Super Smash Bros. Melee
|Super Smash Bros. Melee|
Also known as: Dairantou Smash Brothers DX (JP)
This game has unused animations.
This game has a prerelease article
More early version stuff and unused content. Source:https://www.ssbwiki.com/Unused_content_(SSBM)
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.
- 1 Sub-Pages
- 2 Debug Sound Test Menu
- 3 Unused Stages
- 4 Unused Character Intros
- 5 Unused Pokémon
- 6 Unused Animations
- 7 Unused Graphics
- 8 Unused Special Messages
- 9 Unused Bonuses
- 10 Playable Giga Bowser
- 11 Boot-Up Message Log
- 12 Build Date
- 13 Boot.DOL Stuff
- 14 3D Mr. Game & Watch
| Master Debug Menu|
There's a lot here. A. Lot. You can even save all the changes you've made...or wipe out your Memory Card.
| Unused Audio|
Super Sound Bros.!
| Version Differences|
Lots of versions to cover.
Debug Sound Test Menu
If the "DBLEVEL" field in the Master Debug Menu is set to "DEVELOP," the game's title screen will display the build date for whichever version of the game is being played. Pressing X here will allow you to enter the Debug Sound Test Menu. This only works in the North American and Japanese versions. In the European version, this code must be used to access the menuː
041B08F8 38000004 041B08FC 900D9388
In the Sound Test, you can toggle between Mono and Stereo sound, change the sound effect and music volume (from 0 to 127), change the DSP level (0 to 127), and play the game's sounds and songs. You can also exit back to the title screen by picking the final option.
There are six "unused" entries in the Debug Menu's level select for Versus Mode, but only two work without external codes. Note that most, if not all the unused stages use the song currently playing instead of their own song(s), of course because there was no music for these stages yet.
Crashes the game, though there are codes that can force it to load. The stage is simply Icicle Mountain without music. This was likely an unfinished Ice Climbers-related stage from Adventure Mode, as 10-2 comes immediately after "10-1ICEMT", in which the player climbs Icicle Mountain and fights the Ice Climbers.
Crashes the game. The name suggests it was Fire Emblem-themed, as Akaneia is the name of a country in the series, and the internal name for the Fire Emblem song in Temple is also AKANEIA. Sakurai confirmed on the Melee website that Akaneia was a cut stage. Catapults would launch stones at the castle, and a dragon and a summoner would appear.
Crashes the game, though there are codes that can force it to load. The entire stage is pitch black, with a single invisible platform at the center of the stage. While there are blast lines, they are located extremely far, thus it's impossible to get KO'd here, since the game will crash due to players being too far away. The code for v1.2: Y07T-75KH-UX3X4 FKNZ-39HF-7XCTP
Crashes the game, though there are codes that can force it to load. It's exactly the same as 10-2, being Icicle Mountain without music. The name implies that it was going to be another Ice Climbers stage, possibly like the Summit stage in Brawl. Sakurai confirmed that there was another Ice Climber Stage planned on the Melee website. The code for v1.2: K22D-EC8A-YWETG N3E9-E0YT-ARXBP
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 borrowed from the Corneria stage. It also features a backdrop of a now-closed coffee shop in Palo Alto, California named Caffe Verona, now replaced with a Mexican restaurant named Reposada. Said backdrop is commonly used in 3D graphics, such as early editions of the OpenGL Programming Guide.
An untextured test stage for "Break the Targets". It was reserved for Sheik, who ended up sharing the level (and character) with Zelda. It's also possible that rather than a test stage, this was a template that served as a starting point for every Target Test stage.
Unused Character Intros
Also found within the Debug Menu are unused second-long intro sequences for all 25 characters, presumably intended for All-Star Mode. Go to MODE TEAM TEST > 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, as they're never fought in Classic Mode.
Using one of the Debug Menu's many tools, it's possible to choose which Pokémon will spawn from a Pokéball. One of these Pokémon is Ditto, listed under its Japanese name of Metamon. If a Pokéball containing Ditto is thrown, it will pop out, briefly shout its Japanese name, and vanish. Ditto was presumably removed late in development, as it is mentioned in the official Melee strategy guide. (A video of Ditto can be seen right here. According to TetraBitGaming, only one Ditto can be on the screen at a time.)
Ditto was later properly implemented in Super Smash Bros. Ultimate. When summoned, it transforms into the fighter that summoned it and fights alongside them. This was likely intended to be its effect here as well.
Rip GIF's of the animations if possible.
Selected & SelectedWait
Two unused animations exist for every playable character, titled "Selected" and "SelectedWait". Many of the "Selected" animations bear a close resemblence to victory poses used in-game, although the "SelectedWait" animations all appear to be totally unused.
The filenames appear to suggest that these animations were intended to play upon selecting a character, in a manner akin to the original Super Smash Bros.. As Melee utilizes splash art on the character select screen as opposed to the playable character models, there are no other situations these animations could appropriately be used in, ultimately rendering them unused.
The animations for various characters are noticeably unfinished - characters such as Marth & Young Link have their objects clip through their own models, while Ganondorf and Falco only have 1 static frame of animation.
Some of the "Selected" and "SelectedWait" animations were later reused in the sequel, Super Smash Bros. Brawl as idling victory poses and as taunts.
A unique animation which is included in every characters animation bank, despite not being used by any of them. The actions depicted pertain to being temporarily stunned and blinded by an unknown item, while reaching out as if to grab onto something.
As no item in-game "blinds" the player in such a manner, it likely corresponds to an item cut from the game.
A 2nd jab attack for Ganondorf, titled "Attack12", is present in Ganondorf's animation bank, although the animation is a duplicate of Captain Falcon's, almost certainly imported from Falcon's own archive.
The existence of this animation allows an unusual glitch to be performed in 1.0 releases of the game, where using a jab while under the effects of a Bunny Hood would trigger this otherwise unused animation, revealing that no hitboxes were coded in for the move.
While Peach has no unused animations of her own, the filenames for her special moves appear to suggest that the commands for Vegetable and Toad were swapped around in development - the animation for Peach unearthing a Turnip from the ground is titled "SpecialN" (universally used for neutral B special moves), whereas animations corresponding to Toad (including Kirby copying the move) include "SpecialLw" as part of their filenames. Intriguingly, because of this change, Toad is the only counter special move in the series to not be mapped to the down-B command, although it appears it was originally planned to be.
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.
The textures of the test stage "TEST", discussed above.
Removed Timed Mine Item
Found in MnExtAll.dat alongside the Item Switch menu textures is a texture for the Timed Mine from GoldenEye 007, an item which doesn't appear in the final game. The international versions, as detailed below, were able to use the Proximity Mine's design for the Motion Sensor Bomb item, so licensing issues are unlikely.
Audio leftovers also exist for this item, as the unused audio file titled "SFX_IT_CLOCKBOMB_COUNT" includes a ticking sound which continually loops.
There are Emblem graphics for a left hand and a right hand, found in IfAll.dat. They were likely intended to be unique emblem graphics for Master Hand (the right hand) and Crazy Hand (the left hand) respectably, but they share the generic Super Smash Bros. series logo with Giga Bowser and the Fighting Wire Frames in-game.
These graphics are conspicuously absent from any other archive which includes the rest of the game's series logos, including the results screen.
Leftovers from a demo version, found at IfComSn.dat.
Unused Event Match Character Tags
These textures (found in MnMaAll.dat) correspond to the character name tags used on the Event Match menu. However, since there are no Event Matches where you are forced to play as these 9 characters, they go unused.
Hidden Rice Ball
In Eagleland: Onett, inside the planter 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, but is absent from Super Smash Bros. for Wii U.
Among Plum's trophy's textures is a picture of a gun.
Among the textures of the Mushroom Kingdom stage is a sushi board.
Pokémon Stadium 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.
Also included in Pokémon Stadium's textures is the background seen on the How to Play video included on the disc. While it can be seen in the How to Play Video, there is no known way to see this appear on the stage during actual game play. This texture and the "test" screen texture are both the same size as the textures used for Pokémon Stadium's various element graphics that indicate stage transformations, but in the How to Play video, this texture is shown to stretch across the screen rather than maintaining the texture's original aspect ratio.
A couple of Roy's textures that pertain to his accessories has some hidden text that reads ©HAL LABRATORY.INC. Once again, HAL demonstrates that they're not very good at spelling their own name.
No other character has this unique "signature" in their textures, which probably suggests that these were done late in development.
While not actually unused, several trophies have interesting reflections that are barely noticeable in-game.
The Ayumi Tachibana trophy has a heavily embossed cat's face.
The Fire Kirby trophy has a baby's face.
The Metroid trophy has the Super Metroid title screen!
The Metal Mario trophy has a grayscale reflection of Yoshi's Island.
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
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 European version, none of these can be accessed with the exception of Trophy IDs 292 to 299 (which is exclusive to it). There are a few messages that are left unused:
|You got the 〇〇〇 Trophy!||299||〇 is commonly used as placeholder in Japanese.|
|You got the 000 Trophy!||292 to 299||It's exclusive to the European version, therefore the Trophy ID 299 isn't in this version's files.|
|You got the Proximity Mine Trophy!||295|
|You got the Dummy Trophy!||293|
|You beat All-Star Mode on Very Hard with a stock of one!||46||Most likely unused because it's not possible to set stock in All-Star Mode.|
|You got a rare trophy,||Unknown||The game makes no distinction between regular and rare trophies, rendering this message unused. The punctuation is incorrect, finishing with a comma rather than a period or exclamation point.|
|You have all trophies, including gift trophies!||61|
|You got the Mario & Yoshi trophy!||201|
|You got the Samus Unmasked trophy!||230|
|You got the Mario and Yoshi trophy! They're pals again!||Can't be accessed via debug menu. This message only appears when the trophy is unlocked through a Japan-only event.|
|You got the Samus Unmasked trophy! Lucky you!||Can't be accessed via debug menu. This message only appears when the trophy is unlocked through a Japan-only event.|
|The class of trophies you can collect has increased.||Unknown||While completing certain tasks does allow new trophies to become accessible, this corresponding message is never used to indicate this to the player.|
Get the Action Replay code.
Some Special Bonuses were left out of the game, though you can get these with an Action Replay.
|Barrel Blast KO||x300||Used a Barrel to KO someone.|
|Crash & Burn||-500||All Meteor Attacks missed.|
|Deflector||1000||Unknown (presumed to be something to do with reflecting attacks)|
|Green Shell Shooter||x800||Caused damage twice or more with a Green Shell.|
|Poolshark||x300||Threw one enemy into another.|
|Red Shell Shooter||x400||Caused damage 3 or more times with a Red Shell.|
|Ricochet Rifler||x800||Deflected shot hit an enemy.|
Playable Giga Bowser
If they can be found, add codes for the Japanese and European versions.
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 former is probably more accurate, as all boss characters are playable in some form using the debug mode. See the Notes page for the codes.
If Dolphin's Panic Handlers get turned off, all the special characters win screens can be viewed in the Results Test! Note how Giga Bowser and Sandbag(?!) have Sheik's name in red, which is quite fitting...
Boot-Up Message Log
The game sends a few debug logs to GameCube's hardware during the startup process, but this is never seen by a player using a retail GameCube. It's possible to view these messages in Dolphin 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:
# --------------------------------------------- # Super Smash Bros. Melee # # Distribution 1 # Language 1 # DbLevel 0 # Arena Size 19 MB # ARAM Free Size 9 MB # DATE Nov 22 2001 TIME 13:22:57 # GC Calendar Year 2013 Month 10 Day 1 # Hour 0 Min 0 Sec 29 #
The build date is displayed in the boot-up log message and the debug menu.
|JP/US 1.00||JP Demo||JP/US 1.01||US Demo|
DATE Oct 31 2001 TIME 04:35:57
DATE Nov 3 2001 TIME 16:12:47
DATE Nov 22 2001 TIME 13:22:57
DATE Dec 3 2001 TIME 19:49:57
|US/JP 1.02||EU||EU Demo|
DATE Feb 13 2002 TIME 22:06:27
DATE Mar 13 2002 TIME 00:54:01
DATE Mar 25 2002 TIME 19:26:42
In boot.dol, the game's executable, there are a few interesting little strings.
|by sugano & yoshiki.||A little message from Takayuki Sugano and Yoshiki Suzuki, two of the game's developers.|
|testnz.hps||A removed music track.|
|please setup server for USB||Some sort of USB feature.|
3D Mr. Game & Watch
Mr. Game & Watch is a full-3D model like all the other characters. He's only flat because the game runs the flattening code on him at all times, like how everyone else is flattened on the Flat Zone stage. The grey outline is done by having a larger "shell" model with its normals pointed inwards so the inside is seen instead of the outside.
|The Super Smash Bros. series|
|Nintendo 64||Super Smash Bros.|
|GameCube||Super Smash Bros. Melee|
|Wii||Super Smash Bros. Brawl|
|Nintendo 3DS||Super Smash Bros. for Nintendo 3DS|
|Wii U||Super Smash Bros. for Wii U|