the cutting room mirror

Debug Menus

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This is a sub-page of Super Smash Bros..

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

System Debug#

Version

GameShark code

USA

800A4AD0 0003

Japan

800A2A90 0003

Europe

800AD330 0004

Australia

800A5210 0004

iQue

800A5650 0003

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.

  • Continue - Removes the menu from sight, although it can be reenabled by pressing Start.
  • rumble - Was presumably used for testing differing rumble intensities, although it doesn't actually trigger anything and appears to be just for show. Can be toggled from 0 to 10.
  • frame - Has no in-game effect, and it is unknown what function it would've been used for. Can be toggled from 0 all the way to 8000.
  • STOP RUMBLE - Self-explanatory.
  • call - Contains all the 12 crowd cheers in the game:

Debug Number

Character

0

Mario

1

Fox

2

Donkey Kong

3

Samus

4

Luigi

5

Link

6

Yoshi

7

Captain Falcon

8

Kirby

9

Pikachu

10

Jigglypuff

11

Ness

  • fgm - Contains all sounds in the game — both those used and those unused. There are a lot of duplicates interspliced in here, and all of the crowd chants from the "call" option above are also present. The maximum it can be toggled to differ depending on the version of the game:

Version

FGM Count

Japan

669

USA/Australia/iQue

695

Europe

905

  • STOP FGM - Removes any lingering sound effects.
  • bgm - Contains all 46 music tracks in the game:

Debug Number

Music

Notes

0

Dream Land

1

Planet Zebes

2

Mushroom Kingdom

3

Fast Mushroom Kingdom

Plays when the timer reaches 1 minute in a timed match in Mushroom Kingdom.

4

Sector Z

5

Congo Jungle

6

Peach's Castle

7

Saffron City

8

Yoshi's Island

9

Hyrule Castle

10

Character selection screen

11

Unused victory fanfare

12

Mario's victory theme

Plays in the results screen after a match in VS Mode, each series has its own version.

13

Metroid's victory theme

14

Donkey Kong's victory theme

15

Kirby's victory theme

16

Star Fox's victory theme

17

EarthBound's victory theme

18

Yoshi's victory theme

19

F-Zero's victory theme

20

Pokémon's victory theme

21

The Legend of Zelda's victory theme

22

Results screen

23

Master Hand's portrait

Plays in the portrait of Master Hand in 1P Game.

24

Master Hand's intro

Plays in Master Hand's intro in 1P Game before the match begins.

25

Master Hand's Stage

Plays during the battle with Master Hand, also in 1P Game.

26

Bonus stage

Plays at the "Break the Targets!" and "Board the Platforms!" stages.

27

1P Game special bonus screen

Plays in the special bonus screen after defeating the opponent(s) in a level in 1P Game.

28

Bonus stage victory

Plays in the special bonus screen after a bonus stage if the player successfully completed the task.

29

Master Hand results screen

Plays in the special bonus screen after defeating Master Hand.

30

Bonus stage failure

Plays in the special bonus screen after a bonus stage if the player failed to complete the task.

31

Continue screen

Plays when the player is asked to continue or to not continue.

32

Game over

Plays if the player chooses "No" in the continue screen.

33

Game intro

Plays during the game's opening.

34

How to Play

Plays in the "How to Play" movie.

35

1P Game "VS. Screen"

Plays during every "VS. Screen" portrait in 1P Game except Master Hand.

36

Fighting Polygon Team's Stage

Plays during the battle against the Fighting Polygon Team in 1P Game.

37

Metal Mario's Stage

Plays during the battle against Metal Mario in 1P Game.

38

Ending cutscene

Plays in the short cutscene after the results screen of the battle with Master Hand.

39

Staff roll

Plays during the credits.

40

Unlock

Plays during the text when something gets unlocked.

41

Challenger approaching

Sounds very similar but not the same as entry 35.

42

Training mode

Plays in every stage in training mode.

43

Characters and VS Record

Plays in the "Characters" and "VS Record" sections in the Data menu.

44

Menu

Plays in all menus, except all sections in the Data menu and in the "Screen Adjust" section of the Option menu.

45

Hammer

Plays when a character is under the effects of a Hammer.

46

Starman

Plays when a character is under the effects of a Starman.

  • effect - Applies 6 different MIDI filters which emphasizes certain instruments depending on what option you select. 0 plays the music without any filters applied. Effect 6 is the filter used in-game.
  • STOP BGM - Stops the music.
  • Aeroplane - Lets you view the game's transitions from the end of a match to the results screen. It's on Aeroplane by default, but you can switch it to any of the game's transitions: Check, Gakubuthi (translates to "frame"), Kannon, Star, Sudare1, Sudare2, Camera, Block, RotScale and Curtain. It also acts as a "Reset" function, booting up the menu again and changing the background color in the process.
  • cic - Can be toggled from 0 to 255, but does nothing when pressed. It is unknown what "cic" stands for, and what it may have activated during testing.
  • boot - Again has no function. It can also be toggled from 0 to 255.
  • TvType - Slightly changes how image is drawn on Televisions. Default value is 1 (in USA version). Can be set between 0 to 255. Only present in international versions.
  • Exit - Brings the title screen.

(Source: Cen)

Battle Debug#

Rehearsal for the "Donkey Kong 64" intro?

Version

GameShark code

USA

800A4AD0 0004

Japan

800A2A90 0004

Europe

800AD330 0005

Australia

800A5210 0005

iQue

800A5650 0004

The battle debug lets you set up a timed battle on any stage, with any character. Pressing B hides the menu and pressing Start while the menu is hidden brings it back.

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 row lets you change the mode.

Debug Name

Function

VS mode

A timed Free-for-all match. Using "No Contest" brings the results screen and then returning to the character selection screen will show the "Man" characters in the previous match selected.

1P mode

1P Game.

Staffroll

Shows the staff credits.

Explain

Shows the "How to Play" movie.

AutoDemo

Shows an attract mode sequence with a randomised selection of characters. Plays in-game immediately following the "How to Play" video.

Congra

Shows the congratulatory screen, shown in the end of 1P Game, of the character who is Player 1. This option is not present in the Japanese version, which lack the congratulatory screens altogether.

  • BattleTime - Changes the time limit of the match, going from 1 minute to 60 minutes.
  • S: - Selects a stage for 1P Game, and cycles in the respective order. It is also possible to fight the four hidden characters with the "Challenger Approaching" intro with this feature.

The remaining rows are for player settings, and each contains two sub-rows. The fourth, seventh, tenth and thirteen row changes the type of player for the first, second, third and fourth player respectively:

Debug Name

Function

Man

Human-controlled.

Com

Computer-controlled. Won't attack outside of recovery attempts and items.

Not

Won't appear in the match.

Demo

Can't be interacted with and will be literally static, except for the animation of entering the stage; it will be glitched however.

Key

Won't move. Will cause the animation of entering the stage to be glitched, almost similarly to the above.

GameKey

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.

Debug name

Character

Notes

Mario

Mario

Fox

Fox

Donkey

Donkey Kong

Samus

Samus

Luigi

Luigi

Link

Link

Yoshi

Yoshi

Captain

Captain Falcon

Kirby

Kirby

Pikacyu

Pikachu

Pikacyu is a romanisation of Pikachu's name.

Purin

Jigglypuff

Purin is Jigglypuff's name in Japan.

Nes

Ness

Boss

Master Hand

The debug menu refers to Master Hand as "Boss" because he is the final opponent found in 1P Game. Moving the Control Stick makes him fly in a way that is never seen in normal gameplay, and he can move through anything, including other players, as well as stage elements or hazards; he can interact with those, except Whispy Woods in Dream Land and the POW Block in Mushroom Kingdom, and being launched by a tornado on Hyrule Castle or by the Barrel Cannon on Congo Jungle causes him to not be able to fly and will interact with the collision of the level; while on the ground, he can walk and dash forward, jump, weirdly teleport backwards, push other players, but can't attack. Pressing Z crashes the game, and R may also cause the game to crash, but not always. Unlike other characters, being out of the limit of the map will not result in a KO; instead, his H.P has to be depleted, although if this happens in any stage that isn't the final stage of the 1P Game, the game freezes. His attacks will always target the lowest-numerical Player.

Button/Combination

Classification

Attack

A

Standard attack

Pokes two times.

A-Up

Up smash

Flies upward, then comes forward from the background attempting to slam into the player.

A-Down

Down smash

Flies upward, then falls from the sky, attempting to crush with his palm.

A-Left/Right

Side smash

Points his middle and grooming fingers, forming the shape of a gun, and fires Bullet Bills from them.

A-Up

Up dash attack

Flies upward, then slams down while spinning in a drill-like fashion.

A-Down

Down dash attack

Makes several sweeping motions. The amount of motions depend on the size of the platform.

A-Left/Right

Side dash attack

Flies straight like a rocket and slams into the players, while making a fist.

B

Special attack

"Walks" using his fingers, and flicks them if next to the players. If he encounters a wall while he is walking, he will keep walking in place.

B-Up

Up special attack

Flies like a rocket into the background, then attempts to fly into the player, and comes back to the arena from the right.

B-Down

Down special attack

Punches the ground, but he may go through it sometimes. If the attack doesn't hit the ground, Master Hand will continuously fall down.

B-Left/Right

Side special attack

Makes a slapping motion across the platform.

Metal

Metal Mario

NMario

Fighting Polygon Mario

Every Fighting Polygon is a clone of their respective character, except that they can't use special attacks or grab. All of them freezes the game in the results screen in VS Mode if present in the match, and in the portrait screen in 1P Game except Link, Yoshi, Captain Falcon and Jigglypuff.

NFox

Fighting Polygon Fox

NDonkey

Fighting Polygon Donkey Kong

NSamus

Fighting Polygon Samus

NLuigi

Fighting Polygon Luigi

NLink

Fighting Polygon Link

NYoshi

Fighting Polygon Yoshi

NCaptain

Fighting Polygon Captain Falcon

NKirby

Fighting Polygon Kirby

NPikacyu

Fighting Polygon Pikachu

NPurin

Fighting Polygon Jigglypuff

NNes

Fighting Polygon Ness

GDonkey

Giant Donkey Kong

Using the "Congra" option when he is Player 1 will display an empty blue screen (this isn't the game crashing, though), followed by the announcer saying "Congratulations!", and then you will be brought back to the appropriate screen. Freezes the game in the results screen in VS Mode if present in the match.

The second sub-row lets you change a fighter's costume. Two normally un-selectable costumes for Yoshi used only in 1P Game can be selected, including Team Mode exclusives. Master Hand, Metal Mario, and Fighting Polygon Team members do not have any alternate costume.

Stage Selector#

Version

GameShark code

USA

800A4AD0 0002

Japan

800A2A90 0002

Europe

800AD330 0003

Australia

800A5210 0003

iQue

800A5650 0002

Pressing Start while the menu is set on VS mode leads to a menu with two options: the first one being "Exit", and the second being a stage selector.

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.

Debug name

Stage

Notes

Mario

Peach's Castle

Fox

Sector Z

Donkey

Congo Jungle

Samus

Planet Zebes

Link

Hyrule Castle

Yoshi

Yoshi's Island

Kirby

Dream Land

Pikacyu

Saffron City

OldMario

Mushroom Kingdom

Small

Unused stage

New

Unused stage

Explain

"How to Play" Stage

SYoshi

Yoshi's Island

This is actually a separate stage and not merely a duplicate of "Yoshi". It is the smaller incarnation of Yoshi's Island from 1P Game, which has a fixed camera, narrower blast lines and lacks the cloud platforms. Anyone who isn't Player 1 will have a glitched animation of entering the stage, appearing in mid-air as the Yoshis in 1P Game, as this version of the stage is only intended to be used in this mode.

Metal

Metal Mario's Stage

Zako

Fighting Polygon Team's Stage (Battlefield)

"Zako" is part of the Fighting Polygon Team Japanese name, Nazo no Zako Teki Gundan (謎のザコ敵軍団).

Bonus3

"Race to the Finish" Stage

Though the game refers to the other bonus stages as "Bonus 1" and "Bonus 2", it never refers to this stage as Bonus 3 in anywhere but the Debug Menu. It's possible that this bonus stage was once playable via the game menu. If Player 1 reaches the door, the announcer will say "Complete!" as usual, but the results screen will appear.

Boss

Master Hand's Stage (Final Destination)

Crashes the game if it is accessed via this menu.

Bonus1(Character's debug name)

"Break the Targets!" Stage

Crashes the game. Variations exist for each character. The game refers to this bonus stage as "Bonus 1" in the menu.

Bonus2(Character's debug name)

"Board the Platforms!" Stage

(Source: Cen, SpongeBat1, Smash Wiki)

Falls Debug#

Version

GameShark code

USA

800A4AD0 0005

Japan

800A2A90 0005

Europe

800AD330 0006

Australia

800A5210 0006

iQue

800A5650 0005

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.

Debug Label

Function

Finish (above Dead)

Represents characters, although due to the instability of the menu, the game crashes if you attempt to scroll past Luigi. The order is the same as in the battle debug.

Dead

Appears to correspond to either KOs or Self-Destructs. Can be toggled from 0 all the way up to 65,536, which is the presumed cap on KOs.

Finish (below Dead)

Has the same function as Dead, and appears to stand for whatever the previous function doesn't cover. Like Dead, it can be assigned a value between 0 and 65,536.

Unknown Debug#

Version

GameShark code

USA

800A4AD0 0006

Japan

800A2A90 0006

Europe

800AD330 0007

Australia

800A5210 0007

iQue

800A5650 0006

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.

However, unlike the other debug menus, this one notably differs visually depending on the version of the game:

JP

US

EU