The debug menus are elements of development that were accidentally left in Super Smash Bros. There are four menus: System debug, Battle debug, Falls debug, and Unknown debug. Within these menus, the player has control over various aspects of the game, including non-playable characters, non-playable stages, single player stages and more. In order to get to the debug menus, a GameShark device must be used.

This menu contains various out of battle functions. Within it, one can play every sound and piece of music in the game and view every transition. Sadly, these two options appear to be the only ones that still function correctly. The others appear to do nothing.


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This menu contains options for starting 1P Game and Versus Mode matches. Characters such as Master Hand and Metal Mario can be selected here, and they can play on each stage in the game, including Meta Crystal and Duel Zone. Pressing start begins the match.

A very unstable menu, the Falls debug menu was most likely used to test the results screen, although it does nothing now. The game may randomly crash upon loading this menu for no known reason. There are 12 options in the menu, 3 for each character. Finish is repeated twice per character. The top one will crash the game if scrolled past 4. The bottom one can go out to 65536. Dead also ranges from 0 to 65536. If "A" is pressed, the battle debug menu is loaded, although changes made to the Falls debug menu appear not to affect the match or results screen in any way.

This mysterious menu appears to have no function whatsoever. It lacks the interface found in the other 3 menus and appears to respond randomly to any button presses, throwing overlapping UI elements on the screen. This menu differs considerably from version to version.

The debug menu is an element of development that was left in Super Smash Bros. Melee. Within the menu, the player has control over almost all aspects of the game, including non-playable characters, non-playable stages, single player stages, special CPU behaviors, and more. In order to get to the debug menu on the GameCube, an Action Replay device must be used. On the Wii, Ocarina codes may be used if the right MIOS modifications are installed on the system.

The DAIRANTOU menu contains options for operating Versus Mode. There are a few functions here that cannot be achieved in normal play, such as the ability to control Sandbag or go to Adventure Mode stages. One can also control Master and Crazy hand in this way. Sudden death will not occur in this mode when there's more than one winner.

Most of the functions here appear to be named after certain programmers who worked on Melee. It is unclear if the options within each menu pertain directly to each developer, but it does seem that each menu has closely related options. For instance, OTOGURO contains options pertaining to trophies and Melee records, while KIM contains introductory scene options, especially for single player mode.

As a fighting game, it's unsurprising that Super Smash Bros. has a lot of debugging stuff, some of which were even added in localisation. For the European codes, these codes have to be on (even on an emulator): F10396B0 2400 DE000400 0000

This menu lets you listen to all music and sounds (including unused ones), view the game transitions, apply different MIDI filters on the music played, as well as listing a number of options which appear to have been used in testing but have no current function. It also has a goofy rotating blue "angry Kirby" box in the background. If "Z" is pressed a strange display will appear that appears to track the analog stick and button presses.

Pressing C-Up or C-Down on the other hand reveals a hidden feature of this menu: It also serves as an animation viewer! Each press of the buttons causes the second character (which defaults to Donkey Kong when the menu is booted up) to cycle through a rather comprehensive selection of animations, covering not only their attacks and "hurt" animations, but also their character intros, taunts, T-poses, various walking/dashing speeds, latching on to an edge, animations associated with items (complete with a few visual effects), recovering from being knocked down, "dazed" animations and even a few still frames of certain actions! There are a large amount of duplicates spliced in with these animations, and a few cause the proportions of the character model to mess up. Defeat, victory and "continue" animations are strangely missing from this collection. C-Up brings the next animation, and C-Down brings the previous animation.

The first sub-row changes what character the player is using. Mario, Donkey Kong, Samus, and Fox will be selected by default as Player 1, Player 2, Player 3, and Player 4 respectively. The character chosen as Player 1 will appear in the left of the debug menu screen's background, and the characters chosen as Player 2, Player 3 and Player 4 to the right side of the previous player. Additionally, some characters that are not normally playable can be selected. These characters' names are written in italics and ones that freezes the game when the option "Congra" is used when it is Player 1 are written in bold in the chart below. Intriguingly, the map used as the background in 1P Mode's "VS" screen actually includes many of the debug names seen below, although the low quality makes it difficult for players to make out.

Use Left and Right on the Control Stick to select a stage, and press Start to begin the match. Stages with names in italics are unique to 1P Game and can't be selected on the VS Mode stage selection screen, and bolded stages are ones which can't be accessed in-game without either using this menu or other miscellaneous codes.

A deceptively simple menu laid out in almost the same fashion as the stage selector in the battle debug. There are 2 commands labelled as "Finish" and "Dead", although the former of these is actually labelled twice per player slot and corresponds to two different commands. The listings suggest the menu was used to assign KO and Self-Destruct counts to each character, or perhaps to test the point system itself. This menu in particular is also very unstable, and usually tends to crash the game simply by being loaded up.

Strangely, the menu cannot be exited from via pressing Start unlike other menus, though pressing A will take you to the battle debug. Even more curiously, when you are warped to the battle debug, none of the changes made on this menu appear to apply.

This debug menu differs considerably from the previous 3 in that it has no obvious purpose and offers far less interaction. It contains two large rectangular columns which can be shifted to the right offscreen (which reveals a considerably bugged font in which only Pikachu's name is decipherable) or to the left in an infinite loop, but what is perhaps more interesting is the fact that the menu recognizes button commands! Pressing any of the D-Pad directions or any of the buttons (except for Z which forces a controller input test to appear on-screen) causes small yellow squares to appear on-screen, in differing positions dependent on which button you press. This is the extent of this debug's interactivity, and just like the Falls Debug, what you do appears to have no bearing whatsoever on any of the gameplay functions. It may have been utilized very early on in development to test basic controller functions, but it is difficult to deduce any sort of purpose for the menu given its lack of interactivity.

Smash Hit contains a Debug Menu that is only accessible on developer builds. The debug menu contains four functions: reset, unlock all, premium, and no premium. It is activated by pressing the blue debug button on developer builds. The commands that the buttons were supposed to run are no longer present in the game's code, so the buttons are nonfunctional. The line that makes the button accessible on the main menu is commented out, rendering the menu inaccessible unless the game is modified.

The debug menu is a special menu in Super Smash Bros. and Super Smash Bros. Melee that players can access with the use of an Action Replay. The code that accesses the debug menu depends on the version of Melee they have.

The debug menu was a feature that was used by the developers to test certain aspects in the game. The developers never removed the debug menu from the game. As a result, hackers were able to access the menu with cheats and codes. The debug menu allows a player to do many different things in the game. The player can gain access to any character, stage, item, and mode in the game. They can also view all the trophies, character endings, and other features. It is highly recommended that it is not used with a memory card plugged in if he/she has Melee.

Kirby CubeKirby CubePhysical descriptionEye colorBlueThe Smash 64 Debug Menu Kirby Cube is a cube that spins around in one of the debug menus of the N64 game, Super Smash Brothers (64). The page will be updated when someone finds out where the cube can be found, and why it's here is completely unknown, but most likely for texture testing purposes on 3d objects.

But before I give you the codes, I must point out that you need to beextremely careful when navigating through the debug menu. One wrong choice inthis menu could erase tag_hash_128__________ on your memory card! So I stronglyrecommend making a copy of your SSBM save and placing it on another memory cardso that you have a backup in case something goes horribly wrong. tag_hash_129_____________________________________________________________________________

Now that I've gotten the disclaimer out of the way, I shall now explain howthe menu works. Start the game and access any mode to open the menu. The firstthing you might want to do is change the Language option from GMLANGTYPEJP toGMLANGTYPEUS so that you can see American text (in the European version thereis normally GMLANGTYPEUK selected, you can select your language). Next, chooseVersus Mode, and then go to Mode: Rule. ff782bc1db

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