game, players will be dropped in a map, where the paths that branch off each represent a different difficulty. The more coins that appear in that path, the harder the round will be.

Players can set the difficulty by placing coins on a scale. Intensity 2.0 is free, while anything higher or lower then that intensity will cost the player gold.

Master Hand is once again the final boss. If playing on Intensity 3.0 and higher, a black path will appear along with the blue path. Taking this path will result in fighting both Master Hand and Crazy Hand. Both Hands share their health, and upon reaching very low health, the next hit inflicted on either Hand will kill that one, leaving you with the other Hand to kill. If playing on intensity 5.1 or higher, taking the black path will result in the same initial fight, but after depleting the Hand's health to a specific amount, Master Hand's glove rips open and reveals Master Core, who must be defeated to finish the round. If playing on intensity 8.0 or higher, the black path will be only path available. The amount of forms the Master Core has depends on intensity (2 in 5.1-5.9, 3 in 6.0-7.4, 4 in 7.5+, excluding the core itself). In addition, the health values for Master Hand alone and Master Hand, Crazy Hand and Master Core combined vary on intensity.

After defeating Master Core you have to hit the Smash Core a certain number of times before defeating it( Smash attacks is the best choice) However if you don't do it in time an explosion will be unleashed killing you in one hit.

After defeating either Master Hand or the Master Core and getting to the puzzle revealing section, you have to hit the credit boxes near an empty space to reveal said part. You will gain gold equal to the closest full percentage (so a 80.62% will give 80 gold).

Stages

The first four stages if single or team battle can also include metal or giant character fights. Team battles are either 2v1/3v1 (players and AI vs. Giant character) or 2v2 (standard team battle).

  • Stage 1: Single Battle or Team Battle
  • Stage 2: Single Battle or Team Battle
  • Stage 3: Single Battle or Team Battle or Free-for-all
  • Stage 4: Single Battle or Team Battle or Free-for-all
  • Stage 5: Fighting Mii Team or Multi-Character Team (10 opponents for both teams); the Fighting Mii Team is usually more common then the Multi-Character Team, and both paths may Fighting Mii/Multi-Character Teams.
  • Stage 6: One of the following:
    • Master Hand (only him, blue path only, up to Intensity 2.9) - he will have much more health if fought alone.
    • Master Hand and Crazy Hand (black path only, from Intensity 3.0-5.0) - shared health; less then fighting Master Hand alone.
    • Master Hand, Crazy Hand, and Master Core (black path only, from intensity 5.1-9.0; you are automatically given this fight on Intensity 8.0 and higher) - shared health; same as above.

In Super Smash Bros. for Wii U

In Super Smash Bros. for Wii U, the players starts in the middle of a battlefield with trophies standing on images of the stages available in the game; there are up to 7 players on a stage image. They choose what battle they will go and then fight against the opponents; they will advance after each victory. Unlike the 3DS version, which lasts six rounds and has a path selection prior to each stage, this version is a little longer, lasting seven rounds (Although it may feel short, the fact that an 8 player match can happen compensates this) and is skill based, but the player must survive long enough to KO every opponent in the round, and like the 3DS version, depending on the intensity, a roulette would determine the reward upon victory prior to the round. The first 5 rounds may alternate between Free-For-All battles and Team Smash Battles.

To clarify: Rounds 1-3 contain characters with their default palettes and one rival that gets stronger in each round, but contain better rewards upon victory, and Rounds 4 and 5 contain characters in their alternates and with Custom Moves.

Round 6 pits the player against the Fighting Mii Team (20 opponents), and Round 7 pits the player against Master Hand (appears in all intensities, blue and black paths). When playing at intensity 3.0 and higher, a black path branches out, in which Crazy Hand will also join in on the fight. When playing at 5.1 and higher, Master Core will appear, and have a specific amount of forms to defeat (2 in 5.1-5.9, 3 in 6.0-7.4, 4 in 7.5-7.9, and 5 8.0 and above, excluding the core itself).

Sometimes, at certain points, prior to rounds 6 and 7, an intruder will unexpectedly join the fight, kicking out one of the other opponents and may be giant or metallic. Team battles may also occur, and in the event that they do, then the players can pick one or more defeated opponents to be their teammates to fight alongside them, also unlike the 3DS version, this mode can be played solo or in a group (two player Co-Op), and with two players, every round in this mode is a team battle (save for the occasional intruder match, and rounds 6 and 7).

After defeating either Master Hand or the Master Core and getting to the puzzle revealing section, you have to hit the credit boxes near an empty space to reveal said part. You will gain gold equal to the closest full percentage (so a 80.62% will give 80 gold).

Trophy Description

Gold (Classic)

You'll find these coins as you move through Classic mode. As you might guess, the most valuable of the three types are the gold ones. Your opponents gain strength as you progress, but stronger opponents also drop more gold. You can then use gold to up the intensity. giving you even stronger foes! It's a wonderful golden cycle!

Rewards

In Super Smash Bros

  • Clearing Classic Mode in 20 minutes or less without any continues will challenge the player to defeat Captain Falcon in Samus's Stage (Planet Zebes), where victory results in unlocking him.
  • Clearing Classic Mode in Normal difficulty only choosing three stocks without any continues will challenge the player to defeat Ness in Kirby's Stage (Dream Land), and beating him will result in unlocking him.
  • Clearing Classic Mode on any difficulty will challenge the player to defeat Jigglypuff in its series stage (Saffron City), and beating it will result in unlocking it.
  • Clearing Classic Mode with all starter characters and playing on all the default stages will unlock the Mushroom Kingdom stage.

In Super Smash Bros. Melee

  • Clearing Classic Mode as Mario without using any continues will challenge the player to defeat Dr. Mario, where victory results in unlocking him.
  • Clearing Classic Mode on any difficulty will challenge the player to defeat Jigglypuff, and beating it will result in unlocking it.
  • Clearing Classic Mode with 10 characters will challenge the player to defeat Young Link, and beating him will unlock him.
  • Clearing Classic Mode with the 14 regular characters will challenge the player to defeat Marth from the Fire Emblem series, beating him will unlock him.
  • Clearing Classic Mode with Marth will challenge the player to defeat Roy, and beating him will unlock him.
  • Clearing Classic Mode with all characters (Except Mr. Game & Watch) will challenge the player to defeat Mr. Game & Watch. Beating him will unlock both him and the All-Star mode.
  • Clearing Classic Mode as Mr. Game and Watch unlocks the stage Flat Zone
  • Clearing Classic Mode in under 5 minutes awards the Mach Rider trophy.
  • Clearing Classic Mode with all characters awards the Donkey Kong Junior Trophy.
  • Clearing Classic Mode on Hard or Very Hard without using any continues awards the Master Hand trophy.

In Super Smash Bros. Brawl

  • Beating Classic Mode on Easy gives the player a sticker of a running Chibi-Robo.
  • Beating Classic Mode on Normal gives the player Icicle Mountain (Music).
  • Beating Classic Mode on Hard gives the player Credits (Super Smash Bros) (Music).
  • Beating Classic Mode on Very Hard gives the player the Striker Mario Trophy.
  • Beating Classic Mode on Intense gives the player a trophy of Crazy Hand.
  • Beating Classic Mode with 10 characters will challenge the player to defeat Sonic The Hedgehog. Beating him will unlock him, the Green Hill Zone stage, and the Shadow the Hedgehog Assist Trophy.
  • Beating Classic Mode will Challenge the player to defeat Marth, and beating him will unlock him.
  • Beating Classic Mode without using any continues will challenge the player to defeat Luigi. Beating him will unlock him.
  • Beating Classic Mode on Normal or higher in less than 12 minutes will challenge the player to defeat Captain Falcon, and beating him will unlock him.
  • Beating Classic Mode on Hard or higher as Link or Zelda will challenge the player to defeat Ganondorf, and beating him will unlock him.
  • Beating Classic Mode as Link after beating The Subspace Emissary will challenge the player to defeat Toon Link. Beating him will unlock him and the Pirate Ship stage.
  • Beating Classic Mode with 20 different characters gives the player the Master Hand trophy.
  • Beating Classic Mode with all characters gives the player the Paper Mario Trophy.
  • Beating Classic Mode with all characters (Including Sheik, Zero Suit Samus, Squirtle, Ivysaur and Charizard) gives the player the Creeping Chrysanthemum trophy.

Note: In the NTSC version, Master Hand and Crazy Hand trophies cannot be broken via a golden hammer.

In Super Smash Bros. for 3DS

  • Beating Classic at intensity 3.0 or higher gives the player Master Hand (Music).
  • Beating Classic with five characters gives the player Master Hand (Trophy).
  • Beating Classic on intensity 9.0 gives the player Mamorigami (Trophy).
  • Beating Classic with all characters gives the player Crazy Hand (Trophy).
  • Beating Classic Mode once will challenge the player to defeat Ness, beating him will unlock him and the Magicant stage.
  • Beaing Master Core gives the player Master Core (Music).

Trivia

  • Interestingly, Melee's Classic Mode is actually shorter than the 1P Game in the original.
  • In Brawl, Halberd will always be fought on in stage 5, due to Kirby characters always being fought in stage 5, and the lack of another Kirby stage that is not a Melee stage.
  • Brawl is the only game in which the player's character is not seen facing their opponents on the screen where the narrator announces who is to be fought next.
  • In Melee and Brawl, if the player beats Classic on the highest difficulty, the announcer will say "WOW! INCREDIBLE!" instead of 'Congratulations!', which happens on lower difficulties.
  • In Melee, it is somewhat impossible to fight Sheik, Roy or Ganondorf in Classic Mode, even on Very Hard.
  • In Super Smash Bros MELEE, on Classic Mode-if done on Very Hard Stage 1: 1 on 1 Battle will be an opponent character with an alternate costume instead of a default costume. However in Stage 2: 2 on 2 Battle only one of the 2 opponent characters you fight against will have an alternate costume and the other is a default.
  • If the player has unlocked R.O.B and has not unlocked Mario Bros, R.O.B will be fought in Delfino Plaza.
  • In Super Smash Bros for 3DS and Wii U, the intensity descriptions are the same as those from the Heart Cauldron in Kid Icarus: Uprising.

See also