Mario & Sonic Guy
Old rivalries live on!
Recently I've been trying to think up a way that Adventure mode could work in the next Smash Bros. installment. In Melee, you had to go through multiple stages in a set order, but that made the game mode feel too repetitive. If the stages were more random, then that would at least make it possible for each playthrough to be different.
Anyway, here are my concept ideas...
Intensity
Much like with Classic mode, Adventure mode would also utilize the Fiend's Scale. How high the intensity is set to will affect how strong the enemies, mid-bosses, and bosses will be. Additionally, the intensity affects the opposing playable fighters' damage multipliers for their direct attacks.
If the player gets a Game Over at any point during a playthrough, the intensity will decrease by 0.5 if he/she continues. However, the intensity will never decrease below 2.0, and the intensity won't change at all if the player's current intensity setting is 0.0 - 2.0.
Intensity Range | Damage Multiplier Range (opposing playable fighters only)
0.0 - 2.0 | 0.25x - 0.5x
2.1 - 4.0 | 0.5025x - 0.55x
4.1 - 7.0 | 0.555x - 0.7x
7.1 - 8.0 | 0.71x - 0.8x
8.1 - 9.0 | 0.82x - 1xPlaythrough Concept
Adventure mode would take a page from Smash 3DS's Classic mode in that for each stage, you can choose between three routes, which are the Easy, Normal, and Hard routes. The route you take will affect the strength of the enemies that you may encounter. Additionally, the AI of the opposing playable fighters is affected.
There would be 7 stages total in a single playthrough, with the first five stages always being random.
Stage Concepts
The following are some ideas about the possible stages that could be utilized.
Mushroom Kingdom (Super Mario Bros. + Yoshi's Island)
A platformer-styled stage that features Goombas, Koopa Troopas, Hammer Bros., and Bullet Bills. The stage's mid-boss is a team of Yoshis that have to be defeated. How many Yoshis that you must defeat is determined by the difficulty route that this stage takes place in; 10 for Easy; 15 for Normal; 20 for Hard.
The second part is a battle against Mario and Princess Peach, at Princess Peach's Castle. Luigi will also join in, depending on the intensity and difficulty routes, but he'll never appear alongside Mario and Peach on the Easy route.
The final part is another platformer segment, but Piranha Plants are added to the kinds of enemies that must be dealt with. And at the end is a boss battle against Petey Piranha. He'll mostly attack by firing sludge and trying to tackle you, but the attacks are rather easy to avoid.
Good Egg Galaxy (Super Mario Bros. + Yoshi's Island)
Much like Mushroom Kingdom, Good Egg Galaxy is another platformer-styled stage, but unique to this stage is the gravity that each of the planets have, requiring the player to utilize Launch Stars to advance. Octoombas are the most common enemies found here, but Koopa Troopas, Hammer Bros., and Piranha Plants are also present. The mid-boss is the same as that of Mushroom Kingdom in that you have to defeat a team of Yoshis.
The second part is a battle against Rosalina & Luma. On the Easy route, the duo don't have any extra partners, but on the Normal route, Rosalina gets one extra partner, while the Hard route offers her two extra partners. Rosalina's allies are limited to Mario, Luigi, Peach, and Yoshi.
The final part of the stage is a boss battle against Gobblegut. Gobblegut focuses on just trying to ram into the player, and burrowing into the ground. The player has to destroy all of its Bellyache Bulges to defeat it. On a higher intensity setting, starting at 5.0, Fiery Gobblegut will replace Gobblegut for the harder routes, and is more difficult to defeat, as simply touching Fiery Gobblegut's body will damage the player, though the damage deals minimal knockback. Additionally, Fiery Gobblegut will breathe fireballs at the player on various occasions.
Bowser's Airship (Super Mario Bros.)
The third Super Mario Bros. stage option is an Airship-themed stage, which feature Mechakoopas, Bob-ombs, and Bullet Bills as the most common enemies. And as the player advances, he/she will have to face the seven Koopalings in mid-boss bouts. Each of the seven Koopalings are given different attributes to make them unique.
Unlike the other Super Mario Bros. stages, there's no boss battle after Bowser Jr. is defeated.
Ruined Hyrule Castle (The Legend of Zelda)
In this stage, the player has to traverse through the Hyrule Castle grounds, which is infested with damaging malice, along with a good amount of Bokoblins, Lizalfos', and Moblins. Malice infected Guardians are also a threat, as their laser attacks can be highly damaging, despite dealing minor knockback. The stage's mid-boss is a Lynel, and how powerful the Lynel will be is determined by the set intensity, along with the difficulty route that this stage is located at; refer to this post for my Lynel mid-boss concept.
When the player reaches the Hyrule Castle Sanctum, a battle against Ganondorf will unfold. After he's defeated, however, a new phase begins...
The final part is a boss battle against Calamity Ganon. The player has to avoid his powerful weapons, along with his laser attack. Fortunately, the laser can be reflected, absorbed, and even countered by Gravitational Pull. As Calamity Ganon takes damage, he becomes more aggressive, and will even try to fake his attacks to throw the player off. On the higher intensity settings, starting at 5.0, when Calamity Ganon is down to just 25% of his maximum HP, he'll create a shield that can't be penetrated by any of your fighters' attacks, except for the Final Smash. During this phase, Calamity Ganon will often summon three Bokoblins, with one of them emitting a Final Smash aura. Defeating that specific Bokoblin will automatically give the player the ability to execute his/her Final Smash. Whenever a Final Smash hits Calamity Ganon, he'll be completely vulnerable to taking damage from your attacks again, but only for a few seconds.
Battlefield
Stage 6 will always take place at the Battlefield stage, and it consists of two phases. Both phases are controlled by the difficulty route that's chosen.
The first part involves the player fighting against the Fighting Alloy Team. How many Fighting Alloys that are fought is determined by the chosen difficulty route; 10 for Easy; 20 for Normal; 30 for Hard. The gravity is also weaker than normal.
The second part is a battle against Metal Mario, but he'll only fight solo on the Easy route; if the Normal or Hard route is chosen, then Metal Luigi will fight alongside Metal Mario.
Final Destination (Normal route)
The final stage in Adventure mode does not give you any route options when the intensity is set to 0.0 - 4.9; your only choice is the Normal route.
When the Normal route is taken, the player faces off against Bowser, who is set to 1.7x his normal size (dealing 1.56x damage, excluding the intensity damage multiplier that he receives). Bowser uses his default palette in this match, and when defeated, Adventure mode is completed.
Final Destination (Dark route)
On intensities 5.0 - 7.9, you're given two route options for the final stage, which are the Normal route, and the Dark route.
When the Dark route is taken, the opponent is still Bowser, who's still set to 1.7x size, but he'll use his black palette, instead of the default palette. And when the black palette Bowser is defeated, a new phase will begin...
The black palette Bowser returns to the stage and transforms into Giga Bowser, beginning the second phase of the battle. This Giga Bowser uses a black palette, and unlike the Final Smash version, he can flinch and take knockback. Other than that, he uses the exact same attacks as the Final Smash Giga Bowser. Defeating the black palette Giga Bowser will complete Adventure mode, and you'll receive greater rewards than if you were to take the Normal route.
On intensities 8.0 - 9.0, only the Dark route is available for the player, so fighting against Giga Bowser is inevitable in this case.
On a side note, Bowser uses the Master Hand BGM, while Giga Bowser uses the Master Core BGM. Also, if the player gets a Game Over at the Dark route, and decides to continue, he/she will stay on the Dark route, unless the intensity drops below 5.0; if the intensity drops below 5.0, the player will be redirected to the Normal route, as the Dark route is not available on intensities 0.0 - 4.9.
Final Notes
If you have any thoughts about my concept, feel free to share them. Just make sure that the replies follow this forum's rules.
Anyway, here are my concept ideas...
Intensity
Much like with Classic mode, Adventure mode would also utilize the Fiend's Scale. How high the intensity is set to will affect how strong the enemies, mid-bosses, and bosses will be. Additionally, the intensity affects the opposing playable fighters' damage multipliers for their direct attacks.
If the player gets a Game Over at any point during a playthrough, the intensity will decrease by 0.5 if he/she continues. However, the intensity will never decrease below 2.0, and the intensity won't change at all if the player's current intensity setting is 0.0 - 2.0.
0.0 - 2.0 | 0.25x - 0.5x
2.1 - 4.0 | 0.5025x - 0.55x
4.1 - 7.0 | 0.555x - 0.7x
7.1 - 8.0 | 0.71x - 0.8x
8.1 - 9.0 | 0.82x - 1x
Adventure mode would take a page from Smash 3DS's Classic mode in that for each stage, you can choose between three routes, which are the Easy, Normal, and Hard routes. The route you take will affect the strength of the enemies that you may encounter. Additionally, the AI of the opposing playable fighters is affected.
There would be 7 stages total in a single playthrough, with the first five stages always being random.
Stage Concepts
The following are some ideas about the possible stages that could be utilized.
Mushroom Kingdom (Super Mario Bros. + Yoshi's Island)
A platformer-styled stage that features Goombas, Koopa Troopas, Hammer Bros., and Bullet Bills. The stage's mid-boss is a team of Yoshis that have to be defeated. How many Yoshis that you must defeat is determined by the difficulty route that this stage takes place in; 10 for Easy; 15 for Normal; 20 for Hard.
The second part is a battle against Mario and Princess Peach, at Princess Peach's Castle. Luigi will also join in, depending on the intensity and difficulty routes, but he'll never appear alongside Mario and Peach on the Easy route.
The final part is another platformer segment, but Piranha Plants are added to the kinds of enemies that must be dealt with. And at the end is a boss battle against Petey Piranha. He'll mostly attack by firing sludge and trying to tackle you, but the attacks are rather easy to avoid.
Good Egg Galaxy (Super Mario Bros. + Yoshi's Island)
Much like Mushroom Kingdom, Good Egg Galaxy is another platformer-styled stage, but unique to this stage is the gravity that each of the planets have, requiring the player to utilize Launch Stars to advance. Octoombas are the most common enemies found here, but Koopa Troopas, Hammer Bros., and Piranha Plants are also present. The mid-boss is the same as that of Mushroom Kingdom in that you have to defeat a team of Yoshis.
The second part is a battle against Rosalina & Luma. On the Easy route, the duo don't have any extra partners, but on the Normal route, Rosalina gets one extra partner, while the Hard route offers her two extra partners. Rosalina's allies are limited to Mario, Luigi, Peach, and Yoshi.
The final part of the stage is a boss battle against Gobblegut. Gobblegut focuses on just trying to ram into the player, and burrowing into the ground. The player has to destroy all of its Bellyache Bulges to defeat it. On a higher intensity setting, starting at 5.0, Fiery Gobblegut will replace Gobblegut for the harder routes, and is more difficult to defeat, as simply touching Fiery Gobblegut's body will damage the player, though the damage deals minimal knockback. Additionally, Fiery Gobblegut will breathe fireballs at the player on various occasions.
Bowser's Airship (Super Mario Bros.)
The third Super Mario Bros. stage option is an Airship-themed stage, which feature Mechakoopas, Bob-ombs, and Bullet Bills as the most common enemies. And as the player advances, he/she will have to face the seven Koopalings in mid-boss bouts. Each of the seven Koopalings are given different attributes to make them unique.
- Larry: All-Around at all areas.
- Morton: High defense, but has the worst mobility of all the Koopalings.
- Wendy: Very floaty, but her attacks are the least damaging of all the Koopalings.
- Iggy: High ground mobility, but falls very quickly.
- Roy: High offense, but is the second slowest Koopaling, in terms of mobility.
- Lemmy: Very nimble on the ground, and in the air, but takes greater damage than the other Koopalings.
- Ludwig: A good balance between offense and defense, but takes more damage than Morton, and deals less damage than Roy.
Unlike the other Super Mario Bros. stages, there's no boss battle after Bowser Jr. is defeated.
Ruined Hyrule Castle (The Legend of Zelda)
In this stage, the player has to traverse through the Hyrule Castle grounds, which is infested with damaging malice, along with a good amount of Bokoblins, Lizalfos', and Moblins. Malice infected Guardians are also a threat, as their laser attacks can be highly damaging, despite dealing minor knockback. The stage's mid-boss is a Lynel, and how powerful the Lynel will be is determined by the set intensity, along with the difficulty route that this stage is located at; refer to this post for my Lynel mid-boss concept.
When the player reaches the Hyrule Castle Sanctum, a battle against Ganondorf will unfold. After he's defeated, however, a new phase begins...
The final part is a boss battle against Calamity Ganon. The player has to avoid his powerful weapons, along with his laser attack. Fortunately, the laser can be reflected, absorbed, and even countered by Gravitational Pull. As Calamity Ganon takes damage, he becomes more aggressive, and will even try to fake his attacks to throw the player off. On the higher intensity settings, starting at 5.0, when Calamity Ganon is down to just 25% of his maximum HP, he'll create a shield that can't be penetrated by any of your fighters' attacks, except for the Final Smash. During this phase, Calamity Ganon will often summon three Bokoblins, with one of them emitting a Final Smash aura. Defeating that specific Bokoblin will automatically give the player the ability to execute his/her Final Smash. Whenever a Final Smash hits Calamity Ganon, he'll be completely vulnerable to taking damage from your attacks again, but only for a few seconds.
Battlefield
Stage 6 will always take place at the Battlefield stage, and it consists of two phases. Both phases are controlled by the difficulty route that's chosen.
The first part involves the player fighting against the Fighting Alloy Team. How many Fighting Alloys that are fought is determined by the chosen difficulty route; 10 for Easy; 20 for Normal; 30 for Hard. The gravity is also weaker than normal.
The second part is a battle against Metal Mario, but he'll only fight solo on the Easy route; if the Normal or Hard route is chosen, then Metal Luigi will fight alongside Metal Mario.
Final Destination (Normal route)
The final stage in Adventure mode does not give you any route options when the intensity is set to 0.0 - 4.9; your only choice is the Normal route.
When the Normal route is taken, the player faces off against Bowser, who is set to 1.7x his normal size (dealing 1.56x damage, excluding the intensity damage multiplier that he receives). Bowser uses his default palette in this match, and when defeated, Adventure mode is completed.
Final Destination (Dark route)
On intensities 5.0 - 7.9, you're given two route options for the final stage, which are the Normal route, and the Dark route.
When the Dark route is taken, the opponent is still Bowser, who's still set to 1.7x size, but he'll use his black palette, instead of the default palette. And when the black palette Bowser is defeated, a new phase will begin...
The black palette Bowser returns to the stage and transforms into Giga Bowser, beginning the second phase of the battle. This Giga Bowser uses a black palette, and unlike the Final Smash version, he can flinch and take knockback. Other than that, he uses the exact same attacks as the Final Smash Giga Bowser. Defeating the black palette Giga Bowser will complete Adventure mode, and you'll receive greater rewards than if you were to take the Normal route.
On intensities 8.0 - 9.0, only the Dark route is available for the player, so fighting against Giga Bowser is inevitable in this case.
On a side note, Bowser uses the Master Hand BGM, while Giga Bowser uses the Master Core BGM. Also, if the player gets a Game Over at the Dark route, and decides to continue, he/she will stay on the Dark route, unless the intensity drops below 5.0; if the intensity drops below 5.0, the player will be redirected to the Normal route, as the Dark route is not available on intensities 0.0 - 4.9.
Final Notes
If you have any thoughts about my concept, feel free to share them. Just make sure that the replies follow this forum's rules.
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