Debug menu (SSBM)/Debug sound test menu
The Debug sound test menu is a debug feature in Super Smash Bros. Melee. From here, all sounds and background music can be heard, even some that are not included in the Sound Test. To access the debug sound test menu in the NTSC version of the game, one must set DBLEVEL to DEVELOP within the debug menu, back out to the title screen, then press . In the PAL version, one must use an Action Replay code. Attempting to enter the Versus Mode character selection screen in this state will instead bring up the sound test menu.
Item | Description | Values |
---|---|---|
SOUND MODE | Sets the sound mode from Stereo and Mono. |
|
MAS VOLUME | Sets the overall volume. | Min=0; Max=127; Increment=1 |
FGM VOLUME | Sets the foreground "music" volume. | Min=0; Max=127; Increment=1 |
BGM VOLUME | Sets the background music volume. | Min=0; Max=127; Increment=1 |
DSP LEVEL | Sets the DSP (digital signal processing) level. | Min=0; Max=127; Increment=1 |
FGM GROUP | Selects the sound group. | (see here). |
FGM NAME | Select and play a sound. | (see here). |
BGM NAME | Select and play music. | (see here). |
FGM[edit]
The FGM portion of the sound test menu is split into groups. Each group contains a set of sounds related to a specific character, stage, event, or system. While it is not indicated by this menu, the game uses the DSP file format to store sound effects.
Group name | Description |
---|---|
GRPSFX_MAIN | The base group for universal sounds. Contains item sounds, footsteps, generic collisions, menu sounds, etc. |
GRPSFX_POKEMON | Contains all Pokémon sounds: Cries and any other unique sound they may make. |
GRPSFX_NR_TITLE | Contains different versions of the narrator announcing the game's name. |
GRPSFX_NR_SELECT | Contains narrator clips announcing the different mode names. |
GRPSFX_NR_1P | Contains narrator clips used for the various single player modes. |
GRPSFX_NR_VS | Contains narrator clips used for versus mode, such as the team names, "no contest", and "this game's winner is...". |
GRPSFX_CAPTAIN | Contains all of Captain Falcon's unique sound clips. |
GRPSFX_CLINK | Contains all of Young Link's unique sound clips. |
GRPSFX_DK | Contains all of Donkey Kong's unique sound clips. |
GRPSFX_DRMARIO | Contains all of Dr. Mario's unique sound clips. |
GRPSFX_FALCO | Contains all of Falco's unique sound clips. |
GRPSFX_FOX | Contains all of Fox's unique sound clips. |
GRPSFX_GKOOPA | Contains all of Giga Bowser's unique sound clips. |
GRPSFX_ICE | Contains all of the Ice Climbers' (both of them) unique sound clips. |
GRPSFX_KIRBY | Contains all of Kirby's unique sound clips, including the voices used for his copy ability, but not including the other various side effects that may come with them. |
GRPSFX_KOOPA | Contains all of Bowser's unique sound clips. |
GRPSFX_LINK | Contains all of Link's unique sound clips. |
GRPSFX_LUIGI | Contains all of Luigi's unique sound clips. |
GRPSFX_MARIO | Contains all of Mario's unique sound clips. |
GRPSFX_MARS | Contains all of Marth's unique sound clips. |
GRPSFX_MEWTWO | Contains all of Mewtwo's unique sound clips. |
GRPSFX_NESS | Contains all of Ness's unique sound clips. |
GRPSFX_PEACH | Contains all of Peach's unique sound clips. |
GRPSFX_PICHU | Contains all of Pichu's unique sound clips. |
GRPSFX_PIKACHU | Contains all of Pikachu's unique sound clips. |
GRPSFX_PURIN | Contains all of Jigglypuff's unique sound clips. |
GRPSFX_SAMUS | Contains all of Samus's unique sound clips. |
GRPSFX_ZS | Contains all of Zelda's and Sheik's unique sound clips. |
GRPSFX_YOSHI | Contains all of Yoshi's unique sound clips. |
GRPSFX_GW | Contains all of Mr. Game & Watch's unique sound clips. |
GRPSFX_GANON | Contains all of Ganondorf's unique sound clips. |
GRPSFX_EMBLEM | Contains all of Roy's unique sound clips. |
GRPSFX_MHANDS | Contains all of Master and Crazy Hand's unique sound clips. |
GRPSFX_KIRBYTM | Contains all special sound effects for Kirby's copy ability. Does not include actual voices, only sound effects. |
GRPSFX_CASTLE | Contains all sound clips specific to Princess Peach's Castle. |
GRPSFX_CORNERIA | Contains all sound clips specific to Corneria. |
GRPSFX_GREATBAY | Contains all sound clips specific to Great Bay. |
GRPSFX_KONGO | Contains all sound clips specific to Kongo Jungle. |
GRPSFX_MUTECITY | Contains all sound clips specific to Mute City. |
GRPSFX_ONETT | Contains all sound clips specific to Onett. |
GRPSFX_ZEBES | Contains all sound clips specific to Brinstar. |
GRPSFX_GARDEN | Contains all sound clips specific to Jungle Japes. |
GRPSFX_KLAID | Contains all sound clips specific to Brinstar Depths. |
GRPSFX_GREENS | Contains all sound clips specific to Green Greens. |
GRPSFX_VENOM | Contains all sound clips specific to Venom. |
GRPSFX_BIGBLUE | Contains all sound clips specific to Big Blue. |
GRPSFX_FOURSIDE | Contains all sound clips specific to Fourside. |
GRPSFX_PUPUPU | Contains all sound clips specific to Dream Land 64. |
GRPSFX_PSTADIUM | Contains all sound clips specific to Pokémon Stadium. |
GRPSFX_1PADV | Contains all sound clips specific to the F-Zero Grand Prix adventure mode stage. |
GRPSFX_ENDING | Contains sounds used for the shooting game played during the credits. |
GRPSFX_NR_NAME | Contains narrator clips announcing each character's name. Also includes clips for the countdown, the "Ready? GO!" sequence, and the player defeated announcements, among others. |
GRPSFX_1PEND | Contains sounds used for the trophy dropping cinematic at the end of a single player mode. |
GRPSFX_LAST | Contains sounds used for Final Destination during the Master and Crazy Hand fight. |
GRPSFX_END | Contains one unused, silent sound. |
FGM GROUP: GRPSFX_MAIN[edit]
This group contains various sounds heard throughout the game. They include universal in-match sounds, menu sounds, item sounds, and other miscellaneous sounds. This is easily the biggest group in the menu.
Item | Description |
---|---|
SFX_SE_DASH_START | Character starts dashing |
SFX_SE_KAIHI | Character does a rolling dodge |
SFX_SE_KAIHI2 | Character does a spot dodge |
SFX_SE_UKEMI | Character does a tech |
SFX_SE_GAKE_CATCH | Character grabs the ledge |
SFX_SE_DASH_STOP | Character stops dashing |
SFX_SE_JNM_L | ? |
SFX_SE_JNM_S | |
SFX_SE_KABEJUMP | Character wall jumps |
SFX_SE_JTAORE_L | Character lands on normal ground
|
SFX_SE_JTAORE_S | |
SFX_SE_JTAORE_SS | |
SFX_SE_JTAORE_SSS | |
SFX_SE_JTAORE_BOUND | |
SFX_SE_WTAORE_L | Character hits a floor or ceiling after being launched
|
SFX_SE_WTAORE_S | |
SFX_SE_WTAORE_SS | |
SFX_SE_WTAORE_SSS | |
SFX_SE_WTAORE_BOUND | |
SFX_SE_TAORE_SNOW_L | Character lands in snow
|
SFX_SE_TAORE_SNOW_S | |
SFX_SE_TAORE_SNOW_SS | |
SFX_SE_TAORE_SNOW_SSS | |
SFX_SE_TAORE_SNOW_BOUND | |
SFX_SE_TAORE_WATER_L | Character lands in water
|
SFX_SE_TAORE_WATER_S | |
SFX_SE_TAORE_WATER_SS | |
SFX_SE_TAORE_WATER_SSS | |
SFX_SE_TAORE_WATER_BOUND | |
SFX_SE_TAORE_GRASS_L | Character lands in grass
|
SFX_SE_TAORE_GRASS_S | |
SFX_SE_TAORE_GRASS_SS | |
SFX_SE_TAORE_GRASS_SSS | |
SFX_SE_TAORE_GRASS_BOUND | |
SFX_SE_TAORE_DIRT_L | Character lands in dirt
|
SFX_SE_TAORE_DIRT_S | |
SFX_SE_TAORE_DIRT_SS | |
SFX_SE_TAORE_DIRT_SSS | |
SFX_SE_TAORE_DIRT_BOUND | |
SFX_SE_TAORE_NMETAL_L | Character lands on heavy metal
|
SFX_SE_TAORE_NMETAL_S | |
SFX_SE_TAORE_NMETAL_SS | |
SFX_SE_TAORE_NMETAL_SSS | |
SFX_SE_TAORE_NMETAL_BOUND | |
SFX_SE_TAORE_METAL_L | Character lands on metal
|
SFX_SE_TAORE_METAL_S | |
SFX_SE_TAORE_METAL_SS | |
SFX_SE_TAORE_METAL_SSS | |
SFX_SE_TAORE_METAL_BOUND | |
SFX_SE_TAORE_OIL_L | Character lands in oil
|
SFX_SE_TAORE_OIL_S | |
SFX_SE_TAORE_OIL_SS | |
SFX_SE_TAORE_OIL_SSS | |
SFX_SE_TAORE_OIL_BOUND | |
SFX_SE_TAORE_STONE_L | Character lands on stone
|
SFX_SE_TAORE_STONE_S | |
SFX_SE_TAORE_STONE_SS | |
SFX_SE_TAORE_STONE_SSS | |
SFX_SE_TAORE_STONE_BOUND | |
SFX_SE_TAORE_PAPER_L | Character lands on a checkered surface
|
SFX_SE_TAORE_PAPER_S | |
SFX_SE_TAORE_PAPER_SS | |
SFX_SE_TAORE_PAPER_SSS | |
SFX_SE_TAORE_PAPER_BOUND | |
SFX_SE_TAORE_GW_L | Character lands on Game & Watch flooring
|
SFX_SE_TAORE_GW_S | |
SFX_SE_TAORE_GW_SS | |
SFX_SE_TAORE_GW_SSS | |
SFX_SE_TAORE_GW_BOUND | |
SFX_SE_JTAYAK_L | Character takes a step
|
SFX_SE_JTAYAK_S | |
SFX_SE_BIG_JUMP_L | Character jumps full
|
SFX_SE_BIG_JUMP_S | |
SFX_SE_JUMP_L | Character short hops
|
SFX_SE_JUMP_S | |
SFX_SE_WNM_L | ? |
SFX_SE_WNM_S | |
SFX_SE_WTYAK_L | ? |
SFX_SE_WTYAK_S | |
SFX_SE_HUTTOBI_L | Character gets launched
|
SFX_SE_HUTTOBI_S | |
SFX_SE_CATCH1 | Character successfully grabs another character |
SFX_SE_NAGETOBASI | ? |
SFX_SE_NAGETOBASI_L | |
SFX_SE_SJP_HIT | Coin sound effect for Super Jump Punch. Not sure why it's here. |
SFX_SE_CHIT_M | Glancing blow |
SFX_SE_MHIT_L | Hit, especially kicks
|
SFX_SE_MHIT_M | |
SFX_SE_MHIT_S | |
SFX_SE_NHIT_L | Hit, especially punches
|
SFX_SE_NHIT_M | |
SFX_SE_NHIT_S | |
SFX_SE_GHIT_L | Hit, especially energy-based attacks
|
SFX_SE_GHIT_M | |
SFX_SE_GHIT_S | |
SFX_SE_PIYOPIYO | Character is in a dazed state |
SFX_SE_STG_OTI | Whooshing noise as a character approaches the bottom blast line. |
SFX_SE_STG_SINI | Character hits the bottom blast line |
SFX_SE_ELEHIT_S | Electric hit
|
SFX_SE_ELEHIT_M | |
SFX_SE_ELEHIT_L | |
SFX_SE_FIREHIT_S | Fire hit
|
SFX_SE_FIREHIT_M | |
SFX_SE_FIREHIT_L | |
SFX_JSHIELD | Character powershields |
SFX_JUST_IMP | ? |
SFX_SE_SOUSAI | Clang hit |
SFX_SE_SOUSAI_CUT | Sword clang hit; has 3 variations, chosen at random |
SFX_SE_SOUSAI_CUT2 | |
SFX_SE_SOUSAI_CUT3 | |
SFX_SHIELD | Character raises shield |
SFX_SWDHIT_S | Slash hit
|
SFX_SWDHIT_M | |
SFX_SWDHIT_L | |
SFX_EXPLOSION_SS | Explosive Attack
|
SFX_EXPLOSION_S | |
SFX_EXPLOSION_M | |
SFX_EXPLOSION_L | |
SFX_EXPLOSION_LL | |
SFX_FIRE_L | Fire attack
|
SFX_FIRE_M | |
SFX_FIRE_S | |
SFX_PRE_SMASH | Silent |
SFX_SMASH_HOLD | Character charges a smash attack |
SFX_SMASH_METEO_REF | ? |
SFX_KAIFUKU | Character heals; The game plays this one in a really fast loop. |
SFX_SCORE_COUNT | Score count sound used in 1-Player modes. |
SFX_SHIELD_STOP | Character drops shield |
SFX_SHIELD_REF | Character's shield reflects a projectile |
SFX_SHIELD_BREAK1 | Character's shield breaks; has 2 variations, chosen at random |
SFX_SHIELD_BREAK2 | |
SFX_HOSIKIE | Star KO |
SFX_BGM_MUTEKI | Invincible music |
SFX_BGM_HAMMER | Hammer music |
SFX_JISIN_S | ? |
SFX_JISIN_L | |
SFX_STG_SINI_L | Character hits one of the side blast lines
|
SFX_STG_SINI_R | |
SFX_STG_FORWARD_L | ? |
SFX_STG_FORWARD_M | |
SFX_STG_FORWARD_S | |
SFX_HIT_MUTEKI_S | ? |
SFX_HIT_MUTEKI_M | |
SFX_HIT_MUTEKI_L | |
SFX_TAIDEN | Character zapping after being hit by electricity |
SFX_MOEMOE | Character smoking after being hit by fire |
SFX_COIN_L | Coin effects
|
SFX_COIN_GET | |
SFX_COIN_M | |
SFX_COIN_S | |
SFX_SE_DASH_DOWN | Character fast falls |
SFX_XHIT_GURU | Character uses a spinning attack. The game loops the sound until the attack is over.
|
SFX_XHIT_BIG_GURU | |
SFX_XHIT_SPIN_FO_S | Character uses an aerial attack involving spinning
|
SFX_XHIT_SPIN_FO_L | |
SFX_XHIT_BIG_L | Character attacks with a punch or kick
|
SFX_XHIT_BIG_M | |
SFX_XHIT_BIG_S | |
SFX_XHIT_SWORD_L | Character attacks with a sword
|
SFX_XHIT_SWORD_M | |
SFX_XHIT_SWORD_S | |
SFX_DEMO_SWISH_L | Character attacks with a swishing attack
|
SFX_DEMO_SWISH_M | |
SFX_DEMO_SWISH_S | |
SFX_SE_XHIT_L | Character attacks
|
SFX_SE_XHIT_M | |
SFX_SE_XHIT_S | |
SFX_DROPFIGURE | Trophy drop (lottery) |
SFX_SLOT | Player pulls the lottery lever |
SFX_FPON_YURE | Player lets go of the lottery lever |
SFX_FPON_NEWFANF1 | Player gets a new trophy |
SFX_FPON_NEWFANF2 | Unused |
SFX_CS_CANCEL | Player backs out of a menu |
SFX_CS_KETTEI | Player enters a menu |
SFX_CS_MV | Player scrolls through options from a menu |
SFX_CS_BEEP1 | Player attempts to select a blocked menu option |
SFX_INFOBEEP | Character goes outside the camera's range |
SFX_PAUSE | Player pauses |
SFX_CONTROLNOIZE | Fox/Falco's Smash Taunt radio call |
SFX_CS_COINCOUNT_S | Player gets a small coin |
SFX_CS_COINCOUNT_L | Player gets large coin |
SFX_CS_WINNAME | Character results sound effect |
SFX_SMASH_APPEAL | Spark that begins Fox/Falco's smash taunt. |
SFX_CS_FINGER_PUT | Player picks up or sets down the character select medallion |
SFX_CS_FINGER_PUSH | Player attempts to push Master Hand out of the window area |
SFX_CS_DOOR_OPEN | Player opens a player box for use in the character selection screen |
SFX_CS_DOOR_CLOSE | Player closes a player box in the character selection screen |
SFX_CS_HR_COUNT | Tally noise the game quickly loops to count distance in Home-Run Contests |
SFX_CS_ERASE_CAUTION1 | Warning when player attempts to erase data |
SFX_CS_ERASE_CAUTION2 | Second warning when player attempts to erase data |
SFX_CS_ERASE | Player partially erases data |
SFX_CS_ERASE_ALL | Player erases all Melee data |
SFX_CS_HR_ZANNEN | ? |
SFX_CS_CAMERA | ? |
SFX_V_SELECTVOICE_CAPTAIN | Clips that play when selecting a character. All are silent except for Captain Falcon's.
|
SFX_V_SELECTVOICE_CLINK | |
SFX_V_SELECTVOICE_DK | |
SFX_V_SELECTVOICE_DRMARIO | |
SFX_V_SELECTVOICE_FALCO | |
SFX_V_SELECTVOICE_FOX | |
SFX_V_SELECTVOICE_ICE | |
SFX_V_SELECTVOICE_KIRBY | |
SFX_V_SELECTVOICE_KOOPA | |
SFX_V_SELECTVOICE_LINK | |
SFX_V_SELECTVOICE_LUIGI | |
SFX_V_SELECTVOICE_MARIO | |
SFX_V_SELECTVOICE_MARS | |
SFX_V_SELECTVOICE_MEWTWO | |
SFX_V_SELECTVOICE_NESS | |
SFX_V_SELECTVOICE_PEACH | |
SFX_V_SELECTVOICE_PICHU | |
SFX_V_SELECTVOICE_PIKACHU | |
SFX_V_SELECTVOICE_PURIN | |
SFX_V_SELECTVOICE_SAMUS | |
SFX_V_SELECTVOICE_SEAK | |
SFX_V_SELECTVOICE_YOSHI | |
SFX_V_SELECTVOICE_GAMEWATCH | |
SFX_V_SELECTVOICE_GANON | |
SFX_V_SELECTVOICE_EMBLEM | |
SFX_IT_GET | Character picks up an item |
SFX_IT_SUTE | Character drops an item |
SFX_IT_TABEMONOGET | Character eats food |
SFX_IT_FUHATU | Item disappears |
SFX_IT_BAT | Home-Run Bat hits with Smash attack, also referred to as Ping sound
|
SFX_IT_BAT_S | |
SFX_IT_HARISENHIT | Used for various character attacks; Never used for the fan |
SFX_IT_HARISENHIT_S | Used for various character attacks; Never used for the fan |
SFX_IT_HARISENHIT_L | Fan hits with any attack |
SFX_IT_RGUN_LR | Ray Gun fires
|
SFX_IT_RGUN_RL | |
SFX_IT_RGUN_KARA | Ray Gun attemps to fire while out of shots |
SFX_IT_STARROD_L | Star Rod is used
|
SFX_IT_STARROD_M | |
SFX_IT_STARROD_S | |
SFX_IT_STARROD_SUKA | Star Rod is attempted to be used while out of shots |
SFX_IT_SWORD_L | Beam Sword is used
|
SFX_IT_SWORD_M | |
SFX_IT_SWORD_S | |
SFX_IT_FFLOW_FIRE | Fire Flower is used |
SFX_IT_FFLOW_SUKA | Fire Flower is attempted to be used while out of ammo |
SFX_IT_BOMBHEI_IDOU | Bob-omb activates |
SFX_IT_KAMEKR_HIT | Koopa Shell hits, red or green, plus Luigi's dash attack |
SFX_IT_KAMEKR_NAGE | Character throws a Koopa Shell, red or green |
SFX_IT_MBOMBSET | Motion-Sensor Bomb gets set |
SFX_IT_EGGWARE | Egg breaks |
SFX_IT_FREEZE | The beginning of a character being frozen by Freezie |
SFX_IT_HAKOWARE | Crate breaks |
SFX_IT_KASA_HIRAKU | Parasol opens |
SFX_IT_KUSUDAMA | Party Ball lands on ground |
SFX_IT_STAR_GET | Character gets the Super Star |
SFX_IT_STAR_HANE | Super Star bounces on the ground |
SFX_IT_TARUWARE | Barrel breaks |
SFX_IT_SCORPESHOT_SINGLE | Super Scope shoots once |
SFX_IT_SCORPE_KAMAE | Super Scope gets cocked |
SFX_IT_SCORPE_TAME | Super Scope gets charged |
SFX_IT_SCORPESHOT_TAME_S | Super Scope fires a shot
|
SFX_IT_SCORPESHOT_TAME_L | |
SFX_IT_SCORPESHOT_KARA | Super Scope attempts to fire while out of shots |
SFX_IT_HAZUMI | Item falls on the ground |
SFX_IT_HAZUMI_BOX | Crate falls on the ground |
SFX_IT_HAZUMI_TARU | Barrel falls on the ground |
SFX_IT_HAZUMI_BAT | Home-Run bat falls on the ground |
SFX_IT_HAZUMI_WEAPON | Weapon item falls on the ground |
SFX_IT_HAZUMI_FOOD | Food falls on the ground |
SFX_IT_NAGE | Character throws an item |
SFX_IT_DOSEIPOO1 | Mr. Saturn hits a character; has 3 variations, chosen at random |
SFX_IT_DOSEIPOO2 | |
SFX_IT_DOSEIPOO3 | |
SFX_IT_MBALLWARE | A Poké Ball opens |
SFX_IT_WARPSTAR1 | Initial use of a Warpstar; has 7 variations, chosen at random |
SFX_IT_WARPSTAR2 | |
SFX_IT_WARPSTAR3 | |
SFX_IT_WARPSTAR4 | |
SFX_IT_WARPSTAR5 | |
SFX_IT_WARPSTAR6 | |
SFX_IT_WARPSTAR7 | |
SFX_IT_WARPSTAR_RAKKA | Warpstar crashes back down to the ground. The game loops the sound until impact |
SFX_IT_SCBALL_JUMP | Character jumps with the Screw Attack ball |
SFX_IT_SCBALL_HIT | Character gets hit with the Screw Attack ball |
SFX_IT_RABBIT_GET | Character gets the Bunny Hood |
SFX_IT_RABBIT_DASH | Character dashes with the Bunny Hood |
SFX_IT_RABBIT_STOP | Character stops with the Bunny Hood |
SFX_IT_RABBIT_JUMP1 | Character jumps with the Bunny Hood |
SFX_IT_RABBIT_JUMP2 | Character double jumps with the Bunny Hood |
SFX_IT_KINOKO_2BIG | Character grows with the Super Mushroom |
SFX_IT_KINOKO_2SMALL | Character shrinks with the Poison Mushroom |
SFX_IT_LIPSTICK_SHOT | Lip's Stick is used |
SFX_IT_LIPSTICK_FLOWER | Character gets inflicted with the flower |
SFX_IT_LIPSTICK_SHOT_KARA | Lips's Stick is attempted to be used while out of ammo |
SFX_IT_METAL_CHANGE | Character goes metal |
SFX_IT_FREEZE_ICE | Character gets Frozen |
SFX_IT_FREEZE_ICE_BOUND | Freezie hits the stage |
SFX_IT_FREEZE_ICE_SMASH | Character gets hit while frozen
|
SFX_IT_FREEZE_ICE_SMASH_S | |
SFX_IT_KUSUDAMA_TYAK | Party Ball bounces off the ground |
SFX_IT_KUSUDAMA_FANF | Party Ball plays it's song; has 2 variations, chosen at random |
SFX_IT_KUSUDAMA_FANF_TK2 | |
SFX_IT_TARU_GUN_HAIRU | Character gets in the Barrel Cannon |
SFX_IT_TARU_GUN_SHOT | Barrel Cannon fires. |
SFX_IT_SPY_IN | Cloaking Device gets activated |
SFX_IT_SPY_MIE | Cloaking Device wears off |
SFX_IT_CLOCKBOMB_COUNT | Unused, sounds like the time bomb from Kirby Air Ride |
SFX_ZK_FUMI | Character stomps on a Goomba or Koopa; Character breaks Tingle's Balloon |
SFX_ZK_TARGET | Character breaks a target |
SFX_ZK_KIE | ? |
SFX_ZK_HUTTOBI1 | Character kills an Adventure Mode enemy; has 4 variations, chosen depending on the enemy |
SFX_ZK_HUTTOBI2 | |
SFX_ZK_HUTTOBI3 | |
SFX_ZK_HUTTOBI4 | |
SFX_ZK_LEADED_SCREAM | Redead Screams |
SFX_ZK_BLOCK | Character breaks a Mushroom Kingdom block |
SFX_ZK_OCT_SHOT | Octorok shoots a rock |
SFX_ZK_OCT_TAMA | Octorok's rock hits something |
SFX_ZK_LIKE_EAT | Like-Like eats a character |
SFX_ZK_LIKE_SHOT | Like-Like expels a character |
SFX_ZK_MOGU | ? |
SFX_ZK_WB_STEP | ? |
SFX_V_DOYO_L | Crowd gasps
|
SFX_V_DOYO_M | |
SFX_V_DOYO_S | |
SFX_V_KANPATI_L | Crowd cheers
|
SFX_V_KANPATI_M | |
SFX_V_KANPATI_S | |
SFX_V_KANSEI_GAMEN | Crowd cheer to end the match |
SFX_V_KANSEI_L | Crowd cheers
|
SFX_V_KANSEI_M | |
SFX_V_KANSEI_S | |
SFX_V_KANSEI_START | Crowd cheer to start the match |
SFX_V_KANSEI_NOCON | Crowd jeer for a no contest ending |
SFX_V_PATI_L | Crowd claps
|
SFX_V_PATI_M | |
SFX_V_PATI_S | |
SFX_SE_STEP_WATER | Character steps in water
|
SFX_SE_STEP_WATERB | |
SFX_SE_STEP_WATERS | |
SFX_SE_STEP_GRASS | Character steps in grass
|
SFX_SE_STEP_GRASSB | |
SFX_SE_STEP_GRASSS | |
SFX_SE_STEP_DIRT | Character steps in dirt
|
SFX_SE_STEP_DIRTB | |
SFX_SE_STEP_DIRTS | |
SFX_SE_STEP_NMETAL | Character steps on heavy metal
|
SFX_SE_STEP_NMETALB | |
SFX_SE_STEP_NMETALS | |
SFX_SE_STEP_METAL | Character steps on metal
|
SFX_SE_STEP_METALB | |
SFX_SE_STEP_METALS | |
SFX_SE_STEP_OIL | Character steps in oil
|
SFX_SE_STEP_OILB | |
SFX_SE_STEP_OILS | |
SFX_SE_STEP_STONE | Character steps on stone
|
SFX_SE_STEP_STONEB | |
SFX_SE_STEP_STONES | |
SFX_SE_STEP_FROZEN | Character steps on ice
|
SFX_SE_STEP_FROZENB | |
SFX_SE_STEP_FROZENS | |
SFX_SE_STEP_PAPER | Character steps on a checkered surface
|
SFX_SE_STEP_PAPERB | |
SFX_SE_STEP_PAPERS | |
SFX_SE_STEP_PET | ? |
SFX_SE_STEP_PETB | |
SFX_SE_STEP_PETS | |
SFX_SE_STEP_WOOD | Character steps on wood
|
SFX_SE_STEP_WOODB | |
SFX_SE_STEP_WOODS | |
SFX_SE_STEP_GW | Character steps on Game & Watch flooring
|
SFX_SE_STEP_GWB | |
SFX_SE_STEP_GWS | |
SFX_SE_STEP_CAPTAIN | Captain Falcon takes a step
|
SFX_SE_STEP_CAPTAINB | |
SFX_SE_STEP_CAPTAINS | |
SFX_SE_STEP_METALCAPTAIN | |
SFX_SE_STEP_METALCAPTAINB | |
SFX_SE_STEP_METALCAPTAINS | |
SFX_SE_STEP_CLINK | Young Link takes a step
|
SFX_SE_STEP_CLINKB | |
SFX_SE_STEP_CLINKS | |
SFX_SE_STEP_METALCLINK | |
SFX_SE_STEP_METALCLINKB | |
SFX_SE_STEP_METALCLINKS | |
SFX_SE_STEP_DK | Donkey Kong takes a step
|
SFX_SE_STEP_DKB | |
SFX_SE_STEP_DKS | |
SFX_SE_STEP_METALDK | |
SFX_SE_STEP_METALDKB | |
SFX_SE_STEP_METALDKS | |
SFX_SE_STEP_DRMARIO | Dr. Mario takes a step
|
SFX_SE_STEP_DRMARIOB | |
SFX_SE_STEP_DRMARIOS | |
SFX_SE_STEP_METALDRMARIO | |
SFX_SE_STEP_METALDRMARIOB | |
SFX_SE_STEP_METALDRMARIOS | |
SFX_SE_STEP_FALCO | Falco takes a step
|
SFX_SE_STEP_FALCOB | |
SFX_SE_STEP_FALCOS | |
SFX_SE_STEP_METALFALCO | |
SFX_SE_STEP_METALFALCOB | |
SFX_SE_STEP_METALFALCOS | |
SFX_SE_STEP_FOX | Fox takes a step
|
SFX_SE_STEP_FOXB | |
SFX_SE_STEP_FOXS | |
SFX_SE_STEP_METALFOX | |
SFX_SE_STEP_METALFOXB | |
SFX_SE_STEP_METALFOXS | |
SFX_SE_STEP_ICE | The Ice Climbers takes a step
|
SFX_SE_STEP_ICEB | |
SFX_SE_STEP_ICES | |
SFX_SE_STEP_METALICE | |
SFX_SE_STEP_METALICEB | |
SFX_SE_STEP_METALICES | |
SFX_SE_STEP_KIRBY | Kirby takes a step
|
SFX_SE_STEP_KIRBYB | |
SFX_SE_STEP_KIRBYS | |
SFX_SE_STEP_METALKIRBY | |
SFX_SE_STEP_METALKIRBYB | |
SFX_SE_STEP_METALKIRBYS | |
SFX_SE_STEP_KOOPA | Bowser takes a step
|
SFX_SE_STEP_KOOPAB | |
SFX_SE_STEP_KOOPAS | |
SFX_SE_STEP_METALKOOPA | |
SFX_SE_STEP_METALKOOPAB | |
SFX_SE_STEP_METALKOOPAS | |
SFX_SE_STEP_GKOOPA | Giga Bowser takes a step
|
SFX_SE_STEP_GKOOPAB | |
SFX_SE_STEP_GKOOPAS | |
SFX_SE_STEP_METALGKOOPA | |
SFX_SE_STEP_METALGKOOPAB | |
SFX_SE_STEP_METALGKOOPAS | |
SFX_SE_STEP_LINK | Link takes a step
|
SFX_SE_STEP_LINKB | |
SFX_SE_STEP_LINKS | |
SFX_SE_STEP_METALLINK | |
SFX_SE_STEP_METALLINKB | |
SFX_SE_STEP_METALLINKS | |
SFX_SE_STEP_LUIGI | Luigi takes a step
|
SFX_SE_STEP_LUIGIB | |
SFX_SE_STEP_LUIGIS | |
SFX_SE_STEP_METALLUIGI | |
SFX_SE_STEP_METALLUIGIB | |
SFX_SE_STEP_METALLUIGIS | |
SFX_SE_STEP_MARIO | Mario takes a step
|
SFX_SE_STEP_MARIOB | |
SFX_SE_STEP_MARIOS | |
SFX_SE_STEP_METALMARIO | |
SFX_SE_STEP_METALMARIOB | |
SFX_SE_STEP_METALMARIOS | |
SFX_SE_STEP_MARS | Marth takes a step
|
SFX_SE_STEP_MARSB | |
SFX_SE_STEP_MARSS | |
SFX_SE_STEP_METALMARS | |
SFX_SE_STEP_METALMARSB | |
SFX_SE_STEP_METALMARSS | |
SFX_SE_STEP_NESS | Ness takes a step
|
SFX_SE_STEP_NESSB | |
SFX_SE_STEP_NESSS | |
SFX_SE_STEP_METALNESS | |
SFX_SE_STEP_METALNESSB | |
SFX_SE_STEP_METALNESSS | |
SFX_SE_STEP_PEACH | Peach takes a step
|
SFX_SE_STEP_PEACHB | |
SFX_SE_STEP_PEACHS | |
SFX_SE_STEP_METALPEACH | |
SFX_SE_STEP_METALPEACHB | |
SFX_SE_STEP_METALPEACHS | |
SFX_SE_STEP_PICHU | Pichu takes a step
|
SFX_SE_STEP_PICHUB | |
SFX_SE_STEP_PICHUS | |
SFX_SE_STEP_METALPICHU | |
SFX_SE_STEP_METALPICHUB | |
SFX_SE_STEP_METALPICHUS | |
SFX_SE_STEP_PIKACHU | Pikachu takes a step
|
SFX_SE_STEP_PIKACHUB | |
SFX_SE_STEP_PIKACHUS | |
SFX_SE_STEP_METALPIKACHU | |
SFX_SE_STEP_METALPIKACHUB | |
SFX_SE_STEP_METALPIKACHUS | |
SFX_SE_STEP_PURIN | Jigglypuff takes a step
|
SFX_SE_STEP_PURINB | |
SFX_SE_STEP_PURINS | |
SFX_SE_STEP_METALPURIN | |
SFX_SE_STEP_METALPURINB | |
SFX_SE_STEP_METALPURINS | |
SFX_SE_STEP_SAMUS | Samus takes a step
|
SFX_SE_STEP_SAMUSB | |
SFX_SE_STEP_SAMUSS | |
SFX_SE_STEP_METALSAMUS | |
SFX_SE_STEP_METALSAMUSB | |
SFX_SE_STEP_METALSAMUSS | |
SFX_SE_STEP_SEAK | Sheik takes a step
|
SFX_SE_STEP_SEAKB | |
SFX_SE_STEP_SEAKS | |
SFX_SE_STEP_METALSEAK | |
SFX_SE_STEP_METALSEAKB | |
SFX_SE_STEP_METALSEAKS | |
SFX_SE_STEP_ZELDA | Zelda takes a step
|
SFX_SE_STEP_ZELDAB | |
SFX_SE_STEP_ZELDAS | |
SFX_SE_STEP_METALZELDA | |
SFX_SE_STEP_METALZELDAB | |
SFX_SE_STEP_METALZELDAS | |
SFX_SE_STEP_YOSHI | Yoshi takes a step
|
SFX_SE_STEP_YOSHIB | |
SFX_SE_STEP_YOSHIS | |
SFX_SE_STEP_METALYOSHI | |
SFX_SE_STEP_METALYOSHIB | |
SFX_SE_STEP_METALYOSHIS | |
SFX_SE_STEP_GANON | Ganondorf takes a step
|
SFX_SE_STEP_GANONB | |
SFX_SE_STEP_GANONS | |
SFX_SE_STEP_METALGANON | |
SFX_SE_STEP_METALGANONB | |
SFX_SE_STEP_METALGANONS | |
SFX_SE_STEP_EMBLEM | Roy takes a step
|
SFX_SE_STEP_EMBLEMB | |
SFX_SE_STEP_EMBLEMS | |
SFX_SE_STEP_METALEMBLEM | |
SFX_SE_STEP_METALEMBLEMB | |
SFX_SE_STEP_METALEMBLEMS | |
SFX_VL_METAL_TYAK1 | Metal character takes a step |
SFX_VL_METAL_TAORE | Metal character lands |
SFX_VL_WSTAR1 | Warp Star comes descends on the left |
SFX_VL_WSTAR2 | Warp Star comes descends on the right |
SFX_SE_ICEHIT | Character gets hit with an ice attack and gets frozen |
SFX_SE_TYAK_WATER | ? |
SFX_SE_CATCH_MOTION | Character grabs |
FGM GROUP: GRPSFX_POKEMON[edit]
This group contains the various Pokémon sounds.
Item | Description |
---|---|
SFX_PK_CHICORITA_SHOT | Chikorita's Razor Leaf |
SFX_PKV_CHICORITA | Chikorita's cry |
SFX_PK_MATADOGAS_GUS | Weezing's Smog version 1 |
SFX_PK_MATADOGAS_GUS2 | Weezing's Smog version 2 |
SFX_PK_MATADOGAS_GUS3 | Weezing's Smog version 3 |
SFX_PKV_MATADOGAS | Weezing's cry |
SFX_PK_LIZARDON_FIRE | Charizard's Flamethrower version 1 |
SFX_PK_LIZARDON_FIRE2 | Charizard's Flamethrower version 2 |
SFX_PK_LIZARDON_FIRE3 | Charizard's Flamethrower version 3 |
SFX_PKV_LIZARDON | Charizard's cry |
SFX_PK_UNKNOWN1 | Unknown's Take Down version 1 |
SFX_PK_UNKNOWN2 | Unknown Take Down version 2 |
SFX_PK_KAMEX_SHOT_LR | Blastoise's Hydro Pump version 1 |
SFX_PK_KAMEX_SHOT_RL | Blastoise's Hydro Pump version 2 |
SFX_PKV_KAMEX | Blastoise's cry |
SFX_PK_MARUMINE_IKARU | Electrode charges Explosion |
SFX_PK_MARUMINE_BOMB | Electrode's Explosion |
SFX_PKV_HASSAM | Scizor's cry |
SFX_PK_HASSAM_JET | Scizor's Metal Claw |
SFX_PKV_KABIGON1 | Snorlax's cry |
SFX_PKV_KABIGON2 | Snorlax's cry when using Body Slam |
SFX_PKV_KIREIHANA | Bellossom's cry |
SFX_PK_KIREIHANA_GUS1 | Bellossom's Sweet Scent version 1 |
SFX_PK_KIREIHANA_GUS2 | Bellossom's Sweet Scent version 2 |
SFX_PKV_METAMON | Ditto's cry: Unused |
SFX_PKV_MEW | Mew's cry |
SFX_PKV_PIPI | Clefairy's cry |
SFX_PKV_SONANS | Wobbuffet's cry |
SFX_PKV_TOGEPY | Togepi's cry |
SFX_PK_TOGEPY_FLASH | Togepi's Metronome |
SFX_PKV_TOSAKINTO | Goldeen's cry |
SFX_PKV_FUSHIGIBANA | Venusaur's cry |
SFX_PK_FUSHIGIBANA_DANCE1 | Venusaur's Earthquake version 1 |
SFX_PK_FUSHIGIBANA_DANCE2 | Venusaur's Earthquake version 2 |
SFX_PK_FUSHIGIBANA_DANCE3 | Venusaur's Earthquake version 3 |
SFX_PK_FUSHIGIBANA_DANCE4 | Venusaur's Earthquake version 4 |
SFX_PKV_HINOARASHI | Cyndaquil's cry |
SFX_PK_HINOARASHI_FIRE1 | Cyndaquil's Flamethrower version 1 |
SFX_PK_HINOARASHI_FIRE2 | Cyndaquil's Flamethrower version 2 |
SFX_PK_HINOARASHI_FIRE3 | Cyndaquil's Flamethrower version 3 |
SFX_PKV_HITODEMAN | Staryu's cry |
SFX_PK_HITODEMAN_SHOT_RL | Staryu's Swift fires right to left |
SFX_PK_HITODEMAN_SHOT_LR | Staryu's Swift fires left to right |
SFX_PKV_LUCKY | Chansey's cry |
SFX_PK_LUCKY_EGG | Chansey plucks an egg |
SFX_PKV_MARIL | Maril's cry |
SFX_PKV_PORYGON2 | Porygon2's cry |
SFX_PKV_PORYGON2_KIE | Porygon2 disappears |
SFX_PK_FLAP | Legendary bird flaps wings |
SFX_PK_ENTEI1 | Entei's roar |
SFX_PK_ENTEI2 | Entei's Fire Spin version 1 |
SFX_PK_ENTEI3 | Entei's Fire Spin version 2 |
SFX_PK_ENTEI4 | Entei's Fire Spin version 3 |
SFX_PK_RAIKOU1 | Raikou's roar |
SFX_PK_RAIKOU2 | Raikou's Spark version 1 |
SFX_PK_RAIKOU3 | Raikou's Spark version 2 |
SFX_PK_RAIKOU4 | Raikou's Spark version 3 |
SFX_PK_SUIKUN1 | Suicune's roar |
SFX_PK_SUIKUN2 | Suicune's Blizzard version 1 |
SFX_PK_SUIKUN3 | Suicune's Blizzard version 2 |
SFX_PK_SUIKUN4 | Suicune's Blizzard version 3 |
SFX_PK_LUGIA_SHOT | Lugia's Aeroblast version 1 |
SFX_PK_LUGIA_SHOT2 | Lugia's Aeroblast version 2 |
SFX_PK_LUGIA_SHOT3 | Lugia's Aeroblast version 3 |
SFX_PK_FREEZER | Articuno's Icy Wind |
FGM GROUP: GRPSFX_NR_TITLE[edit]
This group contains sounds of the narrator announcing the title of the game.
Item | Narration | Usage |
---|---|---|
SFXNR_NINTENDOHALLSTAR | "Nintendo All Star" | Unused |
SFXNR_SUPER | "Super Smash Brothers... MELEEEEEE!" | Opening to the game |
SFXNR_DAIRANTOH | "Daiii-rantoh!" | Used in the Japanese version of Melee. |
SFXNR_SMAAASHBROS | "SMAAAAAASH BROTHERS" | Used in the Japanese version of Melee. |
SFXNR_SMASHBROSMELEE | A clone of SFXNR_SUPER | Unused |
SFXNR_TITLE_SAKURAI | Silent, though if this sound is directly extracted from the game, it will play a voice clip of someone (Despite Masahiro Sakurai's name being in the clip's name, the actual voice doesn't sound like him) shouting "Smash Brothers... MELEEEEEE!" | Unused |
FGM GROUP: GRPSFX_NR_SELECT[edit]
This group contains sounds of the narrator announcing the various modes within Melee.
Item | Narration | Usage |
---|---|---|
SFXNR_MULTIMANMELEE | "Multi-Man Melee" | Used in Multi-Man Melee's character select screen |
SFXNR_HRCONTEST | "Home-Run Contest" | Used in Home-Run Contest's character select screen |
SFXNR_TRAININGMD | "Training Mode" | Used in Training Mode's character select screen |
SFXNR_ALLSTAR | "All-Star" | Used in All-Star Mode's character select screen |
SFXNR_CHOOSCHARA | "Choose your character" | Used in various 1-Player character select screens |
SFXNR_BATTLEROYAL | "Melee!" | Used in the Versus Mode character select screens to indicate a Time Match; Also used in the Special Melee: Lightning/Slo-Mo Melee character select screens |
SFXNR_DECISION | "Decision" | Used in the Versus Mode character select screens to indicate a Bonus Match |
SFXNR_GETCOINS | "Grab the coins!" | Used in the Versus Mode character select screens to indicate a Coin Match |
SFXNR_SURVIVAL | "Survival" | Used in the Versus Mode character select screens to indicate a Stock Match |
SFXNR_TOURNAMENTMD | "Tournament Mode" | Used in the Tournament Mode setup screen |
SFXNR_CAMERA | "Camera!" | Used in the Special Melee: Camera Mode character select screen |
SFXNR_STAMINA | "Stamina!" | Used in the Special Melee: Stamina Mode character select screen |
SFXNR_SUPER_SD | "Super Sudden Death!" | Used in the Special Melee: Super Sudden Death character select screen |
SFXNR_GIANTMELEE | "Giant Melee!" | Used in the Special Melee: Giant Melee character select screen |
SFXNR_TINYMELEE | "Tiny Melee!" | Used in the Special Melee: Tiny Melee character select screen |
SFXNR_INVISIBLEMELEE | "Invisible Melee!" | Used in the Special Melee: Invisible Melee character select screen |
SFXNR_FIXED_CAMERA | "Fixed Camera!" | Used in the Special Melee: Fixed-Camera Mode character select screen |
SFXNR_1BUTTON | "Single Button!" | Used in the Special Melee: Single-Button Mode character select screen |
SFXNR_HOWTOPLY | "How to Play" | Unused |
SFXNR_COMPLAYER | "Computer Player" | Unused |
SFXNR_STOCKPLYERREMOVED | "Stock Player Removed" | Unused |
SFXNR_WINNER_DROPOUT | "Winner drops out" | Used in Tournament Mode to indicate the winner dropping out |
SFXNR_LOSER_DROPOUT | "Loser drops out" | Used in Tournament Mode to indicate the loser dropping out |
FGM GROUP: GRPSFX_NR_1P[edit]
This group contains sounds of the narrator commentating for the 1-player modes, especially Classic Mode and Event Matches.
Item | Narration | Usage |
---|---|---|
SFXNR_NEWRECORD | "A new record!" | Used to indicate a record being broken in Multi-Man Melee, Home-Run Contest, Target Test, and Event Matches. |
SFXNR_CONGRATULATION | "Congratulations" | Used in 1 player modes to congratulate the player for winning the game. |
SFXNR_CONTINUE | "Continue?" | Used in 1 player modes to ask the player to continue after failing. |
SFXNR_GAMEOVER | "Game Over" | Used in 1 player modes to indicate that the player has been defeated. |
SFXNR_AND | "And" | Unused. |
SFXNR_WOWINCRE | "Wow! Incredible!" | Used in 1 player modes to congratulate the player for winning the game on "Very Hard" difficulty. |
SFXNR_COMPLETE | "Complete!" | Used in Stadium and Event Matches to indicate that the task is complete. |
SFXNR_BONUSSTG | "Bonus Stage" | Used in classic mode to announce a bonus stage: Target Test, Race to the Finish, and Snag the Trophies. |
SFXNR_FAILURE | "Failure" | Used in Stadium and Event Matches to indicate that the task was failed. |
SFXNR_RACETOFINISH | "Race to the Finish!" | Used in classic mode to announce the Race to the Finish bonus stage. |
SFXNR_VS | "Versus" | Used in Classic Mode to separate teams. |
FGM GROUP: GRPSFX_NR_VS[edit]
This group contains sounds of the narrator announcing the winner (or lack thereof) of a Versus Mode match in the results screen.
Item | Narration | Usage |
---|---|---|
SFXNR_NOCONTEST | "No contest" | Used in the Versus Mode results screen to announce that the match was quit. |
SFXNR_SUDDENDEATH | "Sudden death" | Used in Versus Mode to announce a sudden death match. |
SFXNR_TEAMBLUE | "Blue team" | Used in the Versus Mode results screen to announce that Blue Team won. |
SFXNR_TEAMGREEN | "Green team" | Used in the Versus Mode results screen to announce that Green Team won. |
SFXNR_TEAMRED | "Red team" | Used in the Versus Mode results screen to announce that Red Team won. |
SFXNR_THISGAMESWINNER | "This game's winner is" | Used in the Versus Mode results screen to announce the winner. |
SFXNR_WINS | "Wins" | Unused |
FGM GROUP: GRPSFX_MHANDS[edit]
This group contains Master and Crazy Hand's sounds.
Item | Description |
---|---|
SFXV_MHANDS_DAMAGE | Master/Crazy Hand KO scream |
SFXV_MHANDS_HAHAHA1 | Master Hand laughs |
SFXV_MHANDS_HAHAHA2 | Crazy Hand laughs |
SFXV_MHANDS_CANON | Master Hand's Finger Bullet |
SFXV_MHANDS_FINGERRAY1 | Master/Crazy Hand's Laser Nail; has 3 variations, chosen at random |
SFXV_MHANDS_FINGERRAY2 | |
SFXV_MHANDS_FINGERRAY3 | |
SFXV_MHANDS_SWISH_S | Master Hand's Floor Sweep |
SFXV_MHANDS_SWISH_L | Master Hand's Big Slap |
SFXV_MHANDS_SWISH2_S | Crazy Hand's Floor Sweep |
SFXV_MHANDS_SWISH2_L | Crazy Hand's Big Slap |
SFXV_MHANDS_OKU_HIKOU_START | Master/Crazy Hand begins his Jetstream |
SFXV_MHANDS_OKU_HIKOU_COME | Master/Crazy Hand's Jetstream |
SFXV_MHANDS_OKU_HIKOU_COME2 | Master/Crazy Hand's Jetstream when it passes the stage |
SFXV_MHANDS_OKU_HIKOU_COME3 | Master/Crazy Hand's Flying Punch |
SFXV_MHANDS_GOO_ATK | Master/Crazy Hand's Power Punch |
SFXV_MHANDS_PAA_ATK | Master/Crazy Hand's Power Slap |
SFXV_MHANDS_CATCH | Master Hand's Grab |
SFXV_MHANDS_NIGIRU | Crazy Hand's Grab |
SFXV_MHANDS_DORIRU | Master/Crazy Hand's Finger Drill |
SFXV_MHANDS_DORIRU_START | Master/Crazy Hand begins his Finger Drill |
SFXV_MHANDS_FWALK1 | Master/Crazy Hand's Finger/Spider Walk; has 2 variations, alternating with each "step" |
SFXV_MHANDS_FWALK2 | |
SFXV_MHANDS_JISIN | Explosion effect for Master/Crazy Hand's Death |
SFXV_MHANDS_DEATH1 | Background effect for Master Hand's death |
SFXV_MHANDS_DEATH2 | Background effect for Crazy Hand's death |
SFXV_MHANDS_ELEC1 | Crazy Hand's zapping effects; has 4 variations, chosen at random |
SFXV_MHANDS_ELEC2 | |
SFXV_MHANDS_ELEC3 | |
SFXV_MHANDS_ELEC4 |
FGM GROUP: GRPSFX_1PADV[edit]
This group contains sounds from the "F-Zero Grand Prix" stage of Adventure Mode.
Item | Description |
---|---|
SFXST_1P_FALLWATER_CHAR | Splashing effect played when a character falls off the track and into the water |
SFXST_1P_MOVEINFO | Sound played as a warning when the F-Zero Machines are approaching |
SFXST_1P_CRASH_CHAR | Sound played when the player is hit by a machine |
SFXST_1P_FZEROCAR3 | Sound played when a machine goes by |
SFXST_1P_FZEROCAR2 | |
SFXST_1P_FZEROCAR1 | |
SFXST_1P_FZERO_JISIN | Sound used in the intro cutscene to the Grand Prix stage when one of the machines get destroyed |
FGM GROUP: GRPSFX_ENDING[edit]
This group contains sound effects for the ending credits of the game.
Item | Description |
---|---|
SFXST_ENDING_AMB1 | Various ambiances played throughout the credits sequence |
SFXST_ENDING_AMB2 | |
SFXST_ENDING_AMB3 | |
SFXST_ENDING_AMB4 | |
SFXST_ENDING_AMB5 | |
SFXST_ENDING_SWOSH1 | Sounds played when a sign or other object is passed |
SFXST_ENDING_SWOSH2 | |
SFXST_ENDING_SWOSH3 | |
SFXST_ENDING_SWOSH4 | |
SFXST_ENDING_SWOSH5 | |
SFXST_ENDING_SIGNAL1 | Sound played when a standard name is hit |
SFXST_ENDING_SIGNAL2 | Sound played when a sign with a logo is hit |
SFXST_ENDING_SIGNAL3 | Sound played when the hitcount is displayed |
SFXST_ENDING_SIGNAL4 | Sound played when the player fires. |
SFXST_ENDING_EXPLOSION1 | ? |
SFXST_ENDING_EXPLOSION2 | ? |
FGM GROUP: GRPSFX_NR_NAME[edit]
This group contains sounds of the narrator announcing more versus mode things. These include character names, the "Ready?", "Go!", "Time!", and "Game!" sounds, and the countdown sounds. Curiously, the "Break the Targets" sound is here too, and not in GRPSFX_NR_1P as one would expect.
Item | Narration | Usage |
---|---|---|
SFXNR_CAPTAIN | "Captain Falcon" | Used in character selection screens, the results screen, and in Classic Mode to refer to Captain Falcon. |
SFXNR_DONKEY | "Donkey Kong" | Used in character selection screens, the results screen, and in Classic Mode to refer to Donkey Kong. |
SFXNR_DRMARIO | "Doctor Mario" | Used in character selection screens, the results screen, and in Classic Mode to refer to Dr. Mario. |
SFXNR_ZAKOTEAM | "Fighting Wire Frames" | Unused |
SFXNR_FALCO | "Falco" | Used in character selection screens, the results screen, and in Classic Mode to refer to Falco. |
SFXNR_FOX | Fox" | Used in character selection screens, the results screen, and in Classic Mode to refer to Fox. |
SFXNR_GANON | "Ganondorf" | Used in character selection screens, the results screen, and in Classic Mode to refer to Ganondorf. |
SFXNR_GIANT | "Giant" | Used in Classic Mode to indicate a giant character. |
SFXNR_GIGAKOOPA | "Giga Boucer" | Unused |
SFXNR_GIGABOUCER | "Giga Koopa" | Unused |
SFXNR_MRGAMEWATCH | "Mr. Game & Watch" | Used in character selection screens, the results screen, and in Classic Mode to refer to Mr. Game & Watch. |
SFXNR_ICECLIMBER | "Ice Climbers" | Used in character selection screens, the results screen, and in Classic Mode to refer to the Ice Climbers. |
SFXNR_EMBLEM | "Roy" | Used in character selection screens, the results screen, and in Classic Mode to refer to Roy. |
SFXNR_PURIN | "Jigglypuff" | Used in character selection screens, the results screen, and in Classic Mode to refer to Jigglypuff (English Only). |
SFXNR_JIGGLYPUFF | "Purin" | Used in character selection screens, the results screen, and in Classic Mode to refer to Jigglypuff (Japanese Only). |
SFXNR_KIRBY | "Kirby" | Used in character selection screens, the results screen, and in Classic Mode to refer to Kirby. |
SFXNR_KOOPA | "Bowser" | Used in character selection screens, the results screen, and in Classic Mode to refer to Bowser (English Only). |
SFXNR_BOUCER | "Koopa" | Used in character selection screens, the results screen, and in Classic Mode to refer to Bowser (Japanese Only). |
SFXNR_LINK | "Link" | Used in character selection screens, the results screen, and in Classic Mode to refer to Link. |
SFXNR_YOUNGLINK | "Young Link" | Used in character selection screens, the results screen, and in Classic Mode to refer to Young Link. |
SFXNR_LUIGI | "Luigi" | Used in character selection screens, the results screen, and in Classic Mode to refer to Luigi. |
SFXNR_MARIO | "Mario" | Used in character selection screens, the results screen, and in Classic Mode to refer to Mario. |
SFXNR_MARTH | "Marth" | Used in character selection screens, the results screen, and in Classic Mode to refer to Marth. |
SFXNR_METAL | "Metal" | Used in Classic Mode to indicate a metal character. |
SFXNR_MEWTWO | "Mewtwo" | Used in character selection screens, the results screen, and in Classic Mode to refer to Mewtwo. |
SFXNR_MASTERHANDS | "Master Hand" | Unused |
SFXNR_NESS | "Ness" | Used in character selection screens, the results screen, and in Classic Mode to refer to Ness. |
SFXNR_PEACH | "Peach" | Used in character selection screens, the results screen, and in Classic Mode to refer to Peach. |
SFXNR_PICHU | "Pichu" | Used in character selection screens, the results screen, and in Classic Mode to refer to Pichu. |
SFXNR_PIKACHU | "Pikachu" | Used in character selection screens, the results screen, and in Classic Mode to refer to Pikachu. |
SFXNR_SAMUS | "Samus" | Used in character selection screens, the results screen, and in Classic Mode to refer to Samus. |
SFXNR_YOSHI | "Yoshi" | Used in character selection screens, the results screen, and in Classic Mode to refer to Yoshi. |
SFXNR_SHIEK | "Sheik" | Used in the results screen to refer to Sheik. |
SFXNR_ZELDA | "Zelda" | Used in character selection screens, the results screen, and in Classic Mode to refer to Zelda |
SFXNR_DEFEATED | "Defeated" | Used in Versus Mode to indicate the defeat of a player or CPU |
SFXNR_FIVE | "Five!" | Five seconds left! |
SFXNR_FOUR | "Four!" | Four seconds left! |
SFXNR_GAMESET | "Game!" | Used in Versus Mode to indicate the end of a match. This file is used in English. |
SFXNR_GAME | "Game!" | Used in Versus Mode to indicate the end of a match. This file is used in Japanese. |
SFXNR_GO | "Go!" | Used in all modes to announce the start of a match. |
SFXNR_ONE | "One!" | One second left! |
SFXNR_PLAYER1 | "Player 1" | Used in Versus Mode to announce player 1's defeat. |
SFXNR_PLAYER2 | "Player 2" | Used in Versus Mode to announce player 2's defeat. |
SFXNR_PLAYER3 | "Player 3" | Used in Versus Mode to announce player 3's defeat. |
SFXNR_PLAYER4 | "Player 4" | Used in Versus Mode to announce player 4's defeat. |
SFXNR_READY | "Ready?" | Used in all modes to prepare the player for a match. |
SFXNR_SUCCESS | "Success" | Used in Event Matches to indicate that the task was successful. |
SFXNR_THREE | "Three!" | Three seconds left! |
SFXNR_TIMEUP | "Time!" | Used in all modes to indicate that time has run out. This file is used in English. |
SFXNR_TIME | "Time!" | Used in all modes to indicate that time has run out. This file is used in Japanese. |
SFXNR_TWO | "Two!" | Two seconds left! |
SFXNR_TEAM | "Team" | Used in Classic Mode to indicate a team of multiples of the same character. |
SFXNR_BREAKTARGET | "Break the targets!" | Used in Target Test's character select screen. Also used in Classic Mode. |
SFXNR_PLAYERCOM | "Computer Player" | Used in Versus Mode to announce the computer player's defeat. |
FGM GROUP: GRPSFX_1PEND[edit]
Contains two sounds for the 1-player mode ending cutscene.
Item | Description |
---|---|
SFXST_1PEND_BGM | Background music for when the trophy is falling |
SFXST_1PEND_FIGURE | Trophy hits the ground |
FGM GROUP: GRPSFX_LAST[edit]
Contains sound effects used in Final Destination. These sound effects are found in the 1-Player mode only.
Item | Description |
---|---|
SFX_LAST_MH_INTRO | Background effect played during Master Hand's intro |
SFX_LAST_CH_INTRO | Background effect played during Crazy Hand's intro |
SFX_LAST_EXPLOSION1 | Sound played when Master Hand is defeated |
SFX_LAST_EXPLOSION2 | Sound played when Crazy Hand is defeated |
SFX_LAST_JISIN | Sound played on loop when the Master/Crazy Hand fight is won. Plays until the screen fades out. |
FGM GROUP: GRPSFX_END[edit]
Contains one silent, unused sound effect.
Item | Description |
---|---|
SFXEND | Silent; Unused |
BGM[edit]
The following is a list of all background music found in the game. Unlike the FGM portion of the debug sound test, BGM is all kept in the same group. The game uses the HPS file format to store music.
Item | Usage |
---|---|
1P_QK.HPS | All-Star Rest Area "QK" is presumably a shortening of 休憩, meaning "rest" in Japanese. |
AKANEIA.HPS | Temple (Alternate Music: Fire Emblem) |
BALOON.HPS | Icicle Mountain (Alternate Music: Balloon Fight) |
BIGBLUE.HPS | Big Blue |
CASTLE.HPS | Princess Peach's Castle |
CONTINUE.HPS | Continue Screen |
CORNERIA.HPS | Corneria |
DOCMARI.HPS | Mushroom Kingdom/Mushroom Kingdom II (Alternate Music: Fever) |
ENDING.HPS | 1-Player Mode Ending |
FAMIDEMO.HPS | Unused; Probably was an old version of the Special Movie |
FF_1P01.HPS | 1-Player stage clear fanfare; has 2 variations, chosen at random |
FF_1P02.HPS | |
FF_BAD.HPS | Unused |
FF_DK.HPS | Donkey Kong winning fanfare |
FF_EMB.HPS | Fire Emblem winning fanfare |
FF_FLAT.HPS | Game & Watch winning fanfare |
FF_FOX.HPS | Star Fox winning fanfare |
FF_FZERO.HPS | F-Zero winning fanfare |
FF_GOOD.HPS | Unused |
FF_ICE.HPS | Ice Climber winning fanfare |
FF_KIRBY.HPS | Kirby winning fanfare |
FF_LINK.HPS | Legend of Zelda winning fanfare |
FF_MARIO.HPS | Super Mario winning fanfare |
FF_NESS.HPS | Earthbound winning fanfare |
FF_POKE.HPS | Pokémon winning fanfare |
FF_SAMUS.HPS | Metroid winning fanfare |
FF_STEP1.HPS | Unused |
FF_STEP2.HPS | Unused |
FF_STEP3.HPS | Unused |
FF_YOSHI.HPS | Yoshi winning fanfare |
FLATZONE.HPS | Flat Zone |
FOURSIDE.HPS | Fourside |
GAMEOVER.HPS | Game Over jingle |
GARDEN.HPS | Kongo Jungle |
GREATBAY.HPS | Great Bay |
GREENS.HPS | Green Greens |
HOWTO.HPS | How to Play video |
HOWTO_S.HPS | Unused |
HYAKU.HPS | Multi-Man Melee; Battlefield (Alternate Music: Multi-Man Melee) "Hyaku" means "hundred" in Japanese. |
HYAKU2.HPS | Multi-Man Melee (Alternate Music); Final Destination (Alternate Music: Multi-Man Melee 2) |
ICEMT.HPS | Icicle Mountain |
INIS1_01.HPS | Mushroom Kingdom |
INIS1_02.HPS | Mushroom Kingdom < 20 seconds |
INIS2_01.HPS | Mushroom Kingdom |
INIS2_02.HPS | Mushroom Kingdom < 20 seconds |
INTRO_ES.HPS | Classic Mode intro |
INTRO_NM.HPS | Adventure Mode intro |
ITEM_H.HPS | Hammer |
ITEM_S.HPS | Super Star |
IZUMI.HPS | Fountain of Dreams |
KONGO.HPS | Jungle Japes |
KRAID.HPS | Brinstar Depths |
MENU01.HPS | Menu |
MENU02.HPS | Lottery; Trophy Collector; Trophy Tussle |
MENU3.HPS | Menu (Alternate Music) |
MRIDER.HPS | Big Blue (Alternate Music: Mach Rider) |
MUTECITY.HPS | Mute City |
OLD_DK.HPS | N64 Congo Jungle |
OLD_KB.HPS | N64 Dream Land |
OLD_YS.HPS | N64 Yoshi's Island |
ONETTO.HPS | Onett |
ONETTO2.HPS | Onett (Alternate Music: Mother 3) |
OPENING.HPS | Opening |
POKESTA.HPS | Pokémon Stadium (Alternate Music: Battle Theme) |
PSTADIUM.HPS | Pokémon Stadium |
PURA.HPS | Poké Floats |
RCRUISE.HPS | Rainbow Cruise |
S_INFO1.HPS | Notices |
S_INFO2.HPS | |
S_INFO3.HPS | |
S_NEW1.HPS | New Trophy |
S_NEW2.HPS | Rare New Trophy |
S_NEWCOM.HPS | Challenger Approaching |
S_SELECT.HPS | Unused; Copy of ITEM_H.HPS |
SARIA.HPS | Great Bay (Alternate Music: Saria's Song) |
SHRINE.HPS | Temple |
SIREN.HPS | Adventure Mode: Brinstar Escape Shaft |
SMARI3.HPS | Yoshi's Island (Alternate Music: Super Mario Bros. 3) |
SP_END.HPS | Final Destination |
SP_GIGA.HPS | Giga Bowser |
SP_METAL.HPS | Metal Battle |
SP_ZAKO.HPS | Battlefield; Race to the Finish |
SWM_15MIN.HPS | Special Movie |
TARGET.HPS | Target Test; Home-Run Contest |
VENOM.HPS | Venom |
VL_BATTLE.HPS | Adventure Mode: Giant Bowser Defeat |
VL_CASTLE.HPS | Adventure Mode: Enter Luigi |
VL_CORNERIA.HPS | Adventure Mode: Arwings Assist |
VL_COSMOS.HPS | Adventure Mode: Brinstar Explodes |
VL_FIGURE1.HPS | Adventure Mode: Giant Bowser's Defeat (alternative) |
VL_FIGURE2.HPS | Adventure Mode: Giga Bowser's Defeat |
VL_FZERO.HPS | Adventure Mode: Intro to Grand Prix stage |
VL_LAST_V2.HPS | Adventure Mode: Enter Giga Bowser |
VS_HYOU1.HPS | Tournament Mode; Has 2 variations, chosen at random |
VS_HYOU2.HPS | |
YORSTER.HPS | Yoshi's Island |
YSTORY.HPS | Yoshi's Story |
ZEBES.HPS | Brinstar |
Unused/Special Audio[edit]
Each of the following sounds have been left unused for one reason or another. They may have been left dormant along with some other cut feature, or they could have been replaced by other sounds. Several of these sounds can be accessed through the standard sound test, while some are only used with the Japanese language.
Name | Group | Sound | Description |
---|---|---|---|
FAMIDEMO.HPS | (BGM) | A demo version of the opening to the special movie. The only difference is that the Ice Climber theme plays first, then Zelda. | |
FF_BAD.HPS | Unused fanfare, presumably to be used if the player lost a game. | ||
FF_GOOD.HPS | Unused fanfare, presumably to be used if the player won a game. | ||
FF_STEP1.HPS | A set of unused fanfare, presumably for use along with FF_1P01.HPS and FF_1P02.HPS, as they sound similar. | ||
FF_STEP2.HPS | |||
FF_STEP3.HPS | |||
HOWTO_S.HPS | HOWTO.HPS but without FGM. Can be accessed through normal sound test as "How to Play", but not within the rest of the game. | ||
S_NEW2.HPS | Nearly identical to SFX_FPON_NEWFANF2. | ||
SFX_FPON_NEWFANF2 | GRPSFX_MAIN | A lower quality version of S_NEW2.HPS. Can be accessed through normal sound test as "Rare Trophy!", but not within the rest of the game. | |
SFX_IT_CLOCKBOMB_COUNT | Presumably was for use with a scrapped item, most likely a timer bomb. The sound is used in Kirby's Air Ride for the sensor bomb weapon. | ||
SFX_PKV_METAMON | GRPSFX_POKEMON | Was meant to be Ditto's cry before it was scrapped. | |
SFXNR_NINTENDOHALLSTAR | GRPSFX_NR_TITLE | The narrator says "Nintendo All-Star". The Japanese name for Melee's predecessor, Super Smash Bros. is "Nintendo All-Star! Dairantō Smash Brothers", so this is likely to be carry-over from that. | |
SFXNR_DAIRANTOH | The narrator says "Dairantō" (The Japanese name for "Smash Bros."). | ||
SFXNR_SMAAASHBROS | The narrator screams "SMASH BROTHERS". This is likely carryover from Melee's predecessor, Super Smash Bros. | ||
SFXNR_TITLE_SAKURAI | The sound is silent in the debug sound test, but it can be played by ripping it from the game. Someone says "Smash Bros. Melee" in the same way that the narrator does it in SFXNR_SMASHBROSMELEE. Despite the title, it doesn't sound like Sakurai. | ||
SFXNR_HOWTOPLY | GRPSFX_NR_SELECT | The narrator says "How to Play", so this was likely to play when the "How to Play" option was selected from the menu, before the actual video started, similar to the equivalent clip in Smash 64. Can be accessed through normal sound test, but not within the rest of the game. | |
SFXNR_AND | GRPSFX_NR_1P | The narrator says "and". The sound carried over to be used in Brawl and Smash 4's Classic Mode. Can be accessed through normal sound test, but not within the rest of the game. | |
SFXNR_WINS | GRPSFX_NR_VS | The narrator says "wins". This is a carryover from Smash 64, where he said "(Team color) wins!" in the victory screen for team battles. Can be accessed through normal sound test, but not within the rest of the game. | |
SFXV_CAPTAIN_BLUEF | GRPSFX_CAPTAIN | Falcon says "Blue Falcon". The sound carried over to be used in Brawl for his final smash. This sound has Giant and Tiny versions as well. | |
SFXV_CAPTAIN_COMEON | Falcon says "Come on!". The sound carried over to be used in Brawl for one of his taunts. This sound has Giant and Tiny versions as well. | ||
SFXV_DRMARIO_2BIG | GRPSFX_DRMARIO | Mario's taunt sound. Leftovers from being cloned. This sound has Giant and Tiny versions as well. | |
SFXV_LUIGI_2BIG | GRPSFX_LUIGI | Mario's taunt sound. Leftovers from being cloned. This sound has Giant and Tiny versions as well, but pitch-shifted differently from SFXV_DRMARIO_2BIG. | |
SFXV_MARIO_KIRIFUDA | GRPSFX_MARIO | Mario's signature "Let's-a-go". "Kirifuda" means "Trump Card" in Japanese, so it's possible that this was to be used with final smashes (Saigo no Kiri Fuda in Japanese) when they were being considered. | |
SFXV_MARS_LETSDANCE | GRPSFX_MARS | Marth saying "Let's dance!". This would be Marth's only English line in the game, which is likely why it isn't used. It is also not present in the Sound Test menu. This sound has Giant and Tiny versions as well. | |
SFXV_MEWTWO_NAZE | GRPSFX_MEWTWO | Mewtwo says "watashi wa naze koko ni iru no ka... ?" which means "Why am I here?". When the language is set to "Japanese" this is used as a victory quote. | |
SFXV_MEWTWO_OROKANA | Mewtwo says "Orokana", which translates to "fool" in Japanese. When the language is set to "Japanese" this is used as a victory quote. | ||
SFXV_MEWTWO_WATASIWA | Mewtwo says "Watashi wa makeru wake niwa ikanai", which means "There's no way I can lose" in Japanese. When the language is set to "Japanese" this is used as a victory quote. | ||
SFXV_PIKACHU_SUTEMI | GRPSFX_PIKACHU | Pikachu feriously yells "PIKA!". "Sutemi" can be loosely translated as "Double-Edge" in Japanese. Can be accessed through normal sound test as sound #28, but not within the rest of the game. | |
SFXV_PICHU_SUTEMI | GRPSFX_PICHU | Pichu feriously yells "PICHU!". "Sutemi" can be loosely translated as "Double-Edge" in Japanese. Can be accessed through normal sound test, but not within the rest of the game. Can be accessed through normal sound test as sound #22, but not within the rest of the game. | |
SFXV_ZS_SEAK_MORATTA | GRPSFX_ZS | Sheik exclaims "Moratta!" which means "I got it!" in Japanese. When the language is set to "Japanese" this is used as a victory quote. | |
SFXV_ZS_ZELDA_N_AI | Zelda exclaims as if she were charging an attack. Can be accessed through normal sound test, but not within the rest of the game. | ||
SFXV_ZS_ZELDA_FIRE | An alternative sound for Zelda's Din's Fire. It is notably different from the used one: SFXV_ZS_ZELDA_DD. Can be accessed through normal sound test, but not within the rest of the game. | ||
SFXV_GANON_KIRIFUDA | GRPSFX_GANON | Ganondorf yells enraged. "Kirifuda" means "Trump Card" in Japanese, so it's possible that this was to be used with final smashes (Saigo no Kiri Fuda in Japanese) when they were being considered. The sound carried over to be used in Brawl for his Wii Remote selection sound. Can be accessed through normal sound test, but not within the rest of the game. | |
ST_GREATBAY_TKLE_LAUGH | GRPSFX_GREATBAY | Tingle laughing, presumably when appearing on Great Bay. Oddly resembles a Boo's laugh. | |
SFXNR_ZAKOTEAM | GRPSFX_NR_NAME | The narrator says "Fighting Wire Frames!". Suggesting that the Fighting Wire Frames were considered to appear in Classic Mode in a similar way to the Fighting Polygon Team in Smash 64, or the Adventure Mode was planned to feature the announcer calls before a stage begins. Can be accessed through normal sound test, but not within the rest of the game. | |
SFXNR_GIGAKOOPA | The narrator says "Giga Koopa". Suggesting that Giga Bowser was considered to appear in Classic Mode in addition to Adventure Mode, or the Adventure Mode was planned to feature the announcer calls before a stage begins. Can be accessed through normal sound test if the language is set to English, but not within the rest of the game. | ||
SFXNR_GIGABOUCER | The narrator says "Giga Bowser". Can be accessed through normal sound test if the language is set to Japanese, but not within the rest of the game. | ||
SFXNR_MASTERHANDS | The narrator says "Master Hand". The sound carried over to be used in Smash 4 for Classic Mode. Can be accessed through normal sound test, but not within the rest of the game. | ||
SFX_END | GRPSFX_END | — | Silent. Possibly used to end any sound, but for some reason, attempting to play it on the Wii or GameCube will crash the game. Attempting to play it on an emulator will do nothing. |
Trivia[edit]
In the NTSC versions, the announcer's sounds for calling Giga Bowser's name in the Sound Test are swapped between English and Japanese, meaning the English setting makes him say "Giga Koopa" instead of "Giga Bowser" and vice versa. The PAL version of Melee only includes the latter due to lacking the Japanese setting. In addition, should Giga Bowser be declared as the winner in a match or the character select screen hacked to show him playable however, the proper announcer sounds are used.
Debug menu (SSBM) elements | |
---|---|
Characters | Master Hand · Crazy Hand · Male/Female Wire Frames · Giga Bowser · Sandbag · NONE |
Stages | DUMMY · TEST · AKANEIA · ICETOP/10-2 · Target Test stages · Race to the Finish stage · Trophy Collector · Mushroom Kingdom · Underground Maze · Brinstar Escape Shaft · F-Zero Grand Prix · Icicle Mountain · All-Star Rest Area · Home-Run Stadium · Goomba · Entei · Majora's Mask |
Menus/modes | Debug menu · Debug sound test menu · DEVELOP mode |
Miscellaneous | Ditto · List of CPU modes |
Super Smash Bros. Melee menu items | |
---|---|
Vs. Mode | Melee (Time · Stock · Coin Battle · Bonus · Team Battle) · Custom Rules · Special Melee · Tournament Mode · Names |
1-P Mode | Regular Match (Classic Mode · All-Star Mode · Adventure Mode) · Event Match · Stadium (Target Test · Home-Run Contest · Multi-Man Melee) · Training |
Trophies | Gallery · Collection · Lottery |
Options | Rumble · Sound · Screen Display · Language · Erase Data |
Data | Snapshots · Melee Records · Sound Test · Archives (NTSC only) · How to Play (PAL only) |
Unused | Debug menu · Debug sound test menu |