Classic Mode (シンプル, Simple) is a mode in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4 that serves as the successor to the 1P Game of Super Smash Bros. The two modes are virtually identical in order; however, certain changes have been made. In the original, the player fought in a predetermined order: the player would always fight a specific character at a certain stage in a fixed order under static conditions. In Melee, randomization elements were introduced - the battles and the order in which they are take place are, for the most part, completely random (other than the basic layout, which is elaborated upon in the below section). Additionally, the Board the Platforms bonus game was removed for Melee, replaced by Snag the Trophies. In Brawl, Snag the Trophies and Race to the Finish were both removed, and a second Target Smash! round added. Additionally, the matches are no longer as randomised as they were in Melee; each stage has a theme (for instance, Stage 1 is based on The Legend of Zelda), where characters and sometimes stages are chosen by random, provided they match the theme.
If the player loses all their stock, they are brought to the Continue screen with a "Yes" or "No" answer to the Announcer's question "Continue?" Some points and coins - the number of which varies depending on the difficulty level - and half the points are lost if "Yes" is chosen, but a "GAME OVER" is shown if "No" is chosen or if the player does not have the required amount of coins. If the player is defeated in Classic Mode in Super Smash Bros. for Wii U and they either press "Yes" or "No", they'll lose some of the prizes they earned.
In Super Smash Bros. for Nintendo 3DS, instead of a singular path, the paths branch out, giving the player a choice as to who to fight next. These paths are color coded: red is hardest and yields the most coins, green is medium, and blue is the easiest, yielding the least coins. In Super Smash Bros. for Wii U, players do not have the choice of paths; rather, they advance based on skill levels.
Classic Mode introduces different types of battles as the player progresses. In Melee, there is one type of each battle in a set stage while in Brawl there are multiple special battles fought randomly in each stage.
In a regular battle, the player engages in a one on one battle with another character. These type of battles are the most common type of battle in Melee and Brawl. The opponent is usually chosen at random and is battled on their home stage.
In a team battle, the player pairs up with a computer ally and battles two other computer opponents. The opponents and ally are chosen at random in Melee, while characters of the same series usually team up in Brawl. The battle is usually fought on one of the opposing characters' home stage. The higher the difficulty, the less reliable the ally will be. Also in Melee, the ally's launch resistance depends on the difficulties. The higher the difficulty, the lower the ally's launch resistance.
In a giant battle, the player pairs up with at most two allies and battles a giant character. The giant character will have the same attributes as a character under the effects of a Super Mushroom; however, the enlarged size will last the whole battle. The giant character can usually sustain more damage and has more powerful attacks, but their jump distance is reduced and they become a bigger target. The higher the difficulty is, the less reliable the computer allies will be.
In Brawl, this battle is chosen at random by series and the player will be given a certain number of allies depending on the stage number. When this battle is chosen on stage 2, two allies will fight alongside the player. When it is chosen on stages 3, 4, and 5, only one ally will fight alongside the player. Finally, when chosen on stages 6-10, the player will not be given any allies.
In a multi-man battle (refers to "Team (character)"), the player fights ten copies of another character. The opponent team will attack in groups of three, but they have lower handicap than usual, making them easier to defeat and more difficult for them to KO the player.
In the N64 Version, the player fights 30 Fighting Polygons
In Melee & Brawl, the player fights 10 copies of a character. CPU's will not use the same color what the player chose if the player faces off 10 copies of the character he or she picked.
In the 3DS Version, the player fights 10 Miis (20 in the Wii U Version). All Miis are coming from the player's home console.
In a metal battle, the player faces an opposing computer player under the effects of a Metal Box for the entire battle. A metal character can sustain more damage without being launched and are less likely to flinch, along with having more powerful attacks. However, their falling speed is increased and running speed reduced.
In Melee, a metal battle is always fought on the Battlefield stage with no items appearing at all.
In Brawl, however, the metal battles are chosen at random by series and items are present.
This battle only appears in Brawl as the second to last battle. In this battle, the player must fight three random characters (who haven't been fought yet in the current playthrough) on Final Destination. Due to the AI prioritising human players over computer players in Brawl, the opponents in this match will focus on attacking the player. The music played in this battle is Opening (Super Smash Bros. Melee).
In a final battle, the players faces Master Hand (and possibly Crazy Hand) on the Final Destination stage. When one player reaches the final stage in this mode on normal or higher in under 15 minutes (in Melee) or hard or above in 9 minutes or less (in Brawl) without continuing, Crazy Hand will fight alongside Master Hand. However, there are no items present in this battle. Master Hand and Crazy Hand both have a certain number of hit points (depending on the difficulty the player chose) that must be depleted to clear this mode. In Brawl, the difficulty also influences the hands' movement. The higher the difficulty, the faster they move.
In Melee, Crazy Hand will appear after the player manages to reduce Master Hand's HP by half.
In Brawl, Master Hand and Crazy Hand will both appear at the start of the fight.
In 3DS / Wii U, Master Hand Crazy Hand will both appear at the start of the fight. However, both hands now share HP instead of having separate HPs. The way this works is that when the hands' HP reaches a certain point, the next hit to one of the hands result a defeat and the player must defeat the other one. Therefore, it's impossible to defeat both hands at the same time.
Classic Mode stages
All characters except Ganondorf, Roy, and Mr. Game & Watch are eligible to fight the player throughout the mode's three 1-on-1 battles, with their home stages listed below. In this mode, neither Poké Floats nor any Past Stages are used. In Stage 1 on Very Hard Difficulty, the opponent will wear its third alternative costume. In Stage 7 on Hard or Very hard, the computer will usually try to avoid the player at all costs, sometimes by walking off the screen. During the fight with Mewtwo, the theme for Poké Floats will play. As for the fight Yoshi, the Yoshi's Story stage has the theme for the Yoshi's Island 64 stage as its alternate music.
All playable characters aside from Zelda/Sheik and Roy can fight alongside the player in Team and Giant Battles. These allies all use their first alternate costume in Team Battles; for allies in Giant Battles, the first ally uses the second alternate costume, while the second uses the first alternate costume.
2 vs. 2 Teams
Below is the list of all the teams the player can fight in Classic Mode. Both the characters for each team and the stage fought on is listed. There are a total of 29 teams. On Very Hard Difficulty, the first opponent wears its third alternative costume. When fighting a team of Mario and Bowser on Battlefield, the theme for Princess Peach's Castle plays.
Giant Character Battle
Just like the teams, the giant characters the player fights are picked randomly from a group that has already been predetermined by the game.
Just like the teams, and the giant characters the player fights, the multiple-character fight is picked randomly from a group that has already been predetermined by the game. This level consists of 10 characters consisting of multiples of a single character. During the battle against 10 Donkey Kongs at Jungle Japes, the theme for Kongo Jungle plays.
All characters eligible to fight the player in 1-on-1 battles may appear as a metal character in this fight. However, the stage is always Battlefield.
Classic Mode Layout
As one unlocks more characters and stages, the rest of the battle types will be chosen. There are:
Note: Each battle type will never be the same as the previous round.
In the 3DS version, Classic Mode underwent a huge revamp: instead of following a singular path as per previous games the player is now given a choice of routes to follow, providing different opponents along the way. Each path is marked by a series symbol, representing a battle set in a stage from that universe against at least one character from it (with the possibility of more characters from unrelated ones), and a color denoting the battle's difficulty: red indicates a path to more rewards but a harder difficulty, green indicates a medium level of difficulty with moderate rewards, and blue indicates the easiest battle with little reward. On each path, gold and sometimes trophies can be picked up before the battle. All of one-on-one, 2-on-2, Metal, Giant and four man free-for-all battles return, the last taking place on one of the characters' home stage. Unlike previous Classic Modes, returning stages are playable in the mode. Multi-Man battles also return, either against a normal character or a Fighting Mii Team, but this time they always are the last round before Master Hand. Winning a match rewards the player with gold, as well as additional gold, Custom Parts, or Trophies as randomly selected beforehand (in multiples of 0-5).
Instead of selecting an amount of stock to carry throughout an entire run, players always start each stage with 2 stock regardless of difficulty. The difficulty selection was also changed to the intensity system, very similar to the Fiend's Cauldron in Kid Icarus: Uprising, which allows players to invest gold to either raise or lower the difficulty, and with it the possible rewards. The basic intensity, which requires no gold to access, is 2.0.
In addition to the overall difficulty, the intensity influences the final boss: while Master Hand is the basic final boss, more options can be unlocked at higher intensities. On an intensity of 3.0 or higher, a second, black path is unlocked which leads to a battle with both Master Hand and Crazy Hand. If the intensity is 5.1 or higher, the battle with the two hands will begin as usual, but after taking enough damage they will transform into the new boss Master Core, which possesses several forms and whose starting form is more advanced the higher the intensity. If the intensity is 8.0 or higher, the black path is the only final path.
The Wii U version features yet another new variation of Classic Mode. In this take, it plays for as a tournament or elimination style gameplay. Set on a large playing field, the player is allowed to select their opponent based on the available options. Characters defeated can be used as teammates in team battles. After each round, the losers are seen forcibly ejected from the field until only the last few remain. After three battles, another wave of characters (in alt. trophies and equipped with custom specials) will appear, leading to another two rounds. After those are defeated, the player is pitted against the Fighting Mii Team, and finally, the player faces against Master Hand (and at higher intensities, Master Hand with Crazy Hand and possibly Master Core).
During play, a number of other features may influence player choices and results. During all rounds, enemy trophies may show trophy, equipment, coin or Crazy Orders Pass symbols, which can be won from the corresponding opponent. Also during any round, a fighter may suddenly be replaced by a much tougher opponent, such as in giant or metal state, who is guaranteed to be carrying a prize of some kind for victory. However, prizes labelled in this fashion are obtainable only if the player personally defeats the fighter with the label, and are lost if another fighter lands the final blow. In the first three rounds, a rival character is chosen at random, who gets stronger and drops greater prizes the longer the player holds off on confronting them. Also, if there is a team battle, the player gets a chance to choose a fighter that have been previously defeated.
Despite the changes, there are a number of similarities to the 3DS version. All fights begin with two stock, regards of difficulty. The intensity meter is used to set the difficulty, with higher difficulties costing more coins and offering better rewards. Losing and choosing to continue costs some of the accumulated prizes and drops the difficulty by .5. The prize roulette wheel also returns, now including passes for Crazy Orders as a potential prize.
Classic Mode is also available for two players. This is the first Classic Mode where opponents aren't necessarily fought on their home stages.
The music that plays when Brawl's Classic Mode is cleared.