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Super Smash Bros.
| Super Smash Bros. |
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Also known as: Nintendo All-Star! Dairantou Smash Brothers (JP)
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| This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Super Smash Bros. is a crossover fighting game combining characters from ten Nintendo franchises into a smash party filled with Hammers, tornadoes, explosions, Pokémon, Home-Run Bats, and an announcer. The results were...well, the creativity and fun should speak for themselves.
| To do: 801314B7 0004, 801314B7 0005 and 801314B7 0006 are unused camera positions. |
Contents
Sub-Pages
| Debug Menus There's some very interesting things here, but not as many as Super Smash Bros. Melee's Master Debug Menu. |
| Regional Differences Looks like Nintendo of America hates Star Wars. |
Unused Stages
Two unused stages which are strikingly similar to Dream Land, using its music and background, that were likely used for testing.
Test Stage 1
800A4D09 0009
Contains three platforms whose ledges can be grabbed that float in a pyramid pattern above the main platform, that is not solid when interacted with from below. In the background stands a tree, two yellow cylindrical structures from the Kirby series, and patches of flowers; all three of these objects are otherwise unused. All textures except the upper, left and right parts of the floating wooden platforms and background are different than those used in Dream Land, and are also otherwise unused. Player 3 and 2 spawns in the left and right platform respectively and Player 4 and 1 spawns in the ground, below them respectively. The floating platform that appears after a KO may spawn at the ground, in the middle of the main platform, or below the left platform, a little above the ground.
Test Stage 2
800A4D09 000A
Features five wooden platforms, the smallest of which moves diagonally downward-left and upward-right, and two which move to the left and right above another platform; a textureless, irregularly-shaped platform; and an invisible platform above the stage. Only the main platform and the one above the middle of the stage are not solid when interacted with from below. It contains the same unused objects and textures as the stage above, and one of the patches of flowers moves to the left and right. Player 3 spawns in the floating platform in front of the tree, Player 1 spawns below it, Player 2 spawns at the right of Player 1, and Player 4 spawns between the moving wooden platforms. Like Test Stage 1, the floating platform that appears after a KO spawns at the ground, in the middle of the main platform.
Hitbox Display
| Without hitboxes | With hitboxes |
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GameShark code 810F2C04 2400 will display physical hitboxes: the characters become yellow cubes, showing the areas they can be hit by attacks, and when attacks are used, red and white cubes appears showing the area they hit if in contact with someone's hitbox. Sprites such as shields and Ness' PSI Magnet will still appear.
It was probably used extensively during testing to determine ideal attack properties and ranges, and is even shown in the Japanese Super Smash Bros. site. Hitboxes are not only shown during a match, but are also shown in the intro, character's biographies in the Characters option in the Data menu, battle debug menu, "How to Play" video, and in the character selection screen; this will cause it to be glitched however, as the characters appear in the centre of the screen, and selecting more than one character will cause them to overlap each other. Projectiles' hitboxes will be absent, though using the code 81167578 2400 causes them to appear. Some actions cause different hitbox colors to appear:
| Color | Function |
|---|---|
| Yellow | Normal. |
| Green | Doesn't receive any damage or knockback when attacked. |
| Blue | Same as above. |
Hitboxes for items can't be shown (including Link's Bomb) though projectiles used by Pokémon that emerge from the Poké Ball (including Beedril), and those that emerge from the door in the Silph Co. building in Saffron City can. Pokémon even those that emerge from the door in the Silph Co. building in Saffron City, but projectiles are. As for stage hazards, only the lasers from the Arwings in Sector Z display their hitboxes.
Development Text
A huge amount of error strings and technical terms relating to the game's development exist in the data. Some of these can be seen below.
thread stack overflow id = % drdp_output_buff over !! size = %d byte gtl : DLBuffer over flow ! kind = % vol = %d byte ml : alloc overflow #%d om : Illegal GObjThreadStack Link om : GObjProcess's priority is bad value om : couldn't add OMMtx for Camera Address error on load Address error on store Bus error on inst. Reserved instruction Coprocessor unusable Arithmetic overflow Trap exception Virtual coherency on inst. mpGetUUCommon() no collsion not found cll data! mpGetCllFloatId() mpGetEdgeUnderRId() PowerBlock positions are error! Twister positions are error! Too many barrels! Player Num is Over for Camera! gcFighterSpecialHiEffectKirby : Error Unknown value %d tem positions are over %d! getMapObjPos:mpGetMapObjNumId(%d) = %d Error : not %d targets!
Build Date
The following string can be found relatively early on in the game's coding, suggesting a build date that was compiled a mere month before the game's release in the US:
Mar 16 1999 18:26:57
Unused Player Spawn Locations
Spawning locations for stages that are only accessible in 1P Game. These spawning locations can only be accessed though the battle debug menu.
Metal Mario's Stage
The stage where Metal Mario is fought contains unused spawn locations for Player 1, Player 2, Player 3, and Player 4, suggesting that it may have originally been playable in VS Mode. In 1P Game, Metal Mario spawns in the middle of the upper platform, and the player spawns in the ground, below him.
"Race to the Finish" Stage
The stage used in the Race to the Finish bonus contains unused spawn locations for Player 2, Player 3, and Player 4.
Unused Alternate Costumes
Using the battle debug menu reveals that Giant Donkey Kong has four unused alternate costumes that are identical to Donkey Kong's. Since Giant Donkey Kong is a separate character from Donkey Kong, it is a little unusual to see this, though they are likely just a result of the developers copying his data.
Unused Animations
All Fighting Polygon Team members, Giant Donkey Kong and Metal Mario can enter the Warp Pipe in Mushroom Kingdom, and they can't normally do that. Hence, they have unused animations for entering it, and exiting horizontally and vertically that are identical to those of the respective characters they are a "clone" of.
Unused Music/Sounds
To do:
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Victory Fanfare
A short fanfare that would probably be used at the end of a 1P Game level. It can be played in the system debug menu as BGM no. 11.
Final Smash Concepts
According to the game's director, Final Smashes were intended to have been introduced since this game, but this was later realised in Super Smash Bros. Brawl. Sounds are the only remaining leftovers, and a few of them are used unaltered in Brawl. All of these can be played in the system debug menu, although certain clips are exclusive to the Japanese version.
| Character | Sound(s) | FGM(s) | Description |
|---|---|---|---|
| Samus | 300px | 581 and 582 | A metallic friction sound and apparently Samus shooting something with her Arm Cannon. I think this is Samus's KO sound in Super Smash Bros. Relook this |
| Kirby | 391 and 392 (respectively) | Kirby making a grunt and yelling, separated in two sounds. | |
| Fox | 366 | Fox saying "ike!", a Japanese term usually translated as either "come on" or "let's go." | |
| Pikachu | 545 and 546 (respectively) | Pikachu saying "Pika..." and hoarsely "chuuuuu!" separated in two sounds. This would later return in Brawl for its Final Smash, Volt Tackle; that is based on a move originated from Pokémon Ruby and Sapphire, released nearly four years later after the game's release. | |
| Captain Falcon | 343 |
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| Ness | 300px300px | 454 and 455 (respectively) | Ness saying "PK" and "Starstorm!" separated in two sounds. This concept and sounds would later return in Brawl as his Final Smash. |
Miscellaneous
Some sounds that would have added a little diversity to the game, but are unfortunately unused.
| Character | Sound Effect(s) | FGM(s) | Description |
|---|---|---|---|
| Mario | 437 | Mario's trademark "Let's-a go!" Would have possibly been used in an after-match victory pose. | |
| Donkey Kong | 329, 333 | Donkey Kong making a grunt very similar to the one heard in his taunt, and an agony sound. The latter is present in the Sound Test as Voice no. 18. | |
| Link | 400 | Link exhaling his breath in a similar manner to his shouts when attacking. Unlike most of his sounds, this one is not from The Legend of Zelda: Ocarina of Time. | |
| Yoshi | 597 | Yoshi yelling. | |
| Fox | 367 | Fox doing a very weird grunt that is notably much lower-pitched than his other sounds. It is present in the Sound Test as Voice no. 72. | |
| Luigi | 428 and 425 (respectively) |
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| Captain Falcon | 339 and 342 (respectively) | Captain Falcon yelling and making grunts, as usual. These have been re-recorded for Melee and Brawl. It is present in the Sound Test as Voice no. 107 and 110 respectively. | |
| Ness | 446 | Ness making a grunt. It is present in the Sound Test as Voice no. 72. | |
| Jigglypuff | 566, 567 and 568 (respectively) | Two sounds of Jigglypuff crying "Jiggly!" and one of it making a grunt. They returned in Melee, and in Brawl except for FGM no. 566. They are present in the Sound Test as Voice no. 145, 146 and 147. Despite being unused, they have Japanese counterparts... that are also unused. |
Not only playable characters have unused voices, but the announcer does too.
| Speech | Sound Effect | FGM | Notes |
|---|---|---|---|
| "Bonus stage" | 198 | May would have been used before each bonus stage was given a specific name. It is present in the Sound Test as Voice no. 198, so it may have been removed late in development. | |
| "Are you ready?" | 509 | Was likely replaced with the three second countdown. In Melee and Brawl, the announcers says "ready?" before a match in some occasions. | |
| "Final stage" | 300px | 525 | The announcer doesn't say anything before the battle with Master Hand, and never announces what stage the player currently is in 1P Game. |
| "Draw game" | 484 | Would probably have been used to announce a Sudden Death. | |
| "Jigglypuff!" | 451 | Present in the Japanese version, where it is always referred to its name in that region, Purin. It sounds very similar to the announcement used in international versions, only slightly higher-pitched, and it shows the developers were fully aware of the possibility of the game being localized. |
The Super Smash Bros. series
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| 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 |
| Nintendo Switch | Super Smash Bros. Ultimate |
- Games developed by HAL Laboratory
- Games published by Nintendo
- Nintendo 64 games
- Games released in 1999
- Games with unused areas
- Games with hidden development-related text
- Games with unused graphics
- Games with unused music
- Games with unused sounds
- Games with debugging functions
- Games with regional differences
- Works In Progress
- To do
- Pages with broken file links
- Super Smash Bros. series
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by HAL Laboratory
Games > Games by platform > Nintendo 64 games
Games > Games by platform > Nintendo 64 games > IQue Player games
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