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."
The ESRB said nothing about alcohol consumption in it's packaging warnings. Now I am offended that I have let my child play such filth. I will see HAL in court!
I love when games add things in, and I just busted this game out yesterday. This'll come in handy tonight.
"I cannot think of any need in childhood as strong as the need for a father's protection." -- Sigmund Freud
5 pages of all the wonderful things you can do with developer mode. Practically change anything you want in the game, get up to 6 player controlled characters, new levels, new models, new music, whatever you want. And not a single mention of how exactly to access it.
Until you get to the forum link on page 6 and even then, a forum user (not the author) points out that you need action replay and specific codes to do 95% of what the article describes.
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!
I guess this guy's never played a Virtua Fighter game before. Or any of Capcom's later-era 2D fighters. Geez.
Hi. I appreciate that gscentral.com was linked for credit at the end of the article, but that seems to confuse the reader into thinking that N-Philes did the work. This is not true. I hacked the debug mode (amongst other codes for SSBM) in the summer of 2003. I would appreciate it if you could mention this better on Slashdot and tell Joystix to give credit where it is due. From a bystanders' perspective, it appears that they hacked the codes and made these discoveries as to what the debug menu is capable of. Nothing could be further from the truth, as a good few hackers spent a month testing everything years ago. The original source is crucial for credibility of your site, as others were also credited incorrected for the discovery of the Citadel in GoldenEye. To set that matter straight, it was Krijy who found it, and Zoinkity who made it fully playable. (Aside, the fact that I am no longer affiliated with gscentral.com is important, so I'd much rather the link go to gscentral.org, where the site is now being updated regularly.) Thank you for your full cooperation, Rune
Actually, what you can add into a game and Hot Coffee were two completely different things. The reason for that is because Hot Coffee was already completely assembled: models, responses, sounds and everything. The only part of the game that was actually hacked was a few lined of code in the PC version to allow that part of the game to be accessed. In case anybody needs clarification, think of it like this:
In SSB:Melee, you have to meet certain requirments to 'unlock' features in the game. Hot Coffee was a feature that was already built into GTA:SA, but the requirment to get it was never set, so you could never unlock it. All the 'hackers' did, was fill in that line of code. (It's over simplified, I know)
The reason you can't change the rating for a game that somebody added content to is because the distributor never lisenced that content and never created it to begin with. Users had to have built it and found a way to plug it into the game. GTA:SA's Hot Coffee was already good to go if you changed a few lines of code.
I think it will become too stupid to enforce things like this, though, when hackers could possibly remove a model from the character to leave them exposed, when that would normally violate the terms of use to begin with. Games are always trying to look more realistic and enforcing something like this could only hold them back.
Perfecting Discordia
www.stevenvansickle.com
Yes, the article itself is pretty low on details on how to access this debug menu, but after some googling, I found this (from http://ssbm.detstar.com/debug/):
If you have an Action Replay, Super Smash Bros. Melee already exists in your list of preset game codes... However, those SSBM codes will only work with SSBM version 1.0.
So, how do you figure out what version you have, to decide which codes to use? Take your Melee disk, and turn it over to the shiny side. Hold it directly in the light, and search for tiny text on the dark ring. You'll have to experiment by holding your disk at different angles in the light, until the text is visible.
Eventually, you should be able to find text that says "DOL-GALE-0-xx".The "xx" will actually be a number, which tells you which version you have. The -Det Erest messing around with textures - version numbers are below:
00: Version 1.0
01: Version 1.1
02: Version 1.2
Here are the codes to access the Debug Menu:
v1.0:
77H8-Y4CD-H4VRY
JR3K-U29H-U6BH
v1.1:
69KC-WJGT-V09F5
P5A0-GP46-M8EB7
v1.2:
VBF7-P9Y6-2788D
TDA5-YA0R-8947W
PAL:
7X1H-THWE-401YB
47K3-GPZC-DBY82
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