Super Smash Bros. Melee

Super Smash Bros. Melee is the hugely popular GameCube sequel to the hugely popular Nintendo 64 game Super Smash Bros., featuring new characters, new stages, improved gameplay mechanics, and greatly enhanced graphics and sound.

Unused Audio
The same as the sound used in the "Special Movie", except that the Ice Climber theme plays in the beginning, followed by a short piece of the file select/fairy fountain music from The Legend of Zelda: A Link to the Past. A fanfare that remains unused. It might have been used when a Bonus Stage was lost. Note that the prefix "FF" probably means "fanfare". Another fanfare that remains unused. Was probably used at one point in development for when a Bonus Stage was won. A fanfare. Another fanfare. Yet another fanfare. The "How to Play" song without any excess sounds or voices. It is in the Sound Test as "How to Play". Can be accessed in the Sound Test as "Rare Trophy!", but is still unused. Take note that a remastered version of this fanfare is used in Brawl.
 * FAMIDEMO.HPS
 * FF_BAD.HPS
 * FF_GOOD.HPS
 * FF_STEP1.HPS
 * FF_STEP2.HPS
 * FF_STEP3.HPS
 * HOWTO_S.HPS
 * S_NEW2.HPS and SFX_FPON_NEWFANF2

One for every character exists, but they are all empty. However, Captain Falcon's plays one of his in-game voices, but very quietly. An odd sound that doesn't really fit anywhere. Ditto crying "Mon-mon!" (the Japanese name for Ditto is Metamon), who would've come out of a Poké Ball. This can be listened to via debug mode when forced to spawn a Poké Ball with Ditto. A looping ticking sound. Its file name suggests it was for an early item that would have exploded after some sort of countdown. The announcer saying "Nintendo All-Star". Note that the name of the file says "Hall-Star". Not even in the Japanese version is this used. The announcer saying "Dairantō", part of the Japanese name of the game. The announcer frantically yelling "Smaaaaaaash Brotheerrrrs!" Not to be confused with the announcer saying "Super Smash Bros. Melee!" in the opening of the game (that has a file name of SFXNR_SMASHBROSMELEE). As a side note, this and "SFXNR_DAIRANTOH" are used in the Japanese version, so the announcer says "Dairantō Smash Brothers!". They're either simply a leftover from the Japanese version, or the US version set to Japanese was to use the same title as the Japanese version (大乱闘スマッシュブラザーズDX), rather than the international title (Super Smash Bros. Melee).
 * SFX_V_SELECTVOICE_(Character Debug Name)
 * SFX_CS_HR_ZANNEN
 * SFX_PKV_METAMAN
 * SFX_IT_CLOCKBOMB_COUNT
 * SFXNR_NINTENDOHALLSTAR
 * SFXNR_DAIRANTOH
 * SFXNR_SMAAASHBROS

Nothing. Possibly a placeholder for the announciation of the game's name (i.e. "Dairantō Smash Brothers!" or "Super Smash Bros. Melee!"). The announcer saying "How to Play!" This can be listened to in the Sound Test, not requiring any debugging. The announcer saying "And!" It can be listened to in the Sound Test, not requiring any debugging. The announcer saying "Wins". It can be listened to in the Sound Test, not requiring any debugging. Captain Falcon saying "Blue Falcon!" This would later be used in his Final Smash in the sequel. Maybe the developers were experimenting with Final Smashes again? Captain Falcon saying "Come on!" This would later be used as a taunt in the sequel. Clone leftovers. It's Mario's getting big sound. A lower-pitched version of the above. Guess what this is. I dare you. Mario's signature "Let's-a-go" (when you load a file in Super Mario 64) which was pitched up for Luigi in this game. "Kirifuda" (Japanese: 切り札 or 切札) means a "trump card" or "last resort" in Japanese, strongly suggesting that it could've been for a Final Smash, whose Japanese name, Saigo no Kiri Fuda (最後の切りふだ), translates to Final Trump Card. Marth saying "Let's dance!" Sounds like something that would be used for a Final Smash. Even if it was used, it wouldn't fit as all of Marth's lines in the game are in Japanese. Mewtwo talking in Japanese, specifically saying "orokana", which translates to "fool.". This is exclusive to the Japanese version of the game. Mewtwo saying "Watashi wa makeru wake niwa ikanai!", vaguely translating to "The outcome in which I lose cannot happen", or more accurately, "I cannot lose!" Also exclusive to the Japanese version. Sheik saying something in Japanese. Again, Japanese exclusive. The announcer saying "Fighting Wire Frames!". It can be listened to in the Sound Test, not requiring any debugging. The announcer says "Giga Koopa". It can be listened to in the Sound Test if the language is set to English, not requiring any debugging. The announcer says "Giga Bowser". It can be listened to in the Sound Test if the language is set to Japanese, not requiring any debugging. The announcer saying "Master Hand". It can be listened to in the Sound Test, not requiring any debugging. Crashes the game.
 * SFXNR_TITLE_SAKURAI
 * SFXNR_HOWTOPLY
 * SFXNR_AND
 * SFXNR_WINS
 * SFXV_CAPTAIN_BLUEF
 * SFXV_CAPTAIN_COMEON
 * SFXV_DRMARIO_2BIG
 * SFXV_DRMARIOB_2BIG
 * SFXV_LUIGI_2BIG
 * SFXV_MARIO_KIRIFUDA
 * SFXV_MARS_LETSDANCE
 * SFXV_MEWTWO_OROKANA
 * SFXV_MEWTWO_WATASIWA
 * SFXV_ZS_SEAK_MORATTA
 * SFXNR_ZAKOTEAM
 * SFXNR_GIGAKOOPA
 * SFXNR_GIGABOUCER
 * SFXNR_MASTERHANDS
 * SFXEND

Playable Giga Bowser
wNrdjLXkces The video on the left shows that Giga Bowser was in fact playable at some point in development, albeit likely only for AI testing or to see if Bowser's files were successfully copied for Giga Bowser. The latter is probably more accurate, as all boss characters are playable in some form using the debug mode.

The below codes are only for v1.2 of Melee:
 * NTSC-US
 * P1 Must be on - Vs. Char Mod:
 * Replace Jigglypuff with Giga Bowser:
 * Replace Jigglypuff with Giga Bowser:


 * NTSC-US - If you want Giga Bowser playable to all players:
 * P2 Must be on - Vs. Char Mod:
 * P3 Must be on - Vs. Char Mod:
 * P4 Must be on - Vs. Char Mod:
 * P4 Must be on - Vs. Char Mod:
 * P4 Must be on - Vs. Char Mod:

Unused Stages
There are six "unused" entries in the debug menu's level select for Versus matches, but only two work properly.

10-2
Crashes the game, though further codes can force it to load. Basically Icicle Mountain without music. Possibly an unfinished stage for the tenth stage in Adventure Mode, as if "10-2" meant that this level would come after Infinite Glacier: Icicle Mountain.

AKANEIA
Crashes the game. Name suggests it was Fire Emblem-themed, as Akaneia is the name of a country in the series.

DUMMY
Crashes the game, though further codes can force it to load. Just an invisible platform in the center and an empty black space around the platform. It's impossible to get KO'd here, as there are no blast lines, unlike all other stages in the game.

ICETOP
Crashes the game, though further codes can force it to load. Exactly the same as 10-2.

TEST
A large stage with untextured platforms, a few pits and floating platforms (some move vertically, some horizontally). The music that plays on this stage is the one from the Corneria stage. It also features a backdrop of a coffee shop (therefore giving the stage nicknames such as "The Coffee Shop", "The Bar", "The Pub", and many more); said backdrop is commonly used in 3D graphics, such as early editions of the OpenGL Programming Guide.

TSEAK
A test stage for "Break the Targets". It was reserved for Sheik, who ended up sharing the level with Zelda. It's also possible that rather than a test stage, this was a template leftover that would soon become one's Target Test.

Unused Intros
NGOzsSEBO9Y Also inside the debug menu is a cool little unused second-long intro sequence for all 25 characters, presumably intended for All-Star Mode. Go to MODE TEST TEAM > KIM and highlight ALLSTAR ENEMY, then press Left and Right to switch characters and A to view the intro. This is also the only way to view the opponent portraits for Sheik, Ganondorf, and Roy, who are never fought as opponents in Classic Mode and thus the portraits are left unused.

Unused Pokémon


With one of the tools of the debug mode, you can choose any object including the Poké Ball (listed as M BALL). With the same tool, you can determine what Pokémon will come out of a Poké Ball. A Pokémon you can choose to be released is listed as METAMON (Ditto's Japanese name); when you throw a Poké Ball when you have selected "METAMON", Ditto pops out, and it uses "SFX_PKV_METAMON" as its sound effect. As for the attack, it does not seem to do anything because it disappears quickly. It was removed a bit late in development, as it is mentioned in the official Super Smash Bros. Melee strategy guide.

Inside Great Bay's laboratory


In earlier versions of the game, the lab in Termina: Great Bay could be entered (it contained openings on the left and right sides) and stood on top of. This idea was eventually canned and the laboratory was closed and moved to the background, no longer being part of the arena. However, the lab still has some textures and models of some pipes inside of it, likely remnants from the initial idea.

TEST's Textures


The textures of the test stage "TEST", seen above.

Hidden Rice Ball


In Eagleland: Onett, inside the vases in front of the drugstore, is a small rice ball. It can be seen with a hacked camera. This oddity is also present in Super Smash Bros. Brawl 's version of the stage, and can also be seen with a hacked camera there.

Plum's Gun


Among Plum's trophy's textures is a picture of a gun.

Sushi Board


Among the textures of the Mushroom Kingdom stage is a sushi board.

Pokémon Stadium Dummy Textures


These two textures are included with the files for Pokémon Stadium. The one on the left says "test" and was likely used to test the display on the big screen, while the tiny texture on the right says "dummy" and is used as a placeholder for the screen. The files are named GrdPStadiumOVTest and GrdPStadiumDummy, respectively. These textures are also present in Super Smash Bros. Brawl 's version of the stage.

HAL Copyright
One of Roy's textures has some hidden text that reads ©HAL LABRATORY.INC. Once again, HAL demonstrates that they're not very good at spelling their own name.

Reflections
Several trophies have odd images for reflections that are barely noticeable in-game.



The Ayumi Tachibana trophy has a heavily embossed cat's face.



The Fire Kirby trophy has an inverted baby face.



The Metroid trophy has the title screen of Super Metroid.



The Metal Mario trophy has a reflection of the Yoshi's Island stage.



The Ocarina of Time trophy has a small reflection of the sky.



Several trophies use this reflection. It is actually a screenshot of Osohe Castle from the cancelled Earthbound 64!

Random Stage Preview
LdvO_HtkgKQ When you hover the token over a stage on the stage select screen, a small 3D preview render appears behind the name on the lower-left. The "random stage" token, on the other hand, shows no preview... except it does have one, albeit just off-screen to the right.

The preview render itself is just a simple tilted and tall structure.

Unused Special Messages
These can all be accessed (except the last two) via the debug menu under MODE TEAM TEST > KIM > GOHUBI ID or GOHUBI FIGURE. However in the PAL version, none of these can be accessed with the exception of the Trophy ID 292 to 299 (which is exclusive to it). There are a few messages that are left unused:

Boot-Up Message Log
This game sends a few debug logs to GameCube hardware during the startup process, but this is never seen from the player when using a retail GameCube. A GameCube/Wii emulator named Dolphin can receive and display these logs by enabling the logging feature (View --> Show Log). Note that some parts of the log are based on the system the log was retrieved from, such as the system's set date and time when it was accessed ("GC Calendar Year"). Below is an example of such a log:
 * 1)    Super Smash Bros. Melee
 * 2) Distribution 1
 * 3) Language 1
 * 4) DbLevel 0
 * 5) Arena Size 19 MB
 * 6) ARAM Free Size 9 MB
 * 7) DATE Nov 22 2001  TIME 13:22:57
 * 8) GC Calendar Year 2013 Month 10 Day 1
 * 9)             Hour 0 Min 0 Sec 29
 * 1) GC Calendar Year 2013 Month 10 Day 1
 * 2)             Hour 0 Min 0 Sec 29

Boot.DOL Stuff
boot.dol is the game's executable, there are a few interesting little strings.

3D Mr. Game & Watch
Mr. Game & Watch may be flat in-game, but he's actually 3D.

Character Names
Ice Climber was changed to Ice Climbers, either due to the Japanese name coming from the game itself, or the fact that the Japanese language doesn't care so much about plurals.

DK's icon was changed for the international release, but his narration is still "Donkey Kong".

Several other characters have different names and narrations depending on the language, but that's more of just localization.

Narrator
The narrator says a few things differently in the Japanese version than the international versions.

Trophies
Tamagon, from the obscure NES game Devil World (which was never released in America), is only obtainable in the Japanese version. It is still present in the US versions, but cannot be acquired without cheat devices and does not exist at all in the PAL version.

More famously, two trophies are completely unobtainable by normal means in any non-Japanese version because they were only distributed at certain Nintendo events in Japan: Samus Unmasked and Mario & Yoshi. Notably, all three had their descriptions translated into English. Devil World is referred to as "Demon World" for whatever reason.

More surprisingly, Mario's Japanese trophy description states him to be "about 26 years old".

Gallery
Switching the language from English to Japanese changes what's in the background of the trophy gallery.

When set to Japanese, the NES becomes a Famicom, the SNES becomes a rather dark Super Famicom, the picture above the shelf changes from reading "Super Smash Bros." to reading "Dairantō Smash Brothers" (the Super Smash Bros. series' name in Japan), and a Virtual Boy appears next to the plant.

The box and cartridge with the N64 also become the Japanese version of Super Smash Bros. Interestingly as well, the Super Famicom seems to have a Super Smash Bros. cartridge as well.

Daisy's Third Eye


In the Japanese and early American versions, positioning the camera through the hair in the back of the Daisy trophy reveals a third eye which looks different from her other two. This was fixed in the American "Player's Choice" versions.

Home-Run Contest
The Japanese and PAL version have a slightly more zoomed-in camera, making it appear as if the platform is a bit larger, and earlier versions had a relatively small stadium. The size cap was increased after players were able to hit Sandbag over the limit, causing it to fall into an endless void.

Lottery
The Japanese trophy machine informs you to push the A button, while the international version leaves you helpless. The logo was also changed from "FiguPon" to "Lottery".

Sensor Bomb/Motion-Sensor Bomb/Proximity Mine
Each version of Melee has a slightly different take on the infamous mine item. In the Japanese version, it's the Sensor Bomb (センサー爆弾), in the North American version it's the Motion-Sensor Bomb, and in Europe it's the Proximity Mine.

The design used in the North American and European versions is based off the Proximity Mine from Goldeneye 007. However, the Japanese version takes its design from the Perfect Dark Proximity Mine; additionally, the text below the trophy description (where the game of origin's name goes) translates to "Perfect Dark (N64)". The North American and European versions, instead of attributing its game of origin to GoldenEye 007 (N64), say "TOP SECRET" instead.

Why this change was made is unknown, since Perfect Dark and Rare are mentioned at the end of the credits anyway.

Interestingly, the European description contains a typo that is unique to it; it's missing a chunk of text that splurges two sentences into each other.

What is also interesting is how the European text mentions the "Carrington Institute", the main corporation in Perfect Dark.

Topis
In the Japanese version, the Ice Climber Topis were seals as in the original Famicom version. In other releases, they are yeti. Interestingly, the English Trophy description is exactly the same due to its ambiguous wording. The seal model was also relatively poor in comparison.

PAL Differences
The PAL version is essentially the American 1.2 with further differences:
 * The ability to select Japanese as a language (and the Japanese language itself in the game files, too) and the 15-minute-long "Special Movie" were completely removed in order to fit other languages.
 * The Tamagon trophy was completely eliminated, while the two other Japan-only trophies (which were otherwise only available via hacking) were still unavailable but translated into the other languages available in the PAL version, strangely.
 * The playable characters were also slightly rebalanced.
 * Some attacks were weakened or strengthened in power.
 * Captain Falcon's forward aerial (knee) attack deals less damage and less knockback.
 * Fox's up smash, down smash and up special deal less damage. Fire Fox (his up special) also gains less distance than it did in the all of the NTSC versions.
 * Ganondorf's forward aerial deals less knockback and his down aerial does less damage.
 * Kirby's dash attack deals slightly more damage.
 * Marth's down aerial, when "tipped" (when he hits an enemy with the tip of his sword), was changed from a powerful spike to a less powerful meteor smash (meaning that its knockback can now be negated).
 * Sheik's up smash deals less damage and her up aerial deals both less damage and knockback. Her down throw's effectiveness has been slightly reduced as well, meaning that she cannot chain throw with her down throw.
 * Yoshi's forward smash and up smash deal more damage, but his down aerial deals significantly less damage if all hits connect.
 * Weights have also been altered.
 * Bowser, Fox, Mario and Marth's weights have been reduced slightly.
 * Kirby and Yoshi's weights have been increased. (Interestingly, the PAL version made Kirby very slightly heavier than Fox; Fox has a weight of 73 and Kirby has a weight of 74.)
 * Some glitches have been fixed, and other things have been altered.
 * Bowser's down throw can now hurt Jigglypuff and Mr. Game & Watch; in all non-PAL versions of Melee, it did not hurt them.
 * The freeze glitch has been fixed.
 * If Donkey Kong has been hit whilst using Spinning Kong (his up special), he does not lose his charge from Giant Punch (his neutral special) in the PAL version.
 * Samus cannot extend her grappling beam in the PAL version. Also, she isn't able to use her bomb (down special) as a jump after using the grapple beam mid-air. She could in all the other NTSC versions.
 * Falco's down aerial behaves differently from how it does in the NTSC versions; in the NTSC versions, Falco's down aerial acts as a spike for its whole duration. In the PAL version, this was changed: The attack can only spike for the first half of its duration; after that, the attack hits at the "Sakurai angle".