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Super Smash Bros. Melee

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Title Screen

Super Smash Bros. Melee

Developer: Nintendo
Publisher: Nintendo
Platform: GameCube
Released in JP: November 21, 2001
Released in US: December 2, 2001
Released in EU: May 24, 2002
Released in AU: May 31, 2002
Released in KR: 2002


GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

Super Smash Bros. Melee, Nintendo's premier fighter for the GameCube, is considered the best in its series, specially from a competitive point of view. It revisits the old characters while bringing in several new ones, along with their respective stages.

Debug menus

Sub-pages

Melee masterdebug.png
Master Debug Menu
A metric ton of features and crazy crap, most of which you can customize and save. There's also YOSHIKI, where the reckless and naive can easily send their memory card(s) well past the point of no return.

Debug Sound Test

Down the rabbit hole next door.

Once you've reached the Master Debug Menu, set DBLEVEL to DEVELOP and press B until you get back to the title screen. Press X to open the Debug Sound Test.

Giga Bowser as a Playable Character (Unused)

This video proves that at one point, Giga Bowser was playable in one of the earlier buils of Melee.

Unused Audio

Template:ToDo

  • FAMIDEMO HPS - The beginning Ice Climber theme is unused.
  • FF_BAD HPS - A really awesome fanfare that remains unused - was possibly once used when a Bonus Stage was lost.
  • FF_GOOD HPS - Was probably used at one point in development for the opposite of the above.
  • FF_STEP1 HPS - A orchestrated beauty of a fanfare.
  • FF_STEP2 HPS - Another orchestra piece.
  • FF_STEP3 HPS - The same.
  • HOWTO_S HPS - The "How to Play" song without any excess sounds or voices.
  • S_NEW2 HPS and SFX_FPON_NEWFANF2 - Appears in the Sound Test as "Rare Trophy!" but is still unused.

This video demonstrates all the sounds listed above besides "HOWTO_S HPS" and "S_NEW2 HPS".


The list of unused sounds and voices won't include higher or lower pitched versions. These change depending on the selected language.

Hmmm...
To do:
Rip these sounds.
  • SFX_V_SELECTVOICE_(Character Debug Name) - One for every character exists, but they are all empty. However, Captain Falcon's plays one of his in-game voices, but very quietly.
  • SFX_CS_HR_ZANNEN - An odd sound that doesn't really fit anywhere.
  • SFX_PKV_METAMAN - The unused cry for Ditto, who would've come out of a Poké Ball. It cries "Meta!" (the Japanese name for Ditto is Metamon).
  • SFX_IT_CLOCKBOMB_COUNT - A looping ticking sound. Its name suggest that it was for an early item that would have exploded after some sort of countdown.
  • SFXNR_NINTENDOHALLSTAR - The narrator saying Nintendo All-Star, but the file says "Hall-Star".
  • SFXNR_DAIRANTOH - The narrator saying Dairantoh, part of the Japanese title.
  • SFXNR_SMAAASHBROS - The narrator yelling out "Smaaaaaaash Brotherrrrrrrrrrrrrzth".
  • SFXNR_TITLE_SAKURAI - Nothing... Sakurai?
  • SFXNR_HOWTOPLY - Narrator says "How to Play!" and this appeared in the Sound Test.
  • SFXNR_AND - Also in main Sound Test. "AAND".
  • SFXNR_WINS - He says "Whens".
  • SFXV_CAPTAIN_BLUEF - Captain Falcon saying "Blue Falcon" like his Final Smash in the sequel. Maybe they were experimenting with final smashes again?
  • SFXV_CAPTAIN_COMEON - Like the above, but "Come on!".
  • SFXV_DRMARIO_2BIG - Clone leftovers. It's Mario's getting big sound.
  • SFXV_DRMARIOB_2BIG - A lower version of the above, but it's different than regular Mario's.
  • SFXV_LUIGI_2BIG - Guess what this is. I dare you.
  • 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.
  • SFXV_MARS_LETSDANCE - Marth saying "Let's dance!" as if it were for a Final Smash.
  • 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.
  • SFXNR_ZAKOTEAM - Narrator says "Fighting Wire Frames!".
  • SFXNR_GIGAKOOPA - Narrator says "Giga Koopa".
  • SFXNR_GIGABOUCER - Narrator says "Giga Bowser".
  • SFXNR_MASTERHANDS - Narrator says "Master Hand".
  • SFXEND - Silence that is so silent, that it crashes the game.


This video covers the unused sounds for the announcer, Capt. Falcon, and Marth mentioned above.

Debug display

Hmmm...
To do:
Flesh this out.

Unused stages

Teaser for "Mario Teaches Fine Dining".
The easiest "Break the Targets" ever.

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 a placeholder for an unmade "top of the mountain" stage.
  • AKANEIA - Crashes the game, though there's rumors that parts of it have been salvaged from the disc via hacking. Name suggests it was Fire Emblem-themed.
  • DUMMY - Crashes the game, though further codes can force it to load. Just an invisible platform in empty black space.
  • ICETOP - Crashes the game, though further codes can force it to load. Same as 10-2.
  • TEST - A large terrain test stage with a unique backdrop. 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 area for Targets, this was a template leftover that would soon become one's Target Test.

Unused intros

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 hit A to view the intro.

Unused Pokémon

SSBM Metamon.png

With one of the tools of the Debug Mode, you can choose any object, including the Poké Ball. One of them is called "Metamon" (the Japanese name for the Pokémon Ditto), and it uses "SFX_PKV_METAMON". 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.

Unused graphics

Inside Great Bay's laboratory

SSBM GBLaboratory1.png

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.

SSBM GBLaboratory3.png SSBM GBLaboratory2.png


(Source: Dark Linkaël)

TEST's textures

The textures of the test area "TEST".

SSBM TEST Textures1.png SSBM TEST Textures2.png SSBM TEST Textures3.png SSBM TEST Textures4.png SSBM TEST Textures5.png

Hidden rice ball

In Onett, inside the vases in front of the drugstore, is a small rice ball. This oddity is also present in Brawl's version of the stage.

Plum's gun

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

Pokémon Stadium Dummy Textures

GrdPStadiumOVTest GrdPStadiumDummy

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 Brawl.

Random stage preview

When you hover the token over a stage on the stage selection screen, a small 3D preview render appears behind the name, on the lower-left, except for the "random stage" token, which shows no preview. However, it does exist: it's just off-screen to the right. It's just a simple tilted and tall structure.

Unused Special Messages

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There are a few messages that are left unused in Super Smash Bros. Melee:

You got the OOO Trophy!

You got the Proximity Mine Trophy!

You got the Dummy Trophy!

You beat All-Star Mode on Very Hard with a stock of one! -This was not used most likely because you cannot set stock in All-Star mode.

Version differences

Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.
Notes: Tons of stuff here.

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.

Daisy's 3rd eye

Dig into that model.

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.

Home-run Contest

The Japanese version has a slightly larger platform, and earlier versions had a relatively small stadium. The size cap was increased after players were able to hit the sandbag over the limit, causing it to fall into an endless void.

Proximity Mine/Motion Sensor Bomb

Each version of Super Smash Bros. Melee has a slightly different take on the infamous mine item. In the North American version, it is called the Motion Sensor Bomb. In Europe, however, it is called the Proximity Mine (from Perfect Dark). The Japanese version also uses the Proximity Mine name, but the design is completely different. The American and European versions, instead of attributing it to Perfect Dark (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.

Japanese Trophy Credits Screen
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Topis

Template:ToDo 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: Japanese language select and the long "Special Movie" completely removed in order to fit other languages, the Tamagon Trophy was completely eliminated, and the two other Japan-only Trophies (which were otherwise only available via hacking) were still unavailable but translated into other languages. The playable characters were also slightly rebalanced in the PAL version.