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Talk:Super Smash Bros. Melee
Contents
- 1 Proximity Mine and Topi
- 2 Unused Break The Targets Stage
- 3 Test Stage Texture
- 4 Do We Have Permission?
- 5 Akaneia Stage
- 6 The Samus Unmasked and Mario & Yoshi trophies
- 7 Rice Ball and Gun
- 8 Unused Sound Files
- 9 Great Bay Sea
- 10 Mario's Japanese Trophy Image
- 11 Test Stage platforms can be controlled by Player 2's controller
- 12 SFXV_ZS_SEAK_MORATTA
- 13 Giga Bowser
- 14 Clarification needed for "SFX_CS_HR_ZANNEN"
- 15 Mr. Game and Watch
- 16 Trophy Gallery Room Unused Bits
- 17 All Star Rest Area
- 18 Add more English and Japanese differences
- 19 Unused Victory Quotes
- 20 Unused fish in Jungle Japes?
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. --
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)
- 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. --
- 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.]
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)
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.
Anyone know?Robotortoise 20:43, 16 April 2013 (EDT)
IIRC yes they are visible normally.~~
AK47Productions
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's controller
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)
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)
- 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)
- Okay, so I guess his model in Brawl should be put up on the Brawl article. Robotortoise (talk) 05:06, 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)
- 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)
- 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)?
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?