Mario & Sonic Guy
Old rivalries live on!
Lately I've been trying to think up how All-Star mode could be improved after seeing how repetitive the one in Smash 3DS / Wii U was. I do have the following thoughts in mind...
Playthrough
Opponents fought in each playthrough will always appear in a random order, much like with Melee's All-Star mode. If the roster consists of 70 fighters (excluding the Mii Fighters), there would be 7 rounds total, with the player having to defeat 10 fighters per round. However, only two opponents would appear at the same time.
The stage that's used in a round is determined by who the first opponent is. For an example, if the first opponent is Mario, then the chosen stage will be from the Super Mario Bros. series. However, certain large stages will never be used.
The final round's stage will always be in its Omega form format.
Unlike with previous All-Star mode incarnations, instead of recording the player's best score, the player's top time for the chosen difficulty will be recorded instead. If the player gets defeated at any point, then the number of KO'd fighters will be recorded instead.
It's game over if the player gets KO'd, requiring him/her to have to restart from the very beginning.
Custom special moves are permitted in All-Star mode, but all equipment will be disabled. Also, items are turned off in this game mode.
Rest Area
At the end of each round, the player gets taken to the rest area. The player will get to see the next 10 opponents, and gain access to three Heart Containers, with each one fully healing the player.
If a Heart Container gets used, it will not respawn when the player returns to the rest area, so it's vital to decide when it's time to heal your fighter or not.
If two players are playing, then two more Heart Containers will be added to the rest area.
If the player completes All-Star mode without using any Heart Containers, then a Heart Container icon will be displayed next to the best time.
Difficulty Levels
The player can choose between three difficulty levels, which are Easy, Normal, and Hard. The difficulty affects how tough the CPUs will be, and it also affects the knockback resistance that the player and the CPUs will have.
CPU Levels
Stage | Easy | Normal | Hard
1 | 1 | 3 | 5
2 | 1 | 3 | 5
3 | 1 | 3 | 5
4 | 2 | 4 | 6
5 | 2 | 4 | 6
6 | 2 | 4 | 6
7 | 3 | 5 | 7
Although the CPU's difficulty level can go up to 9, it will never go higher than 7 in All-Star mode.
Damage Multipliers
In All-Star mode, the player's direct attacks will deal 1.5x their normal damage, while the CPU players' direct attacks will deal 0.6666667x their normal damage. Indirect attacks will still deal their normal damage amounts. Stage hazards also deal their normal damage amounts. Stale moves are ignored in All-Star mode.
Knockback Resistance
The chosen difficulty will affect the knockback taken multiplier that the player and CPUs will receive. For each round, the knockback taken multiplier for the CPU players will decrease slightly, making it slightly harder to KO them quickly.
Easy
Stage | Knockback Taken (player) | Knockback Taken (CPU)
1 | 0.8x | 1.0x
2 | 0.8x | 0.9833334x
3 | 0.8x | 0.9666667x
4 | 0.8x | 0.95x
5 | 0.8x | 0.9333334x
6 | 0.8x | 0.9166667x
7 | 0.8x | 0.9x
Normal
Stage | Knockback Taken (player) | Knockback Taken (CPU)
1 | 0.9x | 0.9x
2 | 0.9x | 0.8833334x
3 | 0.9x | 0.8666667x
4 | 0.9x | 0.85x
5 | 0.9x | 0.8333334x
6 | 0.9x | 0.8166667x
7 | 0.9x | 0.8x
Hard
Stage | Knockback Taken (player) | Knockback Taken (CPU)
1 | 1.0x | 0.8x
2 | 1.0x | 0.7833334x
3 | 1.0x | 0.7666667x
4 | 1.0x | 0.75x
5 | 1.0x | 0.7333334x
6 | 1.0x | 0.7166667x
7 | 1.0x | 0.7x
Final Notes
How do these ideas look to you? Feel free to reply, but be sure to keep all conversations civil.
Playthrough
Opponents fought in each playthrough will always appear in a random order, much like with Melee's All-Star mode. If the roster consists of 70 fighters (excluding the Mii Fighters), there would be 7 rounds total, with the player having to defeat 10 fighters per round. However, only two opponents would appear at the same time.
The stage that's used in a round is determined by who the first opponent is. For an example, if the first opponent is Mario, then the chosen stage will be from the Super Mario Bros. series. However, certain large stages will never be used.
The final round's stage will always be in its Omega form format.
Unlike with previous All-Star mode incarnations, instead of recording the player's best score, the player's top time for the chosen difficulty will be recorded instead. If the player gets defeated at any point, then the number of KO'd fighters will be recorded instead.
It's game over if the player gets KO'd, requiring him/her to have to restart from the very beginning.
Custom special moves are permitted in All-Star mode, but all equipment will be disabled. Also, items are turned off in this game mode.
Rest Area
At the end of each round, the player gets taken to the rest area. The player will get to see the next 10 opponents, and gain access to three Heart Containers, with each one fully healing the player.
If a Heart Container gets used, it will not respawn when the player returns to the rest area, so it's vital to decide when it's time to heal your fighter or not.
If two players are playing, then two more Heart Containers will be added to the rest area.
If the player completes All-Star mode without using any Heart Containers, then a Heart Container icon will be displayed next to the best time.
Difficulty Levels
The player can choose between three difficulty levels, which are Easy, Normal, and Hard. The difficulty affects how tough the CPUs will be, and it also affects the knockback resistance that the player and the CPUs will have.
CPU Levels
1 | 1 | 3 | 5
2 | 1 | 3 | 5
3 | 1 | 3 | 5
4 | 2 | 4 | 6
5 | 2 | 4 | 6
6 | 2 | 4 | 6
7 | 3 | 5 | 7
Damage Multipliers
In All-Star mode, the player's direct attacks will deal 1.5x their normal damage, while the CPU players' direct attacks will deal 0.6666667x their normal damage. Indirect attacks will still deal their normal damage amounts. Stage hazards also deal their normal damage amounts. Stale moves are ignored in All-Star mode.
Knockback Resistance
The chosen difficulty will affect the knockback taken multiplier that the player and CPUs will receive. For each round, the knockback taken multiplier for the CPU players will decrease slightly, making it slightly harder to KO them quickly.
Easy
1 | 0.8x | 1.0x
2 | 0.8x | 0.9833334x
3 | 0.8x | 0.9666667x
4 | 0.8x | 0.95x
5 | 0.8x | 0.9333334x
6 | 0.8x | 0.9166667x
7 | 0.8x | 0.9x
1 | 0.9x | 0.9x
2 | 0.9x | 0.8833334x
3 | 0.9x | 0.8666667x
4 | 0.9x | 0.85x
5 | 0.9x | 0.8333334x
6 | 0.9x | 0.8166667x
7 | 0.9x | 0.8x
1 | 1.0x | 0.8x
2 | 1.0x | 0.7833334x
3 | 1.0x | 0.7666667x
4 | 1.0x | 0.75x
5 | 1.0x | 0.7333334x
6 | 1.0x | 0.7166667x
7 | 1.0x | 0.7x
How do these ideas look to you? Feel free to reply, but be sure to keep all conversations civil.
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