Debug menu (SSB)
- For GameShark codes used to access the Debug Menu, seehere.
Thedebug menus are elements of development that were left inSuper 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, includingnon-playable characters,non-playable stages,single player stages and more. In order to get to the debug menus, aGameShark device must be used.
System debug menu[edit]
This menu contains various out of battle functions. Within it, one can play every sound and piece ofmusic 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.
| Menu item | Description | Values |
|---|---|---|
| Continue | Makes the menu disappear. It reappears if "start" is pressed. | — |
| rumble | Has no function in the final release, but was presumably for testing rumble intensities. | Min=0; Max=10; Increment=1 |
| frame | Has no known function. | Min=0; Max=8000; Increment=1 |
| STOP RUMBLE | Has no function in the final release, but was presumably for stopping rumbling caused by the "rumble" option. | — |
| call | Plays characters'crowd chants. | Min=0; Max=11; Increment=1
|
| fgm | Plays the various sound effects in the game. |
|
| STOP FGM | Stops all sound effects. | — |
| bgm | Plays the various background music in the game. | Min=0; Max=46; Increment=1 (Seehere.) |
| effect | Applies an effect to the background music. | Min=0; Max=5; Increment=1 |
| STOP BGM | Stops all background music. | — |
| (Transition) | Executes the game's various transitions. Scroll through them with left and right on the control stick |
|
| cic | Has no known function. | Min=0; Max=255; Increment=1 |
| boot | Has no known function. | Min=0; Max=255; Increment=1 |
| Exit | Exits to the title screen. | — |
BGM[edit]
Battle debug menu[edit]
This menu contains options for starting1P Game andVersus Mode matches. Characters such asMaster Hand andMetal Mario can be selected here, and they can play on each stage in the game, includingMeta Crystal andDuel Zone. Pressing start begins the match.
| Menu item | Description |
|---|---|
| (Mode) | Sets thegame mode. |
| BattleTime | Sets how much time (in minutes) that a versus match will last. |
| S | Sets the1P Game stage that the player should start on. |
| (P1 Type) | Sets Player 1'splayer type. |
| (P1 Character) | Sets Player 1'scharacter. |
| (P1 Color) | Sets Player 1'salternate costume. |
| (P2 Type) | Sets Player 2's player type. |
| (P2 Character) | Sets Player 2's character. |
| (P2 Color) | Sets Player 2's alternate costume. |
| (P3 Type) | Sets Player 3's player type. |
| (P3 Character) | Sets Player 3's character. |
| (P3 Color) | Sets Player 3's alternate costume. |
| (P4 Type) | Sets Player 4's player type. |
| (P4 Character) | Sets Player 4's character. |
| (P4 Color) | Sets Player 4's alternate costume. |
Modes[edit]
| Mode | Description |
|---|---|
| VS mode | Starts a normalVersus Mode match using the 4 specified characters. |
| 1P mode | Starts a1P Game using player 1's character . |
| Staffroll | Plays the endingcredits. |
| Explain | Plays the "How to Play" video. |
| AutoDemo | Plays the battle demo when theHow to Play video ends. |
| Congra | Shows thecongratulations screen of player 1's character. |
Characters[edit]
| Debug name | Character | Notes |
|---|---|---|
| Mario | ||
| Fox | ||
| Donkey | ||
| Samus | ||
| Luigi | ||
| Link | ||
| Yoshi | ||
| Captain | ||
| Kirby | ||
| Pikacyu | Pikacyu is a non-standard romanization of the name "Pikachu" | |
| Purin | Purin is Jigglypuff's Japanese name | |
| Nes | ||
| Boss | ||
| Metal | ||
| NMario | ||
| NFox | ||
| NDonkey | ||
| NSamus | ||
| NLuigi | ||
| NLink | ||
| NYoshi | ||
| NCaptain | ||
| NKirby | ||
| NPikacyu | ||
| NPurin | ||
| NNes | ||
| GDonkey |
Player types[edit]
| Type | Description |
|---|---|
| Man | A human controlled player. |
| Com | A computer controlled player. |
| Not | The slot is empty, no character will appear. |
| Demo | Movement will be static, and the character intro will be glitched. The character cannot be interacted with in any way |
| Key | Movement will be static. Will cause the animation of entering the stage to be glitched, almost similarly to the above. |
| GameKey |
Stages[edit]
| Debug name | Stage name | In-game usage | Description |
|---|---|---|---|
| Mario | Peach's Castle | Playable Stage | |
| Fox | Sector Z | Playable Stage | |
| Donkey | Congo Jungle | Playable Stage | |
| Samus | Planet Zebes | Playable Stage | |
| Link | Hyrule Castle | Playable Stage | |
| Yoshi | Yoshi's Island | Playable Stage | |
| Kirby | Dream Land | Playable Stage | |
| Pikacyu | Saffron City | Playable Stage | |
| OldMario | Mushroom Kingdom | Playable Stage | |
| Small | — | None- Debug Menu Only | A mostly flat stage similar to Dream Land in visuals and layout. |
| New | — | None- Debug Menu Only | A sister stage to "Small". This one has a modified layout. |
| Explain | — | How to Play | The stage used during the How to Play video. |
| SYoshi | — | 1P Game | The stage used during the second match in the 1P Game. It is a clone of Yoshi's Island, but lacks the cloud platforms, has a fixed camera, and narrower blast lines. |
| Metal | Meta Crystal | 1P Game | The stage used during theMetal Mario fight in the 1P Game. |
| Zako | Duel Zone | 1P Game | The stage used during theFighting Polygon Team fight in the 1P Game. |
| Bonus3 | Race to the Finish | 1P Game | The stage used during the "Race to the Finish" bonus round in the 1P Game. |
| Boss | Final Destination | 1P Game | The stage used during theMaster Hand fight in the 1P Game. Crashes the game if the stage is called through the debug menu. |
| Bonus1(CHAR) | Target Test | Bonus 1 Practice, 1P Game | The stages used for the "Target Test" bonus game. There is one for each character. The game crashes if these stages are called through the debug menu. |
| Bonus2(CHAR) | Board the Platforms | Bonus 2 Practice, 1P Game | The stages used for the "Board the Platforms" bonus game. There is one for each character. The game crashes if these stages are called through the debug menu. |
"S" Stages[edit]
This option is only active if the mode is set to "1P Game". It sets which event to place player 1 in. This includes 1P Game stages and challenger approaching events.
| 1P Game stages | ||
|---|---|---|
| Debug name | Opponents/Objective | Stage |
| S:Link | Hyrule Castle | |
| S:Yoshi | SYoshi | |
| S:Fox | Sector Z | |
| S:Bonus1 | Break the Targets | Bonus1(CHAR) |
| S:MarioBros | Peach's Castle | |
| S:Pikacyu | Saffron City | |
| S:GDonkey | Congo Jungle | |
| S:Bonus2 | Board the Platforms | Bonus2(CHAR) |
| S:Kirby | Dream Land | |
| S:Samus | Planet Zebes | |
| S:Metal | Meta Crystal | |
| S:Bonus3 | Race to the Finish | Bonus3 |
| S:Zako | Duel Zone | |
| S:Boss | Final Destination | |
| Challenger approaching events | ||
| Debug name | Opponent | Stage |
| S:Luigi | Peach's Castle | |
| S:Nes | Dream Land | |
| S:Purin | Saffron City | |
| S:Captain | Planet Zebes | |
Falls debug menu[edit]
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.
Unknown debug menu[edit]
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.
Trivia[edit]
- Super Smash Bros.'s debug menu contains two voice clips ofNess, one saying "PK" and another saying "Starstorm", as well as another clip ofCaptain Falcon saying "Come on!" (similarly to the start of hisBlue Falcon move), suggesting thatFinal Smashes were originally intended to appear in the game.Masahiro Sakurai later confirmed in an interview that he did intend to implement Final Smashes inSuper Smash Bros., and that the voice clips were intended for that purpose.

