The Many Secrets of Smash Bros. Melee
Via Joystiq, N-Philes has an article delving deep into the secrets of Super Smash Bros. Melee for the Gamecube. A Developer Mode is accessible within the game which allows for battle tweaking, setting changes, and access to dozens of otherwise inaccessible battle maps. From the article: "Notice the stage is completely horizontal. Not only that, it's easily the longest fighting arena in Super Smash Bros. history (with the exception of the Home-Run Contest stage). Along the stage lie several moving platforms and multicolored grounds with different amounts of traction when walked across. It's clear that HAL used this area as a virtual playground to experiment with several different aspects of gameplay. Did you take note of the background? Confused? So is everyone else. The background is a giant picture of a pub. If you look closely you can spot several people enjoying tall glasses of beer atop the bar and tables. Despite the fact that it seems a little strange, it somehow adds to the illustrious prestige of Super Smash Bros. We wouldn't have it any other way."
In under a year we played enough Super Smash Brothers to actually break the gamecube. We burned out the optical drive and had to buy a new one. Our save file has close to 2000 hours on it now. Talk about crack in video game form!
Comparing Smash Brothers to other fighters, let alone other video games, is totally unfair. It's like comparing Firefly to other TV shows; you simply do not put professionals on a list full of amateurs, it is not fair to anyone involved.
The real beauty of SSBM is that it is in many ways an invisible game - the simple controls and wide variety of moves allow you to strip away the "game" and simply fight your friends, brain to brain. The exaggerated nature of the combat makes it absolutely HILARIOUS to play as well. If you can watch a Donkey Kong vs Bowser "Giant Melee" with high items set to "Giant Mushrooms only" without laughing, you are a stronger man than I.
When SSB Online comes out on Revolution that will be the end of all of my hobbies and probably my job too. A bittersweet day!
There are 14 test rooms you can access if you use an Action Replay on Legend of Zelda: Wind Waker. You can find them at codejunkies.com
l e&id=18
Screenshots of the test rooms can be viewed here:
http://www.zeldavortex.com/index.php?do=viewartic
My Xbox Live Gamer Card
Nothing could be further from the truth, as a good few hackers spent a month testing everything years ago.
I ran into similar lameness when I hacked the debug menus for the PS2 versions of Soul Reaver 2 and Defiance (available on my site, for the curious). As soon as you post something like that, people start cutting and pasting it into forums and websites as if that's the hard part. Some of them even get upset if you challenge them on it, along the lines of "dude i get credit for posting it here first."
Amusingly enough, a friend of mine in the UK took my work and used it to make similar things for the PC versions of the games, and a lot of people assume that *I* had something to do with that other than showing him how it worked on the PS2.
My method now is to make sure that before I tell anyone about a new hack, I post it on my site (which is up permanently), then post it on a couple of forums with timestamps so there's a definite record that can be looked up later.
Nice work on the SSBM codes. I think I'll actually pick up a copy of that so I can try them out =).
"...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman