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Talk:Super Smash Bros. Melee

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Proximity Mine and Topi

I'm really looking for a Japanese Rom (sorry, but how else am I going to do it) so I can get some good info on not only the Debug Menu, but also the Proximity Mine's original trophy as well as the Topi Seal. Can anyone help me search?

Sorry, we can't help you find game images here. --BMF54123 22:01, 8 July 2012 (EDT)

Is it this picture of Proximity Mine in Japan Version that you want? [1] --Jimmy130 16:24, 9 July 2012 (EDT)

That exactly. --Dr.MarioX 19:22, 9 July 2012 (EDT)

Uh, wait. The page says that in Japan, the Motion Sensor Bomb is called the Proximity Mine, but the name in the screencap starts with "Sensor" (and then two big, scary kanji). Is... that actually correct? Zettabyte 21:53, 9 July 2012 (EDT)

The Japanese name is センサー爆弾. (source) Miles of SmashWiki 22:01, 9 July 2012 (EDT)
If you put Smash Bros JPN in english, Perfect Dark is written. picture --Jimmy130 15:33, 11 July 2012 (EDT)

In the North American and Europe versions, the design is based off the mine from Goldeneye. If someone could get a picture of the trophy, that would be great.[2]--Joe411 13:11, 13 June 2013 (EDT)

Here the picture of Goldeneye proximity mine in SSBM. picture --Jimmy130 08:34, 15 June 2013 (EDT)
Thanks. You can see in the melee one, it has glowing green lights. I also think it would be better if we found the english version, but I'll use this one as sort of a placeholder.
Oh... I should probably have payed attention to the actual discussion before. Never realized all we needed was the PAL/US image, because if I did, I'd have gotten it ages ago. Well, it's done now; better late than never. {EspyoT} 20:21, 18 June 2013 (EDT)
Thanks for adding it in for me.--Joe411 11:48, 6 July 2013 (EDT)
While I don't think there's really enough evidence to mention it in the article, the Perfect Dark mine might be used in the Japanese version because Nintendo published the game there themselves. They published GoldenEye in all regions. --Dragonsbrethren 23:34, 18 June 2013 (EDT)

I should point out that the European Version references Perfect Dark in the English item description, while the US version doesn't. "Carrington Institute" was the place you worked for in the game. Maybe that should be pointed out in the article?--Tuskin38 (talk) 00:24, 6 January 2014 (EST)

Wait, who removed the US image?--Joe411 (talk) 11:45, 6 February 2014 (EST)

Nevermind, I fixed it. It wasn't showing because "SSBM" wasn't capitalized in the code that was supposed to point to the file, while in the file name is was.--Joe411 (talk) 16:52, 8 March 2014 (EST)

Unused Break The Targets Stage

IIRC, you there's an unused Break the Targets stage (I think it's for Sheik) that you can access via debug menu. Also, I remember people saying that the fire emblem level might have meshes or whatever. Oaa

Test Stage Texture

Can someone rip the texture to that test stage? I want to see that picture in a normal resolution... Sonicandtails

From Smash Bros Wiki: "The background image is actually a common test image used in 3D graphics. It can be seen in, for example, early editions of the OpenGL Programming Guide." TheKins

Do We Have Permission?

Looking over the debug guide on GameFAQs, the author explicitly says that if somebody wants to use it on their site to email him for permission. I was about 1/3 of the way through making a subpage before I noticed this, and since I wasn't sure I immediately copied what I had done to a text file and canceled. I'd prefer to get confirmation one way or the other before I jump back into working on it. --WarioBarker 10:04, 25 April 2011 (EDT)

Well, I'm not entirely sure of what the author's content is, but I'm pretty sure it's a walkthrough. He means only certain sites have the permission to host the walkthrough. Obtaining some information from there, specially if not directly quoted is alright. After all, he didn't invent the Debug screen. {EspyoT} 10:34, 25 April 2011 (EDT)
First, here's his document. The problem is that the descriptions are typically so brief that I can barely do much more than very slightly reword. --WarioBarker 10:47, 25 April 2011 (EDT) [EDIT, 12:12 – I've finished the article and have posted it.]
The obvious solution, then, is to go into more depth than the "walkthrough" of the debug menu. Use his as a guide to figure out what stuff does, then document it in detail. --Xk-sig.png Xkeeper (talk) 12:39, 25 April 2011 (EDT)
Just added a couple of to-do bars to the page saying just that. Obviously, this isn't something I'm going to be able to tackle by myself...mainly because I don't happen to have a spare memory card and I'm not going to risk the three fully-packed ones I have (same goes for anybody else with hard-work save data, especially considering the YOSHIKI submenu). --WarioBarker 13:11, 25 April 2011 (EDT)

Akaneia Stage

If I recall correctly, I saw a video on Youtube a long time ago showing all of the debug stages that crash, played. While most of the stages on here have descriptions of their true attributes, Akaneia doesn't, but I've seen it played. It wasn't anything exciting, basically a stage-less black void in which the players just kept falling and falling, and not dying. But I can't find the video!--Spiritix 04:03, 10 July 2012 (EDT)

Adding to that, I'd like to point out IceTop is the Ice Climber's stage with no music. [3] {EspyoT} 06:52, 10 July 2012 (EDT)

The Samus Unmasked and Mario & Yoshi trophies

It has come to my attention that people, for some reason, seem to believe that these two trophies, the Samus Unmasked and Mario & Yoshi trophies, have been completely removed from the PAL versions. I would like to set this straight, as these two most certainly DO exist in the PAL versions. I don't know if it's just the UK versions, or whichever versions, which have been checked, but I have a Dutch copy of the game (which is the one most PAL countries likely have anyway). I have Action Replay, and I used it to hack these two trophies into my collection. I'm not sure about the Tamagon trophy though, but I could probably find out about that too.

Thanks for the info. I've removed said information from the article. Would you mind checking on Tamagon for us? --Peardian 20:10, 27 August 2012 (EDT)
Sure, I'll check it out soon. I hope I have the right codes for it, but if not I should be able to find it.

Samus Unmasked and Mario & Yoshi trophies are in PAL version, descriptions are also translated in french an others languages. [4] --Jimmy130 20:54, 27 August 2012 (EDT)

Here is the Ar code for all 292 Trophies in the PAL version: CV70-59MB-AHFMF 6FBK-7J22-TK9CZ H6NE-VP8X-MHW20 this includes Samus Unmasked and Mario & Yoshi Trophies Blob55 (talk) 18:29, 22 March 2017 (EDT)

Rice Ball and Gun

hmm... i feel that the rice ball was a early food, and the gun was a early item Jowee the Raposa 00:04, 10 December 2012 (EST)

Unused Sound Files

  • SFX_CS_HR_ZANNEN - An odd sound that doesn't really fit anywhere.

"Zannen" means "too bad", so it seems like this would play when something bad happened, like if you failed a battle or lost a minigame or missed an attack... whatever seems appropriate.

  • SFXV_MARIO_KIRIFUDA - Mario's other recording of "Let's-a-go" (when you load a file in Super Mario 64) which was pitched up for Luigi in this game.

"Kirifuda" means "trump card". If someone could find me these three recordings, I'd be curious to know what they said/translate them:

  • SFXV_MEWTWO_OROKANA - Mewtwo talking in Japanese. This is exclusive to the Japanese version of the game.
  • SFXV_MEWTWO_WATASIWA - More Japanese Mewtwo chanting. Also exclusive to the Japanese version.
  • SFXV_ZS_SEAK_MORATTA - Sheik saying something awesome in Japanese. Again, Japanese exclusive.

--GlitterBerri 03:46, 18 January 2013 (EST)


Great Bay Sea

Are the rocks and debris under the ocean viewable during normal gameplay? I haven't played this game in quite a while, and the ocean seems to block the view of the debris. SSBMelee-Greatbayunderocean.png

Anyone know?Robotortoise 20:43, 16 April 2013 (EDT)

IIRC yes they are visible normally.~~ WLSI cactus 01.gifAK47Productions

Alrighty. :) Thanks. Robotortoise 01:31, 17 April 2013 (EDT)

Mario's Japanese Trophy Image

I found a image of Mario's Japanese trophy....... but it's a JPEG. I tried looking for another one, but that was the only one on Google Images. Can anyone find one in high quality? Mario Weaboo 19:47, 26 May 2013 (EDT)

Test Stage platforms can be controlled by Player 2 and Player 3's controllers

It seems the two platforms near the player's spawn point in Test Stage can be controlled by Player 2's controller.

  • Button A: Make the gray platform (next to the brown one) disappear. Can be brought back by pressing the same button again. It also resets the rotation of another gray platform.
  • Button X/Y: Rotate another gray platform near the player's spawn point. This platform's rotation can be reset by pushing button A.

Do you know any other button combinations that affect platforms? Purplebridge001 23:27, 10 July 2013 (EDT)

Button A on controller 3 makes the brown platform appear/disappear. Controller 4 doesn't seem to affect anything on this stage. --Shaunathan (talk) 19:57, 10 February 2017 (EST)

SFXV_ZS_SEAK_MORATTA

Hey, I'm just wondering; is SFXV_ZS_SEAK_MORATTA empty or does it actually have something? When I used the debug sound test (in Melee version 1.2, if it'll help) and tried to play the file, it didn't play anything. Is this an internal version difference or is it a problem with Dolphin (though I'm using official LLE for audio)? Apple 21:04, 6 December 2013 (EST)

Giga Bowser

I don't think they would bother making audio files and text relating to Giga Bowser on the select screen if he was only for testing. Perhaps he was playable? Someone should look into this. Zsdrfty (talk) 23:17, 13 February 2014 (EST)

True, they wouldn't bother solely for testing, but it doesn't necessarily mean he was playable. Internally, he's a normal character, but he has no character selection icon and the like. The fact that the audio clip for his name exists could mean that at one point, his name would be mentioned on the VS screen prior to the battle in Adventure mode. Also, it's not really a thing to "look into" whether a character was once playable or not. Unless there's a list of playable characters and Giga Bowser is actively programmed to be skipped, or something of the sort, people can only infer whether he was playable or not using hints like this audio file. Plus I think fans already searched the list of characters and the like. {EspyoT} 07:51, 14 February 2014 (EST)

Clarification needed for "SFX_CS_HR_ZANNEN"

This particular sound has been bothering me for quite a while, since while it's documented on the page, a near identical (pitched down) variant of it is clearly used when you obtain a "No Distance", leaving me conflicted as to whether it should even be on the page. Since I unfortunately lack access to the Debug Menu, all I can do is ask this and hope somebody who does can answer me: Is there a separate entry for the lower pitched version on the Audio Debug section, or is this the only corresponding sound? I'm assuming the former, given its presence on the page at all, but citation would help us know for real. Crashandcortex (talk) 10:05, 19 August 2014 (EDT)

Mr. Game and Watch

Okay, so I think I need a few things clarified, please. 1. Does someone have a gameshark code to unflatten him in-game? 2. Are his other "flat" models, like his signboard, 3D models as well? If so, they should be added. 3. Is he flat in Brawl as well, or just a 3D model with a code applied to him? If he is, his Final Smash should be looked at as well. 4. Are there any oddities within his animations that should be posted as GIFs? Heck, should ALL his 3D animations be posted as GIFs on a sub-page? 5. And finally...is he flat in SSB 3DS? That question probably won't be answered until people can view models from the game, but.... Robotortoise (talk) 02:07, 25 September 2014 (EDT)

1.There is a code to unflatten him but it is very glitchy. 2. I believe those are just flat objects. 3. He is also a flattened 3d model in Brawl. I am not sure about his FS. 4. When GandW is grabbed by a player, his animations become un-choppy. 5. Yes, I believe he is still a flattened 3d model in Smash 3D. Devann (talk) 03:07, 25 September 2014 (EDT)

Okay, so I guess his model in Brawl should be put up on the Brawl article. Robotortoise (talk) 05:06, 25 September 2014 (EDT)
Yes, Mr. Game & Watch (and his hammer) are definitely fully 3D in Brawl, too. It's pretty obvious when he grabs a Metal Box, since the reflections reveal the curvature of the model. I'm not entirely sure why this is even in the article, though. It's a neat tidbit, but not something you couldn't figure out just by paying attention to the way he moves in the game. --Peardian (talk) 22:09, 25 September 2014 (EDT)
It's in the article because like 75% of his character model is unused. :/ Robotortoise (talk) 22:19, 25 September 2014 (EDT)
What is the code for version 1.2 to make him 3D? I couldn't find any codes for it. (--Sweveryday (talk) 23:25, 29 August 2015 (EDT))

Trophy Gallery Room Unused Bits

Is there anything out of normal view in the Trophy Gallery? I'm thinking of the left and right walls and the wall behind where the camera is facing. --Kimimaru (talk) 23:04, 14 November 2014 (EST)

Nope, nothing. The back wall isn't even modeled. I also tried checking everything through all angles, there is absolutely nothing drawn that can't be seen under normal circumstances. {EspyoT} 08:28, 15 November 2014 (EST)

All Star Rest Area

Is there anything in the All Star Rest Area outside of normal view? I've always wondered what the fountain and that light looked like up close since they are normally too far to see in great detail.

Add more English and Japanese differences

I noticed that the version differences section is a bit bare and needs come expansion. Here is a list of things to add:

• expand character name changes (e.g. Bowser to Koopa and Purin to Jigglypuff)

• expand announcer changes (e.g. "Game!" to "Game Set" and "Time!" to "Time Up", also mention how in the sound test "Giga Bowser" and "Giga Koopa" are set to the wrong languages.)

• any differences between the Japanese version of the game vs. the North American game set to Japanese

• can the Japanese game be set to English? If so, list and differences between that vs. the North American version

• the different titles and title screens

• meters and yards changing in the home run contest

• any other minor differences (e.g. I noticed that if you set the game to Japanese and go to the stage select screen, the stage's English name pops out pointing to the 3D model of the stage. Does this happen in the Japanese version?)

If you have any more bullet points, feel free to add them. --Joe411 (talk) 18:26, 21 March 2015 (EDT)


any differences between the Japanese version of the game vs. the North American game set to Japanese

Yes. Namely in the Proximity Mine trophy, though I can't specify what.

can the Japanese game be set to English? If so, list and differences between that vs. the North American version

Yes, but sadly, I don't know any differences.
--Petraplexity (talk) 22:35, 29 March 2015 (EDT)
I know there are more differences than just the proximity mine. I'm talking not only that but also text changes, along with the other changes I have listed. If we can get a Japanese version of the game, and a translator, we might be able to find enough differences to create a new page. --Joe411 (talk) 10:46, 3 April 2015 (EDT)
To answer a few questions - the Japanese version can be set to English, as you can see in some trophy screenshots. In fact, I believe there are also three revisions of the Japanese version as direct counterparts of North American copies (or, if not, there are at least two revisions, as I have a 1.1 disc). There really doesn't seem to be a whole lot of visible differences between any NTSC version set to Japanese besides the three known trophy differences (Proximity Mine, Topi & Tamagon). The only other thing is that I'm pretty sure the title screen is always "Super Smash Bros. Melee" in the NA version and "Dairantou Smash Brothers DX" in JPN, with the narration and intro sequence text similarly adjusted, as switching languages never changes this (IIRC), and I think certain warnings like memory card issues are the default language. LinkTheLefty (talk) 11:06, 3 April 2015 (EDT)
Ok, maybe we should add some of this to the article.--Joe411 (talk) 14:33, 3 April 2015 (EDT)
Wouldn't name changes & the yards to meters change just fall under localization rather than actual differences (the PAL balancing changes, everything else you mentioned which is valid)?
I noticed edits like this with the other Smash games too and neglected to comment on it until now, but are simple name alterations really necessary, and if so, was this a change recommended by moderators? By that logic, every Mega Man game documented would have to be edited to mention how the games are named RockMan in Japan, and honestly I feel changes like that are universal, practically a given, and don't really require documentation on the wiki. Everything else Petraplexity mentioned is definitely valid though. Crashandcortex (talk) 14:51, 3 April 2015 (EDT)
They're still changes, would it hurt to mention them? --Joe411 (talk) 21:19, 4 April 2015 (EDT)


Unused Victory Quotes

Fox and Falco actually have unused victory quotes for each other. They are under Unused Audio, as quotes that never made it to the Western release. However, they aren't actually accessible through the normal victory screen. They ARE accessible through sound test. Should the information be moved to the main page, or does that not qualify as cut content? I posted about it on my personal blog, so the information can be verified/source. The files are:

(SFXV_FOX_KINISURU) (“Don’t worry about it, Falco.”)

and

(SFXV_FALCO_OMAENO) (“Is that all you’ve got?“)

According to Sakurai these were cut extremely late into development. --PushDustIn (talk) 07:56, 8 June 2015 (EDT)


Unused fish in Jungle Japes?

I found some random fish way below the stage in Jungle Japes. Is this fish and its textures unused?

Ssbm jungle japes fish.PNG

--Balloon1009 (talk) 00:41, 5 June 2016 (EDT)

That seems to be where the game keeps the Klaptrap until it's needed. It's not unused. N. Onymous (talk) 01:03, 6 June 2016 (EDT)

Interactive Multi Game Demo Extracted

Out of curiosity, I extracted the demo of Super Smash Bros. Melee from the Janurary 2002 Multi Game Demo Disc. I converted it with TGCtoGCM. Using save states, I can force the demo to load the main menu, character select screen and stage select screens with everything unlocked, a versus mode battle with characters and stages not available in the demo, and even the debug menu. Unfortunately, Dolphin constantly throws error messages at me during gameplay (from what I assume is the panic handler) saying that "The disc could not be read (at ...)" which made me think that there were missing files. When comparing the filesystem to the retail 1.0 ISO in Dolphin's filesystem explorer, many files are missing, including some related to Adventure Mode endings and some "ViXXXX" files, but all of the trophies are present! Does anyone else think there may be some interesting artifacts or data left in this demo? Can anyone else explore the demo, too? --ConnorRentz (talk) 17:22, 28 July 2016 (EDT)

I've had a brief sift around this build with DAT Texture Wizard and cross-sectioned it with my PAL version of the game. There really aren't many differences between either build of the game at all - characters, textures, trophies, stages and other features are all present and accounted for with no known differences to the final version. I wouldn't expect many either, given that the demo disc in question was released after Melee came out. I honestly don't feel there'll be much point sifting through it at all honestly since it just appears to be the final game with a few features removed.
There are a few missing music files, which include ending.hps/ssm (Clear Movie), howto.hps (How To Play Movie), howto_s.hps (The How To Play Movie with sounds), hyaku.hps (Multi Man Melee Theme #1), hyaku2.hps (Multi Man Melee Theme #2), opening.hps (Opening Movie) and swm_15min.hps (Special Movie Audio... which is strangely retained in PAL releases despite the Special Movie being removed).
Basically all related to unnecessary movies which take up space in the files. Any audio used only in Classic or Adventure, as well as for other inaccessible modes like Break the Targets, are still present. I don't think there'll be much else, if anything worthy of note in that build, but feel free to dig deeper if you so wish. Crashandcortex (talk) 07:26, 30 July 2016 (EDT)
It seems to include most of the game. Using save states, I can force it to load any trophy, Adventure mode levels, and even the test level and Giga Bowser. It has problems loading the data itself (i.e. the game crashes when trying to load a trophy by selecting it in the Gallery). Another interesting note: I made a save state of the demo's character select screen and loaded that in the final retail version. It loaded that CSS but crashed seconds into it. Not sure if there is incomplete demo data in Melee or not. I doubt there is much else to see. --ConnorRentz (talk) 11:06, 30 July 2016 (EDT)

Does anyone have the Japanese melee event disc?

I've noticed in source gaming website there is a post about melee merchandise and it said that there exists a japan only event disc that was given to the stores so they can be used for competition, it was said that the game limits to only 2, 3, or 5 minute vs. matches and it might require 4 players to play the game, in the original source link of the event disc, a game screenshot shows the entire roster but roy, mr game and watch, mewtwo, and young link are missing. If someone has a japan only melee event disc, then he/she has to rip the disc to the computer and dig into the files to check the differences to the original Japanese melee disc. Here is the info I got it from.

--Andreepika11233 (talk) 14:16, 16 October 2016 (EDT)

I saw this video of the "Movie Disc", which is mentioned on the site you linked. I was curious because the youtube video description said, the gameplay is by the devs, but it's not confirmed after all...

--Mugg1991 (talk) 03:40, 28 October 2017 (EDT)

Unused animation: "Selected"

There is GmRstM**.dat in melee iso file. This is a mass of animation files. This file contains Win1, Win2, Win3, Win1Wait, Win2Wait, Win3Wait, Lose, Selected, SelectedWait. Win1-Lose is Victory screen animation but, "Selected" isn't used anywhere. Watch this: https://youtu.be/700FWsd22Yo

Regional Differences with Trophies + Proximity Mine in NTSC

I wrote a journal on some searching I did in Melee's files and Debug Menu. And I found that the Proximity Mine trophy's data still exists in the North American data as TyMBombJ.dat and the Motion-Sensor Bomb trophy data is in the Japanese data as TyMBombU.dat. There are a few other things in here, too. Also, Captain Falcon's Blood Hawk/Hell Hawk change is not documented here. --ConnorRentz (talk) 02:27, 23 December 2016 (EST)

"Blind" Animation

Looking through character animation archives using a program called "SmashForge" ( usage : open a PLxxNR.dat, then import "AJ" animation ) it's possible to find a unused animation called "ItemBlind" where the character is... blind, and attempts to find something to touch. While getting blind is possible in the game, these animations aren't seen or used. Thought i'd leave it here because frankly, i don't know how to make GIFs. Also, character models need to have some meshes disabled for visibility. --Trouble (talk) 19:24, 19 July 2017 (EDT)

DUMMY AR code not working

The AR code that is listed in the article which is supposed to make DUMMY playable under v1.2 ( Y07T-75KH-UX3X4 FKNZ-39HF-7XCTP ) does not work for me. I'm playing on Dolphin with SSBM NTSC v1.2. --Mugg1991 (talk) 11:33, 5 August 2018 (EDT)

You could have the wrong version. Alternatively, I don't think Dolphin requires the Must Be On codes. Devann (talk) 18:24, 5 August 2018 (EDT)

Character Sound when selecting a Character

Apparently C.Falcon makes a faint grunting sound when selected. Other characters apparently have sounds too, but they are disabled. https://twitter.com/UnclePunch_/status/1149023046373654532 --Mugg1991 (talk) 18:42, 10 July 2019 (EDT)

Unused Menu Headers?

Gcn-ssbm-menuheaders.png

I found these textures in MnMaAll.usd. They are the same type of texture used for the headers at the top of the menu and are each say the followingː

  • Settei (I believe this roughly translates to Settings)
  • Kikakusyo (I believe this roughly translates to Proposal)
  • End Pictures
  • NINTENDO Title

I can't find these in-game in either the American or Japanese versions. While the first two textures are Japanese words, all other Japanese menu headers use Japanese characters. The offsets are also provided in the image (a screenshot from DAT Texture Wizard).

Weird Icicle Mountain Stage Image Oddity

For some reason when the topis where removed it must be from an earlier time since in the stage's renderer you can see Japanese seals in all versions while in-match they're not there.

Hello, disembodied text. The Topi enemies seen in Icicle Mountain's stage select icon are the seals that appear in the "Japanese" version of the game (or if you were to remove usa.ini from the North American version of the game). The icon does not depict the stage from an earlier point in development. It just has a version of the Topi enemy usually not seen in the North American version of the game. --ConnorRentz (talk) 23:10, 5 April 2020 (UTC)

Fox Quote

Fox's "Kakatte koi!" message is actually used in the North American version, but the language must be set to Japanese, so this sound isn't actually unused. --Doommaster1994 (talk) 16:08, 2 May 2020 (UTC)


Undocumented Unused Stage Gimicks/Animations

A few months back I was poking around on Noclip.website when I stumbled acrossed a bunch of, seemingly unused, stage animations I've never seen documented anywhere before. These animations Include:

Stage Animation Desciption
Peach's Castle Potential additional Banzai Bill spawn locations.
Corneria Collapsing Buildings.
Mute City Glowing Ring Around Blue Falcon, Reminiscent of a Pit Zone.
Flat Zone Helicopter from "Parachute",

Firemen with Trampoline and Falling Mr. Game & Watch from "Fire".

SSBM Noclipwebsite screenshot Peach's Castle.png
SSBM Noclipwebsite screenshot Corneria 1.png SSBM Noclipwebsite screenshot Corneria 2.png
The first image of Corneria is from the beginning of the animation, the second is from the end. (Ignore the Great Fox being lodged in the side of a mountain, I believe it's just loaded in at the map's origin point.) SSBM Noclipwebsite screenshot Mute City.png SSBM Noclipwebsite screenshot Flatzone.png

While some of these animations might be used and I just never noticed them (Such as the Banzai Bill Spawn Locations, or the glowing ring around the Blue Falcon) I know for a fact that I've never seen the buildings in Corneria Collapse, or the Helicopter from "Parachute" show up on Flat Zone.

Corneria's Buildings particularly caught my attention due to Melee's initial North American release date of December 3rd 2001, thinking the animation may have potentially been cut to avoid a controversy over similarities to 9/11. (As was very common for media at the time.) But after combing through old trailers & demo videos I haven't been able to find any footage of this animation from builds of the game prior to September 11th 2001, so it's possible this idea was scrapped even earlier in the game's development.

Additionally the falling Mr. Game & Watch's on Flatzone are all loaded together in a cluster at the center of the stage.

It's worth noting that Melee is categorized on Noclip.website in the "Experimental" section, meaning they're still working out the bugs on "emulating" the game's animations correctly, so there could be more of these that I wasn't able to make out due to certain stages like Icicle Mountain & Big Blue loading all of their chunks in over the top of each other. (It's seems that objects initially spawning at a map's origin point is a common trend for Melee.) I think that it's due to the experimental nature of this game's map archival/animation emulation that's brought these animations to light.

Unfortunately I have no way of accessing these animation files directly from the .ISO and verifying for myself that they're actually on the game's disc, but since I've known about this for a few months now and haven't seen ANYONE talk about it I thought I'd share it with you folks in hopes that maybe I could spark some curiosity in someone who might have the know-how to look into it further.

Thanks for reading. :) NintenMessenger (talk) 04:08, 17 January 2022 (UTC)

"New class of trophies" string is actually used in game

The wiki says that the "The class of trophies you can collect has increased." string is unused, but it is actually seen in game if you obtain your 250th trophy from the Lottery. I have a YouTube video of it happening here. --RetroJam (talk) 23:51, 25 August 2023 (UTC)