Happy Saturday, Smash fans! I have a redo blog to post.
I am going to take a second crack at ranking all of the campaign modes featured in Super Smash Bros. games, starting from least to most favorite. I am doing this to reflect my newfound appreciation for The Subspace Emissary as well as better explain thoughts that I may not have originally.
All right now. Let's do this!

#4: World of Light
Starting at the bottom of the barrel is the World of Light from Super Smash Bros. Ultimate. This mode honestly isn't *terrible*; in fact, I found it more fun than I thought it would be.
My main issue with this mode is the weird pacing. Even after playing through it before, I still get stuck during parts of the overworld map. In addition, the lack of proper platforming stages is a bummer.
On a more positive note, I do like changing the color of my fighter and actually enjoy using Level 99 Spirits to cheese through fights. The bosses are also fun to fight. New Game+ mode is my preferred method of replaying World of Light.
While I'm at it, I still don't like Spirits more than Trophies. The quality of each art or sprite is cool, the battles are creative, and I even enjoy rematching them in the Collection mode, but Trophies remain the better collectibles in my silly old opinion, if only for the better presentation and especially the detailed text descriptions.
It certainly sounds like I am ripping apart World of Light harshly, but the mode has its share of fun parts. I do like it at the end of the day.

#3: Subspace Emissary
The meaty single-player mode of Super Smash Bros. Brawl is one I've grown to like more over the years.
When I first ran through Adventure Mode: The Subspace Emissary in 2009, I was convinced that it wasn't fun. Later, I played it again in 2016, where I started to appreciate its gameplay and story. Most recently, I ran it again this year, and...I like it quite a bit now.
While SSE is a bit of a long adventure, most of the levels you explore are simple and straightforward. If you're not going for 100% in each stage, you may have a good, fun ride. Furthermore, there are dozens of well-animated cutscenes that feature many of the fighters forming friendships.
The one part of Subspace that gets criticized is The Great Maze. Indeed, the idea of running through every world previously explored, fighting all of the bosses, and defeating dark clones of the fighters can come off as tedious. In recent runs, it takes me about two to three hours on The Great Maze.
Looking back, SSE certainly took advantage of the idea of Brawl being a more ambitious title in the Smash series. I have my issues with the lack of Nintendo-themed stages, somewhat boring enemy designs, and a darker plot (at least, for my simple mind), but this mode is certainly a great campaign.

#2: Smash Run
...This is where I start to become more fanboyish. Of all the modes between both versions of SSB4, Smash Run is by far my favorite.
Your fighter begins in a random spot on a giant action stage. You got five minutes to grab power-ups from a huge variety of enemies spanning many Nintendo and third-party universes. After time is up, you use your powered-up characters in one of 17 Final Battles.
The main appeal of Smash Run to me is the simple platforming action. I get a great deal of catharsis just beating on Goombas, Koopas, Waddle Dees, and other classic/modern foes with playable Smash Bros. fighters. Additionally, I enjoy powering up stats like my attack or defense, kind of like using strong Spirits in World of Light.
While Smash Run is great fun, there are a couple of small issues. One is that you cannot change the time limit in the action part of the mode. Five minutes is fairly generous, but the option would be nice.
The second, bigger gripe is that you have no real way of knowing what final challenge you'll do. Sometimes I would get a huge amount of stats in one area, only to find that the challenge favors something else. This mode was inspired by Kirby Air Ride's City Trial, which included the options of changing the time and final battle...
Despite that, I love Smash Run a lot. If it can return in Ultimate in HD with improved multiplayer and online... that'd be amazing.

#1: Adventure Mode (Melee)
That's right! My favorite campaign in all of Super Smash Brothers is Adventure Mode from Melee.
In this game, you pick a fighter of your choice and will proceed to run through a series of stages made up of some platforming challenges filled with enemies and regular battles.
Upon playing the mode in my first time with Melee, I fell in love with it. I absolutely adore the concept of running around in Nintendo worlds with the Smash cast. The mode itself isn't particularly long, with a typical run taking around 15-20 minutes. You can even fight Giga Bowser if you meet certain conditions.
Looking back at it as a grown-up, I can see where Melee Adventure could be better. The cutscenes especially are oddly presented; how exactly does it make sense that Planet Zebes blows up, only to end up on Planet Pop Star? Plus, it would have been nice to go through a stage based on, say, Donkey Kong Country or Kirby's Adventure.
I get the feeling that most fans see Melee Adventure as a prototype for the superior Subspace Emissary. With all due respect, I prefer Melee's Adventure Mode for being the closest to getting official runs through established worlds in Smash. It is also quick to complete, and I can do multiple rounds in one sitting, much like Smash Run.
Indeed, Melee's Adventure Mode doubles as my favorite campaign and overall mode in the Super Smash Bros. series! 🤗
Thanks for reading, everyone. Next time, I will talk about how I feel regarding the special Directs for characters in Ultimate.
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