Prima Games eGuides Super Smash Bros. WiiU/3DS

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Super Smash Bros. WiiU/3DS 3DS GAME MODES 3DS - Games & More

Solo

Solo Overview

Solo contains a diverse selection of single-player offerings. You’ll find some fairly extensive game modes along with a variety of challenging minigames. Exploring these game modes is a great way to hone your skills as you earn gold, trophies, equipment, and more.

Solo Menu

The “Solo” menu contains four selections:

  • Classic: Choose your own path to victory! Classic pits you against familiar foes as well as a few enemies you won’t find anywhere else!
  • All-Star: Time to fight everyone! In All-Star, you have one stock life to defeat every fighter on your roster.
  • Training: Try out new fighters or hone your skills with an old favorite. Training includes enough options to explore every aspect of combat.
  • Stadium: Defeat armies, destroy targets, or hit home runs as you explore the game modes found in Stadium.

Classic

Classic Overview

Choose your own path to victory in the Classic game mode! To clear Classic, you must win a series of six matches—the last of which pits you against one or more particularly powerful enemies. Each match has a five-minute time limit, so keep an eye on that clock! With plenty of opportunities to earn gold, equipment, trophies, and more, Classic is a great way to discover many of the game’s hidden elements.

Intensity

After choosing a fighter, you can spend gold to adjust the game’s intensity. The default intensity of 2.0 is the only no-cost option. Raising the intensity results in a more difficult game with the chance to earn better prizes. Lowering the intensity results in an easier game; doing so costs only a small amount of gold, but it will limit your potential prizes.

Intensity Thresholds

Increasing the intensity level has several effects:

  • Opponents are harder to launch.
  • Opponents are more aggressive and generally more effective.
  • You have a greater chance to fight team battles without the aid of CPU allies.
  • The reward roulette at the start of each battle grants more prizes.

In addition to these gradual effects, some specific elements are only available at or above certain intensity levels:

  • If the intensity is set to 3.0 or above, you have the option to face both Master Hand and Crazy Hand in the final match.
  • If the intensity is set to 5.1 or above, you have the option to face Master Core.
  • If the intensity is set to 6.0 and above, Master Core cycles through three hostile forms.
  • If the intensity is set to 7.0 and above, Master Core cycles through four hostile forms.
  • If the intensity is set to 8.0 and above, you don’t have the option to avoid facing Master Core.
  • Some hidden characters can be unlocked by using specific fighters to clear Classic at various intensity levels.

Selecting Stages

In a game of Classic, the available stages are connected by a series of branching paths. The color of each path usually indicates the relative difficulty of the next match:

  • Blue paths often lead to the easier options.
  • Green paths often lead to options of standard difficulty.
  • Red paths often lead to the most difficult matches.

At intensity 3.0 and above, the black path near the end of the game leads to a stage containing both Master Hand and Crazy Hand. At intensities of 5.1 and above, this path also leads to Master Core.

Between matches, your fighter automatically follows the highlighted path to the next stage. To choose to change course, use the Circle Pad to highlight an alternate path before your fighter reaches the intersection.

Progressing Through Classic

The matches that appear in Classic are, for the most part, randomly selected at the start of the game. In a given match, you might fight alone or with CPU allies; you might face a single opponent or a team of enemies; or you might stumble upon a giant or metallic variation of a familiar opponent.

Whenever the reward roulette appears on the Touch Screen, check the Main Display for details about the upcoming match.

In a game of Classic, the fifth match always pits you against 10 enemies. These matches often feature the Fighting Mii Team, but there’s a chance you’ll face other characters from your roster. You’re clearly outnumbered during these battles, but compared to other match types, your opponents are significantly easier to launch.

The sixth and final match always features Master Hand.At intensity 3.0 and above, you have the option to enter more difficult battles. Choose wisely!

Master Hand

On his own, Master Hand is a formidable opponent with a wide variety of devastating attacks. Most of these attacks take some time to charge, however, making it fairly easy to identify and avoid incoming threats. A few of his attacks are fairly quick, though, so it’s often best to keep your distance until he commits to a move.

Master Hand’s elaborate attacks are easy to identify, so the results are fairly easy to predict. Whether he’s snapping his fingers for a short-range attack, clenching his fist to slam down on the platform, or tracking your movements as he charges a projectile attack, you simply need wait until just before he strikes, then activate your shield or dodge the attack.

Master Hand is particularly vulnerable immediately after he attacks. This is the best time to go on the offensive, so move in and unleash one or two of your most powerful moves. It’s often safe to strike while he’s charging one of his moves, but make sure you allow enough time to get clear of the impending attack.

Master Hand is usually idle for several seconds between his attacks. You can deal a lot of damage during this time, but be careful—not all of his moves are easy to anticipate. Try to stick with your quick attacks and watch for any sudden movements; lingering near Master Hand can allow him to grab you right off of the platform. If this happens, quickly slide the Circle Pad back and forth until you break free of his grip.

Master Hand’s health is displayed on his Touch Screen portrait. Use this number to gauge your progress over the course of the battle. If you’ve opted to face Master Hand on his own, you must defeat him to end the battle and complete your Classic playthrough.

Master Hand and Crazy Hand

If your intensity is set to 3.0 or above, you’ll have the option to face both Master Hand and Crazy Hand in the final match. Master Hand and Crazy Hand do more than simply split your attention, however—these foes often coordinate their attacks, making it difficult to maintain a solid defense.

It’s important to attack whenever the opportunity presents itself, but make sure you pay attention to the entire battlefield. When one opponent seems vulnerable, there’s a good chance his partner is preparing an attack of his own. Avoid committing to slower moves unless you’re certain you have enough time to see them through.

Master Hand and Crazy Hand often combine their attacks. Whether they attack simultaneously or in quick succession, the effect is generally the same—it’s much more difficult to stay out of harm’s way. Jumping away from Master Hand’s projectile attacks, for example, can put you right under Crazy Hand’s bombs. Any attempts to spot dodge or shield yourself, on the other hand, are unlikely to protect you for the duration of a coordinated attack.

Surviving unscathed often means alternating between activating your shield and dodging. If both of your opponents are charging their attacks, use the time to weigh your defensive options. Whether you plan on dodging or activating your shield, try to be patient. Watch your opponents as they move around the area, and adjust your position as needed. Wait until they commit to their attacks, and then react accordingly.

Jumping is an important part of every fight, but remember your defensive options are limited while you’re in the air. The more time you spend off of the platform, the more likely it is you’ll be caught in an extended attack. Before you commit to a big jump or an aerial attack, make sure you have a safe place to land. When all else fails, try to use the air dodge and fast fall techniques to avoid your opponents’ juggling attacks.

Master Hand and Crazy Hand share a single pool of health, so use the Touch Screen to monitor your progress over the course of the battle. At intensity levels of 5.0 and below, the battle ends when you defeat these opponents. At higher intensity levels, however, Master Core will step in if Master Hand and Crazy Hand fail to stop you.

Master Core

Your intensity level not only determines if you’re able to face Master Core, but it also affects exactly which forms Master Core will take during the battle. Regardless of your intensity level, however, you must deal damage to each of Master Core’s forms to progress through the battle and eventually defeat your enemy.

Master Giant

When the intensity is set to 7.0 and above, Master Core first appears in the form of Master Giant. Master Giant is capable of several attacks, most of which affect the bulk of the battlefield. When you’re not busy defending yourself, move below Master Giant’s head and attack upward. It takes a few seconds for this massive enemy to recover from its own attacks, so you should have enough time to use your fighter’s more powerful attacks.

Soon after Master Giant sweeps its arm through the area, a large beam speeds toward you. This beam moves very quickly, so a well-executed dodge should allow you to avoid taking damage. Until you have the timing down, however, it’s best to simply shield yourself from the attack.

Watch for the growths that sometimes appear on top of Master Giant’s head. Soon after they do, Master Giant smashes down on the platform and releases them into the air. Once the shadowy blobs are in place, each of them detonates, releasing horizontal and vertical beams in the process. Position yourself to avoid all of the beams until they fade, and then resume your attacks.

When Master Giant sprouts extra arms, two of its hands begin to glow. Evade these glowing fists to avoid being temporarily absorbed into Master Giant. Shielding yourself also prevents the giant from grabbing you, but just make sure your shield is only active when you’re in imminent danger.

When Master Giant releases a swarm of energy orbs, try to position yourself directly under one of the available gaps. This improves your chances of avoiding damage when the Master Giant lifts the platform into the air. The orbs roam for the duration of the attack, though, so be prepared to shield or dodge as necessary.

The Master Giant sometimes creates a tear in the space near its head. Move away as soon as this happens, then activate your shield to avoid being pulled into the tear. During this attack, energy orbs travel through the area. Allowing even one of these orbs to touch you will significantly weaken your shield—if you’re forced to dodge an orb, reactivate your shield as soon as you’re clear.

When Master Giant clutches its head and writhes around, this signals an impending burst of energy. Watch for the small waves of energy to appear, then activate your shield to avoid the incoming attack.

Master Beast

When the intensity level is set between 6.0 and 6.9, Master Core first appears in the form of Master Beast. At intensity levels of 7.0 and above, Master Beast appears after you defeat Master Giant. This monstrous form has a few distinct attacks. They’re fairly easy to identify, but they can sometimes be difficult to avoid. Between Master Beast’s attacks, however, you should have enough time to deal significant damage.

Soon after Master Beast sprouts spikes on its back, a trail of dark energy appears. When this trail reaches your position, spikes erupt from the platform. If you’re on the ground, activate your shield or dodge away from the spikes just before they emerge. If you’re caught in the air, use your recovery moves to land safely away from the spikes.

Each time Master Beast leaps into the background, it hooks back and snaps its jaws as it returns to the platform. Activate your shield or dodge away from the attack just before Master Beast reaches you.

Sometimes Master Beast leaps straight into the air and comes crashing down with enough force to tilt the platform. If you are near the point of impact, activate your shield to avoid taking damage. If you manage to get clear of the initial hit, jump up or shield to maintain control of your fighter as the platform tilts upward.

If Master Beast uses its tail to summon a bolt of dark energy, move away to avoid the impending eruption. If that’s not possible, activate your shield to avoid taking damage.

Master Edges

If your intensity is set between 5.1 and 5.9, Master Core first appears in the form of five shadowy blades known as Master Edges. At higher intensities, he changes to this form after you’ve defeated Master Beast. Master Edges can attack as individual swords or as a single cluster of blades. Additionally, this form summons dangerous orbs of dark energy. These floating blades often hover to high above the platform, so be prepared to use aerial attacks. When Master Edges is within range, though, look for opportunities to use some of your fighter’s more powerful attacks.

When you face Master Edges, look for the yellowish shimmer that appears along the blades just before each attack. If the blades shimmer while they’re tightly clustered and pointing upward, it means they’re about to release a flurry of strikes. This flurry has a fairly long range, so it’s often best to simply activate your shield and wait it out. If the shimmer appears while you’re airborne, use your fast fall to return to the platform as quickly as possible.

If the blades are pointing downward when they shimmer, it usually indicates some type of quick slash attack. Such attacks almost always produce orbs of dark energy. Use your shield to defend yourself from the slashing blades, and then evade the orbs as they move through the area.

Smaller orbs move fairly slowly, but they’re very good at homing in on your position. This can make the orbs surprisingly difficult to avoid, so it’s important to time your jumps and dodges properly.

The larger orbs have limited homing ability, but they move considerably faster than their smaller counterparts. Their sheer size can also make it more difficult to slip around the larger orbs—so, be prepared to spot dodge or activate your shield as needed.

Occasionally, Master Edges separates its blades in order to surround you. When this happens, move to the center of the platform and wait for the attack. Spot dodge each of the smaller blades as they slash through the area. The attack ends when the large blade above you comes crashing down to the platform. Spot dodge or shield yourself from the impact, then hit the large blade with a few counterattacks.

Master Shadow

Whenever you face Master Core—regardless of your intensity level—Master Shadow appears once Master Edges is defeated. This mysterious clone possesses more powerful versions of your fighter’s abilities and equipment. This means Master Shadow’s attacks do more damage than yours, and any equipment-based bonus effects are more potent than those granted to your fighter.

When Master Shadow is first revealed, your shadowy opponent is a considerably larger version of your fighter. Your successful attacks, however, will slowly cut your doppelgänger down to size. Remember that while Master Shadow isn’t limited to offensive maneuvers—Master Shadow can shield and dodge as well as and standard opponent. Use your more powerful attacks each time you see an opening, and use plenty of throws to break through Master Shadow’s defenses. Continue to deal damage until you destroy or KO Master Shadow.

Master Core

Once you’ve defeated all of Master Core’s shadowy forms, his true form is revealed. When he’s exposed, Master Core lacks any defensive abilities. If you remain idle too long, however, Master Core will unleash a powerful attack, resulting in an instant KO! Dash in and perform a series of attacks to prevent this from happening. All of your attacks should prove effective, but you must KO Master Core to finish the battle. Use any combination of attacks to get Master Core’s damage percentage well above 100, then perform Smash attacks until you launch him out of the stage.

As Master Core takes damage, he becomes easier to launch. Until you finally score the KO, however, he’ll return to the center of the platform after each of your attacks. Luckily, the clock stops once Master Core’s true form is revealed, so you’re free to make as many attempts as you need to launch him out of the stage.

Game Over

In Classic, you start each match with two stock lives. This means that you can suffer one KO during each battle without losing the match. If you lose both of your stock lives during a match—or if you fail to complete a match within the allotted time—the game ends. This reduces your score and gold, and it usually eliminates at least a few of the rewards you’ve earned. Each time you lose a match, however, you’re given the opportunity to continue. This allows you to resume your playthrough, but any penalties you took remain in place. In most cases, continuing your game also affects the intensity level for the remaining matches.

If you decide not to continue, you’re granted whatever score, gold, and rewards are displayed on the results screen.

Clearing Classic

When you clear a game of Classic, you receive information about your score, as well as any gold and rewards you’ve earned. Tap the icons on the Touch Screen for details about your final rewards. This screen also displays any rewards you might have sacrificed by continuing the game.

Most important, however, clearing Classic unlocks your fighter’s primary trophy and triggers the staff credits.

Staff Credits

During the staff credits, you can attack the individual names to slowly reveal the image on the wall. For a name to contribute to the image, however, you must hit it at the just the right time and in just the right spot. Jump up and use aerial attacks to reveal the top of the image as the names pass in front of any blank areas, then work your way down.

As you reveal more of the image, it becomes important to aim your shots. Look for the sparkles that help identify hidden sections, then strike a name as it passes through the area.

Hidden Characters

All of the game’s hidden characters can be unlocked by playing Smash, but many of them can also be unlocked in Classic. Different characters have different prerequisites, so make sure you select the correct fighter and intensity before you start a playthrough.

Unlocking Hidden Characters in Classic
CharacterPrerequisite
Ness Clear Classic on any difficulty.
Falco Clear Classic without using any continues.
Lucina As Marth, clear Classic without using any continues.
Dark Pit Clear Classic with three or more characters.
Dr. Mario As Mario, clear Classic on intensity 4.0 or higher.
Ganondorf As Zelda or Link, clear Classic on intensity 5.0 or higher.
Mr. Game & Watch Clear Classic with 10 or more characters.
Bowser Jr. As Bowser, clear Classic on intensity 6.0 or higher.
Duck Hunt Clear Classic with 15 or more characters.

All-Star

All-Star Overview

In All-Star, you must complete a series of seven matches, each of which contains fighters from various time periods of video game history. To win a match, simply KO all of the available opponents.

You’re only given a single life to complete a game of All-Star—if you’re KO’d, the game ends and you must restart from the beginning. You are, however, provided with a limited supply of recovery items which can be used between matches. Knowing when to use each of the available items is an important part of any All-Star strategy.

Between Matches

After you clear a stage, you’re given a reward based on your performance. When the results are displayed, use the Touch Screen to review all of the rewards you’ve collected during your All-Star playthrough.

Between matches, your fighter appears in the Rest Area. The portal near the center of the Rest Area will transport your fighter to the next match, so avoid touching it until you’re ready to continue. The portraits that appear in the background indicate your opponents in the upcoming match. Sometimes a randomly selected collectible item appears to the left of the portal, so make sure you check that area before you head out.

Your available recovery items are located to the right of the Rest Area portal. If necessary, jump over the portal and consume a desired item before you proceed to the next match.

The Touch Screen displays your fighter’s current health and all of the opponents you’ve defeated during your All-Star playthrough.

True All-Star

True All-Star only becomes available after you unlock all of the game’s hidden characters. Until then, you have access to a temporary version of All-Star. This modified game mode is indicated by the small padlock icon that appears on the Touch Screen when All-Star is selected.

True All-Star is similar to the temporary version, but unlocking the full roster does trigger a few important changes. Some stages will contain a different number of opponents, you’ll be provided with different recovery items, and you’ll be eligible for different bonus scores.

Opponents Per Stage
StageTemporary All-StarTrue All-Star
Stage 1 5 opponents 5 opponents
Stage 2 5 opponents 7 opponents
Stage 3 6 opponents 7 opponents
Stage 4 5 opponents 7 opponents
Stage 5 4 opponents 7 opponents
Stage 6 6 opponents 7 opponents

Stage 7 5 opponents 7 opponents
Rest Area Recovery Items
Recovery ItemNumber Available in Temporary All-StarNumber Available in True All-Star
Maxim Tomato 1 1
Fairy Bottle 1 1
Heart Container 1 2

Difficulty

Both the temporary All-Star mode and the true All-Star mode offer three difficulty settings. During character selection, use the tabs near the top of the Touch Screen to select your desired difficulty.

At harder difficulties, your opponents are more aggressive and harder to launch. Playing at higher difficulties, however, also increases your potential score and rewards, and All-Star difficulty is an important part of completing some of the game’s Challenges.

Bonus Score

In addition to your base score, you can earn a bonus score by meeting a number of conditions. Your potential bonus score is affected by your chosen difficulty and whether or not you’ve unlocked true All-Star mode.

Temporary All-Star Bonus Score
ConditionValue on EasyValue on NormalValue on Hard
Mode Cleared 30,000 60,000 90,000
Maxim Tomatoes remaining in the Rest Area 2,500 (each) 5,000 (each) 7,500 (each)

Fairy Bottles remaining in the Rest Area

3,500 (each)

7,000 (each)

10,500 (each)

Heart Containers remaining in the Rest Area

5,000 (each)

10,000 (each)

15,000 (each)

Cleared without taking damage

150,000

300,000

450,000

True All-Star Bonus Score
ConditionValue on EasyValue on NormalValue on Hard
Mode Cleared 60,000 120,000 180,000
Maxim Tomatoes remaining in the Rest Area 5,000 (each) 10,000 (each) 150,000 (each)

Fairy Bottles remaining in the Rest Area

7,000 (each)

14,000 (each)

21,000 (each)

Heart Containers remaining in the Rest Area

10,000 (each)

20,000 (each)

30,000 (each)

Cleared without taking damage

300,000

600,000

900,000

Clearing All-Star

Whether your All-Star playthrough ends in victory or failure, you’re able to keep all of the gold and rewards you’ve collected during your playthrough. Tap the icons on the Touch Screen for additional details about your rewards. Of course, clearing All-Star does provide additional benefits—a successful All-Star playthrough unlocks your fighter’s alternate trophy and triggers the staff credits!

Staff Credits

As in the Classic staff credits, you can attack the names in the All-Star staff credits to reveal the hidden image in the background. Jump up and use aerial attacks to reveal the top of the image as the names pass in front of any blank areas, then work your way down. Again, as you reveal more of the image, it becomes important to aim your shots. Look for the sparkles that help identify hidden sections, and then strike a name as it passes through the area.

Training

Training Overview

Training is a great way to practice with—and against—specific fighters under a variety of conditions. Select your fighter, your opponents, and your stage just as you would when starting a game of Smash. Once Training begins, use the Touch Screen to adjust the available settings and create your desired scenario.

During Training

By default, the Main Display shows helpful information in the bars above the action. Use these bars to track the damage caused by your attacks and the length of any combos you perform.

Use the Touch Screen to adjust the available Training settings at any time during your session:

  • Item: Use the arrows to cycle through the game’s various items. Tap the selection to spawn the indicated item on the battlefield.
  • Speed: Change the game’s speed. This includes options for constant effects and speed changes that are triggered by holding .
  • No. of CPUs: This setting determines if you face one, two, or three CPU opponents.
  • CPU Behavior: Use this setting to determine whether your opponents stand still (stop), walk, run, jump, or attack.
  • Damage %: Adjust the current damage percentage for all fighters.
  • Camera: Choose between normal, zoom, and fixed camera settings.
  • Info: Hide or show the information bars at the top of the Main Display.

Stadium

Stadium Overview

Stadium contains a variety of single-player game modes. You’ll find several opportunities for combat, but Stadium also allows you to use your fighter’s skills in new and interesting ways.

Stadium Menu

Stadium Menu contains three selections, each of which offers a unique game mode:

  • Multi-Man Smash: Stand alone against an oncoming horde of enemies in a variety of Multi-Man Smash game modes.
  • Target Blast!: Launch bombs to destroy an arrangement of targets and obstacles.
  • Home-Run Contest: Use a Home-Run Bat to knock Sandbag as far as you can.

Multi-Man Smash

10-Man Smash

Defeat a 10-man army as fast as you can! Your opponents are very easy to launch, so you don’t generally need to waste time with extended combos or charged attacks. A quick Smash attack is almost always enough to KO all fighters within range. Dash attacks can be particularly effective—especially when your opponents use projectile weapons to attack from a distance—and aerial attacks are great for dealing with more agile enemies.

100-Man Smash

Defeat a 100-man army as fast as you can! Your opponents are still very easy to launch, but their sheer numbers can make it difficult to defend yourself from incoming attacks. Keep an eye on your fighter’s damage percentage, and take advantage of the items that occasionally appear near the top of the stage. It’s often helpful to stand on the highest platform—simply launch your opponents as they move into range.

3-Minute Smash

Defeat as many enemies as you can within the time limit! You have three minutes and an endless supply of easily launched opponents. You can build a decent score using virtually any techniques, and the items that appear in the area can be very useful. Again, standing on the highest platform is a great way to control the battlefield. Use Up Smash attacks and Up Tilt attacks to launch your opponents as they jump up to you.

Rival Smash

Defeat more enemies than your rival! Standard enemies are very easy to launch, but this fact also benefits your rival. There’s no time limit, but you are limited to a single stock life—once you're defeated, the final score determines the winner. Your rival, on the other hand, has an infinite supply of stock lives. Scoring a KO on your rival is worth three points, but he or she can absorb much more damage than the standard opponents.

Endless Smash

No time limit! Fight until you can fight no more! Endless Smash lets you put your skills to the test. Like most Multi-Man modes, your enemies are very easy to launch. Given enough time, though, you're sure to sustain enough damage that even the lightest hit will launch you clear out of that stage—so, use your preferred techniques to score points until that happens.

Cruel Smash

The elite army is ready to attack! Don't hold back—it's a fight to the end! In Cruel Smash, you opponents are extremely hard to launch. Unfortunately, the same can't be said for your fighter; each of your opponents packs enough of a punch to send you soaring off of the platform. Throwing your opponents if often effective, particularly if your fighter is near the edge of the platform.

Characters equipped with a Counter special—like Ike, for example—can be very effective in Cruel Smash. It’s often possible to catch several opponents with a single Counter. If you lure them to the end of the stage, you have an excellent chance of scoring multiple KOs with a single Counter.

Target Blast!

In Target Blast, you have two bombs to destroy as many targets and obstacles as you can. During each round, touch the bomb to start its countdown. Use the available time to damage the bomb, then use a Smash attack to launch it from the platform. Success is based on timing and accuracy, so keep track of all pertinent factors. What was the bomb's damage percentage? How long did you charge your Smash attack? What was your position on the platform? How much time was left on the countdown? Knowing these answers allows you to make small adjustments in future attempts.

Bombs often create falling debris, so it can be very effective to aim for the higher targets during your first round—a well-placed bomb can create chain reactions of loose obstacles. If you're having trouble controlling the angle of your launch, try bouncing one of your bombs off of the nearby wall. This allows you to achieve dramatically different results with the same basic attacks.

Home-Run Contest

In Home-Run Contest, you must launch Sandbag as far as possible. Use your fighter's attacks to increase Sandbag's damage percentage, then grab the Home-Run Bat and use it to launch Sandbag from the platform. It's best to minimize the time you spend chasing Sandbag across the platform. Try using Smash attacks to bounce Sandbag against the invisible wall that surrounds the platform. Sandbag's damage percentage will change the angle of its bounce, but small adjustments should allow you to land a steady series of hits.

As you pummel Sandbag, watch for the countdown to appear on the screen. You must grab the Home-Run Bat and begin your final attack before time runs out. If you grab the Home-Run Bat too early, you'll sacrifice any additional damage you might have delivered to Sandbag. Grabbing the Home-Run Bat too late, on the other hand, will prevent you from launching Sandbag at all.