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 and is based on at least one universe (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 the respective option. 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, some of the prizes are deducted.
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, except in Wii U where the stage is chosen at random.
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 and 3DS. In Wii U, the player can choose their ally or allies from the characters they have defeated so far. The battle is usually fought on one of the opposing characters' home stage, although in Wii U the stage is selected randomly as usual. 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 allies' launch resistance and AI level. In Wii U, up to three enemy teams can be fought; if two or more enemy teams are involved, the stage will be in its 8-Player Smash variation.
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 Melee, giant fights occur in stage 5, where a character will be randomly chosen from a predetermined list of eligible characters. The player is given two allies during the giant battles.
In Brawl, however, any character except for Link, Zelda/Sheik, Ganondorf, Toon Link, Donkey Kong, and Diddy Kong is eligible as a giant opponent. 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 fight alone.
Lastly, in SSB4, any character that's not a Mii can be fought as a giant opponent, provided they appear as an intruder.
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 18 Yoshis, 8 Kirbys (who appear in groups of two), and 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 picked.
In both versions of SSB4, the player fights a number of Miis (10 in 3DS and 20 in Wii U). All Miis' faces are generated from the player's console, along with Guest Miis if none exist. In 3DS, the player can also fight against multiple copies of a character.
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. Every opponent eligible for a one-on-one is eligible for a metal fight (it can be anyone except Roy, Ganondorf, and Mr. Game & Watch).
In Brawl, however, the metal battles are chosen at random by series starting from Stage 6 and items are present.
In SSB4, any character that's not a Mii can be fought as a metal opponent, provided they appear as an intruder.
This new type of battle is introduced in Brawl. In that game, it appears 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 prioritizing 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 Smash 4, this battle returns as a random battle in three to four stages of the mode. In this game's battle, the player must battle three random characters on the first CPU's home stage designated by series. The Wii U version heavily focuses on this type of battle. The Al is the same as the previous installment.
In a final battle, the players faces Master Hand (and possibly Crazy Hand depending on the difficulty) on the Final Destination stage. When one player reaches the final stage in this mode on at least Normal below 15 minutes (in Melee) or at least Hard within 9 minutes (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.
The mechanics are completely different in 3DS / Wii U. Although both Master Hand and Crazy Hand return and are announced as the final battle together, they make up only a single form of the true final battle against Master Core, a multi-stage boss with powerful and hard to dodge moves. All bosses in the final battle share a common health pool with form changes and defeat occurring at fixed percentages. It is recommended that players use highly optimized custom equipment when taking on difficulty 9.0 due to the length and difficulty of the final battle.
In 3DS the player is given a choice of paths between Master Hand alone (easy) or Master Hand and Crazy Hand (hard). Higher difficulties turn the hard route into a battle against Master Core. At very high difficulties (8.0 to 9.0) the player has no choice but to fight Master Core and all its forms.
In Wii U, Master Hand will always appear as the final battle. Crazy Hand appears from the mid-low difficulties and upwards. Higher difficulties turn it into a battle against Master Core. Starting at 8.0, Master Core gains an additional phase in Master Fortress, a maze filled with powerful minions and hazardous surfaces where the player has to destroy its weak points to win.
The music that plays when Brawl's Classic Mode is cleared.