You had me scared, James Charlton. You had me worried that one of my most anticipated features of Super Smash Bros for 3DS was going to suck and unravel the whole damned experience.
I had to play the game for myself before I put in my word on this, and now, I can finally give my educated thought on Smash Run and the complete failure by the famicast team to understand what it is that makes Smash Run an appealing experience that is clearly meant to be played single player.
See, Smash Run and Custom Move Sets are something that have a very symbiotic and intimate relationship that snowball the more time and effort you put into it and I'd rather have it be in more brief bursts than having the frivolous and unbalanced insanity at the end be a drawn out affair. the focus is on utilizing the time and resources in the Smash Run maze to build a pool of loot far more than it's about some race or stamina match at the end, although succeeding at that also plays into the fidelity of your loot. To me, Smash Run has this strange, micro-MOBA feel to it, even if it's less directly competitive.
What you need to do, James, is customize a character, build them for survivability and have powers to help get you through the slow fledgling parts of the experience where you're first starting to build your own power, and then go about hitting up harder targets once you've really got the ball rolling. I personally have been using a Level 4 Power bomb and Level 3 Auto-healing and that's enough to get me to easily blow through a smash run session with at least 5 or 6 new pieces of equipment/custom moves per go...!
The worst parts of Subspace emissary were levels that dragged on longer then they needed to be because of mandatory stops and arena fights. the enemies were ones that were for the most part, better ignored than fought in that charming little mode because of their survivability and lack of worthwhile reward for fighting them. Smash Run is 5 minutes and the risk-reward for fighting an enemy is the potential for their drops Vs. the risk of stopping to try and fight trickier swarms of opponents. you're rationing out your time and formulating your strategy.
Also, unlike the great maze [the part that James is likely referencing from Subspace emissary, which I'd like to remind you was pieces from various levels throughout the adventure cut up piecemeal into a network of identical doors with a REALLY bad map, whereas Smash Run has a very good map that is on the bottom screen when you want it and the layout of the map is very distinct and are actually connected instead of being strung together by vague doors.
Also, I was going to say that I am ASTOUNDED that Ty didn't spend an hour of this podcast gushing about Maya and her daggers and weird conditions for her damage ender. Between her and JC Tombo, I'm kinda worried that Iron Galaxy might be more worried about making characters have a unique flavor to them rather than having characters that function and don't have some silly mechanic to them. I feel like at this point we're going to get Cinder and he's going to have a friction meter that has to be full for him to do some of his shadow moves or some BS.