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1P Mode Strategy
Written by Purple Camel 2001
Version 1.1
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Table of Contents
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1.  Legal Disclaimer
2. Update Record
3. Author's Note
4. 1P Mode Strategy
5. Thanx

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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!

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