Super Smash Bros. Melee/Master Debug Menu

The Master Debug Menu of Super Smash Bros. Melee is a huge oversight on Nintendo's part: not only can you customize just about everything and mess with a ton of other fun stuff, but actually save your changes!

Enter the appropriate Action Replay code for your version, then select any mode or press B to go to the Debug Menu.

CHAR SELECT


Allows you to choose which characters you want to play as/with for Versus Mode. CHARA_1, CHARA_2, CHARA_3, CHARA_4 and ALL_CHAR is the first player, second player, third player, fourth player, and fifth player, respectively. Each one begins with CKIND_ except for the last three, which end with CHKIND_. Italics mean that this character can only be accessed through the Debug Menu and they may not function properly with normal game events.

SCALE SELECT
Changes the size of each character, from 0.20 (very small) to 5.00 (gargantuan). 1.00 is default.

KIND SELECT
Selects what type each player will be: GM_HUMAN (human player), GM_CPU (computer player), GM_DEMO (human-controlled CPU), and GM_NONE (will not be in the match).

COLOR SELECT
Color your character's outfit color, from 0-9. 0 is the default, while 1-5 are the alternate costumes. 6-9 will give you the default with no life icon.

SUB COLOR
Change your character's secondary outfit color, from 0 to 9, though 0-4 are the only functional values (5-9 crash the game upon starting a match). SUBCOLOR_1, SUBCOLOR_2, SUBCOLOR_3, and SUBCOLOR_4 set the sub colors of the first, second, third, and fourth players respectively. Sub colors 1 and 2 are used normally in team battle if there are three characters who are on the same team and they are the same character (three Marios on the Green Team, for example). Sub color 3 is used for Dark Link in the event match "Link's Adventure" (and can even be accessed by a glitch), while sub color 4 is actually unused (unlike sub color 3) and cannot be selected in any way outside of the debug menu.

DAMAGE SET
The amount of damage players will have when they start/respawn, ranging from 0% to 999%.

OFFENSERATIO
How much knockback each player deals, from 0.10-3.00. (Despite this range, enemies in single-player modes can go up to 5.00 and possibly beyond.)

DEFENCERATIO
How much knockback each player takes, from 0.10-3.00. Same as above.

CPUTYPE SET
The type of AI used for CPU players. Changing this setting causes the corresponding CPU player to behave differently. This is much like setting the CPU player's behavior in Training Mode, though there are a few behaviors that aren't available outside of the Debug Menu. Note that with the exception of NOACT, CPU players will always try to get back on the stage.

CPULEVEL SET
Selects the CPU's skill level, from 0-9. 1-9 are the same as when chosen through normal gameplay, while 0 indicates that the CPU will not attack even when its AI tells it to do so. The general idea is that a higher-level CPU will perform actions more reliably; both a level 1 and a level 9 will decide to dodge an attack, but the level 9 will do it much more often.

TEAM SELECT
The team each player is on; BLUE-TEAM and GREEN-TEAM are the green team and blue team, respectively.

STAGE


The stage you'll play on. Italics mean that stage is exclusive to Adventure Mode and bold names are for unused stages (documented on the game's main page). Unfortunately, the stages used in the "Trophy Tussle" event matches (Goomba, Entei, and Majora's Mask) aren't accessible from this list.

MELEEKIND
Allows to set the type of match, either BATTLE ROYAL (Versus Mode) or TEAM BATTLE (Team Battle).

EXIT
Let's start the fight already! (Don't worry, you can enter matches without any players...but you'll be unable to exit the match.)

RULE
A basic set of rule customization for multiplayer fights, not unlike the settings in regular play.


 * RULE - Allows you to select from TIME MODE (a time match), STOCK MODE (a stock match), COIN MODE (a coin match), and ENDLESS MODE (a time match with no time limit). Bonus Mode cannot be selected.
 * TIME(MIN) - Sets the number of minutes for the battle, from 0-100.
 * TIME(SEC) - Sets the number of seconds for the battle, from 0-59.
 * STOCK(CNT) - Select the number of lives each player gets, from 0-99.
 * DAMAGERATIO - Changes the knockback ratio just as normal (0.10-3.00).
 * VIBRATION SELECT - Enable or disable the rumble feature on controllers 1-4 (default is OFF).
 * ITEM SWITCH - Select the item appearance rate. NOTHING, VERYLOW, LOW, MIDDLE, HIGH, and VERYHIGH are the equivalent of None, Very Low, Low, Medium, High, and Very High.

RESULT TEST
Tests the result screen.
 * 1P KIND, 2P KIND, 3P KIND, and 4P KIND - Changes that player's character.
 * ALL PLAYER - Connected to the above, it changes all four at once.
 * 1P RANK, 2P RANK, 3P RANK, and 4P RANK - Changes that player's rank.
 * 1P WIN, 2P WIN, 3P WIN, and 4P WIN - Changes each player's pose.
 * ALL COLOR - Changes each player's costumes.
 * STEP ANIM - A switch for the animations. 0 is on, 1 is off (although the game crashes if you do the latter).
 * PANEL HIDDEN - Like it says, it hides the panels.

LANGUAGE
The in-game language (Japanese or English).

PUBLICITY
Toggles the crowd noise (On or Off). Off by default.

DBLEVEL
If set to DEVELOP and then B is pressed until you get back to the title screen and then X is pressed, you can access a debug sound test. In this debug sound test, you can listen to every sound in the game, including the ones in the "Unused Audio" section in the main page. If set to DEVELOP or DEBUG, you'll get a bunch of new controls for battles.

IK DEBUG FLAG


This option toggles 6-player matches by adding two more computer players, but this option is disabled by default and further codes must be used to get it working again (see the Notes page). Once it is working, the options for the additional two players can be set as such:

Player 5 gets their character from the ALL_CHAR setting of the CHAR SELECT menu and their kind from ALL_KIND under the KIND SELECT menu. All of their other options (colors, size, damage, offense/defense ratios, CPU level, etc.) are copied from Player 3.

Player 6 gets their character from the PUBLICITY setting on the root menu and their kind from ALL_KIND under the KIND SELECT menu. All of their other options are copied from Player 4.

Once the match ends, it shows the "No Contest" screen with the first 4 players even if the match wasn't ended via the pause menu. This happens because the developers haven't created a 6 player results screen match because they were only intended in event matches and Multi-Man Melee matches.

NEW DEFCALC
What this does exactly is unknown. The name suggests it toggles whether an older or a newer version of a formula is used for "defense", which from previous debug menu items is likely to mean "knockback taken".

GLOBAL DATA EDIT
According to ARCentral, this allows modifications to memory addresses that handle many in-game variables, such as unlocking all characters, stages, bonus messages, trophies, etc. This, unlike the other options, uses Hexadecimal values. There are 6 values.

HANYU
SELECT STAGE will freeze the game. But, SELECT CHAR will take the player to the character selection screen in melee mode with every character unlocked (at least in v1.2 and PAL version). If the player goes back, they will go in this loop of modes. This will also happen if the language is set to Japanese. Once the player gets to Camera mode, if they press B, it takes them back to Melee mode causing an endless loop. If the player attempts to go forwards to the stage selection screen, it shows the previous character selection screen instead. For example, if the player was on Vs. Mode and presses start, they will end up in Camera Mode. For some strange reason, Luigi will be missing from the character roster in half the modes. He goes and comes back in a zigzag way; for every mode he's not in, the next one he'll be selectable.
 * Melee Vs. Mode.
 * Training (Luigi will be missing from the character roster)
 * Cruel Melee
 * Endless Melee (Luigi will be missing from the character roster)
 * 15-minute Melee
 * 3-minute Melee (Luigi will be missing from the character roster)
 * 100-man Melee
 * 10-man Melee (Luigi will be missing from the character roster)
 * Home-Run Contest
 * Target Test (Luigi will be missing from the character roster)
 * Event Match (Unknown which one)
 * All-Star (easy by default) (Luigi will be missing from the character roster)
 * Adventure (easy with one stock by default)
 * Classic (easy with one stock by default) (Luigi will be missing from the character roster)
 * Slo-mo Melee
 * Lightning Melee (Luigi will be missing from the character roster)
 * Single Button mode
 * Fixed Camera (Luigi will be missing from the character roster)
 * Invisible
 * Tiny (Luigi will be missing from the character roster)
 * Giant
 * Super Sudden Death (Luigi will be missing from the character roster)
 * Stamina
 * Camera (Luigi will be missing from the character roster)

Also, for some bizarre reason, the first player has 71 KOs, the second one has 65, the third one has 76 KOs and the fourth player has 69 KOs whenever you're in a mode that supports four players (such as Tiny or Single Button).

Presumably named after Akio Hanyu, one of the game's programmers.

OTOGURO
This was probably named after Seiji Otoguro, one of the game's programmer.


 * SET GOLD COIN - Select the number of coins you have for the Lottery/FiguPon (also applies to Continues).
 * FIGURE MAX - Hands you every trophy (except Tamagon, for some reason, but that's another story) and sends you to the gallery.
 * SAMUS MASK GET - Awards the "Samus Unmasked" trophy, normally unlocked through long-since-passed Nintendo events.
 * MARIO YOSHI GET - Awards the "Mario and Yoshi" trophy, normally unlocked through long-since-passed Nintendo events.
 * SET MELEE COUNT - Sets the counter for the number of times you've played each mode.
 * SET HOMERUN RECORD - Sets each character's Home Run Contest record.
 * SET TARGET CLEAR - Sets flags for whoever you want to have cleared Break The Targets.
 * SET BEAT TOTAL - Sets the KO total in the Melee records. One must press A for changes to take place. If you press A, it will take you to the main menu.
 * GO TO MEIKYU - Sends you to the Underground Maze as the Ice Climbers, but crashes if you fight a Link. If you reach to the Triforce, the results screen will play. If you go to VERSUS MODE>DAIRANTOU you will see that the options have been adjusted to what "GO TO MEIKYU" has done.
 * GO TO KINOKO - Sends you to the Mushroom Kingdom adventure stage as the Ice Climbers, but crashes when you get to the Yoshi Team. Impossible to go past them without extra hacks.
 * MELEE START - Begins a melee with the specified settings.

TANIGUTI
TANIGUTI has a similar name to a programmer named Yoshiya Taniguchi.
 * MELEE START - Begins a melee with the specified settings.
 * REG NORMAL - Sends you to the Adventure Mode character select. By changing the number of this option, you can select which world you start from. You can't select individual levels, however (for example, you can't start from 1-2).
 * REG EASY - Sends you to the Classic Mode character select. By changing the number of this option, you can select which stage you start from.
 * REG ALLSTAR - Sends you to the All-Star Mode character select. By changing the number of this option, you can select which stage you start from.

NAGASIMA

 * VISUAL SCENE START - Plays all movie clips in the game. If a player-selected character is supposed to appear, it will choose Ice Climbers. The enemies can change colour every time you play it, with the exception of the Mario and Luigi cutscene. The player (Ice Climbers) can also change colour, even between cutscenes. One cutscene can be skipped by pressing the Start/Pause button. In the end, it will always show Mario's All-star Congratulations picture, where he performs an aerial kick on Fox.
 * OPENING START - Plays the intro movie.
 * OMAKE 15 START - Plays the special movie.
 * REGULAR ENDING TEST - Displays the falling trophy and congratulation screen for the characters. This counts as actually beating the mode you choose, so characters can be unlocked through this.
 * REGULARENDING REAL - Displays the falling trophy, credits, and congratulation screen for each character. This counts as actually beating the mode you choose, so characters can be unlocked through this.

Like before, this name is similar to Yasuyuki Nagashima, who was one of the programmers.

KIM

 * RESULT TEST - Set up a results screen scenario (see Result Test section).
 * EASY END - Shows the "Continue?" or "Game Over" screen for the selected character with 99999 score (the continue screen is only shown if you have enough coins; otherwise, the game over screen will be shown and you'll be returned to the debug menu). Both options will take you back to the debug menu.
 * GOHOUBI ID - Shows the various bonus messages (cannot be seen properly if Gohubi Figure is set to anything other than 0).
 * GOHUBI FIGURE - Shows the trophy messages (cannot be seen properly if Gohubi ID is set to anything other than 62, 63, 64, or 65).


 * INTRO EASY - Set up a character VS. screen that would be shown in Classic Mode. Will take you back to the debug menu once it's done.
 * STAGENUM - Simulates what stage the VS. screen would look like. Choices are from 1-9
 * STAGE FLAG - Modifies what the enemy would be like.
 * NORMAL - A simple plain ol' enemy.
 * TEAM - A team of maximum three enemies. Not required to have team matches, but if this isn't selected with multiple enemies selected, the announcer won't say "TEAM ".
 * GIANT - A giant enemy.
 * BONUS - What appears to be an unused function if used with "NORMAL" in "STAGE TYPE". It shows no characters and it's just simply the VS sign without the announcer saying anything if "NORMAL" is selected as the "STAGE TYPE". It has different effects if used with different options in "STAGE TYPE".
 * CORPS - A team of a lot of characters. These are the weak enemies that die from normal attacks. The name comes from "Dummy Corps", the Japanese name of the Fighting Polygon Team in Super Smash Bros.
 * STAGE TYPE - Edits what type of match or event you do. These will only work with "BONUS" selected in "STAGE FLAG" with the exception of "NORMAL". If not, it will freeze the game.
 * NORMAL - A normal match against a CPU player(s). Does not require "BONUS" to be selected.
 * TARGET - The target test.
 * TUKISUSUMI - Race to the finish.
 * FIGUREGET - Snag the trophies (or Grab a Trophy in the PAL versions)
 * DISP LEFT NUM - Displays how many people are on the left. if you select more than 1, you have allies with "ALLY" written next to them.
 * DISP RIGHT NUM - Displays how many people are on the right. If you select more than 1 without selecting TEAM in "STAGE FLAG", the announcer won't say "TEAM.
 * METAL LEFT Makes the player (and allies) metal. You cannot become metal in the final game, so this goes unused.
 * METAL RIGHT Makes the enemies metal. In the final game, you can only fight one metal opponent. If "TEAM" is selected in "STAGE FLAG", the announced will say "TEAM " instead of "METAL " or "TEAM METAL " as it is not used in the proper game. Same thing goes to "GIANT" and "CORPS".
 * LEFT PLAYER - Choose what character appears on the right. There are three of these.
 * RIGHT PLAYER - Choose how many opponents the person will fight. There are three of these.
 * TEST> - Very self-explanatory.
 * ALLSTAR ENEMY - Shows pictures of the characters which don't normally appear in-game (see the main page for more).
 * TEST MOVIE OPENING - Plays the intro movie.
 * KUMITE SUB - Unusable. Purpose unknown. Kumite is part of Karate training, so it could have had something to do with the Training mode, or the How To Play video.
 * PROGRESSIVE TEST - Allows you to change the display to progressive scan, provided you're using a component video cable and a TV that supports this mode. This option is normally available by holding B while the game boots.
 * APPROACH - Displays the "A new foe is approaching!" screens. NOCHARA 0 and NOCHARA 12 both show Ganondorf's screen (these do not count as unlocking the character).

Possibly named after Kim Sung-Kwen, another programmer.

SAKODA
EVENT STAGE will send you to your choice of Event number (1-51), while FIXCAMERA sends you to select characters for a Fixed Camera melee.

Appears to be named after Katsuhiro Sakoda. I dare you to guess how he contributed to Melee's development.

SUGANO
MELEE START will begin a melee, while STAFF ROLL START begins the credit roll (plays Venom music or Mute city in version 1.2 and in the PAL version).

Most likely named after Takayuki Sugano, yet another developer of the game.

YOSHIKI
A menu that has a reputation of giving memory cards an unwanted Spring cleaning. All of these options only affect the Memory Card in Slot A. You choose these options with A (they may look like they don't do anything, but they do).

Who this was named after isn't as clear as the other names, though there is a designer who is called Yoshiyuki Tagawa. Perhaps the "SNAP" items operate on snapshots from Camera Mode?

DBLEVEL Controls
If DBLEVEL is set to DEVELOP or DEBUG, you'll get a bunch of new button combinations in battle (all directions are on the D-Pad).


 * Start - Pauses the game without an overlay or a zoom-in - looks as if the game froze, even though it clearly hasn't because sounds continue as normal. Press Z while pausing in this way to advance one frame. (As a result you can't use Z as an input while doing frame-by-frame, you must use L+A or R+A.)
 * A + Right - Toggles Lightning-Fast Melee.
 * A + Y + Left - Applies Poison Mushroom effect on character.
 * B + Down - Displays a set of coordinates, which are in order: unknown, CPU level, AI type, unknown, unknown, knockback given, knockback taken.
 * B + Left - Shows the bonuses you've won so far, albeit with debug mode-style names.
 * X + Up - Acts as the regular Start button, so it opens the regular pause menu and must be used in the L+R+A+Start combo to quit.
 * X + Down - Rotates through the following: turns off screen icons, shows stage as white (characters etc are fine), shows stage as black, back to normal.
 * X + Left - Toggles sound effects and music. One press turns off music, another turns off SFX as well, a third turns on music only, and a fourth goes back to both on.
 * X + Right - Displays a set of numbers and bars that seems related to how much work the GameCube is doing. Probably used for stress-testing/performance monitoring.
 * Y + Down - Displays every character's currect action, subaction (animation), and frame number. Actions and subactions shared by all characters have names such as "WALK" and "DAMAGEFALL"; those relating to special moves are simply numbers. To the right of the frame count are some letters that indicate the character's current ground contour state - "L" and "R" means that the character's left and/or right foot is contoured, while "T" means the whole character is (probably for "total").
 * Y + Left - Applies Super Mushroom effect on character.
 * Y + Right - Restores you to your default size.
 * R + Up - Press once to show all characters and other elements as its collision bubbles, and again to overlay said bubbles on the models. A third press goes back to normal.
 * R + Down - Causes various effects to the stage when pressed several times. Eventually will return to normal with enough presses. One of these brings up a blue and yellow box, which are the camera (blue) and death boundaries (yellow). Also shows (in separate views) item spawn locations, character camera boxes, whether parts of the stage are floors/walls/ceilings, what parts of the stage are grabbable/dropthroughable, and what kind of terrain each part of the stage is (rock grass etc).
 * R + Left - Press multiple times to display white boxes along with white pivot spheres on characters. These help to position some attacks. Can also activate the orange quads that deal with character-stage collision detection, or the boxes that show characters' item-grabbing range.
 * R + Right - Turns character into yellow figure (same as R + Up, but only you and not everything).

All other button + direction combinations do nothing.

Item Controls
Item rate must be higher than NOTHING in VERSUS MODE > RULE > ITEM SWITCH.


 * Down - Drops the selected item. Does nothing if the list isn't on-screen.
 * L + Up - Cycle forward through the list of items to drop.
 * L + Down - Cycle backward through the list of items to drop.
 * L + Left - Cycle forward through the list of Pokémon to summon from a Pokéball (listed as M BALL).
 * L + Right - Cycle backward through the list of Pokémon to summon from a Pokéball (Ditto is listed as METAMON).

Camera Controls
You'll get bunch of camera control features during the battle. They also work while the game is paused by START button. If you use any of the camera controls in "default" camera type, the game will automatically set the camera to "locked" type. The camera position will be used to determine whether characters are offscreen and should take bubble damage, so even characters in the middle of the stage might get it if the camera's zoomed in on a edge somewhere.
 * Up changes the camera view from 3 types:
 * The first push of Up button locks all standard camera movements, and can only be moved by debug camera controls.
 * The second push moves the camera closer to player 1's character. For this camera type, all camera-related controls and movements are based on player 1's position.
 * The third push will reset the camera type to default.
 * C-Stick can be used to rotate the camera.
 * Hold Left + C-Stick to zoom in and out.
 * Hold Right + C-Stick to pan around.

Boss Controls
To play as Master Hand and Crazy Hand, plug a controller into Slot 3 and 4, respectively. As above, all controls use the D-Pad.

Master Hand

 * Up + A - Flaming twirling finger.
 * Right + A - Flying punch.
 * Down + A - Slams the ground.
 * Up + B - Laser attack.
 * Right + B - Fires its finger gun.
 * Up or Right + Z - Attempts to grab you.
 * Left + R - Finger jab.
 * Right + R - Punches the ground.
 * Down + R - Slaps the ground.
 * Up + R - Twirling finger into the ground.
 * Up + L - Sweeps the stage.
 * Down + L - Finger walking attack.

Crazy Hand

 * Up + A - Flying punch.
 * Left or Down + A - Flaming twirling finger.
 * Right + A - Slams ground.
 * Up, Left, or Right + B - Laser attack.
 * Down + B - Drops bombs.
 * Up or Right + L - Sweeps the stage.
 * Down + L - Spaz.
 * Left + L - "Spider" attack.
 * Up + R - Punches the ground.
 * Down + R - Jabs its finger.
 * Left + R - Twirling finger into the ground.
 * Right + R - Slaps the ground.
 * Up, Left, or Right + Z - Attempts to grab you.

Combos
Note that Crazy Hand must initiate each combo. If you do an incorrect combo, Master Hand won't respond and Crazy Hand will more than likely do nothing, probably locking up the hands for the rest of the battle.


 * Hand Clap - Right + Y (Crazy Hand) and Left + Y (Master Hand).
 * Double Flaming Punch - Up + Y (both hands).
 * "Come Here!" Punch - Down + Y (Crazy Hand) and Up + Y (Master Hand).
 * ??? - Left + Y (Crazy Hand).

PAL Differences



 * PAL, unlike the NTSC version, has languages UK, GM (Germany), FR (French), IT (Italian), and SP (Spanish).
 * EURBG60 SET is now a main option, but it doesn't appear to do anything when selected.
 * WIDTH+ is now added, which allows you to toggle through numbers, but it doesn't seem to have any function either.
 * NAGISAMA in MODE TEAM TEST has an option called DUTCH LANG that allows you to change the language to English, German, French, Spanish, or Italian.
 * NAGISAMA also has a 50-60HZ CHANGE option, which (like you'd expect) changes it from 50 to 60 HZ.
 * The unused message "You got the OOO Trophy!" is now "You got the 000 Trophy!", and it's also present for the last seven Gohubi Figures.
 * Progressive Scan Mode has nothing but the select bar and the GameCube logo.