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1. Legal Disclaimer
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Please email me at purpl3_cam3l@yahoo.com.au
(Or my main email if you know it) to request to put this FAQ on another
website as it is copyright and my permission is required before it can
be extracted.
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2. Update Record
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V1.1 18 December 2001 - Updated
strategies (Thanx goes to Sonic Orochi)
V1.0 16 Decmber 2001 - FAQ
created (By Myself)
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3. Author's Note
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I own the Japanese version
of Super Smash Brothers and therefore, don't know what all the bonuses
are called (I can read Japanese, so I could understand all the katakana
bonuses). I have figured out how to get most of them and will try to help
you get as many as possible as we conquer the 1P mode.
- If you use your "L" move
when the fight ends you will receive a 100 point bonus.
- If you pass through the
1P mode without dying you can accumulate many points through the
"No Miss x (howmany
stages you've beaten)" bonus. If you finish the game without dying you
can achieve the
"No Miss Clear" bonus
for a huge amount of points.
- Beat the Game in under 20
minutes and you will receive the "Speed Demon" bonus for a huge amount
of points
- Pacifist bonus is gained
by beating an opponent without the opponent taking any damage(Making them
kill
themself)
- All these strategies are
based on "Normal" difficulty
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4. 1P Mode Strategy
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Stage 1 - Link
Link is very easy, he won't
do anything for about 8 seconds after the buzzer. Take advantage
of this and go in aggressive right from the start. Don't waste this opportunity
by hitting him away with your most powerful attack, try to start chaining
a combo together with a series of weak attacks to rack up his damage quickly.
Then before he can recover, smash him away with a finisher. Try not to
use your smash attacks as you get a 5000 point bonus for not using any
smash attacks in a fight. Since link jumps very poorly, it won't take too
much to knock him out far enough to get the win, about 80% damage should
be enough.
Stage 2 - Yoshi Team (18)
The Yoshi team is very easy
to defeat. These yoshi's go flying when hit and just about all JUMP+A attacks
kill them in one hit. If that doesn't work for you, throwing is a sure
fire way to get easy one hit kills against the yoshis. We can get a special
bonus here very easily. The Yoshis don't really attack you and just jump
around making cute noises posing not much of a threat. If you only use
aerial attacks against the yoshi's you will receive a 10,000 point bonus.
Even better, if you are using ness, use PK thunder to zap all the yoshi's
off the stage in the order of which they appear and you will receive a
huge number of different bonuses. Take note that the clouds are now gone
from this stage and it becomes a lot smaller, so take note of this when
you are recovering from a hit. However the yoshi's are defeated so easily
that you shouldn't be hit anyway.
Stage 3 - Fox
This is your first real fight
in the 1P mode, Fox does attack you and tries to counter attack when you
have hit him. He particularly likes to use the "B" blaster and try to juggle
you. My best strategy for defeating him is to run at him off the start
then when you're almost next to him, dodge away, Fox will usually use an
Upwards, or Downwards Smash attack, or use his gun. This means that he'll
have to recover from these moves before he can move again. Quickly rush
in again and grab him before he knows what's hit him, and throw him towards
the nose of the Great Fox. now just try to keep him in this area until
you rack up his damage with a series of combos or alternatively just keep
hitting him off the stage with powerful attacks. When his damage is around
50-60% smash him off the ship, now you can easily edge guard or spike him
upon his return to the stage. Fox may be a good tool to practice your skills,
but you can easily gain a pacifist bonus from him.
Easy Pacifist - Submitted
by Sonic Orochi
Simply run left and hang onto
the edge. Fox will eventually use the Fire Fox and kill himself. Simple!
Bonus 1 - Break the Targets
Refer to TylerF's FAQ for
help on this. You should be able to complete this with ease and bag a free
10,000 points, plus your points for breaking each individual target.
Stage 4 - Mario Brothers
This stage can be quite hard
depending on your partner. If you're partner dies in the beginning then
you will find i a lot harder to focus on getting points. My advice is just
relax and forget about all the "Smashless" and "Hawk" bonuses (only air
attacks) and play your regular game. The Mario Brothers can be very annoying
because they tend to use their fireballs a lot, but you can cancel them
out with a simple tap of the A button, whether you're in the air or on
the Ground. There is an easy bonus you can get though, and it's worth quite
a few points too. "Brother's Calamity" is achieved by defeating Luigi before
touching Mario and is worth 12,000 points. To get it, you just need to
steer clear of Mario and isolate Luigi over on the opposite side of the
stage to Mario until you defeat him. Remember that only you can't touch
Mario until Luigi dies, so it's ok for your partner to kick Mario's butt.
You can go for a much harder bonus which is worth a lot more if you think
you're up to it. Finish the stage without letting your partner take any
damage and you will be rewarded with a handsome 30,000 point bonus, be
warned though, this is often found to be extremely hard, even by the most
skilled players. To beat the Mario brothers, you just have to keep knocking
them off the stage. their UP+B moves have quite a recovery time and every
time they use them to get back it leaves you a window of opportunity to
hit them off again. If you continue this, they will be gone in no time.
Stage 5 - Pikachu
This stage should be a cinch.
Pikachu is very stupid and if you play your cards right will kill itself
without being hit giving you a whopping 30,000 "Pacifist" bonus. Just simply
jump around on the helipad and when he/she comes to attack you, jump out
towards the right and jump back onto the platform. Repeat this process
continually flirting with death and eventually pika will jump out to get
you , then try to quick attack back and usually fall down the gap between
the helipad and the main building. If pika makes it back on the stage,
then simply repeat the process. If you spend a long time doing this with
no results, pika is not exactly smart and is easy to KO in about 10 seconds
with powerful attacks.
Stage 6 - Giant DK
This level is quite easy in
my opinion, but most of the people I talk about it with think it is hard.
For this level you get two random allies to help you fight DK, and you'll
probably need their help because DK has the potential to deal some very
good damage to you and takes quite a pounding before he is damaged enough
to be hit far off the stage (about 250-300%). At the beginning of the stage
DK will charge up his punch, you don't want to give him the opportunity
to do this so go jump up and use an aerial attack. He will most likely
shield letting you throw him. Now, if you use pika, you can simply stand
next to him and tap "R" and pika will keep throwing the big ape racking
up damage pretty fast. The key to beating him is to keep moving, just continuously
attack or get in quick hits, run away and attack again, but don't stand
still or he will punish you. You can get a 50,000 point bonus by not letting
your allies take any damage but this is somewhat hard since DK remains
alive for so long. DK is very vulnerable to spikes when hit off the stage
so take advantage of that weakness and spike the monkey for a quickish
kill.
Bonus 2 - Board the Platforms
Sorry guys, but I don't have
an FAQ for the BtP bonuses. So you'll have to figure themout for yourselves.
Stage 7 - Kirby Team (8)
This stage is one of the most
difficult in the 1P mode. The Kirbys are pretty weak being vulnerable to
throws, but are moderately strong against other attacks. Needless to be
said that you should use your throws to maximum effect to achieve success
against the Kirby Team. You can get a huge amount of bonuses on this level
if you perform this simple procedure. Note the order in which the Kirbys
drop down and throw them off in the same order. Back throw them to get
a bit more power to ensure a one hit KO each time. You must kill them all
with throws and you can't get hit yourself. If you can do that then more
then a pagefull of bonuses will be your reward.
Stage 8 - Samus
Samus is pretty simple to
beat because the acid at the bottom of the level will kill her when she's
on about 75-85%. When the stage starts Samus will charge her gun straight
away, but unlike DK she won't just charge in the same place. After about
a second she will roll to the side and star charging again, then she'll
roll and charge, and roll and charge until her gun is fully charged. She'll
dodge if you go near her while she's charging but since her dodge is so
slow, it's easy to hit her with a DOWN+A SMASH. Once you've hit her quickly
run and start chaining light moves (4-5) together before she can recover.
She should be at around 70% now, but if she's not then keep hitting her
with light attacks. Then hit her off the platform and spike her into the
acid, if you are using pikachu or link just edge guard her and she'll either
die by acid or by your edge guarding attack.
Stage 9 - Metal Mario
This guy is REALLY easy unless
you are playing Very Hard mode where he attacks faster and more regularly.
Metal Mario is heavy and can take many hits like Giant DK, but he falls
like a stone when in the air and as a result has extremely bad recovery.
But on normal mode, Mario simply walks across the stage and attacks only
at roughly 15 second intervals. Metal Mario will die at about 150% since
his recovery is so bad. DK is excellent for racking up damage against Metal
Mario using his Ground Pound attack. Usually when DK uses Ground Pound,
the enemy is thrown into the air regardless of the damage which they are
on, however when Metal Mario is struck by the ground Pound, he doesn't
ge propelled into the air, which means every time one of DK's hands hits
the ground 10% damage is inflicted on Metal Mario. Using this technique,
DK can do 150% to Metal Mario in about 7 or 8 seconds!! Other characters
can simply use drill kicks to rack up damage. A simple smash attack will
KO Metal Mario at that level of damage.
Hard
Pacifist - From Sonic Orochi
1 - Lure Metal Mario to the
floating platform;
2 - Lure him after you by
jumping left, double-jump if he doesn't come;
3 - If he jumps after you,
he'll probably use his aerial forward+A;
4 - Avoid the attack and hang
onto the edge;
Bonus 3 -Race to the Finish
This is a very easy bonus
level which you should be able to beat with 35+ seconds remaining. don't
waste time fighting the polygons that attack you, instead just jump over
them or dodge past them. On the first level, a polygon will attack you,
simply jump over it and continue to the next level. On the second level,
there will be explosive barrels rolling towards you, simply jump over them
and you'll get to the end, now jump down to the next level where another
polygon will run at you, you know the drill, just jump over it and continue
to the forth level. On this level, there are bumpers floating in the air.
jump through the first 3 bumpers and dodge under the last one, then proceed
to the next level. This is the last level, another polygon will then rush
at you, just jump over it again and race to the end of the hall, the door
with light coming out is the finish.
Stage 10 - Fighting Polygon
Team (30)
These enemies are quite tough,
especially since there are 30 of them. The Polygons are the uncolored and
unrefined shells of the characters. That means that the Polygons are basically
clones of all the characters chosen at random, possessing all the characters
attacks. These Polygons are similar to the Yoshis we encountered in Stage
2 in that they are defeated very easily. However, these guys attack you
and show no mercy when you are on the back foot. The key to defeat them
is to be aggressive from the start and try to beat them as fast as possible
before they have time to attack you.
Final Master Hand
Master Hand can seem very
tough at first, but really is quite easy once you know what attacks he
has and how to dodge them. He can perform quite a number of attacks, however
they are all pretty easy to dodge:
- A punch about Captain Falcons
height above the platform
- Shoots a group of bullets
at you after aiming for about 5 seconds (shoots 3 groups when on low health)
- Rises into the air and does
a drill attack on you pinning you to the ground
- Rises into the air and slams
the ground
- Flies into the air and attempts
to swoop you, then returns from the right of the screen
- A big slap across the screen
- Walks on two fingers across
the screen and tries to kick you
- Sweeps across the screen
For Master Hand just wait
until he is still and recovering and unleash the following attacks:
Mario, Luigi, Kirby, Fox,
Jigglypuff - JUMP+DOWN+A (Drill Kicks - damage varies for different characters)
Yoshi - JUMP+DOWN+A (Fatal
Foot Flurry - does 56%!!!)
Link - JUMP+DOWN+A (Downwards
Stab - bounces for two hits totaling 36%)
Captain Falcon - JUMP+FORWARDS+A
(Double Kick - 22%)
Samus - UP+A SMASH (Fireball
- 50%!!!!)
Ness - JUMP+UP+A (Super Headbutt
- 17%)
DK - UP+A SMASH (Hand Clap
- 21%)
Pikachu - JUMP+FORWARDS+A
(Thunder Drill - 21%)
Master Hand should go down in about 45 seconds if you use those moves (I once beat it in 15 seconds with Yoshi and 19 seconds with Samus).
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5. Thanx
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Great thanx to Sonic Orochi
for giving some great strategies to gain points.
Thanx for reading, hope I
helped you out!