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. [email protected]
     18b. [email protected]
 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 [email protected]! 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.



                             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.



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
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

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:
^, 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
>>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!
It stops your walk, but it's stronger than the Standard Weak Attack and
weaker than the Standard Strong Attack.
Again, it stops your movement. It's stronger than the Standard Strong
Attack but weaker than the Standard Smash Attack.
/A: Standard Ground Attack
This attacks enemies on the ground. It's moderate strength. Enough
/,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,
^^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
>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.
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

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 [email protected], 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.

Young Link
Mr. Game&Watch
Ice Climbers
Dr. Mario
Capt. Falcon

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.
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
/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.
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.
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

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.
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 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.
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.
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

                           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.
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.
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.

                 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
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

                           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.
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.

                            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 @[email protected] 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.
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¥
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

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.
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
/B: Mario Tornado
Mario spins around with his arms like a beautiful butterfly, trapping
anyone who comes by, followed by a fling.

                                Prince Marth

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...
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

                                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
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.
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
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

                             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!
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

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.
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

                     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
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 

                              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.
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
/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.


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¥
(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

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
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.

                  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.
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.

               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 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...
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.
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.
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¢
[email protected] 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.



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

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
     ///= 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.

                              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.


          ....           ...........
               _        ____________     ___         ....    ....
        ______|_|______/____________|   |__________
        _________    _______________|   |_______________________
         ________... ______________/   /___________________
          _______    _____________/   /____________________
           ______    ____________/   /_____________________
            _____    ___________/   /___________________
              ________________     _____
               _______________      ___
                _____________        _

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   _____
                   ___  ___                  _____
                 _____   __________   ____________________
                 __________________   ____________________
                 __________________   ____________________


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

, 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...

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

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


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

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

                      ...                        ...
                         ...                  ...
                            ...      |     ...
                            ...            ...
                         ...                  ...
                      ...                        ...

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

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

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.


                    ...                      .........
                    ...       (........)
        ...      ^
        ...    /___                           __^__
              /_____         (........)     _________
              |_____|____                    _________
              |_____|                        _________


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.


         xxxxxxxxxxxxxxx                  xxxxxxxxxxxxxxx
         xxxxxxxxxxxxxxx                  xxxxxxxxxxxxxxx
               __________     _______________    ___________
               __________     _______________    ___________
               __________     _______________    ___________
               __________     _______________    ___________
               __________     _______________    ___________

xxxxxxxxxxxxxxx= possible UFO spots

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.

                              PokíƒÂ©mon Stadium

                                Normal Mode

                         ....                   ....

                                 Fire Mode

                      ..._______. __
                         ________ __      .......
                                 Rock Mode

                       _____________        .......
                      ______________        .......
                      ______________...   . .
                      ______________      :  ..
                                 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.



                  xxxxx                             xxxxx

         _______________ -- ___________________ -- _____________

==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.

                                 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

                                  ...   ...

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'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‚·í‚·.       ..í‚·    ooo

                         ___       ___                ooo


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

                                 Past Stages
                                Kongo Jungle

                     .....                         .....


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

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.



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.)

A: Pick up
Z: Weak Throw
Walk, Z: Throw
Run, Z: Dash Throw
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
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

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

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

#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-

#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

#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

#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

#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

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.

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
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
Pikachu, Pichu, Jigglypuff......PokíƒÂ©mon Stadium
Mewtwo (default)                PokíƒÂ© Floats
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

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

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
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

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

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

                      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


                            >>>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
Yoshi..................Yoshi's Story
Kirby..................Green Greens
Pikachu................PokíƒÂ©mon Stadium
Capt. Falcon...........Mute City
Bowser.................Yoshi's Island
Peach..................Princess Peach's Castle
Ice Climbers...........Icicle Mountain
Jigglypuff.............PokíƒÂ© Floats
Marth..................Fountain of Dreams
Mr. Game & Watch.......N/A
Dr. Mario..............Kingdom II
Ganondorf..............Brinstar Depths
Young Link.............Jungle Japes
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

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

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

Only have 15 Events? You'll need to reach 10 EVents you've won to

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

To get anywhere further, you need to win at least 16 of the Events

Event #21: Ice Breaker
Your cold 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

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.
[email protected] 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. 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

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.

[email protected] 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.`

[email protected] 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.

[email protected] 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
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)


                            Name of Character

           ____             3         |         8
           ____      2          4     5    6             9
           ____ 1                     |
           ____                       |      7


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

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.)


     ________    ......
     __   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.


              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...
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
10. Finally, as you drop through, press A as you completely go through
to destroy this and clear the stage.

                                  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


                                  _     _
                                  _  3  _
                            _______     _______
                            _                 _
                            _   2             _
                            _____         _____
                            _                 _     4
                            _                 ______

                                     _X_ 1
                                     ___                  ______
                                                          __  __
                   _     ________            ____
                         _                _____
                      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
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


                            _              _
                            _              4
                       _ 1  _

                    ______       _______   +
                        __       _______   +
                        __                 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.


        ___________________                     ________
        _                 _                     ________
        _                 _                     ________
        _                 _ 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.

                        ________             _   5  _
                        _      _             _      _
                        _      _             _......_
                        ________             _      _
                     3                              _

                    ____     _____                   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

                         _____      ____              ________
          _______       |               |            |        |
                 |      |  7          6 |            |    4   |
             9   |                      |            |
          _______|             ....
                                                |      |
          _______                     ....      |      |.....
         |                          2           |   5  |
         |   8            ....                  |______|

        __________              1               _________________
                  |_                          _|
            0       |_                      _|                      3

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.


                                     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

           _______                                  _        _
        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.


                          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.

                                  ___ 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
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


                        _______        _______
                        ______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
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
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.


                               _     _
                              ___   ___
                             _____ _____
                          _      ...      _
                         ___      2      ___
                        _____           _____
                       _     _         _     _
                      ___   ___       ___   ___
                     _____ _____     _____ _____

         ....   _____                           _____
                _____           __X_1           _____
          0      __             ____            5__
                 __                              __       6
                 __                              __
                 __       9                      __
                 __     .....                    __
                 __                              __
                 _____                          4__
                 _______                      __________
                 _____________    7              _______

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
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
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
10. Fall off the droppable on the far left and do what you did to #6.


                             _            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.


                _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.


                       _    _          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!


                            7                 _
                        ___     __F__ 3       _______
                       ____     ____
                      _____     ___     ...
                      ____     ___     _____   _..____
               /     ___    F___      _ 5 _   _    +_
                      __     __ 4      _   _   ____ +_
                      __    F__        _   _   _    1_
              ....    __     __        _   __      _+
                      __     _______   _   __  _   _+_
                    9 ______.          _   _   ______
               /8     F
                   ____        ________X______________


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
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

                         ...     6              2.
                            8            3     .. ..
                         ...           4     ..

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
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

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
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


                         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
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. 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
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.


                           _                   _
                               _   _
                               _   _
                               _   _
                               _   _
             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             _________
                      _    _      __               _____
                      _    _      __                 _
                      _    _
                      _    _

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.


                  _                        _          _
                  _                        _     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
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



                                    _____     _____
                          6               _4_
                       7                      F
                        F                     F
                                 1            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
2. Now jump to the right, stand in front of #2, and charge up a Fire
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
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



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.

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)

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
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
152. Toad
154. Vegetable
155. Megavitamins
157. Kirby Hat 1
158. Kirby Hat 2
159. Kirby Hat 3
162. Princess Peach's Castle
163. Bullet Bill
164. Lakitu
165. Pidgit
166. Birdo
167. Klap Trap
168. Shy Guys
169. Pak E. Derm
170. Tingle
171. Moon
172. Turtle
173. Four Giants
174. Master Sword
178. Arwing
179. Great Fox
180. Peppy Hare
181. SLippy Toad
183. Chozo Statue
184. Whispy Woods
185. Fountain of Dreams
187. PokíƒÂ©mon Stadium
194. Koopa Troopa
195. Koopa Paratroopa
196. ReDead
197. Octorok
198. Like Like
199. Topi
200. Polar Bear
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
217. Dixie Kong
218. King K. Rool
219. Goron
222. Ocarina of Time
223. Samurai Goroh
224. Dr. Stewart
225. Jody Summer
228. Andross
229. Andross
231. Metroid
232. Ridley
233. Fire Kirby
234. Fighter Kirby
235. Ball Kirby
236. Waddle Dee
237. King Dedede
238. Rick
239. Gooey
240. Meta-Knight
241. Paula
242. Jeff
243. Poo
244. Starman
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
259. Maruo Maruhige
260. Ryota Hayami
261. Kensuke Kimachi
262. Love Giant
263. Hate Giant
264. Ray Mk II
265. Bayonette
266. Annie
268. Totakeke
270. Hererin
271. Alpha
272. Vacuum Luigi
273. Pikmin
275. Excitebike
277. Ducks
278. Bubbles
279. Eggplant Man
281. Balloon Fighter
282. Stanley
283. Pit
284. Dr. Wright
285. Donbe & Hikari
286. Ayumi Tachibana
287. Monster
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.

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.
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.
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.
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.
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)
156. Lon Lon Milk: Get under 26 minutes total in Target Practice.
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.
175. Falcon Flyer: Unlock the Big Blue stage.
176. F-Zero Racers: Finish Adventure Mode with everyone.
182. Kraid: Unlock the Brinstar Depths stage.
186. UFO: Unlock the Fourside stage.
188. Game & Watch: Complete Event 45: Game and Watch Forever!
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.
193. Goomba: Clear Event 14: Trophy Tussle 1.
203. Paper Mario: Make a record of 1,475 feet in the Home Run Contest.
204: Wario: Clear All-Star without continuing.
220. Marin: Comes with the Sound Test
221. Majora's Mask: Clear Event 47: Trophy Tussle 3.
226. Landmaster Tank: Get a total KO number of 1,000 or more.
227. Wolfen: Finish the Adventure Mode in less than 18 minutes.
230. Samus's Starship: Clear "Escape from Brinstar" in Adventure Mode.
255. Meowth: Finish All-Star Mode with everyone.
267. Tom Nook: Reach 1,000 Lottery Coins (including ones spent).
269. Mr. Resetti: KO 5 opponents in Cruel Melee.
274. Captain Olimar: Play the game with a Pikmin save.
276. Donkey Kong Junior: Finish Classic Mode with everyone.
280. Mach Rider: Finish Classic Mode in less than 5 minutes.
288. Sheriff: Get a total Target time of 12' 30" or less.
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?

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
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
79. Male Wire Frames
80. Female Wire Frames
81. Fighting Wire Frames
82. Giga Bowser
83. Master Hand
84. Crazy Hand
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
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
152. Toad
153. Coin
154. Vegetable
155. Megavitamins
156. Lon Lon Milk
157. Kirby Hat 1
158. Kirby Hat 2
159. Kirby Hat 3
160. Kirby Hat 4
161. Kirby Hat 5
162. Princess Peach's Castle
163. Bullet Bill
164. Lakitu
165. Pidgit
166. Birdo
167. Klap Trap
168. Shy Guys
169. Pak E. Derm
170. Tingle
171. Moon
172. Turtle
173. Four Giants
174. Master Sword
175. Falcon Flyer
176. F-Zero Racers
177. Mute City
178. Arwing
179. Great Fox
180. Peppy Hare
181. SLippy Toad
182. Kraid
183. Chozo Statue
184. Whispy Woods
185. Fountain of Dreams
186. UFO
187. PokíƒÂ©mon Stadium
188. Game & Watch
189. Target
190. Sandbag
191. Battlefield
192. Final Destination
193. Goomba
194. Koopa Troopa
195. Koopa Paratroopa
196. ReDead
197. Octorok
198. Like Like
199. Topi
200. Polar Bear
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
217. Dixie Kong
218. King K. Rool
219. Goron
220. Marin
221. Majora's Mask
222. Ocarina of Time
223. Samurai Goroh
224. Dr. Stewart
225. Jody Summer
226. Landmaster Tank
227. Wolfen
228. Andross
229. Andross
230. Samus's Starship
231. Metroid
232. Ridley
233. Fire Kirby
234. Fighter Kirby
235. Ball Kirby
236. Waddle Dee
237. King Dedede
238. Rick
239. Gooey
240. Meta-Knight
241. Paula
242. Jeff
243. Poo
244. Starman
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
259. Maruo Maruhige
260. Ryota Hayami
261. Kensuke Kimachi
262. Love Giant
263. Hate Giant
264. Ray Mk II
265. Bayonette
266. Annie
267. Tom Nook
268. Totakeke
269. Mr. Resetti
270. Hererin
271. Alpha
272. Vacuum Luigi
273. Pikmin
274. Captain Olimar
275. Excitebike
276. Donkey Kong Junior
277. Ducks
278. Bubbles
279. Eggplant Man
280. Mach Rider
281. Balloon Fighter
282. Stanley
283. Pit
284. Dr. Wright
285. Donbe & Hikari
286. Ayumi Tachibana
287. Monster
288. Sheriff
289. Diskun
290. GCN




                           >>>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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

27         150% Damage     1000                Took 150% damage or
                                               more.  Not valid in team
28         200% Damage     3000                Took 200% damage or
                                               more.  Not valid in team
29         250% Damage     7000                Took 250% damage or
                                               more.  Not valid in team
30         300% Damage     10000               Took 300% damage or
                                               more.  Not valid in team
31         350% Damage     15000               Took 350% damage or
                                               more.  Not valid in team
32         Heavy Damage    20000               Took 400% damage or
                                               more.  Not valid in team

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

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

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

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

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

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

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

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:        |
____________________ |

47         Statue          500                 Little left-to-right

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

I'm not sure what distinguishes this from Marathon Man, but whatever it
is, you apparently have 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

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

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.

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

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

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

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

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

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

77         Button Holder   4000                Held down the A or B
                                               button. (For the entire

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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...:


                          --------------, 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

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

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

This one is easy enough. Up on the D-Pad causes taunting.

142        Mystic         2000                Ended match while

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.

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 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

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

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

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

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

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 #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!



                           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

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.

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

OTHER HOAXES: Knuckles the Echidna
              Dr. Ivo "Eggman" Robotnik
              Giga Bowser
              Mask Link
              Dark Link
              Master Hand
              Crazy Hand
              Wireframe Fighters
              Koopa Troopa
              Diddy Kong
              King Dedede
              Waddle Dee
              Baby Bowser
              Baby Mario
              Balloon Fighter

                             Secret Stages

See the sections above for more information as to how to get a certain

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 &

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 [email protected]): 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 [email protected]): 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

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

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

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.

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: [email protected] 
To: [email protected] 
Sent from the Internet (Details) 

Dear [email protected],

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

                                                   Signed one of your
                                                       biggest fans,
                                                 [email protected]

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: [email protected] 
To: [email protected] 
Sent from the Internet (Details) 

Dear [email protected],

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

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!

It looks like there's finally a non-Sonic-and-Tails Hall of Shamer in
our midst...This fellow goes by the name of "[email protected]".
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

Date: 12/10/02 4:43:45 PM Pacific Standard Time 
From: [email protected] 
To: [email protected] 
CC: [email protected] 
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: [email protected] disagrees. Who is right? People, help

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

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).

[email protected]'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.

[email protected]'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

í‚·Kirby is the only character who will dare to attack you from directly

                            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!


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)
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!


NOTE: Also, [email protected] 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

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's up to you.

                           How Does Your Garden Grow?


                       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.

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".

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

                             The Beta Version

                            Send in the Clones

Sent in by [email protected] All errors have been fixed to my

- 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 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.

- 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.

- 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...]

- 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.

- 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 [email protected]
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:

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.

bridged miscellaneous gaps in miscellaneous areas.

useful than I had expected.

GUNPEI YOKOI for creating the D-Pad, the Game Boy, and the Game &

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.

[email protected], aka HYMAN for a LOT of stuff that he
discovered, as well as some stuff I left out. Thanks a lot! Symbol: (H)

[email protected], 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

[email protected] for some excellent advice for a couple of events.
Check them out! Symbol: `

[email protected] AND HER BROTHER for filling up even more gaps in the
Springfield Dam that is my SSBM FAQ! Symbol: íƒÂ¸

[email protected], 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

[email protected] for a barrage of even more stuff I either
left out or was wrong. Will this FAQ become perfect someday? Symbol: íƒÂ¥

FLAREBORNE( for #3 in Mr. Game & Watch's Judgment attack.

[email protected] for stuff I forgot to update about Mr. G&W.
Symbol: 키

[email protected] for telling me that the Koopa Clown Car can be
received before Event 51.

[email protected] 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°

[email protected] for another version of the DK Rap.

[email protected] for some tips on the computer opponents.

[email protected] for a random character trick.

[email protected], a real Nintendo scholar. Symbol: ^

[email protected] for a strategy of Event #23: Slippy's Invention.

[email protected] for details here and there. Symbol: ~

[email protected] for some debatable information. Symbol: í¢â‚¬Â¢

[email protected] for the Blind Eye bonus. Symbol: 킵

[email protected] for a tip in Event #46 Fire Emblem Pride.

[email protected] for correcting me about Link's Arrows. Symbol: @

[email protected] for what I forgot about Link's bombs. Symbol: 킶

[email protected] for clearing up Zelda's Farore's Wind.

[email protected] for some more additions to CPU behavior.

[email protected] 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.

[email protected] for some useful pointers on Jigglypuff and
other Events. Symbol: 킧

[email protected], or Darian Lewis, for something Fire
Emblemers who specialize in items should know about. Symbol: íƒÅ¸

[email protected] for a tip about the Great Fox's laser guns.
Symbol: =

[email protected] for Peach's Vegetable attack. Symbol: íƒâ€ 

[email protected] for more on Marth, Roy, and what they're
saying. Symbol: 킨

[email protected] for yet another thing on Sheik's moves.

VALTANE for the Victory Pose Control.

[email protected] on Marth's and Roy's names. Symbol: {}

GENNDY TARTAKOVSKY for making the best shows Cartoon Network made.

FUJIMOTO?) for creating Doraemon, the original comedy manga.


So far, this FAQ is on the following sites (in order of when they came): (under construction)


And that just about wraps it up. Good-bye, and hope you have a
smashing good time!