Credits
Thecredits are a feature shown at the end of a game that list the cast and staff members who worked on it.Super Smash Bros.,Super Smash Bros. Melee,Super Smash Bros. 4, andSuper Smash Bros. Ultimate have interactable credits that allow the player to (depending on the game) view more details about an individual, earnGold, or increase their score.Super Smash Bros. Brawl has a similar feature, theCharacter Roll Call, except it lists thecharacters,items andtrophies instead. Standard ending credits do appear inBrawl after completing theSubspace Emissary, though it isn't interactable.
InSuper Smash Bros.[edit]
After beating1P Game, the credits will slowly pass by. When shooting a staff name, the screen will pause long enough to let the player read the name of the staff member. By pressingStart, the credits will speed up and will not pause if the player shoots them. If the player presses the B Button, then the credits will pause; hitting B again on a name will show the staff member's contributions to the game. Pressing the A or Start buttons or pressing B on a blank space will resume the credits.
Anything relating toNess,Captain Falcon,Jigglypuff,Luigi, orMushroom Kingdom will appear as question marks in the information box if they are not unlocked yet; this is presumably done to prevent spoilers. Additionally, the voicedPoké Ball andSaffron City Pokémon do not have their voice actors credited.
A remix of the track that plays in the credits fromSSB appears as an unlockableCD inBrawl.
InSuper Smash Bros. Melee[edit]
After beatingClassic Mode,Adventure Mode orAll-Star Mode, the credits will appear as they do inSuper Smash Bros. However, the credits go by much faster, have different paths that they can move, and do not pause when shot. The background is also different; whereas the original game had a blank, black background,Melee's credits feature what appears to be space, as the player travels around tunnels, a giantSmash logo, and some types of futuristic architecture. As in the previous game, the player can press Start to speed up the credits, as well as use B to pause the action. The game also displays how many credits they successfully hit at the mode's conclusion, though this score is not saved and has no impact on gameplay.
The amount of shootable names is different in each version: the Japanese-language versions have 191, the NTSC English-language versions have 190, and the PAL version has 192. 18 names and the extra details of 2 names are not immediately available, and only become present when unlocking fighters or trophies. Some of the voiced Poké Ball Pokémon have voice actor credits as well (Mika Kanai forChikorita, Yuji Ueda forCyndaquil andWobbuffet, and Shin-ichiro Miki forScizor). The presence of a score counter in the credits led to the formation of ahoax that was later debunked.
Music[edit]
The ending credits inMelee have unique songs for each character, with each one being rooted in their respectiveuniverse. Listed below are the tracks that play for each character.
InSuper Smash Bros. Brawl[edit]
Unlike the other games, where the completion of the primary 1P modes resulted in the player seeing the end credits, the ending credits inBrawl only play when theSubspace Emissary is completed and afterTabuu is defeated in subsequent playthroughs of the same Subspace Emissary file. The credits scroll in a more traditional manner, from the bottom of the screen to the top on a black background, and some boxes will also appear during the credits that show different short clips of some movies from The Subspace Emissary. Another difference is that the voice actors do not have their specific roles credited. Using theGameCube controller'sC-Stick or theClassic Controller's rightcontrol stick, the player can rotate the credits.
The music that plays duringBrawl's ending credits isCredits.
At the end ofClassic Mode andAll-Star Mode, the player instead views theCharacter Roll Call, which inherited the shooting elements ofSmash 64 andMelee's ending credit rolls.
InSuper Smash Bros. 4[edit]
Right: The credits inSuper Smash Bros. for Wii U.
The credits return to Classic Mode in both the3DS andWii U versions andAll-Star Mode. Unlike in the previous games, instead of shooting the names, the player must use their fighter to attack the names. In the background there is a large panel with that fighter'sending image. However, the photo is hidden by a white texture, and must be uncovered. As the player attacks the names, the hit rectangle flies to the background, removing part of the white texture and revealing chunks of the ending image. The player can speed up the credits by pressing the Start button if they wish, but then can not attack the credits while they are fast-forwarded. The player is awarded 1 Gold per 1% of the image. Also, if 99.99% of the image is revealed, the game may choose to automatically round the score up to 100%. Therefore the most a player can receive is 100 Gold.
The background panel does not stay in place, slowly moving up and down throughout the minigame, requiring the player to adjust their attacks accordingly.
In the Wii U version, some of the credits scroll left, instead of all of them scrolling up. As a result, it is more difficult to get a perfect score in the Wii U version than the 3DS version; to alleviate this,Screw Attacks,X Bombs,Super Mushrooms, andSmart Bombs that do not hurt the user can float by on balloons, which can be popped to release the item for use.
The credits music, again entitledCredits, consists of a medley of main themes from all four games of theSuper Smash Bros. series, arranged by Torine.
Version 1.0.6 ofSmash 4 added additional credits for post-release content, such as voice actors fordownloadable characters. If such content is available, then extra credits will appear in the minigame, granting more opportunities for players to complete the image.
InSuper Smash Bros. Ultimate[edit]
The credits return after beatingClassic Mode. Unlike the previous installments, it is a scrolling shooter that changes perspective as the player progresses. The player controls their fighter equipped with aSuper Scope to fly around and shoot the names. Charged shots can hit multiple names by passing through them. Players can shoot an explosive item which triggers aSmart Bomb-like explosion to hit nearby names. Along the way, there will be small spaceships which try to either shoot at the player or get in their way; while they do not impede their progress, being hit will temporarily stun them, preventing them from shooting and potentially causing them to miss names. A score is displayed based on names that were hit and a progress bar with rewards is displayed on the bottom left corner. The progress bar will move towards the rewards as the player shoots the names at five different point thresholds: 100,000 points, 300,000 points, 600,000 points, 1,000,000 points and 1,500,000 points. The background is set in space with polygonal landscapes. The camera changes angles when the player progresses in the credits. The player can speed up the credits like in previousSmash Bros. games, which will likewise render them unable to shoot names (although the player can still fire the Super Scope). After the credits, the fighter'sending image can only appear before the final results screen just like inSmash 64. Like inMelee andBrawl, each character has their own separate music based on their ownuniverse.
The credits also appear after completingWorld of Light and it displays the names. It is set in a black background and the shooting credits game is not in the World of Light's credits. The songs used in the credits for World of Light are Main Theme Piano Solo (If eitherGaleem orDharkon is defeated) andLifelight (If both Galeem and Dharkon are defeated). Main Theme Piano Solo will still play after Lifelight ends in the true ending.
Unlike inSmash 4, post-release content, such as voice actors for other characters from thePersona universe, is not added in Classic Mode's and World of Light's credits. This is due to keeping the credits high score consistent with previous versions for the former, and due to the length of the video for the latter. However,version 3.0.0 added an option to view the credits in the Help menu, which includes content from DLC. The Help menu's credits are set on a black background similar to the World of Light credits, and let the player pause with the A button and fast forward and rewind using the control stick.
Listed below are the tracks that play for each character on Classic Mode's credits.
Trivia[edit]
- InSSB4, if a character from theMario series is used in the credits sequence, the font used for "Congratulations" changes to aMario themed font.
- This also applies to its spin-off universesDonkey Kong andWario, but notYoshi.
- Similarly, aStreet Fighter-themed font is used forRyu, and a font in the style of theFinal Fantasy logo is used forCloud.
- InSmash 4, attacking the company logos causes a unique sound: "BANDAI NAMCO Games" and "BANDAI NAMCO Studios" cause aPac-Man eating sound effect, "Nintendo" causes a Game Boy startup sound effect, and "Sora" causes a crowd cheer. InUltimate, only the Game Boy startup sound is heard upon shooting the Nintendo logo at the end.
- InUltimate, there is a timer starting at 2:33 and counting down throughout the credits. It is purely aesthetic and does not affect anything, stopping exactly at the time the Nintendo logo would finish leaving the screen if not shot.
- The Hero is the only fighter to use differing music depending on costume.
- The first publicised perfect score of theMelee credits was achieved byPorkyz on February 2, 2021 in the NTSC version.[1][2] The feat was done for YouTuber Nathaniel Bandy's $3,000 bounty for the first publicised perfect score.


