This article is currently under construction.
There is still information to be added and editors are contributing to complete it anytime soon. You can help the McLeodGaming Wiki by filling in the blanks. |
This article may require some new images.
Whether it is a new image or simply a higher quality update, upload the new file and add it into the article. Remember to always upload an updated file under the same name as the older version to supersede it. |
- This article is about the game mode in Super Smash Flash 2. For the bonus level in Super Smash Flash, see Race to the Finish (Super Smash Flash).

The preview image for Race to the Finish in Classic.
Race to the Finish, also stylized as Race to the Finish!, is a Solo game mode in Super Smash Flash 2. It tasks the player to traverse a large series of mazelike corridors to reach the end as quickly as possible. It appears as a bonus game in round 12 of Classic and is also available by itself as a Stadium game mode.
Layout[]

The complete map of Race to the Finish.
The stage featured in Race to the Finish consists of a large corridor separated into multiple distinct sections, each of which is themed to a specific environment and contains unique visuals, layouts, and obstacles. Though the route from the start of the stage to the end is mostly linear from left to right, it soon branches out into multiple routes, giving the player multiple options for progressing forward. Most sections also contain small challenges that the player is able to complete based on their layouts and obstacles, which award bonuses when completed in Classic.
When played in Classic, numerous doors appear across the stage, which are typically located slightly out of the way of the main path. Making contact with one will immediately end the game and award the player bonuses based on their time remaining and how far the door is relative to the starting point. When played as a Stadium game mode, only the final door at the end of the stage appears, and the player is required to reach it to complete it.
The player fails the game mode if they run out of time in Classic or are KO'd, the latter of which may happen by falling into a blast line. In addition to there being multiple open blast lines throughout the stage, getting attacked from an obstacle causes the camera to stop in place and temporary blast lines to appear along the screen boundaries for as long as the character remains in hitstun, which can result in a KO if they are launched into them.
Start[]

Mario at the starting area.
The player starts at the left-most area of the stage, where a gate closes off the entrance during the countdown at the start. This section takes the appearance of a futuristic building interior with blue lights along the walls and doors, hexagon-shaped patterns on the platforms, and the game's "2" logo engraved on multiple walls. This section lacks any dangerous obstacles other than a pit with a blast line near the start, merely requiring the player to jump across platforms and over small gaps to traverse upward.
In Classic, six doors appear throughout this section, which give "Distance" bonuses of 100, 250, 500, 750, 1,000, and 1,000 points in order of appearance.
Sewer[]

The second section starts near the upper left corner of the stage and takes the appearance of an underground sewer, primarily containing green brick-covered terrain with sewage pipes, crates, weeds, and other details across the background. It starts with a large, narrow pit with sewage water falling in the background that the player must fall down, and there are four semisoft platforms attached to alternating walls, with the first two being shorter than the final two. Upon reaching the bottom, the player must then cross a pit with a blast line at the bottom and a semisoft platform above it, as well as a wall preventing the player from ignoring said platform. Upon crossing it, the player must then traverse multiple corridors with sloped surfaces to reach a fork, in which the player may progress upward to the Castle or downward to the Ice Cave.
In Classic, four doors appear throughout this section, which give "Distance" bonuses of 1,250, 1,600, 2,000, and 2,500 points in order of appearance. If the player reaches the bottom of the starting pit without landing on any of the four platforms attached to the walls, they will earn the "Sewer: Quick Drop" bonus for 1,000 points.
Castle[]

The first of two sections after the Sewer takes the appearance of a medieval castle, primarily containing gray brick-covered terrain covered by purple rugs with yellow trims. Other purple and yellow decorations such as flags and curtains appear throughout the background, as well as two stained glass windows depicting Galeem and Dharkon, the main antagonists of Super Smash Bros. Ultimate. The main obstacle in this section is spikes, which deal 10% damage and weak knockback on contact. Traversing this section requires the player to jump onto four platforms with spiked walls, then jump between spikes on the floor and ceiling of a brief hallway, and finally fall down a narrow pit with spikes lining the walls. The corridor following this leads to a fork, in which the player may progress upward to the Factory or downward to the Volcano.
In Classic, three doors appear throughout this section, which give "Distance" bonuses of 3,000, 4,500, and 6,000 points in order of appearance. If the player reaches the end of this section without getting hit by spikes, they will earn the "Castle: Perfect!" bonus for 1,500 points.
Ice Cave[]

King Dedede crouching in the Ice Cave section.
The second of two sections after the Sewer takes the appearance of a cave filled with ice and snow, primarily containing blue stone terrain with ice crystals and frozen trees in the background. The bottom of this section is mostly covered with two streams of water flowing diagonally downward toward a small pit with the Sewer's aesthetic, where the water flows into drains. Upon landing in a stream, the player is forced along it, and unable to perform any action other than fast falling until landing on a platform. There are various ice-covered platforms floating above these streams that the player may use for traversal, but these platforms are slippery and put the player into a tumble state upon slipping off of an edge, which they can recover from using an aerial attack or special move. The path across these platforms eventually leads to a fork, in which the player may progress upward to the Volcano or downward to the Jungle.
In Classic, three doors appear throughout this section, which give "Distance" bonuses of 3,000, 4,500, and 6,000 points in order of appearance. If the player reaches the end of this section without falling off of any ice platforms or landing in the water, they will earn the "Ice Cave: Perfect!" bonus for 1,500 points. If they fall off of an ice platform but recover before crashing to the ground or landing in the water, they will earn the "Ice Cave: Nice Save" bonus for 1,000 points.
Factory[]
The first of two sections after the Castle takes the appearance of a factory, primarily containing gray metallic terrain with a grid-based background and tubes of lava presumably flowing to the Volcano. The ground mostly contains conveyor belts that move the player in a set direction upon being landed on, and spinning saw blades appear across multiple walls and platforms, dealing 10% damage and moderate knockback on contact. The player first must traverse multiple conveyor belts leading to walled saw blades before crossing over a pit, which leads to the Volcano upon falling down. To the right of this pit are four conveyor belts moving right with saw blades on the ground between them. The final conveyor belt stretches across a small corridor and moves left toward saw blades on the wall. Crossing this conveyor belt leads to a pit toward the Grid.
In Classic, three doors appear throughout this section, which give "Distance" bonuses of 7,500, 10,000, and 15,000 points in order of appearance. If the player reaches the end of this section without getting hit by saw blades, they will earn the "Factory: Perfect!" bonus for 3,000 points. If they reach the end without jumping from the final conveyor belt, they will earn the "Factory: Fitness" bonus for 2,000 points. If they reach the end after having traveled partway through the Volcano or Jungle, they will earn the "Variety" bonus for 2,000 points. If they reach the end after having traveled through the Ice Cave, they will earn the "Picky" bonus for 2,000 points.
Volcano[]

The second of two sections after the Castle and the first of two sections after the Ice Cave takes the appearance of a volcano, primarily containing orange stone terrain seeping with lava with pillars, stalagmites, and stalactites in the background. Multiple floors and ceilings are lined with lava, which deals 10% damage and moderate knockback on contact, and there are multiple soft platforms of obsidian floating between them. The player must traverse to the right across platforms through tight corridors lined with lava, which starts on just the ground and eventually covers both the ground and ceiling. Around the middle of this section, the player may traverse up a passage on the ceiling to reach the Factory or a pit on the ground to reach the Jungle. The end of this section leads to the Grid.
In Classic, three doors appear throughout this section, which give "Distance" bonuses of 7,500, 10,000, and 15,000 points in order of appearance. If the player reaches the end of this section without getting hit by lava, they will earn the "Volcano: Perfect!" bonus for 6,000 points. If they reach the end after having traveled partway through the Factory or Jungle, they will earn the "Variety" bonus for 2,000 points.
Jungle[]

Donkey Kong jumping in the Jungle section.
The second of two sections after the Ice Cave takes the appearance of a grassy jungle, primarily containing dirt terrain with a stone wall, trees, and foliage in the background. The majority of this section has a large pit with a blast line at the bottom, above which there are low platforms from the tops of trees and high wooden platforms hanging by vines from the ceiling, which the player must traverse. Around the middle of this section, the player may traverse up a passage on the ceiling to reach the Volcano. The end of this section leads to a glowing platform that bounces the player up to the Grid.
In Classic, three doors appear throughout this section, which give "Distance" bonuses of 7,500, 10,000, and 15,000 points in order of appearance. If the player reaches the end of this section without landing on a tree platform, they will earn the "Jungle: Up High" bonus for 3,000 points. If they reach the end after landing on all ten tree platforms, they will earn the "Jungle: Tree Hugger" bonus for 3,000 points. If they reach the end after having traveled partway through the Factory or Volcano, they will earn the "Variety" bonus for 2,000 points. If they reach the end after having traveled through the Castle, they will earn the "Picky" bonus for 2,000 points.
Grid[]
The final section replicates the futuristic building appearance of the starting section and primarily consists of a long hallway with stairs leading downward. At the end of these stairs is a large room containing a large red core in the center, which pulses with electricity and connects to the surrounding walls and floors through straight red wires. To the right of this is a gold-covered room containing the final door.
In Classic, entering the final door gives the "Distance" bonus for 30,000 points. If the player reaches the end of this section without getting hit by the core, they will earn the "Grid: Perfect!" bonus for 1,000 points. If they reach the end after jumping over the core, they will earn the "Grid: Stunt Jump" bonus for 2,500 points.
Hidden message[]

The secret message in Race to the Finish.
Race to the Finish hides a secret, encrypted message that can be found by being underneath the core in the Grid for about twenty seconds. This deactivates the core, darkens the room, stops the music being played, and opens a passageway in the ground to a room with a black background and a gold-colored box containing a series of gold-colored symbols. Upon entering this room, the player is normally unable to return to the main stage and is thus forced to self-destruct, wait for the timer to run out, or manually exit the game mode.
The message consists of illegible symbols, often with dots nearby. Although their exact meaning has not been confirmed, one plausible cipher has been discovered by the community to produce a comprehensible message. This cipher maps each symbol to a four-by-three grid with the corners removed, with each spot from left to right and top to bottom representing a sequence of numbers from 1 to 8. For each symbol, each unconnected dot represents that spot's number, and the sum of all numbers in a symbol is converted to a letter based on its alphabetical order ("a" for 1, "b" for 2, etc.). For instance, the first symbol has unconnected dots in the slots representing the numbers 1, 2, and 6, adding up to 9, which correlates with "I". Two symbols with dots in their adjacent corners are said to be separated by a space, whereas two symbols with their corners connected to each other are said to be of separate clauses.
When applying this cipher to the encrypted message, the following text is produced:
In adventures yet to come
At the edge of the world
A great power
A gate sealed
He lies in wait
An endless sea of inky black and violet
Mysterious door to a perplexing domain
Shimmering translucent cerulean
He comes
Fear the waves
Time limits[]
In Classic, each character is allotted a specific amount of time to complete the level. Characters with better attributes for traversal, such as faster running, falling, and air speeds and more effective recoveries, are generally given less time, and vice versa, though there is no direct correlation between a character's attributes and how much time they are given.
Time limits also change depending on the difficulty selected, with easier difficulties having higher time limits and vice versa. Compared to the base time limits on Insane difficulty, time limits are 1.075 times longer on Hard, 1.2 times longer on Normal, and 1.35 times longer on Easy.
Character | Time limit | |||
---|---|---|---|---|
Easy | Normal | Hard | Insane | |
Bandana Dee | 1:42 '60 | 1:31 '20 | 1:21 '70 | 1:16 '00 |
Black Mage | 2:08 '23 | 1:54 '00 | 1:42 '10 | 1:35 '00 |
Bomberman | 1:45 '30 | 1:33 '60 | 1:23 '83 | 1:18 '00 |
Bowser | 2:09 '60 | 1:55 '20 | 1:43 '20 | 1:36 '00 |
Captain Falcon | 1:34 '50 | 1:24 '00 | 1:15 '23 | 1:10 '00 |
Chibi-Robo | 1:50 '70 | 1:38 '40 | 1:28 '13 | 1:22 '00 |
Donkey Kong | 1:45 '30 | 1:33 '60 | 1:23 '83 | 1:18 '00 |
Falco | 1:41 '23 | 1:30 '00 | 1:20 '60 | 1:15 '00 |
Fox | 1:34 '50 | 1:24 '00 | 1:15 '23 | 1:10 '00 |
Ganondorf | 1:58 '80 | 1:45 '60 | 1:34 '60 | 1:28 '00 |
Goku | 1:34 '50 | 1:24 '00 | 1:15 '23 | 1:10 '00 |
Ichigo | 1:45 '30 | 1:33 '60 | 1:23 '83 | 1:18 '00 |
Isaac | 1:45 '30 | 1:33 '60 | 1:23 '83 | 1:18 '00 |
Jigglypuff | 1:43 '93 | 1:32 '40 | 1:22 '76 | 1:17 '00 |
King Dedede | 2:06 '90 | 1:52 '80 | 1:41 '03 | 1:34 '00 |
Kirby | 1:45 '30 | 1:33 '60 | 1:23 '83 | 1:18 '00 |
Krystal | 1:37 '20 | 1:26 '40 | 1:17 '40 | 1:12 '00 |
Link | 1:58 '80 | 1:45 '60 | 1:34 '60 | 1:28 '00 |
Lloyd | 1:58 '80 | 1:45 '60 | 1:34 '60 | 1:28 '00 |
Lucario | 1:38 '53 | 1:27 '60 | 1:18 '46 | 1:13 '00 |
Luffy | 1:41 '23 | 1:30 '00 | 1:20 '60 | 1:15 '00 |
Luigi | 1:48 '00 | 1:36 '00 | 1:26 '00 | 1:20 '00 |
Mario | 1:41 '23 | 1:30 '00 | 1:20 '60 | 1:15 '00 |
Marth | 1:43 '93 | 1:32 '40 | 1:22 '76 | 1:17 '00 |
Mega Man | 1:52 '03 | 1:39 '60 | 1:29 '20 | 1:23 '00 |
Meta Knight | 1:37 '20 | 1:26 '40 | 1:17 '40 | 1:12 '00 |
Mr. Game & Watch | 1:45 '30 | 1:33 '60 | 1:23 '83 | 1:18 '00 |
Naruto | 1:42 '60 | 1:31 '20 | 1:21 '70 | 1:16 '00 |
Ness | 1:56 '10 | 1:43 '20 | 1:32 '43 | 1:26 '00 |
PAC-MAN | 1:50 '70 | 1:38 '40 | 1:28 '13 | 1:22 '00 |
Peach | 1:50 '70 | 1:38 '40 | 1:28 '13 | 1:22 '00 |
Pichu | 1:34 '50 | 1:24 '00 | 1:15 '23 | 1:10 '00 |
Pikachu | 1:41 '23 | 1:30 '00 | 1:20 '60 | 1:15 '00 |
Pit | 1:43 '93 | 1:32 '40 | 1:22 '76 | 1:17 '00 |
Rayman | 1:45 '30 | 1:33 '60 | 1:23 '83 | 1:18 '00 |
Ryu | 1:41 '23 | 1:30 '00 | 1:20 '60 | 1:15 '00 |
Samus | 1:53 '40 | 1:40 '80 | 1:30 '30 | 1:24 '00 |
Sandbag | 2:21 '73 | 2:06 '00 | 1:52 '86 | 1:45 '00 |
Sheik | 1:38 '53 | 1:27 '60 | 1:18 '46 | 1:13 '00 |
Simon | 1:57 '43 | 1:44 '40 | 1:33 '50 | 1:27 '00 |
Sonic | 1:34 '50 | 1:24 '00 | 1:15 '23 | 1:10 '00 |
Sora | 1:48 '00 | 1:36 '00 | 1:26 '00 | 1:20 '00 |
Tails | 1:49 '33 | 1:37 '20 | 1:27 '06 | 1:21 '00 |
Waluigi | 1:42 '60 | 1:31 '20 | 1:21 '70 | 1:16 '00 |
Wario | 1:52 '03 | 1:39 '60 | 1:29 '20 | 1:23 '00 |
Yoshi | 1:50 '70 | 1:38 '40 | 1:28 '13 | 1:22 '00 |
Zelda | 2:08 '23 | 1:54 '00 | 1:42 '10 | 1:35 '00 |
Zero Suit Samus | 1:41 '23 | 1:30 '00 | 1:20 '60 | 1:15 '00 |
|
|