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Adventure Mode Concept

Mario & Sonic Guy

Old rivalries live on!
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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 - 1x
Playthrough 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.
  • 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.
After all the Koopalings have been defeated, the player will eventually go toe-to-toe with Bowser Jr. himself. If a harder route is taken, Bowser Jr. will either power himself up with a Super Mushroom, or equip himself with a Metal Box. On the higher intensity settings, starting at 5.0, Bowser Jr. may even combine the Super Mushroom and Metal Box together.

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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Mario & Sonic Guy

Old rivalries live on!
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Extra Concepts


The Lynel serves as a mid-boss for the Legend of Zelda stage. How powerful the Lynel will be depends on the set intensity, along with the difficulty route that the stage takes place at.
Intensity | Route | Lynel Variant
0.0 - 1.9 | All Routes | Lynel
2.0 - 2.9 | Easy and Normal | Lynel
2.0 - 2.9 | Hard | Blue-Maned Lynel
3.0 - 4.9 | Easy | Lynel
3.0 - 4.9 | Normal | Blue-Maned Lynel
3.0 - 4.9 | Hard | White-Maned Lynel
5.0 - 7.9 | Easy | Blue-Maned Lynel
5.0 - 7.9 | Normal | White-Maned Lynel
5.0 - 7.9 | Hard | Silver Lynel
8.0 - 9.0 | Easy | White-Maned Lynel
8.0 - 9.0 | Normal | Silver Lynel
8.0 - 9.0 | Hard | Golden Lynel
The Lynel's coloration also determines its damage multiplier.
  • Lynel: 1x
  • Blue-Maned Lynel: 1.2x
  • White-Maned Lynel: 1.4x
  • Silver Lynel: 1.6x
  • Golden Lynel: 1.8x
The stronger Lynel variants will reward players with greater prizes when defeated, but they'll also be more aggressive with their attacks. All Lynel variants are also impervious to flinching, except when the player manages to land a strong hit on their faces, which will leave them temporarily stunned.



The Ruined Dragon serves as one of the various bosses that the player may encounter in Adventure mode. However, its home location, the Ruined Kingdom, will not be chosen, unless the intensity is set to 6.0 - 9.0.

The entire Ruined Kingdom stage focuses exclusively on avoiding the Ruined Dragon's assaults until you reach the main battlefield. Before reaching the battlefield, the Ruined Dragon is invincible.

The Ruined Dragon attacks by firing lightning bolts that rotate and chase after the player for a while; they can be reflected and absorbed. It'll also try to slash the player with its claws, which not only deal high damage, but they also have an electric effect. Once the Ruined Dragon has less than half of its HP left, it will start to slam the ground with its head, generating a massive hitbox on the ground, which has a paralysis effect, but won't affect airborne fighters. Of course, the head itself is still quite damaging if it hits the player, as it will be electrified for a few seconds.

On a side note, the Ruined Dragon generates much more rotating lightning bolts as its HP decreases. The magenta colored lightning bolts will pursue the player, while the blue lightning bolts will not.

In regards to the Ruined Dragon's size, it's basically one of the largest bosses encountered.

Green Greens is a platformer-styled stage, featuring various Kirby enemies, such as Waddle Dees, Bronto Burts, and Waddle Doos. As the player advances through the stage, he/she will have to get past the Kirby team, and the difficulty route chosen will affect how many Kirbys the player has to face; 10 for Easy; 15 for Normal; 20 for Hard. Also, every Kirby would utilize an ability that he copied from another fighter, except for the final Kirby, which would be 1.7x larger than the others.

Eventually, the player will reach the forest area of the stage, and the various Kirby enemies encountered will increase as well. New enemies include Poppy Bros. Jr., Scarfy, Grizzo, Gordo, and Sir Kibble.

At the very end of the forest area is a boss battle against Whispy Woods. The intensity and difficulty route chosen affects which Whispy Woods variant is fought. The variants include the standard Whispy Woods, Whispy Woods EX, and Yggy Woods.



On the lower intensity levels and easier routes, the player fights the standard Whispy Woods, who mostly drops apples that can be eaten by certain fighters to heal damage, and spits air pellets. Upon losing half of his health, however, Whispy Woods will try to inhale the player into himself, dealing damage before spitting the player out.

If Whispy Woods EX is fought, he will not only drop apples that can still heal upon eating, but also Gordos that can deal moderate shield damage. Additionally, Whispy Woods EX can create root spikes near him, spits larger air pellets, and can also spit out small whirlwinds that deliver multiple hits to the player. When Whispy Woods EX loses half of his health, he too will try to inhale players, but he'll deal greater damage upon capturing a player.



If Yggy Woods is fought, he'll be even stronger than Whispy Woods EX. Unlike Whispy Woods and Whispy Woods EX, Yggy Woods drops Blados and poisonous cherries that will harm fighters who try to eat them. The Blados are extremely dangerous to shields, as they can easily shatter all but a full shield, or perfect shield. Additionally, Yggy Woods's root spikes cover an even greater distance than with Whispy Woods EX's root spikes, so even if the player isn't near Yggy Woods, he/she is still not safe. The air pellets that Yggy Woods spits out also deal greater shield damage, while his whirlwinds hit more frequently than Whispy Woods EX's whirlwinds. Upon losing half of his health, Yggy Woods will not only try to inhale players to deal high amounts of damage, but he'll also attempt to rain down a barrage of poisonous cherries and Blados.

The table below determines which Whispy Woods variant would be fought.

Boss | Route | Intensity
Whispy Woods | All Routes | 0.0 - 2.9
Whispy Woods | Easy & Normal | 3.0 - 3.9
Whispy Woods EX | Hard | 3.0 - 3.9
Whispy Woods | Easy | 4.0 - 4.9
Whispy Woods EX | Normal & Hard | 4.0 - 4.9
Whispy Woods EX | Easy & Normal | 5.0 - 6.9
Yggy Woods| Hard | 5.0 - 6.9
Whispy Woods EX | Easy | 7.0 - 7.9
Yggy Woods| Normal & Hard | 7.0 - 7.9
Yggy Woods| All Routes | 8.0 - 9.0

King Dedede's Castle is a platformer-styled stage, where the player infiltrates King Dedede's castle. Enemies that the player can encounter include Waddle Dee, Waddle Doo, Gordo, Poppy Bros. Jr., Blade Knight, Scarfy, Grizzo, Knuckle Joe, and Sir Kibble.

As the player advances, he/she will have to get through some maze-like passages, which are influenced by the difficulty route that the stage takes place in. Some of the rooms even require the player to defeat all the enemies before continuing.



Halfway through the stage is a mid-boss battle against Bonkers. He'll attack with his hammer and explosive coconuts, with the latter being reflectable. Bonkers will also spin around with his hammer extended, dealing a single strong hit on the player.

The difficulty route and set intensity will influence which Bonkers variant is fought; the variants include the standard Bonkers, Super Bonkers, Bonkers EX, and Super Bonkers EX.

Super Bonkers uses the exact same attacks as Bonkers, but they deal 1.2x Bonkers's attack damage. Bonkers EX adds some additional attacks, which includes his spin attack dealing multiple hits (instead of a single hit), throwing gigantic coconuts, and swinging his metallic hammer with greater force. Bonkers EX's base attack damage is 1.3x stronger than that of Bonkers. Super Bonkers EX uses the exact same attacks as Bonkers EX, but they deal 1.2x Bonkers EX's attack damage (1.56x).

Mid-Boss | Route | Intensity
Bonkers | All Routes | 0.0 - 2.9
Bonkers | Easy & Normal | 3.0 - 3.9
Super Bonkers | Hard | 3.0 - 3.9
Bonkers | Easy | 4.0 - 4.9
Super Bonkers | Normal | 4.0 - 4.9
Bonkers EX | Hard | 4.0 - 4.9
Super Bonkers | Easy | 5.0 - 5.9
Bonkers EX | Normal & Hard | 5.0 - 5.9
Bonkers EX | Easy & Normal | 6.0 - 6.9
Super Bonkers EX | Hard | 6.0 - 6.9
Bonkers EX | Easy | 7.0 - 7.9
Super Bonkers EX | Normal & Hard | 7.0 - 7.9
Super Bonkers EX | All Routes | 8.0 - 9.0
After defeating Bonkers, the player has to go through another maze-like area, with more enemy swarms to deal with. Some rooms may even offer special prizes, or a chance to heal.

At the end of the maze will be a long passage, which leads to King Dedede's battle arena. The player must face King Dedede in a 1-on-1 battle. Defeating him will complete the stage, unless the set intensity is 5.0 or higher, where another phase will take place.



When the player defeats King Dedede on intensity 5.0 or higher, he'll return onto the stage, and switch over to his Masked Dedede alter ego. In that scenario, the player has to defeat Masked Dedede to truly complete the stage.

Masked Dedede's attacks are 1.25x more damaging than that of King Dedede's, and he can still use items, and be affected by size-changing items. Also, most of his normal attacks receive a flame or electric effect, and some of his special attacks operate differently.

For his Gordo Throw, Masked Dedede will instead throw a Blado. The Blado itself is more damaging than the Gordo.

Masked Dedede gains super armor while using Jet Hammer, and it takes only 60 frames to reach full charge. When fully charged, Masked Dedede's Jet Hammer will cause him to spin around violently while keeping the super armor, and delivering multiple hits that end with a blow that deals strong knockback. However, Masked Dedede leaves himself fully vulnerable (even losing the super armor) for up to 360 frames once he stops spinning.

Masked Dedede would also serve as King Dedede's Final Smash, but the one encountered in this stage would not be impervious to knockback. On an additional note, Masked Dedede takes 0.8x knockback from attacks, despite being just as heavy as King Dedede, making him more difficult to KO.
 
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TheLastJinjo

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My Adventure Mode. You can branch between difficulties depending on your performance similar to Star Fox 64. So the paths aren't entirely separate.

Below each level are the opponents you will face in or after the level. Bosses appear on the map after you clear a level and have their own arenas they are fought in.

  • Sidescroller: The level is a typical sidescroller with enemies.
  • Arena: The level is no more than a stage to fight your opponent.
  • Endurance: A non-opponent based endurance round (Complete the micro games, hit all the ducks, etc.)
  • Maze: Navigate the area until you find the goal. You'll have to face an opponent if you hit a dead end.

* = Indicates an opponent that can only be faced if you achieve an objective.

Default Beginning Stage:
  1. Smash Stadium (Arena)
    -Fighting Mii Team
Easy Path
  1. Mushroom Kingdom (Side Scroller)
    -Yoshi Team (in level)
    -Mario & Peach/*Luigi & Peach
    -Petey Piranha (BOSS)
  2. Jungle Hijinx (Side Scroller)
    -Donkey Kong & Diddy Kong
    -Giant Donkey Kong (BOSS)
  3. Dungeon (Maze)
    -Toon Link (Green,Red,Blue,Purple) (in level)
    -Link & Zelda/*Link & Sheik
  4. Planet Zebes (Maze)
    -Samus
    -*Zero Suit Samus
    -Ridley (BOSS)
  5. Dreamland (Side Scroller)
    -Meta Knight (in level)
    -King Dedede
    -Kirby Team
  6. Orbital Gate Assault (Arena)
    -Fox
    -* Fox & Falco
    -Pigma (BOSS)
  7. Kalos Pokemon League (Arena)
    -Pokemon, Giant Charizard
    -*Mewtwo
  8. Magicant (Arena)
    -Ness
    -*Ness & Lucas
    -Gieuge (BOSS)
  9. Port Town Aero Dive (Side Scroller)
    -Captain Falcon Team
  10. Battlefeild
    -Sonic, Mega Man, Pac-Man
    -Metal Mario (BOSS)
  11. Final Destination
    -Bowser
Medium Path
  1. Good Egg Galaxy (Side Scroller)
    -Rosalina & Luma
    -Raphael The Raven (BOSS)
  2. WarioWare Micro-Game Rush (Endurance)
    -Wario
  3. Coliseum (Arena)
    -Marth & Ike/*Lucina & Roy
    -Robin & Corrin
  4. Skyworld (Sidescroller)
    -Pit & Palutena
    -Pandora (BOSS)
    -*Dark Pit
  5. Town and City (Arena)
    -Villager Team
  6. Distant Planet (Maze)
    -Olimar/Alph
    -Louie & Titan Dweevil (BOSS)
  7. Boxing Ring (Arena)
    -Little Mac
    -Giga Mac (BOSS)
  8. Wii Fit Studio (Arena)
    -Wii Fit Trainer Team
    -Giant Wii Fit Trainer (BOSS)
  9. Battlefield
    -Sonic, Mega Man, Pac-Man
    -Metal Mario & Metal Luigi (BOSS)
  10. Final Destination
    -Bowser
    -Giga Bowser (BOSS)
Hard Path
  1. Bowser's Castle (Sidescroller)
    -Bowser Jr & Koopalings
    -Mecha Bowser (BOSS)
  2. Guar Plains (Sidescroller)
    -Shulk
    -Metal Face (BOSS)
  3. Flat Zone (Endurance)
    -Mr. Game & Watch Team
  4. Wrecking Crew (Arena)
    -Giant R.O.B. (BOSS)
  5. Duck Hunt (Endurance)
    -Duck Hunt x3
  6. Casino Night Zone (Sidescroller)
    -Metal Sonic (BOSS)
  7. Wily Castle (Maze)
    -Mega Man (All Colors) (in level)
    -Yellow Devil (BOSS)
  8. Pac-Land (Sidescroller)
    -Pac-Man
  9. Battlefeild
    -Ryu, Cloud, Bayonetta
    -Giant Metal Mario (BOSS)
  10. Final Destination
    -Bowser & Ganondorf
    -Giga Bowser & Ganon (BOSS)
Here's a cast roll of all the bosses. Just for fun:
Petey Piranha

Ridley

Whispy Woods

Pigma

Giygas/Geiuge

Raphael The Raven

Pandora

Titan Dweevil

Mecha Bowser

Metal Face

Metal Sonic

Yellow Devil



Giant Donkey Kong

Metal Mario

Giga Bowser

Ganon
 
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UserKev

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May 10, 2017
Messages
2,628
Adventure Mode in Melee, repetitive? I have to disagree with that. It was brilliant, authentically simple and classic. I rather that format continue and have a new different version of it, each representing new eras.

Smash 4's Adventure Mode could have been arranged in the specific order:

1. Lucina and Marth - Fire Emblem
2. Wii Fit Trainer -
3. King Dedede and or Meta Knight - Kirby's Dreamland
4. Shulk - Xenoblade
5. Olimar and Alph/Team Olimar - Pikmin
6. Sonic - Sonic The Hedgehog
7. Pit and or both, Pit and Palutena - Kid Icarus
8. Mega Man -
9. Duck Hunt Dog -
10. Rosalina and Luma - Super Mario Bros
11. Little Mac - Punch Out
12. Battlefield -
13 Metal Wario -

Instances:

If Lucina isn't defeated at a fast enough rate, Marth will pop up into the stage, teaming with Lucina.

Wait up until a minute and Sonic will pop up on to the stage and attack you.

Defeat Yellow Devil with Mega Man and he will turn on you. It happens either way.

Cut scenes:

Your character enters the training arena as the Wii Fit Trainer is sitting on her knees, resting her eyes in yoga meditation.

King Dedede is asleep and is wakened by the approach of your select character, making him cranky. On occasional instances, Meta Knight will enter mid battle, teaming with King Dedede. Or, a mushroom will slide to him while asleep, awakening King Dedede and still end up cranky. Player Vs. Giant King Dedede.

Shulk is strolling about, minding his own business, eventually attacked by your character.

Facing Pit on occasional instances, a cut scene of Palutena will interfere as she communicates with Pit and knock him from the stage, entering the stage. On another instance, she will team with Pit after communication.

Dog Hunt obviously has a cut scene. Before the battle, your character will have to avoid enough of the hunter's shoots. Or just have your character be the hunter, shooting enough ducks that causes the battle against Duck Hunt Dog.

Doc Louis will communicate with Little Mac before and on some instances, near the end of the battle if your character is at a high death percentage.

Throw in a castle maze for Fire Emblem and ship for Rosalina and the mode should be long enough.

I don't feel having multiple bosses is necessary. Just have one good ol' final boss. I can probably refer to Ganondorf as the most. I also like Bowser Jr. due to the creativity. He can be cleverly implanted. Give Bowser Jr. buff-ness, able to switch to invisible as a reference to hide n seek and ability to turn metal.
 

NintenRob

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My idea would be that most franchise would have a stage (consisting of an adventure level and a fight), but you would face them in random order, and only do 6.


The end would ideally be a personalized boss for each character but that sounds like too much work.
 

Blackwolf666

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Feb 22, 2014
Messages
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I didn’t really have a problem with or even considered some people had problems with going down a set of predetermined levels in melee. However I welcome branching paths that lead to alternate levels and also completely different routes depending on difficulty.
 

ZagarTulip

Smash Journeyman
Joined
Nov 11, 2016
Messages
323
So in Melee, there is an adventure mode with levels such as Mushroom Kingdom, a Zelda series Underground Maze, etc.

I would like to know what levels you'd like to see in an adventure mode and what they could be like.

My ideas are
Any Kind of Mega Man level (If he returns and can have 3rd party levels)
Bowser's Castle
Maybe a newer Mario Level
A Kirby Level preferably from the newer Kirby Games like Star Allies

Please do not argue or express that anyone's opinions are wrong. I am a big fan of hearing what everyone has to say about things.
 

QrowinSP

Smash Journeyman
Joined
Jan 30, 2017
Messages
267
I decided to come up with how I think it would cool if Adventure mode was done. This is in the style of Melee's adventure mode, but it's a bit longer and with more unique levels thrown in.

One mechanic I decided would be added was the idea of "Treasures". You would find these by completing certain requirements in levels, or by finding their hiding places. There would be a fixed number during the course of a playthrough, and they are the same each time. At the end, you are gold how many you got and how many you missed. Getting more of them gets you better prizes.

Stage 1: Super Mario Bros
  • Level themed to play like an opening level of a mario game (like the first part of melee’s adventure mode). Goombas and koopas are the main enemies.
  • There are blocks that can only be broken by jumping at them from below while under the effect of a mega mushroom. Some of these blocks need to be broken to get treasures.
  • At the end of this, you fight a large bowser alongside a cpu mario.
Stage 2: Pokemon
  • You fight Pokemon Trainer in the Pokemon Stadium stage.
  • He has stamina instead of normal damage. He starts with Squirtle. When he drops to 0% with Squirtle, he respawns with Ivysaur and regains all stamina. Then he does this with Charizard.
  • At higher difficulties, Mewtwo will come after Charizard.
Stage 3: Donkey Kong
  • Takes place on 75m. There are infinitely respawning tiny diddy kongs.
  • You have to make it to Donkey Kong (as in, the playable fighter), who sits at the top of the stage and doesn’t approach you.
  • Beating Donkey Kong wins you the match.
Stage 4: The Legend of Zelda
  • You play through a non-linear dungeon modeled after Hryule Castle, fighting Lizalfos, Moblins, Bokoblins, and Guardians. Like in Melee, you have to find your way to the triforce. There are treasures hidden in the stage.
  • On higher difficulties, If you beat this in one life, you fight Ganondorf atop the Sheikah Tower stage.
Stage 5: Star Fox
  • On a new Corneria like stage, you fight Fox and Falco while the ships try and shoot at you.
  • At higher difficulties, Wolf appears after you beat both Fox and Falco. The ships start trying to shoot at Wolf now.
Stage 6: F Zero
  • Starts with a game of avoiding the racers, like in melee.
  • At the end, you fight Captain Falcon on Big Blue.
Stage 7: Kid Icarus
  • Takes place on Omega Palutena’s Temple
  • A boss fight against Hades
Stage 8: Punch Out
  • A fight against Little Mac in the boxing ring stage.
  • After you beat him, a new challenger appears in a cutscene for you to fight.
  • The character depends on who you are playing as. Link fights Ganondorf, Luigi will fight Mario, Fox will fight Wolf, etc..
Stage 9: Kirby
  • A fight against easy-to-launch versions of every kirby transformation for characters you have unlocked. This takes place on Halberd.
  • At higher difficulties, if you don’t die, this ends with a fight against Metaknight.
Stage 10: Metroid
  • You ride a warpstar away from the exploding Halberd, but Ridley shoots you down, causing you to lose your 4 specials.
  • You land in Brinstar. Within this area are a lot of metroid enemies.
  • You can find 4 power up rooms that contain your 4 specials, allowing you to use them again.
  • There is an elevator to Ridley’s lair. After beating some space pirates, you fight Ridley. You must use only what specials you reacquired.
  • After you beat Ridley, you must do a timed escape sequence.
  • You regain all specials after beating the stage regardless of how many you reacquired this level.
Stage 11: Fire Emblem
  • A fight against Marth on Colosseum.
  • After you beat him, you get to choose to fight another fire emblem character in order to win treasure as a reward.
  • You may repeat this process until there are no more enemies to fight.
  • The enemies get increasingly strong.
Stage 12: Battlefield
  • You fight a series of polygon fighters.
  • After this, the enemy you beat in stage 8 will come back in a cutscene and turn metal. You must beat them.
Stage 13: Subspace
  • You fight through a linear path filled with a small selection of Subspace enemies.
  • Occasionally you will run into a room where you must fight through a gauntlet of a few assist trophies.
  • At the end, you fight Taboo.
 
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