Super Smash Bros. for Nintendo 3DS/Classic Mode

Classic Mode returns in the fourth generation of Smash Bros., but this familiar arcade-style mode now comes with a few new changes. As always, Classic Mode is a one player mode in which the player must fight through a series of levels, mostly stock matches, to face a boss at the end. However, the classic formula for this classic mode has been altered a bit. No only is there no more static difficulty levels or stocks that carry over between stages, this installment of the series also introduces a risk-and-reward aspect that makes Classic Mode a worthwhile game mode for obtaining collectables.

In both versions, clearing Classic Mode will unlock the trophy of the character used to play through the mode. Additionally, some challenges and unlockables in either version also involve clearing Classic Mode at certain intensities or with certain characters. As a single-player mode, individual character scores and your total score will get a Global Smash Power rating once you've connected online with the game.

Fiend's Scale
In past games, players could choose from 5 difficulty levels as well as the number of stocks they'll use to take on Classic Mode. Now, the difficulty is measured along a sliding scale from 0.0 to 9.0, and you always get 2 stocks for every stage. This scale is known as the Fiend's Scale, which determines the quality of rewards you get depending on the difficulty level. The default difficulty, 2.0, costs no gold to play and doesn't provide any rewards. Beginning from 2.1 up to 9.0, players must wager a set amount of coins. The greater the difficulty, the more coins must be wagered, but the prices obtained from clearing stages are better as well. You can wager more coins than you currently have, but you will end up with no coins if you fail to get any rewards after doing so. You also have to pay coins to access levels 1.9 and below, letting you breeze through classic mode for a price.

Reward Roulette
Before a Classic Mode match begins, there will be a roulette on the bottom screen in the 3DS version, or at the top of the screen in the Wii U version. The roulette displays a set of rewards, and the type and number of rewards on the face of the roulette when it stops is the one you will get after clearing the stage. There are three categories of rewards: up to 5 custom items, up to 5 trophies, or up to 250 gold. If you're unlucky, you may also get absolutely nothing by stopping the roulette over a greyed-out section.

On the 3DS version, you can pause the roulette by pressing the Home button and see the current rewards on the roulette. Tapping to return to the game won't stop the roulette, but holding  lets you stop the roulette at that exact instance. As long as the reward you want is visible on the upper half of the roulette when its paused, you are certain to get it when you return to the game. This trick is especially useful when farming for trophies or custom items.

Path selection (3DS version)
Unlike past games, you can choose between multiple matches for each stage. Between stages, you will be dropped at an overworld map with up to three branching paths. The color of the path indicates its difficulty, with blue being the easiest, green being medium and red being the hardest choice. Like with the Fiend's Scale, picking a harder path has a better potential of getting good rewards. You can also see the series emblem that hints toward the characters you may fight by going down the path, as well as coins and trophies that you will pick up by going down the path they are on. At the end of the path, you will see a trophy or a set of trophies that indicate the character(s) you will be fighting.

At the penultimate stage, you will only get the choice of two paths. At the final stage, you will usually have a blue path leading to Master Hand, from difficulty 3.0 onward, there will also be a black path leading to a fight between both Master Hand and Crazy Hand. From difficulty 5.1, the secret boss Master Core can be fought after fighting both hands for a bit. On difficulty 8.0 and above, the black path is the only option, meaning the double Hand fight, as well as the battle against Master Core, is mandatory.

Master Hand
Master Hand is a boss that must be fought at the end of Classic Mode on Final Destination. Unlike fighters, Master Hand has a set amount of HP depending on difficulty, and you need to reduce Master Hand's health to 0 through attacks to defeat him. Master Hand takes no knockback and does not flinch, and he has a set of attacks that increase in power or speed based on the difficulty level. These attacks are:


 * A finger snap that dizzies if it hits you while grounded. It has an obvious starting animation, but the attack itself must be dodged with good timing. Getting dizzied by the snap will leave you vulnerable to attacks, especially if Crazy Hand is also in the battle.
 * A quick swipe across the stage. Fairly quick, so it is difficult to dodge if he executes it while you're using an attack.
 * Walking across the stage using his fingers. He will launch you with a finger strike if you get in his way. You can safely avoid the attack by jumping over Master Hand as he moves beneath you.
 * Moving to the top of the stage with a clenched fist and slamming down. It has a delay before the attack occurs, which makes avoiding the attack a bit harder. The safest way to evade it is by timing an air dodge as he lands. If you move above Master Hand when the attack strikes, you won't be hit at all. While Master Hand usually punches down, he can occasionally turn it into a slap as well, which has a bigger area of effect.
 * Follows you around a bit before grabbing you. If he succeeds, he will squeeze you to do damage before either tossing you offstage or leaving you onstage asleep. You can mash out of it like you would with a normal grab.
 * Aims at you before firing a bullet. The projectile can be reflected but not absorbed. At low HP, Master Hand may fire three bullets in a row.
 * Shoots up, then flies in from the background. He can either move straight to the foreground with a clenched fist or swoop in erratically.
 * Drills upward, then drills downward. The attack traps you and can do a lot of damage, but not much knockback.
 * Crushes an orange sphere of plasma, raining harmful energy balls across the stage.
 * Fires lasers from each of his fingers. Stay behind Master Hand to be safe from this attack.
 * Swipes about repeatedly to create a strong gust that blows you to the left. At higher difficulties, there can also be ice in the wind that freeze you if you touch them.
 * Deals out cards that each take up a quarter of the stage, which then ascend offscreen. The move doesn't do damage, but it can potentially take away an entire stock if you're on a card as it flies off the top.

Game Over and Continuing
Whenever you lose all of your stocks in a match, you will get a Game Over, losing some points, money and rewards you've already earned, as well as moving to a lower difficulty on the Fiend's Scale. You can choose to quit and take whatever is left, or continue to try and get more prizes and points.