User:Mario/sandbox

Completed constipation projects

 * Audio use policy (completed in 16:35, 18 October 2014‎)
 * Equipment (completed in 20:45, 19 November 2014)



This is what it's going to look like once all recolors artwork is uploaded. Not like this in its current state, idiot, but it's an idea. Finally, so we can maintain consistency, the shadowless artwork and that sexy Mario without fire artwork will have its own section.

Power refers to the multiple power-ups a player can use in Smash Run, exclusive for Super Smash Bros. for Nintendo 3DS. Powers cannot be modified through the normal custom menu, so players have to add powers to their character while customizing in the Smash Run screen.

Players can obtain powers by obtaining yellow bags with a question mark during a Smash Run playthrough. Defeated enemies, treasure chests, completed challenge doors, and meeting criteria on the Challenge Panel can unlock powers.

Each character has a total weight, which is the limit for the amount of powers can carry, max of six powers. Players can place three additional powers in the organizer tab, but these powers cannot be used. Also, generally, the smaller the character, the less powers can be carried. Speed-increasing equipment also decreases the amount of powers a character can carry and while defensive equipment, since they lower speed, increase the amount of powers that can be carried. Also, each power has a certain weight: the higher the level, the more weight it has.

Default weights

 * Mario: 25
 * Luigi: 24
 * Princess Peach: 23
 * Bowser: 29
 * Yoshi: 26
 * Rosalina: 22
 * Bowser Jr.: 27
 * Wario: 27
 * Mr. Game & Watch: 23
 * Donkey Kong: 27
 * Diddy Kong: 24
 * Link: 26
 * Zelda: 22
 * Sheik: 24
 * Ganondorf: 29
 * Toon Link: 24
 * Samus: 27
 * Zero Suit Samus: 23
 * Pit: 24
 * Palutena: 23
 * Marth: 23
 * Ike: 26
 * Robin: 24
 * Kirby: 21
 * King Dedede: 28
 * Meta Knight: 22
 * Little Mac: 23
 * Fox: 24
 * Falco: 22
 * Pikachu: 23
 * Charizard: 27
 * Lucario: 25
 * Jigglypuff: 21
 * Greninja: 24
 * Duck Hunt: 23
 * R.O.B.: 26
 * Ness: 25
 * Captain Falcon: 25
 * Villager: 24
 * Olimar: 23
 * Wii Fit Trainer: 24
 * Dr. Mario: 25
 * Dark Pit: 24
 * Lucina: 23
 * Shulk: 25
 * Pac-Man: 25
 * Mega-Man: 25
 * Sonic: 23
 * Mii Brawler: 25
 * Mii Gunner: 25
 * Mii Swordfighter: 25

Super Smash Bros. for Nintendo 3DS: The Game
Super Smash Bros. for Nintendo 3DS is the fourth installment and the first handheld game in the Super Smash Bros. series. Sora Ltd. and Bandai Namco Games developed these games. It is developed at the same time as its partner game, Super Smash Bros. for Wii U, but it is released earlier due to earlier completion. It shares many contents as its partner game, but it has a few exclusives, most notably, the Smash Run mode. It can also connect with its partner game and transfer customized characters between each other, and the Nintendo 3DS can be used as a controller for the Wii U version. The game requires 2.1 GB (17,300 blocks) of memory on an SD Card, if downloaded from the Nintendo eShop. Screenshots cannot be posted to the games' Miiverse community from an original Nintendo 3DS model, as the game's high processing requirements stop Miiverse from being accessible when the game is active. The New Nintendo 3DS is capable of doing so, due to its improved processing power.

Gameplay
Super Smash Bros. for Nintendo 3DS features similar gameplay to its predecessors, although it most closely resembles the engine in Super Smash Bros. Brawl. For instance, air dodging has remained the same and Final Smashes and Footstool Jumping have returned, although random tripping has been removed.

The core gameplay of the Smash Bros. games consist of characters having percentages starting at zero. When they take damage, their percentages rise and they get more easily knocked away. A character is KO'd once that character is knocked far enough, beyond the blast line, indicated by a colorful explosion, falling in the background and turning into a star, or hitting the screen.

Characters can attack with simple button commands. The A Button is used generally for standard attacks, and the direction of while  button is pressed can dictate the direction, type, and strength of attack. Tapping while pressing  initiates a Smash Attack, a strong move which is often used to score KOs. is used for special attacks, which can vary from character to character, although their up specials tend to be recovery moves. Players can shield to block attacks with. Grabbing, which can stop shielding or help position opponents, is done with. The trigger buttons have been switched from the previous Super Smash Bros. games, where one left should button is used for shielding while one right shoulder button is used for grabbing.

Each character is given at least two jumps, activated by pressing, , or by pressing up on , which can be extended once with an up special move, usually. If players are knocked out of the stage, they can use these jumps to attempt to recover to the stage.

Aesthetically, Super Smash Bros. for Nintendo 3DS features black outlines around each fighter. Players can adjust the outline from three options: thick, thin, and none. During a team match, regardless of the option, an outline corresponding to the team color surrounds the character. Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U are the first games that allow any character's color to be on a team, whereas on the previous Super Smash Bros. games, characters are required to use one of three colors that match their team. For example, in the previous Super Smash Bros. games, Mario on the blue team is required to use his blue color scheme where in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, Mario can use any color scheme to be on the blue team.

From the transition from Super Smash Bros. Brawl, the overall theme has been changed, with brighter and bolder colors, and many characters have a more cartoony set of facial expressions.

Customization/cross-connectivity
Players can also equip items to fighters to increase specific attributes (attack, defense, or speed) while sacrificing others. Up to three items can be equipped at a time, and some items provide additional side effects to the fighter. Players can send customized fighters from one version to the other. Players can customize fighter's special attacks with one of three variations for each, provided that the variations are unlocked first. The Mii Fighters and Palutena, however, have custom special attacks that original moves; these are unlocked from the beginning.

Custom characters cannot be used in With Anyone online. Additionally, by connecting the two games the player can use a Nintendo 3DS as a controller for the Wii U version.

Smash Run
A new mode, Smash Run is a Nintendo 3DS-exclusive mode strongly resembling the City Trial mode from Kirby Air Ride while including elements of the Subspace Emissary mode from Super Smash Bros. Brawl. In this mode, players travel in a large maze-like map, fighting enemies from both Nintendo games and from Super Smash Bros. games, such as Magikoopas, Chandelure, Goombas, Shy Guys, and Kremlings. Before going into battle, players can equip powers, which have a variety of effects, such as being a more powerful attack, temporarily increasing stats, healing, or equipping the player with an item. The player can equip only a certain number of powers based on their weight, the maximum weight being determined by the player's current equipment and the fighter.

While fighting, players can collect several items similar to patches. These stat boosts can increase attack power, special attack power, jumping, or movement speed; there are also special stat boosts which increase all stats. After five minutes, players are shown their final stats, courtesy of the stat boosts they collected, and they are pitted in one of several modes, similar to the Stadiums from City Trial, in which players must fulfill the given conditions to win.

StreetSmash
StreetSmash is another new game mode serving as the StreetPass functionality for Super Smash Bros. for Nintendo 3DS. Players compete against other player character's tokens with their own by charging into them to knock them off the stage. Players attack by holding down the to build up power, then letting it go and holding the Control Pad in a certain direction to charge forward into an opponent. Players can also shield by pressing, and can dodge by moving when shielding; pressing after dodging allows the player to counterattack. In StreetSmash mode players can either play against other players they have StreetPassed with or in practice mode; both allow the player to earn gold.

Classic
Like previous games in the series, Classic mode has the player travel through a series of challenges to reach the end. However, this mode is shorter than before, only being six stages long. Before starting, the player can adjust the difficulty level by betting gold, exactly like the Fiend's Cauldron from Kid Icarus: Uprising; a higher difficulty yielding better rewards. The player can also choose to lower the intensity, but has to pay 5G for every level decrease that's made. Intensity level 2.0 doesn't require any gold to play.

In addition, if at any point the player gets a game over, the intensity level automatically lowers itself by .5 if they decide to try again. However, the intensity will never drop below 2.0.

Before each challenge, the player travels across a map, and they can select which challenge to face by taking one of the diverging paths colored by difficulty, with blue being the easiest, green being medium, and red being the hardest; opponents are based upon the characters the player has unlocked, and unlocking any characters allows the player to face them in Classic. After each match, the player can receive various rewards, including gold, trophies, and custom parts; the exact type of reward depends on the results of a roulette before the battle. As the intensity increases, so does the number of rewards.

Classic Mode consists of six rounds: four are normal, the fifth involves fighting 10 enemies that are significantly easier to launch, and the final round is a boss fight. The player can face either Master Hand or, if the intensity is 3.0 or higher, the player can choose a black path to fight a harder boss. (If the intensity is 8.0 or higher, then only the black path will be available.) If the player chooses this path, the fight will consist of both Master Hand and Crazy Hand. If the intensity is 5.1 or higher, the player must also fight the Master Core. The number of its forms the player will have to fight varies depending on the intensity level.

All-Star
All-Star mode also returns from Super Smash Bros. Melee and Super Smash Bros. Brawl and up to two players can play together locally just like the latter game. In this mode, players fight against every playable character (except for the Mii Fighters) until they reach the end; this time, however, characters are organized by time periods they were introduced in rather than by series. All-Star Mode is also available from the beginning of the game, though the player can only play against the default roster until every character is unlocked. After each match, players may be given a reward, and occasionally a trophy or custom part will appear in the break room. The break room also gives the player a Maxim Tomato, Fairy Bottle, and Heart Container to heal between matches; in the full All-Star mode, the player is given a second Heart Container. When All-Star Mode is cleared, the player earns a trophy of an alternate color of their character rather than a Final Smash trophy like in the previous game.

* - only available in the full All-Star mode.

Stadium
In Stadium mode, three different games are available: Multi-Man Smash, Home-Run Contest, and Target Blast. The Home-Run Contest works like in previous games, in that players have ten seconds to build up damage on the Sandbag before having to launch it as far as they can. Several tweaks have also been made to this mode from Super Smash Bros. Brawl, such as having a more durable shield.

In Multi-Man Smash, the player fights against the Fighting Mii Team, consisting of Miis loaded from those on the player's system. Two players can also play this mode together via local wireless. The options for this mode are the same as in the previous games, though with a brand new mode as well:


 * 10-Man Smash - The player must defeat ten enemies.
 * 100-Man Smash - The player must defeat 100 enemies.
 * 3-Minute Smash - The player must defeat as many Miis as possible in three minutes.
 * Rival Smash - A brand new mode, in which players compete against a computer version of themselves to defeat as many enemies as possible before being KO'd. Once KO'd, however, only the difference between scores is counted as the player's final score; if the player KO's less Miis than the opponent, their score is zero.
 * Endless Smash - The player must defeat as many enemies as possible before being KO'd.
 * Cruel Smash - The player must fight against more difficult enemies that can easily KO, and defeat as many as possible.

Target Blast functions like a combination of the Home-Run Contest and Target Smash in previous games. In this mode, players have ten seconds to attack and launch a bomb to destroy as many targets as possible; the countdown starts as soon as the player starts attacking. There are ten large, red targets and several more smaller, green amongst structures that must be broken through; a trophy, piece of equipment, or special move may also be among the targets. Also scattered throughout are explosives that can be detonated by having the bomb touch them. The player has two rounds to break as many targets as they can and accumulate the highest score possible.

Vault
Within the vault, players can view collected trophies, snapshots taken during play, and saved replays; listen to the game's music and voices in the sounds menu; view records; and view a series of tips.

Within the trophies menu itself, players have the option of viewing their collected trophies or earning more by either buying them in the shop or by playing the Trophy Rush minigame. In Trophy Rush, the player must pay gold to increase the amount of time they spend in the minigame, the minimum being thirty seconds and the maximum being 2:30. In the game itself, players must attack crates and rock blocks as they fall from above to destroy them; destroying multiple consecutively creates a chain that increase the player's score. Destroying the falling blocks builds up a meter that, when full, initiates "Frenzy", in which gold, trophies, and on occasion custom parts fall from above for the player to collect. If the blocks and crates reach above a certain point or the player falls off the stage, the stage disappears, clearing the board and, in the case of the former, costing the player time.

Training
Training also returns from previous games, identical to the previous games. Within Training, players can train against a computer opponent, and can automatically select items that appear, game speed, the number of CPU opponents, their behavior, and the current amount of damage for all players. The player can also adjust the camera view and toggle the info display at the top of the screen, as well as restart the session or quit.

Challenges
Also returning from Super Smash Bros. Brawl are Challenges. In this mode, players are given a board of challenges which can be completed by clearing the given criteria. Clearing a challenge unlocks a picture on the top screen as well as a trophy, custom part, stage, CD, Smash Run power, or Poké Ball Pokémon. Completing a certain number of challenges on a given panel unlocks a new panel of challenges. Occasionally the player will also be rewarded with a Golden Hammer, which can be used to automatically clear a challenge.