Super Smash Bros. Melee FAQ

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

"Super Smash Bros. Melee"

Version 3.7







#

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. PokíƒÂ©mon Stadium

5v. PokíƒÂ© 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 3.71

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 contributed by bowser194.





#



>>>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

>, ^, >>, ^^, >>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)íƒÂ¥^íƒÂ¥: Taunt

(D)>, (D) 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, , (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, It stops your walk, but it's stronger than the Standard Weak Attack and

weaker than the Standard Strong Attack.

>>,A, 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, R, 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: 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:

: ~Slam back and forth to stop your tumbling.~

^, X, Y: Double-Jump (B-Up for a triple jump unless otherwise indicated)

A, >A, Attack someone in the air. Its strength depends on what you do.

>>A, 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 íƒÂ¥AKA SpikeíƒÂ¥ 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. í¢â‚¬Â°Lightly hold on a button to make a

thin shield that lasts longer, but you can't roll or sidestep.í¢â‚¬Â°

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



í…¡ Marth and Roy positions corrected by TheOlympicHero. í…¡





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, 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, 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, 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, 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, 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. íƒÂ¥ Sadly, a difference is that the

Fire Bird doesn't take you as far of a distance as the Fire Fox. íƒÂ¥

/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, 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, 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, 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 PokíƒÂ©mon



Premiere: PokíƒÂ©mon Red/Blue (Game Boy)

While Pikachu is at #1, Jigglypuff stays at #2. Well, ever since the

Gold and Silver cast of PokíƒÂ©mon 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, 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. í¢â‚¬Â¹More damage=longer sleep time.í¢â‚¬Â¹

/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, 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, 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! 킶However, 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.킶



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.

íƒÂ¥These things also tend to dissapate rather quickly. íƒÂ¥

>B, 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, The cape in SMB3 is back, and you can daze and confuse your enemies

with it (í…' doing 10% damage í…') or dodge projectiles. Quick reaction

times needed. (H) You can also use this as a recovery move. (H) íƒÂ¥ I was

told that it reflects any attack, meaning a swift Mario expert can be

near-invincible. íƒÂ¥

^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,

í¢â‚¬Â¹though 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".í¢â‚¬Â¹ íƒÅ¸In 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.íƒÅ¸



B: Shield Breaker

Remember those guys with swords in animíƒÂ© 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, 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. í¢â‚¬Â¹Another little tidbit of

ineffectivity: The range is tiny.í¢â‚¬Â¹

/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: PokíƒÂ©mon 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 PokíƒÂ©mon 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, Confusion is normally the Psychic-type tackle in the PokíƒÂ©mon 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, 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. 키Press /B again after the

bucket is filled to unleash the oil on your enemies.키 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, 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 íƒÂ¥ with spores instead of a sword. íƒÂ¥ By the way, what

Peach does is pull out Toad from behind her back. The little guy is

kay, though. Don't worry.

>B, 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. íƒâ€  Also, other items, such as

Bob-omb and Mr. Saturn, can be pulled out of the ground using this

method.



Pichu

Should a Baby PokíƒÂ©mon Go Through This?



Premiere: PokíƒÂ©mon Gold/Silver (GBC)

Pichu is a baby PokíƒÂ©mon. That means it can't breed, has lower-than-

usual stats, and evolves into what should be a Basic PokíƒÂ©mon. In short,

a Baby PokíƒÂ©mon is little more than a novelty to be cute and fill your

PokíƒÂ©dex. What I think is the reason why Pichu made it into the cast of

SSBM is from the mini-movie for PokíƒÂ©mon the Movie 3, called "Pikachu

and Pichu". It guest stars two Pichu brothers, who always get into

trouble with the other local PokíƒÂ©mon 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 PokíƒÂ©mon 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 PokíƒÂ©mon attack, but it works like a faster

version of Mario's Fireballs. Otherwise, it behaves exactly like

Pikachu's.

>B, 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: PokíƒÂ©mon 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. PokíƒÂ©mon, 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. PokíƒÂ©mon,

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 45í‚° downward, then it retains the normal properties of a

thunder Jolt once it hits the ground.

>B, 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".} íƒÅ¸In

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.íƒÅ¸



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 íƒÂ¥ and 10% to

Roy. íƒÂ¥

>B, (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, 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, 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, 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, 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, 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. í¢â‚¬Â¢I heard

that if you Teleport right after someone falls on top of you, it

actually does damage.í¢â‚¬Â¢

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 PokíƒÂ©mon, 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 180í‚° arc)



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 45í‚° 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



....



.... ....

__________________





>>>

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

PokíƒÂ©mon Stadium



Normal Mode



.... ....



_________________________________

_________________________________

Fire Mode



__

..._______. __

________ __ .......

_________

_________________________________

_________________________________

Rock Mode



______

________

__________

____________.....

_____________ .......

______________.....

______________ .......

______________... . .

______________ : ..

____________________:____í‚·í‚·____

_______________________________

Water Mode



:

.. :

.. :

Note: The .. :

windmill turns. ..:

:.. ......

: ..

: .. .....

: ..

:

________________

________________________________

________________________________

Grass Mode



......



......

...

...



________________________________

________________________________



Size: Medium-Large

Difficulty: Varies (Easy to Medium)

PokíƒÂ©mon Stadium was meant to fit a variety of PokíƒÂ©mon 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

PokíƒÂ© 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 PokíƒÂ©mon 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 PokíƒÂ©mon 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 PokíƒÂ©mon 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 PokíƒÂ©mon 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



..í‚·

ooo

í‚·í‚·. ..í‚· 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



xí‚·í‚·í‚·x

..... .....



xí‚·í‚·í‚·x





...... ......

í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·í‚·



xí‚·í‚·í‚·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,

Healing: Whacker:

A: Pick up and eat A: Weak Whack

Walk, A: Walk Whack

Gun: Run, A: Smack Whack

A: Shoot >A, 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. íƒÂ¥ Don't forget about All-Star Heart Containers

(more below). They bring your damage down to zero. íƒÂ¥



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. íƒÂ¥ 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. íƒÂ¥ 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, íƒÂ¥ especially when you torture your control stick, íƒÂ¥

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. íƒÂ¥ It's not really a KOer though, no matter how high their damage

is. íƒÂ¥



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. íƒÂ¥ Try throwing it

at someone jumping back into the fight and see what happens. íƒÂ¥



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: PokíƒÂ© Ball

Type: Thrower

Game: PokíƒÂ©mon

Rarity: Common

It's pretty common, but it's an excellent weapon. Use it like you would

any other thrower, except a PokíƒÂ©mon 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 PokíƒÂ©mon number order. For example, Murkrow, not

in SSBM, is #198. The PokíƒÂ©mon 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. í…' Or is this Frustration? í…' 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 PokíƒÂ©mon's attack. íƒÂ¥ It's

quite short-lived compared to the Legendaries though. íƒÂ¥ 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 PokíƒÂ©mon games, not SSBM. Goldeen does

the Splash attack (which it shouldn't know in the first place). This

attack, like in PokíƒÂ©mon, 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 PokíƒÂ©mon 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... í¢â‚¬Â¹Touching it while it's

still going up though (but before it goes into the background) delivers

a near-instant KO.í¢â‚¬Â¹



#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 PokíƒÂ©mon to be found in a PokíƒÂ© 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 PokíƒÂ©mon 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 PokíƒÂ©mon 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 PokíƒÂ© 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 íƒÂ¥ usually íƒÂ¥ 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.

í¢â‚¬Â¹NOTE: It seems that Raikou's attack doesn't trap you inside, but is

actually escapeable.í¢â‚¬Â¹



#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. íƒÂ¥ Entei is also somewhat brighter than the

others, leaving the fight if no one comes near him.íƒÂ¥



#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 íƒÂ¥ and right before it

explodes. íƒÂ¥ 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 íƒÂ¥ or throw it straight downward, though eagle-

eyers may catch that too. íƒÂ¥ 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, íƒÂ¥ screw up their jumps by paralyzing

them as the poortwerps fall to your aerial attack. íƒÂ¥ (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: PokíƒÂ©mon/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. íƒÂ¥I've never seen it, but I

was informed that they may also explode or restore health. íƒÂ¥





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......PokíƒÂ©mon Stadium

Mewtwo (default) PokíƒÂ© 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

í‚·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.

í‚·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.

í‚·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

í‚·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!

í‚·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.

í‚·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...

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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...

í‚·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.

í‚·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.

í‚·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 PokíƒÂ©mon Stadium 14 Beat PokíƒÂ©mon 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 PokíƒÂ©

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 PokíƒÂ© Ball shows up,

chances are a PokíƒÂ©mon 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: PokíƒÂ©mon Stadium



Goal #14: Beat PokíƒÂ©mon Team Difficulty: Very Easy 3

Easy 5

Time Limit: 4 minutes Normal7

Hard 10

Location: PokíƒÂ©mon 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 PokíƒÂ© Balls start appearing. Throw the items at them and let

those PokíƒÂ©mon 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................PokíƒÂ©mon 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.............PokíƒÂ© 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 PokíƒÂ© 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 PokíƒÂ©

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: PokíƒÂ©mon Battle

Use PokíƒÂ© Balls to duel with Pikachu.

Difficulty: 4

Character: Any (Fox or Capt. Falcon recommended)

Type: Stock (You 2, Pikachu 2)

Goal: Beat Pikachu

Stage: PokíƒÂ©mon 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 PokíƒÂ©mon you throw. It's even

immune from the throw itself, taking damage only from its PokíƒÂ©mon. 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 PokíƒÂ© 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 PokíƒÂ©mon. 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 PokíƒÂ©mon shows up, run off to

go grab another PokíƒÂ© Ball while Pikachu stands around getting caught

underneath the Sleeping PokíƒÂ©mon... 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 PokíƒÂ©

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 soufflíƒÂ©.

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, PokíƒÂ©mon 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 PokíƒÂ©mon

A slew of legendary PokíƒÂ©mon 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 PokíƒÂ© Balls. Pick

them up before Jigglypuff gets to them (she's programmed in this Event

to get the PokíƒÂ© Balls) and throw them down to get the fastest results.

Everyone will dumbly walk into the PokíƒÂ©mon except Jigglypuff, the

mastermind that she is, and their %'s will soar. While they're being

zapped, burnt, whatever, try to pick up another PokíƒÂ© Ball that may just

be within the current PokíƒÂ©mon'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: PokíƒÂ©mon 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. 킧 It seems that

Jigglypuff has another method for an instant KO to another Jigglypuff

by means of an upward throw. 킧 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, PokíƒÂ© 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: PokíƒÂ© 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 PokíƒÂ©mon 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 PokíƒÂ©mon 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 PokíƒÂ©mon: 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 PokíƒÂ© 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, PokíƒÂ©mon 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. 킧 Apparently, you

can also breeze through Dr. Mario, Young Link, Roy, and Ganondorf using

Roy's Fire Blade. 킧



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, 킧 and his upward Smash ain't too bad either 킧.

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.

킪Fox 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.킪 텸 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. í…¸

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

í‚·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.

í‚·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.

í‚·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

í‚·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!

í‚·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.

í‚·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...

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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.

í‚·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...

í‚·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.

í‚·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.

í‚·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.

íƒÂ¸It 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.íƒÂ¸



And so, all 51 Events are cleared. Congrats! You now have the Final

Destination stage to fight on in VS. Mode!



(í…¡)corrected by TheOlympicHero(í…¡)



#



>>>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 ____ __ _ _

____>__ 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. 킪Why didn't I think of

this in the first place? The Blaster can be used to shoot this one, from

the platform under #9!킪



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





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 PokíƒÂ©mon. 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. 킪You can also jump from that platform and land on the one below

it if you feel brave, hitting the target along the way.킪

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. 킪Apparently, 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.킪



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

_ _ <_ _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 <_>_>> _ _

_ 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. 킪Or, 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.킪



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. 킪Or, this

plan can also be done near the beginning, making this target the second

one you break.킪



#



>>>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 (í…¡)Bub(í…¡) 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 PokíƒÂ©mon, and almost all of the ones that

involve PokíƒÂ©mon involve its ordering in the guide's list.



MISTAKES

í‚·There's actually no hyphen between "Motion" and "Sensor" in the name

"Motion Sensor Bomb".

í‚·Venusaur is listed as between Bulbasaur and Squirtle but is actually

between PokíƒÂ© Ball and Charizard.

í‚·Squirtle is listed as between Venusaur and Chansey but is actually

between Charizard and Blastoise.

í‚·Chansey is listed as between Squirtle and Staryu but is actually

between Weezing and Goldeen.

í‚·Staryu is listed as between Chansey and Cyndaquil but is actually

between Goldeen and Snorlax.

í‚·Marill is listed as between Cyndaquil and Sudowoodo but is actually

between Bellossom and Sudowoodo.

í‚·Sudowoodo is listed as between Marill and Porygon2 but is actually

between Marill and Unown.

í‚·Porygon2 is listed as between Sudowoodo and Toad but is actually

between Scizor and Raikou.

í‚·Bulbasaur is listed twice. Its correct location is between Starman

(the kind from Earthbound) and Poliwhirl.

í‚·Ditto is listed as between Cleffa and Igglybuff but is actually

between Poliwhirl and Eevee.

í‚·The trophy called "Arlo" in the list is actually "Totakeke".

í‚·(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. PokíƒÂ© Ball

POKíƒâ€°MON 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

POKíƒâ€°MON STADIUM/POKíƒâ€° FLOATS

187. PokíƒÂ©mon 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 POKíƒâ€°MON 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

1080í‚° 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.

POKíƒâ€°MON IN SSBM

135. Mew: Beat All-Star on Hard or VH.

141. Sudowoodo: Unlock the PokíƒÂ© 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 PokíƒÂ© 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 POKíƒâ€°MON 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. PokíƒÂ© Ball

POKíƒâ€°MON 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

POKíƒâ€°MON STADIUM/POKíƒâ€° FLOATS

187. PokíƒÂ©mon 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 POKíƒâ€°MON 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

1080í‚° 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. í¢â‚¬Â¹You 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.í¢â‚¬Â¹



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. í¢â‚¬Â¹This doesn't seem to overlap with Cement Shoes

either.í¢â‚¬Â¹



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.



킵 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. 킵



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? í¢â‚¬Â¹Another 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.í¢â‚¬Â¹



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 PokíƒÂ© 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 PokíƒÂ© 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 PokíƒÂ©mon), 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...



Fí‚·ZERO GRAND PRIX-BIG BLUE: If you play 150 VS. matches, you can get

this fast-paced battle above the high seas.



KANTO-POKíƒâ€° 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 (í…¡)5,000 VS. Mode matches(í…¡).



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)

PokíƒÂ©mon Stadium PokíƒÂ©mon 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.



POKíƒâ€° BALL OF YOUR CHOICE: If you have the PokíƒÂ© Balls set to very high

in a VS. game and quit (pause, then hold L, R, A, and Start), then the

first PokíƒÂ© Ball to appear in a 1-Player game will contain that PokíƒÂ©mon.



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 (í…¡)and Score Display(í…¡). It, like Mew, can be

seen if you open a PokíƒÂ© 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 (í…¡)or(í…¡) 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 킨mustn't킨 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!



í‚·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.



í‚·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.



í‚·They also don't care that a Flipper's been thrown and will repeatedly

get hit by a Red Shell.



í‚·They rush headfirst when they see a PokíƒÂ© Ball appear unless they're

a PokíƒÂ©mon themselves (Pikachu, Pichu, Jigglypuff, and Mewtwo), but they

will sometimes during VS. Mode.



í‚·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.



í‚·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.



í‚·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.



í‚·Zelda tends not to transform during a Tournament.

NOTE: mikey_s_rulez@hotmail.com disagrees. Who is right? People, help

me!



í‚·The CPU is also able to be snuck up from behind.



í‚·They perform perfectly during Invisible Melee.



í‚·They will always shield if a projectile is about to hit them at a far

range.



í‚·A favorite among expert players, a computer opponent will also

repeatedly fall for the same trick over and over.



í‚·A computer player will simply stand right underneath a Kirby in the

air, making the Stone attack very efficient.



í‚·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.



í‚·Computer players have an extremely difficult time surviving Icicle

Mountain when the scrolling gets fast.



í‚·The invincibility after dropping from the "Angelic" platform when

you start another life is unnoticeable to computer players.



í‚·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:



í‚·Luigi will always use the Green Missile instead of the Super Jump Punch

as a recovery if he is thrown off the stage.



í‚·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:



í‚·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...



í‚·Marth and Roy don't seem to charge their regular B-button attacks so

much.



í‚·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

í‚·There's actually no hyphen between "Motion" and "Sensor" in the name

"Motion Sensor Bomb".

í‚·Venusaur is listed as between Bulbasaur and Squirtle but is actually

between PokíƒÂ© Ball and Charizard.

í‚·Squirtle is listed as between Venusaur and Chansey but is actually

between Charizard and Blastoise.

í‚·Chansey is listed as between Squirtle and Staryu but is actually

between Weezing and Goldeen.

í‚·Staryu is listed as between Chansey and Cyndaquil but is actually

between Goldeen and Snorlax.

í‚·Marill is listed as between Cyndaquil and Sudowoodo but is actually

between Bellossom and Sudowoodo.

í‚·Sudowoodo is listed as between Marill and Porygon2 but is actually

between Marill and Unown.

í‚·Porygon2 is listed as between Sudowoodo and Toad but is actually

between Scizor and Raikou.

í‚·Bulbasaur is listed twice. Its correct location is between Starman

(the kind from Earthbound) and Poliwhirl.

í‚·Ditto is listed as between Cleffa and Igglybuff but is actually

between Poliwhirl and Eevee.

í‚·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.

í‚·One is on page 19, below the paragraph explaining the Ice Climbers'

Belay attack.

í‚·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

í‚©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.

Note that I 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:



í¢â‚¬Â¢Questions about stuff I forgot to cover or I haven't covered yet

í¢â‚¬Â¢Requests to put this FAQ on a certain site

í¢â‚¬Â¢Additional advice, information, and corrections

í¢â‚¬Â¢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: í…¡



BOWSER194, who knows a helpful hint for unevenly-talented teams, and

also contributed over 30 new bonuses to the FAQ.



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: í¢â‚¬Â¹



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: íƒÂ¸



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: 킪



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: íƒÂ¥



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: 키



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: í¢â‚¬Â°



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: í¢â‚¬Â¢



YOSHI348@SAN.RR.COM for the Blind Eye bonus. Symbol: 킵



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: 킶



ARTICUNO1@EARTHLINK.COM for clearing up Zelda's Farore's Wind.



007BCM90@MONMOUTH.COM for some more additions to CPU behavior.



MARIOFAN98@AOL.COM for correcting typos and stuff I forgot to put in.

Symbol: í…'



"KURRUPT" for some advice for Kirby fans who want to tackle Event #50.

Symbol: í…¸



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: 킧



DLEWIS@ENTERPRISE.SD73.BC.CA, or Darian Lewis, for something Fire

Emblemers who specialize in items should know about. Symbol: íƒÅ¸



DARKARCHER2778@MSN.COM for a tip about the Great Fox's laser guns.

Symbol: =



GOLDSTARKING@AOL.COM for Peach's Vegetable attack. Symbol: íƒâ€ 



LUCI_THE_BRAVE@HOTMAIL.COM for more on Marth, Roy, and what they're

saying. Symbol: 킨



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!