Credits: Difference between revisions

67 bytes added ,  17 days ago
m
Undid edit by 66.219.246.234: See prior revert. These are 2 different topics so 2 different paragraphs
m (Text replacement - "Single Player Modes" to "Single-player modes")
m (Undid edit by 66.219.246.234: See prior revert. These are 2 different topics so 2 different paragraphs)
Tag: Undo
(28 intermediate revisions by 16 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssb=y|melee=y|ssb4=y|ultimate=y}}
{{ArticleIcons|allgames=y}}
The '''Credits''' 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]]'', and ''[[Super Smash Bros. Ultimate]]'' have this feature. ''[[Super Smash Bros. Brawl]]'' has a similar feature, the [[Character Roll Call]], except it lists the [[character]]s, [[item]]s and [[trophy|trophies]] instead. Standard ending credits do appear in ''Brawl'' after completing the [[Subspace Emissary]], though in a different format than its predecessors.
The '''credits''' 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]]'', and ''[[Super Smash Bros. Ultimate]]'' have interactable credits that allow the player to (depending on the game) view more details about an individual, earn {{b|Gold|collectible}}, or increase their score. ''[[Super Smash Bros. Brawl]]'' has a similar feature, the [[Character Roll Call]], except it lists the [[character]]s, [[item]]s and [[trophies]] instead. Standard ending credits do appear in ''Brawl'' after completing the [[Subspace Emissary]], though it isn't interactable.


==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==
{{main|List of staff (SSB)}}
[[File:SSBCredits.png|thumb|200px|Ending Credits in ''Smash 64''.]]
[[File:SSBCredits.png|thumb|200px|Ending Credits in ''Smash 64''.]]
After beating [[1P 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 pressing [[Start-Pause button|Start]], 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.
After beating [[1P 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 pressing [[Start-Pause button|Start]], 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.
Line 12: Line 13:


==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
{{main|List of staff (SSBM)}}
[[File:MeleeCreditsScore.png|thumb|200px|At the end of the credits, the player is told how many credits they hit.]]
[[File:MeleeCreditsScore.png|thumb|200px|At the end of the credits, the player is told how many credits they hit.]]
After beating {{SSBM|Classic Mode}}, [[Adventure Mode]] or [[All-Star Mode]], the credits will appear as they do in ''Super 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 giant ''Smash'' 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.
After beating {{SSBM|Classic Mode}}, [[Adventure Mode]] or [[All-Star Mode]], the credits will appear as they do in ''Super 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 giant ''Smash'' 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.


Some credits, such as the voice actors for secret characters, are not immediately available, and only become present when these unlockables are obtained.
Some credits, such as the voice actors for secret characters, are not immediately available, and only become present when these unlockables are obtained.
Line 22: Line 24:


===Music===
===Music===
Unlike in ''Super Smash Bros.'', the ending credits in ''Melee'' has separate music for each character. Each character has a song for their credits theme based on their own [[universe]].  
Unlike in ''Super Smash Bros.'', the ending credits in ''Melee'' has separate music for each character. Each character has a song for their credits theme based on their own [[universe]].  


Line 82: Line 83:


==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
[[File:Credits Brawl.png|thumb|200px|right|Credits in ''Brawl''.]]
{{main|List of staff (SSBB)}}
[[File:Credits Brawl.png|thumb|200px|Credits in ''Brawl''.]]
{{main|Character Roll Call}}
{{main|Character Roll Call}}
Unlike the previous two games, where the completion of the primary 1P modes resulted in the player seeing the end credits, the ending credits in ''Brawl'' only play when the [[Subspace Emissary]] is completed and after [[Tabuu]] is defeated in subsequent playthroughs of the same Subspace Emissary file. The ending credits in ''Brawl'' are drastically different than the ending credits of ''Melee'', and is more similar to ''Smash 64''. 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. Using the [[GameCube controller]]'s [[C-Stick]] or the [[Classic Controller]]'s right [[control stick]], the player can rotate the credits. The shooting minigames from ''Smash 64'' and ''Melee'' no longer return in ''Brawl's'' credits.
Unlike the previous two games, where the completion of the primary 1P modes resulted in the player seeing the end credits, the ending credits in ''Brawl'' only play when the [[Subspace Emissary]] is completed and after [[Tabuu]] is defeated in subsequent playthroughs of the same Subspace Emissary file. The ending credits in ''Brawl'' are drastically different than the ending credits of ''Melee'', and is more similar to ''Smash 64''. 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. Using the [[GameCube controller]]'s [[C-Stick]] or the [[Classic Controller]]'s right [[control stick]], the player can rotate the credits. The shooting minigames from ''Smash 64'' and ''Melee'' no longer return in ''Brawl''{{'}}s credits.


The music that plays during ''Brawl'''s ending credits is {{SSBBMusicLink|Super Smash Bros. Brawl|Credits}}.
The music that plays during ''Brawl''{{'}}s ending credits is {{SSBBMusicLink|Super Smash Bros. Brawl|Credits}}.


At the end of {{SSBB|Classic Mode}} and [[All-Star Mode]], the player instead views the [[Character Roll Call]], which replaces the Ending Credits minigame for these modes.
At the end of {{SSBB|Classic Mode}} and [[All-Star Mode]], the player instead views the [[Character Roll Call]], which replaces the Ending Credits minigame for these modes.


==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
{{main|List of staff (SSB4-3DS)}}
{{main|List of staff (SSB4-Wii U)}}
{{ImageCaption|File:SSB3DSCredits.jpg|File:SSB4Credits.jpg|width1=x150px|width2=x150px|align=right|caption=Left: The credits in {{for3ds}}.<br>Right: The credits in {{forwiiu}}.}}
{{ImageCaption|File:SSB3DSCredits.jpg|File:SSB4Credits.jpg|width1=x150px|width2=x150px|align=right|caption=Left: The credits in {{for3ds}}.<br>Right: The credits in {{forwiiu}}.}}
The credits return to Classic Mode in both the [[Classic Mode (SSB4-3DS)|3DS]] and [[Classic Mode (SSB4-Wii U)|Wii U]] versions and [[All-Star Mode]], where unlike in the previous games, instead of shooting the names, the player can use their fighter to attack the names. In the background there is a large panel with that fighter's [[ending 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 credits return to Classic Mode in both the [[Classic Mode (SSB4-3DS)|3DS]] and [[Classic Mode (SSB4-Wii U)|Wii U]] versions and [[All-Star Mode]], where unlike in the previous games, instead of shooting the names, the player can use their fighter to attack the names. In the background there is a large panel with that fighter's [[ending 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.
Line 104: Line 108:


==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
{{main|List of staff (SSBU)}}
[[File:SmashUltimateCredits.jpg|thumb|The credits in ''Ultimate'' with {{SSBU|Pikachu}} after finishing Classic Mode.]]
[[File:SmashUltimateCredits.jpg|thumb|The credits in ''Ultimate'' with {{SSBU|Pikachu}} after finishing Classic Mode.]]
The credits return after beating {{SSBU|Classic Mode}}. Unlike the previous installments, it is a scrolling shooter that changes perspective as the player progresses. The player controls their fighter equipped with a [[Super 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 a [[Smart 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 previous ''Smash 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's [[Congratulations screen|ending image]] can only appear before the final results screen just like in ''Super Smash Bros. 64''. Like in ''Super Smash Bros. Melee'' and ''Brawl'', each character has their own separate music based on their own [[universe]].
The credits return after beating {{SSBU|Classic Mode}}. Unlike the previous installments, it is a scrolling shooter that changes perspective as the player progresses. The player controls their fighter equipped with a [[Super 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 a [[Smart 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 previous ''Smash 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's [[Congratulations screen|ending image]] can only appear before the final results screen just like in ''Smash 64''. Like in ''Melee'' and ''Brawl'', each character has their own separate music based on their own [[universe]].


The credits also appear after completing [[Adventure Mode: World of Light|World 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 either [[Galeem]] or [[Dharkon]] is defeated) and [[Lifelight]] (If both Galeem and Dharkon are defeated). Main Theme Piano Solo will still play after Lifelight ends in the true ending.
The credits also appear after completing [[Adventure Mode: World of Light|World 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 either [[Galeem]] or [[Dharkon]] is defeated) and [[Lifelight]] (If both Galeem and Dharkon are defeated). Main Theme Piano Solo will still play after Lifelight ends in the true ending.
Line 134: Line 139:
|{{CharHead|Pikachu|SSBU|hsize=20px}}||''{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}''
|{{CharHead|Pikachu|SSBU|hsize=20px}}||''{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}''
|-
|-
|{{CharHead|Luigi|SSBU|hsize=20px}}||''{{SSBUMusicLink|Super Mario Bros.|Title / Ending - Super Mario World}}''
|{{CharHead|Luigi|SSBU|hsize=20px}}||''{{SSBUMusicLink|Super Mario Bros.|Title/Ending - Super Mario World}}''
|-
|-
|{{CharHead|Ness|SSBU|hsize=20px}}||''{{SSBUMusicLink|EarthBound|Smiles and Tears}}''
|{{CharHead|Ness|SSBU|hsize=20px}}||''{{SSBUMusicLink|EarthBound|Smiles and Tears}}''
Line 140: Line 145:
|{{CharHead|Captain Falcon|SSBU|hsize=20px}}||''{{SSBUMusicLink|F-Zero|Fire Field (Remix)|Fire Field (Remix)}}''
|{{CharHead|Captain Falcon|SSBU|hsize=20px}}||''{{SSBUMusicLink|F-Zero|Fire Field (Remix)|Fire Field (Remix)}}''
|-
|-
|{{CharHead|Jigglypuff|SSBU|hsize=20px}}||''{{SSBUMusicLink|Pokémon|Pokémon Center - Pokémon Red & Blue}}''
|{{CharHead|Jigglypuff|SSBU|hsize=20px}}||''{{SSBUMusicLink|Pokémon|Pokémon Center - Pokémon Red / Pokémon Blue}}''
|-
|-
|{{CharHead|Peach|SSBU|hsize=20px}}||''{{SSBUMusicLink|Super Mario Bros.|Slide (Remix)|Slide (Remix)}}''
|{{CharHead|Peach|SSBU|hsize=20px}}||''{{SSBUMusicLink|Super Mario Bros.|Slide (Remix)|Slide (Remix)}}''
Line 188: Line 193:
|{{CharHead|Snake|SSBU|hsize=20px}}||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''
|{{CharHead|Snake|SSBU|hsize=20px}}||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''
|-'
|-'
|{{CharHead|Ike|SSBU|hsize=20px}}||''{{SSBUMusicLink|Fire Emblem|Victory is Near}}''
|{{CharHead|Ike|SSBU|hsize=20px}}||''{{SSBUMusicLink|Fire Emblem|Victory Is Near}}''
|-
|-
|{{CharHead|Pokémon Trainer|SSBU|hsize=20px}}||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Blue (Brawl)}}''
|{{CharHead|Pokémon Trainer|SSBU|hsize=20px}}||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Blue (Brawl)}}''
Line 226: Line 231:
|{{CharHead|Pac-Man|SSBU|hsize=20px}}||''{{SSBUMusicLink|Pac-Man|PAC-MAN'S PARK / BLOCK TOWN}}''
|{{CharHead|Pac-Man|SSBU|hsize=20px}}||''{{SSBUMusicLink|Pac-Man|PAC-MAN'S PARK / BLOCK TOWN}}''
|-
|-
|{{CharHead|Robin|SSBU|hsize=20px}}||''{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)|Id (Purpose) (Remix)}}''
|{{CharHead|Robin|SSBU|hsize=20px}}||''{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}''
|-
|-
|{{CharHead|Shulk|SSBU|hsize=20px}}||''{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}}''
|{{CharHead|Shulk|SSBU|hsize=20px}}||''{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}}''
|-
|-
|{{CharHead|Bowser Jr.|SSBU|hsize=20px}}||''{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Remix)|Delfino Plaza (Remix)}}''
|{{CharHead|Bowser Jr.|SSBU|hsize=20px}}||''{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Remix)}}''
|-
|-
|{{CharHead|Duck Hunt|SSBU|hsize=20px}}||''{{SSBUMusicLink|Other|Duck Hunt Medley (for 3DS / Wii U)}}''
|{{CharHead|Duck Hunt|SSBU|hsize=20px}}||''{{SSBUMusicLink|Other|Duck Hunt Medley (for 3DS / Wii U)}}''
Line 285: Line 290:
|-
|-
|{{CharHead|Kazuya|SSBU|hsize=20px}}||''{{SSBUMusicLink|Tekken|Kazuya Mishima, Devil Kazuya (Remix)}}''
|{{CharHead|Kazuya|SSBU|hsize=20px}}||''{{SSBUMusicLink|Tekken|Kazuya Mishima, Devil Kazuya (Remix)}}''
|-
|{{CharHead|Sora|SSBU|hsize=20px}}||''{{SSBUMusicLink|Kingdom Hearts|Blast Away! -Gummi Ship II-}}''
|}
|}


==Trivia==
==Trivia==
*In the [[PAL]] version of ''Melee'', at the end of the credits, it will say "Certain characters and items from ''Perfect Dark'' and ''Donkey Kong Country 2''. Donkey Kong Rap music based on original ''[[Donkey Kong 64]]'' music courtesy of [[Rare]] Ltd."
*In ''SSB4'', if a character from the {{uv|Mario}} series is used in the credits sequence, the font used for "Congratulations" changes to a ''Mario'' themed font.
*In ''SSB4'', if a character from the {{uv|Mario}} series is used in the credits sequence, the font used for "Congratulations" changes to a ''Mario'' themed font.
**This also applies to its spin-off universes {{uv|Donkey Kong}} and {{uv|Wario}}, but not {{uv|Yoshi}}.
**This also applies to its spin-off universes {{uv|Donkey Kong}} and {{uv|Wario}}, but not {{uv|Yoshi}}.
**Similarly, a {{uv|Street Fighter}}-themed font is used for {{SSB4|Ryu}}, and a font in the style of the {{uv|Final Fantasy}} logo is used for {{SSB4|Cloud}}.
**Similarly, a {{uv|Street Fighter}}-themed font is used for {{SSB4|Ryu}}, and a font in the style of the {{uv|Final Fantasy}} logo is used for {{SSB4|Cloud}}.
*In ''Smash 4'', attacking the company logos causes a unique sound: "[[Bandai Namco|BANDAI NAMCO Games]]" and "BANDAI NAMCO Studios" causes a ''Pac-Man'' eating sound effect, "[[Nintendo]]" causes a Game Boy startup sound effect, and "[[Sora Ltd.|Sora]]" causes a crowd cheer. In ''Ultimate'', only the Game Boy startup sound is heard upon shooting the Nintendo logo at the end.
*In ''Smash 4'', attacking the company logos causes a unique sound: "[[Bandai Namco|BANDAI NAMCO Games]]" and "BANDAI NAMCO Studios" cause a ''Pac-Man'' eating sound effect, "[[Nintendo]]" causes a Game Boy startup sound effect, and "[[Sora Ltd.|Sora]]" causes a crowd cheer. In ''Ultimate'', only the Game Boy startup sound is heard upon shooting the Nintendo logo at the end.
*In ''Ultimate'', 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.
*In ''Ultimate'', 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.
*In ''Smash 64'' and ''Melee'', the Pokémon released from [[Poké Ball]]s do not have their voice actors credited. In the PAL version of ''Brawl'', this is true of their French and German actors.
*In ''Smash 64'' and ''Melee'', the Pokémon released from [[Poké Ball]]s do not have their voice actors credited. In the PAL version of ''Brawl'', this is true of their French and German actors.
*The Hero is the only fighter to use differing music depending on a costume.
*The Hero is the only fighter to use differing music depending on a costume.
*The first publicised perfect score of the ''Melee'' credits was achieved by {{Sm|Porkyz}} on February 2, 2021 in the NTSC version.<ref>https://twitter.com/porkyz_falcon/status/1356698663410692097?s=21</ref><ref>https://www.youtube.com/watch?v=hE3UFf-3kr4</ref> The feat was done for YouTuber Nathaniel Bandy's $3,000 bounty for the first publicised perfect score.
*The first publicised perfect score of the ''Melee'' credits was achieved by {{Sm|Porkyz}} on February 2, 2021 in the NTSC version.<ref>https://twitter.com/porkyz_falcon/status/1356698663410692097</ref><ref>https://www.youtube.com/watch?v=hE3UFf-3kr4</ref> The feat was done for YouTuber Nathaniel Bandy's $3,000 bounty for the first publicised perfect score.


==References==
==References==
30,369

edits