Super Smash Bros. series

Game crash: Difference between revisions

Tag: Mobile edit
 
(147 intermediate revisions by 69 users not shown)
Line 1: Line 1:
{{ArticleIcons|series=y|unofficial=y}}
{{ArticleIcons|series=y}}


[[File:GameCrashDolphin.gif|thumb|A player attempts to access AKANEIA in ''Melee'' via an Action Replay, causing a game crash.]]
[[File:GameCrashDolphin.gif|thumb|A player attempts to access the [[AKANEIA]] [[stage]] in ''Melee'' via an Action Replay, causing a game crash.]]


A '''game crash''', also known as a '''game freeze''', is when a video game freezes up and ceases to respond to any input. Crashes typically occur when the game console's connection with the game is interrupted, when its CPU is overwhelmed by how much it has to process (and runs out of space to hold it all), or when it tries to access something that does not exist. Crashes are usually just an inconvenience that result in no permanent damage to the game nor console, and simply require the player to turn the console's power off to play the game again, though they will result in any data between the crash and the last time the game was saved being lost.
A '''game crash''', also known as a '''game freeze''', is when a video game freezes and ceases all response to any input. Crashes typically occur when the game console's connection with the game is interrupted, when unrelated data in RAM is corrupted when a buffer overflows, its CPU is overwhelmed by how much it has to process, or when the game attempts to access data that cannot be read, either due to corruption or missing files. Most crashes are unlikely to cause permanent damage to the game or console, and simply require the player to turn the console's power off (though modern consoles will usually close the game and send the player back to the console's Home menu); that said, players can lose any data that was not saved prior to the game crash.


==In the ''{{b|Super Smash Bros.|series}}'' series==
==In the ''{{B|Super Smash Bros.|series}}'' series==
As with any other game, crashes can occur in the ''Super Smash Bros.'' games. It's very rare for crashes to occur from normal ingame play, though [[glitch]]es and [[hack]]s can cause them.
As with any other game, crashes can occur in the ''Super Smash Bros.'' games, through a variety of different means. [[Glitch]]es and [[hack]]s can cause them, though some rarer crashes can occur from normal gameplay.


===In ''[[Super Smash Bros.]]''===
===In ''[[Super Smash Bros.]]''===
Since the [[Nintendo 64]] was a cartridge-based system that could have difficulty securing a connection between it and its game, the connection between it and the game was far easier to disrupt, with a gentle touch of the console being potentially enough to disrupt the connection and crash the game. As such, ''Smash 64'' was far more prone to freezing without the aid of hacks than its successors. Aside from hacks and physical disruption, the game is highly stable, and no surefire ways to crash the game are known.
Since the [[Nintendo 64]] is a cartridge-based system, losing connection to the attached cartridge will cause the game to crash immediately. This connection is far easier to disrupt than other consoles featuring ''Smash'' titles, with a touch of the console being potentially enough to disrupt the connection and crash the game. Of course, the cartridge can also intentionally be removed to crash the game at any time. As such, ''Smash 64'' is far more prone to freezing without the aid of hacks than its successors.  
 
Aside from hacks and physical disruption, the game is rather stable, with few methods existing for crashing the game. One such method is the [[PK Thunder freeze glitch]], where {{SSB|Ness}} uses [[PK Thunder]] against {{SSB|Fox}}'s {{b|Reflector|Fox}}. Once the PK Thunder is reflected by Fox and Ness reflects it with his forward smash, the game will crash if the PK thunder reaches the edge of the screen or touches a platform.


===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
Unlike the Nintendo 64, the [[Nintendo Gamecube]] was a disc-based system that was notoriously durable and could effectively keep inserted games in place. As such, freezes in ''Melee'' from a connection disruption were rare. When crashes do occur in ''Melee'', the game will completely freeze and cease all response to any input, though any ingame music playing when the crash occurred could keep on playing.
Unlike the Nintendo 64, the [[Nintendo GameCube]] is a disc-based system that is notoriously durable, and can effectively keep inserted games in place. As such, freezes in ''Melee'' from a connection disruption are rare. When crashes do occur on the GameCube, the game will completely freeze and cease all response to any input as expected, but any in-game music will continue to play.
 
While ''Melee'' can occasionally lag the GameCube in certain circumstances, such as playing with multiple {{SSBM|Ice Climbers}} on [[Fountain of Dreams]], it is never CPU-intensive enough in normal play to crash the system. However, "black holes" created from the [[black hole glitch]] can strain the system to an exorbitant amount, heavily lagging the game when they are in play. If players create more than one black hole, or create a more intensive black hole (such as putting more [[Turnip]]s in it or using multiple [[PK Fire]]s on it), they heavily risk crashing the game, and will inevitably do so if they keep on making more black holes or keep putting more projectiles into one.


While ''Melee'' can occasionally lag the Gamecube in certain circumstances, it is never CPU-intensive enough in normal play to crash the system. However, "black holes" created from the [[black hole glitch]] can strain the system to an exorbitant amount, heavily lagging the game when they're in play. If players create more than one black hole, or create a more intensive black hole (such as putting more [[Turnip]]s in it or using multiple [[PK Fire]]s on it), they heavily risk crashing the game, and will inevitably do so if they keep on making more black holes or keep putting more stuff into one.
Crashes can also occur from attempting to improperly access incomplete data via the [[Debug Menu]]. Attempting to start a match with [[AKANEIA]] as a stage or [[NONE]] as a character, for instance, will cause the game to immediately crash, as can multiple other stages without proper hacks. Furthermore, using NPCs can crash the game; [[Sandbag]], for instance, can cause crashes if the player attempts to [[attack]] with it, as it has no such attacks programmed for it, while winning a game with [[Master Hand]], such as via the [[Name Entry glitch]], can crash the game due to him lacking any programmed [[victory pose]]s.


A couple of other glitches can also cause ''Melee'' to crash. Playing as [[Master Hand]] through the [[Name Entry glitch]] is notorious for causing crashes through many scenarios, as since he was not supposed to be playable, he lacks many of the assets other playable characters require (such as a [[victory screen]], which results in the game invariably crashing if Master Hand wins a [[Vs. match]]). Potentially due to how {{SSBM|Zelda}} technically takes up two character slots (one with her, the other with {{SSBM|Sheik}} ready to be switched to), Master Hand will also crash the game if used in any Vs. match involving her. Another lesser-known glitch capable of crashing the game is the [[Shadow glitch]]; the Shadow glitch allowed players to catch the mini-[[Shadow Ball]]s thrown during {{SSBM|Mewtwo}}'s [[forward throw]] as if they were an [[item]], and if a player who caught one threw it without it being immediately caught by another player, it would crash the game. However, since the glitch was discovered early on, it only exists in [[Version 1.0]] of ''Melee'', as it was fixed in subsequent versions.
As [[List of regional version differences (SSBM)#General|several different revisions of ''Melee'' exist]], it is possible for some glitches that cause crashes to be patched out in later revisions. For example, the [[shadow glitch]], which causes the game to crash if players grabbed one of {{SSBM|Mewtwo}}'s [[Shadow Ball]]s from its forward throw, is only present in version 1.0 of ''Melee''.


Crashes can also occur from attempting to improperly access incomplete data with an [[Action Replay]]. The most well-known example of this is trying to access normally inaccessible uncompleted stages through the [[Debug menu]], particularly [[AKANEIA]]. Additionally, if a player uses an Action Replay to play as [[Sandbag]], they will crash the game if they attempt to perform any attack with Sandbag, as it has no attacks programmed in.
Starting with ''Melee'', a new method of crashing the game also became present: the game's disc becoming damaged. If the game disc has extensive abrasions on the data side of the disc, it can potentially prevent the console from properly reading data off the disc, leading to potential crashes, likely with a message stating that the disc could not be read. In ''Melee'', the use of hacks, either via hardware hacks involving unofficial memory card add-ons or software hacks involving hacking the console, can potentially allow for data to be read off an alternate source from the disc.


===In ''[[Super Smash Bros. Brawl]]''===
===In ''[[Super Smash Bros. Brawl]]''===
Like ''Melee'', console hardware-related crashes are rare in ''Brawl'', as the [[Nintendo Wii]] is easily capable of keeping a connection with its inserted game in place, and can handle anything that can occur normally in ''Brawl''. When crashes do occur in ''Brawl'', the game will freeze up and cease all response to any input as usual, but all ingame sound will also be frozen, resulting in a buzzing noise that will play until the game is turned off. Additionally, when crashes occur, the Wii must be hard resetted by holding down the power button until the Wii turns completely off; just pressing the power or reset button will have no effect.
Like ''Melee'', console hardware-related crashes are rare in ''Brawl'', as the [[Nintendo Wii]] is easily capable of keeping a connection with its inserted game in place, and can handle anything that can occur normally in ''Brawl''. When crashes do occur on the Wii, the game will freeze and cease response as typical, but all in-game sound and music will also be frozen, resulting in a loud, sharp buzzing noise that will play until the console is turned off. Additionally, when crashes occur, the Wii must be shutdown by holding down the power button until the Wii turns completely off (at least four seconds), or unplugging the console; just pressing the power or reset button will have no effect.
 
Crashes that overload the CPU in ''Brawl'' are rare. One known method to overload the CPU in ''Brawl'' involves the "Lucario Black Hole", where two {{SSBB|Lucario}} on the same team with maximum [[Aura]] stand back-to-back and charge their [[Aura Sphere]]s, while another player on the same team throws fully-charged [[Hothead]]s into the space between the Aura Spheres. After several Hotheads are tossed between the Lucarios, the game will begin to violently shake and can lag; if too many Hotheads are added, or a third, opposing player gets trapped within the Black Hole, then the game may crash, as the CPU can no longer properly perform calculations due to being overworked. Another way of crashing ''Brawl'' through CPU overload is using [[Waddle Dee Army]] on a bunch of [[Sandbag]]s with [[Smart Bomb]]s as the only other item turned on, in a match with 3 pairs of {{SSBB|Ice Climbers}}. With Smart Bombs and Sandbags as the only items turned on, the Sandbags will only ever drop Smart Bombs. The large amount of explosions and objects on-screen can cause the game to crash.


Players typically experience crashes in ''Brawl'' from improper use of hacks. One of, if not the most, common means of crashing players experience is when they have the [[Smash Stack]] file on their SD card, without running a code that disables [[custom stage]]s from being loaded, and then going to the stage select screen; the game invariably crashes in this scenario on the stage select screen, as it tries to load the Smash Stack file as if it were a custom stage. Outside that novice mistake, crashes commonly occur from players placing their hacks improperly on their SD card and then trying to access the hack ingame (such as by placing a hacked stage based on [[Smashville]] over [[Lylat Cruise]] instead of Smashville, and then going to Lylat Cruise ingame trying to play on the stage). Crashes can also commonly occur when a specific hack or code itself is unstable or simply not properly made (hacks of {{SSBB|Pokemon Trainer}}'s [[Pokémon]] and other transforming characters are especially susceptible to causing crashes, and some texture hacks will crash the game when spontaneously loaded ingame, such as during multi-man matches). Crashes also commonly occur from playing in some single-player modes where the hack/code is unstable or simply unable to be used in such modes (the [[Subspace Emissary]] is particularly notorious for how unstable it is with hacks in play, to the point that the [[Project M]] team decided to completely disable access to the mode in Project M prior to 3.5).
Crashes in ''Brawl'' commonly occur as a result of improperly modifying or hacking the game, owing to the relative simplicity of hacking ''Brawl''. A common novice mistake is neglecting to include hacks that disable the loading of [[custom stages]] while using the [[Smash Stack]] exploit, as the game will try to load the exploit file as an actual stage when the player enters the stage select screen, causing an immediate crash. Another common novice mistake is improperly named or placed files on an SD card when using mods, such as by placing a stage mod based on [[Smashville]] over [[Lylat Cruise]] instead of Smashville, and then going to Lylat Cruise in-game trying to play on the stage. Crashes additionally happen when a specific mod or code itself is unstable or simply not properly made, particularly in mods involving the {{SSBB|Pokémon Trainer}}'s [[Pokémon]] and other transforming characters.  Even when mods are properly set up and the mods themselves otherwise normally work fine, hacking-related crashes often occur from playing in some modes where the mod is unstable or simply unable to be used in such modes; the [[Subspace Emissary]] and [[Tourney (SSBB)|Tournament modes]] are notably unstable with mods in play, with some [[gameplay modification#Super Smash Bros. Brawl|gameplay overhaul mods]], such as earlier versions of Project M, blocking off access to the modes as a result of this. Crashes from using mods can also occur if the connection between the SD card containing the mods and the Wii is disrupted.


Like in ''Melee'', a few glitches are capable of causing crashes. The most notorious such glitch in ''Brawl'' is the grab-break glitch with {{SSBB|Yoshi}}, where if a player grabbed by Yoshi manages to break out of the grab before going into Yoshi's mouth, as soon a the player breaks out of the grab,  the game will instantly crash (likely due to Yoshi still trying to access "the grabbed opponent", or not knowing what to do if his grab is broken at that time). The glitch's infamy is from the fact that unlike other game-crashing glitches, it can occur in any match involving Yoshi without any outside elements, and through normal play instead of through a complicated and unnatural procedure that wouldn't be done by a player not trying to intentionally cause the glitch; thus it has the potential to crash the game in the middle of a [[tournament]] match without intentional invoking, resulting in either disrupting an ongoing match or forcing one of the players to be disqualified to no fault of their own (and in the potential ban of Yoshi from competitive play). However, since the time between Yoshi's grab connecting and going into Yoshi's mouth is so small, it can only occur at extremely low damages and only with exorbitant [[mash]]ing skills, thus it doesn't actually occur in normal play and is a virtual nonfactor in tournaments. Another glitch capable of causing a crash is the [[Chain Jacket glitch]]; the game will invariably crash if {{SSBB|Sheik}} performs the glitch without having used a prior move. While this can occur in any match involving Sheik, a Sheik player would have to be intentionally invoking it to crash the game through it, thus the only tournament consequence of it would be the forced forfeit of the Sheik player causing it.
A few glitches, however, are capable of causing crashes themselves. The most infamous such glitch in ''Brawl'' is the grab-break glitch with {{SSBB|Yoshi}}, where if a player grabbed by Yoshi manages to break out of the grab before entering Yoshi's mouth, the game will instantly crash. While causing some debate in the competitive ''Brawl'' community over how significant this glitch is (to the point where some players suggested that Yoshi could be banned from tournament play since the glitch would theoretically be unavoidable whenever Yoshi is played), the crash is incredibly unlikely to occur in the middle of a tournament match, as the time between Yoshi's grab connecting and a character entering Yoshi's mouth is so small, it can only occur at extremely low damages and only with exorbitant [[mash]]ing skills on top of very fast reaction to being grabbed; this glitch is so unfeasible to occur in practice that there are no known instances of the glitch occurring in any tournament match. Another glitch capable of causing a crash is the [[Chain Jacket glitch]]; the game will invariably crash if {{SSBB|Sheik}} performs the glitch without having used a prior move. While this can occur in any match involving Sheik, a Sheik player would have to be intentionally invoking it to crash the game through it, thus it carries a clear tournament consequence with the forfeiture of the Sheik player causing the crash.  


Another means of causing crashes in ''Brawl'' is the disc itself being damaged. Several players with damaged discs have been permanently unable to access certain characters and stages as the Wii could no longer read them off of the disc; this results in any matches on the disc involving the afflicted characters or stages instantly crashing the game (or even crashing the game if the afflicted characters and stages are even hovered over on the select screens). A damaged disc could only have one specific character unable to be read anymore, or up to a significant portion of ''Brawl''{{'}}s cast and stages being completely inaccessible. When this occurs, the afflicted player has to get a new ''Brawl'' disc, have the disc repaired, or use the file replacement hack to simply load the default files through the SD card instead, though proper handling of the disc will prevent it from happening in the first place.
Like ''Melee'', ''Brawl'' can crash if the disc becomes damaged enough to where the console cannot read certain data off it, which typically manifests as specific characters and/or stages having their data becoming unreadable, causing crashes whenever the game attempts to access their data, though hacks exist that can allow for data to be loaded via an SD card or USB flash drive. In many cases, the use of such hacks can actually decrease load times, due to flash memory being considerably faster compared to reading data off ''Brawl's'' double-layered DVD. That said, disruption of these connections can still cause crashes, as the game can no longer properly read data from its original source.


===In ''[[Super Smash Bros. 4]]''===
===In ''[[Super Smash Bros. 4]]''===
The Nintendo 3DS and the Wii U are very different systems, so they have different ways that the game can crash. However, they both have different crashes.
As ''Super Smash Bros. 4'' features two different versions for different consoles, the specifics in game crashes for the game varies between consoles. That said, crashes related to the games are rarer than in previous installments, with no specific, repeatable method being available to cause a guaranteed crash. As both games can be patched and updated via the [[Nintendo Network]], surefire methods to crash the game can also theoretically be patched out. A [[Nabbit#Trivia|model-meshing glitch involving Nabbit]] on [[Mushroom Kingdom U]] that could cause crashing, for instance, was fixed in [[List of updates (SSB4-Wii U)|version 1.0.6]].
 
{{For3ds}}, similar to ''Smash 64'', can crash if the connection between the Game Card and the Nintendo 3DS is disrupted, as well as if the connection between the 3DS and its [[SD card]] is disrupted; compared to the Nintendo 64, however, these connections are more resilient. Generally when the game crashes due to a loss of connection, the 3DS will show an error message saying that the SD card or Game Card was removed, and can only be closed by shutting down the system or pressing a button to return to the HOME menu. If the game crashes due to other circumstances (e.g. improper hacking or glitches), the system will restart into the HOME menu with a message saying the game closed due to an error.
 
Similar to the Wii, the [[Wii U]] can easily keep its inserted disc in place. However, the Wii U can handle the higher-quality appearance of {{Forwiiu}} and other games due to the console having 2 GB of RAM versus the Wii's 88 MB (although 1 GB of RAM is allocated for the Wii U's systemwide functions). When crashes do occur on the Wii U, the game and sound freezes, resulting in a loud buzzing sound being emitted, similar to the Wii, while requiring the console to be forcefully turned off by holding down the power button for four seconds.
 
Like with ''Brawl'', improper usage/placement/filenaming of mods on either version will crash the game upon attempting to use the mods. Certain mods can also be unstable and can suddenly crash the game during use for non-apparent reasons, especially on the character and stage select screens when attempting to load the mods.
 
Like ''Melee'' and ''Brawl'', ''Smash 4'' on Wii U can also crash if the disc becomes damaged, which can similarly be circumvented with the use of hacks to load files that can no longer be accessed through the disc, from an SD card or USB drive.
 
For digital copies of the game, crashes can occur if the game data saved onto either the 3DS's SD card or the Wii U's internal memory is corrupted; in this case, an online service offered by Nintendo allows the player to verify the integrity of the game's data and redownload the appropriate files to replace corrupted data. The 3DS version has also been reported to [http://smashboards.com/threads/has-anyone-had-the-3ds-crash-during-smash-run.377247 occasionally crash] in [[Smash Run]]; some 3DS consoles also [http://smashboards.com/threads/updated-daily-partial-fix-an-error-has-occurred-forcing-the-software-to-close.370907 have problems] running the game, with the fix focusing on [http://www.reddit.com/r/smashbros/comments/2kvamu/update_on_ssb4_crashing_physical_copy_not_digital replacing the console itself].
 
===In ''[[Super Smash Bros. Ultimate]]''===
The [[Nintendo Switch]] handles game crashes differently from previous consoles. The console will not freeze or make a buzzing noise, and will instead automatically close a crashed game with a message saying that the game closed because an error occurred. This failsafe is meant for the game to be shut off cleanly without the player forcing the console to shut off, potentially breaking or corrupting any software or firmware. If a game is stored on a Game Card or an SD card, removing either card will crash the game with an error message, with the system shutting down in the latter case.
 
Just like the Nintendo 64 and Nintendo 3DS before it, ''Ultimate'' can crash if the connection between the game card and the Nintendo Switch is disrupted, as well as the connection between the Switch and MicroSD card. The Nintendo Switch is the most resilient against these occurrences due to both devices being completely covered during normal playing methods and can only occur intentionally or through catastrophic system failures.
 
While several methods of crashing ''Ultimate'' had been discovered, most can be classified as oversights from the developers or glitches with very specific sets of circumstances, both types of which have been patched out with game updates following their discoveries like with ''Smash 4''. An example of the former was using {{SSBU|Joker}}'s Final Smash, [[All-Out Attack]], to finish certain {{SSBU|Classic Mode}} matches upon his release as a DLC character - while it did not crash the game it would instead cause a {{s|wiktionary|softlock}} likely due to its unique property of going straight to the results screen upon completion, forcing the player to reset the game anyway [https://twitter.com/TKOWL/status/1118725039690604545]. An example of the latter was using {{SSBU|Mii Brawler}}’s [[Counter Throw]] on an {{SSBU|Incineroar}} using [[Alolan Whip]] on another opponent, thereby leaving said opponent in a state of being invulnerable to grabs, crashing the game if the glitched opponent is KO'd.
 
As of version 13.0.1 of Ultimate, very few methods of crashing the game officially remain. With the increasing popularity of modding ''Ultimate'', improper modifications and/or unstable mods are currently one of the main causes of game crashes, similar to ''Brawl'' and ''Smash 4'', though their stability has noticeably improved from previous Smash games and even earlier versions of ''Ultimate''. However, there remains one notable method of softlocking the vanilla version of the game which involves [[Battle Arena|Battle Arenas]]. This can be done by kicking all active participants in an ongoing match, leaving the arena stuck in the "Waiting for players..." state, and forcing the arena host to close the game via the Home screen.
 
==In competitive play==
While rare, game crashes can occur in tournaments, and some rulings exist as to what the appropriate course of action is in response to them.
 
If a game crash was definitively caused by the actions of the players, whether intentionally or unintentionally, tournaments typically have a rule that states all players considered responsible for triggering the crash either immediately lose the match, lose the whole set, or are even disqualified, as triggering a crash can be considered disruptive behavior, a particularly extreme form of [[stalling]], or even a cause of [[bracket manipulation]].  


====3DS Version====
No universal ruling exists in the rarer case of "{{S|wikipedia|act of God}}" crashes in which no active players can be considered responsible for the crash, so when they do occur, TOs have to decide how to proceed on the spot. Typically, the match is restarted with the same characters on the same stage, with some TOs adding the additional stipulation that players [[self-destruct]] to get stocks back to what they were when the game crashed.
Like the Nintendo 64, the Nintendo 3DS is a cartridge-based system, so it has a more likely chance of crashing than the Wii U version.Like Melee, when the game crashes, the music will still keep playing until the power is turned off. For an unknown reason, if the player is playing as {{SSB4|Ganondorf}} in [[Classic Mode]] with the difficulty set to 8.0 or higher, the game crashes randomly when battling the [[Fighting Mii Team]]. The cause of this is unknown.


====Wii U Version====
==External links==
Like the Gamecube and the Wii, the Wii U is a disc-based system, and similar to ''Melee'' and ''Brawl'', crashes are rare to occur during gameplay, though glitches and hacks can still cause them. When the game crashes, a loud buzzing noise is played, which continues until the power is turned off.
*[https://www.youtube.com/watch?v=8fJF-o2FaCc Demonstration of how a glitch in ''Brawl'' can crash the game]


Like ''Brawl'', if the disc becomes scratched up and can't read data, the game will crash more often due to the system not being able to read the disc correctly.
==References==


[[Category:Glitches (SSB)]]
[[Category:Glitches (SSB)]]
Line 44: Line 73:
[[Category:Glitches (SSBB)]]
[[Category:Glitches (SSBB)]]
[[Category:Glitches (SSB4)]]
[[Category:Glitches (SSB4)]]
[[Category:Glitches (SSBU)]]
[[Category:Hacking]]
[[Category:Hacking]]

Latest revision as of 04:58, November 3, 2024

A player attempts to access the AKANEIA stage in Melee via an Action Replay, causing a game crash.

A game crash, also known as a game freeze, is when a video game freezes and ceases all response to any input. Crashes typically occur when the game console's connection with the game is interrupted, when unrelated data in RAM is corrupted when a buffer overflows, its CPU is overwhelmed by how much it has to process, or when the game attempts to access data that cannot be read, either due to corruption or missing files. Most crashes are unlikely to cause permanent damage to the game or console, and simply require the player to turn the console's power off (though modern consoles will usually close the game and send the player back to the console's Home menu); that said, players can lose any data that was not saved prior to the game crash.

In the Super Smash Bros. seriesEdit

As with any other game, crashes can occur in the Super Smash Bros. games, through a variety of different means. Glitches and hacks can cause them, though some rarer crashes can occur from normal gameplay.

In Super Smash Bros.Edit

Since the Nintendo 64 is a cartridge-based system, losing connection to the attached cartridge will cause the game to crash immediately. This connection is far easier to disrupt than other consoles featuring Smash titles, with a touch of the console being potentially enough to disrupt the connection and crash the game. Of course, the cartridge can also intentionally be removed to crash the game at any time. As such, Smash 64 is far more prone to freezing without the aid of hacks than its successors.

Aside from hacks and physical disruption, the game is rather stable, with few methods existing for crashing the game. One such method is the PK Thunder freeze glitch, where Ness uses PK Thunder against Fox's Reflector. Once the PK Thunder is reflected by Fox and Ness reflects it with his forward smash, the game will crash if the PK thunder reaches the edge of the screen or touches a platform.

In Super Smash Bros. MeleeEdit

Unlike the Nintendo 64, the Nintendo GameCube is a disc-based system that is notoriously durable, and can effectively keep inserted games in place. As such, freezes in Melee from a connection disruption are rare. When crashes do occur on the GameCube, the game will completely freeze and cease all response to any input as expected, but any in-game music will continue to play.

While Melee can occasionally lag the GameCube in certain circumstances, such as playing with multiple Ice Climbers on Fountain of Dreams, it is never CPU-intensive enough in normal play to crash the system. However, "black holes" created from the black hole glitch can strain the system to an exorbitant amount, heavily lagging the game when they are in play. If players create more than one black hole, or create a more intensive black hole (such as putting more Turnips in it or using multiple PK Fires on it), they heavily risk crashing the game, and will inevitably do so if they keep on making more black holes or keep putting more projectiles into one.

Crashes can also occur from attempting to improperly access incomplete data via the Debug Menu. Attempting to start a match with AKANEIA as a stage or NONE as a character, for instance, will cause the game to immediately crash, as can multiple other stages without proper hacks. Furthermore, using NPCs can crash the game; Sandbag, for instance, can cause crashes if the player attempts to attack with it, as it has no such attacks programmed for it, while winning a game with Master Hand, such as via the Name Entry glitch, can crash the game due to him lacking any programmed victory poses.

As several different revisions of Melee exist, it is possible for some glitches that cause crashes to be patched out in later revisions. For example, the shadow glitch, which causes the game to crash if players grabbed one of Mewtwo's Shadow Balls from its forward throw, is only present in version 1.0 of Melee.

Starting with Melee, a new method of crashing the game also became present: the game's disc becoming damaged. If the game disc has extensive abrasions on the data side of the disc, it can potentially prevent the console from properly reading data off the disc, leading to potential crashes, likely with a message stating that the disc could not be read. In Melee, the use of hacks, either via hardware hacks involving unofficial memory card add-ons or software hacks involving hacking the console, can potentially allow for data to be read off an alternate source from the disc.

In Super Smash Bros. BrawlEdit

Like Melee, console hardware-related crashes are rare in Brawl, as the Nintendo Wii is easily capable of keeping a connection with its inserted game in place, and can handle anything that can occur normally in Brawl. When crashes do occur on the Wii, the game will freeze and cease response as typical, but all in-game sound and music will also be frozen, resulting in a loud, sharp buzzing noise that will play until the console is turned off. Additionally, when crashes occur, the Wii must be shutdown by holding down the power button until the Wii turns completely off (at least four seconds), or unplugging the console; just pressing the power or reset button will have no effect.

Crashes that overload the CPU in Brawl are rare. One known method to overload the CPU in Brawl involves the "Lucario Black Hole", where two Lucario on the same team with maximum Aura stand back-to-back and charge their Aura Spheres, while another player on the same team throws fully-charged Hotheads into the space between the Aura Spheres. After several Hotheads are tossed between the Lucarios, the game will begin to violently shake and can lag; if too many Hotheads are added, or a third, opposing player gets trapped within the Black Hole, then the game may crash, as the CPU can no longer properly perform calculations due to being overworked. Another way of crashing Brawl through CPU overload is using Waddle Dee Army on a bunch of Sandbags with Smart Bombs as the only other item turned on, in a match with 3 pairs of Ice Climbers. With Smart Bombs and Sandbags as the only items turned on, the Sandbags will only ever drop Smart Bombs. The large amount of explosions and objects on-screen can cause the game to crash.

Crashes in Brawl commonly occur as a result of improperly modifying or hacking the game, owing to the relative simplicity of hacking Brawl. A common novice mistake is neglecting to include hacks that disable the loading of custom stages while using the Smash Stack exploit, as the game will try to load the exploit file as an actual stage when the player enters the stage select screen, causing an immediate crash. Another common novice mistake is improperly named or placed files on an SD card when using mods, such as by placing a stage mod based on Smashville over Lylat Cruise instead of Smashville, and then going to Lylat Cruise in-game trying to play on the stage. Crashes additionally happen when a specific mod or code itself is unstable or simply not properly made, particularly in mods involving the Pokémon Trainer's Pokémon and other transforming characters. Even when mods are properly set up and the mods themselves otherwise normally work fine, hacking-related crashes often occur from playing in some modes where the mod is unstable or simply unable to be used in such modes; the Subspace Emissary and Tournament modes are notably unstable with mods in play, with some gameplay overhaul mods, such as earlier versions of Project M, blocking off access to the modes as a result of this. Crashes from using mods can also occur if the connection between the SD card containing the mods and the Wii is disrupted.

A few glitches, however, are capable of causing crashes themselves. The most infamous such glitch in Brawl is the grab-break glitch with Yoshi, where if a player grabbed by Yoshi manages to break out of the grab before entering Yoshi's mouth, the game will instantly crash. While causing some debate in the competitive Brawl community over how significant this glitch is (to the point where some players suggested that Yoshi could be banned from tournament play since the glitch would theoretically be unavoidable whenever Yoshi is played), the crash is incredibly unlikely to occur in the middle of a tournament match, as the time between Yoshi's grab connecting and a character entering Yoshi's mouth is so small, it can only occur at extremely low damages and only with exorbitant mashing skills on top of very fast reaction to being grabbed; this glitch is so unfeasible to occur in practice that there are no known instances of the glitch occurring in any tournament match. Another glitch capable of causing a crash is the Chain Jacket glitch; the game will invariably crash if Sheik performs the glitch without having used a prior move. While this can occur in any match involving Sheik, a Sheik player would have to be intentionally invoking it to crash the game through it, thus it carries a clear tournament consequence with the forfeiture of the Sheik player causing the crash.

Like Melee, Brawl can crash if the disc becomes damaged enough to where the console cannot read certain data off it, which typically manifests as specific characters and/or stages having their data becoming unreadable, causing crashes whenever the game attempts to access their data, though hacks exist that can allow for data to be loaded via an SD card or USB flash drive. In many cases, the use of such hacks can actually decrease load times, due to flash memory being considerably faster compared to reading data off Brawl's double-layered DVD. That said, disruption of these connections can still cause crashes, as the game can no longer properly read data from its original source.

In Super Smash Bros. 4Edit

As Super Smash Bros. 4 features two different versions for different consoles, the specifics in game crashes for the game varies between consoles. That said, crashes related to the games are rarer than in previous installments, with no specific, repeatable method being available to cause a guaranteed crash. As both games can be patched and updated via the Nintendo Network, surefire methods to crash the game can also theoretically be patched out. A model-meshing glitch involving Nabbit on Mushroom Kingdom U that could cause crashing, for instance, was fixed in version 1.0.6.

Super Smash Bros. for Nintendo 3DS, similar to Smash 64, can crash if the connection between the Game Card and the Nintendo 3DS is disrupted, as well as if the connection between the 3DS and its SD card is disrupted; compared to the Nintendo 64, however, these connections are more resilient. Generally when the game crashes due to a loss of connection, the 3DS will show an error message saying that the SD card or Game Card was removed, and can only be closed by shutting down the system or pressing a button to return to the HOME menu. If the game crashes due to other circumstances (e.g. improper hacking or glitches), the system will restart into the HOME menu with a message saying the game closed due to an error.

Similar to the Wii, the Wii U can easily keep its inserted disc in place. However, the Wii U can handle the higher-quality appearance of Super Smash Bros. for Wii U and other games due to the console having 2 GB of RAM versus the Wii's 88 MB (although 1 GB of RAM is allocated for the Wii U's systemwide functions). When crashes do occur on the Wii U, the game and sound freezes, resulting in a loud buzzing sound being emitted, similar to the Wii, while requiring the console to be forcefully turned off by holding down the power button for four seconds.

Like with Brawl, improper usage/placement/filenaming of mods on either version will crash the game upon attempting to use the mods. Certain mods can also be unstable and can suddenly crash the game during use for non-apparent reasons, especially on the character and stage select screens when attempting to load the mods.

Like Melee and Brawl, Smash 4 on Wii U can also crash if the disc becomes damaged, which can similarly be circumvented with the use of hacks to load files that can no longer be accessed through the disc, from an SD card or USB drive.

For digital copies of the game, crashes can occur if the game data saved onto either the 3DS's SD card or the Wii U's internal memory is corrupted; in this case, an online service offered by Nintendo allows the player to verify the integrity of the game's data and redownload the appropriate files to replace corrupted data. The 3DS version has also been reported to occasionally crash in Smash Run; some 3DS consoles also have problems running the game, with the fix focusing on replacing the console itself.

In Super Smash Bros. UltimateEdit

The Nintendo Switch handles game crashes differently from previous consoles. The console will not freeze or make a buzzing noise, and will instead automatically close a crashed game with a message saying that the game closed because an error occurred. This failsafe is meant for the game to be shut off cleanly without the player forcing the console to shut off, potentially breaking or corrupting any software or firmware. If a game is stored on a Game Card or an SD card, removing either card will crash the game with an error message, with the system shutting down in the latter case.

Just like the Nintendo 64 and Nintendo 3DS before it, Ultimate can crash if the connection between the game card and the Nintendo Switch is disrupted, as well as the connection between the Switch and MicroSD card. The Nintendo Switch is the most resilient against these occurrences due to both devices being completely covered during normal playing methods and can only occur intentionally or through catastrophic system failures.

While several methods of crashing Ultimate had been discovered, most can be classified as oversights from the developers or glitches with very specific sets of circumstances, both types of which have been patched out with game updates following their discoveries like with Smash 4. An example of the former was using Joker's Final Smash, All-Out Attack, to finish certain Classic Mode matches upon his release as a DLC character - while it did not crash the game it would instead cause a softlock likely due to its unique property of going straight to the results screen upon completion, forcing the player to reset the game anyway [1]. An example of the latter was using Mii Brawler’s Counter Throw on an Incineroar using Alolan Whip on another opponent, thereby leaving said opponent in a state of being invulnerable to grabs, crashing the game if the glitched opponent is KO'd.

As of version 13.0.1 of Ultimate, very few methods of crashing the game officially remain. With the increasing popularity of modding Ultimate, improper modifications and/or unstable mods are currently one of the main causes of game crashes, similar to Brawl and Smash 4, though their stability has noticeably improved from previous Smash games and even earlier versions of Ultimate. However, there remains one notable method of softlocking the vanilla version of the game which involves Battle Arenas. This can be done by kicking all active participants in an ongoing match, leaving the arena stuck in the "Waiting for players..." state, and forcing the arena host to close the game via the Home screen.

In competitive playEdit

While rare, game crashes can occur in tournaments, and some rulings exist as to what the appropriate course of action is in response to them.

If a game crash was definitively caused by the actions of the players, whether intentionally or unintentionally, tournaments typically have a rule that states all players considered responsible for triggering the crash either immediately lose the match, lose the whole set, or are even disqualified, as triggering a crash can be considered disruptive behavior, a particularly extreme form of stalling, or even a cause of bracket manipulation.

No universal ruling exists in the rarer case of "act of God" crashes in which no active players can be considered responsible for the crash, so when they do occur, TOs have to decide how to proceed on the spot. Typically, the match is restarted with the same characters on the same stage, with some TOs adding the additional stipulation that players self-destruct to get stocks back to what they were when the game crashed.

External linksEdit

ReferencesEdit