Talk:Super Smash Bros.

There's two other beta levels and a debug mode that I'm aware of. The levels I've farted around with before, but I haven't had the chance to try out the debug mode yet to mess around with it. -- Rick 23:40, 29 May 2010 (EDT)
 * Yea, I clearly remember there being 2 beta levels and some SFX. I was hesitant to put down a debug menu as I've never dicked around with that, but it was in the back of my mind... Anyway, I'll gather up what I can later. I plan to focus more on SSBM though. ~ Tanks
 * If I can hook up my N64 sometime, I'll try it out using my actual-factual Gameshark. I forget what special code I need to get it to work, though. -- Rick 00:28, 30 May 2010 (EDT)

Mind if I ask why the images we're using are 320x240? Are we sure that's the proper resolution for SSB? ~ Tanks
 * All N64 games (with a few minor exceptions) use 320x240 as their native resolution... -- Prince Kassad 05:32, 1 June 2010 (EDT)

Shouldn't there be a mentioning of sound clip 198? It's not used ingame, although it's in the soundtest. Devann 22:12, 5 July 2011 (EDT)

List of menus and such
I thought that, since there's a lot of stuff here, I'd put my personal findings. Note that I'm using Project64 2.0, downloaded from Coolrom.com. I've captioned everything the best I can, and "????" means that I couldn't get any effect out of the screen. I've only tested up to 001F st far, and I plan to do up to 3003F tomorrow. I'll keep this Dropbox link here and update on this page when I update the file.

Most notably IMO are the blank spaces between windows. Is there actually anything there, or are they there because there was once something? Or maybe I'm just getting an "Empty Room Psyche" out of this. Code 006 is mentioned below, but I never got any result in it. Code 004 (System test) has no display for me and Code 005 is nothing for me. I'll probably test in the (Infinitely better) PJ64 1.6 later. --The Dragonn 29 23:44, 12 July 2013 (EDT)

Was Samus intended to be displayed without suit ?
Okay, there is something that I know for a little time now, but, when a character gets an electric shoking or that kind of stuff (Hit by Pikachu's attack or Fox's blaster), a model with the texture of the skeleton of the character is displayed several short times, and can be observed if the game is paused at the right moment. With Samus, no model with that skeleton texture is displayed, but the model of an human female character with a blank texture is displayed instead. Does that mean that Samus was intended to be avaliable suitless ?--Alexfou4 05:03, 4 January 2013 (EST)
 * No, I'm pretty sure it's just meant to be a play on the normal skeleton thing. Samus's body is like the skeleton for her power suit. That's all. --Peardian 08:07, 4 January 2013 (EST)
 * It is not said in Samus's description that she is a girl and so it is wierd that it is only indicated by that in the game and not elsewhere... But, huh, you are probably right. Have a nice day ! :3--Alexfou4 08:30, 4 January 2013 (EST)

CPU debug?
If you use the code, you can enter a weird debug menu, much like you would any of the other debug menus. This one has the graphics a bit screwy, and if you press C-left, you can get a bar at the bottom that might be the CPU usage, and if you press buttons, some squares light up. I can only get this to work on Project64, and it makes it hog 50% of my computer's CPU usage. Someone should look into this more and get more info. {EspyoT} 14:48, 29 March 2013 (EDT)
 * Attempted to try as much as I could with the controls, but the only actual effect I found was that the L and R commands on Digital (using Project64) moved the large rectangular columns, you guessed it, left and right at a VERY slow pace. The up and down commands don't seem to work unusually, and if you hold down Digital Left, the columns endlessly loop, and if you hold down Digital Right, they go off screen and allow you to see the rest of the bugged text (in which only a green Pikachu font was decipherable). Pressing Z gave the purple line, with multiple button mappings being recognised through the yellow squares as you claimed. The D-Pad buttons are mapped as they are on the pad (ie up down left and right), which combined with the previously column shenanigans lead me to believe that it was a VERY early menu used to test button mapping and screen configuration (which I oddly don't remember being in the final product?), but in any case, I didn't notice it having any effect on the actual gameplay. --Crashandcortex 04:25, 28 May 2013 (EDT)

Silph Texture Change
In Saffron City, the Silph logo is spelled "Silf" in the Japanese version. Can be seen in this screenshot and this video. --GlitterBerri 05:39, 19 April 2013 (EDT)

Falls Menu
While messing around with code numbers on Project64, I found a provisionary menu that seems to be laid out in the same manner as the character Debug menu, presumably assigned to the results of a match. Using the code, you can access a small blue menu on a black background detailing "Finish" and "Dead". The listings of "Finish" immediately above the Deads represent a character, although whether by emulator fault or by unstable code, any characters past Luigi (the character layout is the same as the battle debug menu) cause a pop-up to appear which says "Failed to load word" and crashes the game. The Dead and other Finish commands presumably refer to KO's and SD's, and can be toggled from 0 all the way up to 65536. Exiting the menu with Start does nothing, but pressing A takes you straight to the character debug, where none of the changes on the fall menu appear to apply. --Crashandcortex 04:40, 28 May 2013 (EDT)
 * Nice! Now we need to document this menu and the CPU/Menu debug one. I'm looking forward to seeing this one in action! {EspyoT} 08:12, 28 May 2013 (EDT)

Hidden Message in "Unlock" Screen
In the Japanese version, I noticed that in the screen that appears after unlocking something, there is a hidden message (it is also in the main menu, but it is harder to see). I appreciate if someone can help me discover what this means: http://oi57.tinypic.com/3022ult.jpg

My try: NINTENDO ALL-STAR! SMASH BROTHERS PLAY UNTIL YOUR HAND HAVE BEEN A TOO MARSH ? AIN ALLSTARS SMASH BROTHERS TempleofDreams (talk) 13:58, 19 February 2014 (EST)
 * Are you able to dump the textures used in that screen? -Einstein95 (talk) 14:02, 19 February 2014 (EST)
 * Sorry, but I only got the exclamation point used in that screen with Rice video plugin. TempleofDreams (talk) 14:33, 19 February 2014 (EST)
 * I got two comparison images:

TempleofDreams (talk) 21:56, 20 February 2014 (EST)
 * JP: http://oi61.tinypic.com/dy9o4y.jpg
 * International: http://oi58.tinypic.com/34eau0p.jpg