Not really, honestly. SMW has weird stuff like that. What I think is weirder (and what isn't even that weird) is that they left out a bunch of enemies. Chainsaw and Fuzzy immediately come to mind, but there are several more.
And this would probably be better in the Data Repository, but whatever, I'm not one to judge.
Yeah, the credits have a lot of oddities. For instance, Chargin' Chuck is blue in the credits but green in-game (although, when he's running, one of his sprites use the wrong (blue) palette), suggesting that he was originally blue, but they changed their minds.
Oh yeah, and he's blue in the manual as well.
Anyway, the reason for this is that the credits enemies don't use the sprites' rendering code. Instead, the credits have their own pieces of data describing how the enemies should be pieced together. As such, changing one doesn't change the other, meaning that inconsistencies are to be expected.
Unfortunatly, a lot of people don't think that way.
"This silly game has too much story and fun gameplay, it sucks. It should have better graphics instead."
"This shooter game has awesome graphics and has absolutly no storyline or fun sections! This is what a real quality game is." Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Well, I guess that what you see in the credits is how it was in the beta.
Also, graphics==levels, because, say you have crappy graphics, like totally eye-searing. Would levels be more important? If the levels are okay; cutoff, bad graphics and palettes would be fine? Thats a no.
I might put some sort of signature here once. I guess.
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