Hello, and welcome to my Super Smash Bros. Melee FAQ that
I'll (hope
to) complete! Well, I finally got the internet on my
sister's computer,
and after some deeds for her, she let me use it as much as I
wish. This
may end up to be one of the largest FAQs for a Nintendo game
ever to be
on the Web, so it'll take time. This is only the most recent
version.
When I'm finished, future versions will include input from
people who
e-mail me. So, what that really means is that this will
never get truly
complete. Only everything you need to finish SSBM. So, why
keep you
waiting? If you're impatient or aren't going to read every
letter in
this FAQ, you wouldn't even be reading this, so why don't we
head on
straight to the real deal?
Dr.
Omicron's 2nd FAQ and Bowser194's 1st Co-Author Job
"Super Smash Bros. Melee"
Version 3.7
#<-my mines for dividing sections, again
Table of Contents
0. A Solution to My
Problem
1. Table of Contents
2. Version History
3. Introduction
3a. My
Introduction
3b. The Game's
Introduction
3c. The Story of
SSBM
4. Characters (in
alphabetical order)
4a. General Info
4b. Weight Classes
4c. Bowser
4d. Capt. Falcon
4e. Donkey Kong
4f. Dr. Mario
4g. Falco Lombardi
4h. Fox McCloud
4i. Ganondorf
4j. Ice Climbers
4k. Jigglypuff
4l. Kirby
4m. Link
4n. Luigi
4o. Mario
4p. Marth
4q. Mewtwo
4r. Mr.
Game&Watch
4s. Ness
4t. Peach
4u. Pichu
4v. Pikachu
4w. Roy
4x. Samus Aran
4y. Sheik
4z. Yoshi
4A. Young Link
4B. Zelda
5. Arenas
5a. Icicle
Mountain
5b. Princess
Peach's Castle
5c. Rainbow Cruise
5d. Kongo Jungle
5e. Jungle Japes
5f. The Great Bay
5g. (Hyrule)
Temple
5h. Yoshi's Island
5i. Yoshi's Story
5j. Fountain of
Dreams
5k. Green Greens
5l. Corneria
5m. Venom
5n. Flat Zone
5o. Brinstar
5p. Brinstar
Depths
5q. Onett
5r. Fourside
5s. Mute City
5t. Big Blue
5u. Pokémon
Stadium
5v. Poké Floats
5w. (Mushroom)
Kingdom
5x. Mushroom
Kingdom II
5y. Battlefield
5z. Final
Destination
5A. Dream Land
5B. (Past) Yoshi's
Island
5C. (Past) Kongo
Jungle
6. Items
6a. Item Controls
6b. Items
6c. Special Items
7. Classic Mode
8. Adventure Mode
9. All-Star Mode
10. Event Matches
11. Target Testing
12. Other 1-Player
Modes*
12a. Multi-Man
Melees
13. VS. Mode**
13a. Time Mode*
13b. Stock Mode*
13c. Coin Mode*
13d. Bonus Mode*
13e. Special
Melee*
13f. Additional
Info*
13g. Custom
Modes*
14. Trophies
14a. The Trophy
System
14b. Special
Trophies
14c. A Complete
Trophy List
15. Options*
16. Bonus Points*
17. Secrets
17a. How to Get Secret Characters
17b. How to Get
Secret Arenas
17c. How to Get
Other Secret Stuff
18. The Hall fo
Shame**
18a.
BracamonteAndy@msn.com
18b.
GoKart456@aol.com
19. Stuff You Might
Not Know But Want To
19a. Translations
for Marth and Roy
19b. CPU
Weaknesses**
19c. The DK Rap
19d. The Players'
Guide**
19e. The Beta
Version**
19f. Attacks of
the Clones
20. Legal
Stuff/Contacting Me
*indicates that I'm not done with that section yet.
**indicates that this section will probably be frequently
revised.
#
>>>Version History<<<
version 1.0
Jan. 29, 2002
What a lot of stuff! I did everything up to the All-Star
Mode as well as the last three sections.
version 1.5
Feb. 18, 2002
I added in dates to the version history! Also, this FAQ
now has a sites list! Wow! You probably want to see the
Events section I put up though. And now I have a DK Rap
recording on the computer, I no longer have to recite it
from memory! Speaking of which, some more CPU weaknesses
have floated to the top of my head.
version 1.6
Feb. 27, 2002
Dude, I don't seem to know squat about updating. Since
this FAQ is so large, I've corrected any errors I've
made over updating this to ver. 1.5.
version 1.8
Mar. 20, 2002
If anyone's still stuck on SSBM, I now have Target
Strategies for 21 of the characters for all you late
buyers and renters. And I corrected some typos along
the way.
version 2.0
Mar. 24, 2002
Hey hey! 2.0 is finally here! All of the Target Tests
are up! Whoa! Most of the description for Onett got
deleted! It's probably best simply to leave out
everything altogether. It's a pretty simply-structured
place. More typos corrected, and only one more major
section to go!
version 2.3
May 22, 2002
60 of the Bonuses are finished! Whoohoo! That's almost
1/4 of all the bonuses! 189 more to go... Speaking of
which, on a personal matter, it seems that my Gamecube
has been fixed and is now waiting at the post office
wiaitng for me once more.
version 2.6
Jun. 20, 2002
I decided to take a break on the Bonuses section and do
the whole trophy section all at once. It turned out to
be much longer than I thought, but it should lighten the
load on my e-mailbox. I also started the section dealing
with the official Nintendo Power SSBM Guide, the last
section of Other Stuff. Say goodbye to the chart comparing
the characters to the stages, as that's merely dependant
on your playing style.
version 2.7
Jul. 7, 2002
Not much to say except there's a message for someone with
an "invalid address" and that I finally redid the
Onett
section, which got mysteriously deleted for some reason.
version 2.8
Jul. 16, 2002
After a whole lot of e-mails, this FAQ is more complete
than ever! Want some advice in Events 46 and 48? Need some
reinforcement on the authenticity of Sonic and Tails in
this game? Want to contribute to the Hall of Shame? Look
below for all of the answers!
version 2.9
Jul. 17, 2002
Two updates in two days? Wake me up! I have ten more bonuses
done, so now they're up to 70! Wow!
version 3.1
Jul. 29, 2002
A trophy rumor...check out what it is below the list of
unlockable trophoes. Also, no update this far into this FAQ
would ever be complete without more..bonuses! I'm up to 100!
Hooray! Sorry it took so long for so little, but Project
Howville really slowed me down on this.
version 3.2
Aug. 17, 2002
Power to the people! Dozens upon dozens of requests,
corrections,
and suggestions have made it worth another update! I'm still
working on the Bonuses section, though I'm trying to finish
the
Project Howville by August 22nd. Progress may speed up then,
but
for now, be patient.
version 3.4
Aug. 24th, 2002
With Project Howville behind me and Super Mario Sunshine
just
around the corner, there's no better time than to put up 27
(that's
right, three cubed) more Bonuses onto the list! I now have
everything up to Quintuple KO registered on what is
currently the
largest SSBM FAQ I know! Only 122 to go...
version 3.6
Sep. 5th, 2002
Those lazy hooligans at the post office should have the
Super Mario
Sunshine Bundle Pak at my doors by now! It's been ten days
and not even
a letter from the mailman saying to pick it up! They're just
horrible.
About the FAQ itself: The Hall of Shame has now been
erected, courtesy
of an ignorant gamer named BracamonteAndy@msn.com! I also
have all of
the bonuses up to 160, making me officially less than a
hundred to go!
version 3.61
Sep. 6th, 2002
A very special update for a very special person! That's
right,
GoKart456. If you are reading this, your name is now
officially in this
FAQ! If you can't find it, copy and paste the FAQ and use
the Search or
Find option to look for it. It's in there somewhere... By
the way, I
still have no Sunshine.
version 3.62
Sep. 27th, 2002
Time really flies...I've gotten those 120 Shine Sprites, and
Super Mario
Advance 3 is already out! Then there's Mario Party 4. With
three games
with "Mario" in their titles coming out in three
months, Nintendo is
really trying to dump out everyone's wallets. Anyway,
there's a whole
bunch of contributions, including another Hall of Shamer
whom I've lost
the message for :(, plus the usual additions from fans of
this game.
It's still going strong, and it's already been out for ten
months.
version 3.7
Nov. 1st, 2002
More power to the people! Due to an overwhelmingly huge
onslaught of
letters into my e-mailbox, I'll be doing a full update,
complete with
over thirty new bonuses from Bowser194, my co-author! I
cannot thank you
enough, Bowser194. This FAQ may actually become complete
before the
game's anniversary!
#
>>>Introduction<<<
Me, Myself, and I
I guess I can compare myself to Leonardo da Vinci...and
maybe Vincent
van Gogh too: I'm not able to finish FAQs once I start them.
However,
like translating Doraemon into English (very indirectly if
you know me),
I feel that it needs to be done. As for information about
me, I'm not
giving away my real identity or any other private crud. I'll
just tell
you that I have no clue as to how a computer works, so I
can't fix one,
and that I'm acclaimed by my peers that I'm an excellent
artist.
Unfortunately, I'm not very good at anything else, but I
hope you like
this FAQ. I guess I'll also say that I've always sucked at
history.
What is the Smash Bros. Concept?
The system of Smash is Nintendo's first attempt at fighting
games. The
Big N, as some of you like to call it, has developed a
series of games
for every gaming genre I can think of, as well as create
some new ones
themselves. On April 26, 1999, the Nintendo64 got Super
Smash Bros.,
which turned out to be a big success and made the Players'
Choice
charts. The game itself was pretty low-tech compared to
other games
around that period and HAL Laboratories's mascot is a dog
who just bore
a litter. That sounds like the best game on earth, huh?
Anyway, what
you do in Super Smash Bros. was not to deplete your
enemy's/enemies' HP
to zero, but to knock him/her/it/them clear out of the
arena, so far
they explode. Depending on what mode you play, you can
either have
lives for each person or have a point system based on KOs.
As for the
characters, they were stars of Nintendo games (as well as a
couple of
sidekicks) brought together. Lots of fun, begging for a
sequel, sequel
arrives, and the rest is history.
Super Smash Bros. Melee
In SSM, all 12 of the characetrs were fighters
themselves--everyone
from Samus, a bounty hunter who goes across galaxies and
fights major
monsters, to Mario, an overweight Italian plumber, to
Jigglypuff, a
living plush toy. In Super Smash Bros. Melee, many of the
newbies who
arrive star in games with little to no fighting at all.
You've got
some princesses of two kingdoms. You've got the Ice
Climbers, a couple
of Eskimos who carry ice-breaking hammers. You've even got
Dr. Mario,
who prefers to find a cure for AIDS than anything else but
is in here
anyway. SSBM actually has no story at all, so I'll
improvise:
One day, there was a spoiled brat. He was so spoiled, he had
25 special
figurines of Nintendo characters, plus 265 more. His
Nintendo
collection was complete, and he was shocked. Nintendo
replied to him in
a phone call that they aren't making any more figurines for
a long
while, so he took the one for Capt. Falcon and threw it at
the Ice
Climbers. To his surprise, the Ice Climbers figurine sailed
across his
room and made a huge thud at the other side. So he thought,
Maybe they
can fight each other! Yeah! Some action-packed battles of
Nintendo
characters will pass the time! And so, SSBM was born.
#
>>>Characters<<<
So, the brat thought up a rather large set of different
moves and
assigned them to each character. The 4 unique atatcks, which
are called
"special attacks", are designated with the B
button. Along the way of
giving the 25 characters a set of special moves (and one
with two), he
came across a block and decided to give the remaining 7
characters
without special attacks yet a similar moveset to another
character he
already assigned mvoes to. He called them
"clones".
In General
Before this kid could start any battles, he had to make up a
set of
rules:
1. A KO is when you knocks someone else away and they blow
up.
2. A Fall is when you blow up from someone else's attack.
3. A Self-Destruct is when you blow up without anyone else
causing it.
4. Damage is figured out in %'s, which can go up to 999.
5. The higher the damage, the farther you get thrown from an
attack.
The moves he gave to each and every character are listed
below. They
may look different from character to character, but the use
is the
same.
Key:
A=A button
B=B button
Z=Z button
L=L button
R=R button
X=X button
Y=Y button
(C)+direction=C-stick in that direction
>, ^, <, \/=move control stick gently
>>, ^^, <<, \/\/=move control stick hard
>>A=move the control stick right really hard and press
the A button at
the same time.
>>,A=move the control stick right really hard, then
press the A button.
D=Up on D-pad (that's all you'll be using)
On the Ground:
>=Walk
>>=Run
\/=Crouch
^, X, Y=Jump (I personally recommend the X or Y button.)
(D)ĺ^ĺ: Taunt
(D)>, (D)<, (D)\/: Nothing
A: Standard Weak Attack
You can press A over and over to keep the
barrage going, and as long as the enemy is still in the
range, he or
she will continue taking damage.
>A: Standard Strong Attack
This should do a higher amount of damage and send the enemy
flying
somewhat. It's the attack used when you're in a group of
opponents,
either to do some damage or get them out of your way because
of its
speed.
>>A, <<A, (C)>, (C)<: Standard Smash
Attack
This is the attack you'll use to KO someone. It either does
a ton of
damage, make the opponent fly really far, or both. However,
there's a
charge time, which means you shouldn't use it all the time.
If you can
take your time, however, you can hold down A to charge some
more, then
unleash the force!
>,A, <,A: Moving Weak Attack
It stops your walk, but it's stronger than the Standard Weak
Attack and
weaker than the Standard Strong Attack.
>>,A, <<,A: Moving Strong Attack
Again, it stops your movement. It's stronger than the
Standard Strong
Attack but weaker than the Standard Smash Attack.
\/A: Standard Ground Attack
This attacks enemies on the ground. It's moderate strength.
Enough
said.
\/,A: Trip
You trip someone over next to you on the ground. They fall
over, you
come to pummel them.
\/\/A, (C)\/: Downward Smash Attack
Basically, this attack sends anyone around you to the ground
so quickly
they bounce right up. It's generally the vertical Smash
Attack that
focuses in power and not strength. You still need time to
pull it off,
though.
^^A, (C)^: Upward Smash Attack
It throws your enemies wayyy up, but the damage doesn't
quite rack up
as much.
L, R: Shield
Each character has a shield that looks sort of like a
colored contact
lens. It gets smaller both over time and as people attack
you, and you
become paralyzed when it gets so small youer shield breaks,
so don't
overuse it! At least it neutralizes all attacks done to you
when you
have it on, but you can't move while you bring it out. ~ You
can also
reflect projectiles or items thrown at you by shielding at
the last
nanosecond, near impossible to do.~ Yet, the computer
players have no
problem.
>L, <L, >R, <R: Roll
Roll around to evade attacks. Get behind someone either if
you know
what your opponent is going to do or if you have very fast
reaction
times. I prefer jumping out, though.
Z<, Z>: Sidestep
Do like Neo and dodge incoming attacks by moving your
character's
middle out of the way!
Z, LA, RA: Grab
Grab an opponent. While grabbing, press A to attack them or
choose a
direction on the control stick to throw them. ~The Links and
Samus use
grappling hooks instead of actual grabbing, making it long-distance,
as
well as a device for hanging onto a ledge. However, it takes
much longer
to grab someone. Also, along with the A button, the Z button
can be used
with L to catch items thrown at you.~
In the Air:
< and >: ~Slam back and forth to stop your tumbling.~
^, X, Y: Double-Jump (B-Up for a triple jump unless
otherwise indicated)
A, >A, <A: Aerial Attacks
Attack someone in the air. Its strength depends on what you
do.
>>A, <<A: Gamble Atack or Drill (depending on
character)
Some characters, like Zelda, have an attack that'll either
send someone
flying or simply do 1% damage, depenging on whether your
timing was off
or not. Others, like Pikachu, have an attack that damages
opponents
again and again and keep them in front. Again, it's hard to
time but
really devastates the victims.
\/A, \/\/A, (C)\/: Downward Attack ĺAKA Spikeĺ AKA Meteor
Smash
(for many characters; not all)
If you want to be cruel, you can use this attack over the
edge to send
that poor sap hurdling down to the bottom of the screen!
However,
you'll need some time to recover enough so you can start
moving again.
^A, ^^A, (C)^: Upward Attack
Someone who has a high damage % can be struck by this attack
while
falling down and be sent sky high! It's not as strong as a
Smash Attack
but is still useful.
L, R: Air Evade
Basically a Sidestep in midair. You can stop anyone trying
to do a
Downward Attack on you and send whoever that is hurtling
instead. ~Also,
when you get hit hard, you can press L or R right before you
reach the
ground to make a nice three-point landing. Well, the closest
thing you
can get to a three-point landing as your character.~ It's
better than
falling flat on your face, except when you're up against
computer
players. That's a different story. ‰Lightly hold on a button
to make a
thin shield that lasts longer, but you can't roll or
sidestep.‰
Z: Air Smash
It's the way to send someone flying while airborne! The game
will count
this as a failed grab, so don't do it in Bonus mode. ~It's equivalent
to
a regular A-button Smash, but if you're nearby an item, you
can pick it
up, as seen in the Special Movie. Pressing Z while holding
an item will
simply make you drop it, from the ground or air,
particularly useful
with explosive items.
Other moves:
A, while lying down: Out of the Way
If you fell flat, you can get anyone trying to pick on you
out of the
way by pressing A to do a medium-strength attack.
A, while grabbing onto a ledge: Kick
Press A when someone gets close to resume fighting and knock
someone
away in the process.
A, while grabbing someone: Grab Attack
Do damage to them while gripping them.
<, >, ^, \/ while grabbing someone: Throw
Up and Forward go distance, and Backward and especially Down
focus on
damage. Choose the situation right for you.
Weight Classes
The characters are put into 5 weight classes:
Super-Lightweights,
Lightweights, Middleweights, Heavyweights, and
Super-Heavyweights. The
lighter characters are more agile and are smaller targets,
and heavier
characters pack more punch per attack and can carry stuff
more easily.
Heavier characters also usually don't get thrown as far, but
not
necessarily. These are the characters in their respective
weight
classes:
Note: The weight classes may be uneven, since their
divisions are based
on groups of five rather than actual weight. Also, since all
weight
testing was done by rspitzer@sprynet.com, don't ask me
questions. These
are simply a bunch of estimates based on speed, jumping
ability, and
knock-outability. For example, although Ness seems to be
lighter than
Mr. G&W, Ness doesn't fly nearly as far when hit
compared to Mr. G&W.
I may need to do some weight-testing myself to find out.
SUPER-LIGHTWEIGHTS:
Pichu
Jigglypuff
Kirby
Pikachu
Young Link
LIGHTWEIGHTS:
Ness
Mr. Game&Watch
Ice Climbers
Peach
Zelda/Sheik
MIDDLEWEIGHTS:
Falco
Fox
Marth
Luigi
Mario
HEAVYWEIGHTS:
Dr. Mario
Yoshi
Capt. Falcon
Samus
Mewtwo
SUPER-HEAVYWEIGHTS
Roy
Link
Ganondorf
DK
Bowser
š Marth and Roy positions corrected by TheOlympicHero. š
King Bowser J. M. Koopa
Master of the Koopa Troopas
Premiere: Super Mario Bros. (NES)
Bowser is the slowest character in the game, but he hits exceptionally
hard. Surprisingly, his biggest threats are the
super-lightweights,
since they not can jump much higher than him and are much
quicker, but
some characters are so short Bowser will have a hard time
attacking
them! He's all-in-all a horrible jumper, but like any
character, he can
be mastered. Bowser's got a thing or 37 to settle with
Mario, and SSBM
is the chance he gets to beat the daylights out of that
plumber.
B: Fire Breath
Bowser's famous for his fire-breathing abilities, and this
atatck shows
that. While it counts as a projectile and has fairly short
range, it
traps people in there and damage %'s goes up and up. Don't
overdo it;
its range decreases from inferno to a toaster in the mouth.
>B, <B: Koopa Klaw
Bowser grabs someone to his mouth, and he starts gnawing.
I'll bet it's
excruciatingly painful, but if you're merciful enough to
stop mashing
the B button, maybe they'll thank you. Nah...
^B: Whirling Fortress
On the ground, it throws anyone who comes in contact with
Bowser
around. Use it in the air, though, and you can cover great
horizontal
distances.
\/B: Bowser Bomb
It's a butt-stomp for Bowser. Major damage, major grouind
attack. It's
best if you use it in the air.
Captain Falcon
Collector of Space Race Trophies
Premiere: F-Zero (SNES)
Capt. Falcon is very unbalanced. He's really fast while
running around,
but he's slow in just about everything else. There aren't
too many
people who pick the Captain as their favorite, since you
have little
control over him. He's almost as bad a jumper as Bowser, and
he falls
down quickly. It's up to you, but again, he's masterable. He
never
showed up in F-Zero or F-Zero X in person, but you can pilot
his F-Zero
car, the Blue Falcon, which just happens to be the name of
the
superhero in Dyno-Mutt (a pretty old Hanna-Barbera cartoon).
B: Falcon Punch
Anyone can see this attack from a mile away. It does some
nice damage,
but the idiot has to yell out "Fal, cone, PUNCH!"
whenever he does it.
Maybe turn down the volume all the way...? You can use this
attack to
pick on someone who is about to fall back down next to you,
at least.
>B, <B: Raptor Boost
It's a quicker, less powerful version of Falcon Punch.
Thankfully, he
doesn't yell it out.
^B: Falcon Dive
He grabs someone, and in one mighty explosion he's immune
to, he blasts
that sucker. This and Ganondorf's Dark Dive are the only two
attacks
that can do anything against Kirby's Stone atack, making the
Showdown
event very difficult.
\/B: Falcon Kick
What a loudmouth...Does he HAVE to yell this out too? It's
basically a
cross between Falcon Punch and Raptor Boost.
Donkey Kong
The First Member of the DK Crew
Premiere: Donkey Kong (Arcade)
Nintendo again got special permission from Rare UK to use
Donkey Kong.
Unusual, since Nintendo originally had the rights. DK has
similar
attributes to Bowser in jumping, except he's pretty fast. DK
has no
projectiles, so he just relies on pure muscle to get rid of
his foes.
The DK crew, which consists of friend and family of DK, is a
group of
apes called Kongs who travel in British adventures, once
against Mario,
now against King K. Rool.
B: Giant Punch
While you're out of the way, hold down the B button to
charge it. When
you see him stop, get up close and personal to unleash that
steam! You
will get the Coward anti-bonus, but who cares? It's worth a
KO.
>B, <B: Headbutt
Grind someone into the ground with this. They'll pop out,
but until
then, they're immobile.
^B: Spinning Kong
DK's arms turn into a propeller as he whirls across the
skies like a
beautiful butterfly.
\/B: Hand Slap
DK is invincible against all things except projectiles,
since anyone
who touches DK like this is sure to get sent flying straight
upwards.
Dr. Mario
The Cure for All
Premiere: Dr. Mario (SNES)
Dr. Mario got his degree at the Mushroom Kingdom University.
The
marching band sucked, so Mario decided to get a degree in
medicine.
Together, with his trusty nurse Peach by his side, he
dropped his
Megavitamins into bottles of virii and eliminated two
epidemics that
ran across the whole kingdom: one by an outbreak, one by
Wario. As for
how he does in SSBM, he's basically a slower Mario with
stronger
attacks.
B: Megavitamins
They bounce higher than Mario's fireballs and make Dr. Mario
noises.
These things do twice the damage than Mario's regular fireballs.
>B, <B: Super Sheet
Dr. Mario's Super Sheet deflects projectiles and leaves
people spinning
from his doctor coat. It's a bit narrower, but it's somewhat
faster.
(H) You can also use this as a recovery move. (H)
^B: Super Jump Punch
It throws people really far. He's recommended for those
teams against
you in the 1-player mode.
\/B: Dr. Tornado
While Mario's Tornado traps people in his arms and Luigi's
Cyclone
throws them out in one big swoop, the Dr. Tornado traps
people in and
sends them flying...in random directions.
Falco Lombardi
The Bluebird of Happiness
Premiere: Star Fox (SNES)
Falco is another one of the right-hand men serving to fight
in SSBM.
For a talking animal, he's really quite a sour lemon, more
than Fox
himself. He's a bit slower than Fox on the ground, but he
can use his
mighty wings to jump up really well. I guess Falco is best
suited for
people whose strategy is lots of jumping, as well as
frequent players
in the Icicle Mountain arena. The problem is that he falls
really fast
(which is unusual for a bird, since they have hollow bones
to reduce
their weight) and although has benefits, it obviously brings
Falco a
disadvantage. I wonder if Peppy and Slippy will be characters
in a
future Smash Bros. game...
B: Blaster
Falco's Blaster is a lot slower than Fox's, though each
blast has
enough momentum to actually stop your target from further
advancement.
It's a great projectile and has nearly infinite range.
>B, <B: Falco Phantasm
It's exactly like Fox's. Just don't do it when you're facing
the edge,
or you'll fall right off.
^B: Fire Bird
Like Fox's, there's a charge to this attack, but it deals
major damage.
Again, you can control its direction during the charge by
holding the
control stick in a certain direction. ĺ Sadly, a difference
is that the
Fire Bird doesn't take you as far of a distance as the Fire
Fox. ĺ
\/B: Reflector
It's a special shield that intensifies the power of any
projectile
heading Falco's way and boucnes it right back. In addition,
you can now
turn it on while next to someone else to do some damage.
Fox McCloud
The
Classic Shrouded-in-Mystery Mammal
Premiere: Star Fox (SNES)
As Fox travels through that Lylat System stuff, he's going
on a wild
goose chase. No one has any clue of the real identity of the
mad
scientist Andross, and that's why. The Starfox crew is led
by this guy,
whose rights were recently given to Rareware (again) to make
Dinosaur
Planet, a game that's been in progress for who knows how
long. Fox is
nearly as swift as Captain Falcon while running, and his
attacks are
pretty fast, though he doesn't quite put the hurt on folks.
B: Blaster
Fox pulls out his laser gun and starts blasting away at
rapid fire.
His targets don't really care, since they do between 1-3%
damage and it
doesn't stop anyone's movements.
>B, <B: Fox Illusion
Fox stops for a moment and dashes forward at lightning
speed, leaving
the others eating his dust and with about 9% more on their
meters. aThis
move doesn't hit toward the end of the dash a
^B: Fire Fox
It's a jetpack kind of headbutt that takes some charging
time. You can
control its direction during the charge by holding the
control stick in
a certain direction.
\/B: Reflector
Turn anyone's projectiles targeted at you right back at
them! aAlso does
decent damage to adjacent enemies. a
Ganondorf
King of the Gerudos
Premiere: The Legend of Zelda: Ocarina of Time (N64)
The Legend
of Zelda (NES) as Ganon
Before Ganon claimed the Triforce of Power (that's one of
the three
little triangles that make up the Triforce), he was the only
male
Gerudo of his century, named Ganondorf. Although the Gerudos
are self-
centered and reclusive, they never had any intentions as to
ruling
Hyrule until Ganondorf decided to start his plans to plunge
the country
further into the Dark Ages, more than what it already is. In
SSBM, he
stole Capt. Falcon's moves, added power, and lowered speed
and jumping
ability. Basically, he's a heavyweight-kind of guy. Except
he's one of
the heaviest.
B: Warlock Punch
Ganondorf pretty much gets a hemorrhoid and vents out his
rage into a
super-powerful punch with a range smaller than it looks.
>B, <B: Gerudo Dragon
Faster, but less powerful. Also, like Capt. Falcon he
doesn't yell it
out, which is good.
^B: Dark Dive
For any Kirby player who loves to use the Stone attack. It's
a grab,
then an explosion, then recoil. Don't accidently throw
yourself off the
ledge, because Ganondorf's a terrible jumper. No, make that
"horrible".
\/B: Wizard's Foot
Ganondorf's only somewhat fast attack. Doesn't excel in
damage but can
get you out of the fray. aThis can also give you unlimited
jumping ability.
It allows you to re-do the second jump until you use Dark
Dive. a
Ice Climbers
Eskimo Hikers
Premiere: Ice Climber (NES)
How many games of Ice Climber (NES, 1985) was bought? Very
little, both
from the unappealing look of the game to the poor release
strategy,
only weeks after Super Mario Bros. came out. Who knows?
Maybe if Ice
Climber came out before SMB, Popo and Nana would be the dual
mascots of
Nintendo. Anyway, the game Ice Climber was about...the Ice
Climbers.
They were in search of miscellaneous vegetables and fruits
commonly
mistaken for vegetables dropped by a condor (was it?) on the
top of the
Infinite Glacier. They were getting nowhere fast, but so
what?
When it comes to fighting, the Ice Climbers know how to hit
and hit
hard with their hammers. It's not their only weapon, but
almost. If you
choose to play as the Ice Climbers, keep in mind you're only
playing as
one Ice Climber, while the other one hangs out behind you
and does
whatever you do (sort of like Tails in Sonic 2). Should the
other Ice
Climber get KO'ed, all of your moves will be severely cut
down in power
and some won't even be useable, so play with caution! Ice
Climbers are
like Ness: everyone says they suck until they play as the
Ice Climbers
for a while. Personally I think they're quite lethal.
NOTE: If you don't know who you're playing as, it's the Ice
Climber in
the darker color coat. Sometimes it's Popo, sometimes it's
Nana, but it
doesn't matter. BTW, Popo's parka is blue or green and
Nana's is in the
red end of the spectrum.
aNOTE 2: You can also play as one Ice Climber. If you use
Taunt and hold
the up direction, the second Ice Climber will continue
taunting a few times
while you have complete control over the first. a
B: Ice Shot
Not very useful. It's a slow projectile with small power and
minimal
throw distance. Two mini-glaciers come out of the ice
hammers of Popo
and Nana are there, and one if the second one is gone. They
travel
along the ground for a pretty long distance, so you can do
this over
and over while the others are fighting far away.
>B, <B: Squall Hammer
The Ice Climber(s) spin(s) around and whack(s) opponents
using those
hammers. It's twice as powerful while having both Ice
Climbers, since
they face opposite directions as they spin across the
ground. This can
also be a pseudo-third jump for a lone Ice Climber.
^B: Belay
If both Ice Climbers see themselves falling, and they're
close to each
other, then the Belay maneuver sends a gummy grappling cable
between
them and get pulled up. This is almost completely useless,
since the
other Ice Climber may not be anywhere close (or may be
KO'ed). In that
case, you just swing your hammer and go up maybe an inch as
your triple
jump. Might as well try; it can make all the difference. a
If you have
both Ice Climbers, this teleports the farthest one toward
the one you are
controlling. a
\/B: Blizzard
Whatever Ice Climbers are left of your mighty duo breathe
out ice,
sometimes freezing people in their tracks. It's pretty cool,
but it
doesn't throw people. You just use it to build up damage.
Use it over
and over to skyrocket %'s.
Jigglypuff
The
Singing Wonder of a Balloon Pokémon
Premiere: Pokémon Red/Blue (Game Boy)
While Pikachu is at #1, Jigglypuff stays at #2. Well, ever
since the
Gold and Silver cast of Pokémon came pouring in, opinions
quickly
shifted, and favorites became Marrill and Lugia. No
character will be
spared from Super Smash Bros., and Jigglypuff is still
here... Her
power has just about quadrupled, and she's got a new Rollout
attack.
She gets tossed around like hell again, but her midair
control has
dramatically changed for the better. Normally, a Jigglypuff
would be
given moves like Thunderbolt, Fire Blast, and sometimes
Hyper Beam, but
this Jigglypuff has settled to a moveset truer to itself.
B: Rollout
Simply pushing B won't get you anywhere. However, if you
hold down B,
you can go on a KOing rampage through the arena. Either that
or deal
some incredible damage, ridiculous for something with eyes
as big,
round, and adorable as that. Just move away from the action
and roll at
'em. aAnd, as shown in the Classic Game End movie, you can
bounce off the
walls with this. a
>B, <B: Pound
This used to be Jigglypuff's regular B attack, dealing 4%
and merely
tripping people. It turned into a B-smash attack, dealing
16% or maybe
even more and launching those fools sky high. Its range is
still as
short as ever, unfortunately. If you get smacked far as
Jigglypuff, you
can alternate between jumping and pounding to make a nearly
horizontal
path back to the playing field. aThis is a decent setup for
rest, too. a
^B: Sing
Jigglypuff doesn't use ^B to perform a triple jump. No way.
What you do
is jump over and over, and maybe Pound between each jump if
you need to
cover additional horizontal ground. Instead, Jigglypuff's
Sing is
assigned as ^B. Also, it only works on opponents on the
ground. So its
use is recommended in Team Battles, preferably with Friendly
Fire on.
Speaking of which, the amount of time they sleep is
dependent on the
amount of damage they took. ‹More damage=longer sleep time.‹
\/B: Rest
It doesn't cure status problems or heal all your health,
unlike what
Rest is supposed to do, but this attack, made almost useless
by the
downgrade in Sing's sleep. You're supposed to stand next to
someone
and bring them 26% closer to a KO as soon as you fall
asleep. I guess
you can use it when you're surrounded, but you fall asleep
yourself for
a while. aIf you do at least 32%, it's a instant KO
(Assuming of course
that there's nothing in the way) a
Kirby*
Pop Star Psycho
Premiere: Kirby's Dreamland (Game Boy)
As of this game, Kirby is officially defined as a
"he". He's been in
games rather prolifically, starring in 6 or 7 games in a
single year.
Actually, he started as a virtual paperweight--they put
Kirby in there
while designing Kirby's Adventure as a place holder for the
main
character, yet to be designed. Then a change of mind...
Anyway, Kirby's
highlight is in his seemingly black-hole lungs and his
almost dopple-
ganger-like qualities. Actually, he can shapeshift, but he
doesn't
assume the form of someone else. The 8-inch-tall competitor
is quite a
fighting force in both Smash games; he's fast, has a
quintuple jump,
and Kirby can steal abilities from other characters. he
needs that
quintuple jump, maybe even the ^B final jump, since he's one
of the
lightest characters in the game, and also THE lightest of
the nonsecret
characters. IMO, Tiff reminds me a lot of Mandy from Grim
& Evil, but
I know the two characters are vastly different.
(Many fans of SSB hoped for King Dedede, archenemy of Kirby.
King
Dedede is a penguin who can do most, if not all of Kirby's
moves.)
B: Swallow/Absorb/Use Stolen Power
Hold B to get Kirby to start inhaling. He can't move so hope
someone
comes close. After putting someone in your mouth, press A to
spit them
out, or crouch or press B to Absorb the character's power
and get an
outfit similar to the character copied. *(Look at Mr.
Game&Watch Kirby.
Pause and look around him, maybe even when doing the Chef
attack.)
If you got someone's move, press B to use that like you
would when
playing as that character. Taunt to get rid of it; transfer
another
Kirby's power to you by swallowing that Kirby in.
>B, <B: Hammer
It's horizontal while on the ground and vertical while in
the air.
Either way, it's a powerful attack.
^B: Final Cutter
Kirby draws out a sword, leaps up into the air, and comes
down again,
leaving a shockwave that also does damage. You still have
control over
Kirby's direction by holding the control stick left or
right.aIf you land
on a shell after going up, you'll bounce back up with the
sword. a
\/B: Stone
Kirby turns into one of four different types of rocks.
There's no
difference; but unless you just want to stay invincible for
a while,
jump up into the air and fall down on those suckers to get
some major
damage done. If you're quick enough, they won't be able to
do anything
to you.
Link
Rebel Keebler
Premiere: The Legend of Zelda (NES)
Link is an elf in green who is the sole challenger to
Ganondorf/Ganon.
Using an ordinary sword with a few upgrades and an arsenal
of weapons
he keeps between his back and his shield time and time again
he got rid
of the demon pesteribng tyhe magical land of Hyrule. Shigeru
Miyamoto,
creator of link, Mario, and a billion other Nintendo
characters, is
deciding to go for the Samurai Jack look on his next Zelda
game. SSBM
is probably the last game to feature Link realistically like
this. Link
is pretty fast and has better jumping now, and all of his
fans' moves
are back.
B: Bow
Link pulls out a @Silver@ Arrow and tries to hit someone
with it. It
doesn't encase people in ice, but the longer you hold B, the
farther
and higher it goes. I always have a tendency to shoot the
arrows clear
over everyone's heads when I use this attack. Young Link
seems to be a
bit better at it.
>B, <B: Boomerang
It does what every boomerang does--injure people and comes
back for
more. You can control the boomerang while it's flying, and
it can go
right behind you. Don't worry... link will neveer lose it,
no matter
what. aIt's great for the Multi-Man Melee's, as well. a
^B: Spin Attack
It's not the same Spin Attack that Sonic has, but Link
whirls his sword
around like a beautiful butterfly. aWhich launches people
upward, unlike
his younger incarnation's. a
\/B: Bomb
Press \/B to pull out a Bomb and treat it like it was an
item. Don't
take too long; it'll explode! ¶However, you can use it as a
fourth jump
(though it's small) by having it blow up in link's face if
he happens to
be holding a bomb after a triple jump.¶
Luigi P. Mario
The Eternal Understudy
Premiere: Mario Bros. (Arcade)
Luigi has always been in Mario's shadow. He's been the hero
in three
games that don't quite go into Nintendo's Hall of Fame:
Mario is
Missing, which nobody likes, Mario vs. Wario, which never
came out
here, and Luigi's Mansion, which reviewers liked but the
masses didn't.
Luigi is, of course, similar to Mario. He's a bit slower in
everything,
but he's one of the best jumpers in the game. (He even falls
slow,
which is a definite yes.) He has enough differences to get
some people
to not consider him a "clone" character, but at
heart, he still is.
B: Fireball
Unlike Mario's Fireball and Dr. Mario's Megavitamins,
Luigi's Fireballs
are unaffected by gravity, so it just goes straight ahead
until
something gets in its way, when it vanishes. It's clearly
better on
arenas with straight horizontal floors, like the Fountain of
Dreams,
but it's not recommended for the more bumpy places, like
Hyrule Castle.
ĺThese things also tend to dissapate rather quickly. ĺ
>B, <B: Green Missile
Hold down B to charge this tremendous headbutt. It's just
like Pikachu
and his Skull Bash, but there's a 1 in 8 chance that luigi
will start
off his attack with a bang. aThis can be used as a escaping
move, such
as when Giga Bowser is about to smash you. a
^B: Super Coin Jump
It's slower than the regular Coin Jump and doesn't trap
people, but if
done right, it will leave your victim on fire and flying.
Also, don't
forget the solid 25% damage.
\/B: Luigi Cyclone
Again, it doesn't trap people, but it sends them flying in
one heavy-
damage swoop.
Mario P. Mario
The SuperStar
Premiere: Donkey Kong (Arcade)
The Italian plumber who single-handedly brought home video
gaming from
an obscure Atari thing into a popular concept is back, and
he hogs the
spotlight again in SSBM. He's had almost no change from SSB
to SSBM,
and the staff consider this Koopa-beatin',
warp-pipe-travelin', Subcon-
savin', golfin', partyin', tennis-playin', Wario-combatin',
commonly-
referenced-to dude the standard of weight. Not me. I'd say
he's on the
heavy side. The Jumpman reputation has been completely
demolished from
his so-so jumping, but he was designed to be picked up from
by
beginners.
B: Fireball
This thing bounces across the ground just like in SMB. You
distinguish
Mario's and Luigi's Fireballs by their color, so you don't
accidentally
see one of his Fireballs as one of your own, or vice versa.
It bounces,
but the bounces are very small, so it's almost a
ground-based attack.
>B, <B: Cape
The cape in SMB3 is back, and you can daze and confuse your
enemies
with it (Ś doing 10% damage Ś) or dodge projectiles. Quick
reaction
times needed. (H) You can also use this as a recovery move.
(H) ĺ I was
told that it reflects any attack, meaning a swift Mario
expert can be
near-invincible. ĺ
^B: Super Jump Punch
With a classic SMB bound and the noise, Mario drags
opponents skyward,
doing 1% for each time a coin appears. And it accumulates,
so better
watch out. This attack overrides almost everything, but it's
hard to
aim.
\/B: Mario Tornado
Mario spins around with his arms like a beautiful butterfly,
trapping
anyone who comes by, followed by a fling.
Prince Marth
Who?
Premiere: Fire Emblem (Super Famicom)
US Premiere: Fire Emblem Advance (GBA)
I have no clue who Marth is. All I know is that he was the
prince of
some kingdom in Fire Emblem, a Japan-only RPG made by
Intelligent
Systems, and his precious little kingdom is destroyed.
Anyway, he's
moved on. His sword is strongest at the tip, for some
reason,
completely defying the force-distance formula we all know in
physics.
He's also surprisingly fast and a good jumper. His attacks,
however,
don't pack as much a punch as Roy's does. {It seems that
Marth's
Japanese name is Marusu. I have yet to know if that means
anything,
‹though due to lots of mail telling me and taking that last
line too
seriously, yes, that is the closest Japanese pronunciation
you can get
to the word "Marth".‹ ßIn addition, when Marth
does an attack with a
Smash Attack with a Whacking item, he hits with the sword
before he hits
with the item, so if you get lucky, you can get a ton of
damage done.ß
B: Shield Breaker
Remember those guys with swords in animé who just hold their
swords
stayling still for a long time, then they charge their
swords with
incredible strength? Yeah, that. Hold down B...
>B, <B: Dancing Blade
Press B over and over and Marth'll do some swordplay,
swinging his
butterknife around like mad. He'll do up to 4 swipes, so hope
for the
best. (H) You can also use this as a recovery move, but it's
most
efficient when you only use the first swipe. (H)
^B: Dolphin Slash
Marth quickly leaps up with his sword ahead of him. There's
little
practical use for this other than to damage the others
somewhat, since
it does a poor job of dragging people up. ‹Another little
tidbit of
ineffectivity: The range is tiny.‹
\/B: Counter
If you know someone's about to attack you, press \/B to
block whatever
that attack is (if someone's coming to hit you) and return a
swipe of
that sword. Pretty useful, but it doesn't block grabs. aIt's
useful for
Master Hand, though. a
Mewtwo
Psychic Kitty
Premiere: Pokémon Red/Blue (Game Boy)
Mewtwo was created by Giovanni, head of Team Rocket. He's
not really a
cat, but a team of scientists headed into a jungle in search
of Mew,
who is believed to be the strongest Pokémon alive. Giovanni
ordered
improvements upon news of a successful source of Mew DNA,
and after
failed attempts of Bulbasaurtwo, Charmandertwo, Squirtletwo,
as well as
Ambertwo, the head scientist's dead daughter's cloned
subconscious,
Mewtwo escaped the clutches of Team Rocket twice: once alone
and once
with the help of Ash and his crew. Mewtwo may be only
slightlier than
Ganondorf in SSBM, but his speed is more of a
middle-weight--and Mewtwo
flies like a light-weight. Except when using the Parasol
item, Mewtwo
never uses his hands or feet to battle. Almost everything is
done using
his unimaginable psychic powers.
B: Shadow Ball
If you happen to be far away from the rest of the gang, face
away from
them and start holding down B. This'll charge up the Shadow
Ball. Why
the other way? Mewtwo charges this attack from the back,
just like in
DBZ. Anyone who comes close to Mewtwo's back will suffer the
effects of
a charging dark purple ball. Once released, the squiggly
path of Shadow
Ball may work with or against you. aIt does less charging
damage after it's
fully charged up. a
>B, <B: Confusion
Confusion is normally the Psychic-type tackle in the Pokémon
games, but
this is his main damage-dealer. Anyone in front of Mewtwo
gets tossed
around and eventually gets set back onto the ground at about
9% more
damage. This can happen twice a second. You can probably
tell from the
way this works that it's an excellent trapper move, so use
it when
there's only one opponent. (H) You can also use this as a
recovery
move. (H)
^B: Teleport
This does nothing other than relocate Mewtwo two body
lengths(some-
times three) up. No damage. Use it sparingly, maybe a way to
get up to
another platform when you're stuck in a pummel.
\/B: Disable
This temporarily paralyzes someone close to you and facing
you. Disable
is probably a key element in most expert Mewtwo players. aDo
it twice in
rapid succession for a nice smash attack a
Mr. Game & Watch
The Stick Figure with an Attitude
Premiere: Game & Watch Series 1 (1980)
^Gumpei Yokoi, who died in 1997 from a car accident, created
the Game
and Watches, along with everything Nintendo made that ends
in "Boy"
(yes, the Game Boy too), R.O.B. the Robot, the D-Pad, and a
bunch of
other peripherals. If you have any sense of chronology,
you'd know that
he wasn't involved with the Game Boy Advance, since he was
dead by then,
but that doesn't end in "boy", now does it? He, in
fact, turned Nintendo
into a gaming company. He resigned from Nintendo and made
the Wonderswan
Color, an independant portable game system that refuses to
lose to his
own original creation, the Game Boy.^ Without him, Nintendo
would still
be a Hanafuda card company. As a special tribute to him, I
assume, Mr.
Game & Watch was created as the last secret character.
There were
dozens of Game & Watches available, including the
ever-popular
Donkey Kong. Mr. Game&Watch, as it's spelled in SSBM, is
a flat filled-
in stick figure with a nose, balls for hands, and ovals for
feet and a
torso. His non-B attacks look pretty unusual, but at heart,
they follow
the rules of the regular attacks in terms of results. For
example, the
continuous A-button attack is a bug spray barrage, but it
works just
like a bunch of kicks and punches. Since he's flat (actually
his outline
is 3-D), he doesn't have any real volume, so he gets tossed
around as
easily as Jigglypuff and Kirby. He's pretty darn fast, is a
good jumper,
and his throw is hilarious also.
B: Chef
Mr. Game & Watch holds out a frying pan and anyone who
gets hit with
the sausages he flips gets damaged. The sausages travel
almost straight
up and should land a few feet in front of him, but you can,
like all
other attacks of this sort, alter its path by holding the
control stick
in a certain direction.
>B, <B: Judgment
The classic mallet comes out, and Mr. Game & Watch hits
the other guy
with it. The special part: A 1-digit number appears over his
head. I
haven't taken a good look at all of them yet, but these are
the ones I
can remember:
1=Exceptionally Weak Koopa Shell
2=Regular Hammer
3=Slash
4=^Strong Hammer^
5=Electric Attack
6=Fire Attack
7=Health-Restoration Attack
8=Ice Attack
9=Forward Smash Attack (it's NOT an instant KO...I've seen
it not work,
but I'll admit that
it's right up there with the PK Flash and Rest.)
^B: Fire
Considered by many to be the best Game & Watch game,
Fire's goal is to
get as many falling people down a burning building as
possible. In this
game, however, the trampoline serves the opposite effect: it
launches
Mr. Game & Watch up a significant distance, and Mr.
G&W becomes a
projectile. The firemen look pretty neat.
\/B: Oil Panic
Many people have no clue of what it does, but I know. Ha.
Mr. G&W takes
projectiles thrown at him, puts it into the can, and after
three
projectiles is when the attack is unleashed. ¤Press \/B
again after the
bucket is filled to unleash the oil on your enemies.¤
Depending on what
projectiles you got, in there, it can do as little as 3%, or
as much as
154% and instant KO! It's one of the most advanced attacks
in the whole
game though, since you need to train yourself really hard to
use Oil
Panic at any projectile. aDon't use this to block Sheik's
Needle Storm,
though, because then you get a pathetic charge. a
Ness
Boy PSI Wonder
Premiere: Earthbound (SNES)
Ness is a boy from the tiny town of Onett who reacted to the
meteorite
in his backyard, realizing an alien invasion is coming. With
the help
of some other kids, like Paula, Jeff, and Poo, the Mr.
Saturn aliens,
and a wild cast of miscellaneous characters, Ness stopped
the bad
extraterrestrials from world conquest. In SSBM, Ness is
small, but he's
dense, as in physics. He falls slowly, but he has a somewhat
easier
time carrying large objects, is slower, and can withstand
upwards of
250% before being blasted away. Ness's attacks usually
involve either
the PK (psychokinetic) powers he learned from Paula or
regular kid
weapons used for injuring someone, like a baseball bat and a
yo-yo. IMO,
the way Earthbound is set up means it's begging to be made
into a
cartoon. Since Ness is my favorite character, I'll be
supporting for it.
aNintendo keeps planning for a Earthbound 2, but they never
finish it.a
B: PK Flash
What is this? It's an incredibly slow charge attack that
barely covers
any distance. Hold down B until someone gets into the green
flashing
thing that came out of Ness's head. Then, release B to do
what may be
Ness's strongest attack! Try holding L, R, or Z while
pushing in Ness's
direction to increase its distance. This thing can do up to
42% damage
though, and it's an instant KO after 50%. Powerful stuff!
>B, <B: PK Fire
It used to be just plain B. But ah, who cares? PK Fire
starts out as a
tiny line coming from Ness's eyes. If that little line hits
anyone, he
or she gets encased in a column of fire and can't get out
until it dies
down. A second PK Fire can't start inside the first one, so
you can't
use this to pile on damage. However, you can use that bat to
swing away
at the hostage you put in the flames.
^B: PK Thunder
After releasing it, you got 2 seconds to steer it with the
Control
Stick to where you want it to go. You usually would use it
like a
homing missile, maybe to strike people or to eliminate
Bob-ombs and
Motion Sensor Detectors before you blow up from them. However,
if Ness
is struck from it, it becomes the PK Headbutt, used as not
only a
triple jump, but as an attack that's more than a Smash
Attack.
\/B: PSI Magnet
If you feel that a projectile is coming your way and you're
high in
damage, the PSI Magnet can be activated to turn harmful
missiles into
a recovery technique. Ness's damage % gets subtracted an
amount equal
to the projectile's damage if it were to hit Ness. Very
handy against
the Master Hand's bullets. aAlso a incredibly cheap way to
play team
matches with Friendly Fire.a
Princess Peach Toadstool
Fruity
Premiere: Super Mario Bros. (NES)
Here we meet one of the damsels always in distress. Poor
Peach. She's
always getting captured by Bowser, once simply as a
kidnappee, now
with Bowser around trying to convince her to do some stuff
with him.
She's got many talents, much like Mario and his pals. Just
play any of
the Mario Party games to see what I'm talking about. Here's
her chance
to lay the smackdown on Bowser, since with SSBM comes
superpowers, as
shown by her B attacks. (H) Oh, man! Everyone who's played
as Peach
should know this. How could I forget? Press the X or Y
button and hold
it down to open an umbrella that will float you back to
safety. Thanks,
Hyman! (H)
B: Toad
Toad is a very strange shield. I guess it works a lot like
Marth's
Counter, except ĺ with spores instead of a sword. ĺ By the
way, what
Peach does is pull out Toad from behind her back. The little
guy is
kay, though. Don't worry.
>B, <B: Peach Bomber
What the heck is this? Peach bumps into someone and they
explode. You
can also probably relate this to Capt. Falcon's Falcon Dive,
except
it's horizontal rather than vertical.
^B: Parasol
Peach has no need for the Parasol item (or does she?)
because her ^B
triple jump involves launching up with a Parasol in her hand
and
floating straight down. Anyone who touches the umbrella
takes damage,
and it's obviously the most when the Parasol is sharpest.
\/B: Vegetable
Press \/B to take a turnip out of the ground, like in SMB2
(Doki Doki
Panic). Then, use the Vegetable as an item. Ć Also, other
items, such as
Bob-omb and Mr. Saturn, can be pulled out of the ground
using this
method.
Pichu
Should a Baby Pokémon Go Through This?
Premiere: Pokémon Gold/Silver (GBC)
Pichu is a baby Pokémon. That means it can't breed, has
lower-than-
usual stats, and evolves into what should be a Basic
Pokémon. In short,
a Baby Pokémon is little more than a novelty to be cute and
fill your
Pokédex. What I think is the reason why Pichu made it into
the cast of
SSBM is from the mini-movie for Pokémon the Movie 3, called
"Pikachu
and Pichu". It guest stars two Pichu brothers, who
always get into
trouble with the other local Pokémon but are members of a
small
community itself, living in a huge pile of car tires with
gears and
cogs and doodads inside from an old clock tower. Phew. Anyway,
Pichu is
probably the #1 Pokémon of the new series in Japan, which
may explain
why Calimon, a Digimon with a major role in Season 3, has
Pichu-like
proportions. In SSBM, Pichu is an incredibly light
character, mentioned
in its trophies as the lightest character in the whole game.
Weighing
in at 2 pounds, this probably justifies it. This also means
the
lightest of the super-lightweights has an incredible speed
and can jump
like no white man can (no offense, I had to put that in
there). What
the main reason why Pichu is considered by many to be the
worst
character though, is the fact that any electrical attack it
does, plus
Quick Attack, does damage to itself, so your aim had better
be sharp or
you'll damage yourself a lot for no reason. On the other hand,
many of
Pichu's attacks hit as hard as a heavy-weights but are
rather fast...
B: Thunder Jolt
For each Thunder Jolt Pichu does, it damages itself by 1%.
Maybe it's
to upset the fact that anyone hit by this attack takes 8%...
The
Thunder Jolt isn't a real Pokémon attack, but it works like
a faster
version of Mario's Fireballs. Otherwise, it behaves exactly
like
Pikachu's.
>B, <B: Skull Bash
Be thankful that Pichu takes no self-damage from Skull Bash.
(It's the
only B-attack Pichu has that doesn't.) Hold B to charge up
from a
distance, then unleash the Skull Bash with deadly power. You
can also
do this from the air. aPichu takes forever to charge this
move. a
^B: Quick Attack
Pichu takes 1% from the first Quick Attack and 3% on the
second one.
It's even slower than Pikachu's, so use it only when you
think you'll
fall into oblivion without it. Pichu dashes up, and hold
another
direction on the control stick to do another one in another
direction.
You can't do two in the same direction, though.
\/B: Thunder
Pichu calls lightning from the sky down onto Pichu itself.
Anyone
caught in the electricity will be sent flying, and you can
keep this up
to bring them higher and higher until they get KO'ed. Pichu
may take 3%
for each of this attack, but only if the thunder actually
hits it. If
Pichu has a platform overhead or if it's on a moving
platform, the
attack won't hit Pichu. Unlike Pikachu's Thunder, which
launches people
diagonally, Pichu's is almost straight up--directly in the
line of the
next Thunder, should you call another one. aDon't use this
on Icicle
Mountain.a
Pikachu
1' 8" and 12 lbs.
Premiere: Pokémon Red/Blue (Game Boy)
Well, does anyone need to know why Pikachu made it into both
of the
Smash Bros. games? Of course not...I'll get right down to
Pikachu's
how-it-does in SSBM. Pokémon, it seems, is the fastest
change in
popularity for any Nintendo concept to date. Before 1996,
when Nintendo
makes a game, it either stays popular forever, like Mario,
or it stays
in the corners of Nintendo's libraries, like Custom Robo 2.
Pokémon,
during its first four years it came out, overshadowed even
Mario in
Nintendo's sales and brought the Game Boy back to life. Now
anyone who
plays it is considered a loser. If you want to know, I still
play it,
and I'll bet the very people who say this takes out their
GB, GBP, GBC,
or maybe GBA in their closets and keep playing their Gold
versions or
whatever. Pikachu is an exceptionally fast character.
Probably only
Capt. Falcon, Fox, and Pichu can outrun Pikachu. Pikachu
also jumps
well, but I guess it complements how Pikachu can get sent
flying at
less than 70%.
B: Thunder Jolt
Press B to send out a little bolt of electricity that
bounces across
the ground and electrocute anyone who gets in its way. This
thing can
follow the curvature of an arena and can even go down walls
and on a
ceiling below. If done in the air, it first turns into a
little ball
that travels 45° downward, then it retains the normal
properties of a
thunder Jolt once it hits the ground.
>B, <B: Skull Bash
Hold down B to charge up, then release it (or let it
automatically
release when it's fully charged up) to produce a major
headbutt! a
Can be used for a recovery move. a
^B: Quick Attack
This attack does damage this time around, but it's still
mainly used to
get somewhere above really fast. Pikachu almost teleports
straight up,
and holding the control stick in another direction allows
for another
boost.
\/B: Thunder
Pikachu calls Thunder down from the sky to itself. It stops
at the
first platform it runs into before hitting Pikachu though.
Pikachu
won't take any damage, but anyone who runs into the wall of
shock will.
Roy
WHO?
Premiere: Fire Emblem 2 (Super Famicom)
Another character from Fire Emblem...I don't have any clue
as to Roy's
role in Fire Emblem, but he's definitely heavier than Marth
in SSBM. He
functions like a halfway-point between the middle and
heavy-weights: He
hits hard, but not ridiculously hard, and he's respectably
fast. His
jumping is awful though. Aim for people with his sword's
middle--that's
its strong point. {Roy's Japanese name is spelled out as
"Roi", and
though completely mispronounced, "roi" is also
French for "king".} ßIn
addition, when Roy does an attack with a Smash Attack with a
Whacking
item, he hits with the sword before he hits with the item,
so if you get
lucky, you can get a ton of damage done.ß
B: Fire Blade
For some reason, the computer players know exactly the last
millisecond
to strike before Roy fully charges this up. (Hold down B, as
usual.) If
anyone gets hit by the attack fully charged, they'll get
KO'ed if
nothing's in their way, or at least a whopping 50% damage ĺ
and 10% to
Roy. ĺ
>B, <B: Double Edge Dance
(I'd expected the Koopa Kid Roy when I knew he was a secret
character.)
The Double Edge Dance is just like a slower version of
Marth's, but
each hit is 1% stronger.
^B: Blazer
It's not as fast nor does it go as high, but Roy's Blazer
intensifies
damage by setting the poor fellow in flames.
\/B: Counter
Exactly like Marth's, except he strikes differently. Check
out Marth's
B-attack list for more info.
Samus Aran
Galactic Bounty Hunter
Premiere: Metroid (NES)
Samus was just a regular girl, until she got some Chozo
blood in her to
improve her strength, as well as one of their fighting suits
so she can
do stuff like fire lasers and stuff. Then, she decided, I
guess, to
pursue the Metroids all around the galaxy. Well, I never
played any
Metroid game before, so why should I be telling you this? I
guess it's
from all that heavy armor she wears, but she behaves like a
very heavy
character, except with decent jumping. She's also fairly
fast and
doesn't get knocked out very quickly. Although she hits
hard, like the
Capt., she takes far too long to charge before doing any
significant
damage.
B: Charge Shot
Like every other freaking B-button charges, hold B. Once the
ball on
Samus's blaster disappears, that means you can fully charge
it up. You
can also tell because her blaster will also sparkle. Press B
again to
launch a giant-size NRG ball that'll incinerate anyone in
its way!
aThis launches pretty well, too. a
>B, <B: Missile
You can walk/run, then press B to fire a heat-seeking
missile. Well,
actually, a smart bomb, since some of the characters don't
look like
they emit heat. Or, do as you do for a smash attack to
launch a regular
missile that does more damage.
^B: Screw Attack
This does little more than rack up damage, but is that
necessarily a
bad thing? This attack spins Samus up into the air, and
anyone who
touches Samus at this point gets beaten up while following
her path.
This attack may just be your best defense against opponents
who love to
use aerial attacks. aIf you pick up a screw attack, try
jumping twice
and then using this. a
\/B: Bomb
Samus curls up into a ball (how does she fit into there?)
and drops
behind a mine that detonates in one second after release. It
doesn't
affect Samus, so just sit there if someone is foolhardy
enough to come
charging right at you.
Sheik
I
Before E Except After Zelda in Disguise
Premiere: The Legend of Zelda: Ocarina of Time (N64)
When Ganondorf stormed the mystical land called Hyrule, for
seven years
Princess Zelda disguised herself as Sheik, named after the
Sheikah
people, nearly extinct. She had to find shelter wherever she
could,
because Ganondorf took over Hyrule Castle, making the Market
a horror
movie. She didn't return back to her original form until
Ganondorf was
defeated by Link and peace restored...for the moment. Sheik
is the
alternate form of Zelda in SSBM. Almost anyone can say that
Sheik is
superior to Zelda. She's faster, can jump higher, doesn't
get knocked
as far, and is generally more powerful.
NOTE: Hold A before and during loading to start out as Sheik.
B: Needle Storm
Zelda's transformation wields her an attack that half the
Digimon out
there already have... Hold B to charge up Needle Storm, and
Sheik will
shoot out a number of Needles (comboing the victim)
depending on how
long you charge.
TheHenchman778 also says: When Sheik's Needle Storm is
charging, you can
press Z and carry them with you, sorta like Samus' charge
shot. Press B
again to release the needle. And Sheik DOES flash, so it's
rather
obvious to other human players.
>B, <B: Chain
This attack's wayyy fast...Basically an electric whip. You
can control
the direction with... sigh... the Control Stick. aThis can
also go through
walls on the Great Fox at Venom. a
^B: Vanish
With a classic magician's explosion, Sheik disappears in a
cloud of
damaging smoke and reappears somewhere else close by. You
can also
control the direction of this attack.
\/B: Transform
Transform back into Zelda. See Zelda's move list for more
info.
Yoshi
What
Every Japanese Calls Their Pet Dinosaur
Premiere: Super Mario World (SNES)
Yoshi appeared in Super Mario World as Mario's pet. Yoshi
served little
purpose otherwise--you hop onto Yoshi's back and start
kicking Koopa
behind. Over the years since, fans clamored for more Yoshi
until it got
to the point where Mario seldom rides Yoshi's back (through
his red
saddle's still there...do you think it's some kind of
membrane?).
Yoshi's Story is all Yoshi, no Mario at all. In SSBM, like
in the Mario
Kart games, Yoshi is a lightweight and, despite his
prehistoric origin
(and prehistory has quite a reputation for size) he gets
flung around
pretty far. He's fast, and his double jump makes up for his
triple jump
for being so incredibly large. Yoshi was only a so-so
fighter in SSB,
but like Jigglypuff, they greatly improved his power.
B: Egg Lay
Yoshi does the classic tongue thing and turns the fellow
into an egg.
The trapping thing with the egg falling into oblivion has
been erased,
since the egg automatically breaks after falling a certain
distance.
Thus, the main point behind SSB players choosing Yoshi is
gone, and
classic fighting as Yoshi resumes...
>B, <B: Egg Roll
Yoshi goes on yet another power trip as he himself gets
encased in
calcium and rolls around bum,ping into people for major
damage with
infinite momentum. You can control whether Yoshi rolls left
or right as
he goes with you-know-what.
^B: Egg Throw
Nope. No triple jump for Yoshi. Instead, Yoshi throws
explosive eggs,
like in Yoshi's Story. (That's my 2nd reference so far to
this game!)
You can aim the eggs. I'm not telling what you use to aim it
with. I've
already mentioned it enough.
\/B: Yoshi Bomb
There's the Yoshi Bomb, the Bowser Bomb, etc. This move has
gone
through a billion different names--Butt-Stomp, Pound the
Ground, & Hip
Drop, to name a few. He leaps up into the air and slams the
ground with
his rear end. Mario's signature move in Mario 64, it's now
spread to
every major Mario character except Toad. What's new?
Young Link
The Little Kid
Premiere: The Legend of Zelda: Ocarina of Time (N64)
How little is he? We'll never know. All we know is that it's
Shigeru's
choice Link and that Young Link exceeds Link in speed and
jumping. I
have little to say about Young Link, since his story is
basically
Link's, except...earlier. That's all.
B: Fire Bow
Hold B to charge up to increase distance but also height for
the
arrows. It lights anyone hit by it ablaze.
>B, <B: Boomerang
Ducking and jumping, as well as moving in general, affects
the path of
this Boomerang. If it misses Young link during the return
trip, it
continues slicing and dicing for a few seconds behind him.
^B: Spin Attack
Again, no Sonic, but it traps people in like the Mario
Tornado. aLaunches
people sideways instead of up. a
\/B: Bomb
Looks like the main difference between Young Link and Link
is in Young
Link's comboing. Except for the Boomerang, all of his
B-button attacks
combo, een this one. If someone's frozen, give them a gift
that keeps
on giving.
Princess Zelda
Rebel Keebler 2
Premiere: The Legend of Zelda (NES)
Like Princess Peach, Zelda was assigned to be the damsel in
distress...
Poor Link. Not only does he have to work his way through a
gazillion
dungeons through the years to rescue and discover her seven
times, but
Zelda's the one who always gets her name on the title.
(Majora's Mask
never even had her) What did Nintendo do? They made her a
playable
character! She isn't quite worth it: She's slow, a terrible
jumper, and
she gets thrown about as easily as Kirby. That's why you
want to play
as Sheik more (if you'll play as Zelda at all).
B: Nayru's Love
A diamond-like 3-D polyhedron appears around Zelda, and any
projectiles
and characters around her get bounced off. It deflects
missiles, combos
people, and later turns into a sword-like spin. The only
thing superior
to those qualities is none of her annoying voice when using
this.
>B, <B: Din's Fire
Where Ness's PK Flash is mostly vertical, Zelda's Din's Fire
is mostly
horizontal. Once the move is executed, hold down B until it
gets to
someone, then release B to blast them! I always have a thing
about
never timing it right, but maybe it's me...
^B: Farore's Wind
This does what Mewtwo's Teleport and SSB Pikachu's Quick
Attack does:
transport you somewhere else instantaneously but do no
damage. •I heard
that if you Teleport right after someone falls on top of
you, it
actually does damage.•
Articuno1@earthlink.com states: In your Super Smash Brothers
Melee FAQ,
you said that Zelda's Farore Wind attack might deal damage,
you weren't
sure. Well, it does. It takes as long as Falcon Punch to
charge up, and
does an amazing, super, way-above-average grand total of 3%,
but yeah,
it deals damage.
\/B: Transform
Transform into Sheik. See Sheik's move list for more info.
#
>>>Arenas<<<
There are 29 total arenas in Super Smash Bros. Melee. Eleven
are
hidden. Below is simply advice if you are on a certain stage
preceded
by a description of the place. If you want to know how to
get them, go
to the Secrets section. The arenas will be listed from left
to right,
top to bottom, according to the Stage Select screen,
introduced by a
map.
Terms to Know
Blast Line: The point where someone gets KOed. It's usually
offscreen,
and the character either explodes or gets sent far into the
horizon,
depending which blast line is crossed.
Scrolling Course: An arena that scrolls by itself. If you
don't keep up
with its pace, you get KOed, due to an also-scrolling blast
line.
Course Hazard: Common term for anything in a video game
level or area
that come by and cause some kind of damage to one or more
players.
Course Map
Key: ...= droppable platform
___= solid
platform
___
letters= interactive
arena pieces
<...>= moving
platform
or <___>
///= falling
platforms
Infinite Glacier
Icicle Mountain
(for example)
xx......
xx ......
......________
......
______.......
______
............
........ ........
x=breakable ice blocks
Size: Scrolling
Difficulty: Hard
This glacier really is infinite. No matter how long I set
the game to,
the thing keeps going up and up... What it is is a random
arrangement
of plank bridges, pieces of cliff from the mountains on
either side,
and slippery ice cubes. It's mostly the plank bridges, and
they're
platforms that you can go through and drop down from. At an
exact
time, the arena is always really small, and it never goes to
the left
or right because it's that small.
ADVICE: The arena scrolls in three different speeds, not
including
stopped. When it's at its fastest speed, concentrate only on
surviving,
evading anyone who comes by. (The computer players have a
tough time
when this happens and always get KOed). Don't stray too far
from the
middle either, unless it's unsafe. Also, it's best to KO
someone to
either side, since horizontal Smash attacks are almost
always the
strongest and it's a very short distance to the blast line.
And, like
in every other scrolling course, keep up with the movement.
Mushroom Kingdom
Princess Peach's Castle
____
/ \
| |
| |
/ \
| |
| |
____________/
\____________
/
\
Size: Medium-Large
Difficulty: Easy
Unless you're too ignorant to play Super Mario 64, you've
probably
already got a fairly good view of what this place looks
like. If not,
go play it and find out. It's exactly the same, except for
incoming
Bansai Bills (they're humongous) and little buttons that
make platforms
and Item Boxes (they obviously hold items) show up.
ADVICE: If you have any computer players, then watch for
them to simply
retreat to another side of the arena and stand there. That
means a
Bansai Bill (AKA Bullet Bill, only lots bigger) is heading
for your
half of the arena. Try as hard as you can to get to the
other side, and
if you want to go on the offensive, throw someone into the
resulting
explosion. It traps people in like a Legendary Pokémon, and
damage can
easily accumulate to over 200%. Just don't be a victim to it
yourself.
When Item Boxes show up from the push of a button, try to be
the first
to get that item. Far more often than not, it's a very
useful one. One
last note is the pillar in the middle--the middle of the
course is
usually the place farthest from the blast line, but this
pillar keeps
you close, so playing on this arena should become fairly
short if you
aren't on your toes.
Mushroom Kingdom
Rainbow Cruise
....
....... /////
......__________/--\________....
____ ____
....... < ....
> ____ ____....
............. xxxx
... xxxx .....
... ..... < .. <
... < .... <
.............
< ___ ____ <
\......
< \_______| <
x=magic carpets (they go on a 180° arc)
<=
<= path of flying ship
<=
<=
Size: Scrolling
Difficulty: Medium
Straight from Mario 64, the game's course #15 comes back as
one big
arena. It should be called Rainbow Ride, since that's its
real name,
but what's done is done. You start out on the Cruiser
Crossing the
Rainbow, and then you go onto several platforms, some magic
carpets, a
swinging platform, and finally more platforms.
ADVICE: Since it's a scrolling course, lighter characters
get the
advantage because their speed lets them get an easier time
keeping up
with the scrolling. Unlike Icicle Mountain, this isn't basic
scrolling.
The place scrolls in a SQUARE. Starting on the bottom-right
and going
around clockwise, you have to remember where the scrolling
changes
direction. It changes direction roughly after the ship
drops, when the
magic carpets appear, when the platform with the arrow comes
into the
middle of the screen, and when you end up back on the ship.
Otherwise,
it's smooth sailing, no pun intended. Just concentrate on
surviving
during the last leg of the journey, when the scrolling is
fastest.
DK Island
Kongo Jungle
.... ....
.... ....
_____________
.... ____
Size: Medium
Difficulty: Easy
Welcome to DK's territory. Mostly known for DK Island's
jungles, much
of the island is made of an incredibly wide array of
environments and
climates. The Kongo Jungle is the most famous jungles, where
DK himself
resides. This arena, the second one in Kongo Jungle, is made
of one big
platform near the bottom, with two smaller platforms above
each end.
It's hard to spot, but there are two additional platforms,
one to the
bottom-left corner, one on the bottom-right. There are no
course
hazards; unless you count an occasional Klap Trap that comes
by to
occupy the Barrel Cannon on the bottom of the screen.
ADVICE: Here's another one where you want to stay in the
middle. Go to
a higher platform if you want to score a KO and you don't
have very
much damage. The lowest platforms and the Barrel Cannon are
to only to
be used as a comeback should you get thrown. It's far too
likely that
you'll accidentally fall off and get a Self-Destruct, which
is bad.
Also, keep in mind that the Barrel Cannon turns as it moves,
so if it
happens to be facing up when it catches you, don't count on
it blasting
you up. The weight of the people on the bottom platform,
since it's
made of logs, will affect the two upper platforms and get
them swaying
around, again making the big bottom platform the safest by
far.
DK Island
Jungle Japes
.......
...... ......
________________
Size: Medium-Large
Difficulty: Easy
Jungle Japes is one of the basic places in the jungles of
Kongo Island,
and the old Kranky Kong lives here. In fact, his very house
is the
arena this time! Kranky doesn't seem to mind the commotion
around his
front deck; he seems to enjoy the noise. There's the front
balcony
being the center and largest piece of ground, and off to the
sides are
smaller floors. The left one leads to Kranky's outhouse and
the right
one is absolutely pointless to Kranky. Don't forget about a
piece of
roof sticking out of his house...
ADVICE: The platforms you should stay on are the middle
ones. Also, the
stairs to either side are misleading--they're behind the
fight scene.
Go to the other platforms if you want to score a KO, but
again, don't
go there if your damage is high. The rapids directly below
the arena
hide a ridiculously high blast line, so the instant you fall
into the
water, there's no hope but to await a ka-boom. Speaking of
which, you
may end up on the left blast line by the speed of the
rapids, since
they carry characters along with them.
Termina
The Great Bay
ttt ...
...
____________________ xxxxx
x x
______ ______x x
x=Turtle (... are palm trees on the Turtle)
t=Tingle's balloon (may pop and disappear
Size: Small to Medium
Difficulty: Medium
This is a very unusual place. Like Jungle Japes, it features
the
residency of an odd fellow who doesn't mind the fighting
going on out-
side. This time, it's the eccentric scientist's pad. The
main platform
is his deck, and there are two rafts underneath that rise
and sink with
the weights of characters. The size of the arena itself is
doubled when
the Turtle is present--this giant beast is a majorly long
crooked
platform! In the distance, you can see the moon falling down
onto
Termina, and, without an Oath to Order, the four Guardians
come and
push the Moon away whenever it gets too close.
ADVICE: Tingle's balloon overhead can work as a comeback
platform if
you ever get thrown up a long distance, and it can also be
used as a
sanctuary if you know everyone else playing with you has
forgotten
about it. Computer players will always gang up on you if you
ever try
this with them around, though. It's also slippery and easily
pops, so
it's either a hit or a miss. Also, don't stay on the Turtle
for too
long. It dives back into the depths moments after it
surfaces (esp. if
you're Player 2, who starts on the thing). If you're ever on
the rafts,
play defensively. There's no smackdown worse than a smash
attack toward
the main platform, since you'll hit your head on it overhead
and go
nosediving down with little hyou can do about it. Or, if you
want to be
cruel, go for it. BTW, the blast line, even with the Turtle,
is closer
to the left.
Hyrule
Temple
....
.... ...........
_ ____________ ___
.... ....
______|_|______/____________|
|___\_______
_________ _______________| |___________\____________
________...
______________/ /___________________
_______ _____________/ /____________________
______ ____________/ /_____________________
_____ ___________/ /___________________
___/__________________
__________________
_____________________
________________ _____
_______________ ___
_____________ _
________
Size: Too Freakin' Humongous
Difficulty: Easy
Many complaints were made in SSB about the arenas being too
small. This
should suit their needs. A temple in ruins stays suspended
in the air
in the skies of Hyrule, and these folks plan to duke it out
there. The
arena itself has no real hazards, but due to its huge size,
that may
just be a hazard itself, since you're likely to find a
renegade Bob-omb
on your way to the action on the other side, or maybe a
Motion Sensor
Detector someone laid on the ground ten mintues ago. There's
a small
gazebo on the far upper left, and the path continues to a
hallway with
a ceiling overhead. A tunnel underground interrupts this,
with some
rugged terrain all the way to the right. The underground
tunnel leads
to a lower balcony, with a small floating part of the ruins
further
below in the middle, barely big enough for a two-player
brawl.
ADVICE: If things start looking grim for you and your damage
gets high,
get away from the upper area! Instead, head for the lower
areas, where
it's hard to KO anyone in any direction, mainly from a solid
ceiling
above and a hard floor below. Also, whenever possible, do
those Smash
Attacks TOWARDS the edge. Someone can have over 300% damage,
and a mere
wrong direction will let them survive some more, due to this
arena's
tremendous size. This is probably just a big arena meant for
all-out
fighting, with Stamina Mode in mind.
Yoshi's Island
Yoshi's Island
_
___
_____
_____
/_ _____
___/___ xxxxx xxxxx
_____
___ ___ _____
_____ __________ ____________________
__________________xxx____________________
__________________
____________________
__________________
____________________
x=blocks
Size: Medium
Difficulty: Hard
The arena's actually smaller than it looks, since this place
refuses to
scroll all the way across the arena. It's from the classic Super
Mario
World, complete with diagonal pipes and those weird blocks
that flip
when attacked. To the left is a vertical pipe with another
pipe leading
to the ground leaning against it. The main area has two sets
of those
blocks overhead, as well as three of them bridging a gap
underneath.
The right side of the arena has a very long 45° slope that
reaches all
the way to the blast line.
ADVICE: If you're going to stay in the middle, do your best
to keep
those blocks from flipping. When they're flipping, it counts
as if they
aren't there, so you'll fall into the pit! Unless your
character has
decent comeback skills, you'll be doomed. Also, if you want
to stir up
trouble, just keep pushing anyone dumb enough to be on the
right side
of the screen to the right. Once at the edge of the screen,
a Smash
Attack is usually enough to send them to the blast line.
Speaking of
blast lines, the blast line ceiling for this stage is really
low. Kirby
with a bunny hood could be easily sent flying into the
background
simply by jumping. Actually, any character with the bunny
hood can.
Finally, items are, for some reason, usually bunched up over
the
vertical pipe.
Yoshi's Island
Yoshi's Story
....
.... ....
__________________
<<<<x
x>>>>
V V
V V
x=clouds
<, >, V=path of clouds (goes back and forth)
Size: Medium-Small
Difficulty: Medium
As the name suggests, this takes place in the Yoshi
Storybook, where
entire landscapes are seemingly crafted from a variety of
fabrics and
corrugated cardboard. You've got one big piece of land, and
you also
have two smaller droppable platforms above. One last
platform is higher
above the center. It's also pretty hard to notice, but
there's also
cloudies that follow dotted lines somewhat close to the
bottom that can
be used as comeback platforms.
ADVICE: Since this is a pretty straightforward course, there
isn't any
real strategies that'll help you win in this place. The
platforms can
be used to get away from the action. Also, don't use the
cloudies
unless you just got knocked an incredible distance and it's
your only
hope. They're usually hard to see because they're so low,
and more
often than not you'll miss. Add that to the fact that their
path also
goes BELOW the blast line and you know you're in trouble.
Dream Land
Fountain of Dreams
.....
.... ....
^ v
^ v
___________________
_____________
_________
____
__
__
__
__
^ v: these platforms
rise and fall
Size: Small
Difficulty: Medium
Kirby resides in Pop Star, a planet in an imaginary solar
system where
dreams are made. The Star Rod powers the Fountain of Dreams,
suspended
above the atmosphere of some planet I don't know. Instead of
producing
water, like other fountains, the subconscious flows like
mercury (and
reflects like it too) off the platform into a fine mist
below. Add the
strange flora that grows behind the fountain, and you've got
a scene
straight from Lisa Frank. But all respect to legendary areas
are
completely disregarded as the Foutnain of Dreams is
designated as one
of the battlefields of SSBM! The Fountain of Dreams itself
is the major
platform, with two platforms that go above and below the
dream material
by means of springs that gush out and bring the platforms
up. There's
one last platform at the center top permanently suspended in
the air...
space...whatever.
ADVICE: Since the dreams you're battling on on the main
platform
reflects everything perfectly, save some ripples, Motion
Sensor
Detectors are particularly hard to see in this place. You
may also see
some rings below the main platform of the Fountain of
Dreams. It's not,
I repeat NOT, a comeback platform. You go through it, as
well as the
mist below, which is why I left it out of the map. The
moving platforms
can also compeltely sink into the main platform, leaving you
with the
Fountain and the upper land at times. Also, don't feel bad
if the Star
Rod appears and someone picks it up to abuse other people
with--it's
just an item.
Dream Land
Green Greens
xx .... ....
x x
_____xxxxx xxxxx
_____xxxxx____________xxxxx_____
___xxxxx____________xxxxx_____
xxxxx xxxxx
xxxxx xxxxx
xxxxx xxxxx
x=blocks (abouot 1/25 are explosive)
Size: Medium
Difficulty: Medium
The Green Greens is a section on Pop Star where Whispy Woods
took root
only to get beaten by Kirby several times. It's also the
second arena
in the Super Smash Bros. series to feature the tree you love
to hate!
As you can see from the map above, the blocks form two
columns that
fill gaps between the three platforms. They don't go all the
way to the
blast line though. Here's how the blocks work: They work
like a regular
piece of solid stuff until someone attacks it. Any atatck
done to it
will get rid of any blocks within the atack's range. As for
Bomb
Blocks: They behave like ordinary blocks, except the moment
they're
provoked, they cause an explosion about that of a Bob-omb's.
Whispy
Woods is back in the background blowing wind at the fighters,
but this
time, he occasionally throws apples at everyone.
ADVICE: The apples he throws can also be used as an item.
You pick them
up and throw it at people to cause some damage. As usual,
the center is
the safest spot, but the two platforms overhead may make the
whole
thing a lot longer. Also, Kirby himself may have a
home-field disad-
vantage, should he turn on the Stone ability over the
blocks, which
will break awya as he falls and plunge into his abyss. If
people are
hanging out by the blocks and there's a Bomb Block somewhere
in there,
you cay throw an item at the Bomb Block to blow them away.
Lylat System
Corneria
/
_
___
________
_____________________________
___________________________________________/
_________________________________________
____________________________
......____________________________\
Size: Large
Difficulty: Easy
This is exactly like the Sector Z arena in SSB, right down
to the
Arwings that swoop down and blast people to smithereens.
This time,
though, the guns on the Great Fox (......) can be used as a
platform
that can break away, as well as a course hazard. =It can
also be broken
off by attacking the bulky part, though there's not much
point to it
except getting yourself killed.= There's actually a small
incline
towards the nose of the Great Fox, but it's not on the map.
I almost
forgot to say that this takes place over the oceans of
Corneria, not in
space.
ADVICE: This is a long course without any significant
droppable
spots, so it's all-out fighting. When the Arwings come, they
may be
useable as droppable platforms, but they move too randomly
to be of
good use, and chances are they'll fly right through the
blast line in
a few seconds. If you want to stay away from the action,
human players
tend to stay on the long left part, and computer players
love the small
right section, so go to the other part. Also, chances are an
item will
appear at some part or another, so you can always throw a
Motion Sensor
Detector where you think they'll step on, or chuck a Capsule
to get
their attention.
Lylat System
Venom
... ...
... ...
... | ...
...__/\__...
________
________
...______...
... ...
... ...
... ...
Size: Small
Difficulty: Medium (Hard on occasion)
This arena takes place again on the Great Fox, but this time
it happens
across the wings of the ship. It's also sailing along a
circuit on
Venom, Andross's planet-for-a-base. It sails through a
canyon, then a
cave, then over some lava pits, a clearing, and finally
through another
canyon. Along the way, there's going to be some flying
debris that work
as course hazards. Also, another place is the cave, where it
can get
completely dark, or a stalactite may just barely graze the
upper wings.
ADVICE: The safest place to hang out are the upper wings and
the ship
in between, since it's slanted down and the blast line is
pretty high
up. In contrast, if you were to be at the bottom, there's
again a high
blast line, but this time in a negative context. It's
slanted toward
the outside, which gives you a greater chance of falling off
from
sliding. There's also very little room here to do aerial
attacks. Also,
dropping down from the bottom platforms is extremely unsafe
anywhere.
Like in Corneria, there's Arwings, but they're even more
unsafe because
they'll immediately swoop up, with little time to get out.
This is
certainly not an easy arena, so stay out until you feel
you've got the
hang of SSBM.
Superflat Land
Flat Zone
---===---===---=== ..
.. ..
---===---===---=== ..
_________________________________________
-, =: Disappearing Platforms
Size: Small
Difficulty: Hard
Welcome to Mr. Game & Watch's LCD world. If you don't
know, LCD stands
for liquid-crystal display, which is the same stuff that
that digital
alarm clock with the black numbers in your room uses. The
Game & Watch
series is basically a handheld-game series which works like
that,
except with pictures. And after almost 22 years without
anything
Nintendo made relating to the G&Wes, they dedicate a
special arena to
look like one. The platforms up ahead appear and disappear,
and they
only work as droppables when they're visible. The roof of
the house to
the right also acts as a droppable. There is a strangely
large amount
of hazards here, very unusual for such a low-tech place. The
monkey
just hangin' around is...just hangin' around and provides no
impact to
the game (unless you get distracted or you're playing as Mr.
G&W and
you think it's him), but another G&W citizen comes out
of both doors
from time to time to pour out some oil. It's near impossible
to go
anywhere on this oil, due to an almost-complete absense of
friction.
Add the problem of wrenches, screwdrivers, and buckets
falling after a
while and you got yourself one of the hardest arenas in the
game. If
you pause, you can see that your characters are flat as
well. I had
recently found out that the monkey actually restocks your
disappearing
platforms. A vry hectic place indeed!
ADVICE: Do not play this on Giant Melee. The blast line is
extremely
close at all times, except on the bottom, where it's
nonexistent. (You
can't fall in this arena.) One false move and you can go
ka-blam on the
sides. Also, an unusual amount of capsules, barrels, and
crates are
explosive. It suggests that Flat Zone is meant for very
quick battles
or very high KOs, depending on which mode you play. The
safest spot,
since you've relied on me to tell you in every arena, is the
bottom
ground. You never know when the upper ones will disappear,
and you can
be sent flying at 60% with one good Smash Attack regardless
of who you
are playing as up there anyway. The roof on the right,
however, seems
to be another safe spot, as strange as it may seem, when
playing with
computer players. They like to stay away, but when they
come, they come
without attacking. This also goes without saying, but see
the parts
flying above you before they hit you. As for the oil, the
Ice Climbers
have awesome traction on their shoes. you'll go through with
barely any
change in speed.
Planet Zebes
Brinstar
.........
.... ....
... ...
x x
_____________,,______
_____________,,______
___ __
x=Snap-Above-Platform-Up Membrane
,=Gooey Stuff That Binds Bottom Platforms Together
Size: Medium
Difficulty: Hard
Brinstar is a dangerous place where criminals like Ridley
and Kraid
come to hide. The second SSBM arena to be on that planet,
it's been
changed for the much better. It's actually a pretty fun
arena now. The
weird things marked "x" one the map are actually membraneous
strings
that go from the bottom platform up to the one above it. If
they snap,
the stuff above pivots back and the platform is almsot
vertical. The
stuff marked as "," can also be attacked to split
the ground apart
temporarily. Playing with everything apart becomes a hectic
brawl while
the acid rises up from below.
ADVICE: First and foremost, stay away from the acid! This
makes the
safest place the uppermost region. It's generally not safe
if someone's
already up there, but it's better than being scorched, since
the acid
sometimes goes up until only that platform remains. It's
also best to
keep the arena stable (as pictured above on the map) until
you want to
crank up the heat. The stage's difficulty, IMO, doubles when
dis-
mantled. This generally isn't a good place for throw items,
though,
since jumping is an essential part of this place, and any
throw you
make will hit the adjacent platform instead of the opponent
unless your
timing is excellent.
Planet Zebes
Brinstar Depths
____
____ _
_________
__________________
___________________
____________________
__________________
__________
____
____
Size: Medium
Difficulty: Hard
In my opinion, this course is THE hardest course in the
game. The whole
place, despite its simple look, is actualy quite cluttered
up. It's an
asteroid-like thing with what appears to be Mother Brain in
the middle
with two mini-asteroids, as shown above. What makes this arena
hard is
occasionally, Kraid will come up and slash at the arena,
making it
rotate. It won't usually stop back at its normal spot, so
it's
basically a whole new style once the top is now at the
bottom and what
not.
ADVICE: This may take some practice to get used to, but be
prepared to
move either to the left or right when Kraid shows up from
the lava to
rotate the place. And while the comptuer sometimes chooses
not to do
it, you must keep up with the scrolling, or you'll be left
behind on
one of those little rocks, of which shouldn't really be a
battle zone
anyway. And if it makes you feel better, there's no other
things to
look out for other than Kraid's slashes.
Eagleland
Onett
... .........
... (........)
... ^
... /___\ __^__
/_____\ (........) _________
|_____|____ _________
|_____|
_________
_____________________________________________________________________
(........)=Awnings
Size: Large
Difficulty: Medium
This may be an arena made with light colors, but don't let
its childish
look fool you. It's an arena where you need to stay alert,
and it's also
one of the more complex stages. To the left are clusters of
leaves that
can be used as droppables. There's also a house nearby the
clusters with
a patio thing you can use as a droppable. The middle part of
the stage
is probably where most of the action will take place. It's a
relatively
wide-open area, interrupted only by the ground and two
awnings on the
drug store that'll drop you and anything on it if you dawdle
there for
too long. Finally, to the right, there's a telephone wire
that leads to
another rooftop of a house if you drop from there.
ADVICE: The clusters of leaves can be used as a form of
shelter from
the other people and the onslaught of traffic, but it's far
too easy to
get sneak-attacked by an Up+B attack while you're on it.
Also, like the
clouds in the Past Yoshi's Island, use the awnings when
you're running
away, because they'll drop too early for any real fight to
occur. Items
also frequently end up on the telephone wire for some
reason, so 90% of
the time, there's some kind of useful item you can use to
your advantage
if you visit there. The bottom of the stage is no longer the
safest spot
in the arena, but rather the roof of the house to the right.
That's
because about every 15 seconds, a car will zoom down the
road, hitting
anyone who touches it really hard. You can tell whether a
car will be an
obstacle or merely passing by, thanks to a caution sign that
appears on
the right side of the screen a second before it actually
appears. You
can either shield or jump out of the way to keep from
getting a hefty
30% damage piled up and maybe even KOed if you stay on the
far left or
right of the arena. Stay between the buildings. At least
when cars hit
you, you'll simply bounce off the walls of the houses
instead of being
KOed. It's a large stage. Hang in there.
Eagleland
Fourside
xxxxxxxxxxxxxxx xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx
____
____
______
______
<
.......... > ________
_______________
__________
_______________ ___________
__________
_______________ ___________
__________
_______________ ___________
__________
_______________ ___________
__________
_______________ ___________
xxxxxxxxxxxxxxx= possible UFO spots
xxxxxxxxxxxxxxx
Size: Large
Difficulty: Medium
Ness gets two large stages for himself! Fourside is
basically the big
city, with this arena starring the Montoli building in the
middle. (The
other featured building is the one in the back with the
green lights,
the Department Store.) Two other regular buildings accompany
the
Montoli building, and there's a crane which, for some
unknown reason,
moves a droppable platform left and right. The real
highlight is less
of the Montoli building but of a flying saucer that appears
over the
other buildings!
ADVICE: Once the UFO arrives, you can go up to the top of
the UFO by
going through it, but you can't get back down. When you're
on it, it'll
be like ice. Unless you're the Ice Climbers, you'll slip and
slide
around. The UFO eventually goes away. Also, once you get
KOed, you'll
start on the top of the Montoli building. That's the highest
spot on
the field when the flying saucer isn't present, so you can
start off
with a good aerial attack on your descent and maybe get an
Avenger KO
if anyone with high damage is hanging around at the bottom.
(BTW, only
one UFO at a time--both spots will never be occupied.) You
have the
danger of falling off the buildings, which will give Ness a
home-field
disadvantage, because there's too little room to hit
yourself with a PK
Thunder. This makes the safe spot the giant plank that the
crane is
holding up. It's sufficiently large for four players to beat
each other
up, and you don't have as much of a danger of falling in
between the
buildings, unless your character can cover amazing vertical
distances.
The falling-off-in-between-the-buildings KO is very much
like a certain
arena in SSB, also involving a big city...
F-Zero Grand Prix
Mute City
.... .... ...
. . ...
: : .....
OR : :OR .....
_______
.....................
._________________.
_______
_______
Size: Scrolling
Difficulty: Hard
There's no real map for this. you're on a moving platform
that takes
you across the Mute City track, and there are several stops
along the
way. The moving platform is basic, as shown on the left.
First, it'll
sink into the ground at the starting line of the track.
Then, it'll
drop after that right before the cars come by. After some
more
floating, it'll stop at the end of a tunnel. There are some
open spots
and some droppable platforms as pieces of the end of the
tunnel. It's
pictured crudely in the middle. Finally, there will be a
slanted part
of Mute City's track with some land overhead. Major flying
over a loop,
anmd back to the way it began.
ADVICE: You get a warning when the thing begins to rise,
just like the
warning in Onett's traffic. Also, the cars won't stop for
anything
other than crates and barrels--including you. You'll get hit
unless you
can dodge the incoming cars on time. Once the platform
leaves, you'd
better get back in, or else you'll get left behind and take
some damage
bouncing on the track floor. The blast line is pretty far
out at all
times, so you can get major damage and still come back
safely.
F-Zero Grand Prix
Big Blue
(for example)
_____
_____ .......
....... ___
rrrrrr rrrr rrrr rrrrrrr
rrrrrrrrrr rrrrrrrrr rrrrrrrrr rrrrrrrrr
_______________________________________________________________________
r=Race Cars
Size: Scrolling
Difficulty: Hard
In Mute City, you're going along with the track on a moving
platform,
with the camera looking at the cars come by. In Big Blue,
however, you
are put onto a very fast-moving arena through the racetrack,
following
somje of the cars around. You start out on the Blue Falcon,
which is
also moving really fast. Then, the Blue Falcon picks up
speed and you
have to drop down to the race cars below. Trailing behind
the Blue
Falcon are rocket-powered platforms, as well as a strange,
round robot
that stays near the platforms. After a while, the Blue
Falcon comes
back And the process starts over.
ADVICE: Try not to go onto the road itself. You'll be pushed
really
hard to the left, which gives you a 60% chance of blowing up
on the
also-moving-rapidly blast line. For some strange reason
though, when
you're in the air, you aren't affected by the scrolling.
Thus, the best
place to knock someone is left, because should they end up
on the road,
they're done for. The safe spot, strange as it may seem for
a scrolling
stagem, would be on the platforms above. They're somewhere
in the
middle of the screen, meaning that if you get thrown,
there's a greater
chance you'll survive by going onto the race cars, which I
think are
merely comeback platforms, than returning to your original
height,
which you have to do if you get knocked off on a race car.
his arena
will test your defensive and jumping abilities to the max,
and you
won't last long if you aren't good at either of them.
Kanto
Pokémon Stadium
Normal Mode
.... ....
_________________________________
_________________________________
Fire Mode
__
..._______. __
________ __ .......
_________
_________________________________
_________________________________
Rock Mode
______
________
__________
____________.....
_____________ .......
______________.....
______________ .......
______________... . .
______________ :
..
____________________:____··____
_______________________________
Water Mode
:
.. :
.. :
Note: The
.. :
windmill turns.
..:
:.. ......
: ..
: .. .....
: ..
:
________________
________________________________
________________________________
Grass Mode
......
......
...
...
________________________________
________________________________
Size: Medium-Large
Difficulty: Varies (Easy to Medium)
Pokémon Stadium was meant to fit a variety of Pokémon types,
of which
there are currently 17. I'm not sure if there's any other
modes other
than the ones shown here, but the Fire, Rock, Grass and
Water modes
alone turns this arena into a test of adaptation. It starts
out as the
as-basic-as-you-can-get Normal Mode, but after half a
minute, it trans-
forms into one of the four other modes shown above. After
that, it
turns back into the Normal Mode, and then into another mode.
This will
keep up until the match ends. See the Advice below for more
information
on the types themselves.
ADVICE: The safe spot for all five modes would have to be
the stadium
floor. When it turns into the Fire Mode, the arena turns
into a burning
forest and log cabin. The flames are in the background; they
won't
affect the battle at all. Items also tend to show up on the
cabin's
awning. If you can hide in between the burning tree stumps
on the left,
you can do an upward Smash Atack on anyone who dares to come
in with
you. The Rock Mode is a lot of nothing. It's supposed to
look like some
kind of quarry, and the platforms all over the place limits
your hiding
spots, so you'll have to play offensively. The mountain on
the left
will leave you vulnerable due to its height. The Water Mode
features a
turning windmill on the left. You can seek refuge, but keep
in mind of
the vanes' clockwise movement. The Grass Mode is simply a
larger,
slightly altered version of Battlefield. Your strategies
there should
be very standard.
Kanto Skies
Poké Floats
(for example)
..... .....
..... .....
_______ ___
____________ ______
____________ ________
__________ _________
............_____________
_________
___________ _________
Size: Scrolling
Difficulty: Hard
Looking at the map, you probably have no idea what this
arena may look
like. Well, whoever designed this arena was obviously on
something,
because what it is is what the arena's name
suggests--they're giant
floating Pokémon statues! You'll start on a Squirtle, and
then an Onix
passes by, so you can drop off on a Psyduck. A Chikorita
brings you
onto a Weezing, and then the Weezing rises up and a Slowpoke
appears
after passing a Sudowoodo along the way. Slowpoke's tail stretches out
and a Venusaur takes its place on the bottom of the screen
as it flies
off to the left. After seeing a Chansey head on the
bottom-right corner
and a group of Porygon fly by, a Goldeen flops up and
quickly falls
again. At that point, a bunch of Unown zoom by pretty
swiftly
horizontally. Then, a Lickitung comes by from the bottom to
stick out
his tongue. It retreats back, and the Squirtle comes up
again. This may
all seem pretty complicated, and it is...If you don't know
what any of
these Pokémon are because you were never into it, then be
prepared for
one whopper of a stage.
ADVICE: This arena may just be harder to keep up with than
any other
scrolling stage, due to its strange factor. Always try to
stay somewhat
close to the bottom, near the middle, only going out to pick
up a
useful item. Speaking of which, as you progress through the
cycle,
it'll get progressively harder, especially when you're
jumping from
Unown to Unown without any other Pokémon to catch you in
case you fall.
Also, the droppables in this course are Chikorita's leaf,
Venusaur's
petals, and the Unown. Everything else is solid. Because the
scrolling
is constantly going and the Pokémon constantly in motion,
you'll want
to devote half of your efforts to surviving and the other
half to
combat. This is a place where you'll need some practice. I
can't say
this enough, but skill is your most important asset by far
in SSBM. If
you still have trouble keeping up, practice until you do.
Also, the
computer palyers can't seem to pick this up, but you can go
through
the Onix to get on him. You just can't drop back down.
Mushroom
Kingdom
xxxxxxxxxxxxxxxxx
xxxxx
xxxxx
xxxxxxxxxxxxxxxxx
_______________ -- ___________________ -- _____________
x=blocks
==lift platform
Size: Medium-Large
Difficulty: Medium
This place is a lot more cluttered up than the oroginal
Mushroom
Kingdom in SSB. The style is still exactly the same, minus
the pipes,
Piranha Plants, and POW! Blocks, and add in Item Blocks. The
blocks are
breakable if attacked, although they aren't quite as flimsy
as the ones
in Green Greens. These actually stop you momentarily if you
do, say,
Kirby's Stone attack. Occasionally, a few turn into Item
Blocks. If
attacked or hit from below, they crumble away and give you a
free item.
This makes them very common in this stage, but even with the
extra
assistance, along with a pulley elevator with platforms
marked as "==",
KOs are still hard to make. It's too filled up with blocks
and they
regenerate too quickly.
ADVICE: Your best bet (and only good one) to KO someone is
to do it
near where the magnifying glass thing begins. This puts them
only a
short distance from the blast line, without anything in your
way. Kirby
has a HUGE field advantage here, since you can swallow
someone near the
edge and spit them out into the blast line. As for the usual
info on
the safe spots...there is none. You'll have to tough it out
and use
items to get yourself up the ranks to #1.
Mushroom
Kingdom II
* *
________ ________
________ ______ ________
________
______ ________
________ ______ ________
________ ______ ________
*=possible Birdo spots
Size: Small
Difficulty: Easy
Wow! The first easy secret stage! And small too! You'll find
many KOs
here too. It's basically a scene from Super Mario Bros. 2,
with a main
flat hilltop in front of a waterfall with platforms falling
down as
logs. To the left and right of the hilltop are two other
hilltops, each
a bit higher up. From time to time, on one of those
hilltops, Birdo
will show up and spit eggs. They do damage, but by stomping
on the eggs
you can let them drop to the ground. And, as you may
remember in Super
Mario Bros. 2, three hits is all it takes to get rid of
Birdo.
ADVICE: Like in two other stages in SSB history, AKA Saffron
City from
SSB and Fourside in SSBM, you've got the
falling-off-in-between-the-
buildings KO possible here, thanks to the narrow gap, except
they're
hilltops, and not buildings. Again, this gives Ness a huge
disadvantage
in taking away his triple jump. Like in the Mushroom Kingdom
I, Kirby
has an advantAge with his ability to suck. This place is
quite simple,
with Final Destination being the only simpler location. The
safe spot
is in the middle. It's way too unsafe to get out to other
places
because the blast line is pretty close on all four sides.
Birdo's eggs
should go over everyone's heads while on the middle
platform, so that's
another reason to stay in the middle. As mentioned earlier,
the KO
counts should be many.
Special Stages
Battlefield
...
... ...
_________
_
Size: Small
Difficulty: Easy
The Special Stages take place in some surreal world, just
like the
Special Stages in the Sonic games. Although the game refers
to this
stage as the "basic" one, Final Destination is,
IMO, the real basic
arena. Anyway, take a look at the map... After that, you
need no more
information about this place, maybe except for the
cyberspace-like
backgrounds, but absolutely nothing else would happen that
can concern
you. This is also the stage that features the Fighting Wire
Frames (for
info on the Fighting Wire Frames look a bit farther in this
FAQ). All
battles that involve them take place here.
ADVICE: There is no advice for this arena. Nothing special
happens.
However, some general advice, like in almost every other
arena, is the
safe zone being in the middle of the bottom platform. The
droppables
are also to work to your advantage, either defensively, by
running
away, or offensively, to force everyone into a tiny piece of
ground.
Special Stages
Final Destination
_________________
_________________
_____________
Size: Medium
Difficulty: Easy
Yes, if you couldn't see it from the map, Final Destination
is just one
big chunk of solid ground. No droppables, no slopes, no
nothing. I
guess the main highlight of this arena is in its background,
which has
no relation to the battles at all; they're just a really
cool sequence
from outer space into "reality" and back through
some cyberthing like
in Battlefield into space.
ADVICE: Do I really need to give you advice on a
single-straight-
platform course? Of course not. The field itself is as
simple as you
can get...it's just that the Master Hands hang out here.
Past Stages
Dream Land
...
... ...
_________
Size: Small
Difficulty: Medium
Do you realize I keep copying and pasting that map you see
above you?
The Dream Land stage is straight from SSB, complete with
Whispy Woods,
low polygon counts, and the 2-D background. Whispy Woods
makes some big
wind behind you, and every once in a while, a sprite of a
Kirby
character flies by behind the action. Other than that, you
can plan
everything out with this map above you.
ADVICE: The safe spot is the middle of the bottom platform.
But you
didn't need to know that, sicne it's firmly rooted into your
head by
now, right? Well, this is pure logic, but take an occasional
glance at
Whispy Woods to see if he's blowing wind again. And, if
you're stupid
or too smart, the wind will go out in a straight line after
leaving its
mouth. Anything involving the background is of no concern to
you, like
all other SSB arenas.
Past Stages
Yoshi's Story
..·
ooo
··. ..· ooo
___ ___ ooo
\_____/
ooo=Cloudies
Size: Large
Difficulty: Medium
Only this and another arena left! As you can see from the
map, it's a
modified version of the Dream land/Battlefield stage layout,
like other
stages such as Yoshi's Story, Fountain of Dreams, and Jungle
Japes. I
don't know of keyboard symbols that can do it without
getting too steep
but the bottom main platform is actually a very wide obtuse
angle
pointing downward and the droppables are all
slightly-diagonal straight
lines. The clouds can be used to make incredible comebacks,
since they
work as droppables, but they vanish after a few seconds once
landed on.
Don't worry; they'll come back.
ADVICE: Let's skip what you don't need to know already... As
for the
cloudies, you can use them as a "coward" platform
in addition to a
comeback thing. Just jump every now and then to keep it from
disapp-
earing right from under your feet. Chances are that nobody
will bother
to come for you, because you get control as to make them
fall or not,
and it's harder to get out there and come back than to
simply return
after standing on a cloudie. Other than that, play like you
normally
would on this kind of stage. Just remember that it's much
easier to KO
someone to the left than to the right, because of the extra
cloudie
there.
Past Stages
Kongo Jungle
x···x
.....
.....
x···x
...... ......
·····················
x···x=moving platforms (special)
Size: Medium
Difficulty: Medium
Ahh, the last stage. The standards to get this course is
pretty tough,
but you do get to obtain a rather strange place from SSB.
Like its
return trip to SSBM, this stage has a Barrel Cannon on the
bottom.
Otherwise, it's exactly as the map shows you, except the
upper two
unmoving droppables are slanted down toward the outside. The
moving
platforms are droppables that move in a counterclockwise
circle,
meaning that they'll get really close to the bottom
platform, and then
they go up in an arc until they're really high up. Not much
to see here
but the leaves one the tree, since they'll be facing you at
all times.
ADVICE: Well, here we go... You want to stay in the little
indented
part (well, actually, not so little) as the safe place.
Also, for some
reason, the moving pieces of ground are always stacked with
items. If
you're going for a KO, the top unmoving platforms are the
best. However
KOs will be pretty few and far between in this place,
probably due to
the Barrel Cannon down there. I guess people are actually
lucky enough
to fall into them.
#
>>>Items<<<
What would SSB and SSBM be without random props from their
games? A big
load of nothing, that's what. Different kinds of items fall
from the
sky, and if you ever need to know what any of them do, or
you just want
to know new ways to clobber your opponents with their
specialty items,
look no further! Also, you can play with any item as much as
you want
in Training Mode.
Item Controls
(special controls will be covered in the item's
description.)
General:
A: Pick up
Z: Weak Throw
Walk, Z: Throw
Run, Z: Dash Throw
>Z, <Z: Strong Throw
Healing:
Whacker:
A: Pick up and eat
A: Weak Whack
Walk, A: Walk Whack
Gun:
Run, A: Smack Whack
A: Shoot
>A, <A: Smash Whack
Z: Throw away
Thrower, Heavy, Container:
Battering:
A, Z: Throw (with directions)
A: Pick up and start kicking butt
Special:
Transformation:
See description for info
Touch: Transform
Name: Food
Type: Healing
Game: Kirby's Dreamland
Rarity: Common
If you ever see two-dimensional pictures of random foods,
you know you
can pick them up to heal anywhere between 2-14% damage,
depending on
how big the food is. In real life, that is; they're all the
same size
in the game. I'll C&P this, but Healing Items can now be
picked up even
when you're already holding an item.
Name: Maxim Tomato
Type: Healing
Game: Kirby's Dreamland/Ice Climber
Rarity: Uncommon
These work just like foods, except they heal a whole 50% off
of your
health meter. In SSB, they subtracted 100. Healing Items can
now be
picked up even when you're already holding an item. Kirby
absolutely
adores any Tomato; they heal all of his health in his games.
Name: Heart Container
Type: Healing
Game: The Legend of Zelda
Rarity: Rare
The Heart Container has double the power of the Maxim Tomato
at half
the volume and falling speed, healing 100% from the meter.
In SSB, they
healed it down to zero. Healing Items can now be picked up
even when
you're already holding an item. Link will search all over
Hyrule and
Termina for one of these; each boss has one that'll increase
Link's
health by one heart. ĺ Don't forget about All-Star Heart
Containers
(more below). They bring your damage down to zero. ĺ
Name: Warp Star
Type: Special
Game: Kirby's Dreamland
Rarity: Common
The vehicle that Kirby uses to transport himself all over
Dreamland has
arrived in SSBM. If you pick one up, you'll fly all over the
place and
land over wherever you picked it up. This causes an
explosion that'll
wipe out anyone nearby. You can sort of steer this with the
control
stick to alter its landing zone.
Name: Ray Gun
Type: Gun
Game: Super Smash Bros.
Rarity: Common
The Ray Gun works exactly like the way it did in SSB. The
thing can
send out up to 16 fast projectiles, one at a time, straight
forward and
do a bit of damage to anyone it hits. After you're done,
throw it away
to take advantage of its metallic material. Be careful where
you aim,
because it it hits a wall, the attack will get absorbed.
Name: Super Scope
Type: Gun
Game: Super Scope 6
Rarity: Uncommon
It's usually found with the Ray Gun. Don't be mistaken for
the same
thing though. You use this much differently. Mash the A
button to send
out a barrage of small attacks that only do 1% but leave
your opponent
stunned to get hit by another. ĺ If your aim is true, you
can also trap
multiple people, since they go through characters that
you're shooting
at. La la la la la la la la. ĺ Or, hold the A button to
launch one big
charge shot. You can't hold the charge though, so you'd best
do it
when no one knows you're there. The Super Scope, if you've
ever owned
one, wears out the batteries quickly, so you only get 6
seconds of ego
trip, or three charge shots, or maybe a combination. When
doing rapid
fire, hold in the direction of the projectiles on the
Control Stick to
prevent recoil.
Name: Fire Flower
Type: Gun
Game: Super Mario Bros.
Rarity: Uncommon
This one doesn't work like the Ray Gun or the Super Scope.
It works
much like a flamethrower. It'll float gently down to the
ground, so you
can pick it up and leave your enemies in cinders. Hold down
the A
button to send out some flames from the innocent-looking
flower. It
pushes them back, so turn it off when they're out of range
to conserve
its power. Although they rack up damage like the Super
Scope, in Coin
matches, they don't generate coins, so they aren't too useful
unless
you just want to make them easier to KO.Once it runs out of
power, you
can still keep the heat up by throwing it at someone. It
doesn't go
very far, since it's the second-lightest item you can pick
up. It
doesn't turn Mario or luigi into their Fire versions in
SSBM. Sorry.
Name: Lip's Stick
Type: Whacker
Game: Tetris Attack/ Panel de Pon
Rarity: Uncommon
What you do with a Whacker is whack someone with it. You
pick it up,
and the hit generates some damage. How much damage, how far
they're
thrown, and any special abilities it has depends on the
item. The Lip's
Stick was used to destroy blocks in Tetris, making flowers
grow out of
them. If you want to know, yes, it was a stick owned by
someone named
Lip. In SSBM, anyone you hit with a Lip's Stick, a flower
grows out of
their head and leeches their power out. The size of your
whack will
determine the size of the flower. Bigger flowers means more
damage. The
power of the Lip's Stick itself is of your average Whacker.
It falls
off after a while, ĺ especially when you torture your
control stick, ĺ
and limit one flower per head.
Name: Star Rod
Type: Whacker
Game: Kirby's Dreamland/Paper Mario
Rarity: Rare
What you do with a Whacker is whack someone with it. You
pick it up,
and the hit generates some damage. How much damage, how far
they're
thrown, and any special abilities it has depends on the
item. Star Rods
aren't as rare as the Heart Containers, but there's a reason
for their
scarcity: they're the second-most powerful item in this
category. It's
a high-powered Whacker (meaning it sends people really far)
that emits
a projectile in the shape of a star if it ever misses. The
projectile
travels horizontally and isn't affected by gravity. Also,
it's pretty
fast, but it's a terribly underpowered attack. That's why
it's best to
hit people with the Star Rod. It's the source of dreams in
Dream Land,
and it's the source of wishes in Paper Mario.
Name: Beam Sword
Type: Whacker
Game: Super Smash Bros.
Rarity: Common
What you do with a Whacker is whack someone with it. You
pick it up,
and the hit generates some damage. How much damage, how far
they're
thrown, and any special abilities it has depends on the
item. With the
Beam Sword, anyone can become like Link! It's basically used
like a
regular sword; they only reason it's beam is probably to
differentiate
regular swords, like Marth's, from this one. It's power is
above
average, but it does some good damage. It's also one of the
fastest of
the Whackers, with the Fan being the only faster one.
Excellent for
edge-guarding. This was probably ripped off directly from
the light
sabers in Star Wars, but the trophy says it's from SSB.
Name: Home Run Bat
Type: Whacker
Game: EarthBound
Rarity: Rare
What you do with a Whacker is whack someone with it. You
pick it up,
and the hit generates some damage. How much damage, how far
they're
thrown, and any special abilities it has depends on the
item. The Home
Run Bat is rare in every SSB game because it's the
strongest. Well, i
a special case. It's normally a pretty weak Whacker, but its
Smash
Whack can send anyone flying right off the screen (if no
one's in the
way) at 0%. This means you can go on a KOing rampage with
this, but
you'll need to wait a bit for your character to get the
little blue
sparkles going. There's a lound "ping!" for this,
but if you can hit
someone as they're falling down directly on the tip of the
bat and at
the bottom-most part of the character while falling, the noise
will
disappear and the flight will be twice as long. This is
Ness's favorite
weapon to use in EarthBound. He's so proud of it it showed
up in SSB
before you can get him, and Ness carried a less powerful one
to the
battles.
Name: Fan
Type: Whacker
Game: Super Mario RPG
Rarity: Common
What you do with a Whacker is whack someone with it. You
pick it up,
and the hit generates some damage. How much damage, how far
they're
thrown, and any special abilities it has depends on the
item. The Fan
is blindingly fast that it's almost unblockable, but it'll
rarely go
over 4% per whack. It's only good use is to throw it, and
what a great
attack it is! It doesn't go very far, but anyone in its way
will fly
straight up and if they're over 80%, it's a Star KO for you.
If they
pull up a shield, it'll break, so the only way to evade this
is to run
away.
Name: Hammer
Type: Battering
Game: Donkey Kong
Rarity: Rare
Once you pick up the hammer, you lose all of your abilities
except move
and jump, and you start madly waving the hammer back and
forth with the
DK Hammer music playing, just like in the game Donkey Kong.
You can
cause some really cool damage as the hammer's still in
effect. You
can't let go of it until it wears off, and your only
vulnerable spot,
your Achille's heel, is being attacked from below, since
you're only
swinging that thing in a certain way. (Mewtwo can also get
hit from
above, because he swings the Hammer around him instead of
back and
forth.) 30% of the time, you'll get unlucky and get the Bad
Hammer. The
head of this hammer slides right off a bit after using it,
which makes
you completely unable to do anything to anyone else. (See
Special Items
to know more about the Headless Hammer.) When Jumpman
(Mario) picked up
a Hammer in Donkey Kong, he was able to break any barrels in
his way.
Name: Green Shell
Type: Thrower
Game: Super Mario Bros.
Rarity: Rare
You pick it up and throw it. It's hard to aim because it'll
speed on
forward once thrown (unless straight up) and devastate
anyone in its
path. It'll keep going forward until it reaches a blast line
or after
5 seconds after being thrown, whichever comes first. These
used to be
from Green Koopas, who will blindly walk off an edge if
given the
opportunity. Otherwise, it just walks at a constant velocity
(and we
mean speed AND direction) and change direction only if it
hits a wall
or another Koopa.
Name: Red Shell
Type: Thrower
Game: Super Mario Bros.
Rarity: Rare
The Red Shell is a bit more intelligent than Green Shells, so
therefore
it's rarer. Once you get one, though, it'll represent the
Koopa it once
belonged to and go back and forth on the platform that it
was thrown
onto (if it lands on one at all). It knocks people just like
a Green
Shell, and Red Koopas are smart enough to turn around if it
sees an
edge. ĺ It's not really a KOer though, no matter how high
their damage
is. ĺ
Name: Flipper
Type: Thrower
Game: Balloon Fight
Rarity: Uncommon
If Ballon Fighter isn't even in this game, why is his
weapon? The
Bumper in SSB proved too useless, so they give this
slightly-more-
useful substitute called a "Flipper" once thrown,
it won't bounce back
at you (unlike the Bumper) and after a short while will stay
suspended
in the air and turn around anyone who touches the area it
occupies.
After enough hits, it'll disppear. Or if it stays there too
long. The
Flipper will change direction once hit (it stays as a
vertical line
with two knobs, and ater a hit, it may become diagonal or
horizontal)
and has been a very infamous hazard among Balloon Fighters.
Name: Freezie
Type: Thrower
Game: Mario Bros.
Rarity; Uncommon
Freezies are very hard to throw at someone, because they
already start
moving once they appear, and they shatter after one throw if
you miss.
If you do manage to hit someone with a Freezie though,
they'll get
encased in ice, and you can pummel that person until they
become mobile
again. The Mario Bros. had to be careful with Freezies
before they
became Super; it froze any ground it hit as it jumped. ĺ Try
throwing it
at someone jumping back into the fight and see what happens.
ĺ
Name: Mr. Saturn
Type: Thrower
Game: EarthBound
Rarity: Uncommon
Mr. Saturn is a very strange item. It stays and sits there
for five
seconds, and then it starts walking around and pushing any
items off
the platform. If you pick one up, you can do some damage,
but you won't
be making KOs with these guys. Instead of damage decreasing
with each
hit, damage is actually increased if you can hit someone
over and over.
In Training Mode, I've seen it do up to 68% damage with one
throw of a
Mr. Saturn after hitting the poor fool about 40 times. The
Mr. Saturn
race of aliens is a pretty peaceful and wise one, and helps
Ness out
whatever way they can against the evil aliens.
Name: Poké Ball
Type: Thrower
Game: Pokémon
Rarity: Common
It's pretty common, but it's an excellent weapon. Use it
like you would
any other thrower, except a Pokémon comes out. For those of
you who
can't match names to shapes, I have what they look like in
the list
below. It's listed in Pokémon number order. For example,
Murkrow, not
in SSBM, is #198. The Pokémon you threw will not hurt you or
your
teammates except Electrode.
#3 Venusaur (a big blue-green ugly thing with a flower on
its back)
I can make a lot of sick jokes about what it looks like it's
doing.
Actually, it's doing its Body Slam (?) attack, which throws
anyone dumb
enough to run into Venusaur (or anywhere within its radius)
will go
sky high. Ś Or is this Frustration? Ś It could be a lot of
different
things.
#6 Charizard (orange dragon)
Once Charizard comes out, it breathes fire to its right.
Then it stops
and immediately spews to the left. Then to the right, then
left... It
works like a double-sided Fire Flower. Also, anyone who
touches
Charizard will get blown away like Venusaur. Its attack is
Flame-
thrower.
#9 Blastoise (big giant blue turtle)
Its cannons come out of its shell as it does the Hydro Pump
attack,
shooting projectiles in the form of bursts of water. They
trap people
like the Ray Gun. However, Blastoise will inch back a bit
with each
water burst due to recoil. If you're not careful, it'll fall
right off
the stage. Blastoise will send anyone it touches up, like Venusaur
and
Charizard.
#35 Clefairy (pink, black-eared, Charlie Brown-eyed thing)
Clefairy's Metronome attack copies a Legendary Pokémon's
attack. ĺ It's
quite short-lived compared to the Legendaries though. ĺ
Legendaries are
Articuno, Zapdos, Moltres, Raikou, Entei, Suicune, Lugia,
and Ho-Oh.
#101 Electrode (white-on-top-and-red-on-bottom sphere with a
face)
Electrode will look like it's just sitting there, but it'll
Self-
Destruct, with a big explosion that counts as a very
powerful attack,
so don't stand too close. It affects EVERYONE. Also, you can
pick up an
Electrode and throw it to someone you want to blow up.
#110 Weezing (two purple gas clouds stuck together)
Weezing uses its Poison Gas to suck someone in who gets into
its cloud
around it and beat that person up inside the cloud until it
disappears.
You can stand inside the gas cloud if you threw it and
perform a Smash
Attack on any unlucky victim when they're trapped in there
because
there's nothing they can do.
#113 Chansey (pink egg-shaped things)
Chansey will bring out some eggs. Pick up all you can,
because some
heal HP and others can be thrown to reveal items! This may
be harder
than it sounds, because the others will be trying to do the
same.
#118 Goldeen (little fish)
The trophy says its Horn Drill can KO anyone in one shot,
but don't be
misled. They're referring to the Pokémon games, not SSBM.
Goldeen does
the Splash attack (which it shouldn't know in the first
place). This
attack, like in Pokémon, does absolutely nothing.
#120 Staryu (orange star)
This is quite an upgrade from the Starmie in SSB, despite
the fact that
Staryu evolves into Starmie (it means Starmie is an upgrade
from Staryu
for you guys out there). In SSB, Starmie barely even
followed its
target. Staryu, however, relentlessly follows the lead
opponent's every
move, and after three seconds, a rapid-fire Swift comes out
of it,
trapping the person and any other opponent in the way, much
like a
Super Scope.
#143 Snorlax (big fat cat-like Windows Desktop green thing)
Snorlax, except in the card game, is a powerhouse in every
respect. The
big brute, like in SSB, leaps up into the air and comes down
with an
incredible size, crushing everyone who it falls on, doing a
ton of
damage and bringing them straight up into the air. It
doesn't damage
the arena though. But isn't that a good thing?
#144 Articuno (big blue bird)
This will be the first Legendary Pokémon on the list.
They're much
rarer than the others, simply because they're one of a kind.
Articuno
is much snappier than the others. With one frosty wave,
probably the
Powder Snow attack, it sends anyone close to it encased in
ice, just
like a Freezie. Except a Freezie affects only one if you can
time a hit
just right. If they have enough damage, you score a Star KO.
#145 Zapdos (big yellow bird)
Zapdos is the one that works like most other Legendaries,
Articuno
being the different one. It sends out a shock wave called
Thunder Wave
to paralyze people in it and make them take damage by very
quick
increments of 1%. However, this will leave quite a scar,
since they're
going to leave with triple-digit %'s.
#146 Moltres (big orange bird)
See Zapdos, except the screen turns orange with his Fire
Blast fury.
Speaking of which, Articuno, Zapdos, and Moltres attack
while hovering
in midair, because they're birds after all... ‹Touching it
while it's
still going up though (but before it goes into the
background) delivers
a near-instant KO.‹
#151 Mew (pink plush toy in a bubble)
Mew does absolutely nothing to help the battle. Unless
you're playing
Bonus mode, of which Mew will give you 10,000 points. It's
the second-
rarest Pokémon to be found in a Poké Ball in this game.
#152 Chikorita (green big-eyed bean-shaped creature with
leaf on head)
Venusaur used to do Razor Leaf in SSB. Now, Chikorita is
who's up to
the task. Those are leaves it's shooting, and it's called
Razor Leaf
because it really hurts if you hit it. The damage is
actually small,
but it'll pile up, like a bunch of other Pokémon out there.
The projec-
tile has a pretty long range compared to many others, BTW.
#155 Cyndaquil (dark brown porcupine with fire for quills)
It shoots fire from its back after flipping up into the air
and a
"Hino!" of squeaky might. It's much like
Charizard, but its Flame-
thrower has only one direction.
#175 Togepi (ecru hatchling with big fat spikes on its head)
Togepi does a shorter version of a Legendary Pokémon attack,
or instead
will turn the entire screen pitch black with a Night Shade.
#182 Bellossom (hula flower)
Bellossom sits (actually, dances) there for about 15
seconds, emitting
a Sleep Powder that you have one guess to what happens to a
character
within its range.
#183 Marrill (blue walking talking ball)
Not sure what Marrill does, but the closest move I can think
of would
be Doubleslap. Marrill walks in the direction of the person
who threw
the Poké Ball when he or she threw it. It then repeatedly
smacks a
person until it falls off the edge or disappears. Absolutely
devastating in the Mushroom Kingdoms and particularly Onett
and Flat
Zone.
#201 Unown (black bent sticks with one eye)
It serves what Beedrill did in SSB--one came out and sends a
whole hive
on them across the screen and serves as a barrier, sort of,
for you.
This time, though, Unown can fly in vertically,
horizontally, or even
diagonally in every direction, instead of Beedrill's
right-to-left only
technique.
#202 Wobbuffet (blue goofy-looking thing that says
"Wobuh wo wob!")
Contrary to popular belief, Wobbuffet does NOT harm you or
your team-
mates. You get smacked around by it, but you take no damage.
What does
it do? None other than Counter, which makes anyone who
touches it get
knocked back and forth by it, and damage builds up to your
enemies!
#212 Scizor (red robot-looking tough guy)
Not sure what Scizor does...It's either Slash or Swords
Dance, but it
hovers along the ground for a second, and then it leaps up
into the air
and falls through the ground...into oblivion. Getting hit
once is
already pretty bad, but getting hit twice by Scizor is ĺ
usually ĺ an
instant KO.
#233 Porygon2 (pink and blue floating duck)
It's probably Tackle. Very weird. It juts out forward, which
is an
almost-instant KO. When it stops, it's rendered useless.
#243 Raikou (four-legged big yellow thing with a blue spark
for a tail)
See Zapdos above. Except Raikou is on the ground.
‹NOTE: It seems that Raikou's attack doesn't trap you
inside, but is
actually escapeable.‹
#244 Entei (four-legged big orange thing featured in the
third movie)
See Moltres above. Except Entei is on the ground and
actually shoots out
fire every time you see him. ĺ Entei is also somewhat
brighter than the
others, leaving the fight if no one comes near him.ĺ
#245 Suicune (four-legged blue thing with diamond shapes on
its sides)
Unlike Articuno, Suicune behaves like Raikou and Entei, but
instead of
electricity and fire, Suicune seems to emit some sort of water
particle
stuff that swirls around him.
#249 Lugia (big silver-grey dragon-like bird)
Where Articuno does it with ice and Zapdos with electricity,
Lugia uses
its Aeroblast attack and traps the people in some big wind.
#250 Ho-oh (big red bird)
See Moltres, above. He's exactly the same, except he and
Lugia do it
from the background.
#251 Celebi (green fairy-like thing)
See Mew above, except you get the Celebi Catcher bonus.
Name: Bob-omb
Type: Thrower
Game: Super Mario Bros. 2 (USA)/Doki Doki Panic
Rarity: Uncommon
This may be the key behind many victories, but even those
champions can
fall because of this. If you don't know what a Bob-omb is,
it's
basically a walking bomb that explodes at will. In this
game, however,
it'll sit there for five seconds once one appears ĺ and
right before it
explodes. ĺ That's your chance to pick it up. After that,
it'll light
its fuse and start walking around the arena, and anything it
touches
other than a wall will cause it to explode! It's quite a
powerful
explosion, and to keep from blowing up in your face, the
plague of many
pros, just count seconds, if it doesn't distract you. If you
reach five,
give up and run away from it! Otherwise, just leave it be,
and stay as
far away from it as possible. Computer players will barely
know it's
there. Bob-ombs once roamed Subcon waiting to explode on
someone, but
now they're in every place.
Name: Motion Sensor Bomb/Motion Sensor Detector/Proximity
Mine/Land
Mine/Sensor Mine...
Type: Thrower
Game: Goldeneye 007/Perfect Dark/TOP SECRET
Rarity: Uncommon
It goes by a million different names, but whatever you call
it, it's my
favorite weapon. It's almost like a little disk until you
pick it up.
Whack someone with it, and when it falls to the ground,
it'll become a
proximity mine, which means it'll blow up when anyone steps
on it. It's
near impossible to see, so you better remember where it is
to avoid
tripping on your own trap. Or, if you're dealing with
someone who has
eagle eyes, don't whack anyone with it. Stand at a distance,
away from
the fray, and throw it ĺ or throw it straight downward,
though eagle-
eyers may catch that too. ĺ Hopefully someone will come, not
knowing you
laid one, and KA-BOOM! Computer players actually don't even
know it's
there! Also, throwing it straight up at a droppable will put
the thing
on the platform. Throw someone into it, if you feel you
should. Many a
James Bond and Joanna Dark ended their lives with one of
these.
Name: Super Mushroom
Type: Transformation
Game: Super Mario Bros.
Rarity: Uncommon
Touch it and you get bigger. The advantages are your sheer
size, which
means you don't get knocked off so easily, and your attacks
pack more
punch. You're even faster. The disadvantages are your sheer
size, which
means you're a big target to people, AKA rack up damage
quickly, and in
other words you'll be pretty easy to KO when the effect
wears off. You
will also have trouble doing attacks to short characters
like Jiggly-
puff, because it'll fly right over their heads. In SMB, it
let Mario
withstand 2 attacks instead of just one.
Name: Poison Mushroom
Type: Transformation
Game: Super Mario Bros.: The Lost Levels/Super Mario Bros. 2
(Japan)
Rarity: Rare
Touch it and you get smaller. The advantages are your small
size, which
means you're a smaller target and therefore harder to hit.
This means
your damage won't go up so far, and if you survive, you
won't have much
more damage than when you touched the Poison Mushroom.
Taller
characters like DK might attack right over your head if
you're good.
A disadvantage you can have is your small size, because you
might get
KOed at about 30% from a good Smash Attack. You do as much
damage as
you do when big, though. Although you have more advantages
than
disadvantages, don't think a Poison Mushroom is necessarily
better,
because the disadvantage will more often than not outweigh
everything
else. It killed Mario when he got it from an item box.
Name: Starman/Star/Invincibility Star
Type: Transformation
Game: Super Mario Bros.
Rarity: Rare
This is simple: touch one and you'll be impervious to all
attacks for
ten seconds. You'll get weird sparkles and have funny
flashing colors,
but that's all part of the stuff. Some experts consider this
to be more
lethal than the Hammer, but that's all up to you. Everyone
will notice
if you're invincible, especially because the music changes
when you're
flashing. Of course, if whoever you're playing against is or
are
unaware of this, just sneak up on whoever has the highest
damage
(preferably over 100%) and Smash Attack them! Or, if a
Bob-omb, a MS
Detector, or a Home Run Bat is nearby... Computer players
will be on
the complete defensive when you get a star and won't so much
as even
hit each other.
Name: Parasol
Type: Whacker
Game: Super Mario RPG
Rarity: Common
This will bring you to very high damage percentages without
dying...
if you can keep holding on to that until you're KOed. Why is
that a good
thing? Because it certainly beats getting knocked off at a
regular
damage percentage, right? What it does is automatically open
when you're
high up, so you can float down slowly, giving you the
ability to return
from, like what the game calls it, "incredible
distances", as the game
calls it. Opponents take damage from it while you're
floating down,
providing an anti-Meteor Smash barrier, and you can use it
as a regular
Whacker on the ground too.
Name: Screw Attack
Type: Thrower
Game: Metroid
Rarity: Common
This is all in all not much of a useful item. It was used by
Samus as a
gift from the Chozo which let her use, you guessed it, a
Screw Attack.
You pick it up, and every jump you make until you throw it
will become
just like Samus's Screw Attack, which is basically a series
of quick
flips into the air that drag your opponent along with you.
Since you're
actually holding this, it disables all your ground A-button
attacks, as
well as throws, but you can well, ĺ screw up their jumps by
paralyzing
them as the poortwerps fall to your aerial attack. ĺ (if you
can get
close enough to do it), throw it at the guy to inflict
damage, and blow
them away with a Smash Attack you can now do. Oh, and don't
stand next
to someone you threw a Screw Attack to. They do a Screw
Attack too.
Name: Metal Box
Type: Transformation
Game: Super Mario 64
Rarity: Uncommon
Instead of touching this Transformation item, you'll need to
press A to
harness the magic inside (it works if you're already holding
an item).
You'll have the qualities of Metal Mario when he used his
Metal Cap in
Mario 64. That basically means same size, but far heavier
mass. This
means you'll be reaching percentages of over 500% if you're
good and
still not get knocked off. Of course, if you're skilled
enough to make
it back at 500% then you're obviously skilled enough to not
get 500%
damage done to you in the ten seconds of metal it gives you.
Also, when
you ARE kicked out, you'll fall so fast, like as if you were
carrying
neutrons filled to the brim in your pockets. Well, not
really to that
extent, but try the thing in Training Mode and walk off as
Falco or at
least Fox to see what I mean. You can take advantage of this
mass
increase to finally Home Run that Bowser into the background
or get the
PK Thunder where it needs to go.
Name: Bunny Hood
Type: Transformation
Game: The Legend of Zelda: The Ocarina of Time
Rarity: Uncommon
Much like the Metal Box, the Bunny Hood needs A to be picked
up. This,
however, increases running speed and jmuping ability, which
is what the
Majora's Mask Bunny Hood does. Therefore, you should use
this defen-
sively, because you'll have a much easier time getting away
from the
action. Use it when damage %'s are high on you, because the
super-high
jump will bring you back from afar, and once you're back on
board, you
can keep running away until the thing wears off.
Name: Cloaking Device
Type: Transformation
Game: Goldeneye 007/Perfect Dark/TOP SECRET
Rarity: Rare
This one makes you invisible. Again, you have to press A.
While you're
invisible, no one can see you (not even yourself, and that's
a big
problem) unless you registered your name in and it floats
above your
head. The good thing to this is human players will tend to
miss you when
you're invisible (but not computer players, rendering them
almost
impractical) and you won't take any damage. Of course, it
doesn't mean
you won't get knocked around or thrown or whatever, because
you still
can. Therefore, the Cloaking Device should only be used as a
last
resort, when you can't stand to take any more damage and you
know your
character AND the arena pretty darn well. That way, you can
estimate
where you are.
Name: Barrel Cannon
Type: Heavy
Game: Donkey Kong Country
Rarity: Rare
The Barrel Cannon doesn't do any damage, but it does do
quite a bit of
launching. It does exactly the same thing as the Barrel
Cannon at the
bottom of the Kongo Jungle stages. Once you throw it, it'll
start to
roll along the ground lengthwise (?) and trap anyone who
can't outrun
it. Then it blasts that person. However, that person may be
you, even
if you threw it, so watch where it goes and jmup over it!
You don't
want to be blasted and score a SD because of your Barrel
Cannon. On a
side note, there's a license plate on the bottom of the
Barrel Cannon
that says "2L84ME". ("Too late for me"
for you guys who can't interpret
these letter things.)
Name: Party Ball
Type: Heavy/Container
Game: Super Smash Bros. Melee/Kirby's Dreamland
Rarity: Common
Use it like any other Heavy item until it lands on the
ground. Upon
contact or five hits before it's thrown, you'll hear a
little sound.
The Party Ball will rise up, and the festivities begin! you
have about
a 50% chance of getting a few random items. There's also a 1
in 4
chance that it's a food banquet, meaning lots of Food to
recover for
everyone! Also, there's a 1 in 8 chance that there'll be
three to five
of the same item. Watch the madness when it chooses the
Hammer! Finally
the Bob-omb crew will come out during the last 1 in 8
chance, ensuring
true madness! The Party Ball is so random you won't have any
strategies
for it other than to open one as soon as you see it to get
some items.
Well, those are the Regular Items. Other items are ones that
appear
regardless of your Item Select options (other than setting
it to None),
items certain characters use, course hazards you can
interact with, and
a few more surprises.
The following items will appear when you have items on, no matter
what
your settings are.
Name: Egg
Type: Healing/Container
Game: Pokémon/Super Mario World
Rarity: Uncommon
Pick it up to see what it does! If it falls from the sky,
bust it open
to reveal an item inside. Or, if it came from Chansey, you
can pick one
up to see if it'll heal you. They recover 7%. There's also a
10% chance
of it exploding, so watch out!
Name: Crate
Type: Heavy/Container
Game: Super Smash Bros.
Rarity: Common
It'll give three items when thrown or attacked. Sometimes
they're the
same items, but usually they're different. There's also a
10% chance of
it exploding, so watch out!
Name: Capsule
Type: Container
Game; Metroid/Super Smash Bros.
Rarity: Common
It's like the crate, except it's small and only holds one
item. There's
also a 10% chance of it exploding, so watch out!
Name: Barrel
Type: Heavy/Container
Game: Donkey Kong
Rarity: Uncommon
The barrel, on a level surface will act exactly like a
Crate: it holds
three items, is heavy, and stands a 10% chance of exploding.
However,
the Barrel can be used as more than just a throwing device,
because if
it is thrown onto or appears voer an incline, it'll start
rolling and
do some major damage to anyone it runs over, including the
person who
threw it. The Barrel also seems to appear most often on
Corneria, but
maybe that's just my game.
These items only appear during special situations.
Name: Headless Hammer Head
Type: Thrower
Game: Donkey Kong
Rarity: After Any Headless Hammer
If someone were to be unlucky enough to fall within the 30%
chance when
he or she picks up the Hammer, the head will fly right off.
If it isn't
happening to you, then if possible find the Headless Hammer
Head and
throw it at the person, because this almost guarantees a KO
of the
Headless Hammer guy. It's got a lot of force, probably
because it's
heavy, but characters pick them up like a regular item, with
no effect
on their speed. The HHH disappears quickly too, so you need
to find it
fast! It also flies pretty fast, so your opponents may have
a hard time
dodging this big black chunk of lead.
Name: Apple
Type: Thrower
Game: Kirby's Dream Land
Rarity: On the Green Greens Stage
From time to time, as mentioned earlier, the Whispy Woods in
Green
Greens will try to make a difference during the competition
by throwing
apples at everyone. You don't want to get hit by them,
because it'll
astop your jump and do about 10% damage to you. That might
not sound
like a lot, but chances are you'll get hit by another while
trying to
recover, and then again, and again. Once Whispy Woods begins
to shake,
it means that he's about to throw those fruits, so go to the
two plat-
forms on the other side of the blocks to get away! Once
they're on the
ground, they're exactly like Mr. Saturns. Throw it at
someone else, and
they get barely knocked away at 8% damage. ĺI've never seen
it, but I
was informed that they may also explode or restore health. ĺ
These are character-specific items.
Name: Link Bomb
Type: Thrower
Game: The Legend of Zelda
Rarity: Whenever Link uses B+Down
One of Link's attacks, this one causes a small explosion to
bring up
the damage. After five seconds or when it hits the ground,
whichever
comes first, it detonates, even if it's right in Link's hands,
so throw
it when you think it'll explode soon! Chances are it's not
going to KO
anyone unless their damage is insane. Those are what Smash
Attacks are
for.
Name: Young Link Bomb
Type: Thrower
Game: The Legend of Zelda
Rarity: Whenever Young Link uses B+Down
They may look identical and even have almost the exact same
qualities
as regular Link's bombs, except that a person can get
trapped in the
explosion and constantly take damage in increments of 2%.
Pretty handy
to do to get damage levels high.
Name: Vegetable/Turnip
Type: Thrower
Game: Super Mario Bros. 2
Rarity: Whenever Peach uses B+Down
Unlike the two Links' bombs, these turnips can be caught by
someone
else, so you better not throw turnips at a person who likes
to catch
items! The damage done depends on the expression on the
turnip. The
happier the face, the more damage it'll do and the more
distance it'll
knock them, with one exception. If you happen to get a dead
turnip
(with X's for eyes and a stitched-up mouth), you'll score
37% damage
and get an instant KO! Sometimes Peach will pull objects out
of the
ground that are normally items, like, what I said before,
Bob-ombs and
Mr. Saturns.
The following are the miscellaneous of the miscellaneous and
cannot be
defined in any category other than this one.
Name: Smash Coins
Type: Special
Game: Super Smash Bros. Melee
Rarity: During Coin Mode
(You may want more information in the Coin Mode section of
this FAQ.)
Touch it, and you get a certain amount of some mystery
currency. (I'll
call it S, for Smash.) Copper ones give you 1S, silver ones
give you
5S, and the gold ones give you 10S.
Name: Enemy
Type: Special
Game: Super Mario Bros., The Legend of Zelda, Ice Climber
Rarity: Very Rare
Instead of items coming out of containers, sometimes you get
a chance
to score some points by having ENEMIES come out of them.
You'll usually
find a Goomba or a ReDead, but you may score a Koopa, a
Paratroopa, an
Octorok, a Like Like, a Topi, or even a Polar Bear. There
are also
rumors (which I think aren't true) about having Giga Bowser,
Wireframe
members, and the Master Hand coming out of these things, but
Giga and
MH are much too big too appear out of them, IMO
#
>>>>>1-Player Game<<<<<
>>> Classic Mode
<<<
It's about time I actually get down to the part about
playing the game
itself... After 149.2 kilobytes. This is going to be a
loooong FAQ,
maybe one of the longest in GameFAQS or CheatCodes or
whatever site
this FAQ will end up in.
Anywho, the Classic Mode is supposed to mirror the format of
the
original Super Smash Bros. 1-Player Game. Other than Target
Practice
and the long-gone Platform Boarding bonuses, that was the
only thing
you could get for the 1-pLayer Mode. Pretty bland, huh? That
was a lot
of people's complaints, and now they've increased the
1-Player Game
probably fivefold or more. The Classic mode comnsists of 11
battles or
events (marked by a dot or a pyramid, respectively) with
randomly
selected characters as your opponents. In SSB, the enemies
were already
predetermined. Here's a chart comparing what you do in each
Smash Bros.
game:
Match # SSB SSBM
1 Fight
Link Fight a regular
character
2 Fight
Yoshi Team (18) Fight a team with an ally
3 Fight
Fox Target Practice
4 Target
Practice Fight a regular
character
5 Fight
Mario Bros. w/ Fight a giant character
with
an
ally two allies
6 Fight
Pikachu Collect Trophies
7 Fight a
giant DK w/ Fight a regular character
two
allies
8 Board the
Platforms Fight a team (10)
9 Fight
Kirby Team Race to the Finish
10 Fight Samus Fight a metal character
11 Fight
Metal Mario Fight the Master
Hand/MH &
Crazy
Hand
12 Race to
the Finish (Credits shooting)
13 Fight
Polygon Fighting
Team
14 Fight the
Master Hand
Obviously, since this is a Super Smash Bros. Melee FAQ and
not regular
Super Smash Bros., I'm not going to go into the SSB 1-Player
Mode.
I'll just focus on the SSBM Classic Mode. You get five
difficulty
levels: Very Easy, Easy, Normal, Hard, and Very Hard. Click
the arrows
to the left or right of "Very Easy" to select the
difficulty.
You get an extra 200,000 points at the end for beating Very
Hard.
Also, you can set your stock (lives) from any whole number
between and
including 1 and 5. Set it to 1 for a challenge or a dare or
to show off
and set it to 5 if you're gonna try Normal or above and you
don't think
3 lives or 4 is enough. Click the arrows below difficulty to
change the
stock #.
The Difficulty rating below is on a scale of one to ten.
Easy and Very
Easy opponents tend to get knocked off at lower %'s, and
Hard and Very
Hard opponents tend to get knocked off at higher %'s.
If you lost all your lives, you have to pay a continue fee to
continue.
You also have your score halved and lose 20,000 points in
the end. All
this doesn't matter if you're simply playing this to get to
the end,
but there are special trophies that can only be accessed
without
continuing. If you can't pay the continue fee or choose not
to, you
Game Over.
You battle a character in one of their Home Fields. Each
character has
at least one Home Field (and some are shared). Here's
another chart...
Character(s) Home Field(s)
Mario, Luigi, Peach, Dr. Mario..Princess Peach's Castle
Bowser (default) Rainbow Cruise
Mushroom
Kingdom
Mushroom
Kingdom II
Donkey Kong.....................Kongo Jungle
Jungle Japes
Link, Zelda, Young Link,........Hyrule Temple
Ganondorf, Marth, Roy...........Great Bay
Samus Brinstar
Brinstar Depths
Yoshi...........................Yoshi's Story
Yoshi's Island
Kirby...........................Fountain of Dreams
Green Greens
Fox, Falco......................Corneria
Venom
Pikachu, Pichu, Jigglypuff......Pokémon Stadium
Mewtwo (default) Poké Floats
Ness............................Onett
Fourside
Capt. Falcon....................Mute City
Big Blue
Bowser, Mewtwo..................Battlefield
(after getting stages) Final Destination
Ice Climbers....................Icicle Mountain
Mr. Game & Watch................Flat Zone
Match #1: Fight a Regular Character Difficulty: Very
Easy 1
Easy 1
Time Limit: 5 minutes Normal 3
Hard 5
Very Hard 7
It may feel like nothing when playing on the easier
difficulties, but
once you play it on Hard or Very Hard, you may end up
getting your butt
delivered to you this early into the Classic Mode. The
character you
fight is random, with basic qualities, on their home fields.
The most
important trick to this would have to be to know the arena
and your
opponent! Look on the above sections if you aren't too sure
of what
you'll be up against.
Your score will not affect your game's outcome,
so don't worry! It's just there so you can make a high
score. Try
practicing in Stock Mode during VS. with one computer
opponent at the
number of difficulty above and in one of their home fields.
Practice
until you can regularly beat this character without losing
any lives,
because they're all crucial later on!
Match #2: Fight a Team with an Ally Difficulty: Very
Easy 1
Easy 1
Time Limit: 5 minutes Normal 3
Hard 7
Very
Hard 8
Why the big jump in difficulty between Easy and Hard? It's
all in the
ally. The ally is also random, and he or she can finish off
both of the
opponents pretty quickly in Very Easy and Easy. On Normal,
your ally
will be as good as the other characters, and by the time you
get to
Hard and Very Hard, you'll more than likely have to take on
the two of
them by yourself because your ally will have gotten KOed 10
seconds
into the match. You should do what you should do during VS
team battles
of Stock. Single out an opponent and try to eliminate that
one as
quickly as possible so you can focus your efforts on the
other one. If
that guy's partner comes over, move to the other side of the
arena to
minimize double-teaming (that's when two people gang up on
one person).
Of course, this only applies to Normal and on. Otherwise,
justr sit
back, stay on the evasive, and let your ally do all the
dirty work.
Match #3: Target Practice
Time Limit: 2 minutes
You might want to see the Target Practice section of this
FAQ for some
information. During Classic mode, however, you got a time
limit.
Match #4: Fight a Regular Character Difficulty: Very
Easy 2
Easy 3
Time Limit: 5 minutes Normal 5
Hard 7
Very Hard 8
This is where things start to heat up. This is C&Ped:
The character you
fight is random, with basic qualities, on their home fields.
The most
important trick to this would have to be to know the arena
and your
opponent! Look on the above sections if you aren't too sure
of what
you'll be up against.
Your score will not affect your game's outcome,
so don't worry! It's just there so you can make a high
score. Try
practicing in Stock Mode during VS. with one computer
opponent at the
number of difficulty above and in one of their home fields.
At this point, it's okay to lose a life, because you're over
one-third
through. Unless, of course, you have this set to one life.
Just try not
to lost a life, because future fights will get much more
intense than
this.
Match #5: Fight a Giant Character...Difficulty: Very
Easy 1
Easy 2
Time Limit: 5 minutes Normal 6
Hard 8
Very Hard 9
You'll fight a character who got a permanent Super Mushroom.
This means
dmage %'s will need to be high before you can KO this
person. (You
should start panicking when it's giant Bowser because you'll
need to
get %'s up above 400% in this case.) If you're playing as a
short
character, then good! Only attacks involving the ground will
affect you
in this case. Again, the sudden jump in difficulty is from
the allies,
who get more useless... but now there's TWO of them. They'll
do an
excellent job on Very Easy, making quicker time than Event
2. Another
thing to watch out for is that Giant characters are
superior, usually,
in speed, damage doing, AND power than you, so a speedy
character is
also recommended. They're also huge targets, so your aim
should also do
well in this event.
Match #6: Collect Trophies
Time Limit: 2 minutes
What you do here is try to add trophies to your collection,
if you're
interested. If not, just skip it and do nothing for 10
seconds. If you
are interested, watch where you are at the beginning. You'll
be in the
middle, and the camera will quickly shift in the direction
of where the
first trophy will be. Quickly run to that side, and once the
trophy
falls into your range of whatever attack you choose (depends
on what
your character is; experiment). After 5 seconds, the camera
will jerk
again, if the second trophy is on the other side. Then it'll
do it
again after 10 seconds. If you have at least 20 coins,
however, this
may just be irrevelant, because they make a habit of having
trophies
you already have fall down. All in all an only somewhat
useful event.
Another mystery is the unusually long time limit: what
happens when it
goes down to zero? Nobody knows.
Match #7: Fight a Regular Character Difficulty: Very
Easy 4
Easy 5
Time Limit: 5 minutes Normal 7
Hard 8
Very
Hard 9
You fight one last regular character, and it won't be easy.
Unless the
difficulty you choose says so. This is C&Ped: The
character you
fight is random, with basic qualities, on their home fields.
The most
important trick to this would have to be to know the arena
and your
opponent! Look on the above sections if you aren't too sure
of what
you'll be up against.
Your score will not affect your game's outcome,
so don't worry! It's just there so you can make a high
score. Try
practicing in Stock Mode during VS. with one computer
opponent at the
number of difficulty above and in one of their home fields.
Hard and Very Hard feature true test of skill, where experts
clash! The
CPU will have unhuman reflexes. Actually, they're programmed
to respond
immediately to what you do. If you throw anything, it'll
hold up the
shield at the best possible time. Try to attack, and they'll
instantly
turn around and kick you out. Attack in mid-air, and they'll
air-dodge
you. How you can ever lay a dent in the Very Hard difficulty
of this is
pretty much a pure mystery, except to exploit weaknesses of
computer
players.
Match #8: Fight a Team of Ten Difficulty: Very Easy 2
Easy 4
Time Limit: 5 minutes Normal 6
Hard 8
Very Hard 10
This is nerve-grindingly, heart-poundingly, teeth-gratingly,
controller-killingly one inferno to experience on Hard and
up. They're
lighter (meaning they get KOed at low %'s) than you are, but
they can
pull any trick that a regular character would do. You also
fight three
at a time, which easily gives you the Punching Bag bonus.
They're also
all the same character (usually Mario, Luigi, or DK). In
Very Easy and
Easy, one strong hit will get rid of them, like Kirby's
Final Cutter or
Link's Spin Attack. They barely attack too. On Normal,
you'll need to
do some damage to them before they're out. And on Hard and
Very Hard,
they seem to be as heavy as you are, if not heavier, which
means facing
TEN HIGHLY-SKILLED CHARACTERS, THREE AT A TIME. It really
sucks, and
only one word can describe what to do to continue: practice.
Match #9: Race to the Finish
Time Limit: 1 minute
You can just simply get to the first door, but what you want
to aim for
to achieve maximum points and coins for a reward is the last
one. Just
follow the path, and run. Don't walk. Jump over any doorway
that may
end your journey. When the path splits into three, take the
bottom one.
You may fall and get KOed at the bottom, but otherwise,
you'll run out
of time and just waste a minute of your life. Time your
jumps right to
make it acrss the tiny platforms. Any character can make it
across.
The doorway on the big spinning thingy is the third one from
the last,
so skip it. If you have less than 5 seconds left, go for the
one right
after the turbine room. If you have more, go for the last
one. Wait
until you have 1 second left to get a lot of coins. The
points you get
also can range anywhere between 100 and 50,000 points,
depending on
which doorway you end in.
Match #10: Fight a Metal Character Difficulty: Very Easy 5
Easy 6
Time Limit: 5 minutes Normal 8
Hard 9
Very
Hard 10
A Metal character has much more mass than a giant character,
and this
time you take him or her on without any allies! They don't
get thrown
very far, so you should stick with your character's A, A,
A...attack to
rack up damage. Also, edge-guarding is very useful here,
because Metal
opponents don't run and also tend to not use the shield or
any
defensive maneuvers for that matter. The pummeling level is
about 100%
for a Very Easy, about 250% for Easy, 350% on Normal, 400%
on Hard, and
500% on Very Hard. (I faced Metal Ice Climbers on Very
Hard...I did
949% damage before scoring a KO.) Time is also of the
essence, because
you only get as much as when you face a regular opponent.
I'd say a
rather swift way of accumulating damage is to juggle some
lead. This
means taking that Metal guy, attacking him or her into the
air, and
hitting them again when they're about to reach the ground.
However,
that may be harder than it seems, because they also fall
like a bag of
bricks.
Match #11: Master Hand Showdown Difficulty: Very Easy 3
Easy 4
Time Limit: 5 minutes Normal 5
Hard 7
Very Hard 7
with Crazy Hand:
Normal 8
Hard 8
Very Hard 10
This isn't an ordinary battle. You're taking on the Master
Hand itself.
The Master Hand doesn't get thrown at all, for it has
infinite mass (?)
but limited health. After a certain amount of damage, Master
Hand will
be defeated and you have just conquered Classic Mode. Or
have you? If
you're playing on Normal or higher and halved the Master
Hand's HP
within thirty seconds, Crazy Hand will come in, with equal
HP as Master
Hand when the battle started. Crazy Hand has moves of its
own, and the
two hands can do attacks that require both of them to work.
Every
attack is preceded by a warning sign that it's about to
happen. MH has
150HP on Very Easy, 200HP on Easy, 300HP on Normal, 330HP on
Hard, and
360HP on Very Hard.
Here are the Hands' movesets:
Master Hand Only
·If the Master Hand closes all its fingers except the index
and thumb,
then it's about to do the Fingerbang (Normal and harder).
It'll shoot
bullets out of the index finger. Constantly jump to avoid
it, or if
you're Ness, the PSI Magnet will erase 20% of damage. It
normally
shoots just one bullet, but it'll shoot three if it feels it
or the
Crazy Hand is in danger.
·If the Master Hand closes all its fingers except the index
and middle
fingers, it's going to Walk Across the Arena (all
difficulties). It
walks across the arena, and when it gets to the end, it
kicks. Touching
it at any point during this will damage you, so when it
starts walking,
triple jump over it (or double jump as Yoshi or Ness) and
wait until it
goes back to its spot.
·If the Master Hand turns into a fist and opens up
completely at the
top of the screen, then it'll do the Slap (Easy and harder).
Once you
see it stop at the top, run towards the edge, jump away, and
jump back
with the triple jump and by then, if your timing is right,
the Master
Hand should already have hit the ground. If you're hit,
you'll be
stunned for a little while.
Crazy Hand Only
·If the Crazy Hand floats a bit to the right and stops, then
it's gonna
have Seizures (Normal and harder). It's a very devastating
attack, and
its warnings are short. If you happen to be on the left side
of the
stage, better run away!
·If the Crazy Hand floats to the middle, then it's gonna
drop some
Bombs (Normal and harder). Stay to one side until it
finishes,
and as soon as the last bomb explodes on the ground, attack
it.
·If the Crazy Hand wriggles for a second more than it
normally does,
then it'll do the Spider Crawl (Normal and harder). Jump
over it.
Both are Able to Do...
·If a hand stops moving and looks like it's holding a giant
invisible
pill, then it's about to do the Lasers (Easy and higher).
Get under the
wrist and start attack the wrist. You should get its health
way down.
The Lasers only do damage where they hit the ground.
·If a hand closes its index and ring fingers, then it's
about to do the
Rocket (Easy and higher). Stay in the middle, and look for
the hand in
the background. Jump over it and duck as soon as you land,
because when
Crazy Hand zooms back, it can still hurt you.
·If a hand zooms offscreen as a fist, then it'll do the
Rocket Punch
(all difficulties). Jump over it, and the hand is done with
the attack.
·If a hand floats to the top of the screen as a fist and
stays a fist,
then it's going to do the Punch (all difficulties). It'll
miss if you
keep running in one direction.
·If a hand simply floats to the top of the screen, then it's
going to
do the Flyswatter (all difficulties). Jump as high as you
can once it
appears in the background.
·If a hand closes all of its fingers except the index finger
and is
slanted down a bit, then it's going to do Pushbuttons
(Normal and
harder). Jump up into the air to get the hand to do it too
up to hit
you. Crazy Hand's can freeze you.
·If a hand is completely open and follows your every move
alongside
you, then it's going to do the Grab (Normal and harder).
Move away from
it to make it miss. Master Hand's does increments of 13%,
while Crazy
Hand does much faster ones of 3% and puts a flower on your
head.
·If a hand does the Triple Swipe (All difficulties), there
is no
warning sign that's long enough to show you that it's
coming. If it
quickly floats up into the air a short distance, I guess
that's your
sign. It's not a huge one, but this attack's accuracy is
horrible.
·If a hand floats off the stage and quickly comes back at a
bit lower
altitude, then it's gonna do the Ground Swipe (all
difficulties).
Avoiding it is simple: just jump over it.
·If a hand makes itself really thin long, with all the
fingertips
together, it's about to do the Ground Grind (Hard and Very
Hard). It's
too fast for you to avoid in any way except shield.
Together, They Do...
·If the Master Hand does the "come here" thing
with its index finger
and the Crazy Hand's fingertips sparkle, then they're about
to do the
Crazy Knuckles (Hard and Very Hard). If you duck, you should
be fine.
The Crazy Hand flies a punch to the Master Hand, who catches
it.
·If the hands are emitting some weird gas, then GET AWAY!
That's
sleeping gas! It's also about to Applaud (Hard and Very Hard),
which
will KO you at about 30 or 40% if you're asleep. i tend to
get caught
in this atack, but if you can see it coming, then go to the
very edge
and hang there until they're done.
·If the two hands turn themselves into fists, you might want
to duck.
They're gonna Double Punch (Hard and Very Hard). If you're
hit, you're
pretty much done for.
After the Hand(s) is (are) defeated, your Classic Mode ends!
Or does
it? When the credits roll by, you can shoot the names in
your spaceship
to see more information about them. It doesn't count as part
of your
journey (credits scores aren't even saved), but you can play
it as a
mini-game.
Match #12: Credits Shooting Difficulty: 10
Time Limit: About 1' 40"
You've got about 150 names flying across you, and you use
the Control
Stick to shoot them and make them turn pink. These names
include the
occasional billboard as targets. I'd recommend you just
rapidly press
the A button, only stopping when there's a lack of names. If
you manage
to score over 130, that's really good. (My high score is
137.) If you
choose not to go through the credits, press Start to make
everything go
by super-fast. If you want to read on someone, press B to
stop it.
Pressing the button again will bring thigns back to its
regular speed.
Oh, and I should mention that you can't shoot names when
it's stopped,
and staff members associated with secret characters will
only appear
after you get them.
Some of the "Congrats!" scenes are pretty clever
too.
#
>>>Adventure Mode<<<
Fans clamored for more 1-Player Game, and despite that they
probably
will never have enough, HAL Labs has expanded the 1-Player
Mode much
farther than it used to be. The Adventure Mode is new to the
Smash
concepts, and it's a series of events, much like Classic
Mode, except
that the environments and foes are predetermined andn you
have specific
goals to acquire. Here's a chart, much like what I did for
Classic:
Stage # Location Goal # Goal
1 Mushroom
Kingdom 1 Get to the Flagpole
2 Beat Mario & Peach
2 1/2 Beat Luigi & Peach*
2 Kongo
Jungle 3 Beat Two Little DKs
4 Beat Giant DK
3
Underground Maze 5 Find the Triforce
6 Beat Zelda
4
Brinstar 7 Beat Samus
8 Escape from Brinstar
5 Green
Greens 9 Beat Kirby
10 Beat Kirby Team
11 Beat Giant Kirby*
6
Corneria 12 Beat Fox
13 Beat Fox with Arwings
13 1/2 Beat
Falco with Arwings*
7 Pokémon
Stadium 14 Beat Pokémon Team
8 F-Zero
Grand Prix 15 Get to the Finish Line
16 Beat Capt. Falcon
9
Onett 17 Beat Ness Team
10 Icicle
Mountain 18 Beat Ice Climber Team
11
Battlefield 19 Beat Wireframes
20 Beat Metal Mario
20 1/2 Beat Metal Mario Bros.*
12 Final
Destination 21 Beat Big Bowser
22 Beat Giga Bowser*
(23) (Credits Shooting)
*these events are skipped unless you fulfill certain
requirements.
They will be explained in their sections.
The same rules apply to the Adventure Mode when it comes to
difficulty
selection, stock, Game Over, and Continue. I'll C&P it
below for your
convenience (and mine.)
You get five difficulty levels: Very Easy, Easy, Normal,
Hard, and Very
Hard. Click the arrows to the left or right of "Very
Easy" to select
the difficulty. You get an extra 200,000 points at the end
for beating
Very Hard.
Also, you can set your stock (lives) from any whole number
between and
including 1 and 5. Set it to 1 for a challenge or a dare or
to show off
and set it to 5 if you're gonna try Normal or above and you
don't think
3 lives or 4 is enough. Click the arrows below difficulty to
change the
stock #.
The Difficulty rating below is on a scale of one to ten.
Easy and Very
Easy opponents tend to get knocked off at lower %'s, and
Hard and Very
Hard opponents tend to get knocked off at higher %'s.
If you lost all your lives, you have to pay a continue fee
to continue.
You also have your score halved and lose 200,000 points in
the end. All
this doesn't matter if you're simply playing this to get to
the end,
but there are special trophies that can only be accessed
without
continuing. If you can't pay the continue fee or choose not
to, you
Game Over.
Stage 1: Mushroom Kingdom
Goal #1: Get to the Flagpole Difficulty: Very Easy 1
Easy 2
Time Limit: 7 minutes Normal 4
Hard 5
Location: World 1-1 Very Hard 7
In this first romp through the Adventure Mode, don't get
tense. All you
will be doing is stomping on Goombas and Koopas and beating
the living
daylights out of a Yoshi Team of ten. My best advice is to
take it easy
and don't rush--you've got seven minutes and you can easily
clear this
in under two minutes, even on Very Hard. See the Goombas and
Koopas
coming ahead of you, and stomp on them to get them out of
your way or
dodge them and their slow movements. Time your jumps
carefully, and
when you get to the part above the water, stay on the ground
as high up
as possible. Sure, you've got Paratroopas, but your chances
of losing a
life by falling into the water is greatly decreased and you
have far
fewer actual enemies to push you in up there. Also, there
are two
trophies you can find here--one out in the open and the
other one from
a special Goomba somewhere on the field. If a Goomba touches
you, you
will get knocked back a moderate distance and take 10%.
Touching a
Green Koopa (wings and no wings) brings you back further
with 20%. A
Red Koopa is worse, throwing you back even further with 26%.
However,
you can score 100 points for each Goomba you KO, 300 for
each Koopa and
500 for each Paratroopa.
Now for the Yoshi Team itself: about 4/5 through, you'll
come across a
tall flat top hill with a Toad running back and forth. Once
you reach
the middle of it, the Yoshi Team will come, three at a time.
You can't
leave until you beat them all. On everything up to Normal,
you can just
use any strong attack you have and send them flying off the
sides. Once
you get to Hard and Very Hard, they'll start doing Meteor
Attacks on
you if you take flight, so you might want to brush up on the
Air Dodge.
If you let them keep doing this to you, you'll reach triple
digits in
no time. Then, all three of them will attack at once and
take a stock
from you. That's why you should always attack them and not
let them
recover. A strong attack from 20% on will finish them. What
weaklings.
Once you go a short distance from there, you'll see a
flagpole. Go next
to it to clear the goal.
Goal #2: Beat Mario & Peach Difficulty: Very Easy 3
Easy 3
Time Limit: 4 minutes Normal 5
Hard 8
Location: Princess Peach's Castle Very Hard 10
The fact that this is a 2 on 1, you being the 1, is going to
make this
VERY hard. You'll easily get the Punching Bag bonus if you
ever make a
mistake or let your guard down in any difficulty, even Very
Easy. Mario
and Peach always seem to follow one another, like as if
they're in
love... Anyway, Mario is normally the aggressor, though
Peach likes to
use her Parasol attack as an opener. Should you get hit by
one person,
the attack is meant for you to fly right to the other,
who'll hit you
to the blast line if possible. Sort of like volleyball.
You'll have to
be light on your feet, and being a good jumper definitely
helps in this
match. Use your items to your advantage as possible, though
they're
inclined toward the same thing. Also, a Bullet/Bansai Bill
is coming if
they're both standing wayyy at one side and are acting
purely defen-
sively. Hang with them to avoid such a powerful hazard. Good
luck!
Goal #2 1/2: Beat Luigi & Peach Difficulty: Very Easy 3
Easy 4
Time Limit: 4 minutes Normal 6
Hard 7
Location: Princess Peach's Castle Very Hard 9
Maybe it's me, but Luigi's easier to beat than Mario on Hard
and above
but harder on Easy and Normal. If you finished Goal #1 with
"2" as the
ones digit of the seconds in time remaining (like 5:22:06 or
3:42:78),
there'll be a cutscene of Luigi jumping on Mario's head and,
Mario
falls. Luigi will challenge you in place of Mario, and you
skip Goal
#2, hence #2 1/2. Luigi's more agile than his brother, which
means he
has better speed and higher jumps. Do what you normally do
with Mario,
except keep in mind that Luigi will jump a few feet higher
than Mario
and also loves to lift heavy items. You also get 20 points
for a Luigi
KO.
Stage 2: Kongo Jungle
Goal #3: Beat Two Little DKs Difficulty: Very Easy 2
Easy 3
Time Limit: 4 minutes Normal 4
Hard 7
Location: Kongo Jungle Very Hard 9
Welcome again to DK's territory. I don't know what's going
on, but in
this battle, you're pitted against two little DKs. That
means they fly
faster but are just as powerful. No matter what difficulty
you're
playing this on, running at them and hitting them will
always cause
damage to them. And since they fly so far, they tend to use
the
Spinning Kong attack to get them back onto the field. Get
them up to
about 100%, and if you haven't KOed them already, lure them
to one of
the top platforms, them drop to the bottom as fast as you
can and start
charging an upward Smash Attack. They'll follow you down,
and just when
they're right above you, (they usually do everything
together) let it
go to get them into background city.
Goal #4: Beat Giant DK Difficulty: Very Easy 3
Easy 4
Time Limit: 4 minutes Normal 6
Hard 7
Location: Jungle Japes Very Hard 8
If you made it through the two little DKs, this'll be a
piece of cake.
Although you are taking on Giant DK alone, he's a monstrous
target, and
you're much faster than he is. When the battle starts,
immediately get
onto the center platform above Cranky's window and start
rapidly
attacking. Regardless of difficulty, you will be getting
Giant DK's %
up really quickly. After a few seconds, Giant DK will get an
oppor-
tunity to atack, so drop down and prepare an upwards Smash
and escape
to one of the planks on either side of the map. Sometimes,
you'll luck
out and Giant DK will fall down through the gaps, leaving
you as the
victor. If Dk makes it, atack him to get through and get
back on the
center paltform and repeat the process. It won't keep up for
long,
because Giant DK is stupid.
Stage 3: Underground Maze
Goal #5: Find the Triforce Difficulty: Very Easy 4
Easy 4
Time Limit: 7 minutes Normal 6
Hard 8
Location: Underground Maze Very Hard 10
After blasting through Mario's place and DK's place, your
quest goes on
through the land of Hyrule, meeting five Links inside the
Underground
Maze. The Links get thrown off approximately twice as far as
a regular
Link in that difficulty level, but it's still pretty hard.
Luckily,
there is a way for you to clear this without fighting any
Links at all.
When you start off, run to the right until you get into the
main well
hallway thing. Jump up, hugging the left wall as you go,
until you hit
your head on the small piece of rock that sticks out or at
your highest
jump if you're playing as a bad jumper. Pause and zoom out
(X button)
as far as possible, then use the control stick to turn the
angles until
you can see a room with something in the middle of the
floor. If it's
gray, unpause and drop down. If it's gold, use the platforms
the
ReDeads are on to get in that room. The next room is
somewhere near the
bottom. Fall, hugging the left wall again as you go. Go
across the
plank above the mechanical stuff until you see more gray
floor. Pause
again to check your surroundings. If it still isn't there,
go directly
across the well and go through the passage. now hug the
RIGHT wall as
you fall at the end of that corridor and (this may be
tricky) jump as
far as you can to the right as you are about to hit the
floor. If you
don't get far enough, Link will come to attack you. Check
the room. If
it still isn't there, just follow the path up to get to the
other three
rooms. As long as you don't touch that room's floor, you
won't fight
Link, so Kirby and Jigglypuff, who can float, are
recommended here. If
you get unlucky and have to fight Link, you'll notice that
items will
start raining down on you. Link doesn't like to use items,
so pummel
him with them! He's also not too good in midair, but he'll
act very
defensively, so you will need to perfect your timing or do
clearout
attacks (like DK's Spinning Kong or Hand Slap, or maybe use
Bowser's
Whirling Fortress) until they're KOed. It'll be fast on an
easier
difficulty, but it'll get hard after that. You get a
sympathetic 30,000
points as the Link Master bonus if you fought all five Links
before
finding the Triforce. There's also a trophy lying somewhere
in this
maze--can you find it?
Goal #6: Beat Zelda Difficulty: Very Easy 2
Easy 4
Time Limit: 4 minutes Normal 6
Hard 6
Location: Temple Very Hard 8
Now that you found the Triforce, Zelda will come to defend
her honor or
something and battle you. She loves retreating into the lower
parts of
the arena, making KOing anyone difficult. Beat her up while
she's down
there. Don't wait to lure her out. You'll simply be wasting
your four
minutes. She'll eventually come up for air, so if she's over
100%, take
her to the balcony ting left of the hole leading
underground. Drop down
and prepare an upward Smash. This, unless it's on Very Hard
will send
her flying. If she starts walking to the right, it means
there's a
powerful item that appeared there. Be prepared for anything
from a Poké
Ball to a Hammer. If you find an item along the way, pick it
up too and
use it. She can transform into Sheik, but the same rules
apply. One
last thing is that on Hard and Very Hard, she tends to get
power-hungry
with Din's Fire and her Chain.
Stage 4: Brinstar
Goal #7: Beat Samus Difficulty: Very Easy 3
Easy 5
Time Limit: 4 minutes Normal 5
Hard
8
Location: Brinstar Very Hard 9
Your goal is simple: Beat Samus. This may not be as easy as
it seems,
because although you can simply beat her up in Normal and
below, Hard
and Very Hard has her being a defensive master, instantly
responding to
anything that comes her way. She also likes to use her
grapple to throw
you up. Motion Sensor Bombs tend to show up here, and it's
recommended
that you throw it up onto the center upper platform, her
favorite
hanging spot. Lure her there, especially after beating her
up, which
is only easy for me to say, and she'll get KOed at somewhere
between
70% to 150%, depending on the difficulty. On a higher
difficulty, she
will still fall for the trick, but pretty much the only way
to put a
scratch on her armor is to stand directly below her while
she's hanging
out at her spot of choice, them jump and do an aerial Up+A.
Repeat
until the acid rises, because she'll leave herself open
repeatedly when
you do this.
Goal #8: Escape from Brinstar Difficulty: 5
Time Limit: 40 seconds
Location: Brinstar Escape Route
Oh no! The heat of the battle that took place here has
caused a chain
reaction to occur, ending in the destruction of Planet
Zebes! The
computer has calculated that you got 40 seconds to get to
the topmost
platform and zoom to Pop Star! Are you up to it?
This is basically a testing ground for how well you do in
jumping.
Good jumpers, like Jigglypuff and Ness, are going to breeze
through
this, while bad jumpers, like Bowser and Ganondforf, will
have a tough
time. Just remember that everything that's thin is a
platform you can
go up through, so don't waste time going around it. Once you
pass
through two of the yellow glass thingies, you can triple
jump, if
possible, to a platform right above you twice. After that,
follow the
path to the right, then go up more yellow thingies, this
time with
metal walls. Triple jump to get to the final yellow thingy
(even a lone
Ice Climber can triple jump up to the top). Get onto the
lens to clear
this stage. There's also a trophy you can grab along the
way. Don't
hang around too long to get it, because if your 40 seconds
are up, you
lose a stock!
Stage 5: Green Greens
Goal #9: Beat Kirby Difficulty: Very Easy 1
Easy 2
Time Limit: 4 minutes Normal 4
Hard 6
Location: Green Greens Very Hard 8
Here's another 1 on 1 battle, this time against Kirby, the
soft shape-
shifting alien. Kirby likes to open with a Swallow attack
(no pun
intended) and spit you out. If you aren't playing as Kirby,
he'll
steal your ability and use it as his main attack. Seeing
that by now
you should know how to use your B-button attack and what its
weaknesses
are, fighting Kirby should be a walk in the park. Like I've
mentioned
above, use the upward Smash technique to get rid of Kirby,
this time at
80%. Another trick you can use is the fact that Kirby likes
to use
Stone, even over the blocks, ensuring him a loss and a win
for you.
Goal #10: Beat Kirby Team Difficulty: Very Easy 1
Easy 1
Time Limit: 4 minutes Normal 3
Hard 9
Location: Green Greens Very Hard 10
There is such a dramatic difference between how hard it is
to beat the
Kirby masquerade of fifteen between Very Easy and Very
Hard...If you're
playing this on Very Easy or Easy, just use your strongest
B-button
attack, a bunch of Smashes, or a clearout to reel them into
the horizon
beyond. On Normal, you need to check if there's a Kirby
overhead about
to use his Stone attack, but it's otherwise the same. The
Kirbys on
Hard and Very Hard are, don't mind if I do, hardier than the
rest. It
takes two strong moves to down a Kirby, and the three that
come out at
a time will line up their attacks to toss you around like a
bunch of
punks with a little boy's pencil. Your best strategy is,
since they
generally move together, to go to the other side of the
stage and
attack them as they come near. Charge a Smash and they're
history.
Goal #11: Beat Giant Kirby Difficulty: Very Easy 4
Easy 5
Time Limit: 4 minutes Normal 7
Hard 9
Location: Green Greens Very Hard 9
So you've successfully escaped from Brinstar and beat the
Kirby Team in
less than 30 seconds. You've been whooping before, but big
whoop,
because the whoopin' Giant kirby will come to whoop you like
a whooping
crane! Do what you did for regular Kirby, except because of
his mass,
you'll need to pull it off at about 200% with a speedier,
jumpier, and
more powerful version of the marshmallow you've known
before! Run away
when you need to and stay to fight while charging headfirst.
Stage 6: Corneria
Goal #12: Beat Fox Difficulty: Very Easy 4
Easy 4
Time Limit: 4 minutes Normal 4
Hard 7
Location: Corneria Very Hard 7
For some reason, this is straightforward, and Fox doesn't
seem to have
a range of abilities. His strategy is to wear down on your
time by
running away, only attacking once in a while. Fox is one of
the fastest
characters in the game, so he's a natural when it comes to
evasion. To
punch a hole right into the middle of his strategy, use
items! He'll
deflect many of the projectiles that come out of items if
you attack
from far away in Hard and Very Hard, which is why the
difficulty goes
from 4 to 7. What's another way around this? If a Poké Ball
shows up,
chances are a Pokémon will come out and do some damage to
Fox if it
doesn't KO him. A Proximity Mine (MS Bomb) can be laid in
front of Fox,
then jumping over it and to Fox always works. A Bunny Hood
can let you
outrun and outjump Fox, and if you feel the item just isn't
coming,
just resort to old-fashioned good timing.
Goal #13: Beat Fox with Arwings Difficulty: Very Easy 5
Easy 5
Time Limit: 4 minutes
Normal 7
Hard 7
Location: Corneria Very Hard 9
After a short conversation between Falco, Peppy, and Slippy,
they'll
come in to help Fox out with his task of wiping you out.
It's a whole
new battle, and everything's exactly the same, except for
them shooting
at you and Fox now being on the offensive. He'l start out
running
toward you. Run right at him and attack with A before he
does to send
him back. Although the Arwings are there in the background,
their aim
is as true when you're on the ground as it is when you're in
the air,
so aerial attacks are the way to go, since Fox will only
jump when
necesssary. As long as you keep moving as fast as you can,
the Arwings
can't hit you, so just move around as fast as you can and
hit Fox when
he comes by. If you can pull a Smash attack on him, he'll
probably get
hit by the Arwings' lasers during his own flight, KOing him.
But the
Arwings will get in your way more often than not, so just
send Fox
flying into the air as much as possible. You'll get that KO
in no time.
Goal #13 1/2: Beat Falco w/ Arwings Difficulty: Very
Easy 5
Easy 5
Time Limit: 4 minutes Normal 7
Hard 7
Location: Corneria Very Hard 9
If you have Falco as a playable character and met Giant
Kirby's
requirements, instead of taking on Fox again, you'll fight
Falco. This
is exactly the same as fighting Fox. Maybe it's even easier,
since
Falco isn't as fast, so he can get knocked around by the
Arwings more.
Either way, just keep moving and sending Falco into the air,
and you'll
be fine.
Stage 7: Pokémon Stadium
Goal #14: Beat Pokémon Team Difficulty: Very Easy 3
Easy 5
Time Limit: 4 minutes Normal 7
Hard 10
Location: Pokémon Stadium Very Hard 10
You're fighting 12 Pikachus, and if you got any of them as
playable
characters, Pichus and Jigglypuff too. This fight is pure
hell. It's
that hard. Normally, to get past other characters, you would
jump over
them. in this case, the Pikachus and Pichus will use their
Thunders to
hit you when you're in the air. It's madness. Don't bother
dueling them
until the Poké Balls start appearing. Throw the items at
them and let
those Pokémon do the dirty work. These Pikachus, Pichus, and
Jiggly-
puffs get KOed at half their regular damage %'s, so hang in
there and
perfect that air dodge!
Stage 8: F-Zero Grand Prix
Goal #15: Get to the Finish Line Difficulty: 6
Time Limit: 4 minutes
Location: F-Zero Grand Prix
This is similar to Escape from Brinstar, in that there are
no computer
players to fight, but simply to get to the end. This is a
bit harder
than the previous challenge in terms of the amount of danger
in the
course itself, but the time limit is now 6 times greater.
You start out
on a part of the racetrack of the F-Zero Grand Prix, and you
need to
run all the way to the finish line while avoiding the F-Zero
cars.
Depending on who you play as, where you stop to rest will
depend on who
you're playing as. If you're playing as Capt. Falcon, Fox,
or Pichu,
then follow steps labeled as (A). Anyone else will be
labeled as (B).
Kirby, Jigglypuff, and Ness can stay airborne for so long
they can just
jump over all of the F-Zero cars when they come by. Don't
forget the
"!" warning and the sound means the racers are
about to come your way!
When you begin, run as fast as you can. You'll notice some
pink plat-
forms above you. Stop on the fourth one (A) or rest against
the wall
the course makes when it drops (B). Keep running as fast as
you can,
and you can either get onto the sixth platform (B) or, when
the course
breaks into jumps, stop right after the first hole in the
track and
duck until the cars completely go by (A). Jumping over the
holes are
pretty tricky, and when the holes are all behind you (you
can tell when
you pass two pink platforms nest to each other over nothing)
stop and
let the cars fly far over your head (A) or stop on the small
pink piece
of ground after the jumps (B). Either way, finishing the
level is
simply a run from there.
Goal #16: Beat Capt. Falcon Difficulty: Very Easy 3
Easy 4
Time Limit: 4 minutes Normal 6
Hard 8
Location: Mute City Very Hard 9
I myself am not very skilled with Capt. Falcon, but after a
romp on
Normal or higher, you can bet the computer sure is. Capt.
Falcon, at
any difficulty, will open with either a Falcon Punch or a
Raptor Boost.
Both supersede a quick dash to the center of the stage. When
Capt.
Falcon stops, especially when you see the flames, jump
straight up from
where you are, and then double jump to ensure his opening
attack misses
you. He'll probably jump up to do an aerial on you, so
respond before
he can with a downward aerial attack. This requires precise
timing,
because by pressing down you'll also be falling faster. This
move will
either cause major damage to Falcon or do a Meteor Smash on
him, which
also does major damage. Beat him up while he's down, and
once he
recovers, jump to get out of another one of his Falcon
Punches or
Raptor Boosts. Look him up under "Characters" if
you don't know what an
attack of his does. Capt. Falcon is very speedy on the
ground, but he
lacks agility in the air. Use this weak spot of his to deal
him damage.
Don't forget that the Mute City arena will travel around the
Mute City
course, occasionally creating entirely different sets to
play on. It's
a safe bet that he'll go down after a Smash attack when he's
at about
130%, but because he's so fast, it may be harder than it
seems.
Stage 9: Onett
Goal #17: Beat Ness Team Difficulty: Very Easy 6
Easy 6
Time Limit: 4 minutes Normal 6
Hard 8
Location: Onett Very Hard 8
It's a neighborhood rumble! Three Nesses, each going twice
as far as a
regular Ness, will be itching to pelt you with Mr. Saturns.
You won't
get any help from items here, save Mr. Saturn who aren't too
reliable.
Mr. Saturn is a useless item. Forget about them. They,
however pop up
all over the place, so instead of doing that Smash attack
you intended
to do to KO all three Nesses as once, you pick up a Mr.
Saturn instead.
Be careful! Mr. Saturn is normally of no good use, but when
the Ness
Team comes at you and throws Mr. Saturns at you like
nobody's business,
the 8% damage increases in really fast increments. If you're
playing
this on Hard or Very Hard, you'll be over 100% before you
know what hit
you. They also use the Mr. Saturns defensively--when you're
leaping up
to get them on a rooftop, they'll throw a Mr. Saturn at you,
causing
you to fall and throw off your timing. My best advice is to
know when a
Ness is carrying a Mr. Saturn and press A at the right time
facing that
Ness to catch the Mr. Saturn. Unfortunately, even that strategy
doesn't
always work because a Ness is always behind you. They're
actually smart
enough to split up to get you surrounded. Just get to one,
preferably
the red-capped one (green-capped if you're playing as a
red-capped
Ness) and get him to 90%. Lure him to one side of the stage
and knock
him away. This isn't as easy as it seems, due to the Mr.
Saturns. Get
Yellow Cap to 70% and KO him. Blue Cap is a piece of cake
once he's
isolated. Get him to 60% and abuse the child.
Stage 10: Icicle Mountain
Goal #18: Beat Ice Climbers Team Difficulty: Very Easy 3
Easy 4
Time Limit: 4 minutes Normal 6
Hard 8
Location: Icicle Mountain Very Hard 10
You go up Icicle Mountain, and after 53 seconds, you fight
two pairs of
Ice Climbers. Take your time though, but try to survive. The
speed of
the scrolling seems to be programmed to go along with the
music, when
it's unpaused. The first two times the music changes, the
scrolling
speeds up. If you unfortunately pause, it starts at slow,
gets to
medium after 25 seconds, and then to fast at 40. If you can
endure the
last 13 seconds of fast scrolling, then two pairs of Ice
Climbers will
fall from the sky to duel you. All four eskimos travel
together, so you
should see when they're coming and prepare a Smash for them.
Sometimes,
though, each pair will be on either side. In that case, run
to one,
beat them up and KO the leader (darker parka) if possible.
If you can't
by the time the other one comes, jump to behind them and
Smash them at
the blast line together. It usually works, unless they're
below 20%.
On Hard and Very Hard, they will take advantage of the close
blast line
by hitting you to a side and then Smashing you into it. Be
careful and
practice against the Ice Climbers. These Adventure guys hate
to use
their B moves except for Belay though, which they overuse,
even when
their assistants have already gone overboard. This should
slow them
down just enough to get rid of them in the harder
difficulties.
Stage 11: Battlefield
Goal #19: Beat Wireframes Difficulty: Very Easy 4
Easy 4
Time Limit: 4 minutes Normal 5
Hard 6
Location: Battlefield Very Hard 7
All the regular challenges are over. Here's a special arena
where
surrealistic characters come to fight. Your first challenger
(or should
I say "challengers") is the Fighting Wireframes
Team, this time made up
of fifteen of them. Don't be frightened by their numbers; as
you can
see on the difficulty chart above you, they're actually
easier than the
past few rounds you've been through. There are two different
kinds of
Wireframes: males modeled after Capt. Falcon and females
modeled after
Zelda. Males tend to come right up to you and duke it out,
while
females will rather stay in one place and defend the area.
They come
out, five at a time, and both are pretty weak in every
aspect in this
situation. Both only have two moves: a 2% damage basic
attack and a 16%
Smash attack. The harder the difficulty, the more they'll
use Smash
attacks. As soon as the match starts, run right at them when
they begin
to group together in front of you and press A when getting
close to
them to get them outta here. Repeat until all there's left
are a couple
of females guarding some of the platforms above. Jump up
when you're
underneath them and do any directional aerial attack to get
rid of them
and win. Be careful with the dash attack because some
characters will
continue charging forward for some distance, so don't start
it at the
edge, but more along the middle. The Wireframes on Very Hard
though
occasionally can stand up to a dash attack, but barely
enough to.
Goal #20: Beat Metal Mario Difficulty: Very Easy 3
Easy 4
Time Limit: 4 minutes Normal 4
Hard 6
Location: Battlefield Very Hard 7
Like in the original game, somewhat near the end of the
1-Player Game,
you take on Metal Mario. He's permanently metal and can't
talk, like
all of the other metal characters. This isn't much of a
challenge
tough, because his reaction times are as slow as his steps.
The match
starts with him above you. Get an uward Smash ready and
he'll fall flat
on his back. Smash attacks usually bring the opponent far
away, but
this Mario is so dense that he'll barely go up. On Very Easy
and Easy,
you'll want to bring him up to 110% and grab him, get him
either to the
left or right in any way you can, and be cruel and edge
guard, since
he won't always go down at any %. On Normal, if you can get
him to 220%
the game is yours. Hard and Very Hard will feature a Mario
so dense,
even though he's almost as dumb, you'll need to get him to
400% before
doing him in. Speed is the key here. Dash attacks and grabs
are key,
because Metal Mario is so slow, it's relatively easy to
time.
Goal #20 1/2: Beat Metal Mario Bros.Difficulty: Very
Easy 5
Easy 6
Time Limit: 4 minutes Normal 7
Hard 9
Location: Battlefield Very Hard 10
There HAD to be a reason why Metal Mario was such a
pushover...this is
why. Once you get Luigi as a secret character, instead of
fighting
Metal Mario alone, from now on you'll be fighting him and
his brother.
Two metal characters will become a real hassle, but the
challenge isn't
quite doubled because the Mario Bros. will get even dumber
than before.
Try to defend yourself against them by attacking to do them
damage. Get
them to an edge, roll or jump to get behind them, and Smash
them off
the edge. You can finish Luigi off at a lower % because he's
stupid
enough to do a Green Missile when he falls below the playing
field,
eliminating him. You can then proceed to finishing off Metal
Mario as
you normally would.
Stage 12: Final Destination
Goal #21: Beat Big Bowser Difficulty: Very Easy 5
Easy 5
Time Limit: 4 minutes Normal 5
Hard 7
Location: Final Destination Very Hard 9
The last stage of the Adventure Mode introduces you to two
different
Bowsers unique to the game. The Big Bowser isn't actually
that giant;
he's bigger than regular Bowser, but smaller than Bowser
after a Super
Mushroom. He's no wimp in any difficulty, because you'll
have to follow
strategies similar to a metal character to beat him. He's
slow like a
metal character and is as freaking heavy as one. Well, not
really as
heavy, but you will need to bring him to 200% to effectively
finish
him. He has lackluster defensive abilities, but they
increase as you
get from Normal to Very Hard. This should be your target!
Jump up above
him, and like all computer players, he'll simply stop to get
himself
hit by an aerial attack. Because he's so big, it'll be easy.
Yoshi is
particularly able to do this, since holding down A for his
down+A
aerial keeps his shoes flapping, possibly doing 40 to 50% in
one shot!
His time to get up from collapsing is also poor, so hit him
as fast as
you can before he gets up. It's advised that you get him to
an edge
when you can. On Very Easy and Easy, by the time you get him
to the
edge after one pummel, he'll be too weak to prevent himself
from
getting KOed, but from Normal on, you'll need to start
edge-guarding.
If you dobn't know what it is by now, it means that you
Smash someone
off the edge, stand there, and Smash the person again when
he's about
to return. Just keep it up, though sometimes when Big Bowser
grabs on a
ledge, he'll roll back onto the playing field. Simply roll
again to get
back on the correct side and edge-guard some more. You now
got yourself
a KO to end the Advneute Mode!
Bowser turns back into a trophy and disappears into the
distance. You
are now soooo happy! But if you breezed through the
Adventure Mode,
should you be happy at all?
Goal #22: Beat Giga Bowser Difficulty: Very Easy /
Easy /
Time Limit: 4 minutes Normal 8
Hard 10
Location: Final Destination Very Hard 10
What a whopping heap of trouble you just got yourself into!
If you're
playing on Normal or higher, beat the Adventure Mode in less
than 18
minutes, including Big Bowser in less than one minute,
you're gonna be
in for it... Instead of ending with the Bowser trophy
falling and your
character being really happy, the Bowser trophy comes back,
as if
thrown by what I assume to be the Master Hand too far away
to see, and
the normal Mario arch-rival gets all of his muscles bulged
and gets a
facelift for the worse...
Giga Bowser is no ordinary character. He's even more demonic
than the
original Bowser, and it takes a double jump to get over his
head when
you're on the ground. That's how big he is. Despite his
monstrous look,
he's a pretty intelligent fighter, always going to an item
to pick it
up and put it to good use. He's slow as a snail though, so
if he's
about to get to an item, run, attack him when you get close
to him to
stun him a bit, and pick up the item. If you know you're
good at it,
pick it up and use it against him. If it's useless to you,
throw it off
the stage. Giga Bowser's favorite attack is his Fire Breath.
It's as
big as regular Bowser's fire, so you should have no problem
jumping
over that when Giga Bowser rears his head back. You'll need
to get him
to about 300% to turn him into a punching bag to KO, but
you'll
probably lose some stock as you do this--make sure you have
at least
two or three or you'll be biting off more than you can chew,
since Giga
Bowser only needs a couple of Bowser Bombs and Koopa Klaws
to finish
YOU off. Motion Sensor Bombs will really aid you here.
Remember where
it is, and you will be able to KO him much easier. Having
two on the
arena is even better.
Should you manage to finish the mighty Giga Bowser, his
trophy will
fall away, and this time, you see it shatter as it hits the
jet black
ground. There's no more. Shoot the credits. You're done. Did
I mention
you also get 30,000 points and a special reward for a Giga
Bowser KO?
Goal #23: Credits Shooting
Difficulty: 10
Time Limit: About 1' 40"
You've got about 150 names flying across you, and you use
the Control
Stick to shoot them and make them turn pink. These names
include the
occasional billboard as targets. I'd recommend you just
rapidly press
the A button, only stopping when there's a lack of names. If
you manage
to score over 130, that's really good. (My high score is
137.) If you
choose not to go through the credits, press Start to make
everything go
by super-fast. If you want to read on someone, press B to
stop it.
Pressing the button again will bring thigns back to its
regular speed.
Oh, and I should mention that you can't shoot names when
it's stopped,
and staff members associated with secret characters will
only appear
after you get them. Ha-ha. More C&Ping in your face...
These "Congrats!" scenes are a bit more clever
than the Classic Mode
ones.
#
>>>All-Star Mode<<<
Did you get all the secret characters? Good. You can now
access the
All-Star mode, a relatively difficult odyssey involving all
the play-
able characters in the game.
You get five difficulty levels: Very Easy, Easy, Normal,
Hard, and Very
Hard. Click the arrows to the left or right of "Very
Easy" to select
the difficulty. You get an extra 200,000 points at the end
for beating
Very Hard.
The Difficulty rating below is on a scale of one to ten.
Easy and Very
Easy opponents tend to get knocked off at lower %'s, and
Hard and Very
Hard opponents tend to get knocked off at higher %'s.
If you lost all your lives, you have to pay a continue fee
to continue.
You also have your score halved and lose 200,000 points in
the end. All
this doesn't matter if you're simply playing this to get to
the end,
but there are special trophies that can only be accessed
without
continuing. If you can't pay the continue fee or choose not
to, you
Game Over.
What makes All-Star Mode different than Classic and
Adventure is that
you have only one life. Sucks, huh? Damage is also carried
to the next
battle. Sucks even more. Your only help is in the form of
special Heart
Containers you can pick up in between battles to bring your
health back
down to 0%. Are you ready to go? Okay...
Round #
What You Do
1
Fight a Regular Character
2
Fight a Regular Character
3
Fight a Regular Character
4
Fight a Regular Character
5
Fight Two Regular Characters
6
Fight Two Regular Characters
7
Fight Two Regular Characters
8
Fight Two Regular Characters
9
Fight Three Regular Characters
10
Fight Three Regular Characters
11
Fight Three Regular Characters
12
Fight Three Regular Characters
13
Fight Mr. Game & Watch Team
(14)
(Credits Shooting)
Finally, in All-Star Mode, each character gets a field to
battle on. It
may not necessarily be their home field, but they got their
music.
Character
Stage
Mario..................Rainbow Cruise
Donkey Kong............Kongo Jungle
Link...................Great Bay
Samus..................Brinstar
Yoshi..................Yoshi's Story
Kirby..................Green Greens
Fox....................Corneria
Pikachu................Pokémon Stadium
Ness...................Onett
Capt. Falcon...........Mute City
Bowser.................Yoshi's Island
Peach..................Princess Peach's Castle
Ice Climbers...........Icicle Mountain
Zelda/Sheik............Temple
Luigi..................Kingdom
Jigglypuff.............Poké Floats
Mewtwo.................Battlefield
Marth..................Fountain of Dreams
Mr. Game & Watch.......N/A
Dr. Mario..............Kingdom II
Ganondorf..............Brinstar Depths
Falco..................Venom
Young Link.............Jungle Japes
Pichu..................Fourside
Roy....................Final Destination
(Big Blue and the Past Stages aren't used in All-Star.)
Rounds #1-4: Fight a Reg. Character Difficulty: Very
Easy 4
Easy 5
Time Limit: None Normal 6
Hard 9
Location: Designated (see Classic Mode) Very Hard 10
The first four rounds are more or less the same difficulty,
only
varying depending on your playing style.The only thing that
makes it
more difficulty would probably be your own budgeting abilities,
unless
you stop to get a Heart after each of these battles, which
would be
either really stupid because you'll need them later, or
really smart
because you won't. But if you don't, you shouldn't even be
reading this
FAQ in the first place, right? The difficulty scale there is
cumulative
meaning that those are the chances of you walking out alive
from these
rounds together. Anyway, here's more copying and pasting...
You'll go through four one-on-one battles. The character you
fight is
random, with basic qualities, on their home fields. The most
important
trick to this would have to be to know the arena and your
opponent!
Look on the above sections if you aren't too sure of what
you'll be up
against. Your score
will not affect your game's outcome, so don't
worry! It's just there so you can make a high score. Try
practicing in
Stock Mode during VS. with one computer opponent at the
number of
difficulty above (9 if it's on Very Hard) and in one of
their home
fields. Practice until you can regularly beat this character
without
losing any lives, because you've only got one!
Rounds #5-8: Fight 2 Characters Difficulty: Very Easy 5
Easy 6
Time Limit: None Normal 7
Hard 10
Location: Desig. Random (see Classic Mode) Very Hard
10
On Very Easy, Easy, and Normal, it's more of the same, but
Hard and
Very Hard will give you a very harsh lesson on the value of
teamwork!
They'll toss you around like a British rag doll (no offense
if you're
British). I have some major trouble with this myself,
because their
reflexes are lightning, and they're math whizzes--meaning
they can time
it exact to the point where the farthest farthest reach of
their
attacks will hit you at the exact moment. And since you're
outnumbered
two to one, don't even dare trying until you're extremely
good at this
game.
Rounds #9-12: Fight 3 Characters Difficulty: Very Easy 6
Easy 7
Time Limit: None Normal 8
Hard 10
Location: Desig. Random (see Classic Mode) Very Hard
10
Can you say HARD? You're now doing this THREE on 1. On Very
Easy and
Easy, DK is the choice here, because many characters will be
Star KOed
in one hit by DK's Hand Slap. Pichu will get immediately
blown away,
but Ganondorf is able to take several hits. Either way, it's
very
efficient all through the All-Star matches. On Normal, it's
not so
efficient, but it works. It's absolutely stinky in Hard and
Very Hard,
because they know DK's weak spot during his Hand Slap atack:
himself!
That's right, the shock waves will kill them, but if they
hit DK, they
will kill YOU. It's best to single out a person, one at a
time, finish
that person off while defending against the others, if you
can, then go
on to finish off the second person while keeping the other
guy away.
Finally, it'll all be a one-on-one battle that you can
(hopefully)
handle. I have no advice other than to practice like crazy.
Round #13: Fight G&W Team Difficulty: Very Easy 3
Easy 3
Time Limit: None Normal 4
Hard 5
Location: Flat Zone Very Hard 6
I guess it's because there's 25 characters total, and the
first twelve
rounds of All-Star only uses up 24 characters, but the
finale pits you
against a Mr. Game & Watch team of 25. It's a breeze
compared to the
previous challenges, only because Mr. G&W is so light
you can get rid
of them with a running attack all the way up to Hard. You
just need to
attack them left and right, and you're done. Later
difficulties will
let the Mr. G&W's do what any other team of high-level
computer players
would do: toss you around. They're still really weak and are
easily
outrunnable by dashing and attacking them. The main
difficulty in this
match is in Mr. G&W's arena itself, because not only is
the blast line
very close to the action, but there are also numerous
hazards to avoid.
See the Arenas section for more details, and maybe Mr.
G&W's info in
the Characters section.
#
>>>Event Matches<<<
The 1-Player quests don't end with the All-Star Mode. No,
sirree. You
still have 51 mini-quests to accomplish. They're
progressively harder,
but not quite evenly, like in every game...
For the best results, do whatever Events you can, then
unlock all the
characters, then get around to finishing the events you
couldn't do.
Hopefully, you could accomplish some Events you couldn't
before.
Event #1: Trouble King
Fight Bowser in a classic Mushroom Kingdom Clash!
Difficulty: 3
Character: Mario
Type: Stock (Mario 2, Bowser 2)
Goal: Beat Bowser
Stage: Battlefield
My Hi Score: 0' 21" 11
Your Hi Score: _________
This is nothing at all. If you're already experienced with
SSBM, you
should be able to beat the stuffing out of the King of
Koopas. When the
battle starts, hold an upward Smash for Bowser to run into.
He'll have
little to no defensive moves, so keep jumping around and
knocking him
about, and then edge-guard when you feel that it's
necessary. You'll
get rid of him in no time.
Event #2: Lord of the Jungle
A duel of epic proportions! Which ape is top banana?
Difficulty: 5
Character: DK
Type: Stock (Giant DK 2, Little DK 2)
Goal: Beat Little DK
Stage: Kongo Jungle
My Hi Score: 1' 07" 52
Your Hi Score: _________
At first, it'll seem like this battle is nothing. But you're
WRONG.
Contrary to what it looks like, Little DK will have a big
advantage
over you, in that any attack he does can hit you at the same
level, and
only down atacks will hit him. Thus, what you should do is
wait until
Little DK gets close, and then Hand Slap like crazy! He
won't stand a
chance.
Event 3#: Bomb-fest
Bombs are everywhere in this explosive battle.
Difficulty: 6
Character: Any (whoever you do best as)
Type: Stock (You 1, Link 1, Samus 1)
Goal: Beat Link and Samus
Stage: Princess Peach's Castle
My Hi Score: 0' 18" 13
Your Hi Score: _________
What you want to do is get rid of Link and Samus, who are
both crazy
about their bombs. You also get Poké Balls containing
Electrode, Bob-
ombs, and Motion Sensor Bombs! What you should do is run
away from
these guys until an item shows up. Toss it at them. If it's
a Poké
Ball, just hang around until Electrode is about to explode,
and then
JUMP OUT! It'll blow them out of the sky. MS Bombs also work
wonders in
this Event.
Event #4: Dino-wrangling
A giant Yoshi is on the loose! Somebody stop it!
Difficulty: 2
Character: Any (Kirby recommended)
Type: Stock (You 3, Giant Yoshi 1)
Goal: Beat Giant Yoshi
Stage: Yoshi's Story
My Hi Score: 0' 21" 78
Your Hi Score: _________
Finally! Here's an EVent that's in your favor. Sort of.
You've got
three lives, but Yoshi has just one. The problem is the
Yoshi's giant!
What you should do is the same for every giant opponent:
jump into them
and start attacking rapidly! This Giant character is much
faster than
previous ones you've faced, so he might just be a match...
But probably not. Just try not to die and smack Giant Yoshi
with any
Smash attack until he's KO'ed.
Event #5: Spare Change
Don't stop until you get 200 coins!
Difficulty: 2
Character: Ness
Type: Coin (Ness, Capt. Falcon)
Time Limit: 1 minute 20 seconds
Goal: Get 200 coins
Stage: Onett
My Hi Score: 34" 15
Your Hi Score: _________
The only difficult part about this battle is properly
controlling Ness.
Capt. Falcon is pretty much a punching bag to supply you
with coins.
Just attack Capt. Falcon a lot with strong attacks, pick up
as many
coins as you can, try not to get KOed (but keep going if you
did), and
don't waste time! Once your coin count (above your %)
reaches 200, you
clear the game.
Event #6: Kirbys on Parade
Look out! A rainbow of Kirbys is after you!
Difficulty: 5
Character: Any (DK recommended)
Type: Stock (You 2, Pink Kirby 2, White Kirby 2, Blue Kirby
2)
Goal: Beat all the Kirbys
Stage: Fountain of Dreams
My Hi Score: 0' 37" 00
Your Hi Score: _________
This one can get a bit tough if you don't know how to handle
the Kirbys
right. You can just use DK's Hand Slap (B+Down) to
extinguish these
guys pretty easily. If you're playing as someone else, it's
all about
darting here and there to beat up some Kirbys. Try to single
one out
and clear his stock, and then going on to another. If they
keep ending
up grouped together, try to sweep them out with one blow.
This means
to Smash them together all at once. The Kirbys are twice as
light as a
regular Kirby, meaning one good Smash attack will KO them at
about 30%.
Just treat them like lighter, non-Mr. Saturn-Happy versions
of Ness in
the Adventure Mode.
Event #7: Pokémon Battle
Use Poké Balls to duel with Pikachu.
Difficulty: 4
Character: Any (Fox or Capt. Falcon recommended)
Type: Stock (You 2, Pikachu 2)
Goal: Beat Pikachu
Stage: Pokémon Stadium
My Hi Score: 0' 19" 23
Your Hi Score: _________
Fox and Capt. Falcon are recommended because they're really
fast. They
can outrun Pikachu, giving it the biggest disadvantage.
Pikachu will be
immune to anything you do except from the Pokémon you throw.
It's even
immune from the throw itself, taking damage only from its
Pokémon. When
you'll be playing as Fox or Capt. Falcon, you'll need to
dart back and
forth, evading Pikachu's attacks as you go, until a Poké
Ball shows up.
Run there as fast as you can, pick it up, and throw it down.
This is
the fastest possible way you can release a Pokémon. You may
want to
wait for Pikachu to get close enough to you before throwing
it, but he
will probably Smash you. Either way, just keep going, and
once a
Snorlax or a Scizor or any other powerful Pokémon shows up,
run off to
go grab another Poké Ball while Pikachu stands around
getting caught
underneath the Sleeping Pokémon... Keep it up until you get
lucky and
KO Pikachu. And again. It's a test of endurance.
Event #8: Hot Date on Brinstar
You're interfering with Samus's Brinstar raid!
Difficulty: 6
Character: Anyone (whoever you do best as)
Type: Stock (You 2, Samus 2)
Goal: Beat Samus
Stage: Brinstar
My Hi Score: 1' 07" 06
Your Hi Score: _________
This is just like a regular Stock match against Samus,
except you start
out with 108% and Samus with 132%. I don't know where they
got those
numbers, but just work with them. You want to execute a lot
of Smash
attacks, because Samus will focus mainly on staying alive
and attacking
you in the progress. Once Samus gets to 200% though, it's
pretty safe
to say that Samus will be Star KOed with one Smash attack.
Of course,
Samus can do it to you too. And if you have a particularly
strong B
attack, like Ness's PK Flash or Luigi's Super Jump Punch,
don't be
afraid to use that too.
Event #9: Hide 'n' Sheik
Only Sheik KO's count! Wait for the change...
Difficulty: 7
Character: Any (Charge-attacker recommended)
Type: Stock (You 1, Zelda 1, Zelda 1)
Goal: Beat the two Zeldas as Sheiks
Stage: Great Bay
My Hi Score: 1' 11" 58
Your Hi Score: _________
Dude, how cheap can you possibly get!? You can easily KO
Zelda as Zelda
but won't exterminate them! They need to transform into
Sheik before
you can rid them. Apparently they're exceptionally smart at
taking
advantage of this, because as soon as they transform into
Sheik, they
will hide and turn back to Zelda when you get close! They're
probably
taunting you (not the same kind as the D-pad thing) by
transforming
back when you're farther away. Also, when their damage gets
high,
sometimes they'll be particularly sinister by KOing
themselves as Zelda
so they appear back on the platform thingy with 0%! So what
you should
do is use Pikachu's Pichu's or Luigi's charge attacks to hit
them
unsuspectingly when they're standing on the right raft and
you on the
left! Just start out as close to the right edge of the raft
as possible
and charge up to the maximum. If you mastered Ness's PK
Thunder, you
can also do the PK Headbutt to get rid of them pretty easily
too.
Otherwise, build up on their damage and attack them from
behind--the
CPU can get sneak-attacked. It's going to take time...and
it's going to
be frustrating.
Event #10: All-Star Match 1
It's the Mario Stars: Mario, DK, Yoshi, Peach and Bowser.
Difficulty: 8
Character: Any (Whoever you do best as)
Type: All-Star (this means you fight a bunch of characters
and accumu-
late damage between battles) (You 2, Mario 1, DK 1, Yoshi 1,
Peach 1,
Bowser 1)
Time Limit: 4 minutes
Goal: Beat Bowser
Stage: Yoshi's Island, Jungle Japes, Yoshi's Story, Peach's
Castle, and
Final Destination
My Hi Score: 1' 15" 43
Your Hi Score: _________
If Hide 'n' Sheik was tough, better not try this one...It
blows Event 9
out of the water. Mario, Yoshi, and DK are pretty
simple-minded: They
walk around and occasionaly attack you. Atack them
ruthlessly and Smash
them when they're at about 100%. Peach will be a bit tougher
than the
previous three, but you can still do what you did. She's
just going to
use a lot of Smash attacks. As for Bowser, by then you've
probably have
lost a life and takenm some damage, no thanks to Peach...
Just keep
attacking him and never letting him get one on you. Just to
reassure
you, it will take a couple of tries before you can get this
one done.
To get beyond All-Star Match 1, you have to have beaten a
majority of
the Event #1-10. If you can't divide or are just plain
stupid, it means
at least 6 cleared.
Event #11: King of the Mountain
Ice Climbers protect their turf! Just try to survive!
Difficulty: 7
Character: Any (Preferably a good jumper)
Type: Stock (You 1, Ice Climbers Infinite, Ice Climbers
Infinite)
Time Limit: 1 minute)
Goal: Survive a minute
Stage: Icicle Mountain
My Hi Score: 2 KOs
Your Hi Score: _________
You're not going to focus on getting rid of anyone in this
Event. You
just have to stay alive. The Ice Climbers are pretty fast
and have
mastered the art of blocking, meaning they're nearly
invincible. All
you have to do is basically play tag with the Ice Climbers,
going from
one side of the screen to another, dropping and going up
platforms, and
attacking them when necessary. Remember that you don't have
to KO them
to win; just make it through the minute. I know my advice
isn't quite
top notch here, but 80% of this Event all comes down to
skill.
Event #12: Seconds, Anyone?
Take out Capt. Falcon in less than seven seconds!
Difficulty: 8
Character: Any (Mr. Game & Watch recommended)
Type: Time Stock (You 1, Capt. Falcon 1)
Time Limit: 7 seconds
Goal: Beat Capt. Falcon
Stage: Mute City
My Hi Score: 0' 00" 93
Your Hi Score: _________
looks hard, isn't it? Well, it's actually not impossible,
because not
only is Capt. Falcon a complete wimp, but both you and the
Captain are
set to 100% at the beginning. Use Judgment as Mr. Game &
Watch and hope
you get lucky. :)
Event #13: Yoshi's Egg
Try to protect the single Yoshi egg from being broken!
Difficulty: 6
Character: Yoshi
Type: Time (Yoshi, Pikachu, Fox, DK)
Time Limit: 55 seconds
Goal: Don't let the Yoshi Egg break!
Stage: Rainbow Cruise
My Hi Score: 2 KOs
Your Hi Score: _________
Pick up the Yoshi Egg on the mast of the ship when the
battle starts.
After that, go into the evasive, taking advantage of Yoshi's
great
jumping abilities. You don't want to go for KOs yet if you
haven't
beaten this Event yet, because any KO will be very hard, since
not only
are you up against computer players who are pretty good, but
you'll
have to do some babysitting as well. If it isn't clear to
you, it means
that if you're going to KO someone, you'll need to watch the
egg at all
times, because the whiny CPU will pick it up when they get
close and
throw it! If it breaks by having it Smash attacked once or
regular-
attacked three times, or if it's thrown off the stage, you
lose.
Event #14: Trophy Tussle 1
Face off for a trophy! The prize this time is Goomba!
Difficulty: 7
Character: Any (Whoever you do best as)
Type: Time Stock (You 2, Random 2, Random 2, Random 2)
Time Limit: 3 minutes
Goal: Beat everyone else
Stage: Goomba Trophy
My Hi Score: 0' 58" 80
Your Hi Score: _________
Make sure you've finished all of the past events, (maybe
except for
All-Star Match 1) because if you haven't, you'll be biting
off more
than you can chew. You select a character, and then you
fight against
three randomly generated computer players. It's a
free-for-all (no
teams), and it all comes down to your skills. If you've had
a fair
amount of experience with SSBM, here's the place for
training.
What you want to do is get rid of one person at a time. Of
course, they
tend to bunch up, so a well-timed Smash Attack after
charging up when
they're approaching should blow them away. From what I know,
I have yet
to see a computer player survive five Smash Attacks unless
they're all
non-charged, so hang in there and build up your skill!
Event #15: Girl Power
A group of femme fatales have dropped by for a visit...
Difficulty: 8
Character: Any (Preferably a heavy one, though any will do)
Type: Stock (You 2, Peach 2, Samus 2, Zelda 2)
Goal: Beat the Femme Fatales
Stage: Fountain of Dreams
My Hi Score: 1' 41" 43
Your Hi Score: _________
This would be a cinch...IF YOU WEREN'T SO DARN TINY! If you're good,
you can stand up pretty well, but there's three of them and
half of you
in a pretty small stage. They don't move around very much,
and except
for Samus, they don't attack much either. Since they're so
big compared
to little ol' you, you should focus on jumping right at them
and
attacking to get their damage up. Then, Smash them off at
about 110%.
Items, which seem to appear Very High, should also be used
to your best
advantage.
Only have 15 Events? You'll need to reach 10 EVents you've
won to
advance.
Event #16: Kirby's Air-Raid
Warp Stars Are Everywhere! Climb aboard and hang on...
Difficulty: 4
Character: Kirby
Type: Time Stock (You 1, Kirby Team 10)
Time Limit: 38 seconds
Goal: Beat the Kirby Team
Stage: Corneria
My Hi Score: 0' 21" 99
Your Hi Score: _________
This is all about speed and timing. You've got 38 seconds to
get rid of
10 seemingly-invincible Kirbys. Or are they? The only way to
destroy
them is to use the Warp Stars that should start appearing
everywhere.
Because you have a little more than one second after picking
one up
before you crash right down again, look for a group of
Kirbys walking
around. Wait until they're about 10 feet going toward you
before you
pick up the Warp Star. Also, getting one by the back parts
of the stage
is a big no-no, because you'll just be wasting time, since
the yellow
Kirbys will never go there. Also, you can steer a Warp Star
slightly to
the left or right if you're still having trouble.
Event #17: Bounty Hunters
Fight a fellow bounty hunter for the bounty on Bowser!
Difficulty: 7
Character: Samus
Type: Time Stock (Samus 1 & Capt. Falcon 1, Bowser 1)
Time Limit: 2 minutes
Goal: KO Bowser, not Capt. Falcon
Stage: Jungle Japes
My Hi Score: 0' 13" 90
Your Hi Score: _________
For a while, I wasn't able to clear this stage because I had
no idea
what they meant. A lot of times, I thought I KOed Bowser,
but it seems
that Capt. Falcon did it. If Capt. Falcon KOs Bowser or
Bowser kills
himself, you lose. What makes it so hard is this: You're
Samus, paired
up with a Level 9 Capt. Falcon as your teammate, so you
can't hurt him
unless you get an Electrode or something, up against a Level
1 Bowser.
If Capt. Falcon kills himself, god! Proceed to killing
Bowser to win.
If the Captain stays on board (no pun intended), then wait
for him to
rack up Bowser's damage, and when you feel there's an
opportunity,
Smash Bowser into next week.
Event #18: Link's Adventure
Everyone has a dark side... Link has two!
Difficulty: 9
Character: Link
Type: Stock (Link 2, Dark Link 2)
Goal: Beat Dark Link
Stage: Hyrule Temple
My Hi Score: 2' 21" 53
Your Hi Score: _________
This Event is wayyy beyond the league of any Event before it
and a lot
of the Events after it too. Sure, you may have fought teams,
had some
disadvantages, and fought teams while having disadvantages,
but this
time, unless you're a real good Link player, Dark Link will
kick your
butt left and right. He's not only faster than you, but he's
also
pretty much mastered the art of close combat. This,
therefore, exposes
Dark Link's weak spot: not-so-close combat. You want to pelt
Dark Link
with Arrows, Boomerangs, and Bombs, because any projectile
thrown at
Dark Link will hit him, doing some damage. Items also work
wonders.
once his % is in the triple digits, do whatever you can to
sabotage his
little mission to kill you (both of them) with Items that
are available
around you. I'd recommend powerful Items, like the MS Bomb,
the Poké
Ball, the Bob-omb, and the Freezie. This may seem like this
Event is
really easy, but remember that Dark Link is really speedy,
so he could
already be ready in close combat by the time you whip out
your neat
little projectile.
Event #19: Peach's Peril
Bowser's after Peach! Guard her until time runs out.
Difficulty: 8
Character: Mario
Type: Time Stock (Mario 1, Peach 1, Bowser Infinite)
Time Limit: 1 minute
Goal: Let Peach survive for one minute
Stage: Final Destination
My Hi Score: 1 KO
Your Hi Score: _________
This doesn't quite stand up to Link's Adventure, but it's
still pretty
damn hard. You're Mario, teamed up with Peach, who's simply
programmed
to walk back and forth like a Psygnosis Lemming, and you've
got a mid-
level Bowser after Peach. Bowser won't bother to try to
combat you; he
just wants to get his hands on Peach. Since you only have a
minute, you
better start slowing down Bowser, and what better way is
there than to
grab him? If you can grab him, preferably after attacking him,
you can
just hold him as long as possible (don't throw or attack
him) and you
got yourself 5 seconds. It's not much when compared to 60,
but this is
something you can do over and over again. Like in previous
Events where
your score is KOs rather than time, you don't have to KO
Bowser to win
this Event.
Event #20: All-Star Match 2
Nintendo's realistic stars are out in force.
Difficulty: 8
Character: Any (Whoever you do best as)
Type: All-Star (You 2, Samus 1, Link 1, Zelda 1, Capt. 1,
Fox 1)
Time Limit: 4 mintues
Goal: Beat Fox
Stage: Brinstar, Great Bay, Temple, Mute City, Corneria
My Hi Score: 1' 58" 28
Your Hi Score: _________
Event #20 features a second All-Star Match. This time, you
face off
against the "serious" characters--those who are
meant to have propor-
tions like real people and aren't too based on the concept
called
"comedy". The first battle is Samus. Jump to the
middle platform, and
you should get the first hit. Just keep duking it out, and
once Samus
is KOed, you go on to fight Link in the Great Bay. He too is
stupid.
Charge up your forward Smash attack and let him have it when
he gets
close. He'll keep coming back for more, so keep it up until
he's KOed.
Zelda's a bit tougher. If your character has a good upward
Smash attack
then lure her onto the rooftop thing on the upper left (not
the tiny
one, but the hallway-like one). Drop down, and when she
follows, use
that upward Smash attack (forward if you don't have a good
upward Smash
and pray it hits). Do what you did for Link. Capt. Falcon is
going to
be a bit tough. He'll be up to the exact same tricks in
other 1-P modes
so jump when his Raptor Boost is coming at you at the
beginning. After
that, just use your best tactics after a bunch of practice.
If you have
not lost a life yet, don't be afraid to. I actually advise
you do,
since the Cap'n will be your hardest opponent. Well, when
he's at 120%
or above. If you die before then, just pummel him some more
while
you're still invincible. If you've met the requirements,
then Smash
away at him! Fox will be your last opponent. He's really not
all that
impressive, but if you ever let your guard down, you'll be
KOed before
you know it. Just prepare a forward Smash and let him have
it when you
think it's close enough, and keep hitting away at him and he
won't
stand a chance. The Arwings will try to keep this from being
easy
though.
To get anywhere further, you need to win at least 16 of the
Events
above.
Event #21: Ice Breaker
Your cold mission...is to KO both Nanas.
Difficulty: 9
Character: Any (Dr. Mario recommended)
Type: Time Stock (You 1, Ice Climbers 1, Ice CLimbers 1)
Time Limit: 1 minute
Goal: KO the two Nanas without KOing any Popo
Stage: Princess Peach's Castle
My Hi Score: 0' 23" 06
Your Hi Score: _________
Just remember that Popo is the one in the blue and Nana is
in pink. The
reason I recommend Dr. Mario is because of his Dr. Tornado
attack. It
throws the two eskimos in different directions. Usually. You
start out
next to a pair of Ice Climbers. Get to them and do a Dr.
Tornado, and
when it ends, follow where Nana goes and ruthlessly attack
her, and
try not to get Popo close, because you may have to start all
over.
Depending on where you are, after about 10 seconds of
bashing her, do
either an upward or forward Smash attack to finish her. Now
ignore the
Popo and head to the other side. Better check your timer,
because if
you've got less than 15 seconds left, you won't be able to
pull it off
unless you want to press your luck. Do the Dr. Tornado, and
try not to
hit Popo when you Smash Attack Nana, and you've cleared the
level. It
may be more convenient to throw a Popo to the other one, so
they'll be
grouped together. It makes KOing the Nanas easier, but you
have two
Popos jumping around and you waste time throwing Popo to the
other
side.
Event #22: Super Mario 128
Battle 128 tiny Marios on a wild endurance match!
Difficulty: 8
Character: Any (Link, DK, Luigi, and Mr. Game & Watch
recommended)
Type: Stock (You 1, Little Mario Team 128)
Goal: Beat the Little Mario Team
Stage: Mushroom Kingdom II
My Hi Score: 2' 29" 06
Your Hi Score: _________
This one may be a real doozy if you don't pick one of the
characters I
recommend above. That's because this is like taking on the
100-Man
Melee, except with 28 more enemies and they're Marios. As
Link, stay
where you are, if possible, and Spin Attack when anyone gets
close. DK
can simply use his Hand Slap. It KOs them faster and has a
wider range,
but they can hit you while you do this. Luigi can use the
Luigi Cyclone
to wipe them out, also pretty efficiently, but luigi tends
to get
tossed around pretty easily. Finally, Mr. Game & Watch
players can mash
the A button while standing to one side. It doesn't have
nearly as much
power as the other attacks, but you'll be almost
invulnerable when you
do this. Like any team with 10 or more memners, the last one
or two
will try to hide from you. In this case, just go and do some
old-
fashioned butt whooping.
Event #23: Slippy's Invention
Slippy: With my new device, you guys'll be invisible!
Difficulty: 9
Character: Any (Kirby recommended)
Type: Stock (You 2, Fox 2, Falco 2)
Goal: Beat Fox and Falco
Stage: Venom
My Hi Score: 2' 25" 99
Your Hi Score: _________
Slippy has always been by far the most annoying member of
the Star Fox
crew, and for the first time on the Gamecube, he'll get on
your nerves
again. He's a mechanical genius, and he takes the credit for
this Event
where you'll be fighting an invisible Fox and an invisible
Falco. Keep
in mind that although you'll have a hard time seeing them,
they have no
problem seeing themselves, and particularly you, because
you're
visible. Therefore, you'll have to pick on a computer player
weakness,
using Kirby's Stone attack! Right off the bat, float
straight up, and
when Kirby is at his last jump, come straight down with a
Stone attack.
Naturally, both Fox and Falco will be right in your path,
and if you
hit it just right, you'll do 18% damage to both of them.
Change back
immediately and take to the air as fast as you can to repeat
the cycle.
Just keep this up, occasionally changing location, and you
can easily
get their %'s really high. Well, higher than yours. This
method takes a
while, as you can see from my record, but it's the easiest,
and if you
are reading this to beat the Event, which you probably are,
you'd
rather have the easiest way than the fastest, right?
Sometimes, they'll
get a hit on you, and you can get sent flying...Don't worry.
You've got
2 lives. However, so do they.
wareagle2k@yahoo.com has a thing to say about this: Just
choose Pichu
and use his/her [forward] smash, I was able to complete the
level in
under 30 seconds, this level drove me crazy for days until I
chose
Pichu, but Pichu's smash throws them right off the board
giving you an
easy win ...
Event #24: The Yoshi Herd
Yoshis, Yoshis, everywhere! Defeat 30 in under 30 seconds.
Difficulty: 8
Character: Any (Dr. Mario recommended)
Type: Time Stock (You 1, Yoshi Team 30)
Time Limit: 2 minutes
Goal: Beat Yoshi Team
Stage: Yoshi's Island
My Hi Score: 1' 22" 50
Your Hi Score: _________
Normally, for speed, I would recommend Capt. Falcon, or
maybe Fox, but
because of the VERY uneven terrain and the hole you may make
in the
middle from a Falcon Punch or Fox Illusion, Dr. Mario takes
the cake
for this place. You fight Yoshis, three at a time. They're a
cinch, at
least until the giant Yoshi comes to town. The main factor
behind this
being an Event somewhere around the middle of the list is
from the time
limit. You get 2 minutes, or 120 seconds, or 1/30 of a hour
to finish
off the Yoshis, so just walk right up to one and use the
Super Jump
Punch to almost instantly KO them. If you see a couple or
even three
group together, you're in luck! Multiple KOs saves plenty of
time. This
should be easy. If not, practice with Dr. Mario until you
can consis-
tently KO Yoshis really quickly. You should have somewhere
between 45
seconds to 1 minute when the Giant Yoshi comes, who's always
the last
one. Go ruthless and attack him to the right side of the
stage, pushing
him towards the blast line, or, if you're almost offscreen
and feel
like it, do an upward Smash attack to Star KO Giant Yoshi.
Event #25: Gargantuans
Giant Bowser vs. Giant DK in a spectacular war of titans!
Difficulty: 9
Character: Bowser
Type: Stock (Bowser 1, DK 2, Mario 1, Peach 1)
Goal: Beat Giant DK
Stage: Fourside
My Hi Score: 0' 19" 25
Your Hi Score: _________
Out of the pure comicality of this Event, they decide to add
in two
more players who don't seem to influence this Event at all.
You're
playing as a Giant Bowser, and your opponent is a Giant DK.
There's
also a tiny Mario and a tiny Peach thrown in for good
measure, the
comic relief. As if this whole game isn't already comic
relief. You may
have noticed that I beat this Event in 19 seconds, but that
doesn't
mean it's easy. That's because DK has two lives and you only
have one.
He's also pretty good at fighting, and damage from both
parties can
reach 300% or 400% in seconds. Try to cash in on Lady Luck,
and hope
that DK falls in through the gaps after taking out Mario and
Peach. To
increase your chances, when DK's coming your way, start your
Fire
Breath to interrupt his flow. If he doesn't get KOed, better
start
doing this manually, and during his last life, he'll be much
smarter.
Whether he fell down through the spaces between the
buildings or not,
that's where you should be aiming, rather than outward to
the blast
line. If he falls through the gaps, he has very little
chance of making
it out, since his jumping is much more useful horizontal
than vertical.
If you're still missing half of the Events, you'll need to
beat 22
Events. See which ones you haven't beaten and get to work!
Event #26: Trophy Tussle 2
Another match for a prize...who will get Entei?
Difficulty: 7
Character: Any (Whoever you do best as)
Type: Time Stock (You 2, Random 2, Random 2, Random 2)
Time Limit: 3 minutes
Goal: Beat everyone else
Stage: Entei Trophy
My Hi Score: 1' 00" 01
Your Hi Score: _________
If you've been storming through the Events to get this far,
then these
three idiots you'l face won't be very hard, because they're
at almost
the same difficulty as Trophy Tussle 1. There will be two
who will gang
up on you, and there'll be one who just hangs out at Entei's
head. He
will only attack whenever necessary, so take him out first.
Then
proceed to finishing off the other two. Items help out a
LOT. Trust me.
Also, you'll be battling in Entei's cloud-like thing on his
back, so
remember where you placed your MS Bombs. If you're new to
this Event,
your most important thing to be aware of is the time. You've
got 3
minutes, that's 180 seconds, to take out these three.
Therefore, try
your best, use the Z button when you're about to lose, and
eventually,
you'll be the victor. You may also want to try quitting and
coming back
to see if the opponents are now people you're good against.
Event #27: Cold Armor
These metal bounty hunters take no prisoners!
Difficulty: 10
Character: Samus
Type: Stock (Samus 1, Metal Samus 2, Metal Samus 2, Metal
Samus 2)
Goal: Beat the 3 Metal Samuses
Stage: Brinstar Depths
My Hi Score: 2' 26" 40
Your Hi Score: _________
If you're trying to clear the Events in order, you'll come
straight to
a screeching halt when you get to 27.
This...Event...is...HELL. You
have one life, and you need to take out three Samuses, who
each have 2
lives, and are all metal. I can't tell the Samuses apart,
but if you
can, the best way to go at this is the single out a Samus,
if you can
even do it to a metallic character. Of course, you obviosuly
can't, so
here's where the real eagle-eyes have a field day: Just KO
one Samus
twice, because they're all dummies, though three of them
with a Metal
advantage will be tough, even if they're dummies. Once one
is gone, the
other two will fall like, as they say in Johnny Bravo, a bad
soufflé.
If you don't have eagle eyes, skip this Event and clear the
other ones
you have before attempting this one. If you can clear tyhe
other Events
up to 40, then you'll finally be ready to beat Cold Armor.
Event #28: Puffballs Unite!
Kirbys galore...each with a unique ability!
Difficulty: 8
Character: Any (Dr. Mario recommended)
Type: Stock (You 1, Kirby Team 15)
Goal: Beat the Kirby Team
Stage: Green Greens
My Hi Score: 0' 23" 55
Your Hi Score: _________
This is just like the Kirby Team in the Adventure Mode. If
you play as
Dr. Mario, this'll be a snap. Just Super Jump Punch everyone
from the
bottom platform, since the Kirbys like to hang out on the
platforms
above. I got the record you see above without even trying to
set one.
It's that easy.
Event #29: Triforce Gathering
Enter Ganondorf! Team up with Zelda and fight evil!
Difficulty: 7
Character: Link
Type: Stock (Link 1, Zelda 1, Ganondorf 2)
Goal: Beat Ganondorf with Zelda intact
Stage: Hyrule Temple
My Hi Score: 1' 02" 07
Your Hi Score: _________
Oh man...I have to type this up all over again because I
accidentally
permanently deleted this part of the FAQ...I need to be more
careful
next time... OKay, so anyway, don't forget that in order to
win at this
Event, you need to keep Zelda alive. This isn't like Event
19, Peach's
Peril, since you're supposed to get rid of Ganondorf, and
Zelda does
some fighting. It might relieve you to know that yes, she
does trans-
form. Use all of the tricks you've learned that are common
to all
computer players against Ganondorf, because you'll get an
extra-special
reward for beating him. Ganondorf tends to bring the fight
to the right
side of the arena, and you should follow him, because Zelda
will and
she'll get beaten up if you don't. Use any items you can
against the
big Gerudo, and edge-guarding at the right edge helps out a
LOT. You'll
end up doing a majority of the fighting though, since due to
stats
differences between Zelda and Ganondorf, Ganondorf can make
quick work
out of Zelda.
If you're lacking Event #30, check the ones you've beaten
and see if
they're below 27. If they are, better start beating some
Events!
Event #30: All-Star Match 3
Kirby, Pikachu, Ness and Ice Climbers want to fight!
Difficulty: 9
Character: Any (whoever you do best as)
Type: All-Star (You 2, Kirby 1, Pikachu 1, Ness 1, Ice
Climbers 1)
Goal: Beat Ice Climbers
Stage: Fountain of Dreams, Pokémon Stadium, Onett, Icicle
Mountain
My Hi Score: 2' 39" 45
Your Hi Score: _________
Going relentless on Kirby and Pikachu will get you through
this Event.
Obviously, if you made it this far, the first two will be a
snap. Ness
and the Ice Climbers, on the other hand, are some real tough
cookies!
Ness may be well-equipped to take you out from the ground,
but even
though real Ness experts excel much more in the air, this
Ness
apparently doesn't. You can easily get him to over 100%, and
then
unleash a charged Smash atack at him when he approaches you.
The best
place, since Onett has so many platforms everywhere, would
have to be
the telephone wires on the right. If you have at least 1'
30" left when
you face the Ice Climbers (of which you probably don't),
then keep
jumping. They can't keep up with the scrolling when it gets
fast. If
you don't, then attack them from the platform below. After a
while,
they'll stand little chance from a well-timed Smash attack,
because the
blast line is so close to the heat. Or should I say cold?
If you cleared all the Events above and still can't go any
further,
see if you already unlocked Luigi, Falco, Young Link, Dr.
Mario, and
Jigglypuff, because they're part of the requirements to get the
next 10
Events.
Event #31: Mario Bros. Madness
A classic plumber clash in the Mushroom Kingdom!
Difficulty: 8
Character: Any (Kirby recommended)
Type: Time (You vs. Mario & Luigi)
Time Limit: 2 minutes
Goal: Get more points than the Mario Bros.
Stage: Mushroom Kingdom
My Hi Score: 3 KOs
Your Hi Score: _________
It's normally quite difficult, but with Kirby, it's a cinch.
Actually,
it SHOULD be a cinch, but the other brother will sure know
how to put a
monkey wrench straight into these plans. WHat you should do
is stay on
the left side of the stage, pretty close to where you start.
Luigi
should be the first one to head over to where you are. He'll
try to
sneak around you by doing a Green Missile over the blocks
above your
head, so turn around when he passes above you. Then, suck
him up and
spit him (A button after swallowing) into the blast zone. Be
quick,
becuase Mario will approach you all the while and attack you
as soon as
you start inhaling! Sicne you can't inhale both of them at
once, this
will become a major pain, so try to dodge them from the left
part of
the arena to the right as you go.
Event #32: Target Acquired
Incoming Arwings! KO Jigglypuff more than they do!
Difficulty: 9
Character: Any (maybe Capt. Falcon)
Type: Time (You vs. Jigglypuff)
Time Limit: 1 minute
Goal: Get over half of the total KOs done to Jigglypuff
Stage: Corneria
My Hi Score: 2 KOs
Your Hi Score: _________
Basically, you need to KO Jigglypuff as much as you can
without help
from the Arwings in the background. This stage will come as
pure luck
Whether it's good luck or bad luck... you'll have to see for
yourself.
As Capt. Falcon, you can Falcon Punch Jigglypuff as she
comes by,
practically scoring a KO in the progress. However, what gets
even the
best players at this game mad at this Event is that
sometimes an Arwing
will blast Jigglypuff offscreen, obviously without you
knowing, and end
up having all your hard work wasted. Hang in there and
remember that
Jigglypuff is programmed to just walk around!
Event #33: Lethal Marathon
Avoid the F-Zero machines and race for the finish.
Difficulty: 6
Character: Capt. Falcon
Time Limit: 45 seconds
Type: Adventure (well, a part of it)
Goal: Get to the finish
Stage: F-Zero Grand Prix
My Hi Score: 0' 34" 75
Your Hi Score: _________
This is an Event that will, strangely, dramatically decrease
in its
"hard" factor once you know what to do! Just see
Goal #15 for advice on
gettin' the hell out of the racetrack!
Event #34: Seven Years
Young Link vs. Link! How can you fight yourself?
Difficulty: 10
Character: Young Link
Type: Stock (Young Link 3, Link 3)
Goal: Beat Link
Stage: Great Bay
My Hi Score: 1' 40" 11
Your Hi Score: _________
Normally, regular Link would be a piece of cake to beat if
you've
managed to clear all 33 Events before this one, but as Young
Link, you
have a disadvantage in almost every way. Sure, you're faster
and you
jump higher, but that's outweighed by the fact that Link can
reach
farther than you due to a longer sword, Young Link has
practically no
KOing power, and you may confuse the two Links, because
well, they're
the same person. Elf. Hylian, Kokiri, whatever. You don't
even get to
outfit him differently or put a little name tag on him! :(
Anyway, this
battle is going to be tough, no matter how you cut the
cheese. You can
sometimes lure him into going into the water of no return
underneath
the main platform, if you feel lucky. Or, to speed it up, if
he's
standing on one of the rafts, use the aerial down+A attack
to Meteor
Smash him into it. It's really hard to pull off, but this is
a really
hard Event.
Event #35: Time for a Checkup
Are routine physicals supposed to hurt this much?
Difficulty: 9
Character: Luigi
Type: Time Stock (Luigi 1, Dr. Mario 1, Peach 1)
Time Limit: 3 minutes
Goal: Beat the doctor duo
Stage: Yoshi's Story
My Hi Score: 0' 27" 38
Your Hi Score: _________
Right off the bat, you can hit Peach as sher approaches, but
after that
these two are untouchable!
It's one of my favorite Events, but it
functions much like Mario and Peach in the Adventure Mode.
This time,
you've got no walls to fend them off from and no Bansai
Bills to get
them cowering int he corner, so you need to resort to good
old-
fashioned brawling. Well, actually, I can't stress this
enough, but
items are your best friend. At least in this game. They fly
far, and
they let you hit them while you're in the air, so attack
them aerially
and throw everything you've got at them! (Including items,
even if you
would normally club people with them, but maybe not the
Hammer.) A good
and powerful item here can easily secure a victory on the
green side.
Event #36: Space Travelers
Adventurers head for Earth! Ness is the welcome wagon.
Difficulty: 10
Character: Ness
Type: All-Star, no Time Limit (Samus, Kirby, Fox, Capt.
Falcon, Falco)
Goal: Beat Falco
Stage: Fourside, Battlefield
My Hi Score: 2' 57" 83
Your Hi Score: _________
Like in Event #5, Spare Change, you'll be controlling Ness,
which won't
be easy unless Ness is your favorite character. Even though
he IS my
favorite charcater, it's still tough! As a gauge to see how
you'll
fare, if you take damage from Samus and Kirby, RETREAT AND
PRACTICE
SOME MORE. You won't be able to lay a finger on Falco if you
can't
acquire the skill. Whack 'em repeatedly with the Homerun
Bat. Any Ness
player will tell you that. And maybe backward-throw them.
It's also
surprisingly powerful. You can do that to Fox, but he's so
fast, you
will take damage before fighting Capt. Falcon. Fox also
loves dodging
you, so stay on the building on the far right and either bat
him or
backward-throw him, depending on where he is compared to
you. You'll
then switch arenas, to the Battlefield. This will be less in
Ness's
favor, since the arena is much smaller. What you want to do
is start
hopping from platform to platform, and when a good item
shows up, blast
the Captain and the bird away. Take your time; you don't
have a time
limit, unlike other All-Star battles. And you fight on the
same arena
when the next person comes (except Capt. Falcon). A very
unusual All-
Star match indeed, but it still isn't easy.
Event #37: Legendary Pokémon
A slew of legendary Pokémon are all the help you'll get!
Difficulty: 7
Character: Any (preferably Fox)
Type: Stock (You 1, Giant Wireframe 2, Giant Wireframe 2,
Jigglypuff 2,
Giant Wireframe 2, Giant Wireframe 2)
Goal: Be the last one standing
Stage: Battlefield
My Hi Score: 1' 19" 57
Your Hi Score: _________
You are pitted against four giant Wireframes, which means
they won't be
nearly as easy to send right off into the blast line, and
Jigglypuff,
who'll be after the same bounty as you. They're all part of
a 5-member
team, so they won't be able to hurt each other. This battle
should be
very hard, but you've got assistance in the form of Poké
Balls. Pick
them up before Jigglypuff gets to them (she's programmed in
this Event
to get the Poké Balls) and throw them down to get the
fastest results.
Everyone will dumbly walk into the Pokémon except
Jigglypuff, the
mastermind that she is, and their %'s will soar. While
they're being
zapped, burnt, whatever, try to pick up another Poké Ball
that may just
be within the current Pokémon's range of attack (you won't
be affected
at all except when Wobbuffet, who is far from legendary,
shows up),
because Jigglypuff will go and pick it up at her first
opportunity.
Also, if possible, finish off Jigglypuff as soon as
possible, and the
rest of this Event will be very easy.
Event #38: Super Mario Bros. 2
The cast of the classic NES title are raring to go!
Difficulty: 8
Character: Any (Kirby recommended)
Type: Stock (You 2, Mario 2, Luigi 2, Peach 2)
Goal: Beat the Subcon team
Stage: Mushroom Kingdom II
My Hi Score: 1' 19" 83
Your Hi Score: _________
Here is another one-sided battle. You're going to see a lot
of one-
sided battles against you in future Events. They get even
more
ludicrous than the previous Event. You'll have to see for
yourself (or
keep reading on) to see what I mean. This is one of them.
pick your
best character, and see if you can successfully fend off and
finish a
team of three regular characters: Mario, Luigi, and Peach
all playable
characters from Super Mario Bros. 2 (USA). (Doki Doki Panic
in Japan,
although they weren't plumbers, but there were a couple of
brothers and
a princess.) Luigi is usually the first to fall. He, for no
reason,
Green missiles right into the blast line on occasion, and
sometimes
Super Coin Jumps into the gaps between the platforms, giving
him no way
out. With Luigi out of the picture, sucking Mario or Peach
and spitting
them out into the blast line will be much easier. Even
easier than when
you had to do it for Event #31.
Event #39: Jigglypuff Live!
Jigglypuff nabs the spotlight on center stage.
Difficulty: 9
Character: Jigglypuff
Type: Stock (Jigglypuff 2, Jigglypuff 2, Jigglypuff 2,
Jigglypuff 2)
Goal: Be the last Jigglypuff standing
Stage: Pokémon Stadium
My Hi Score: 2' 18" 15
Your Hi Score: _________
It's Events like these that force you to be fluent with
every character
in the game. Many people refuse to play as Jigglypuff, and
when they do
they pass her off as a very weak fighter. In actuality, she
has the
second most-powerful attack, only overshadowed by Roy's Fire
Blade.
This attack is known as Rest, and once you press Down+B when
Jigglypuff
is inside someone else, she'll unleash a force that can KO
Giga Bowser
at 20%. So if you think your aim is really good, then you
can Rest
while everyone else is all huddled together below you when
you land to
make some instant KOs, since Jigglypuff is so light. § It
seems that
Jigglypuff has another method for an instant KO to another
Jigglypuff
by means of an upward throw. § Just remember who you are.
Or, you can
start your Rollout attack from a distance and hit them when
they come
close, because Jigglypuff has no projectile attacks. Just
remember that
her Rollout can turn around, but only after she's gone a
certain
distance. This is a difficult Event, so hang in there and
don't give up!
Get any remaining secret characters to get the next 11
Events, provided
you already have all the Events above. You don't necessarily
have to
have them all cleared though. Only the first 30.
Event #40: All-Star Match 4
Secret characters emerge to join forces...
Difficulty: 7
Character: Any (whoever you do best as)
Time Limit: 4 minutes
Type: All-Star (You 2, Marth 1, Luigi 1, Jigglypuff 1,
Mewtwo 1, Mr.
Game & Watch 1)
Time Limit: 4 minutes
Goal: Beat Mr. Game & Watch
Stage: Temple, Kingdom II, Poké Floats, Battlefield, Flat
Zone
My Hi Score: 1' 45" 52
Your Hi Score: _________
Just do to Marth like what you do to any other computer
players in this
stage: get them to the weird hallway roof thing next to he
hole, drop
down, and follow it up with a Smash attack once they get
within range.
They'll come back for more. This wastes time, and you've got
240
seconds for this, so you'll need to average less than 48
seconds per
battle. Meaning that once the timer hits 3' 12", you're
behind schedule
and need to hurry up. Luigi will Green Missily himself right
behind you
and sometimes straight into the blast line. If he doesn't,
just Smash
some assistance for him. Jigglypuff will usually stand there
while
Squirtle goes into the blast line, so just hop atop Onix for
safety and
don't knock Jigglypuff onto it. Mewtwo will drop straight
down from his
platform above you, so hit him with a charged upward Smash.
Chances are
he'll float onto another platform (or preferably the same
one). Soften
him up, and do the cruel trick again when his %'s reach
triple digits.
Finally, you've got Mr. Game & Watch. He's the hardest
member. By now,
you should realize that All-Star Match 4 doesn't quite stand
up to
the challenges of Event #30... Anyway, knock him repeatedly
to the
right after he drops down from above, and he'll eventually
fly straight
into the blast line.
Event #41: En Garde!
The lithe Marth challenges Link in a battle of steel!
Difficulty: 9
Character: Marth
Type: Stock (You 3, Link 3)
Goal: Beat Marth
Stage: Hyrule
My Hi Score: 1' 41" 82
Your Hi Score: _________
Whoever designs these Events, or at least whoever playtests
these, is
really good at Link, because except for Triforce Gathering,
every Event
involving Link is exceptionally hard. Since this takes place
in the
Hyrule Temple, do the rooftop trick that I keep mentioning
while
battling in this stage. If you don't know and don't want to
look, make
the opponent stand on the roof of the hallway next to the
hole, drop
down immediately, and launch a charged Smash attack (any
direction, as
long as it's decently strong). However, instead of a regular
Smash
attack, use the Shield Breaker. If you can charge a full
four seconds,
which is near impossible in other situations, you can
instantly ou 50%
into Link's %! Link is considered by most to be a better
character than
Marth anyway, so even if you consider this to be a regular
1-on-1
Event (and the last "fair" one), it might not even
be... Oh, and use
items. Even this late in the game, they still help
tremendously.
Event #42: Trouble King 2
Hey, Mario! Since when did Bowser get so big, huh?
Difficulty: 10
Character: Luigi
Type: Stock (You 2, Giant Bowser 2)
Goal: Beat Giant Bowser
Stage: Poké Floats
My Hi Score: 0' 25" 06
Your Hi Score: _________
Press your luck with this Event. Giant Bowser exceeds even
Giga Bowser
in terms of ability to KO you, because one Bowser Bomb and
you're outta
there. He's not too bright though, standing on Squirtle's
arm until he
reaches the blast line and all... Giant Bowser's other Stock
will,
unlike his first, somewhat down to your skill. Beat him up
when you
run inside of him, being careful he doesn't do a Bowser Bomb
on you,
and when an item that can cause an exlopsion comes around,
throw it at
him to reel him into the blast line once more.
Event #43: Birds of Prey
Capt. Falcon and Falco join forces to take out Fox!
Difficulty: 10
Character: Fox
Type: Stock (You 1, Capt. Falcon 1, Falco 1)
Goal: Beat Capt. Falcon and Falco
Stage: Big Blue
My Hi Score: 0' 23" 15
Your Hi Score: _________
You start out on FalcoN(NNNNNNN)'s main ship he uses to
travel between
worlds, but that's not where you want to be. You should
normally not
even think of doing this, but go down onto the cars below.
Sometimes,
one of them will miss the cars and will be forced to that
low road for
a KO. If not, do whatever you can to get them onto the road
to the left
since it's against the scrolling and everyone KOed by the
scrolling
speed gets KOed there anyway. Smash them, throw them, use
the Fire Fox,
whatever. Take advantage of Fox's speed to outfox the
others. Fighting
the other guy should be easy if you've spent an hour, or
maybe a lot
more, playing as Fox.
Event #44: Mewtwo Strikes!
Don't waste your time battling Zelda...
Difficulty: 6
Character: Any (Roy recommended)
Type: Stock (You 1, Zelda 1, Mewtwo 1)
Goal: Beat Mewtwo without KOing Zelda
Stage: Battlefield
My Hi Score: 0' 29" 78
Your Hi Score: _________
Mewtwo shows up at 15 seconds onto the timer, and since
Roy's Fire
Blade delivers an almost-guaranteed KO after 4 seconds of
charging, if
you do the math, this means you should start charging up at
11 seconds.
Zelda will make things difficult though. This is why until
about 9
seconds, you should try to fend off Zelda and maybe throw
her pretty
far with a half-charged Fire Blade, or maybe a Double Edge
Dance on the
left floating platform. Stay there, and begin your charge,
in the
middle of the platform facing left, when the time is right.
Mewtwo
should show up and immediately get caught in your attack for
an instant
KO. Just rmember that if Zelda is KOed, then you lose the
match. If Roy
isn't working for you, just pick the character you do best
as and
remember that Mewtwo shows up at 15 seconds. For info on
Mewtwo's
abilities, check him out at the Characters section.
Event #45: Game & Watch Forever!
The system that started a worldwide boom lives on!
Difficulty: 8
Character: Mr. Game & Watch
Type: Stock (Mr. Game & Watch 2, Mr. G&W Team 25)
Goal: Beat the G&W Team
Stage: Flat Zone
My Hi Score: 0' 53" 58
Your Hi Score: _________
This may be a seriously retro-looking battle, but your
skills will need
to be far from retro to make it past this Event. Immediately
duck, and
being careful not to accidentally set off a Bob-omb or an
explosive
container, press A to do the Manhole attack (a little board
should pop
up from the ground. Make sure you're still ducking),
changing location
and direction as needed. The other G&W's are extremely
light, so they
get KOed with a single one of these. Just try not to get
attacked so
much in this battle, because you're just as flimsy as they
are. Also,
remember that you're the red one, and navigating through the
Game &
Watch world will be a breeze.
Event #46: Fire Emblem Pride
The heroes of Fire Emblem join forces to fight you!
Difficulty: 10
Character: Any (whoever you do best as)
Type: Stock (You 3, Marth 3, Roy 3)
Goal: Beat the Fire Emblem duo
Stage: Temple
My Hi Score: 6' 23" 68 (don't laugh)
Your Hi Score: _________
You can obviously see from my time that the best rule here
is to run
away and use items as needed. It's that simple. They are as
untouchable
as the Dr. Mario team in Event #35, if not more. They will
use Counter
whenever you try to attack them, so nearly everything is
useless until
you get assistance from your best friends in the game, the
items. MS
Bombs will completely devastate them, and so will some
Pokémon and the
occasional Bob-omb. They also have a tendency to corner you
too. All in
all, this and every Event from this one will give you the
urge to Smash
your Gamecube. In real life this time.
Funkidelix@yahoo.com seems to have a strategy for all of the
Fox players
out there:
`I discovered a
fail-proof way to easily defeat Roy and
Marth in Event 46.
Select Fox as your character. At
the beginning of the
match, dash to the left side of
the board (beneath
the Pavilion). You want to lure Roy
and Marth here. Once
they arrive, Fox Illusion past
them and dash to
right, stopping underneath the very
right edge of the
long platform in the middle of the
stage. Wait for Marth
and Roy to came after you again,
and as they come at
your along that long
straight-away, start
blasting them with your Blaster.
They will throw up
their shields to defend you, but
your Blaster will eat
through them and break their
shields, leaving them
defenseless. Keep plugging away
at them with the
Blaster while they are helpless until
their damage is over
100%. Then break their shields
once more and smash
them off the board while they are
seeing stars. If they
ever get too close to you,
repeat the process.
Fox's speed and blaster ensure
guaranteed victory in
this otherwise very tough event.`
demon_ram@hotmail.com has another trick:
if you can just stand on the VERY left edge of the
(very)lower
island/platform and let them come after you, they'll hit you
once for
~6% and then fall and die!
Event #47: Trophy Tussle 3
Want a new trophy? Here's your shot at Majora's Mask.
Difficulty: 10
Character: Any (whoever you do best as)
Time Limit: 3 minutes
Type: Stock (You 2, Random 2, Random 2, Random 2)
Goal: Be the last one standing
Stage: Majora's Mask Trophy
My Hi Score: 1' 27" 55
Your Hi Score: _________
I have next to nothing to say. The three random comptuer
players, no
matter who they are, will want to concentrate their efforts
to bringing
you into oblivion. This is why you want to divert their
efforts--and
the only way to do that is to constantly run away!
Occasionally, they
stop to pummel each other. It's normally pretty even too.
Once their
%'s are high enough, go back to the middle of the mask,
between the two
spikes that come out. Do an upward Smash attack. They'll
never know
what hit them. Well actually, the CPU knows all, but it'll
let you hit
its minions. You don't want to stop to hang around though,
because in
addition to the INSANE computer player difficulty, you'll
need to pull
it off within three minutes. Also, with any match where
you're out-
numbered, it'll be much easier if you can single someone out
or if
an enemy is gone for good. Either way, it won't be easy, and
the best
remedy for this is to practice, practice, and practice some
more! And
maybe keep quitting and trying again until the opponents you
face are
the ones you're good against. You'll need to quit using
L+R+A+Start.
Not the Z button. That brings you the same opponents.
Event #48: Pikachu and Pichu
These Pokémon are pals...but not with you!
Difficulty: 10
Character: Any (whoever you do best as)
Type: Stock (You 2, Pikachu Infinite, Pichu 1, Pichu 1)
Goal: Beat the Pichus
Stage: Dream Land (Past)
My Hi Score: 1' 13" 60
Your Hi Score: _________
The Pichus are nearly complete wimpolas, but the Pikachu
sure isn't...
This may be themed on the Pikachu and Pichu mini-movie, the
first leg
of Pokémon: The Movie 3, but this Event is anything but for
kids.
Whatever the case may be, this will test both your offensive
and
defensive skills to the max. You'll need to defend against
Pikachu and
attack the Pichus. If you can KO Pikachu, great. You can use
what
precious time you've got when Pikachu's not around to bring
damage to
the Pichus and hopefully KO one. Unfortunately, this is
pretty much a
Level 9 Pikachu you're dealing with, and the three electric
mice can
easily turn you into a punching bag. As usual, an upward
Smash after a
lure to dropping through the platforms will work wonders, as
well as MS
Bombs and Poké Balls. If you get KOed yourself, don't give
up: remember
that you have TWO Stock, and, unknowing to the computer
players, you
are invincible until you stop flashing. When this happens,
ignore Pika
and pummel the Pichus. Well, I've told you all the advice I
can get you
for this. Otherwise, it all comes down to losing, losing,
and losing
this Event some more, and finally coming through to claim
victory.
Funkidelix@yahoo.com is back and apparently has a similar
way to deal
with this Event as well.
`Fox Illusion and the
blaster also can work very well
in Event 48 against
Pikachu and his Pichus. Fox
Illusion can actually
get you close to the Pichus,
while the blaster
will slow the whole Pika squad down
to give you breathing
room. While this strategy is
nowhere near
full-proof, it will work if you have the
patience to master
Fox and his excellent speed.`
Event #49: All-Star Match Deluxe
Dr. Mario, Falco, Ganondorf, Roy, Young Link, and Pichu!
Difficulty: 10
Character: Any (Kirby recommended)
Time Limit: 4 minutes
Type: All-Star (You 2, Dr. Mario 1, Falco 1, Pichu 1, Young
Link 1,
Roy 1, Ganondorf 1)
Goal: Beat Ganondorf
Stage: Kingdom, Venom, Pokémon Stadium, Great Bay, Temple,
Final
Destination
My Hi Score: 3' 28" 90
Your Hi Score: _________
Kirby is generally light and will be tossed around extremely
easily by
anyone in this final All-Star Match, but the reason why he
is the
character I would always choose is because of how easily and
quickly he
can beat Dr. Mario. When the Event begins, just stay where
you are. The
Doctor will approach you, and once he gets onto the
lift-thingy, start
inhaling. You'll suck up Dr. Mario. Now walk to the left,
and when you
think you're close enough to the blast line, spit him out
into it. This
will usually finish Dr. Mario in less than 7 seconds. Oh,
and since
you're taking on SIX characters instead of the usual five,
you'll need
to carefully watch the clock. Time is of the essense.
Anyway, once Dr. Mario is done for, Falco will face you in
the next
round. Since he's nearly untouchable, you should repeatedly
fly up into
the air and fall right onto him with a Stone attack. Once he
gets to
100% and he's on an upper wing, drop down to the lower wing
and release
a charged upward Smash when he gets close to you. Normally,
you would
dominate a one-on-one fight by Stoning the opponent until
they're KOed,
but Pichu has that Thunder attack that he'll repeatedly use
until you
reach the upper blast line. That's why when you start this
one, drop
down to the main ground, and when Pichu gets close, roll
behind him and
attack. The battle versus Pichu won't be too long, since he
goes away
at a low %. You can proceed to battle Pichu like usual,
except NEVER
use the Stone attack; it'll just means that Pichu'll use
Thunder on
you. Instead, if you need to get around Pichu, roll. Young
Link is your
fourth enemy. Check your time, because if you have under 2
minutes, you
better pick up the pace. Young Link isn't quite as good at
KOing you as
Falco or Pichu, but he knows how to rack up damage like
nobody's
business. Watch out for his hookshot, because that's what
he'll most
likely do when he gets close to you, in conjunction with the
Boomerang.
Stone him like crazy And use items or whatever to put an end
to the
elf. By the time you face Roy, your time will probably be
low and
chances are your damage will be high. Do what you'd normally
do to a
computer player in Hyrule Temple. Get him to drop down from
the roof by
the hole and let Roy have one of your upward Smash attacks.
Even this
far into the game, he'll repeatedly fall for it. Finally,
for some
reason, Ganondorf is always really tough to beat as a
comptuer player.
He's nearly untouchable, and you can't do the droppable
trick, because
there's no droppables. He'll also, unlike other computer
players, dodge
a Stone attack thrown at him. Hopefully, you've got two
lives left.
Battle him, and when you get KOed, use the invincibility to
attack
Ganondorf without mercy. Because he's so slow, you may get
hi % really
high. Remember that items are your friend. They help a lot
in the
hardest battles and can swing the match in your favor. §
Apparently, you
can also breeze through Dr. Mario, Young Link, Roy, and
Ganondorf using
Roy's Fire Blade. §
Event #50: Final Destination Match
Master Hand's the right hand! Now meet the left!
Difficulty: 10
Character: Any (Yoshi, Ganondorf, Roy, Ness, Fox, Falco,
Kirby, Peach,
or Pikachu recommended)
Type: Stock (You 1, Master Hand 1, Crazy Hand 1)
Goal: Beat the two hands
Stage: Final Destination
My Hi Score: 2' 14" 85
Your Hi Score: _________
In this Event, you'll face the Master Hand and the Crazy
Hand, each
boasting 300HP. You have one life to take them both down.
Are you man
enough to handle this mission? I hope so, because you'll do
well if you
are adept at using any of the four characters listed above.
Yoshi can
double-jump into the air and come down with an aerial down+A
attack to
take away as much as 54HP from a hand. But only if you've
mastered the
dinosaur. Ganondorf's aerial attacks all pack so much power
that he's
also quite efficient, § and his upward Smash ain't too bad
either §.
Roy's Blazer quickly reduces the HP of the hands, little by
little.
Finally, Ness can spend so much time in the air that dodging
the attacks
will be very easy. He can also absorb Master Hand's bullets
into health.
ŞFox and Falco can jump like mad, though they may require
getting used
to. Peach can also spend a while in the air, and the Parasol
works
wonders against them.Ş ź Kirby not only gets to use his
Stone attack,
but his Hammer works just as well. Also, don't forget that
Kirby can use
the infamous blast-line trick, but he can soar over them as
well. ź
Regardless of which character you choose, be aware of what
the hands are
about to throw at you, and keep attacking Crazy Hand (the
left hand)
whenever possible, because it's much trickier than the
old-fashioned
Master Hand. There are also periods when the Crazy Hand
simply doesn't
attack, leaving it open. Once the Crazy Hand is finished,
the Master
Hand will no longer be able to do Conjunction Attacks, so
you can duke
it out the way you've always been doing since Super Smash
Bros. 1. And
for your convenience, I've C&Ped the movelist of the
hands, their
signals, and how to beat them. Enjoy.
NOTE: ComicCreator2002 has made a good point. Pikachu can
use his
Thunder attack to decimate the Hands. Is there going to be a
character
without an effective way of dueling with the gloves?
Master Hand Only
·If the Master Hand closes all its fingers except the index
and thumb,
then it's about to do the Fingerbang (Normal and harder).
It'll shoot
bullets out of the index finger. Constantly jump to avoid
it, or if
you're Ness, the PSI Magnet will erase 20% of damage. It
normally
shoots just one bullet, but it'll shoot three if it feels it
or the
Crazy Hand is in danger.
·If the Master Hand closes all its fingers except the index
and middle
fingers, it's going to Walk Across the Arena (all
difficulties). It
walks across the arena, and when it gets to the end, it
kicks. Touching
it at any point during this will damage you, so when it
starts walking,
triple jump over it (or double jump as Yoshi or Ness) and
wait until it
goes back to its spot.
·If the Master Hand turns into a fist and opens up
completely at the
top of the screen, then it'll do the Slap (Easy and harder).
Once you
see it stop at the top, run towards the edge, jump away, and
jump back
with the triple jump and by then, if your timing is right,
the Master
Hand should already have hit the ground. If you're hit,
you'll be
stunned for a little while.
Crazy Hand Only
·If the Crazy Hand floats a bit to the right and stops, then
it's gonna
have Seizures (Normal and harder). It's a very devastating
attack, and
its warnings are short. If you happen to be on the left side
of the
stage, better run away!
·If the Crazy Hand floats to the middle, then it's gonna
drop some
Bombs (Normal and harder). Stay to one side until it
finishes,
and as soon as the last bomb explodes on the ground, attack
it.
·If the Crazy Hand wriggles for a second more than it
normally does,
then it'll do the Spider Crawl (Normal and harder). Jump
over it.
Both are Able to Do...
·If a hand stops moving and looks like it's holding a giant
invisible
pill, then it's about to do the Lasers (Easy and higher).
Get under the
wrist and start attack the wrist. You should get its health
way down.
The Lasers only do damage where they hit the ground.
·If a hand closes its index and ring fingers, then it's
about to do the
Rocket (Easy and higher). Stay in the middle, and look for
the hand in
the background. Jump over it and duck as soon as you land,
because when
Crazy Hand zooms back, it can still hurt you.
·If a hand zooms offscreen as a fist, then it'll do the
Rocket Punch
(all difficulties). Jump over it, and the hand is done with
the attack.
·If a hand floats to the top of the screen as a fist and
stays a fist,
then it's going to do the Punch (all difficulties). It'll
miss if you
keep running in one direction.
·If a hand simply floats to the top of the screen, then it's
going to
do the Flyswatter (all difficulties). Jump as high as you
can once it
appears in the background.
·If a hand closes all of its fingers except the index finger
and is
slanted down a bit, then it's going to do Pushbuttons
(Normal and
harder). Jump up into the air to get the hand to do it too
up to hit
you. Crazy Hand's can freeze you.
·If a hand is completely open and follows your every move
alongside
you, then it's going to do the Grab (Normal and harder).
Move away from
it to make it miss. Master Hand's does increments of 13%,
while Crazy
Hand does much faster ones of 3% and puts a flower on your
head.
·If a hand does the Triple Swipe (All difficulties), there
is no
warning sign that's long enough to show you that it's
coming. If it
quickly floats up into the air a short distance, I guess
that's your
sign. It's not a huge one, but this attack's accuracy is
horrible.
·If a hand floats off the stage and quickly comes back at a
bit lower
altitude, then it's gonna do the Ground Swipe (all
difficulties).
Avoiding it is simple: just jump over it.
·If a hand makes itself really thin long, with all the
fingertips
together, it's about to do the Ground Grind (Hard and Very
Hard). It's
too fast for you to avoid in any way except shield.
Together, They Do...
·If the Master Hand does the "come here" thing
with its index finger
and the Crazy Hand's fingertips sparkle, then they're about
to do the
Crazy Knuckles (Hard and Very Hard). If you duck, you should
be fine.
The Crazy Hand flies a punch to the Master Hand, who catches
it.
·If the hands are emitting some weird gas, then GET AWAY!
That's
sleeping gas! It's also about to Applaud (Hard and Very
Hard), which
will KO you at about 30 or 40% if you're asleep. i tend to
get caught
in this atack, but if you can see it coming, then go to the
very edge
and hang there until they're done.
·If the two hands turn themselves into fists, you might want
to duck.
They're gonna Double Punch (Hard and Very Hard). If you're
hit, you're
pretty much done for.
Better have finished your soup, because you'll need 50
Events licked to
gain access to the last Event...
...Event #51: The Showdown
Giga Bowser, Mewtwo, and Ganondorf unite!
Difficulty: 10
Character: Any (Jigglypuff recommended)
Type: Stock (You 3, Giga Bowser 3, Mewtwo 3, Ganondorf 3)
Goal: Beat the Villains
Stage: Final Destination
My Hi Score: 2' 59" 35
Your Hi Score: _________
Jigglypuff has always been in the shadows among most SSB and
SSBM
players. Those who use Jigglypuff are able to kick some
serious tail
with her. However, even among regular players (well, those
with enough
skill and dedication to make it this far and take on this
Event)
Jigglypuff stands out from the crowd with her Rest attack.
If you can
get Giga Bowser's % to at least 20, you can jump into Giga
Bowser, and
the moment you press Down+B, Giga Bowser will get blasted
away. It's
also advised that you lure Giga Bowser to an edge to
maximize your
chances. If you do this three times, you can eliminate Giga
Bowser's 3
Stocks in less than a minute. It's Mewtwo and Ganondorf in
particular
that are a pain in the butt. At least the main threat is
gone, so you
should battle like you normally would in a two-on-one.
They're not too
bright, but they're bright enough to put you onto the losing
side if
you ever let your guard down. Since there's no time limit,
take your
time, and wait for the right item to show up. You can battle
them
occasionally if you want to, and maybe do the Pound attack
to get them
out of your way, but time and time again, it's been proven
that the
toughest situations will become easy as pie when your good
friend, the
items, come to your aid in the field.
řIt also seems that the infamous
fall-off-near-the-blast-line-to-get-
computer-opponents -to-fall-into-it trick works here too,
especially
when using Kirby.ř
And so, all 51 Events are cleared. Congrats! You now have
the Final
Destination stage to fight on in VS. Mode!
(š)corrected by TheOlympicHero(š)
#
>>>Target Testing<<<
The Target Testing will test how good you are at maneuvering
characters
and using the right moves in the right places. There's one
for each
character, and if you get every Target bashed and recorded,
you get a
secret stage! Everyone has a different surreal stage to
break... Anyway
if you can't beat someone's Target Test, you'd probably want
to know
the easiest way, and not necessarily the quickest way,
right? Well,
that's what I give you!
Here's the format and key to this section:
X=starting point
1, 2, 3, 4, 5, 6, 7, 8, 9, 0=Targets (acquire them in this
order)
---, +++, ,,,, etc.=path of a moving target (if it moves)
->SAMPLE<-
Name of Character
_________________________________________________
_________________________________________________
____ 3 | 8
____ 2
4 5 6 9
____ 1 |
____ | 7
_____X_____________________|_____________________
_________________________________________________
0
1. Use Up+B to break the first target.
2. Go a bit to the right, jump, and hit the next one.
3. Triple jump to the third.
4. Do what you did for #2 to get #4.
5. This one moves up and down. Wait until the right moment
to hit it.
6. Jump to get #6.
7. Do an upward Smash to get this one.
8. Triple jump for #8.
9. #2, #4, #6, and #9 are all received in the same way.
10. Jump off the ledge, and after one second, use Up+B to
get the last
target.
Obviously, none of them will be this easy, but you get my
format,
right? I hope so.
As Mario would say... "Here we go!"
(Maps are not necessarily to scale. They're just there to
show you
the locations of the targets.)
Mario
__
__
________ ......
__
__ 9
__
________ ......
________ __________________________
________ _ _
_ 8 ---- _ 4 _
________ ...... _ _
________ ______1 _
________ _X_/
________ 2 3
________ ...... ______
_ _______/
_ _
_ _ 6
_ ...... _______________________
_ _ _
_______ 7 _ _
5
_ 0 _
_
_ ...... _ _
1. Walk over to the end of the platform and whack it.
2. Walk off and smack this one on your way down. If you
missed, Super
Coin Jump to the left from the ledge to hit it.
3. Jump off the ledge, and then jump back and Super Coin
Jump to hit
this one.
4. Go as far up as you can and Super Coin Jump this one too.
5. Standing right between the two pillars, shoot a Fireball
and it'll
fall onto #5.
6. Turn around and fire another Fireball.
7. Get onto the falling platforms and land on that piece of
solid
ground near the bottom. Fireball it.
8. That ---- actually indicates a very small gap. Wait until
you're
slightly above it, and then shoot a Fireball. This may take
a few tries
to time perfectly.
9. Let the platforms carry you to the top.
10. Now go back down to the bottom and jump as far
horizontally as you
can, and a Super Coin Jump should finish the job.
DK
7
8 .....
__ 6 .....
.....__
__
4
____
_ +
____
_ 5 +
___ ____ _______________ +
___ _________
9 + ____
___ 3 +...____
+ ____
_________ ..... _______________ + ____
_________ 0 + ____
_________ + ____
______
+ ____
______
___________________
____________ 1_X_2/
1. Use the Spinning Kong to destroy the first target.
2. If you did it without moving, you'll hit the second one
too.
3. Jump up to the platform above and hit it.
4. This one moves up and down. It should be passing by as
you proceed.
5. Make your way up the platforms to hit this one.
6. From the ledge that Target #5 was on, double jum,p and
you'll hit it
with a Spinning Kong.
7. Get up to the top of the platform you're on and Spinning
Kong from
the middle ledge.
8. Now get to the left ledge, jump once and use the Spinning
Kong...
again.
9. Get back down and onto the droppable in the center. If
you can time
it right, you can break this during your fall. If not, do it
from the
platform.
10. Finally, as you drop through, press A as you completely
go through
to destroy this and clear the stage.
Link
4
________
6 ________/________
7 5 ________/
_ __
_ __
_ 9 ..... __
0 _ __
_ _X_ ____3_
___ ______
8 _ __
_ __
_ __________ ___
_ __________ 2
___
_ 1 __
_ __
_ _
_ _ ____
_ ____
_______
_ _
____
_ _
______________________________________
1. Fall off the platform and hit this one during your way
down.
2. Hit this one with a Spin Attack as you jump up through
the gap.
3. Jump to the ledge and break this one.
4. Go as far up and to the right as you can, and a Spin
Attack will
destroy this one. As you fall, steer yourself as left as
possible.
5. Make your way back to the starting platform and spin
Attack after a
tiny jump to hit this.
6. You may hit this one right after #5. If not, do another
Spin Attack.
7. Spin Attack from the droppable platform.
8. Drop down and hit this one. Don't be intimidated by the
height; you
can triple jump back onto the platform.
9. Use the Bow, and try to time it so you hit it with an
arrow from the
droppable. This may also take a few tries.
10. Finally, the platform will have moved out of your way.
Spin attack
it.
Samus
_______
_ _
_ 3 _
_______ _______
_ _
_ 2 _
_____ _____
_ _ 4
_ ______
5
_X_ 1
___ ______
__ __
7
________
_ ________ ____
_ _____
8 _9 _____ __
_ __ __ _ 6
_ _____
________
.... _ _ .....
_ 0 _
_ _
1. Use a downward Smash on this one.
2. Triple jump to get onto this platform.
3. From target #2, jump to the right and Screw Attack it.
4. Go back onto the initial platform, go as far right as you
can, and
Screw Attack right after you push left.
5. Smash this one on your way to the platform below.
6. Go even farther down to break this one.
7. Now go to the left. Be sure to time your jumps across the
gaps
correctly.
8. Fall to the right to land on the platform with target #8.
9. You can get this with one of two ways: You can Screw
Attack after
falling down from the platform and aligning yourself, or you
can lay a
Bomb from inside the horizontal part of the tunnel. Either
way, it's
not as easy as any other target in this challenge.
10. Finally, as you drop into the abyss below from the huge
gap on the
bottom middle, bash this one. Or time a Bomb correctly,
which isn't as
easy.
Yoshi
_
_ _
_ 4
_ 1 _
______
__2__
______ _______ +
__ _______ +
__ 3
___X__ _+____
_____ ____ ______
__ __
__ 5
8 __
7
_____
________ _______ ______
__-------_ _______ _______
__
0 __ _____ ________
__ ____ 6
__________
______ ______ ____________
______ ___________ _________________
_______________________________
9
_______________________________
......
1. Double jump from the ledge above where you start, and
you'll just
barely make it onto the box with target #1.
2. Hop out of the box and to the right to snag this one.
3. Fall onto the platform to the right and time it so you
can hit it.
4. Double jump to this one and throw an Egg at it as you
fall.
5. Stay on the flat part and start an Egg Roll to the left.
6. You should hit this one too if you hold the B button
down.
7. Break out of the Egg Roll to hit this one. (Let go of B.)
8. Double jump into the other box.
9. Be careful, because that platform at the very bottom
moves left and
right. Wait until it gets as far left as it can, then land
on it and
hit target #9 as you travel on it.
10. As soon as it goes far as it can to the right, do two
tiny jumps,
as tiny as you can, to get in the third box and hit the last
target.
The bridge-like thing marked as "---" means you
can go through it when
you're going upward but not downward, thus making this
target the last
one of the list.
Kirby
___________________
________
_ _ ________
_ _ ________
_ _ 9 ______ ________
_ ____
________......______ ________
__X_ 1
____ ________ ______
________
_ _____
_______ ______ ________
_ ______ 2
______ _____8 7_______
_ _____
_____ ______ ________
_ ______
____ ______ ________
_ _______ __
_ _________ __
_ _________
__
_ _________
3 _________ __
_ _
______
5_________ __
_ _ 4 _______ __________ 6 __
_ _
________
________________
_ _________ _________________
_.. _________ _________________
_ ______ ____________ _
_ ____________ _
_____ _____________ 0 _
______
_____________....._
______ ______
---------
1. I've done this one so many times I can see the path once
I see the
map... Forward Smash this one from where you start.
2. When you're over the the gap to the right, do the Stone
attack and
you'll hit 2.
3. You'll also hit three if the Stone effect is still in
place by the
time you fall to here.
4. You'll land on the bottom platform. Press B to turn it
off and Final
Cutter the fourth target.
5. Make your way back to the bottom platform and get onto
the ledge
above this one. Face towards the abyss and do a Downward
Smash.
6. Now get down to the hole to break this one.
7. Stand directly at the middle of the gap formed by the two
walls
above you, then Final Cutter. If you do it while facing
right, you'll
smack #7.
8. If you face to the left, you'll hit #8. If you're lucky
you'll hit
both in one swoop.
9. Float up to the droppable and Final Cutter this one.
10. Drop through back to the bottom platform and float your
way to the
last target. Count your jumps, because you've only got five
before you
have to Final Cutter.
Fox
________
________ _ 5 _
_ _ _ _
_ _ _......_
________ _ _
3 _
7
____ _____ 6__ __
1 ____
4 __ _____
___________ ________ _ _
2 ____
__ _ _
____<<9>>__
xxxx _____
__________ __ __ __
0 ____ 8
' __ ____
' xxx xxxxx
'
'
1. This stage is IMO the toughest challenge for a non-secret
character
by far. jump into the air and start firing the Blaster. It
may take a
few tries to time it right.
2. If you shot #1, keep shooting to get #2.
3. From the place where you start, triple jump straight up
to hit it.
4. Stand directly below target #4 and Upward Smash it.
5. NOw go to the ledge on the right, and for the first two
jumps, go as
far to the right as you can. Now Fire Fox straight up.
6. Drop through to the platform directly below. Jump to the
right and
Fire Fox.
7. You may hit #7 while hitting #6, or you may prefer to
land on the
platform to the far right. Either way, you'll want to Fire
Fox #7.
8. The "xxxx" means there's a glowing platform
that does 10% damage
when you touch it and sends you flying. Again, Fire Fox
this, but this
time, do it as your second jump. Fall back onto the
platform.
9. Make your way to the bottom center platform, and hit the
smaller
Hurt Block on the top. You'll fly right into the room where
#9 is.
10. This is what makes this really hard. It's a suicide
target...From
the bottom left platform, if you can time it just right, you
can Fire
Fox it. However, Fox falls so fast it's much, much harder
than it
sounds, especially because it's a moving target. ŞWhy didn't
I think of
this in the first place? The Blaster can be used to shoot
this one, from
the platform under #9!Ş
Pikachu
_____ ____ ________
_______ | | | |
| | 7
6 | | 4 |
9 | | |
_______| ....
| |
_______ .... |
|.....
| 2 |
5 |
| 8
.... |______|
|_______
__________ 1 _________________
|_ _|
0 |_ _| 3
|___________X________|
1. Jump up and blast the first target.
2. Double jmup this time.
3. Stand on the edge of the ground, and if you Thunder Jolt
at just the
right place, the electricity will fall onto target #3.
4. Jump up to the droppable, and double jump up to reach the
target.
5. As you fall after hitting the fourth target, push to the
left and
you'll be in target #5's box.
6. There are three droppables in the middle. Get on the one
on the
right, and stand directly underneath the target. Do a tiny
jump, then
Quick Attack.
7. If you hit #6 and press left to Quick Attack again, you
can hit the
second brid with one stone.
8. Climb into the box and hit it.
9. Climb into the other box to hit it.
10. Stand below the box that used to contain #8 and Thunder
Jolt so it
follows the platform to the last target.
Ness
_____________
_____________
7 0
_ _ _ _
_ _ _ _
_ _
_ _
____ _____ _ _
_ _ 8 _ _ _
_ _ _
_ _
_______ _ ..... _ _
_
_ _ _ ______9__
_ _ _ _________
_ _ __________
_ 5
______
_______
_
_ _____
_ _ 2
3
_ 6
______ ______ 1 _
_ _
_ _ _____
_ _
_ 4 __ _____
_ _
___ ____ _______
_ _
___ ____X___________
1. PK Thunder straight up.
2. Normally, the fastest way to tackle this is to PK Flash
this one and
the third target in one swoop from where you start, but I
find it far
easier to simply PK Thunder these two individually.
3. When you blast #2, do the same for #3.
4. Stand on the ground above #4 and steer the PK Thunder
into the room.
5. You can also steer another PK Thunder to here.
6. And another.
7. Fall onto the tiny platform below #7, double jump, and
attack.
8. Fall through the middle of the three gaps and stand
beneath #8. PK
Thunder up or simply attack it.
9. Get up and fall through the right gap.
10. PK Fire the final target into oblivion.
Capt. Falcon
__2___
__________
_______
_ _
0 _______ _
_______ 3 _
_______ _
_______ _
_______ === _
9 8 7
_______ === ..... ....
_______
.......
_______ 6
_______ 5 1
_______ _ & _____ ____
_______ __ & _____ ____
_______ ___ 4
_______ ____ &
___________
_______________________________________
___________
_______________________________________
___________
_______________________________________
1. Double jump up otno the platform.
2. Get onto the platform on the far right, then triple jump
your way
to the roof.
3. Walk off, then fall straight down to the droppable below.
Double
jump, then attack at the peak of the jump. Capt. Falcon's
triple jump
doesn't break targets, FYI.
4. This one
apparently bounces for eternity...until you break it! Wait
for the right moment...
5. Attack this one from the peak of your double jump once
again.
6. Do the same for #6, but this time go as far left as you
can, and you
will end up on the ledge at the bottom left.
7. Triple jump onto the platform.
8. The "==="s represent trapezoidal blocks that
move up and down,
carrying the target inside. Time your jump to get in. This
may take a
few tries.
9. When the "==="s takes you to the gap in the
thick wall, go to the
left edge and Falcon Punch.
10. For one last time, attack this at the peak of your
double jump. Or
you can make your way to the top of the wall and hit this
one during
your way down.
Bowser
2_
4 _ _
_
_ 1__X___
_ _
_ _
F
_ _
_ ___3____ _
_...._ ________ _8
_ _ ____
_ _ ____
_ 5 _ _____ _
_ _ _ _
_ ________ _
_ __
_ 7 ___________
_ __6____ ___________
_ _______ _____________ ____
___ _9__
_ 0
___ ____ _
______
______
___
___
1. This is a pretty straightforward Target arena, where you
would use
your target-breaking skills common to most characters. Smah
left from
your starting point for this one.
2. Get up to the ledge on your right and Smash right.
3. Fall down the gap where Target #2 used to be, and hug the
wall to
your left and you'll end up on the platform where #3 is.
4. "F" means there's a flipper there. It's pretty
big and can cost you
a lot of time if you don't Fire Breath it to send it spinning
and
create a gap for you when it stops spinning. Triple jump to
target #4.
5. Drop down and hit this during your fall.
6. Right after you hit target #5, hold right and you'll be
right on top
of the next one.
7. From the edge, ire Breath to reach it. Or, if you'd
prefer, jump,
hit it, and seek ground on the platforms below.
8. Cimb up the odd structure, and when you get ot the top,
Fire Breath
so the fire travels along the wall and hits #8.
9. Fall and land on #9.
10. Get above it, then jump down toward it, and when you get
close, use
the Whirling Fortress to clear Bowser's target test.
Peach
____
__________
___ 6 ________
___ ________
___ _
________
___ ___ ________
__ ___ _ _
_ ____ _ 5 _
_ ______
_ _______
7 _ 1
__
..... _ __.....
____ __
_ 8___X__________ __
9
_ ______________ __
____ __
0
__ ____
__ ____
__ ____
__ _______________
__ _______________
__
... ____ _ 2 _
_ 3 _____
____ _
_ _ _____
4
________________________
______________________
1. Peach's target test, opposed to Bowser's, is an unusual
one that
tests the limits of Peach's floating abilities with wide
open areas,
dizzying heights, and strange placing of the orders of the
targets you
go through. When you're directly underneath this one after
jumping,
Parasol to hit it.
2. Float, or if you'd prefer, fall using the A button, down
to the
bottom. Parasol from inside the second gap to hit this.
3. Do the same for the fourth gap.
4. Stand a few feet from the edge, then throw a Vegetable
(turnip) at
the fourth target.
5. The 5th target is acquired by a Parasol from the
droppable on the
right. It's a longshot of longshots, but Peach has
incredible aerial
power.
6. Get back onto the platform and Parasol to the left this
time.
7. Go onto the paltform 7 is on and break it. Do you really
need this
explained to you?
8. Drop down and hit the 8th.
9. Do what you did for the last target for Bowser, except
Parasol it.
10. Keep the Parasol open so you can float down to the
bottom platform.
Parasol again to hit #10.
Ice Climbers
<-------PTERO------------------------->
0
_______ _______
______9 ______
______ ... 8 ______
,,, ,,, ,,, ,,,
,,______ ,,, ,,, ______ ,,, ,,, ,,, ,,,
,,,
______ ... ______
______ 7 ______
,,,, ,,,, ,,,,
_______,,,, ,,,, ,,,,_______,,,, ,,,, ,,,, ,,,,
_______ _ 5 _______
_______ _ _______
_______ 6 _ _________
_______ ______ _______
_______ _______
_______ 4 _______
_______ ___ _______
,,,,, ,,,,,
________ ,,,,, ,,,,, ,,,,,________ ,,,,, ,,,,, ,,,,,
________ 3 ________
________ ___ ________
________ ________
________ ____ ________
________ ____ ________
________ ________
___________2___ ________
________ ______________
________ ________
____________ _X_ ___________
________ ________
________ ___ _1_
________
________ ________
1. The music here is the Ice Climbers music, as opposed to
the special
song for the other target tests. The design of the palce is also
that
of the Ice Climbers. One final note is that you play as ONE
Ice Climber
meaning you can't do teamwork attacks, like Belay. Just jump
down to
the right and Squall Hammer the first one. If you attack the
ground
down at the bottom areas, they break, which is why I
recommend that
move.
2. Since Squall Hammer doesn't attack the ground, that's
what I'd say
you should use for #2 as well.
3. Do more platform hopping to reach #3. What else should I
say?
4. The ",,,,," are clouds that move along in
infinite horizontal rows.
You don't need this one; you can double-jump from #3's
platform to
#4's.
5. From this point and up, you don't need to worry about
breaking the
ground anymore because the material changes. Get to the
thing sticking
out of the right wall and double jump and attack to break
this one.
6. Go around the small wall to reach #6. For minimal
distance, jump up
while hugging the wall.
7. This one's tricky. Hop onto a cloud, as far left as
possible so you
have the msot time available to break target #7.
8. This one's trickier. The clouds are now small puffs and
are barely
reachable. If you can get on it, #8 is yours.
9. Use the Blizzard while facing left on the platform it's
next to.
10. There's a pterodactyl that moves left to right holding
the last
target. Double jump ahead of time so the creature is there
when you're
ready to attack.
Zelda/Sheik
_
___
_____
_ _
___ ___
_____ _____
3
_ ... _
___ 2 ___
_____ _____
_ _ _
_
___ ___ ___
___
_____ _____ _____ _____
.... _____ _____
_____ __X_1 _____
0 __ ____ 5__
__
__ 6
__ __
__ 9 __
__ ..... __
__ __
_____ 4__
_______ __________
_____________ 7 _______
_____________8
1. Before starting this Target area, hold down A as you
select Zelda to
transform into Sheik immediately. Hit the first target to
the right of
you.
2. Double jump straight up and use the Vanish move to break
the 2nd.
3. If performed correctly, Vanish should take you into
target #3,
breaking it.
4. Jump to the ledge down there and break the target.
5. At the apex of your double jump, attack and you'll hit
#5.
6. Go to the tip of the platform where #4 was and triple
jump up, but
this time, before you hit Up+B, tilt the Control Stick to
the upper
right as fast as you can, and hopefully, you'll land on the
ground
above. Jump off, and, usuing careful timing, hit this in
midair. the
ledge below is just big enough to land on when you fall to
the left
after hitting the target.
7. Stand on the edge of the cliff next to #7 and use the
Chain to hit
it.
8. Keep holding B and the electrip whip will land on the
eighth too.
9. Jump up onto the dropable and do whatever you want to
break the
target.
10. Fall off the droppable on the far left and do what you
did to #6.
Luigi
__________________
_ 1 _
_ 0 _
_ _
_ X_ _
_ __
_
_ _
_ * _
________ ________
1. Welcome to the secret characters' target tests. It may
just be me,
but the secret characters' are either quite a bit harder,
or, in this
case and a few others, much easier. As soon as you get to
move, jump to
the upper right, avoiding the bumper, and hit the first
target with the
Super Coin Jump, the only target in this test that's
stationary.
*(2-9). As you stand where the asterisk is, eight more
targets will
come your way. Break them as they arrive.
10. Finally, use another triple jump along the left wall to
break the
last target.
Jigglypuff
_________________________________________
_4 ___| ___| _
___ ___| __/ _
___\ __/ 3
__ _
____\ __
__\ _
____|
____\_______|_______2__X__1______
6 _
5 _
_-----------------------------------__
_
_
0 7 _
_ 9 _
_ 8 _
_ ____
1. An unusual yet simple-looking arena for an unusual yet
simple-
looking Pokémon. Turn to the right and break this target.
2. Now turn to the left.
3. Use the Pound attack at just the right height to squeeze
through the
bumper walls and hit #3. You'll need to go past two gaps to
get across.
4. Float up to the corner to bash this.
5. There will now be, in this hallway, little platforms that
fly at
you. They don't do any direct harm to you, but they will
seriously slow
you down if you don't duck under the high ones and jump over
the low
ones. once you make it to #5, don't hesitate to break it.
The "---" is,
again, ground you can go up through but not down.
6. Do the same to #6, except you'll have to jump up to hit
this one.
7. Land on the bottom right and float up to face #7 and
Pound it.
8. Descend a little and Pound this one too.
9. Ascend a bit.
10. Finally, acsend a little bit more. Make sure you don't
miss any of
the four bottom targets and have to turn around, because, as
you can
see, the last one is pretty far.
Mewtwo
_ _ 9
_ 8 _ 3 _
_ ______ ____
____ ____
____ - _
_ ,|2|,,,,,,,>,,,,,,,,,,,
'''''',-,''''''''''<''''',,,'
' ,,,
1 ,,, '
' ,,,<,,,,, '
__ ' __X___ ''>
__
__ ''- 5 ''''
__
__ |7|'>''''''''''''''' __
__ -
__6__ __4__ __
__ _____ _____ __
_____ 0 _____
1. Yeah, it's confusing. Targets #2 and #7 are confined in
some pseudo-
boxes with crosshair-like stuff that harm you if you touch
them. Anyway
just jump up, double if necessary, to hit the first target.
2. This one, in the red cross hairs, follows
",,,". Wait for the cross-
hairs move away from the box, then go in and get the target.
This is
harder than it seems.
3. Go as far up as you can. I think a double jump attack can
handle
this due to Mewtwo's great jumping.
4. Fall back down and stand on the platform #4 is on. Wait
for it to
rise up out of the ground, then break it.
5. Jump to the left, hit this one at the very top of your
jump, then
try your best to scramble back to the right.
6. Now hop over to the left and break this one as it rises.
7. The looks of these "crosshairs" remind me of
Mewtwo Returns... The
seventh target is the one in the blue crosshairs and follows
" ''' ".
Try to follow it around and again, wait for the right
moment.
8. Take the "box" to the top and bash #8.
9. Jump to the right from the right ledge and hit this as
you pass it.
10. Drop down in between the two bottom platforms and break
this. You
only get one chance, so don't blow it!
Marth
6
7 _
_2
___ __F__ 3 _______
____ ____
_____ ___ ...
____ ___
_____ _..____
/\ ___
F___ _ 5 _ _
+_
__ __ 4 _
_ ____ +_
__ F__ _
_ _ 1_
.... __ __
_ __ _+
__ _______ _
__ _ _+_
9
______. _ _
______
\/8 F
____
________X______________
<-----____----->
_____________________
0
1. This one is seriously, SERIOSULY hard. Or maybe I'm just
bad as
Marth. Oh well... Get into the maze thing on the right and
destroy the
target moving up and down, indicated by "+".
2. Get onto the ground near #2 from the left.
3. Use the Dolphin Slash to the left from the droppable.
4. Head down and use another Dolphin Slash to reach this one
from the
ground.
5. From your starting point, do a triple jump up the narrow
pipe.
6. Make your way back up to the top and hit #6 with another
triple
jump. Be careful not to hit the flipper.
7. Jump across the gap after reaching out for #7. If you
make it, hit
target #9 before #8. If you fall down, break 8 before 9.
8. Be EXTRA careful about the flipper here, because it could
throw you
right off the platform and into oblivion. Try ducking. If
you make it,
charge up a Shield Breaker on the very very left of he
platform and
release it as it gets as far left as it can.
9. Charge up a Shield Breaker on the droppable going up and
down, on
the right edge, and release it when the platform gets to its
lowest
point. ŞYou can also jump from that platform and land on the
one below
it if you feel brave, hitting the target along the way.Ş
10. Jump off and hit this. The Dolphin Slash is the best
attack to use.
Mr. Game & Watch
0
...
9
... 6 2.
8 3 .. ..
... 4 ..
7
1
______________5_______X_______________
1. Before you think about having a field day with the
targets here,
know that of all the targets, only #3, #4, #8 and #6 are
stationary.
Stand by the door on the right. It alternates between target
#1 for you
and empty inside.
2. Target #2 moves diagonally for a very short distance over
the roof.
Get on the roof and blast the target.
3. The Fire attack works well for this situation from
underneath.
4. Same here.
5. #5 moves along the ground from right to left. Wait for it
to come.
6. Do what you did for #3.
7. #7 falls down from the top of the Game & Watch
screen. Wait at on
the ground and press A repeatedly until it comes by.
8. Do what you did for #6. You'll land on an apartment
balcony.
9. #9 starts off on the balcony above you and then follows a
sine wave
to the right. It may take a while, but again, wait on the
balcony above
#8.
10. Get to the top balcony and hit #10 as it goes from right
to left
acorss the top of the screen.
Dr. Mario
6
9
___ ________
_ _ <....> _
_ _ _ /\
_ _ <....> 4_
7_ _ 5
_3 ....
_ _ <....> __
___ __ \/
__
8 __ ____
__
..__ _
__
__ 1 _
__
__ ____
__X__ 0
_____
2
1. Why do these guys have such hard sets of targets? Why
can't we just
use Ness and PK Thunder them all? Anyway, from the top of
the backward
"C", jump down into the gap where #1 is.
2. Get back up to the top of it, directly in the middle, and
shoot a
Megavitamin while facing left to hit #2.
3. Now, from the "C" structure, do a double jump
up, and as soon as you
are in front of #3 (the wall will be in your way), Super
Coin Jump and
its range will reach #3 and break it.
4. Since you go up during a Super Coin Jump, you'll hit #4
also.
5. Hit #5 while making your way up the moving platforms.
6. When the top moving platform is at its farthest right and
is about
to move back left, jump up and to the left and Super Coin
Jump. You
should fall onto the platform if you push right.
7. As the platform below you is is creeping through the left
wall, drop
through the top platform and land on the middle one for #7.
8. Stand on the lower platform's left edge and start rapidly
shooting
Megavitamins.
9. Get up to the flat land on the upper right, and jump off
the very
edge. The farthest possible triple jump will break the ninth
target.
10. This one's the hardest one. It's beyond the reach of
Megavitamins,
so you'll have to handle this one manually. When the
platform is at its
highest, drop through it and hit the target. And lower and
Dr. Mario
can't react fast enough to hit it. ŞApparently, I was proven
wrong again
since this target IS breakable through Megavitamins. You
need to stand
to the left of the moving platform, and you'll hit it at
just the right
spot.Ş
Ganondorf
_______________
8 _\/\/\/\/\/\/\/_
_____ > 9 <____
_\/\/ 7 \/\_
_>.. .... ....
....<_
_> 4 0
<_
_> __5_ ___X1_ 2_3_ <_
_> ____ ______ ____ <_
_> <_
_>6 <_
1. If you've been reading every one of the target practice
maps, then
you can tell that Ganondorf's is in the same league as
Luigi's and Mr.
Game & Watch's. However, this time, it's much much
harder. Every single
target moves except #7, and some very erraticly. As soon as
the word
"Go!" appears onscreen, punch #1 as it flies by.
It goes from left to
right, passing underneath the left and right platforms and
over the
middle.
2. After punching #1, #2 will come by. With good timing,
you'll hit
this one too. It goes in a simple right to left.
3. #3 follows #2, so after obliterating the second target,
turn around
and put the same fate to its friend.
4. #4 is another target that follows a sine curve from left
to right.
You can hit it from the left platform. While you're there...
5. ...you can also hit #5, which travels right to left,
passing over
the right platform, under the middle, and over the left.
6. Also, the left edge of the left platform is the only
available spot
where you can hit target #6, which bounces up and down in
the far left
gap.
7. Go back to the center and hit this simple target with an
attack from
a double jump. Keep in mind that Ganondorf's triple jump,
like Capt.
Falcon's, doesn't break targets.
8. Get onto the moving platforms. Your next target will
appear from
time to time near the lower corner on the right and zoom by
near the
top. This is a very irritating target because you'll need to
be extra
fast to catch this one.
9. This one whizzes from left to right near the top. Be
careful,
because not only does this target move really fast, you need
to beware
of the spkies. When it seems to be right behind you, jump
and attack
A+Up. You may need to do a tiny double jump.
10. Finally, the last target goes along a curved path,
passing through
the middle. Since this is your last target, it should be
easy to spot
when you stand on the middle platform.
Falco
_ _
_____________________
_ _
_ _
_ _
_____
_ _
0 _ _ A
_ _
_____
_ _ _
1 3
_ _ _ B
xxx
_ _ _
xxxxxxx
_ _____ 2
xxxxxxx
_ _ _
V xxx
_ _ <_<<V _X_
_ _ _
___ 5(D) G
_ _____ ______
_ xxxxx __________
_ xxxxx 4 __________
_ 8 E
__________
_ xxxxx __________
_ 9
xxxxx __________ ____
_ _____________ ________ ________
_ _ _
________ ___________
_ _
_ ______ 6 _
_
_ _ ____
____ _
_ _ __ _
7 _
C _ _ ____ _
_ _ F _ _
___________________
____......_
_ _ _ _
1. This is that kind of stage that refuses to be condensed.
Sigh...
You may have noticed right away that there are a bunch of
letters that
are placed seemingly randomly around the map. These are
actually the
locations of a teleporting target, which moves in order from
A to G and
back to A. With that covered, the first concern is to break
the target
above you with a jump attack.
2. Wait for the second target to come out of the structure
or when
coming in, blast it with the...Blaster.
3. This one spins around the harmful platform, marked by x's
at the
precise speed that if you just rapidly start shooting,
you'll always
miss. Not moving from your starting location, press B when
it reaches
the top of its path.
4. This one goes around the starting platform, going through
the lump
you start on and the lump on its right. Stand on the top of
the lump on
the right, and as soon as you see it pass completely through
the top
lump, attack and you'll destroy it.
5. Now it's time to destroy that infernal target once and
for all. When
it gets to its "D" or "G" position, fire
at with with the Blaster.
6. This one moves up and down through the three ledges at
the bottom-
right structure. Stand in the one second from the bottom and
keep
pressing A until you get it.
7. Go down to the very bottom, and jump again, and, if
necessary, Fire
Bird into #7's room.
8. Now go back onto the starting platform. Fall until you
reach the two
dangerous blocks. Time either a Falco Illusion or a
horizontal Fire
Bird into the gap, and you'll snag the next target.
9. It's just a short walk to the ninth target.
10. Just one more, triple jump as high as you can, and the
tip of it
will be just enough to reach your last target!
Young Link
____
0 / ________ __
____
/ 3
F _ _4
__ 6 ____
__ _ _
2 _ _________
_ _ ________
_5__ ____
_ _ __ 7 ____
_
_ _________
_ 1 _ __ ____
_ _ ___
___ F_________
_ _ ___
___ -->F__ ____
_ _ ___
___ __ 8 ____
_ _ ___
___ _________
_ _ 9 _________
_ _ __ _____
_ _ __ _
_ _
_ _
___X__
______
__
1. Well, constructing this map was a lot easier than Falco's.
It
doesn't require perfect timing or mastery of the character,
but its
main difficulty is in Young Link's abilities and whcih to
use when. The
first target is simple: triple jump up to it.
2. To get out of the pit, You'll need to wall-kick your way
up. Jump up
to a wall, and as soon as you hit the wall, slam the control
stick in
the other direction, and Young Link will jump off that wall
to the one
nearby. You may fall a few times, but slowly alternate
between left and
right, and if your pattern is correct, you'll make it up the
walls in
no time. Now, standing at the top of the left wall, steer
the Boomerang
into the box and the second target.
3. Fire an Arrow at the fliper to make it spin, and while
it's spinning
fire another Arrow at full strength to hit #3.
4. If you were really lucky, you would've heard two target
noises, and
you already hit #4 so skip this. If not, just get to the top
of the
box and smack #4 as it moves up to your level.
5. Get on the platform. Could it be simpler?
6. The wooden log at the top right moves up and down,
closing a room in
the bottom position. When it goes up, jump to the right, and
when you
get there it'll probably have already come down, giving you
a wide open
landing area for target #6.
7. Stand on the log, and when it goes up again, jump off and
jump into
the room below. Only three mroe to go!
8. Standing on the right "fast-forward" looking
like structures, launch
an Arrow at full strength to shoot it right past the
flippers, through
the tiny gap, and straight to #8.
9. Fall down in between the twin platforms and onto the
little square.
After breaking the target, make your way back to the top of
the pit.
You may need to triple jyump a few times.
10. You can either get there manually and Spin Attack it,
or, if you're
good with Arrows, shoot one from the top of the box at it.
Pichu
_____________________________________
_ _ _
_ _ 5__
_
_ ^ ...
_6 _
_ 9 _
_ _ _
__ _
_ v <_<<_0>_>> _
_
_ v _
_ _ _
__ _
___8_ v _ _
_ ___ __
_
_ 4 _
_ | __
_
_ ___ | _
_ _2_ 1
| 3__ _
_ _____ _X_ _
_ ___ __
_
_
_
1. This is certainly a tough one. I'd have to rank it as
second only to
Marth's. You'll start out on a pendulum. As it swings to the
left,
Thunder Jolt it. BTW, Thunders work here.
2. As soon as the pendulum is at its farthest left, jump up
and Thunder
Jolt. The projectile will fall right into #2 as it rises up
and falls
again.
3. Do what you did for #1, except at the farthest right.
4. Double jump and attack the top of the pendulum.
5. Here's the hardest part. The platforms go down at
approximately
Pichu's falling speed, so you'll need to double jump and
then hold down
to speed your fall to make it to the next platform. Make
your way up to
the top, and as you fall down from the top, be sure to press
A about
pichu's height from the target to smack it.
6. Will the department store of the same name get mad? When
you get #5,
make your way up again, and Thunder Jolt, making sure you
face left,
and it'll travel down the wall to #6. If you can't get high
enough,
just bash it manually.
7. The seventh target can be cracked in the same way as #5,
except it's
lower down and therefore has a smaller margin of error when
you try to
land again.
8. The difficulty of this test begins to decelerate at this
point. Take
the pendulum, jumping on #2's platforms if you need to, to
get to the
ledge containing #8.
9. Its lowest point is low enough for you to jump up and
Thunder Jolt
from #8's ledge.
10. Now, stand on the platform at the top in the middle,
and, while
facing left, rapidly Thunder Jolt. It'll fall into the left
gap and
finish your test once the last target comes by. ŞOr, if you
want this
done in a different order, this is Thunderable from the
pendulum. It's
completely up to chance, which I don't trust at all, but
it's your
choice.Ş
Roy
5
_____ _____
6 _4_
F
7 F
F F
1 F
F
____
_9___ __X__ _3 _
8 ___2____
_0 _
____
1. Low on platforms and high in wide open spaces, this is
much harder
that it looks, because not only is Roy lacking any projectiles,
but he
is also bad jumper. Just jump up and use the Blazer to
destroy this
target.
2. Now jump to the right, stand in front of #2, and charge
up a Fire
Blade.
3. It'll automatically be released once it reachs full
strength and
take out two targets at once.
4. Triple jump all the way to the top, and if you made it to
the
platform high up, you've got this target.
5. Stand below it, a bit to the right of it facing left.
Jump once and
let a Blazer do the talking.
6. Here's where it starts to get tough. Jump off the ledge
near #5 and
hit this one during your fall. Now try to land back on the
starting
platform.
7. Get back over there and time your attack so this time it
hits #7.
Be careful of the flipper that can ruin your chance.
However, you can
use it to again bounce back to the starting platform.
8. Go back around again and land on the bottom left
platform. Standing
at the right edge, down Smash it.
9. Get over to the left and destroy this target.
10. The hardest part: Get back to the starting platform. Due
to Roy's
terrible jumping, this may be harder than it seems. The
flipper may
help extend a jump a little bit. If you make it, congrats!
Now fall
beneath the box the last target is encased in, staying as
close to its
bottom as you can. The Blazer is the attack of choice here.
ŞOr, this
plan can also be done near the beginning, making this target
the second
one you break.Ş
#
>>>Other 1-Player Modes<<<
#
>>>Multi Man Melees<<<
10-Man Melee: In this mode, you have to KO 10 Wire Frames
without
dying. The Wireframes have a huge handicap against them, so
you should
have no trouble with them.
100-Man Melee: In this mode, you have a huge survival match
against
a whopping 100 Wireframes. Again, they have a huge handicap,
but all those
weak hits will eventually begin to send you farther and
farther every time.
My strategy is to use Fox and quickly use Fox Illusion to
dash between the
front and back of the bottom platform, or to use Y. Link's
spin move.
3-Minute Melee: In this mode, you attempt to stay alive with
unlimited
Wireframes attacking you from all sides. Dodging skills are
recommended here,
along with quick moving attacks such as Rollout or powerful
invincibility
moves like Kirby's Stone. Basically, just keep from getting
to the blast line
and you're fine.
15-Minute Melee: This mode is the purest, most refined form
of evil in
existence. I HATE having to go through this. Basically, just
use the moves
you used in 3-Minute Melee. Watch out big time for the last
ten or so seconds,
because the Wireframes will begin to do more smashes at that
time.
Cruel Melee: Remember how I said 15-Minute Melee was evil?
This makes 15-minute
look like great fun compared to this. Just stay alive until
you have enough for
the trophy.
>>>VS. Mode<<<
#
>>>Trophies<<<
Instead of models of each character in SSB, SSBM takes
it...probably a
dozen giant steps forward. In addition to 195 trophies
available in the
Trophy Lottery, 126 more can be received after fulfilling
something
within the game. Some are dead-easy, while others will
require complete
mastery and knowledge of the game to get. If you have an
American,
European, or Australian verison of the game, then a single
trophy was
cut off due to Christian themes (though it's quite
pro-Christ, so why?
I guess some people can never be satisfied), ending with 291
for the
Orient and 290 for everyone else. The text of the trophy,
Tamagon, is
written below:
This is the main
character of a Japanese
NES game never released
in North America. In this
quirky maze game, your
goal was to work your
way through a series
of scrolling mazes while
battling a cyclopean
henchmen of a large,
winged demon. Tamagon
not only had to worry
about the creatures,
but also the walls, which
were extremely harmful.
Also, Tamagon looks like (š)Bub(š) from Bubble Bobble,
except with wings
for arms and a severe lack of a body. Anyway, on to the
actual part.
Actually, it kind of reminds me a lot of Quincy from FoxTrot
(by Bill
Amend) as well.
NOTE: In the official SSBM Guide (from Nintendo Power),
there are some
mistakes in the trophy listings. I'm not sure if they're all
correct,
since the names I remember come off the top of my head, but
here they
are. Almost all of them involve Pokémon, and almost all of
the ones that
involve Pokémon involve its ordering in the guide's list.
MISTAKES
·There's actually no hyphen between "Motion" and
"Sensor" in the name
"Motion Sensor Bomb".
·Venusaur is listed as between Bulbasaur and Squirtle but is
actually
between Poké Ball and Charizard.
·Squirtle is listed as between Venusaur and Chansey but is
actually
between Charizard and Blastoise.
·Chansey is listed as between Squirtle and Staryu but is
actually
between Weezing and Goldeen.
·Staryu is listed as between Chansey and Cyndaquil but is
actually
between Goldeen and Snorlax.
·Marill is listed as between Cyndaquil and Sudowoodo but is
actually
between Bellossom and Sudowoodo.
·Sudowoodo is listed as between Marill and Porygon2 but is
actually
between Marill and Unown.
·Porygon2 is listed as between Sudowoodo and Toad but is
actually
between Scizor and Raikou.
·Bulbasaur is listed twice. Its correct location is between
Starman
(the kind from Earthbound) and Poliwhirl.
·Ditto is listed as between Cleffa and Igglybuff but is
actually
between Poliwhirl and Eevee.
·The trophy called "Arlo" in the list is actually
"Totakeke".
·(H) Marin is supposed to look identical to Zelda, but you
don't need a
close look to figure that inaccuracy out. (H)
The Trophy Lottery
The Trophy Lottery is where you use your coins to
"bet" on getting a
trophy. Each coin brings the odds up by 5% or to 99.9%,
whichever comes
first, and you can use from 1 to 20 coins. You earn coins in
VS. Mode
matches and 1-Player Mode games. When you complete
something, there's a
meter with a picture of a yellow circle, an "x",
and probably some
little brown coins. The number of little brown coins are
cumulative,
and for every ten of them you get, you get one trophy coin.
You can get
a total of 50 brown coins, (they'll automatically forn one
lottery coin
if you earn 10 or more at once) or you can end up with none
at all. You
start out with one (or if you're lucky, a non-lottery
trophy) and can
get the following trophies using the lottery:
(H) NOTE: Once you clear a certain series of Events, more
lottery
trophies will be available. For example, Fountain of Dreams
can only be
won after clearing Event #30, and as Hyman reports, Waluigi
will appear
after beating Event #51. (H)
ITEM TROPHIES
88. Warp Star
89. Ray Gun
90. Super Scope
91. Fire Flower
93. Star Rod
94. Beam Sword
95. Home Run Bat
96. Fan
97. Hammer
98. Green Shell
99. Red Shell
100. Flipper
101. Freezie
102. Mr. Saturn
103. Bob-omb
105. Super Mushroom
106. Poison Mushroom
107. Starman
108. Parasol
109. Screw Attack
112. Cloaking Device
113. Barrel Cannon
114. Party Ball
115. Crate
116. Barrel
117. Capsule
118. Egg
119. Smash Coins
120. Poké Ball
POKÉMON IN SSBM
121. Venusaur
122. Charizard
123. Squirtle
124. Blastoise
125. Clefairy
126. Electrode
127. Weezing
128. Chansey
129. Goldeen
130. Staryu
131. Snorlax
132. Articuno
133. Zapdos
134. Moltres
136. Chikorita
137. Cyndaquil
138. Togepi
139. Bellossom
140. Marill
143. Wobbuffet
144. Scizor
145. Porygon2
146. Raikou
148. Suicune
149. Lugia
150. Ho-oh
PROPS IN MARIO CHARACTERS' ATTACKS
152. Toad
154. Vegetable
155. Megavitamins
KIRBY HATS
157. Kirby Hat 1
158. Kirby Hat 2
159. Kirby Hat 3
PRINCESS PEACH'S CASTLE/RAINBOW CRUISE
162. Princess Peach's Castle
163. Bullet Bill
MUSHROOM KINGDOM
164. Lakitu
MUSHROOM KINGDOM II
165. Pidgit
166. Birdo
KONGO JUNGLE/JUNGLE JAPES
167. Klap Trap
YOSHI'S STORY/YOSHI'S ISLAND/P. YOSHI'S ISLAND
168. Shy Guys
169. Pak E. Derm
GREAT BAY
170. Tingle
171. Moon
172. Turtle
173. Four Giants
HYRULE TEMPLE
174. Master Sword
CORNERIA/VENOM
178. Arwing
179. Great Fox
180. Peppy Hare
181. SLippy Toad
BRINSTAR/BRINSTAR DEPTHS
183. Chozo Statue
GREEN GREENS/P. DREAM LAND
184. Whispy Woods
FOUNTAIN OF DREAMS
185. Fountain of Dreams
POKÉMON STADIUM/POKÉ FLOATS
187. Pokémon Stadium
MUSHROOM KINGDOM (ADVENTURE MODE)
194. Koopa Troopa
195. Koopa Paratroopa
UNDERGROUND MAZE
196. ReDead
197. Octorok
198. Like Like
ICICLE MOUNTAIN
199. Topi
200. Polar Bear
OTHER MARIO STUFF
201. Racoon Mario
202. Metal Mario
205. Plum
206. Daisy
207. Waluigi
208. Thwomp
209. Boo
210. Koopa Clown Car
211. Viruses
212. Bucket
213. Racing Kart
214. Baby Mario
215. Baby Bowser
216. Raphael the Raven
OTHER DK STUFF
217. Dixie Kong
218. King K. Rool
OTHER ZELDA STUFF
219. Goron
222. Ocarina of Time
OTHER F-ZERO STUFF
223. Samurai Goroh
224. Dr. Stewart
225. Jody Summer
OTHER STAR FOX STUFF
228. Andross
229. Andross
OTHER METROID STUFF
231. Metroid
232. Ridley
OTHER KIRBY STUFF
233. Fire Kirby
234. Fighter Kirby
235. Ball Kirby
236. Waddle Dee
237. King Dedede
238. Rick
239. Gooey
240. Meta-Knight
OTHER EARTHBOUND STUFF
241. Paula
242. Jeff
243. Poo
244. Starman
OTHER POKÉMON STUFF
245. Bulbasaur
246. Poliwhirl
247. Ditto
248. Eevee
249. Totodile
250. Crobat
251. Cleffa
252. Igglybuff
253. Steelix
254. Heracross
256. Professor Oak
257. Misty
258. ZERO-ONE
CARD HERO
259. Maruo Maruhige
WAVE RACE
260. Ryota Hayami
1080° SNOWBOARDING
261. Kensuke Kimachi
DOSHIN THE GIANT
262. Love Giant
263. Hate Giant
CUSTOM ROBO 2
264. Ray Mk II
265. Bayonette
266. Annie
ANIMAL FOREST/ANIMAL CROSSING
268. Totakeke
KURU KURU KURIRIN
270. Hererin
ANIMAL HUNTER
271. Alpha
LUIGI'S MANSION
272. Vacuum Luigi
PIKMIN
273. Pikmin
EXCITEBIKE
275. Excitebike
DUCK HUNT
277. Ducks
CLU CLU LAND
278. Bubbles
WRECKING CREW
279. Eggplant Man
BALLOON FIGHT
281. Balloon Fighter
DONKEY KONG 3
282. Stanley
KID ICARUS
283. Pit
SIM-CITY
284. Dr. Wright
SHIN ONI GA SHIMA
285. Donbe & Hikari
FAMICOM DETECTIVE CLUB PARTI/II
286. Ayumi Tachibana
3D HOT RALLY
287. Monster
NINTENDO GAMECUBE
290. GCN
Special Trophies
The trophy system would be downright boring if there wasn't
any secret
trophies to give out! Some hold more importance to Nintendo
than other
characters or symbols, some are simply in SSBM, and some are
secret for
no damn reason. Another thing to note is that while some,
such as
Samus's Starship, are trophies you'll get during your 1st or
2nd day of
play (unless you really suck), a few, such as Mew, will only
be given
the day the Earth crashes into the Sun, plummeting the Solar
System into
a quasar and then into a black hole. Either that, or you'll
have to
prove yourself to be a master. I'll only list how to get
them. Further
instructions will be in other sections of the FAQ.
NOTE: You can get multiple hidden trophies at once if you
fulfill the
requirements for more than one.
PLAYABLE CHARACTERS
1. Mario: Finish Classic Mode as Mario.
2. Mario: Finish Adventure Mode as Mario.
3. Mario: Finish All-Star Mode as Mario.
4. Donkey Kong: Finish Classic Mode as DK.
5. Donkey Kong: Finish Adventure Mode as DK.
6. Donkey Kong: Finish All-Star Mode as DK.
7. Link: Finish Classic Mode as Link.
8. Link: Finish Adventure Mode as Link.
9. Link: Finish All-Star Mode as Link.
10. Samus Aran: Finish Classic Mode as Samus.
11. Samus Aran: Finish Adventure Mode as Samus.
12. Samus Aran: Finish All-Star Mode as Samus.
13. Yoshi: Finish Classic Mode as Yoshi.
14. Yoshi: Finish Adventure Mode as Yoshi.
15. Yoshi: Finish All-Star Mode as Yoshi.
16. Kirby: Finish Classic Mode as Kirby.
17. Kirby: Finish Adventure Mode as Kirby.
18. Kirby: Finish All-Star Mode as Kirby.
19. Fox McCloud: Finish Classic Mode as Fox.
20. Fox McCloud: Finish Adventure Mode as Fox.
21. Fox McCloud: Finish All-Star Mode as Fox.
22. Pikachu: Finish Classic Mode as Pikachu.
23. Pikachu: Finish Adventure Mode as Pikachu.
24. Pikachu: Finish All-Star Mode as Pikachu.
25. Ness: Finish Classic Mode as Ness.
26. Ness: Finish Adventure Mode as Ness.
27. Ness: Finish All-Star Mode as Ness.
28. Capt. Falcon: Finish Classic Mode with Capt. Falcon.
29. Capt. Falcon: Finish Adventure Mode with Capt. Falcon.
30. Capt. Falcon: Finish All-Star Mode as Capt. Falcon.
31. Bowser: Finish Classic Mode as Bowser.
32. Bowser: Finish Adventure Mode as Bowser.
33. Bowser: Finish All-Star Mode as Bowser.
34. Peach: Finish Classic Mode as Peach.
35. Peach: Finish Adventure Mode as Peach.
36. Peach: Finish All-Star Mode as Peach.
37. Ice Climbers: Finish Classic Mode as Ice Climbers.
38. Ice Climbers: Finish Adventure Mode as Ice Climbers.
39. Ice Climbers: Finish All-Star Mode as Ice Climbers.
40. Zelda: Finish Classic Mode as Zelda/Sheik.
41. Zelda: Finish Adventure Mode as Zelda/Sheik.
42. Zelda: Finish All-Star Mode as Zelda/Sheik.
43. Sheik: Finish Classic Mode as Zelda/Sheik.
44. Sheik: Finish Adventure Mode as Zelda/Sheik.
45. Sheik: Finish All-Star Mode as Zelda/Sheik.
SECRET CHARACTERS
46. Luigi: Finish Classic Mode as Luigi.
47. Luigi: Finish Adventure Mode as Luigi.
48. Luigi: Finish All-Star Mode as Luigi.
49. Jigglypuff: Finish Classic Mode as Jigglypuff.
50. Jigglypuff: Finish Adventure Mode as Jigglypuff.
51. Jigglypuff: Finish All-Star Mode as Jigglypuff.
52. Mewtwo: Finish Classic Mode as Mewtwo.
53. Mewtwo: Finish Adventure Mode as Mewtwo.
54. Mewtwo: Finish All-Star Mode as Mewtwo.
55. Marth: Finish Classic Mode as Marth.
56. Marth: Finish Adventure Mode as Marth.
57. Marth: Finish All-Star Mode as Marth.
58. Mr. Game & Watch: Finish Classic Mode as Mr. Game
& Watch.
59. Mr. Game & Watch: Finish Adventure Mode as Mr. Game
& Watch.
60. Mr. Game & Watch: Finish All-Star Mode as Mr. Game
& Watch.
61. Dr. Mario: Finish Classic Mode as Dr. Mario.
62. Dr. Mario: Finish Adventure Mode as Dr. Mario.
63. Dr. Mario: Finish All-Star Mode as Dr. Mario.
64. Ganondorf: Finish Classic Mode as Ganondorf.
65. Ganondorf: Finish Adventure Mode as Ganondorf.
66. Ganondorf: Finish All-Star Mode as Ganondorf.
67. Falco Lombardi: Finish Classic Mode as Falco.
68. Falco Lombardi: Finish Adventure Mode as Falco.
69. Falco Lombardi: Finish All-Star Mode with Falco.
70. Young Link: Finish Classic Mode as Young Link.
71. Young Link: Finish Adventure Mode as Young Link.
72. Young Link: Finish All-Star Mode as Young Link.
73. Pichu: Finish Classic Mode as Pichu.
74. Pichu: Finish Adventure Mode as Pichu.
75. Pichu: Finish All-Star Mode as Pichu.
76. Roy: Finish Classic Mode as Roy.
77. Roy: Finish Adventure Mode as Roy.
78. Roy: Finish All-Star Mode as Roy.
OTHER SSBM CHARACTERS
79. Male Wire Frames: Beat the 100-Man Melee within 6
minutes.
80. Female Wire Frames: KO at least 100 Wireframes in
Endless Melee.
81. Fighting Wire Frames: Finish the 15-minute Melee.
82. Giga Bowser: Beat Giga Bowser in Adventure Mode.
83. Master Hand: Beat Classic on Hard or VH without continuing.
84. Crazy Hand: Beat Adventure on Hard or VH without
continuing.
ITEM TROPHIES
85. Food: Play 1,000 VS. Matches.
86. Maxim Tomato: Play 10 VS. Matches.
87. Heart Container: Play 100 VS. Matches.
92. Lip's Stick: Do a Combo of 20 or more in Training Mode.
104. Motion Sensor Bomb: Clear Event 3: Bombs Away.
110. Metal Box: Do a Combo of 10 or more in Training Mode.
111. Bunny Hood: Get a Combo total of 125 or more in
Training Mode.
119. Smash Coins: Play 100 Coin VS. Matches.
POKÉMON IN SSBM
135. Mew: Beat All-Star on Hard or VH.
141. Sudowoodo: Unlock the Poké Floats stage.
142. Unown: Make a total of 16,000 feet in the Home Run
Contest.
147. Entei: Clear Event 26: Trophy Tussle 2.
151. Celebi: Find Celebi in a Poké Ball (computer opponents'
count)
LON LON MILK
156. Lon Lon Milk: Get under 26 minutes total in Target
Practice.
KIRBY HATS
160. Kirby Hat 4: Unlock Luigi, Marth, Mewtwo, Jigglypuff,
and Mr. G&W.
161. Kirby Hat 5: Unlock Ganondorf, Roy, Pichu, Dr. Mario,
and Y. Link.
MUTE CITY/BIG BLUE
175. Falcon Flyer: Unlock the Big Blue stage.
176. F-Zero Racers: Finish Adventure Mode with everyone.
BRINSTAR/BRINSTAR DEPTHS
182. Kraid: Unlock the Brinstar Depths stage.
ONETT/FOURSIDE
186. UFO: Unlock the Fourside stage.
FLAT ZONE
188. Game & Watch: Complete Event 45: Game and Watch
Forever!
SSBM-ONLY LOCATIONS
189. Target: Finish Target Testing for every character.
190. Sandbag: Set a record of 1,000 feet in the Home Run
Contest.
191. Battlefield: Clear the All-Star Mode with any
character.
192. Final Destination: Clear Event 51: The Showdown.
MUSHROOM KINGDOM (ADVENTURE MODE)
193. Goomba: Clear Event 14: Trophy Tussle 1.
OTHER MARIO STUFF
203. Paper Mario: Make a record of 1,475 feet in the Home
Run Contest.
204: Wario: Clear All-Star without continuing.
OTHER ZELDA STUFF
220. Marin: Comes with the Sound Test
221. Majora's Mask: Clear Event 47: Trophy Tussle 3.
OTHER STAR FOX STUFF
226. Landmaster Tank: Get a total KO number of 1,000 or
more.
227. Wolfen: Finish the Adventure Mode in less than 18
minutes.
OTHER METROID STUFF
230. Samus's Starship: Clear "Escape from
Brinstar" in Adventure Mode.
OTHER POKÉMON STUFF
255. Meowth: Finish All-Star Mode with everyone.
ANIMAL FOREST/ANIMAL CROSSING
267. Tom Nook: Reach 1,000 Lottery Coins (including ones
spent).
269. Mr. Resetti: KO 5 opponents in Cruel Melee.
PIKMIN
274. Captain Olimar: Play the game with a Pikmin save.
DONKEY KONG JR.
276. Donkey Kong Junior: Finish Classic Mode with everyone.
MACH RIDER
280. Mach Rider: Finish Classic Mode in less than 5 minutes.
SHERIFF
288. Sheriff: Get a total Target time of 12' 30" or
less.
DISKUN SYSTEM
289. Diskun: Get every bonus and anti-bonus at the end of
matches.
REUMOR: People have been spreading news about how there will
be two more
trophies unlockable with a Super Mario Sunshine save and a
Metroid Prime
save on your memory card. (That's one each.) However, none
of us will
know if this rumor is even real until August 27, the release
date of the
next Mario game! Tough luck for me, August 27 is in my first
week of
school. Great timing, Nintendo.
Trophy
Checklist
And if you want all the trophies conveniently sorted the way
they have
them in the game, look no further than below. Isn't this FAQ
convenient
or what?
DEFAULT CHARACTERS
1. Mario
2. Mario
3. Mario
4. Donkey Kong
5. Donkey Kong
6. Donkey Kong
7. Link
8. Link
9. Link
10. Samus Aran
11. Samus Aran
12. Samus Aran
13. Yoshi
14. Yoshi
15. Yoshi
16. Kirby
17. Kirby
18. Kirby
19. Fox McCloud
20. Fox McCloud
21. Fox McCloud
22. Pikachu
23. Pikachu
24. Pikachu
25. Ness
26. Ness
27. Ness
28. Capt. Falcon
29. Capt. Falcon
30. Capt. Falcon
31. Bowser
32. Bowser
33. Bowser
34. Peach
35. Peach
36. Peach
37. Ice Climbers
38. Ice Climbers
39. Ice Climbers
40. Zelda
41. Zelda
42. Zelda
43. Sheik
44. Sheik
45. Sheik
SECRET CHARACTERS
46. Luigi
47. Luigi
48. Luigi
49. Jigglypuff
50. Jigglypuff
51. Jigglypuff
52. Mewtwo
53. Mewtwo
54. Mewtwo
55. Marth
56. Marth
57. Marth
58. Mr. Game & Watch
59. Mr. Game & Watch
60. Mr. Game & Watch
61. Dr. Mario
62. Dr. Mario
63. Dr. Mario
64. Ganondorf
65. Ganondorf
66. Ganondorf
67. Falco Lombardi
68. Falco Lombardi
69. Falco Lombardi
70. Young Link
71. Young Link
72. Young Link
73. Pichu
74. Pichu
75. Pichu
76. Roy
77. Roy
78. Roy
OTHER SSBM CHARACTERS
79. Male Wire Frames
80. Female Wire Frames
81. Fighting Wire Frames
82. Giga Bowser
83. Master Hand
84. Crazy Hand
ITEM TROPHIES
85. Food
86. Maxim Tomato
87. Heart Container
88. Warp Star
89. Ray Gun
90. Super Scope
91. Fire Flower
92. Lip's Stick
93. Star Rod
94. Beam Sword
95. Home Run Bat
96. Fan
97. Hammer
98. Green Shell
99. Red Shell
100. Flipper
101. Freezie
102. Mr. Saturn
103. Bob-omb
104. Motion Sensor Bomb
105. Super Mushroom
106. Poison Mushroom
107. Starman
108. Parasol
109. Screw Attack
110. Metal Box
111. Bunny Hood
112. Cloaking Device
113. Barrel Cannon
114. Party Ball
115. Crate
116. Barrel
117. Capsule
118. Egg
119. Smash Coins
120. Poké Ball
POKÉMON IN SSBM
121. Venusaur
122. Charizard
123. Squirtle
124. Blastoise
125. Clefairy
126. Electrode
127. Weezing
128. Chansey
129. Goldeen
130. Staryu
131. Snorlax
132. Articuno
133. Zapdos
134. Moltres
135. Mew
136. Chikorita
137. Cyndaquil
138. Togepi
139. Bellossom
140. Marill
141. Sudowoodo
142. Unown
143. Wobbuffet
144. Scizor
145. Porygon2
146. Raikou
147. Entei
148. Suicune
149. Lugia
150. Ho-oh
151. Celebi
PROPS IN MARIO CHARACTERS' ATTACKS
152. Toad
153. Coin
154. Vegetable
155. Megavitamins
LON LON MILK
156. Lon Lon Milk
KIRBY HATS
157. Kirby Hat 1
158. Kirby Hat 2
159. Kirby Hat 3
160. Kirby Hat 4
161. Kirby Hat 5
PRINCESS PEACH'S CASTLE/RAINBOW CRUISE
162. Princess Peach's Castle
163. Bullet Bill
MUSHROOM KINGDOM
164. Lakitu
MUSHROOM KINGDOM II
165. Pidgit
166. Birdo
KONGO JUNGLE/JUNGLE JAPES
167. Klap Trap
YOSHI'S STORY/YOSHI'S ISLAND/P. YOSHI'S ISLAND
168. Shy Guys
169. Pak E. Derm
GREAT BAY
170. Tingle
171. Moon
172. Turtle
173. Four Giants
HYRULE TEMPLE
174. Master Sword
MUTE CITY/BIG BLUE
175. Falcon Flyer
176. F-Zero Racers
177. Mute City
CORNERIA/VENOM
178. Arwing
179. Great Fox
180. Peppy Hare
181. SLippy Toad
BRINSTAR/BRINSTAR DEPTHS
182. Kraid
183. Chozo Statue
GREEN GREENS/P. DREAM LAND
184. Whispy Woods
FOUNTAIN OF DREAMS
185. Fountain of Dreams
ONETT/FOURSIDE
186. UFO
POKÉMON STADIUM/POKÉ FLOATS
187. Pokémon Stadium
FLAT ZONE
188. Game & Watch
SSBM-ONLY LOCATIONS
189. Target
190. Sandbag
191. Battlefield
192. Final Destination
MUSHROOM KINGDOM (ADVENTURE MODE)
193. Goomba
194. Koopa Troopa
195. Koopa Paratroopa
UNDERGROUND MAZE
196. ReDead
197. Octorok
198. Like Like
ICICLE MOUNTAIN
199. Topi
200. Polar Bear
OTHER MARIO STUFF
201. Racoon Mario
202. Metal Mario
203. Paper Mario
204. Wario
205. Plum
206. Daisy
207. Waluigi
208. Thwomp
209. Boo
210. Koopa Clown Car
211. Viruses
212. Bucket
213. Racing Kart
214. Baby Mario
215. Baby Bowser
216. Raphael the Raven
OTHER DK STUFF
217. Dixie Kong
218. King K. Rool
OTHER ZELDA STUFF
219. Goron
220. Marin
221. Majora's Mask
222. Ocarina of Time
OTHER F-ZERO STUFF
223. Samurai Goroh
224. Dr. Stewart
225. Jody Summer
OTHER STAR FOX STUFF
226. Landmaster Tank
227. Wolfen
228. Andross
229. Andross
OTHER METROID STUFF
230. Samus's Starship
231. Metroid
232. Ridley
OTHER KIRBY STUFF
233. Fire Kirby
234. Fighter Kirby
235. Ball Kirby
236. Waddle Dee
237. King Dedede
238. Rick
239. Gooey
240. Meta-Knight
OTHER EARTHBOUND STUFF
241. Paula
242. Jeff
243. Poo
244. Starman
OTHER POKÉMON STUFF
245. Bulbasaur
246. Poliwhirl
247. Ditto
248. Eevee
249. Totodile
250. Crobat
251. Cleffa
252. Igglybuff
253. Steelix
254. Heracross
255. Meowth
256. Professor Oak
257. Misty
258. ZERO-ONE
CARD HERO
259. Maruo Maruhige
WAVE RACE
260. Ryota Hayami
1080° SNOWBOARDING
261. Kensuke Kimachi
DOSHIN THE GIANT
262. Love Giant
263. Hate Giant
CUSTOM ROBO 2
264. Ray Mk II
265. Bayonette
266. Annie
ANIMAL FOREST/ANIMAL CROSSING
267. Tom Nook
268. Totakeke
269. Mr. Resetti
KURU KURU KURIRIN
270. Hererin
ANIMAL HUNTER
271. Alpha
LUIGI'S MANSION
272. Vacuum Luigi
PIKMIN
273. Pikmin
274. Captain Olimar
EXCITEBIKE
275. Excitebike
DONKEY KONG JR.
276. Donkey Kong Junior
DUCK HUNT
277. Ducks
CLU CLU LAND
278. Bubbles
WRECKING CREW
279. Eggplant Man
MACH RIDER
280. Mach Rider
BALLOON FIGHT
281. Balloon Fighter
DONKEY KONG 3
282. Stanley
KID ICARUS
283. Pit
SIMCITY
284. Dr. Wright
SHIN ONI GA SHIMA
285. Donbe & Hikari
FAMICOM DETECTIVE CLUB PARTI/II
286. Ayumi Tachibana
3D HOT RALLY
287. Monster
SHERIFF
288. Sheriff
DISKUN SYSTEM
289. Diskun
NINTENDO GAMECUBE
290. GCN
#
>>>Options<<<
#
>>>Bonus Points<<<
There is an incredibly large number of end-game bonuses you
can receive
after a battle or a stage in the single-player quests.
Depending on the
difficulty to meet their demands, they can give out
hundreds,
thousands, tens of, or even hundreds of thousands of points,
or maybe
they'll deduct from your point total. It's possible to get a
negative
score, by the way. If you've played SSB, then some of these
may look
familiar, but most probably won't... The only purpose of
points is to
get a high score on Classic, Adventure, and the All-Star
modes, and the
rankings when in Point Mode in VS. is determined only by the
points you
gain. They'll appear in the order that they are listed here,
and the
bonuses you haven't receive aren't displayed on the list in
your game.
Copy and paste this onto a file on your computer and print
it out. You
might also want to check off the ones you already have,
double check,
and triple check. I needed to to find out what that last
bonus I needed
was.
P.S. Most of these work best if Player 1 is doing something
and Player
2 is left as a human player, just standing there, on either
1 minute or
1 Stock. If you're playing with Stock, someone must commit
suicide for
the match to end unless it's about KOing someone.
*Only applies in the 1-Player Mode
Bonus # Name Point Value Requirements
1 Bird of
Prey 4000 Used only aerial attacks
This is pretty simple. Your best bet to use thiks attack is
with
Jigglypuff. Leap into the air and swoop down and attack
someone. Keep
doing this until the match ends and the bonus is yours.
2 Combo
King 2500 Used many combos.
(Average # of combos is
2.5 or greater)
With the Stock at 1, choose Bowser as Player 2 and Ness as
Player 1.
Position Bowser against any wall without any hazards, such
as on the
sides of the Montoli building in Fourside or the wall by the
hole in
the Hyrule Temple. Now PK Fire at Bowser, and do it again
and again as
Bowser recovers and the column disappears. After maybe about
a minute,
walk either character off the edge.
3
Juggler 1500 Struck an enemy many
times while keeping him
airborne.
While using any character with a good upward Smash, such as
Mewtwo or
Mr. Game & Watch, just do an upward Smash at someone and
prepare
another and another for each descent. Basically, if you keep
someone up
in the air for a while by attacking, you'll get the bonus.
4
Backstabber 2000 High % of attacks were
from rear. (70% or more
of total)
Just let Player 2 stand there, roll behind him or her, then
attack with
your basic A-button attack a lot. Just make sure that as
many of them
are done from behind as possible.
5
Sweeper 2500 High % of attacks were
low.
(50% or more of
total)
Use Mario, and duck next to someone. Press A to do the
breakdancing
thing, and do it over and over. Other low attacks include
Ness's meteor
yo-yo trick and Mr. Game & Watch's floorboard move, not
to mention
every other Mario Brother's breakdanciong move. Then, end it
with any
attack that's NOT low, so you'll get this and not Clean
Sweep.
6 Clean
Sweep 5000 All attacks were low
attacks.
Do what you did with the bonus above, except that you'll
have to attack
ONLY with the low attacks. As I said, most characters' Duck+A
move is
considered to be a low attack.
7 Meteor
Smash 800 KO'd foe with a Meteor
Attack.
A Meteor Attack is an attack that, when you hit someone
with, will
instantly KO them straight down. This is very hard to do,
since you
have to not only be outside the field to do it, but there is
a very
limited list of moves that can be Meteor Attacks. A lot of
characters
have Down+A as their Meteor Smashes, but some don't have any
at all.
Just assign Player 2 to be Jigglypuff on Super Sudden Death,
2 Stock,
and make Jigglypuff jump off the edge while Player 1 is
waiting there
on the ledge where Jigglypuff jumped off of. Follow her
down, holding
down on the control stick as you go, and when you get close
to
Jigglypuff, press A. Hopefully, if that's a Meteor Attack,
you'll get
the bonus. If not, try a different character. Mario does a
Meteor
Attack to Bowser on the How to Play video if you want to see
how it's
done.
8 Meteor
Clear* 3000 Cleared the level with a
Meteor Attack.
Do the same task as you did for Meteor Attack, except you'll
need to
do it to someone in the 1-Player Mode.
9 Meteor
Master 8000 Every Meteor Attack KO'd
an opponent. (Minimum of
2)
Do these bonuses expand on the previous one or what? You
need to pull
off a Meteor Smash at least twice in one battle, which means
you'll
need to KO Jigglypuff twice using two Meteors. It's really
tough.
10 Meteor
Survivor 2000 Succeeded in
recovering
from a Meteor Attack.
The info I had originally been telling you is completely
erroneous. Do
not attempt to adjust your computer screen. I control the
"A"s and the
"Z"s. Basically, tossing the bad mimicking of the
Outer Limits aside, it
simply means that The first info is apparently false. ‹You
actually get
the Meteor Survivor by jumping out of the way right when
someone is
about to pull one on you. I have heard that it causes blue
sparkles, but
I've yet to see it for myself.‹
11 Flying Meteor 4000 Hit a flying enemy with
a Meteor Attack.
This one needs to be done so that a Meteor Attack brings
someone so far
down that they disappear into the background, AKA a Star KO.
This, to
my knowledge, can only be done in the Brinstar Stage when
the lava
rises. This was the last bonus that I got, so it may take a
bunch of
tries to do a Meteor at will.
12 Exceptional
Aim 4000 Hit with most
attacks.
Go through the Mushroom Kingdom Stage on Adventure Mode on
Very Easy,
and when the Yoshis come and attack, go into the crowd and
do an attack
that has decent strength and goes both ways, such as the
Spinning Kong
or Link's Spin Attack. If you do it successfully to the ten
Yoshis,
then do an attack into the air and clear the stage, you'll
get the
Exceptional Aim bonus.
13 Perfect
Aim 10000 Hit with all attacks.
(At least 8 attacks per
minute)
This differs from Precise Aim in that Perfect Aim requires
you to have
100% accuracy, meaning every attack you do hits an opponent
and Precise
Aim means that no one blocked your attacks. To do this, just
let, as
usual, Player 2 standing there while you pummel him or her.
14 All
Ground 6000 Used all standard ground
attacks against enemies.
You'll need to hit your enemies with your character's
ground-based
moves, which consists of the 3 Smash Attacks, the 4
directions of
throwing, duck+A, walk+A, run+A, and the up+A that's not a
Smash Attack.
And they all need to be executed on the ground too.
15 All
Aerial 4000 Used all standard aerial
attacks against enemies.
To do All Aerial, you need to attack in the air using the
basic A,
forward+A, backward+A, down+A, and up+A. If you do all five
in one
battle, you'll get All Aerial.
16 All
Variations 10000 Used all attacks except
finishing blows on
enemies.
Now you'll need to fulfill both All Ground and All Aerial,
hitting
multiple opponents, to get All Variations.
17 All on
One 20000 Used all attacks except
finishing blows on one
enemy.
This time, do All Variations's standards...on one person.
Talk about
overkill, but it's 20,000 points.
18 Lethal
Weapon 7000 Hit with a wide variety
of attacks.
Neither the name nor the description tells anything about
what it does.
Although it may seem like a lot to do, it's simply the 4
Special moves,
3 Smashes, and 5 aerial attacks. Then, end the match.
19
Berserker 3500 Attacked in a frenzy.
(60 attacks or more in 1
minute)
The rapid A, A, A... attack should fare just fine when
getting this
bonus, especially to a standing opponent.
20 Smash
King 3000 Used many Smash Attacks.
(150% or more of all
hits)
Whack people as much as possible with Smash attacks. The
longer the
battle, the more damage you'l do and the more likely that
you'll reach
150% with Smash Attacks.
21 Smash
Maniac 3500 Only used Smash Attacks.
The shorter the better. The rest goes without saying, huh?
Just Smash
a Player 2 senseless, and that's all there is to it. just
make sure
that you don't accidentally do any other attacks. Characters
with
easily-distinguishable Smash Attacks, such as Ness and Mr.
Game & Watch
make good candidates.
22
Smash-less 1500 Used no Smash Attacks.
Now do the opposite. Pummel Player 2 with Special Attacks,
Aerial
Attacks, Items,... anything EXCEPT Smash attacks.
23
Specialist 2200 Hit with only special
moves.
The best results will go to any characteryou know special
attacks for.
Some characters' Special Attacks are very different from his
or her
regular attacks. For example, Ness, a reliable sounce of
distinct
moves, has elemental Special Attacks, and Fox and Falco use
their
weapons for the B-button stuff. Others, such as Jigglypuff's
and DK's,
have Special Attacks that look just like their A-button
moves. Hit
Player 2 with two of your B-button moves THAT DO DAMAGE
twice. This
should yield you the Specialist bonus.
24
Dedicated 3100 Used only one kind of
Specialist
special move.
Now do only one Special Attack and you're set.
25 One-Two Punch 1800 Hit consecutively with
all weak attacks.
What this means is the infinite A-button combo. Pin Player 2
against a
wall and press the A button rapidly at him or her. As long
as you sent
more than one attack, the game will give you the One-Two
Punch.
26 First
Strike 500 Delivered first blow of
match.
Play as a fast character, such as Capt. Falcon or Fox,
against some
level-1's. It doesn't necessarily have to be a team battle.
Run up to
the nearest character and attack them. When the match ends,
you'll get
this bonus unless a level-1 character happens to be faster
than you
are.
27 150%
Damage 1000 Took 150% damage or
more. Not valid in team
battles.
28 200%
Damage 3000 Took 200% damage or
more. Not valid in team
battles.
29 250%
Damage 7000 Took 250% damage or
more. Not valid in team
battles.
30 300%
Damage 10000 Took 300% damage or
more. Not valid in team
battles.
31 350%
Damage 15000 Took 350% damage or
more. Not valid in team
battles.
32 Heavy
Damage 20000 Took 400% damage or
more. Not valid in team
battles.
Bonuses #27-32 are grouped together as one, and they don't
accumulate.
You'll get the highest one if your damage reaches or exceeds
150%. If
there's a bonus you're lacking, just get Pichu to do the
Thunder attack
over and over, and each time, his damage will go up by 3%
without him
being thrown off by even a millimeter. Keep it up until your
damage %
is at least that indicated on the name of the bonus. Just
keep Player 2
standing there, and if you set it on Stock without a Time
Limit and
bring all of your patience along for the ride, you're set.
33 Sniper 2000 Hit only with flying
objects.
Play in Super Sudden Death, 1 Stock, and blast Player 2
clear off the
arena with a fully-changed Charge Shot.
34
Brawler 2000 Hit only with direct
attacks.
Now do the inverse. Unless I'm mistaken, Capt. Falcon and
Ganondorf
both have only direct attacks other than the throws, so you
should be
fine with them. You don't have to win either.
35 Precise
Aim 10000 All attacks hit
immediately after
execution.
This one's pretty hard to figure out...I think what you do
is you have
to fulfill both Perfect Aim and Brawler before you can get
Precise Aim.
Good luck...
36
Pitcher 6000 Fought only with grabs
and throws.
Do you need any further explanation on this?
37
Butterfingers -500 Had a high rate of grab
and dash-grab failures.
Well, how should I say this?... It's a "bonus"
that deducts from your
total score, so we'll call it an "anti-bonus". If
you remember that the
Z button exists when you played it the first day, you
probably should
already have this bonus. If not, then play a match against
some
computer players and use the Z button a lot. Most will miss
and you'll
get the Butterfingers anti-bonus.
38 All
Thumbs -1500 All dash-grab attempts
failed. (At least 4
attempted)
Another penalty? There's pretty much a higher version of
every bonus.
There's 249 of them! It's insane! Stand back, then run and
press Z.
Lather, rinse, repeat, repeat, repeat. There! You get
fifteen hundred
points subtracted from your score! Goody.
39 Cuddly Bear 2000 Performed at least 3
grabs, but did not
attack or throw enemy.
To do this, just press Z to grab someone and leave them like
that. If
you touch your control stick or the A button, you'd better
start over.
If you grab someone three times without throwing or
attacking them, the
Cuddly Bear bonus is yours. And if you didn't know, after
about three
seconds, they let go.
40 Compass Tosser
3500 Used all four
directional-throw moves.
Focus on throwing. ach character's four throws look
different, so just
remember what they looked like and beat up that Player 2.
41 Throw
Down* 2500 Threw last foe to clear
game.
This is recommended during battles against a team of weak
opponents.
Use Mewtwo and when you know that you've finished all of the
team
except one, grab that person and throw him or her off to the
blast
line. This may take more than one throw.
42
Pummeler 1500 Did a lot of damage by
holding and punching
foes.
This time, focus on grabbing people and press A rapdly,
especially
against the Player 2 punching bag. Oh, and Punching Bag's a
bonus too.
43 Fists of
Fury 2500 After grabbing, always
held and punched, never
threw.
If you concentrated on the bonus above and were careful
about that
control stick, you should get this bonus as well.
44 Close Call
2000 Threw just
before enemy
broke your hold.
Now, throw your opponent exactly 2 seconds after you grabbed
him or her
and that's it. An almost-free 2,000 points.
45
Opportunist -1000 Didn't attack for a very
long period of time.
Get into a real battle and simply stay away from the action.
If you
don't attack for at least 30 seconds, I believe, you'll
become a
genuine certified SSBM Opportunist.
46
Spectator -2500 Spent a long time on
sloped terrain.
Not sure what they mean by "sloped terrain"... I
just simpoly got this
bonus along with Opportunist sometimes. I guess you need to
not attack
and stay on an incline to avoid any projectiles that may
come by. Sort
of like this: |
|
____________________ |
\v
\
47 Statue 500 Little left-to-right
movement.
The only reason why anyone would NOT get this bonus is its
unclear
description. For anyone who can't figure it out, you need to
walk as
little as possible. low-level computer players will simply
run up to
you for you to beat up, if you need more help.
48 Never Look
Back 5000 Never changed
direction.
Play the F-Zero Grand Prix section of the Adventure Mode and
never ever
even touch the control stick to the left. Just keep
advancing to the
right, jumping if necessary.
49 Stiff
Knees 300 Did not crouch.
Play the Escape from Brinstar part of the Adventure Mode
successfully,
and instead of not bringing the control stick down one bit,
the
direction to avoid this time is down.
50 Run, Don't
Walk 6500 Did not walk.
(Extremely
short distance doesn't
count)
I'm not sure what distinguishes this from Marathon Man, but
whatever it
is, you apparently have to...run a lot and try not to just
walk.
Rememebr that you need to slam the control stick to run. I
get it
particularly often in the Adventure Mode, but it does appear
in VS.
Mode if it helps. ‹This doesn't seem to overlap with Cement
Shoes
either.‹
51 Ambler 2500 Walked a lot.
Wow! We're over one-fifth through! Have I mentioned that I'm
already
getting sick of lal of these bonuses? What a pointlessly
huge section
of this FAQ. The Ambler bonus is most easiest in the first
stage of the
Adventure Mode, the Mushroom Kingdom. Instead of dashing
headfirst
toward the Goombas and Koopas, just walk your way there.
Once you bash
the Yoshi Team (and if you're playing this on Very Easy, you
can do it
without running) and make it to the flag, you'll probably
get this
bonus.
52 No
Hurry 1000 Did not run.
If you got the Ambler bonus, you'll get the No Hurry bonus
also. This
is pretty much also packaged with the Statue bonus. These
are very
simple requirements; what more do you need!?
53 Marathon
Man 2000 Ran a lot.
Make it through the F-Zero Grand Prix in Adventure Mode,
running
whenever it's safe, and they'll give you this bonus in the
end.
54 Eagle 1500 Went airborne a lot.
If you have trouble getting this, characters with a bunch of
jumps,
such as Kirby and Jigglypuff, are quite good at staying in
the air. If
you concentrate on staying in the air for a battle as either
of these
characters, as well as other characters who can stay airborne
for a
while, like Ness and Mr. Game & Watch, you'll have this
bonus in no
time. You'll probably also get the Acrobat bonus.
55
Aerialist 2500 Did not jump from the
ground. (No overlap
with Cement Shoes)
What this means is that the only times you jump is when you
fall off a
ledge or if you got knocked or thrown into the air. Again,
this is best
done with Kirby or Jigglypuff.
56
Acrobat 3000 Always did a midair
jump. (No overlap with
Cement Shoes)
To get this bonus, you'll need to never single jump. Always
double or
triple jump. That was simple.
57 Cement
Shoes 4000 Never jumped, including
midair jumps.
Need I explain more?
58 Head
Banger 800 Hit walls a lot. (3 or
more times per minute)
Run into a bunch of walls, like in Onett, Fourside, or
Princess Peach's
Castle. Also, set the time to one minute so you can keep
track of your
frequency pretty easily.
59 Elbow
Room 2000 Bumped into or pushed
foes a lot.
Try it with a standing Player 2. I want to keep "How to
Do This" short
because well, there's 249 bonuses and therefore 249 explanations.
60 Power
Shielder 5000 Used the Power Shield
often. (3 times or more
in 1 minute)
This one's quite a bit to do... Have Player 1 be Fox and
Player 2 be
anyone. Firstly, you'll need to know that "Power
Shielding" is a
special shield with a different sound that comes on once you
shield at
basically the last nanosecond, resulting in a powerful
shield that can
resist near anything and deflect projectiles. Have Fox use
the Blaster
at close range, and as soon as you press B, put the shield
on Player 2
immediately. If you see a flash and a metallic sound, then
you've done
it. Also, it helps to put the time limit to 1 minute, so you
can keep
track of how many you've done. If you're done ahead of time,
then try
working on other bonuses you may not have.
NOTE: Power Shielder seems to cause a lot of gamers trouble.
There is
probably something wrong in the game's programming that only
gets you
the bonus about half of the time, so if you think you've
fulfilled this
bonus but still don't see it as part of your results, keep
trying.
61 Shield
Buster x2500 Broke enemy's shield.
This one's real simple. Choose Marth or Roy as Player 1 and
anyone else
as Player 2, though Jigglypuff isn't recommended. Have
Player 2 stand
next to Marth or Roy, then charge up the Shield Breaker or
the Fire
Blade. After three seconds of charging, put up Player 2's
shield. The
sword attack will break right through Player 2's shield,
leaving him,
her, or it vulnerable for a long time.
62
Shattered x-1000 Shield was broken by
Shield enemy.
When Player 1 gets the Shield Buster bonus, Player 2 will
automatically
get the Shattered Shield bonus.
63 Shield x-2000 Broke own shield.
Stupidity
Simply hold up a shield and never let go until it breaks by
shriveling
down to nothing.
64 Shield
Saver 500 Dropped shield just
before it was broken.
Do what you did with Shield Stupidity, except let go of the
shield when
it becomes very small. You don't need to do it at a precise
moment.
65 Skid
Master 1000 Had long stun-slide
distance. (9 feet or
more in 1 minute)
This is probably where you fall flat. Throw yourself into a
bunch of
high-level computer opponents repeatedly, and they'll handle
it all on
their own.
66 Rock
Climber 800 Hung from many edges.
(4 times or more in one
minute)
Well, this one is simple. Grab onto an edge by walking
slowly to it.
For best results, which works for any other bonus that asks
you to
average it out per minute, set the time limit to one minute.
67 Edge
Hog x2500 Hung from edge to
prevent opponent from
doing the same.
When you're playing a heated battle and someonme goes
flying, take a
gamble and hang onto an edge. Since only one person can grab
onto a
ledge at a certain time, you'll get the bonus if you can
successfully
make an opponent hit the wall at the top, where you're
hanging, and
make them fall.
68
Cliffhanger 2000 Grabbed a lot of edges
after being knocked off
the stage.
Sometimes, a call is simply too close. You'll know what to
do by
reading the instructions, but it's best done with Link,
Young Link, and
Samus, since they have grappling hooks for grabs that they
can use to
grab onto an edge should they fall.
69 Life on
the x800 After being hit, grabbed
Edge edge without a
midair
jump.
If you don't get hit too far, you can try to maneuver
yourself to the
edge of the stage to get this bonus. This works well with
Jigglypuff
and Kirby, since they handle well in the air, but be careful
not to
jump, or you might get the wrong bonus.
70 Poser 2000 Taunted often. (6 or
more times
in 1 minute)
Just repeatedly press up on the D-pad to instantly get this
bonus.
71 Poser
Poseur x500 Taunted right after
someone else. (Within 1
second)
This is best done with at least two human players. You'll
know what to
do if you're controlling them both, but don't forget to give
a signal
if you're doing it with your friend.
72 Poser Power x700 Attacked someone with a
taunt.
Luigi gets the special credit for being the only known
character in the
world of Smash to be able to do this. What he does is
lightly kicks the
floor, so if you do his taunt when someone's right in front
of you, you
will do 1% to an opponent and get seven hundred points every
time you
do so.
73 Pose
Breaker x800 Gave a quick weak attack
to a taunting
opponent.
Two characters in particular who are vulnerable to the Pose
Breaker
bonus are Mario and Young Link, both of whom have very long
taunts. If
someone plays as one of those two and decide to taunt when
you're
around, remember to do the simple A-button attack to them
to, as the\
name implies, break their pose.
74 Instant
Poser x100 Taunted right after
knocking down a foe.
(Within 1 second)
This one should be simple. The computer opponents do it all
the time.
Instant Poser is best done when you just did a Star KO, so
you can push
up on the D-pad at just the right time.
75 Control
Freak 1000 Tapped the control stick
twice as fast as second
fastest tapper.
76 Button
Masher 700 Pressed buttons twice as
fast
as second fastest
presser.
These two bonuses are heavily related. You'll get them for
sure if you
play against level-1 computer players. They hardly move or attack
at
all.
77 Button
Holder 4000 Held down the A or B
button. (For the entire
match)
The main problem that most people face when they try to get
this bonus
is that its explanation simply isn't clear enough. What you
have to do
to get the button Holder bonus is to have either the A or B
button held
down, for best results, from the moment you select your
character to
when they announce the winner. Winning with the Button
Holder bonus is
very hard, though possible, since it's like as if one of the
buttons is
disabled. The B button is the recommended button to hold
down, since
the A button is used for most of your attacks.
78 Rock
Steady 3000 Did not fall down.
When they mean "falling down", they mean when
someone hits you hard and
you end up slamming onto the arena and lying there nearly
lifeless. If
this never happens to you for an entire battle, you get the
bonus. Try
it on the 1-Player Mode on Very Easy or against level-1
computer
players.
79
Pratfaller 1500 Always landed face up.
80 Face
Planter 1500 Always fell face down.
The two of these are based completely on luck. Just play a
whole lot
and you'll eventually get the bonus.
81 Twinkle
Toes 2500 Succeeded on every
attempt to absorb
damage.
Remember that definition of "falling" I mentioned
a few bonuses ago?
The meaning of the phrase "absorbing damage" is
even obscurer, and this
causes a lot of problems. The bonus seems nice enough, but
you need to
react quickly to get this bonus. Every time you
"fall", you can use the
L or R button to roll safely to land instead of falling face
first (or
face up sometimes). Do this at least twice in one match, and
the
elusive Twinkle Toes is added to your growing list of
bonuses. It's not
nearly as easy as how it sounds.
82 Floor
Diver 1500 Dropped through floors
often. (12 times in 1
minute)
Stay on droppables as much as possible and drop through
floors. a good
place to do this in would be Onett, since it's a
non-scrolling stage
with awnings you can simply drop down to another from. Just
watch out
for cars.
83 No R 4
U 300 Did not press the L & R
Buttons.
I get this one a lot. If you have trouble getting this
bonus, then take
a couple of those cups to put ketchup in from hamburger
restaurants,
(preferably In-N-Out, since those are large) and tape one
over the L
button and the other over the R button, and presto! No R 4
U.
84 Climactic
Clashx1200 Hit same enemy
with
progressively
stronger
blows.
Try hitting a stationary human player with one regular
A-button attack,
then a forward+A regular attack, and then a Smash attack and
see if you
get this bonus. Geez, they have bonuses for everything,
don't they?
85
Floored 300 Took a lot of damage
from
floors. (Over 50%
of damage)
I believe the racetrack in Mute City will count as a
"floor" that
damages you, so frequently come back to the track to pack a
new bonus.
86 Punching
Bag 100 Got stuck between two
enemies and hit back and
forth.
Charging headfirst into a group of level-9 computer
opponents is
usually not a great idea, but it'll work toward getting this
tiny bonus
of pain.
87 Stale
Moves -2000 Persistently used the
same attack.
Identical to the "Cheap Shot" penalty from SSB
(which was the only one
for that game), all you need to do is play cheap. Hit
someone
repeatedly with one attack, such as PK Fire or (simply)
Fire, or maybe
an edge guard maneuver, and you'll be using Stale Moves.
88 Blind
Eye 3000 Always looking in
opposite direction as
oncoming attack.
µ The Blind Eye is when you never get hit from the front.
Every attack
that you ever make comes from behind. This is obviously best
done with
two human players. µ
89 Crowd
Favorite 2500 Audience
cheered for
player.
90 Master
of 2500 Surprised the crowd
Suspense often. (3 or more times
in 1 minute.)
Pure luck. Listen carefully to what the audience says and
how they
relate to the situation to see if you got the bonus or not.
Of course,
if you're deaf, there's little you can do, but they did
recently come
out with a neural device thing that'll return vibrations in
the air to
your bodily receiver, but they're probably at least
thousands of
dollars, and they're still experimental.
91 Lost in
Space 2000 Frequently magnified.
(1/4 of time in a
magnifying glass)
Go to the Yoshi's Island place and just try to stay for as
long as you
can in the right side of the arena, with the diagonal piece
of land. If
the battle satys relatively peaceful, you'll get the bonus.
92 Lost
Luggage 3000 Was in magnifying glass
on all 4 sides of the
screen.
A LOOOOOONNNNGGG game of SSBM should give you the bonus. Or
you can try
it manually in the Yoshi's Island arena, but what's the fun
in that?
93 Half-Minute
Man2500 Beat level within
30
seconds.
You can probably pull this off in many of the Classic Mode
matches on
Very Easy if you play offensively. Don't worry.
94
Pacifist 3000 Never attacked even once
including misses.
Some people seem to have trouble getting the Pacifist bonus,
but in
order to keep it from turning into the Switzerland bonus,
you'll need
to take damage. Just don't attack.
95
Peaceful 5000 Never attacked, but
Warrior
didn't lose the match.
In Final Destination on Super Sudden Death (don't forget
that Special
Melee counts toward that Diskun trophy you're after), put
Items on Very
High with only Green Shells on one Stock against a
non-moving player 2.
When a Green Shell appears between the two of you, hop on it
to blast
the other guy away and win without ever directly attacking.
96 Moment
of 3000 Took no damage for 1
Silence
minute. (No overlap with
Impervious)
If you stay away for a while, you get the Opportunist
penalty, but once
the clock counts up to sixty seconds, you get the Moment of
Silence
bonus. Really weird... If you're having trouble, set the
Starmen on
Very High as the only Item, and that may help a bit.
97
Impervious 7000 Didn't suffer a single
attack.
This is like the Pacifist bonus, except instead of never
attacking and
taking damage, you take no damage and attack a lot. This is
no doubt
much harder to pull off than Pacifist, but if you play on
Very Easy as
Link, DK, Bowser, or Luigi on Classic, once you get to the
Team, just
keep doing the Up+B attack and you'll beat all ten of those
jerks
without taking a single hit.
98 Immortal 5000 Never got knocked down.
You'll have to get this bonus if you're ever going to the
next round in
All-Star, because you've got one life.
99
Switzerland 12000 Never attacked anyone,
never took
any damage.
Make your way through Adventure Mode as Kirby or Jigglypuff
until you
get to the F-Zero Grand Prix. When the cars come by, just
float right
over them until they go away. If you successfully avoid
every car by
the time you reach the end and never needed assistance in
the form of
Final Cutter or Pound, this large bonus is yours.
100
Predator -1500 Attacked only opponents
with high amounts of
damage.
101 Down, But
Not 2000 Fell all the way down,
Out but got back up
the most
in a match.
This one's a weird one. In a long match, you might just get
it in the
Yoshi's Island and Mushroom Kingdom stages, but often,
you'll have to
be a character who can really jump, like Kirby, and you'll
need to be
in magnifying-glass mode and make it back. Just jump off a
ledge as
Kirby, and as soon as you become a magnifying glass (the
little
bubble), make the most of your five jumps and the Final
Cutter, if
necessary, to get back on the stage.
102 Solar
Being 800 Only left stage by flying
off screen and becoming a
star.
This one's pure luck. If you haven't gotten it yet, play a
lot more and
you will. Just in case you don't know what the description
is talking
about, it means you can't ever be KOed off the sides of the
stage or
down to the bottom. You can only be KOed by flying into the
background.
103
Stalker -1000 Always attacked a
particular player.
This one is self-explanatory. If you can't do it against
computer
players, just go with the setup of all human players. To my knowledge,
this bonus doesn't work when there are only two fighters,
since you
would always get this penalty, which would be a bit unfair.
104 Bully -2000 Always KO'd a particular
player.
As long as you have some memory at all, you can do it. To
get two grand
subtracted from your score, either have three or four human
players, or
a combination of human and computer players, and remember
who to KO.
The tricky part is if everyone has high damage, and it gets
too easy to
accidentally KO someone else.
105 Coward -500 Spent a long time a great
distance away from
enemies.
This one's easy. REAL easy. You're almost guaranteed to get
it if you
choose to fight in a large, open arena, like Hyrule Temple,
Corneria,
or Past Yoshi's Island.
106 In the
Fray 2000 Average distance between
you and foes
was very
small.
This is the opposite of Coward. To get two grand added to
your score,
you can have your best bets on a tiny stage, such as Yoshi's
Story or
Fountain of Dreams, maybe as a heavy character. I seem to
get In the
Fray about as often as I get Coward, but maybe that's just
my style. I
must admit, I am not that skilled of a SSBM player, but only
one person
has ever been able to predict my mvoes other than me.
107 Friendly
Foe 3000 Never pushed an enemy.
You'll probably get this a lot more in a 1-Player Mode than
a VS. Match
since Friendly Foe is part of the One-Hit-KO package.
108 Center
Stage 2000 Spent a long time in the
middle of the arena.
Just try, and you might just get the bonus. It's not right
smack dab in
the center of the whole place, if you're a perfectionist,
but you'll
probably run into some trouble if you're playing on any
scrolling
stage, save Icicle Mountain. Oh, and one more thing: it's
actually a
vertical line stretching from the top of the middle part of
the arena
to the bottom middle, so don't worry about your altitude
either. This
is also often part of the One-Hit-KO package.
109 Merciful
Master3000 Won without
KO'ing
anybody.
This is yet another luck-of-the-draw bonus. This is also
more likely to
happen in a 1-Player Mode than a VS. match, and that's
because there's
usually only one Fall on the CPU's part needed to progress
through the
game, and if they do a self-destruct, the three thousand
points are
yours.
110 Star
KO x300 KO'd an enemy and turned
him or her into a star.
Here's a hint: The higher the enemy's %, the more likely you
are to get
this bonus.
111 Rocket
KO 5000 Sent all team enemies
flying off the top of the
screen.
The Rocket KO will all come down to skill. If you've read
the
description, that's pretty much all I can tell you. Well,
maybe except
that the Fighting Wireframe Team is relatively easy
pickings, but well,
they're all hard.
112 Wimpy
KO x4000 KO'd a foe with a weak
attack.
That sounds hard, isn't it? You'll probably have to rig this
with human
players again, since a "weak" attack is anything
that barely sends the
opponent anywhere.
113 Bull's-eye
KO x800 KO'd a foe with a firing
item.
Here's a few that might work: Samus's Charge Shot, the
Charged Super
Score, and Samus's Smash Missiles. Obviously, from the
above, playing
as Samus helps.
114 Poser
KO x5000 KO'd an enemy with a
taunt.
Only Luigi has a taunt with the privilege to do the Poser
KO, but his
kick is so weak, you'll have to do the same thing done with
the Wimpy
KO. However, Luigi's taunt is considered as a Meteor Smash,
so am I
missing something here? ‹Another FAQ reader has told me that
it works
as a Meteor Smash if someone is coming up from below when
Luigi is
standing by an edge.‹
115 Cheap
KO x500 KO'd an enemy from
behind.
This shouldn't be too difficult. It also happens a lot in
1-Player Mode
but is almost as occurrable in VS.
116 Bank-Shot
KO x3000 KO'd an enemy with a
deflected item.
Now which KO is more difficult to pull off than Rocket KO?
That's
right! This one! To deflect an item, it needs to be thrown
at you. You
also need to pull up the shield at the last split second to
make a
Power Shield, which throws it back. And if it hits, the
other guy needs
to have Fallen. But you don't need to do it like that! Have
one person
throw a Bob-omb at a close-by Fox or Falco who has his
Deflector up.
117 Timely
KO x3500 KO'd a foe at the time
limit.
You need to practically set up the whole fight so this would
happen.
However, don't be too harsh on yourself; it's not the
precise time
limit itself, but the last five seconds. You can figure it
out from
there.
118 Special
KO x800 KO'd an enemy with a
special attack.
This is easy. Many, many Special Attacks are capable of
KOing. There's
the PK Flash, anything fully charged, Smash Missiles, Oil
Panic, Peach
Bomber, and then some.
119 Hangman's
KO x2000 Attacked an enemy that
was hanging from an edge
for a KO.
Do it if you feel cruel, but it'll be very hard to
accomplish this
without--you guessed it--human players! Oh, the wonders of
rigging the
whole bit! Also, downward Smashes work really well.
120 KO64 x640 KO'd an enemy when the
enemy
was at 64% damage.
Another luck Bonus. Nothing else to say.
121
Bubble-Blast x1200 Attacked a magnified
KO enemy and KO'd
him or
her.
You'll be doing this one blind, since it's all offscreen,
but 90% of
the time, probably, a Bubble-Blast KO will happen in Yoshi's
Island,
Onett, or Flat Zone. That is all.
122 Sacrificial
KO x1500 The same attack
KO'd both
you and your enemy.
Try a Bob-omb. And yes, all these short descriptions are a
result of my
getting tired of typing all this. There should be a Typing
Rebellion.
Get it? Typing Rebellion? Tai-Ping Rebellion? Nevermind.
123 Avenger
KO x2500 KO'd a foe right after
foe KO'd you. (Within 5
seconds)
After you get KOed by someone, chances are that person has
received
pretty high damage, so you should take full advatange of the
invinc-
ibility after getting KOed for an Avenger KO. And it feels
realy good
too.
124 Double
KO x2000 KO'd 2 enemies at once.
125 Triple
KO x4000 KO'd 3 enemies at once.
126 Quadruple
KO x8000 KO'd 4 enemies at once.
127 Quintuple
KO x15000 KO'd 5 enemies at once.
Three words: Fighting Wireframes Team. Need I say more?
Check the damage %'s often to see who you should pick on.
It's a
penalty, but it's also a very effective strategy.
128 Dead-Weight
KO x4000 KO'd an enemy by
throwing
another
enemy at him or
her.
Here's another obvious
"read-the-description-and-figure-it-out" thing.
If you're having trouble doing it in a regular match, have
it set up
with three or four human players.
129
Kiss-the-Floor x1000
Threw an enemy onto a
KO damaging floor
for a KO.
The only damaging floor I can think of is the racetrack in
Mute City
when the arena is moving. I'm also pretty sure that the
character does
not necessarily have to be "thrown", but simply
knocked off the plat-
form and is forced to come back via racetrack below.
130 Assisted
KO x1500 KO'd a foe with an item.
Simply using an item does not work. If you haven't gotten
this bonus
yet, try throwing any item throwable (except for the Egg,
the Crate,
the Capsule, and the Barrel. More on that later) at someone
with over
100% damage, such as a Poké Ball before it opens or a Paper
Fan at just
the right angle.
131
Foresight x500 Hit the front of the
screen.
Pure luck again. However, if you have been at a really
REALLY high
damage %, it's more likely to happen.
132 First to
Fall -1000 First one to be KO'd
after match begins.
Novice players will get this easily. Are you sure you
haven't gotten
this one yet?
133 Cliff
Diver 500 Let go of the edge of a
cliff and fell off stage.
Just push in the direction of the abyss below to fall off to
your doom.
For example, in this situation...:
----=ground
,=you
--------------,
...you would press to the right, away from the cliff.
134
Quitter x-1000 Fell off stage without
even trying to recover.
What are you, an expert from the beginning? Maybe to add
some confusion
in if your reflexes forbid you to get the Quitter bonus,
have four
Mewtwos in a fight. They all look exactly the same aside
from some
slight color changes.
135 Shameful
Fall x-1500 At less than 50%, got
KO'd by a foe with over
100% damage.
Look. Can't you just rig this by yourself?
136 World
Traveler 2000 Got KO'd off all four
sides of the screen.
This one is easier the longer the match gets. Set it to your
favorite
course with at least 10 Stock or 15 minutes, and you're sure
to get it.
137 Ground Pounded
500 Got KO'd by a
damaging
floor.
This is the receiving end of Kiss-the-Floor KO. It's worth
only half as
much, but you're not quite showing your skill if this
happens to you...
Again, try it on Mute City.
138
Environmental 1000 Got KO'd by a part of the
Hazard stage environment.
Hehehe. I love the pun on this one. It's a double pun,
meaning it
relates to something in two different ways. If given time,
I'm pretty
good at making double puns, though professionals can make
triple or
even quadruple puns. But anyway, enough with my rambling.
Some
effective props that consistently deliver KOs are:
Bullet Bill atop Princess Peach's Castle
Barrel Cannon in Kongo Jungle
Arwings on Corneria and Venom
Wrenches and Buckets in Flat Zone
Acid on Brinstar
Cars on Onett
139
Angelic 2000 Was standing on revival
platform when match
ended.
Luck some more. Sometimes, very unlikely situations will
have to occur
to get this bonus, since it requires a KO about 5 seconds
after you get
KOed. Try playing with a timer and get KOed at about 7
seconds left.
140
Magnified 1000 Ended the match in a
Finish magnifying glass.
A "magnifying glass" means your character is
offscreen, so make sure
the character is in the little circle thing when the game
ends.
141 Fighter
Stance 500 Ended match
while
taunting.
This one is easy enough. Up on the D-Pad causes taunting.
142 Mystic 2000 Ended match while
offscreen.
Mystic will be a bit harder than Angelic. You'll need to be
BETWEEN
getting KOed and being on the "Angelic" platform
when the match ends.
I have never done this purposely, but time a KO just right
when the
timer is on its last few seconds. YOu'll need to be KOed at
roughly
between 00" 60 and 00" 01 for it to happen. You'll
also get Timely KO
while you're at it.
143 Shooting
Star 1500 Ended match as a star.
This is also related to Angelic and Mystic, but this time,
you need to
be careening through the background to be awarded with it.
That means
you won't get it simply by falling off. You'll need someone
to hit you
straight upward when you have a high % at about two seconds left on the
timer for it to work.
144 Lucky
Number 3000 Finished with :07 left.
Seven*
145 Last
Second* 5000 Finished with :01 left.
Try both of these at Escape from Brinstar.
146 Lucky
Threes 3330 Finished with 3:33 left.
Do you need any more information?
147
Jackpot 1110 Damage at end was the
same number repeated
three times.
I discovered that it does NOT have to be the same number
repeated three
times. It can be twice. That's right, you can get Jackpot by
not only
finishing with 111% or 222%, but 11%, 77%, 22%, or whatever
two-digit
number is divisible by 11! This may make life a bit easier.
148 Full
Power 2000 Damage at 0% at finish.
This is usually received along with Impervious, but it can
stand alone,
since it's pretty much a package with Angelic if you get
KOed, or
Heartthrob or Vegetarian, because you can get KOed as much
as you like
or use as many healing items as needed. This shouldn't be
too hard if
you're getting pretty good at the game.
149
Item-less 1800 Did not use any items.
Item-less is also part of the one-hit-KO package...as long
as you used
your character's moves to pull the thing off. If you're
still having
trouble with this bonus, set the Items to none.
150 Item
Specialist2000 Only hit
with item
attacks.
You get two hundred more bonus points if you attack only
with Items
than never use them at all. Be very cautious, but like most
bonuses out
there, you can rig this one among two human players as well.
151 Item
Chucker 3000 Hit only by throwing
items.
You'll end up getting Item Chucker if you end up picking up
a lot of
Mr. Saturns in the Onett section of Adventure Mode. That's
by far the
spot in the game that you'll be most likely to get the three
grand.
152 Item
Smasher 3000 Used only smash attacks
with swinging weapons.
This one will be a bit harder, but it's still riggable. It's
as much
luck as it is mastery of Items, because the first Item you
grab may
not be a swinging Item. Again, this is much more convenient
in the
1-Player Mode, where the matches are short enough for you to
only use
certain items and nothing else. I'm not sure, but i think
that Item
Smasher will always be accompanied by Item Specialist.
153 Capsule
KO x800 KO'd an enemy with a
capsule.
This is pretty self-explanatory. Hitting someone with a
Capsule by
throwing it is a surprisingly atrong attack if you Smash
throw it, if
that helps.
154 Carrier KO x800 KO'd a foe with a large
item carrier.
You do the same as you did for Capsule KO, except with a
Crate, a Party
Ball, or a Barrel.
155 Weight
Lifter 1500 Frequently held heavy
items. (Over 5 seconds
per minute)
I'll assume that you haven't gotten this bonus, and the reason
why is
because you don't know which Items are defined as
"Heavy". The heavy
Items will slow you down if you travel around with it, and
it is
usually supported by the character's back. Heavy Items
include Crates,
Barrels, Party Balls, and Barrel Cannons.
156 Item
Catcher x1000 Caught an item thrown at
you.
This one is even harder. If you got this one on purpose
without rigging
the whole set, you, my friend, have some damn fast reflexes.
To catch
an Item thrown at you, press A the split second before it
arrives in
your face.
157
Reciprocator x2000 Threw an item thrown at
you back at an enemy.
If you got the opportunity to get the above bonus, chances
are you got
this one too. After fulfilling Item Catcher, immediately
press A again
to hurl whatever it is back, and chances are they won't know
what hit
them. The Onett challenge also seems to frequently give this
one out.
158 Item
Self- -1000 Item caused player to
Destruct
Self-Destruct.
If you've been trying to do this with a Bob-omb, forget it.
That's a
whole different bonus. (More on that later.) Instead,
159 Triple
Items 3000 Got the same item 3 times
in a row.
There are certain quests in the Adventure Mode that only
lets a certain
Item appear on the playing field, such as Poké Balls in
Round 7 and
Mr. Saturns in Round 9. If you get at least three Items in
the round,
you get Triple Items.
160
Materialist 100 Spent the longest amount
of time holding items.
Why not? Just hold the same Item for the whole match.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
The following up to #192 Heartthrob are done by the
wonderful Bowser194.
I hope you can stay accustomed to the abrupt format change,
but it's
okay with me.
==============================================
Bonus #161 - Minimalist (1500 points)
==============================================
Spent the least amount of time holding items.
==============================================
This is an easy bonus to get... just don't touch any items
for the
entire match.
========================================
Bonus #162 - Item Hog (4000 points)
========================================
Got 10 or more different kinds of items.
========================================
All you have to do is make sure you get 10 different items
during the
match.
=========================================
Bonus #163 - Item Collector (4000 points)
=========================================
Got every kind of item that appeared.
=========================================
This one will get confusing. You might not know if you've
gotten a
certain item or not. However, if you do this, your job will
be easy.
Just put on only ONE item, then make sure you get it during
the match.
======================================
Bonus #164 - Connoisseur (3000 points)
======================================
Got every kind of food that appeared.
======================================
This one can also be confusing, but can be made easier. Put
on only
food, and put the items coming down on very low. Then make
it a one
minute match. Get all the food that appears, and you'll get
this bonus.
==================================
Bonus #165 - Gourmet (2000 points)
==================================
Used only food items. (3 or more)
==================================
All you have to do is eat 3 types of food items, and you've
got the
bonus. However, you can't use other types of items.
========================================
Bonus #166 - Battering Ram (1500 points)
========================================
Used only battering items. (3 or more)
========================================
Set on only hammers, and put them on very high. Then grab at
least three
hammers and go nuts with them during the whole match.
===========================================
Bonus #167 - Straight Shooter (1500 points)
===========================================
Used only shooting items. (3 or more)
===========================================
This is simple. Just put on only Ray Guns and Super Scopes
and just keep
shooting with them the whole match.
=====================================
Bonus #168 - Wimp (1500 points)
=====================================
Used only recovery items. (3 or more)
=====================================
Just put on all Hearts, Maxim Tomatoes, and Food, and get
all of them
within the match. You must get three or more, so put it on
very high.
===========================================
Bonus #169 - Shape Shifter (1500 points)
===========================================
Used only transformation items. (3 or more)
===========================================
At first, I had NO idea what to do. But then I figured out
that I had to
use items that changed my size or look. So, just set on only
Mushrooms,
Super and Poison, and put on Metal Boxes as well, and get
them through
the whole match.
========================================
Bonus #170 - Chuck Wagon (1500 points)
========================================
Only grabbed throwing items. (3 or more)
========================================
For this, just put on only Bob-ombs and throw them around
throughout the
entire match.
================================================
Bonus #171 - Parasol Finish (1600 points)
================================================
Was parachuting with the Parasol at match's end.
================================================
All you have to do is grab a Parasol at the end of the match
when
there's about 2 seconds left and fly around while time runs
out.
===============================================
Bonus #172 - Gardener Finish (2000 points)
===============================================
Put a flower on an enemy's head at match's end.
===============================================
Play against a non-moving human player, then put on only
Lip's Stick.
Whack that person with it at the end of the match, and
you'll have the
bonus.
==========================================
Bonus #173 - Flower Finish (1700 points)
==========================================
Had a flower on head when the match ended.
==========================================
As the active human player do exactly what was described
above, and your
opponent will get the bonus for you.
===============================================
Bonus #174 - Super Scoper (2000 points)
===============================================
Did 100% damage or more firing the Super Scope.
===============================================
Put on only Super Scopes, then fire them over and over again
at non-
moving human players to get the bonus.
=========================================
Bonus #175 - Screwed Up (2000 points)
=========================================
Held Screw Attack for 30 seconds or more.
=========================================
This is very simple. Just grab a Screw Attack during the
match, and hold
it for half a minute. You may want to do this against a
non-moving human
player to make it easier.
==========================================
Bonus #176 - Screw Attack KO (2500 points)
==========================================
Used a Screw Attack to KO an enemy.
==========================================
This one is easy. First, get someone to play as second player.
Have them
stand on the edge of the stage. Then, grab the Screw Attack
and throw it
at them. They'll fly into the air, and come back down. Have
them push
away from the battle arena, and they'll fall out and die.
=======================================
Bonus #177 - Warp Star KO (1000 points)
=======================================
KO'd a foe using a Warp Star.
=======================================
All you have to do here is put around 100% damage on a
non-moving
opponent. Then, grab a Warp Star, fly up, come back down on
your
opponent, and most likely, they'll be dead.
=====================================
Bonus #178 - Mycologist (2500 points)
=====================================
Got 3 or more Mushrooms.
=====================================
This is simple. Turn only Mushrooms on, then get at least 3
throughout
the match. However, when you get one, you must wait until
you shrink to
get another for it to count.
===============================================
Bonus #179 - Mario Maniac(8000 points)
===============================================
Used only Mushrooms, Fire Flowers, and Starmen.
===============================================
All you have to do is turn on only Mushrooms, Fire Flowers,
and Starmen.
Then, you must get at least one of each in the match.
==================================
Bonus #180 - Metal KO (800 points)
==================================
KO'd enemy while metal.
==================================
First, get your opponent up to about 100% damage. Then, get
a Metal Box,
and use a powerful attack on your non-moving opponent to
kill them and
then get the bonus.
==============================================
Bonus #181 - Freezie KO (2000 points)
==============================================
Froze enemy with Freezie then KO'd him or her.
==============================================
For this bonus, just throw a Freezie at someone who is near
the edge. If
you hit them, they'll fly up and over the edge into the pit
and die.
=====================================
Bonus #182 - Flipper KO (2000 points)
=====================================
KO'd enemy with a Flipper.
=====================================
This might be a bit tricky. First, get your opponent near
the edge.
Then, grab a Flipper and throw it at them. They'll go flying
off if
there's enough power and you'll get the bonus.
=========================================
Bonus #183 - Mr. Saturn Fan (3000 points)
=========================================
Only item used was Mr. Saturn.
=========================================
This is easy to get. Turn on only Mr. Saturns, and have a
melee with
anyone. Grab at least one Mr. Saturn during the match. When
the match is
over, you'll have the bonus.
=======================================
Bonus #184 - Mrs. Saturn (1500 points)
=======================================
Held Mr. Saturn for 30 seconds or more.
=======================================
All you have to do here is pick up a Mr. Saturn and hold him
for at
least 30 seconds. Then you'll have the bonus.
==========================================
Bonus #185 - Saturn Siblings (4000 points)
==========================================
Got 3 or more Mr. Saturns.
==========================================
All you have to do here is turn on only Mr. Saturns, and
pick up at
least 3 during the match.
========================================
Bonus #186 - Saturn Ringer (4000 points)
========================================
Caught a Mr. Saturn thrown at you.
========================================
You'll have to have damn good reflexes to get this bonus.
Have a human
opponent throw a Mr. Saturn at you. The second that it's
about an inch
away from you, press A to grab it.
==================================
Bonus #187 - Giant KO (600 points)
==================================
KO'd a foe while giant.
==================================
To get this bonus, first get your opponent to about 75%
damage. Then get
a Mushroom and kill your opponent while you're giant.
==================================
Bonus #188 - Tiny KO (2500 points)
==================================
KO'd a foe while tiny.
==================================
To get this bonus, first get your opponent to about 150%
damage (you
don't want to take chances). Then, get a Poison Mushroom,
and kill your
opponent while you're tiny.
======================================
Bonus #189 - Invisible KO (800 points)
======================================
KO'd a foe while invisible.
======================================
First, get your opponent up to about 100% damage. Then, get
an
Invincibility Cloak and kill your opponent while you're
invisible.
===========================================
Bonus #190 - Bunny-Hood Blast (1200 points)
===========================================
KO'd someone while wearing a Bunny Hood.
===========================================
First, get your opponent to about 100% damage. Then, grab a
Bunny-Hood,
and kill someone while wearing it.
=====================================
Bonus #191 - Vegetarian (1800 points)
=====================================
Got 2 or more Maxim Tomatoes.
=====================================
To get this bonus, turn only Maxim Tomatoes on. Then, get at
least 2 of
them during the match.
=====================================
Bonus #192 - Heartthrob (2800 points)
=====================================
Got 2 or more Heart Containers.
=====================================
To get this bonus, do exactly what you would do for the
Vegetarian
bonus, except with Heart Containers.
193
Invincible x1200 Player is invincible at
Finish the end of the
match.
Thos guys, who just couldn't get enough of the Item-based
bonuses, had
to put something dealing with Stars. Obviously, if you set
Starmen as
the only item on Very High, chances are you'll be invincible
at the end
of a TIMED match. What I don't understand is why it needs to
be
multiplied if there
#194 Invincible KO through #249 Giga Bowser KO coming soon!
#
>>>Secrets<<<
Secret Characters
Once you meet the above requirements, you should be
challenged by the
secret character. Some are as easy as pie, and others are
very tough.
(tip: in 1-player mode, try it on Very Easy if you're that
thickheaded
to not have figured it out.)
JIGGLYPUFF: Clear any 1-Player Mode once, or you can play 50
VS.
matches. Jigglypuff will need some work to master, so she's
been made
to be the first secret character you unlock.
DR. MARIO: Clear Classic Mode using Mario, or clear the
Adventure Mode
without dying. You'll need to play 100 VS. matches if you
don't want to
go through that.
PICHU: You can clear Event 37 (Legendary Pokémon), or, if
you can't
gain skill that quickly, beat the Classic Mode with Mewtwo.
200 VS.
matches for the lazybums out there.
FALCO: If you can beat the 100-Man Melee, you'll be
challenged by Falco
Lombardi. Or 300 VS matches to get him. Falco is pretty
tough for a
secret character with relatively low requirements, so get
ready.
MARTH: It'll probably be much faster if you get all 14
regular
characters involved in at least one complete fight in VS.
mode, but you
can also do it with 400 VS. matches if you refuse to play as
a certain
character.
YOUNG LINK: Clear the Classic Mode as the tenth character
along your
way of getting a trophy for all the characters...or play 500
VS.
matches.
GANONDORF: If you don't want to go through 600 VS. matches,
then beat
Event 29 (Triforce Gathering).
MEWTWO: You'll get Mewtwo by reaching 20 hours of VS.
combined play
time or 700 VS. matches, whichever comes first. If you miss
him the
first time, he'll challenge you after every VS. match.
LUIGI: Clear the Mushroom Kingdom place in Adventure Mode
(before you
fight Mario & Peach) with a 2 as the ones digit in the
time remaining.
For example, 5:52:86 will get Luigi, and so will 0:02:00. If
you beat
him as fast as you can, He'll challenge you after the
"Congrats!"
scene. That, or 800 VS. matches.
ROY: Better conquer Marth, because you'll have to beat
Classic Mode as
Marth without dying to get Roy. If you don't, you'll have to
endure 900
VS. matches, and that'll take a while.
MR. GAME & WATCH: This is the last secret character you
get. Again,
this fellow's hard to master, but you can thoroughly
humiliate your
opponents after you master him by clobbering them with
frying pans,
jim helmets, and bug spray... To achieve that, you'll have
to play
through Classic Mode with all 24 other characters. That's a
lot faster
than 1,000 VS. matches.
SONIC & TAILS: If you thought these two characters would
ever possibly
be in SSBM, you're wrong. Unless the phrase "Sonic
& Tails" caught your
attention in this section of the FAQ and you thought I was
some dimwit
who never even played SSBM before. First of all, Sonic the
Hedgehog and
Miles "Tails" Prower are both registered
trademarks of Sonic Team, which
is completely independent of Nintendo and therefore would
never play a
role in SSBM. Maybe if Sega made their own, you can see
them, but not in
this ballpark. It started as an April Fools' Day joke
written down in
the April 2002 issue of Electronic Gaming Monthly. People
took it too
seriously, and the news started to spread. The criteria was
to get 15
KOs in the Cruel Melee, but everyone who reached that knew
that the
secret characters were false. EGM quickly apologized in the
following
issue, but dumb as some people were, some actually argued
back, but this
is going away from the whole thing. In short, THERE IS NO
HEDGEHOG YOU
CAN PLAY WITH, AND THE ONLY FOX WHO'S PLAYABLE IN SSBM
PILOTS AN ARWING,
NOT THE TORNADO 2.
OTHER HOAXES: Knuckles the Echidna
Dr. Ivo "Eggman" Robotnik
Toad
Wario
Bomberman
Giga
Bowser
Mask
Link
Dark
Link
Master
Hand
Crazy
Hand
Wireframe Fighters
Ridley
Wart
Koopa
Troopa
Waluigi
Raichu
Togepi
Shia
Diddy
Kong
King
Dedede
Waddle
Dee
Paula
Jeff
Poo
Baby
Bowser
Baby
Mario
Pit
Balloon
Fighter
Secret Stages
See the sections above for more information as to how to get
a certain
stage.
PLANET ZEBES-BRINSTAR DEPTHS: PLaying 50 VS. matches will
ensure you
not only Jigglypuff, but this difficult course!
EAGLELAND-FOURSIDE: The biggest city in Eagleland will
accompany Dr.
Mario after 100 VS. matches, unless you got Dr. Mario
another way...
F·ZERO GRAND PRIX-BIG BLUE: If you play 150 VS. matches, you
can get
this fast-paced battle above the high seas.
KANTO-POKÉ FLOATS: Pichu will be glad to bring along this
hallucination
after you fight in VS. mode 200 times.
MUSHROOM-KINGDOM II: If you get either Birdo or Pidgit as a
trophy, you
can also get this simple arena.
SUPERFLAT LAND-FLAT ZONE: Mr. Game & Watch's special
place comes from
beating Classic Mode as Mr. Game & Watch.
SPECIAL STAGES-BATTLEFIELD: If you can beat All-Star Mode,
then you got
yourself the Wireframes' home field, Battlefield!
SPECIAL STAGES-FINAL DESTINATION: The basic arena where the
hands hang
out can only be unlocked if you can beat all 51 Events.
PAST STAGES-DREAM LAND: Get a taste of the old SSB when you
break all
the targets with all 25 characters.
PAST STAGES-YOSHI'S ISLAND: Hopefully, you can hit over
1,315 feet with
Yoshi. It's very hard to do, but as soon as the thing
starts, turn
around and grab the Homerun Bat. Turn around, come up to
Sandbag, duck,
jump as low as you can using the X or Y button, and then
immediately
hold down A while you still press down on the Control Stick.
Yoshi's
"Meteor Smash" will rack up damage on Sandbag. If
you can do five sets
of this attack within 9 seconds, which is near impossible,
then you've
got it made: Simply Smash forward while on the ground, to
whack Sandbag
into the distance. Well, you don't need to do it with Yoshi,
but he is
the character that most everyone gets the stage from. THE
WEIRDO
WORKSHOP, for example, pulled it off with Ganondorf.
PAST STAGES-KONGO JUNGLE: Finish the 15-Minute Melee. You'll
need to
learn how to run away and dodge attacks before you can get
this one,
because the 15-Minute Melee will be very tough.
Other Secret Stuff
ALL-STAR MODE: To get the third 1-PLayer challenge, unlock
Mr. Game &
Watch.
RANDOM STAGE SELECT: If you get the first 6 of the above
list of secret
stages, you'll get Random Stage Select. If lets you omit certain
arenas
you don't like from being selected when you choose a random
stage.
SCORE DISPLAY: You can now keep track of Time Battles in VS.
Mode if
you play (š)5,000 VS. Mode matches(š).
ALTERNATE MUSIC: Once you unlock the Sound Test, have
everyone hold L
or R while selecting a certain stage. Here's a (sigh) chart
below:
If you select...
You'll get this music:
Icicle Mountain
Balloon Fighter Theme
Hyrule Temple
Fire Emblem Theme
Great Bay
Saria's Song
Yoshi's Island (SMW version)
Super Mario Bros. 3 Theme
Onett
Pollyanna (Mother 2)
Pokémon Stadium
Pokémon Battle (Battle Theme)
Either Mushroom Kingdom
Fever (Dr. Mario)
Battlefield
Wireframes 1
Final Destination
Wireframes 2
SOUND TEST: Oh, you don't know how to get the Sound Test?
Get all the
secret characters and stages.
TROPHIES TRICK: If you have the Sound Test, turn on your
favorite song.
Quit the Sound Test by pressing B, then check out your
trophy
collection with that music playing.
POKÉ BALL OF YOUR CHOICE: If you have the Poké Balls set to
very high
in a VS. game and quit (pause, then hold L, R, A, and
Start), then the
first Poké Ball to appear in a 1-Player game will contain
that Pokémon.
MEW: Haven't gotten Mew yet? You have to have Mr. Game &
Watch unlocked
along with all the other characters to get Mew to appear.
Your chances
are still slim though.
CELEBI: The miniscule chances of getting Celebi can only be
received by
unlocking all the stages (š)and Score Display(š). It, like
Mew, can be
seen if you open a Poké Ball.
MENU REFRESHMENT: Get a refreshing song for the menus when
you hold
down A while the game is loading after pressing Start after
the intros.
ORGANIZE YOUR TROPHIES: Tired of seeing your trophies in a
mess on the
table? Then hold the Y button when it's loading to arrange
them in a
triangle. The L button will arrange them into soldier-like
rows, and
the R button puts them into a circle. The L (š)or(š) R
buttons will
put them into an even more orderly format, making a
rectangle.
NAMES: In VS. Mode, if you've established a name for
yourself, point
the hand over the character's name on your box. For example,
if you
chose Mario, click on the word "Mario" near the
bottom of the screen
in your designated controler box.
One last note: it's not really a trick, but you may have a
really fun
time looking through the random names. There's everything
from "Al"
to "R2D2".
CHARACTER GLITCH (sent by thenarfinator@hotmail.com): If you
drag your
chip from a character to another, than select the other
character by
holding down X, Y, and Start for a few seconds, the second
character
will appear as the picture, but the announcer will call the
name of the
original character, and you'll also be playing as the first
guy.
RANDOM CHARACTER (sent in by shadestool@hotmail.com): Did
you know you
can randomly select your character in Super Smash Brothers
Melee? Just
try placing your token in one of the two empty corner spaces
in the
character select area.
It'll automatically place your token on a random
character.
GET A LIFE (sent in by Bowser194): If you are playing a
stock team
battle and you are out of lives, check to see if your partner
has more
than one. If he/she does, press the Start button to borrow a
life from
him/her.
VICTORY POSE (sent in by Valtane): You'll be such a poser if
you hold
down X, Y, or B, as soon as you win, because depending on
which button
you press, your character will do a different pose.
#
>>>Hall of Shame<<<
Here, we post the lowest of the low's messages for all of us
to read.
They not only include people who don't know what they're
doing, but
thieves, total show-offs, and not to mention the worst gamer
of all: the
liar. Below is a list. If it seems rather short, it will
probably grow..
After all, isn't "Utopia" literally translated to
mean "no place"?
NOTE: All spelling, punctuation, capitalization, and word
structure
errors are those of the person who wrtoe the e-mail. No
names are
changed.
SECOND NOTE: I am not trying to offend anyone or anything. I
am a nice
person, to the point where I would never utter certain
four-letter
words. The reason for this section is an example of things
people should
not be sending to me, as well as discouraging people to
write those
ideas to me.
8/31/02
Here's the first repulsive individual. He or she has sent me
not one
e-mail, but TWO in the same day, saying that Sonic and Tails
are real
characters in SSBM. Here's how the first message goes:
Subj: Two more hidden characters!!
Date: 8/31/02 6:59:07 PM Pacific Daylight Time
From: BracamonteAndy@msn.com
To: drrobotnik2001@aol.com
Sent from the Internet (Details)
Dear Drrobotnik2001@aol.com,
I just wanted to tell you that you can also unlock Sonic and
Tails!!!
All you have to do is go into Cruel Melee mode and defeat
twenty
opponents and The two all-stars will challenge you at the
same time and
if you defeat them then you also unlocked them as playable
characters!!!!!
Signed one of your
biggest fans,
BracamonteAndy@msn.com
As you can clearly see, no matter how many times it is
written down,
people will still think that the mascot of Sonic Team and
his sidekick
are playable characters. This fellow probably tried to be on
my good
side by saying that he is a fan of me, but the excessive
amounts of
exclamation points show a lack of intelligence. And lo and
behold; half
an hour later, I get a nearly-identicla message from the
same moron:
Subj: secrets of the game
Date: 8/31/02 7:35:08 PM Pacific Daylight Time
From: BracamonteAndy@msn.com
To: drrobotnik2001@aol.com
Sent from the Internet (Details)
Dear drrobotnik2001@aol.com,
Hello again! I just wanted to tell you that I have more
information for
SSBM. First of all if you finish Classic mode with either
Sonic or Tails
you get a surprise. You can arrange your trophy collection
by simply
select the Trophy menu and before you select Collection hold
down L,R or
Y and A to enter your Collection and view them in one of
five different
arrangements. The last thing I wanted to tell you is that if
you are Fox
McCloud or Falco Lambardi and you're on either Corneria or
Venom,
quickly tap down on the control pad. If you did it right
your character
will crouch down and hail transmissions from your wingmen.
This message is, unlike the first one, partially truthful,
though
sending the same thing to me twice only makes the process
more
disgraceful.
9/6/02
Some legends never die...Can you guys ever give a thought as
to if it's
little more than an April Fools' joke? The one kind of
people I truly
despise are liars, and here's yet another loyal follower of
the group I
call PWTSTSSBMG (or the People Who Think Sonic and Tails are
in Super
Smash Bros. Melee Group.
Subj: A mistake you made...
Date: 9/6/02 5:28:35 PM Pacific Daylight Time
From: GoKart456
To: Dr Robotnik 2001
On the Sonic and Tails part, it's actually 20 KOs Not 15.
It's just
something for you to edit.
Apparently, any replies I try to make are not accepted by
GoKart456,
which sinks him/her even lower, meaning the only reason why
this person
posted such atrocity is to stir up trouble. This poor fellow
thinks he
or she has gotten away but is probably unaware of the
existance of this
Hall of Shame. Also, this kid believes I put in something
like "Get 15
KOs in Curel Melee to unlock the hedgehog-fox duo" or
something. Sad.
More rotten people coming soon!
9/10/02
It looks like there's finally a non-Sonic-and-Tails Hall of
Shamer in
our midst...This fellow goes by the name of
"ichthus87@hotmail.com".
Unfortunately, I've lost the original e-mail, but it
explained about how
I "copied off" the FAQ format of another FAQ
writer named "sleddog".
Seeing that there are enough quotation marks in this
paragraph already,
I need you, the readers of this FAQ, to find out if this FAQ
writer even
exists. Drop me a line if it's affirmative, and I'll
investigate it
myself.
Subj:
Date: 12/10/02 4:43:45 PM Pacific Standard Time
From: yoallwyn@yahoo.com
To: drrobotnik2001@aol.com
CC: drrobotnik2001@aol.com
Sent from the Internet (Details)
This web site said u can get toad by,shotting all the
credits at the
end.Do you think its true?
#
>>>Stuff You Might Not Know But Want To<<<
What Did Marth and Roy Say?
Because Fire Emblem, at the moment Super Smash Bros. Melee
came out,
was a Japan-only game, they never had to learn the English
language.
As I type this though, and it may have already occurred by
the time you
read this, they are making Fire Emblem Advance, coming out
in the US.
We'll finally be able to make sense of their characters
then, but for
now, you can read about what they actually say:
If Marth says... It means in English:
Bokura makeru wake-ni-wa ikanainda. I ¨mustn't¨ lose!
Konkai-wa boku-no kachi da-ne? Looks like I won this time.
Kyou-mo hikirobiru koto-ga dekita. I live for another day.
(taunt) Minna, mitete kure Hey everyone! Check this out!
If Roy says... It means in English...
Mamoru dekimono-no tame-ni, For those who I protect, I
makerarenai! mustn't lose!
Kurushii tatakai datta... It was a tough battle...
Shin-no tatakai-wa...korekare da! The true battle starts here!
Boku wa makenai. I won't lose.
Now to question about their non-Japanese sounding names and
appearance,
despite their inability to speak anything except Japanese...
Could this
be a habit the Japanese put in their media?
How to Pick on the CPU
No matter how tough computer opponents are, there will
always be things
they will fall for, which may just be the only way to beat
the super-
sonic Level-9 CPU. You might want to use these tricks to
your advantage
and show it off to the world you can beat Level-9 computer
opponents!
NOTE: This list is always expanded as I find and remember more
qualities
that you can use to your advantage (or disadvantage), so
don't just C&P
this onto your computer, print it out, and think it'll
always be the
current one!
·Computer players tend to walk straight into Motion Sensor
Bombs, even
if they get hit when you throw it at them. They also don't
resist
getting blown off very much once they touch one.
·Computer players also never pick up Bob-ombs. Once they
start walking,
they'll shield themselves instead of jumping over one, and
sometimes
they'll blow up right in their face.
·They also don't care that a Flipper's been thrown and will
repeatedly
get hit by a Red Shell.
·They rush headfirst when they see a Poké Ball appear unless
they're
a Pokémon themselves (Pikachu, Pichu, Jigglypuff, and
Mewtwo), but they
will sometimes during VS. Mode.
·Just because they're all set to the same level doesn't mean
they're
perfectly even. Like in most multiplayer games, there will
be a "bully"
who is apparently better than the rest and is programmed to
be the one
that wins if you don't.
·Speaking of which, Capt. Falcon, Link, Samus, and Falco
tend to be the
"bullies" who pick on Jigglypuff, Pikachu, Pichu,
Mewtwo, Luigi, and
Mr. Game & Watch. DK gets much better as the level
increases, and Ness,
like in SSB, is best at level 7 but declines at 8 and 9.
·When they're dropping through a platform, they will not
attack or
defend until they touch the ground. This may be your only
way to punch
a hole through those lightning bolts called Level 9
Difficulty.
·Zelda tends not to transform during a Tournament.
NOTE: mikey_s_rulez@hotmail.com disagrees. Who is right?
People, help
me!
·The CPU is also able to be snuck up from behind.
·They perform perfectly during Invisible Melee.
·They will always shield if a projectile is about to hit
them at a far
range.
·A favorite among expert players, a computer opponent will
also
repeatedly fall for the same trick over and over.
·A computer player will simply stand right underneath a
Kirby in the
air, making the Stone attack very efficient.
·This has never happened to me before, but I'm sure it
works. If you
play as Kirby or Jigglypuff, and get close to the blast line
at the
bottom, then come back up, in the process of doing so, a
computer
player will commit suicide. This obviously cannot be done in
Onett,
where there IS no bottom blast line.
·Computer players have an extremely difficult time surviving
Icicle
Mountain when the scrolling gets fast.
·The invincibility after dropping from the
"Angelic" platform when
you start another life is unnoticeable to computer players.
·If you get sent flying, it's better to just hit the ground
than do the
"Twinkle Toes" maneuver, since they'll let
themselves get hit if you
retaliate using the A button after falling flat on your face
(or back).
mikey_s_rulez@hotmail.com's contributions:
·Luigi will always use the Green Missile instead of the
Super Jump Punch
as a recovery if he is thrown off the stage.
·If you jump above a mid-level computer player returning
back from the
"Angelic" platform, he or she will do a taunt,
setting up grounds for a
surprise attack.
007bcm90@monmouth's contributions:
·Luigi's "misfire"--that is, when his Green
Missile malfunctions, tends
to go off right when Luigi needs it to get back on the
stage. On the
other hand, it may just be luck...
·Marth and Roy don't seem to charge their regular B-button
attacks so
much.
·Kirby is the only character who will dare to attack you
from directly
above.
Donkey Kong is Here!
The DK Rap goes sort of like this:
Huh, huh!
Here we go
So they're finally here
Performing for you
If you know the words
You can join in too
Put your hands together
If you want to clap
As we take you through
This monkey rap!
Huh!
DK! Donkey Kong!
(Donkey Kong)
(loop starts here)
He's the leader of the bunch
You know him well
He's finally back
To kick some tail
His coconut gun
Can fire in spurts
If he shoots ya
It's gonna hurt
He's bigger, faster,
& stronger too
He's the first member
Of the DK crew!
DK! Donkey Kong! DK! Donkey Kong is here!
(Dixie Kong)
This kong's got style
So listen up dudes
She can shrink in size
To suit her mood
She's quick & nimble
When she needs to be
She can float through the air
& climb up trees
If you choose her,
You'll not choose wrong
With a skip & a hop,
She's one tough kong!
DK! Donkey Kong!
(Crazy Kong)
He has no sytle
He has no grace
This kong has a funny face
He can handstand
When he needs to
& stretch his arms out
Just for you
Inflate himself just like a balloon!
This Crazy Kong just digs this tune!
DK! DK! Donkey Kong! DK! DK! Donkey Kong is here!
(Diddy Kong)
He's back again
& about time too
& this time he's in the mood
He can fly real high
With his jetpack on
With his pistols out, he's one tough kong
He'll make you smile
As he plays his tune
But Kremlings beware cause he's after you!
DK! Donkey Kong! DK! Donkey Kong!
DK! Donkey Kong! DK! Donkey Kong!
(Chunky Kong)
Finally,
He's here for you
He's the last member
Of the DK crew
This kongs so strong,
It isn't funny
Can make a kremling
Cry out for mummy
Can pick up a boulder
With relative ease
Makes crushing rocks
Seem such a breeze
He may move slow
He can't jump high
But this kong's
One of hell (heck) of a guy!
Come on Cranky, take it to the fridge!
Walnuts, Peanuts, Pineapple smells!
Grapes, Melons, Oranges, & Coconut shells!
Walnuts, Peanuts, Pineapple smells!
Grapes, Melons, Oranges, & Coconut shells!
(repeat)
NOTE: Also, christian_x_@hotmail.com has claimed that Crazy
and Dixie
were not parts of the song, but are actually Lanky and Tiny.
I'm not
completely sure either version is right, so will anyone else
try
clearing this up? Here's his input:
(Donkey Kong) that's right
(loop starts here)
He's the leader of the bunch
(There are two of the Kongs in all of the Donkey Kong
Country
games and I don't count two as a bunch.)
You know him well
He's finally back
To kick some tail
His coconut gun
Can fire in spurts
If he shoots ya
It's gonna hurt
(He never had a gun before DK 64)
He's bigger, faster,
& stronger too
He's the first member
Of the DK crew!
DK! Donkey Kong! DK! Donkey Kong is here!
(Dixie Kong) really Tiny Kong
This kong's got style
So listen up dudes
She can shrink in size
To suit her mood
(Dixie could never shrink in size.
It was one of Tiny's special moves in
DK64.)
She's quick & nimble
When she needs to be
She can float through the air
& climb up trees
If you choose her,
You'll not choose wrong
With a skip & a hop,
She's one tough kong!
DK! Donkey Kong!
(Crazy Kong) really Lanky Kong
He has no sytle
He has no grace
This kong has a funny face
He can handstand
When he needs to
& stretch his arms out
(Crazy Kong doesn't exsist,
one of Lanky's special
abilities in DK 64 was handstand.)
Just for you
Inflate himself just like a balloon!
(also one of Lanky's special abilities)
This Crazy Kong just digs this tune!
(they only refere to that Lanky is the
craziest in the crew)
DK! DK! Donkey Kong! DK! DK! Donkey Kong is here!
(Diddy Kong) he's right
He's back again
& about time too
& this time he's in the mood
He can fly real high
With his jetpack on
With his pistols out, he's one tough kong
(Diddy never use any jetpack or pistols in
Donkey Kong Country)
He'll make you smile
As he plays his tune
(He never used any instruments either)
But Kremlings beware cause he's after you!
DK! Donkey Kong! DK! Donkey Kong!
DK! Donkey Kong! DK! Donkey Kong!
Whichever one's right...it's up to you.
How Does Your Garden Grow?
(canceled)
The Official NP SSBM Players' Guide
As usual, anything that's official and accompanies something
will have
some inconsistencies. I'll list what comes up that may be
found as
interesting, and this list will probably keep growing, just
like the CPU
list a little bit above this.
A C&PED TROPHY ERRORS LIST
·There's actually no hyphen between "Motion" and
"Sensor" in the name
"Motion Sensor Bomb".
·Venusaur is listed as between Bulbasaur and Squirtle but is
actually
between Poké Ball and Charizard.
·Squirtle is listed as between Venusaur and Chansey but is
actually
between Charizard and Blastoise.
·Chansey is listed as between Squirtle and Staryu but is
actually
between Weezing and Goldeen.
·Staryu is listed as between Chansey and Cyndaquil but is
actually
between Goldeen and Snorlax.
·Marill is listed as between Cyndaquil and Sudowoodo but is
actually
between Bellossom and Sudowoodo.
·Sudowoodo is listed as between Marill and Porygon2 but is
actually
between Marill and Unown.
·Porygon2 is listed as between Sudowoodo and Toad but is
actually
between Scizor and Raikou.
·Bulbasaur is listed twice. Its correct location is between
Starman
(the kind from Earthbound) and Poliwhirl.
·Ditto is listed as between Cleffa and Igglybuff but is
actually
between Poliwhirl and Eevee.
·The trophy called "Arlo" in the list is actually
"Totakeke".
PEACH'S MINI-SKIRT
There's two spots in the guide where there seems to be Peach
with a
mini-skirt instead of the elegant dress she usually wears
into combat.
·One is on page 19, below the paragraph explaining the Ice
Climbers'
Belay attack.
·The other is on page 90, in snapshot 002 right below the
topmost
picture.
The Beta Version
Send in the Clones
Sent in by AKAI_TOMEYA@HOTMAIL.COM. All errors have been
fixed to my
knowledge.
MARIO, LUIGI, and DR. MARIO
- Mario's aerial forward+A is a Meteor Smash.
- Luigi's aerial down+A is a Meteor Smash (but it's only a
spike if it's
connected correctly).
- Only Mario can Wall Jump.
- Luigi's Special Attacks and many of his normal attacks
actually
function differently.
PICHU and PIKACHU
- Pichu hurts itself.
- Pikachu has a farther range in many of its attacks.
- Pichu is a seriously hard character to master, but people
who get good
with Pichu usually become masters right away.
ROY and MARTH
- Marth is stronger. [?]
- Roy doesn't need to be so accurate .
- The third strike of the Marth's Dancing Blade, using
down+B, is a
Meteor Smash.
- The third strike of the Roy's Double Egde Dancing, using
the up+B, is
a Meteor Smash.
- The aerial down+A strike of Marth doesn't count as a
Meteor, so it's
very hard to recover from that spike.
C. FALCON and GANONDORF
- Ganondorf's strikes deal more damage and hit harder.
- The tilt up+A for Ganondorf needs a long charge, but it's
so powerful
that it may KO a lower percent opponent.
- The Wizard's Foot will spike a foe if is executed in the
air.
- The Raptor Boost is a Meteor in midair.
- C. Falcon uses all of the battering items in a different
way and has
the strongest Home Run Bat blow. [My experience says
otherwise...]
FOX and FALCO
- Falco Phantasm spikes the opponent if done in midair.
- Falco's aerial down+A spikes the oponent (like Marth's).
- Falco rebounds higher than Fox.
- Falco's Deflector sends the stuff up.
LINK and Y. LINK
- Y. Link's meteor (aerial down+A), if hit correctly, will
spike the
opponent. It's very fun.
- Link's hookshoot is longer than Y. Link
#
>>>Legal Stuff<<<
©2001-2 Dr. Omicron
I'm a generous guy, so if you want to post what may be the
most massive
SSBM FAQ on your website or e-mail it to someone (either as
a gift or
blackmail or whatever), you can do so without asking me, as
long as you
don't change anything major or give yourself credit for it.
I'm also
entitled to 130% of all profits made from it. Actually,
don't make
money off of it at all. I'm not that ridiculously generous,
okay?
I scan through gaming sites, major and minor, in the blink
of an eye
without DSL, so don't even try. Sites I post this on have
dedicated
officials who will track down any violators. I also know a
couple of
people who can make computer virii...
Ask as many questions as you want to via
drrobotnik2001@aol.com, or
Bowser194 through meleemaster486@hotmail.com. Note that the
both of us
know quite a bit of this game, and though it's far past its
prime, it's
still a hot topic in terms of 4-player madness. You know...
If I
happen to become a Gaming FAQ God or something from this FAQ
alone, you
can also seek me out by looking for these other aliases of
mine:
Dudamon
Lt. Col. Yoshi
Dr. Oswald Omicron
Mr. Dude
Seth Shamban
because posting my real name on the Internet can cause me to
be tracked
down by some database, and you can find out where I live,
how old I am,
how I'm doing, what I look like, etc., I will not give away
my last
name. However, my first name of "Mathew" is
perfectly okay with me.
Restrictions on Requests
I'm impressed with myself! I've been receiving swarms of
letters asking
for stuff. Some of it is actualy worthy of asking, so I
respond and
put more stuff on this FAQ so people don't ask me again.
Stuff I will
tolerate are:
•Questions about stuff I forgot to cover or I haven't
covered yet
•Requests to put this FAQ on a certain site
•Additional advice, information, and corrections
•Just plain friendly talk
If you flame me, send me hate mail, or be otherwise
disrespectful to me,
I'll set up a Hall of Shame just for you.
Special Thanks
I give special thanks to... (in order of importance)
Contributions
begin and end with the symbol shown after their credits.
NINTENDO for inventing the GameCube and all the characters
in SSBM.
SHIGERU MIYAMOTO for creating a majority of the characters.
HAL LABS for making this game.
THAT OLD GUY who was devoted to find another use for Channel
2 on your
television sets and made Pong.
ALL THE FRIELDLY PEOPLE IN THE MESSAGE BOARDS whose
miscellaneous info
bridged miscellaneous gaps in miscellaneous areas.
THE OFFICIAL NINTENDO POWER PLAYERS' GUIDE, though it was
much less
useful than I had expected.
GUNPEI YOKOI for creating the D-Pad, the Game Boy, and the
Game &
Watch.
JAMES W. NORWOOD JR. for the DK Rap.
MY SISTER for letting me use her computer when mine crashed.
THEOLYMPICHERO for just so many corrections! Symbol: š
ULTRAMASTER085@HOTMAIL.COM, aka HYMAN for a LOT of stuff
that he
discovered, as well as some stuff I left out. Thanks a lot!
Symbol: (H)
AKAI_TOMEYA@HOTMAIL.COM, yet another person who has pointed
out wrong
stuff here and there and even convinced me to put up yet
another
section! Symbol: ‹
FUNKIDELIX@YAHOO.COM for some excellent advice for a couple
of events.
Check them out! Symbol: `
ASTRONIA@AOL.COM AND HER BROTHER for filling up even more
gaps in the
Springfield Dam that is my SSBM FAQ! Symbol: ř
TARKADAL@TARTARUS.UWA.EDU.AU, who caught even more of my
mistakes. I'm
pretty surprised at how error-ridden this FAQ is. There's a
neverending
stream of stuff people correct! Symbol: Ş
JONATHANDAVIS@MAIL.EV1.NET for a barrage of even more stuff
I either
left out or was wrong. Will this FAQ become perfect someday?
Symbol: ĺ
FLAREBORNE(@aol.com) for #3 in Mr. Game & Watch's
Judgment attack.
POWERBOMB@HARBORSIDE.COM for stuff I forgot to update about
Mr. G&W.
Symbol: ¤
FRIEND5530@HOTMAIL.COM for telling me that the Koopa Clown
Car can be
received before Event 51.
THENARFINATOR@HOTMAIL.COM for even more stuff I forgot, as
well as some
of this person's discoveries. I'm gonna run out of symbols!
Symbol: ‰
CHRISTIAN_X_@HOTMAIL.COM for another version of the DK Rap.
MIKEY_S_RULES@HOTMAIL.COM for some tips on the computer
opponents.
SHADESTOOL@HOTMAIL.COM for a random character trick.
RGMONDU@HOTMAIL.COM, a real Nintendo scholar. Symbol: ^
WAREAGLE2K@YAHOO.COM for a strategy of Event #23: Slippy's
Invention.
RSPITZER@SPRYNET.COM for details here and there. Symbol: ~
RPGMAN@ATTBI.COM for some debatable information. Symbol: •
YOSHI348@SAN.RR.COM for the Blind Eye bonus. Symbol: µ
DEMON_RAM@HOTMAIL.COM for a tip in Event #46 Fire Emblem
Pride.
RLNDMNDZ@AOL.COM for correcting me about Link's Arrows.
Symbol: @
MAVCOWBOY@AOL.COM for what I forgot about Link's bombs.
Symbol: ¶
ARTICUNO1@EARTHLINK.COM for clearing up Zelda's Farore's
Wind.
007BCM90@MONMOUTH.COM for some more additions to CPU
behavior.
BOWSER194, who knows a helpful hint for unevenly-talented
teams.
MARIOFAN98@AOL.COM for correcting typos and stuff I forgot
to put in.
Symbol: Ś
"KURRUPT" for some advice for Kirby fans who want
to tackle Event #50.
Symbol: ź
COMICCREATOR2002 for some advice for Pikachu fans who want
to tackle
Event #50.
NATHANCHAN22@HOTMAIL.COM for some useful pointers on
Jigglypuff and
other Events. Symbol: §
DLEWIS@ENTERPRISE.SD73.BC.CA, or Darian Lewis, for something
Fire
Emblemers who specialize in items should know about. Symbol:
ß
DARKARCHER2778@MSN.COM for a tip about the Great Fox's laser
guns.
Symbol: =
GOLDSTARKING@AOL.COM for Peach's Vegetable attack. Symbol: Ć
LUCI_THE_BRAVE@HOTMAIL.COM for more on Marth, Roy, and what
they're
saying. Symbol: ¨
THEHENCHMAN778@AOL.COM for yet another thing on Sheik's
moves.
VALTANE for the Victory Pose Control.
VYCTORIW@YAHOO.CO.UK on Marth's and Roy's names. Symbol: {}
GENNDY TARTAKOVSKY for making the best shows Cartoon Network
made.
ABIKO MOTOO and FUJIMOTO HIROSHI (or is it MOTOO ABIKO and HIROSHI
FUJIMOTO?) for creating Doraemon, the original comedy manga.
Sites
So far, this FAQ is on the following sites (in order of when
they came):
www.gamefaqs.com
www.neoseeker.com
www.gamesdomain.com
www.cheathappens.com
www.gamezgod.co.uk
www.gamespot.com
www.starmen.net
www.cheatcc.com
www.freehomepages.com/megamanx2000/index.html
www.cubeguides.cjb.net
www.xtreme-cube.com (under construction)
www.thegnn.com
#
And that just about wraps it up. Good-bye, and hope you have
a
smashing good time!