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|Well, welcome to Super Smash Bros. Quantum, a fangame made by me, Pyrostar.
Please do not edit it without my permission, but you are welcome to comment or talk to me on my userpage. Oh, and try to spot the over 9000 reference hidden within the text!
|Super Smash Bros. Quantum|
|Media Included||Pyrohedron Disc|
Like its predeccessors, Quantum is a 2D fighting game. Unlike most, however, the players and combatants have a percent meter that goes up to show damage, as opposed to a draining life bar. Various items can be acquired throughout the stage to assist the player. Another thing in combat is a Final Smash, an ultimate attack obtained by breaking a Smash Ball.
Changes from Past Games
While slight changes have been made to combat, the main difference was to the game's environments. "We really wanted to make the player feel as if they were interacting with a true world, rather than merely fighting on a stage", Pyro Enterprizes director Zach Yacobozzi stated. Every stage now has interactable objects and most have enterable buildings, adding space to even the most cramped of stages. Originally, the maximum player count was to be raised from 4 to 6, but this idea was removed to bring back the 8-player stages.
The game's combat has also been updated. Compared to Brawl, Quantum is much more fast-paced and strategic. Player and enemy HP has been massively raised, having a cap of 9999% as opposed to 999%. Among other things, tripping has been removed and items are much more common than usual. Another addition to combat is a Quantum Rift. A Quantum Rift will appear at certain points in a match, like a Smash Ball, but instead of flying around, it teleports from place to place. Interacting with the Quantum Rift will give a character access to their Quantum Anomaly, a Final Smash-like attack. Typically, Quantum Anomalies are buffs as opposed to attacks, though this varies between characters.
Another change is the way that character transformation is handled- instead of taking up a special move, Final Smash, or Quantum Anomaly, characters that have access to alternate transformations may switch between them via the down-taunt button, similar to characters that have Smash Taunts.
Another aim of the game design was to make players cooperate as much as possible. In every mode except Smash, players are given the option to become "Smash Energy Users", who support teammates with a limited supply of energy that can be used to spawn items, increase stats, or deal direct damage to opponents. In Smash mode, the co-op/competitive was accomplished in two ways- the Smash Crown and Boss Trophies. While playing against others, the winner of a match receives the Smash Crown, which then slightly boosts the wearer's stats and falls off after the wearer is KOd for the first time. Boss Trophies will spawn a boss upon usage, which stops the clock in timed matches and adds a boss health bar. While the boss attacks everyone, even the summoner, encouraging players to work together, the player who manages to kill the boss is immune to the massive explosion afterwards.
Smash is the default multiplayer game mode. Here, you can begin a normal battle with up to five of your friends, either locally or over Nintendo Network. Via the Special Smash option, you can tweak various aspects of the game to create a calmer or more chaotic battle, or use the Custom Mode option to edit everything down to the finest detail and create custom game modes.
There are also several variations on Smash Mode.
This mode is the classic single-player mode from all past Smash Bros. games. However, this mode has gotten even more cooperative. While only one player is allowed to actively fight at a time, other players can use a limited "Smash Energy" meter to spawn in helpful items, deal direct damage to an opponent, or even have all players team up to sacrifice all their Smash Energy and grant the main player a Final Smash or Quantum Anomaly. Like Super Smash Bros. for Nintendo 3DS/Wii U, players may adjust difficulty via Battle Coins ala Kid Icarus: Uprising, and pick alternate paths to find easier or more challenging opponents. The mode ends with a final battle against Master Hand and Crazy Hand, as well as the Master Core if certain fulfillments are met, or the Master Fortress if slightly different conditions are met.
Completing Classic Mode with a character gives you a trophy of that character.
A mode unlocked only after unlocking every character in the game, this mode is a trial of endurance against every one of them. Between matches, players possess three Heart Containers and a single Drink of the Gods to replenish health. Unlike Classic Mode, multiple players can fully participate in All-Star mode. Unlike Super Smash Bros. for Nintendo 3DS/Wii U, the order that the characters are fought in is dependent on the first appearance of the series, not the character.
Completing All-Star with a character gives you a trophy of that character's Final Smash.
A peculiar fusion of Smash Run and Classic Mode. Smash Void drops players into an eldritch battlefield about half the size of the Smash Run area, and has twelve fights with random characters before going up against the final boss of the mode, Zero. However, the player does not switch battlefields after defeating an opponent, but stays within the existing battlefield.
The main gimmick of Smash Void is the battlefield itself, which is constantly changing into different forms, editing its own physics, and spawning in hazards randomly. In Smash Void, the environment is just as hostile as the opponents you must face.
Completing Smash Void with a character gives you a trophy of that character's Quantum Anomaly.
A story mode similar to The Subspace Emissary. This mode follows the events of the various characters of the game attempting to investigate the appearance of the mysterious Quantum Rifts, as well as stopping the enigmatic being known only as Lady Omega from brainwashing Smashers and forming an evil armada. There are few changes from Subspace Emissary, aside from food sharing ala Kirby's Return to Dreamland and having 2 players act as "Smash Energy Users".
Simple minigames that may be played to gain rewards- or simply for fun.
Another trial of endurance mode, but instead of All-Star Mode's battles interjected with rest points, Multi-Man Mashup is a continuous battle against Smash Cardians, small drone-like fighters who have incredibly low knockback resistance. There are a few variations on this mode: Timed Mashup, which tests to see how many Cardians players can defeat in a certain time limit (3, 5, or 15 minutes); Speed Mashup, which tests how quickly players can defeat a certain amount of Cardians (25, 50, or 100); Endless Mashup, which tests how many Cardians players can defeat before being KOd; and Master's Mashup, which grants the Cardians incredibly high stats and tests how many players can defeat before being KOd. 2 players can work together with a single shared life, while up to 6 others work as Smash Energy users.
Players split into two teams, up to 8 players total for 4 players on each team, and enter the Big Battlefield stage. However, in this variation, there are large floating goals on either side of the battlefield, and the only item that spawns is the Striker Ball. In Soccer Brawl, the objective is to knock the ball into the opponents goal to score points, and the first team to reach ten points wins. Points may also be acquired by KOing opponents.
Break the Targets
A simple mode where a single player navigates a small randomly generated obstacle course and destroys large targets. There is now a Competitive option, where up to 8 players can take turns and attempt to get the best score.
Similar to the Arena from Kirby games, this mode puts players in a similar mode to All-Star, but with Quantum Invasion bosses and Boss Trophy bosses in place of normal characters. Only one player is allowed to fully participate, and the Smash Energy users' power is limited- they can now summon one Maxim Tomato each and one Boss Trophy each. Summoned bosses will assist the player in fighting the opponent, and will vanish if either boss is defeated. Like All-Star Mode and Classic Mode, Arena Mode's difficulty can be increased by paying Battle Coins, and ends off with a climactic battle against Lady Omega, followed by Master Omega if the difficulty is 9.0 or higher.
Special Run is an entirely new category, which contains modes based off of the original Smash Run, though the new modes vary greatly from the original Smash Run.
Smash Run returns as a mode from Super Smash Bros. for Nintendo 3DS. Not much has changed, aside from adding online, tripling the size of the labyrinth, and allowing up to 8 players. While Assist Trophies, Smash Balls, and Quantum Rifts do not appear, Boss Trophies do appear, and summoned bosses will randomly warp to an opponent and attack them. This can be a big risk, as the bosses drops a large amount of boosting items, but if the boss defeats the player, an equal amount goes to the summoner.
RPG Run takes place on a chessboard-esque map similar to Fire Emblem, and players move a trophy of their selected character across the board also similarly to Fire Emblem. Characters with higher speed will be able to move more per turn than lower speed, but equipping powers also reduces the movement amount. Once a player ends their turn on a space, they have a chance to receive an item, a power-up, or encounter an CPU-controlled opponent with random stat-boosting equipment and custom specials. When an opponent appears, players must fight them in a one-stock, 2 minute match, and if the opponent is defeated, players may finish them to gain stat boosts similar to Smash Run, or have them join your team. Play then shifts to the next player.
After each player has taken six turns, play shifts to a final battle on Final Destination. It is relatively similar to Smash Tour in this respect, as players each get one stock for every character on their team.
In Energy Run, the stats of all players are already maxed out at the beginning of the match. However, the stats will slowly decrease on their own, making it crucial that enemy stat boosts are obtained frequently and death is avoided at all costs. Aside from this, there are few differences between Energy Run and Smash Run, aside from the layout of the labyrinth.
In Bounty Run, enemies do not drop stat boosts when defeated normally. Instead, a bounty is displayed on the screen that lists a certain type of enemy. When one player defeats an enemy that is displayed on the bounty, they gain a massive amount of stat boosts and the bounty changes to a different enemy. As the match goes on, the enemies listed in the bounty get more difficult, starting off with simple enemies like Goombas and Waddle Dees and going up to insanely difficult opponents like Clubberskulls and Darknuts. Occasionally, a Quantum Anomaly or Boss Trophy boss will spawn in and take over the spot on the bounty.
In Cash Run, the labyrinth's layout is once again changed, and enemies no longer drop stat boosts. Instead, enemies will drop both money and Smash Coins. While Smash Coins go into the player's vault to purchase things, the money is kept with the player until the end of the battle, where they can buy stat boosts and customize their stats for the final battle. Due to this, the stats of players will not increase at all during cash Run, so be careful.
Silent Realm Duo
Zero Suit Samus*
Wii Fit Trainer
Ellie and Chomp
Mr. Game and Watch
Doshin the Giant
|Clone DLC Pack|
*- Character is capable of transforming into the character next to it via down taunt, and vice versa.
**- Character is capable of switching to alternate forms, which have no differences aside from stats (aside from a few cases).
|Picture||Name||Series||Home Stage To||Unlock||Description||Interaction Element|
|Battlefield||Super Smash Bros.||None||Default||A floating stage with three floating platforms- an identical layout to past Battlefield iterations. It has a more regal aspect to it in this game, having a red carpet on the large platform and cryptic markings off the the sides.||None, as Battlefield is intended to be a practice arena for novice players.|
|Final Destination||Super Smash Bros.||Mii Fighter||Default||A massive single floating platform, identical to previous Final Destination stages. This one takes the form of a large golden platform with several gears rotating underneath it, and the background changes from a massive black hole to a futuristic city.||None, as Final Destination is intended to be used for competitive play.|
|Sprixie Kingdom||Mario||Mario, Peach||Default||This stage is very similar to Mushroomy Kingdom from Brawl, but has closer visuals to Super Bell Hill of Super Mario 3D World and is completely unique as opposed to be a reference to a past stage. Like Mushroomy Kingdom, it also has an underground variation, based visually off of Koopa Troopa Cave.||Clear Warp Pipes will appear on the stage every so often. Pressing the interact button near the end of a pipe will carry a character to the other end.|
|Bowser's Castle||Mario||Bowser, Bowser Jr.||Default||This stage takes place in front of Bowser's Castle, which resembles its iteration in Paper Mario: Sticker Star, but loses its paper-like appearance in favor of more traditional stone work. There are two floating platforms of to the sides.||Interacting with the large Bowser head in front of the castle lets players enter the castle, where they may fight inside. Inside the castle, there is a chandelier that functions as a platform until it takes damage, and then smashes everything beneath it.|
|Lanayru Mining Facility||The Legend of Zelda||Link, Ghirahim, Silent Realm Duo||Default||This stage takes place in the central room of the Lanayru Mining Facility. The stage consists of three pillar-like constructs jutting from the ground, equidistant from each other. They are spaced relatively far apart, so air-based characters will dominate here. There is also a minecart carrying Timeshift Ore that drives around the edges of the screen.||Interacting with the minecart will turn the Timeshift Ore on and off. When activated, the Timeshift Ore spawns platforms in the general area of the cart, enabling easier passage between the pillars and acting as an anti-KO barrier on the sides and top of the screen.|
|Linked Worlds||The Legend of Zelda||Zelda/Sheik, Hilda||Default||This stage is based off of a combination of Hyrule Castle from the original Super Smash Bros. and Hyrule Castle from The Legend of Zelda: A Link Between Worlds. Unlike the original Hyrule Castle stage, Linked Worlds features randomly spawning Moblins as hazards instead of tornados.||Occasionally, a rainbow-colored crack may appear on the floor of a random part of the stage. Interacting with it warps all players from Hyrule Castle to Lorule Castle, which is the exact same layout reversed on the Y-axis, and features the original tornado hazards. Cracks appearing on Lorule Castle may be used to return to Hyrule Castle.|
|Lor Starcutter||Kirby||Kirby, King Dedede, Magolor||Default||This stage takes place in a small field on Pop Star in front of the crash site of the Lor Starcutter, which is fully active. While the room is identical to the location in Kirby's Return to Dream Land, the Lor Starcutter can actually be walked on in this iteration.||On this stage, Energy Spheres may spawn in similarly to items. While they can be thrown similarly to other items, throwing them at the Lor Starcutter will cause the ship to gain energy. After enough energy has been built up, a player may interact with the door of the ship to cause it to fly into the background and begin firing on the other players.|
|Kirby||Meta Knight, Kirby DX||Defeat 15 Boss Trophies or Story Mode bosses.||A stage located in an alternate dimension made of a clay-like substance. There are five platforms floating in various locations, but nothing much else happens. However, this stage is home to the game's only SSB4-styled stage boss, Claycia, who floats around the arena and uses her attacks from Kirby and The Rainbow Curse. Additionally, the aura around her will erase terrain that enters it.||Dealing a massive amount of damage to Claycia will cause her to be stunned temporarily. Interacting with the fallen boss will cause a character to use a weaker version of their Final Smash directly on her, and Claycia will be temporarily aligned with that player. Any KOs caused by Claycia during this time period will go to the player in control of her.|
|Gale Shrine||Okami||Amaterasu||Default||This stage is based of the Gale Shrine dungeon from Okami, specifically the large windmill located on the top of the shrine. It has a similar layout to the Reset Bomb Forest Stage from Super Smash Bros. for Nintendo 3DS, but without transitioning to another stage and with a few added platforms. There is also wind that is constantly blowing.||There is a small windmill located on one of the upper platforms. Interacting with this windmill will change the direction of the wind.|
|Blossom Tower||The Wonderful 101||Wonder-Red||Default||This stage takes place on Blossom Tower from The Wonderful 101, as a swarm of fighter jets battles a Gah-Goojin in the background. While it is a flat stage similar to Final Destination, the jets fly overhead may be utilized as platforms, and the Gah-Goojin may shift its attention from the jets to the fighters and begin attacking them.||If enough damage is dealt to the Gah-Goojin, it will be stunned. Climbing up its arm and interacting with its head will cause it to explode, similarly to a Boss Trophy.|
|Picture||Name||Series||Home Stage To||Unlock||Description|
|Big Battlefield||Super Smash Bros.||None||Default||A larger version of Battlefield designed for 8-player battles. The bottom base is much wider, and an extra set of three platforms have been added under the original three.|
|Omega Destination||Super Smash Bros.||None||Default||Because competitive players will NEVER be satisfied. Omega Destination is simply a version of Final Destination with double the normal length.|
|Good Egg Galaxy||Mario||None||Default||Good Egg Galaxy takes the Mario Galaxy stage from the previous game and takes it to the next level. Players fight on a replica of the first planet of the Good Egg Galaxy, and players are free to walk around to the other side, being kept down by gravity, creating a battlefield similar to that of an actual Galaxy game.|
|Tower of The Gods||The Legend to Zelda||Toon Link, Toon Zelda/Tetra||Default||The tower where the Master Sword is stored. The stage itself takes place inside both Gohdan's boss room and the bell room above, which can be accessed by jumping through a fall through platform on the ceiling. Gohdan stays in his boss room, forms platforms via his hands, and fires off fire blasts and grabs players to attack them. The bell has a platform dangling below it, and can be struck to move the platform.|
|The Great Cave Offensive||Kirby||Simirror||Default||A massive underground labyrinth located below Dream Land. It has an identical layout to its appearance in Super Smash Bros. for Nintendo 3DS/Wii U, except for the fact that danger zone locations change every time the stage is played.|
|Thunder Cloud Temple||Kid Icarus||Phosphora||Default||Phosphora's main base of operations. It is separated into five parts- a maze in the lower left, a grouping of three rotating platforms in the upper left that orbit around a sphere of electricity, a tall tower in the upper left that periodically bursts with electricity, a large floating island in the lower left with a few platforms, and a large reactor in the middle that routes electricity to the various sections.|
|New Pork City||Earthbound||Porky Minch||Default||The lair of the evil Porky. This stage has an identical layout to its appearance in Super Smash Bros. Brawl.|