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Super Smash Bros. Melee

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{{ArticleIcons|ssb=y|ssbm=y}}
{{ArticleIcons|ssb=y|ssbm=y}}
{{redirect|AIR|the gameplay element|Wind}}
{{split|The article should be split by game so we can get more in-depth on each}}
[[File:Debug Menu.png|300px|thumb|The Combat Debug menu in ''Super Smash Bros.'']]
[[File:Debug Menu.png|300px|thumb|The Combat Debug menu in ''Super Smash Bros.'']]
The '''debug menu''' is a special menu in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'' that can be accessed with the use of an [[Action Replay]]. The code that accesses the debug menu differs with each version of ''Melee''.
The '''debug menu''' is a special menu in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'' that can be accessed with the use of an [[Action Replay]]. The code that accesses the debug menu differs with each version of ''Melee''.


==Function==
==Function==
The debug menu was a feature that was used by the developers to test certain aspects in the game, generally as an attempt to prevent glitches or errors from appearing, hence its name of debug. The developers never removed the debug menu from the games, however; as a result, hackers, through the use of devices such as Action Replay, were able to access the menu, as well as give any and all codes relating to the menu.  
The debug menu was a feature that was used by the developers to test certain aspects in the game, generally as an attempt to prevent glitches or errors from appearing, hence its name of debug. The developers never removed the debug menu from the games, and as a result, the debug menus can be accessed through devices such as an [[Action Replay]] or [[GameShark]].


The debug menu allows a player to do many different things in the game that normally would not be possible, such as gaining access to any [[character]], [[stage]], [[item]], and [[mode]] in the game, including those not accessible through normal play. They can also view all the [[trophy|trophies]], such as [[Samus Unmasked]], all character endings, and other features, including [[Beta elements (SSB)|unused elements]]. Players can also modify the actual gameplay, such as causing specific items to spawn at any spot, swapping movesets, or modify the [[Artificial Intelligence]] of the computer.
The debug menu allows a player to do many different things in the game that normally would not be possible, such as gaining access to any [[character]], [[stage]], [[item]], and [[mode]] in the game, including those not accessible through normal play. They can also view all the [[trophy|trophies]], such as [[Samus Unmasked]], all character endings, and other features, including [[Beta elements (SSB)|unused elements]]. Players can also modify the actual gameplay, such as causing specific items to spawn at any spot, swapping movesets, or modify the [[Artificial Intelligence]] of the computer.


Using devices to access the Debug Menu, however, can be risky; the game can crash if the player uses incorrect parameters (such as attempting to play as [[NONE]], winning a game with {{SSBM|Master Hand}} or using [[AKANEIA]] as a stage). In the worst cases, the game can cause save games to corrupt in ''SSB'' or ''Melee'', or at worst, corrupt the entire card for ''Melee''; as such, it is generally recommended that it is not used with a memory card plugged in, or at least have a backup.
Using devices to access the Debug Menu, however, can be risky; the game can crash if the player uses incorrect parameters (such as attempting to play as [[NONE]], winning a game with {{SSBM|Master Hand}} or using [[AKANEIA]] as a stage). In the worst cases, the game can cause save games to corrupt in ''SSB'' or ''Melee'', or at worst, corrupt the entire card for ''Melee''; as such, it is generally recommended that it is not used with a memory card plugged in, or at least have a backup.
In [[Masahiro Sakurai on Creating Games]], outside of debug mode use, Sakurai reveals that [[percentage]]s would often be set through manually assigning damage to certain moves, such as setting {{SSB|Fox}}'s [[forward tilt]] to deal 100%.<ref name="msomg"/>


==In ''Super Smash Bros.''==
==In ''Super Smash Bros.''==
{{Main|Debug menu (SSB)}}
In order to get to the debug menu, a [[GameShark]] or an emulator must be used.
In order to get to the debug menu, a [[GameShark]] or an emulator must be used.
*Note: SSB has a Combat Debug Menu and a System Debug Menu. The former tests the aspects of the fighters to see what's right for the game. The latter is used for making changes to the game directly on the [[N64]], so programmers wouldn't have to return to the computer.


Combat Debug Includes:
Combat Debug Includes:
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*The player can gain access to any character, as well as boss characters.
*The player can gain access to any character, as well as boss characters.
*The player can adjust the damage of each character. (Adjusting damage was not possible in the original game and ''Melee''. In ''[[Brawl]]'', one can adjust it via [[Handicap]]s).
*The player can adjust the damage of each character. (Adjusting damage was not possible in the original game and ''Melee''. In ''[[Brawl]]'', one can adjust it via [[Handicap]]s).
*The player can make the [[CPU]] characters always [[stop]], [[walk]], [[evade|run]], or [[attack]].
*The player can make the [[CPU]] characters always stop, walk, evade, or attack.
*Changes cannot be saved.
*Changes cannot be saved.


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==In ''Super Smash Bros. Melee''==
==In ''Super Smash Bros. Melee''==
{{Main|Debug menu (SSBM)}}
{{Main|Debug menu (SSBM)}}
[[File:DebugMenuMelee.png|thumb|The debug menu in ''Super Smash Bros. Melee''.]]
[[File:DebugMenuMain.png|thumb|The debug menu in ''Super Smash Bros. Melee''.]]
In order to get to the debug menu, an Action Replay device must be used.
In order to get to the debug menu, an Action Replay device must be used.


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*Changes can be saved.
*Changes can be saved.


====Debug menu-only CPU modes====
==In ''Super Smash Bros. Ultimate''==
*'''AIR''' restricts the CPU's [[jump]]ing height. This does not affect the height gained by the character's [[up special move]], meaning that this mode has far more of an effect on aerial play than it does on the character's recovery.
[[File:TrainingSSBU.jpg|thumb|250px|The trajectory display in Training Mode, originally a debug feature.]]
*'''COOPERATIVE''' causes the CPU to follow the player and attack them.
In an episode of [[Masahiro Sakurai on Creating Games]], Sakurai reveals that the trajectory visuals in [[Training Mode]] were originally a debug mode feature. He also showcases the debug camera feature used for the ''Ultimate'' version of [[pic of the day]], including issues such as objects disappearing during use.<ref name="msomg">[https://youtu.be/AdBcCQtuATc Masahiro Sakurai on Making Games - Debug Mode <nowiki>[Programming & Tech]</nowiki>]</ref>
*'''DEFENSIVE''' causes the CPU to only use defensive tactics, such as [[shield]]s and [[roll]]s.
*'''EVZELDA''' causes {{SSBM|Zelda}} to transform into {{SSBM|Sheik}} more often, as she does in the event match [[Hide 'n' Sheik]]. It is presumed to stand for "Event Zelda".
*'''FREAK''' causes the CPU to stay where they are, but attack when an opponent comes near. Used in the event match [[Kirbys on Parade]].
*'''ITEM''' causes the CPU to attempt to grab all [[item]]s that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches like [[Event 7: Pokémon Battle]].
*'''NANA''' is the default mode for the partner [[Ice Climbers (SSBM)|Ice Climber]], so that he/she follows the leader, attacks with the leader, etc.
*'''NOACT''' causes the CPU to do absolutely nothing. This is not to be confused with [[Stand]], in which the CPU will still attempt to [[recover]] if knocked off.
*'''ONLYITEM''' causes the CPU to only use [[item]]s, as opposed to using any other [[attack]]s, as {{SSBM|Jigglypuff}} does in the event [[Legendary Pokémon]].
*'''SPLWLINK''' and '''SPLWSAMUS''' cause the CPU to only use their [[down special move]] when set to {{SSBM|Link}} and {{SSBM|Samus}} respectively. They are used in the event match [[Bomb-fest]]. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special.
*'''STRUGGLE''' causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.
 
==In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''==
Unlike the other two games, it appears that the debug menu in both ''Brawl'' and ''Smash 4'' have been successfully removed from the release version of the game.


==Trivia==
==References==
[[File:AirRidedebug.png|thumb|The debug menu in ''Kirby Air Ride''.]]
{{reflist}}
*''Melee''{{'}}s debug menu continues the music from where the game last was, so it plays the menu music when first entered and no music when entered after the results screen.
*The [[GameCube]] game ''Kirby Air Ride'' has a debug menu almost exactly like the one in ''Melee''.
[[File:Kirby in background of SSB debug.png|thumb|The background of the debug menu in the original ''Smash Bros.'' has a cube with an angry face resembling [[Kirby]].]]
* In the ''Melee'' debug menu, under '''MODE TEAM TEST''', there are options that have appeared to be named after the game developers (specifically game programmers).
** '''HANYU''' from ''Akio Hanyu''.
** '''OTOGURO''' from ''Seiji Otoguro''.
** '''TANIGUTI''' from ''Yoshiya Taniguchi'' (both spellings of "Taniguchi" are acceptable).
** '''NAGASIMA''' from ''Yasuyuki Nagashima'' (both spellings of "Nagashima" are acceptable).
** '''KIM''' from ''Kim Sung-Kwen''.
** '''SAKUDO''' from ''Katsuhiro Sakudo''.
** '''SUGANO''' from ''Takayuki Sugano''.
** '''YOSHIKI''' does not unambiguously correspond to any known game developer, though it is  similar to the name of the game designer ''Yoshiyuki Tagawa''.
*''Super Smash Bros.''{{'}}s debug menu contains two voice clips of {{SSB|Ness}}, one saying "PK" and another saying "[[PK Starstorm|Starstorm]]", as well as another clip of {{SSB|Captain Falcon}} saying "Come on!" (similarly to the start of his [[Blue Falcon]] move), suggesting that [[Final Smash]]es were originally intended to appear in the game. [[Masahiro Sakurai]] later confirmed in an interview that he did intend to implement Final Smashes in ''Super Smash Bros.'', and that the voice clips were intended for that purpose.


==See also==
==See also==
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==External links==
==External links==
*[http://tcrf.net/Super_Smash_Bros. Article on ''SSB'''s Debug.]
*[http://tcrf.net/Super_Smash_Bros./Debug_Menus Article on ''SSB''{{'}}s debug.]
*[http://tcrf.net/Super_Smash_Bros._Melee/Master_Debug_Menu Article on ''Melee'''s debug.]
*[http://tcrf.net/Super_Smash_Bros._Melee/Master_Debug_Menu Article on ''Melee''{{'}}s debug.]


{{SSBMMenus}}
{{SSBMMenus}}


[[Category:CPU Modes]]
[[Category:Hacking]]
[[Category:Hacking]]

Latest revision as of 10:47, March 2, 2024

The Combat Debug menu in Super Smash Bros.

The debug menu is a special menu in Super Smash Bros. and Super Smash Bros. Melee that can be accessed with the use of an Action Replay. The code that accesses the debug menu differs with each version of Melee.

Function[edit]

The debug menu was a feature that was used by the developers to test certain aspects in the game, generally as an attempt to prevent glitches or errors from appearing, hence its name of debug. The developers never removed the debug menu from the games, and as a result, the debug menus can be accessed through devices such as an Action Replay or GameShark.

The debug menu allows a player to do many different things in the game that normally would not be possible, such as gaining access to any character, stage, item, and mode in the game, including those not accessible through normal play. They can also view all the trophies, such as Samus Unmasked, all character endings, and other features, including unused elements. Players can also modify the actual gameplay, such as causing specific items to spawn at any spot, swapping movesets, or modify the Artificial Intelligence of the computer.

Using devices to access the Debug Menu, however, can be risky; the game can crash if the player uses incorrect parameters (such as attempting to play as NONE, winning a game with Master Hand or using AKANEIA as a stage). In the worst cases, the game can cause save games to corrupt in SSB or Melee, or at worst, corrupt the entire card for Melee; as such, it is generally recommended that it is not used with a memory card plugged in, or at least have a backup.

In Masahiro Sakurai on Creating Games, outside of debug mode use, Sakurai reveals that percentages would often be set through manually assigning damage to certain moves, such as setting Fox's forward tilt to deal 100%.[1]

In Super Smash Bros.[edit]

Main article: Debug menu (SSB)

In order to get to the debug menu, a GameShark or an emulator must be used.

Combat Debug Includes:

  • The player can gain access to any stage, even the ones that are not in the final game, such as Kirby Beta Stage 1 or Kirby Beta Stage 2 and Final Destination.
  • The player can gain access to any character, as well as boss characters.
  • The player can adjust the damage of each character. (Adjusting damage was not possible in the original game and Melee. In Brawl, one can adjust it via Handicaps).
  • The player can make the CPU characters always stop, walk, evade, or attack.
  • Changes cannot be saved.

System Debug Includes:

  • The player can play all sound effects, including ones not included in the final game, such as (what are presumed to be) Final Smashes.
  • The player can test match-end animations, such as a paper airplane.
  • The player can watch "New Character Signals" for every character.
  • Changes can be saved.

In Super Smash Bros. Melee[edit]

Main article: Debug menu (SSBM)
The debug menu in Super Smash Bros. Melee.

In order to get to the debug menu, an Action Replay device must be used.

Features include:

  • The player can gain access to any stage, even ones not included in the final game, such as AKANEIA, although many of them crash.
  • The player can gain access to any character, including Bosses and even Sandbag.
  • The player can make the CPU characters always stop, walk, run, and attack.
  • The player can use modes and CPU behaviors used in Events (see below).
  • The player can view hitboxes and animation data.
  • The player can have an unrestricted camera.
  • The player can simulate the results screen.
  • The player can erase data on the Memory Card.
  • Changes can be saved.

In Super Smash Bros. Ultimate[edit]

The trajectory display in Training Mode, originally a debug feature.

In an episode of Masahiro Sakurai on Creating Games, Sakurai reveals that the trajectory visuals in Training Mode were originally a debug mode feature. He also showcases the debug camera feature used for the Ultimate version of pic of the day, including issues such as objects disappearing during use.[1]

References[edit]

See also[edit]

External links[edit]