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Super Crash Bros. 4 is the upcoming fourth game of the fanmade Super Crash Bros. series. It seems that this game is back to being 3DS exclusive unlike the second and the third SCB game. Not much is known about this game, as it's not released yet.

Gameplay

As seen from the trailer, the game seems to be divided into different modes, with the one being showcased the most is the regular race mode, which pits you against 7 opponents unlike other 3DS incarnations of Super Crash Bros., which pit you against 5. The game seems to take cues from Mario Kart 7 and Mario Kart 8, as there are certain tracks that involve airgliding and going through loop-de-loops using anti-gravity.

The controls for this game is rather simplified. To start the race, the player has to charge the slide launcher/Rainbow Boost Pad by swiping his/her stylus across the touch screen multiple times, all the while the 3-second timer counts down. The faster and more often you swiped, the farther the racer will be launched. All racers will accelerate on their own once the race starts, so there's no need to hold a button. There are two ways to steer, depending on your settings. You can either use the control pad or the gyroscope (tilting your 3DS). Braking can only be done while drifting.

This is the first game in SCB series where racing karts are upgradable, and any character can ride any kart (no more restrictions to kart color, weight, etc.). New karts can be obtained either by purchasing them in-game or simply input the code found in Super Crash Bros.-related toys. An advantage of using codes is that you can unlock a hidden character early.

Once again, Final Smash is back, and it can be used to your advantage as usual. Most of them involve damaging your opponents. To use the Final Smash, press the A button when the Final Smash gauge is full. The first use in a single race is free, but every other use after that costs you Crystals.

E3 build info

Playable characters

  • Mario
  • Luigi
  • Bowser
  • Yoshi
  • Donkey Kong
  • Toon Link
  • Zelda
  • Sheik
  • Samus
  • Kirby
  • Fox
  • Pikachu
  • Greninja
  • Marth
  • Pit
  • Little Mac
  • Villager
  • Wii Fit Trainer
  • Mega Man
  • Sonic

Tracks

  • Arena Ferox
  • Battlefield
  • Gerudo Valley
  • Golden Plains
  • Living Room
  • Prism Tower
  • Rainbow Road
  • Reset Bomb Forest
  • Spirit Train
  • Tortimer Island

Note: In this demo, all tracks listed above aren't categorized in any way. The actual game is supposed to divide the tracks into several different categories. In this build, there seems to be only four categories used.

Other info

  • All available karts are fully upgraded and usable for convenience. However, there are still some karts missing from this build: All track categories (not counting "Normal" and Ice) are missing one kart each, there's only one available kart in the "Normal"-type category, and there are no Ice-type karts because that category doesn't exist in the demo.
  • A character's health is represented with a HP count, with a max of 150 and gets reduced by 30 every time he/she is used for a race. However, for convenience, the HP count is ignored and all characters can be used as many times as the player can.
  • Final Smash usage is limited by how much "usage" the player has bought before starting the race.
  • There are three power-ups: Rainbow Boost Pad (replaces the slide launcher when used), Rayman's Service (raises kart's durability to max), and Galaga Booster (increases top speed, replaced by Speed Power-up in the final build). All power-ups can be applied before you start the race, which cost Smash Coins in this demo.
  • The only available on-track pick-ups are Smash Coins and Crystals.
  • The demo lacks other game modes. The only other game mode available is Crash Run, which can be run without the use of a code in this build.

Characters

TBA

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