Debug menu (SSBM)/Debug sound test menu

The Debug sound test menu is a debug feature in Super Smash Bros. Melee. From here, all sounds and background can be heard, even some that are not included in the Sound Test. To access the debug sound test menu in the NTSC version of the game, one must set DBLEVEL to DEVELOP within the debug menu, back out to the title screen, then press . In the PAL version, one must use an Action Replay code. Attempting to enter the Versus Mode character selection screen in this state will instead bring up the sound test menu.
Item 	Description 	Values
SOUND MODE	Sets the sound mode from Stereo and Mono. 	
*STEREO: Sound will play on 2 channels.
*MONAURAL: Sound will play on only one channel.
MAS VOLUME	Sets the overall volume. 	Min=0; Max=127; Increment=1
FGM VOLUME	Sets the foreground "music" volume. 	Min=0; Max=127; Increment=1
BGM VOLUME	Sets the background music volume. 	Min=0; Max=127; Increment=1
DSP LEVEL 	Sets the DSP (digital signal processing) level.	Min=0; Max=127; Increment=1
FGM GROUP 	Selects the sound group. 	
FGM NAME 	Select and play a sound. 	
BGM NAME 	Select and play music. 	
==FGM==
The FGM portion of the sound test menu is split into groups. Each group contains a set of sounds related to a specific character, stage, event, or system. While it is not indicated by this menu, the game uses the DSP file format to store sound effects.
Group name 	Description
GRPSFX_MAIN 	The base group for universal sounds. Contains item sounds, footsteps, generic collisions, menu sounds, etc.
GRPSFX_POKEMON 	Contains all Pokémon sounds: Cries and any other unique sound they may make.
GRPSFX_NR_TITLE 	Contains different versions of the narrator announcing the game's name.
GRPSFX_NR_SELECT	Contains narrator clips announcing the different mode names.
GRPSFX_NR_1P 	Contains narrator clips used for the various single player modes.
GRPSFX_NR_VS 	Contains narrator clips used for versus mode, such as the team names, "no contest", and "this game's winner is...".
GRPSFX_CAPTAIN 	Contains all of 's unique sound clips.
GRPSFX_CLINK 	Contains all of 's unique sound clips.
GRPSFX_DK 	Contains all of 's unique sound clips.
GRPSFX_DRMARIO 	Contains all of 's unique sound clips.
GRPSFX_FALCO 	Contains all of 's unique sound clips.
GRPSFX_FOX 	Contains all of 's unique sound clips.
GRPSFX_GKOOPA 	Contains all of Giga Bowser's unique sound clips.
GRPSFX_ICE 	Contains all of the ' (both of them) unique sound clips.
GRPSFX_KIRBY 	Contains all of 's unique sound clips, including the voices used for his copy ability, but not including the other various side effects that may come with them.
GRPSFX_KOOPA 	Contains all of 's unique sound clips.
GRPSFX_LINK 	Contains all of 's unique sound clips.
GRPSFX_LUIGI 	Contains all of 's unique sound clips.
GRPSFX_MARIO 	Contains all of 's unique sound clips.
GRPSFX_MARS 	Contains all of 's unique sound clips.
GRPSFX_MEWTWO 	Contains all of 's unique sound clips.
GRPSFX_NESS 	Contains all of 's unique sound clips.
GRPSFX_PEACH 	Contains all of 's unique sound clips.
GRPSFX_PICHU 	Contains all of 's unique sound clips.
GRPSFX_PIKACHU 	Contains all of 's unique sound clips.
GRPSFX_PURIN 	Contains all of 's unique sound clips.
GRPSFX_SAMUS 	Contains all of 's unique sound clips.
GRPSFX_ZS 	Contains all of 's and 's unique sound clips.
GRPSFX_YOSHI 	Contains all of 's unique sound clips.
GRPSFX_GW 	Contains all of 's unique sound clips.
GRPSFX_GANON 	Contains all of 's unique sound clips.
GRPSFX_EMBLEM 	Contains all of 's unique sound clips.
GRPSFX_MHANDS 	Contains all of Master and 's unique sound clips.
GRPSFX_KIRBYTM 	Contains all special sound effects for Kirby's copy ability. Does not include actual voices, only sound effects.
GRPSFX_CASTLE 	Contains all sound clips specific to Princess Peach's Castle.
GRPSFX_CORNERIA 	Contains all sound clips specific to Corneria.
GRPSFX_GREATBAY 	Contains all sound clips specific to Great Bay.
GRPSFX_KONGO 	Contains all sound clips specific to .
GRPSFX_MUTECITY 	Contains all sound clips specific to .
GRPSFX_ONETT 	Contains all sound clips specific to Onett.
GRPSFX_ZEBES 	Contains all sound clips specific to Brinstar.
GRPSFX_GARDEN 	Contains all sound clips specific to Jungle Japes.
GRPSFX_KLAID 	Contains all sound clips specific to Brinstar Depths.
GRPSFX_GREENS 	Contains all sound clips specific to Green Greens.
GRPSFX_VENOM 	Contains all sound clips specific to Venom.
GRPSFX_BIGBLUE 	Contains all sound clips specific to Big Blue.
GRPSFX_FOURSIDE 	Contains all sound clips specific to Fourside.
GRPSFX_PUPUPU 	Contains all sound clips specific to Dream Land 64.
GRPSFX_PSTADIUM 	Contains all sound clips specific to Pokémon Stadium.
GRPSFX_1PADV 	Contains all sound clips specific to the F-Zero Grand Prix adventure mode stage.
GRPSFX_ENDING 	Contains sounds used for the shooting game played during the credits.
GRPSFX_NR_NAME 	Contains narrator clips announcing each character's name. Also includes clips for the countdown, the "Ready? GO!" sequence, and the player defeated announcements, among others.
GRPSFX_1PEND 	Contains sounds used for the trophy dropping cinematic at the end of a single player mode.
GRPSFX_LAST 	Contains sounds used for during the Master and Crazy Hand fight.
GRPSFX_END 	Contains one unused, silent sound.
===FGM GROUP: GRPSFX_MAIN===
This group contains various sounds heard throughout the game. They include universal in-match sounds, menu sounds, item sounds, and other miscellaneous sounds. This is easily the biggest group in the menu.
Item 	Description
SFX_SE_DASH_START 	Character starts dashing
SFX_SE_KAIHI 	Character does a rolling dodge
SFX_SE_KAIHI2 	Character does a spot dodge
SFX_SE_UKEMI 	Character does a tech
SFX_SE_GAKE_CATCH 	Character grabs the ledge
SFX_SE_DASH_STOP 	Character stops dashing
SFX_SE_JNM_L 	?
SFX_SE_JNM_S 	?
SFX_SE_KABEJUMP 	Character wall jumps
SFX_SE_JTAORE_L 	Character lands on normal ground
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_JTAORE_S 	Character lands on normal ground
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_JTAORE_SS 	Character lands on normal ground
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_JTAORE_SSS 	Character lands on normal ground
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_JTAORE_BOUND 	Character lands on normal ground
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_WTAORE_L 	Character hits a floor or ceiling after being launched
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_WTAORE_S 	Character hits a floor or ceiling after being launched
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_WTAORE_SS 	Character hits a floor or ceiling after being launched
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_WTAORE_SSS 	Character hits a floor or ceiling after being launched
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_WTAORE_BOUND 	Character hits a floor or ceiling after being launched
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_SNOW_L 	Character lands in snow
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_SNOW_S 	Character lands in snow
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_SNOW_SS 	Character lands in snow
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_SNOW_SSS 	Character lands in snow
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_SNOW_BOUND 	Character lands in snow
*L= Heavy land 
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_WATER_L 	Character lands in water
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_WATER_S 	Character lands in water
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_WATER_SS 	Character lands in water
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_WATER_SSS 	Character lands in water
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_WATER_BOUND 	Character lands in water
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GRASS_L 	Character lands in grass
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GRASS_S 	Character lands in grass
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GRASS_SS 	Character lands in grass
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GRASS_SSS 	Character lands in grass
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GRASS_BOUND 	Character lands in grass
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_DIRT_L 	Character lands in dirt
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_DIRT_S 	Character lands in dirt
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_DIRT_SS 	Character lands in dirt
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_DIRT_SSS 	Character lands in dirt
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_DIRT_BOUND 	Character lands in dirt
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_NMETAL_L 	Character lands on heavy metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_NMETAL_S 	Character lands on heavy metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_NMETAL_SS 	Character lands on heavy metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_NMETAL_SSS 	Character lands on heavy metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_NMETAL_BOUND 	Character lands on heavy metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_METAL_L 	Character lands on metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_METAL_S 	Character lands on metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_METAL_SS 	Character lands on metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_METAL_SSS 	Character lands on metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_METAL_BOUND 	Character lands on metal
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_OIL_L 	Character lands in oil
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_OIL_S 	Character lands in oil
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_OIL_SS 	Character lands in oil
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_OIL_SSS 	Character lands in oil
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_OIL_BOUND 	Character lands in oil
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_STONE_L 	Character lands on stone
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_STONE_S 	Character lands on stone
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_STONE_SS 	Character lands on stone
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_STONE_SSS 	Character lands on stone
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_STONE_BOUND 	Character lands on stone
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_PAPER_L 	Character lands on a checkered surface
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_PAPER_S 	Character lands on a checkered surface
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_PAPER_SS 	Character lands on a checkered surface
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_PAPER_SSS 	Character lands on a checkered surface
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_PAPER_BOUND 	Character lands on a checkered surface
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GW_L 	Character lands on Game & Watch flooring
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GW_S 	Character lands on Game & Watch flooring
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GW_SS 	Character lands on Game & Watch flooring
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GW_SSS 	Character lands on Game & Watch flooring
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_TAORE_GW_BOUND 	Character lands on Game & Watch flooring
*L= Heavy land
*S= Light land
*SS= Very light land
*SSS= Very, very light land
*BOUND= Tumbling land
SFX_SE_JTAYAK_L 	Character takes a step
*L= Heavy character
*S= Light character
SFX_SE_JTAYAK_S 	Character takes a step
*L= Heavy character
*S= Light character
SFX_SE_BIG_JUMP_L 	Character jumps full
*L= Heavy character
*S= Light character
SFX_SE_BIG_JUMP_S 	Character jumps full
*L= Heavy character
*S= Light character
SFX_SE_JUMP_L 	Character short hops
*L= Heavy character
*S= Light character
SFX_SE_JUMP_S 	Character short hops
*L= Heavy character
*S= Light character
SFX_SE_WNM_L 	?
SFX_SE_WNM_S 	?
SFX_SE_WTYAK_L 	?
SFX_SE_WTYAK_S 	?
SFX_SE_HUTTOBI_L 	Character gets launched
*L= Heavy character
*S= Light character
SFX_SE_HUTTOBI_S 	Character gets launched
*L= Heavy character
*S= Light character
SFX_SE_CATCH1 	Character successfully grabs another character
SFX_SE_NAGETOBASI 	?
SFX_SE_NAGETOBASI_L 	?
SFX_SE_SJP_HIT 	Coin sound effect for Super Jump Punch. Not sure why it's here.
SFX_SE_CHIT_M 	Glancing blow
SFX_SE_MHIT_L 	Hit, especially kicks
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_MHIT_M 	Hit, especially kicks
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_MHIT_S 	Hit, especially kicks
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_NHIT_L 	Hit, especially punches
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_NHIT_M 	Hit, especially punches
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_NHIT_S 	Hit, especially punches
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_GHIT_L 	Hit, especially energy-based attacks
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_GHIT_M 	Hit, especially energy-based attacks
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_GHIT_S 	Hit, especially energy-based attacks
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_PIYOPIYO 	Character is in a dazed state
SFX_SE_STG_OTI 	Whooshing noise as a character approaches the bottom blast line.
SFX_SE_STG_SINI 	Character hits the bottom blast line
SFX_SE_ELEHIT_S 	Electric hit
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_ELEHIT_M 	Electric hit
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_ELEHIT_L 	Electric hit
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_FIREHIT_S 	Fire hit
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_FIREHIT_M 	Fire hit
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_SE_FIREHIT_L 	Fire hit
*L= Large hit
*M= Medium hit
*S= Small hit
SFX_JSHIELD 	Character powershields
SFX_JUST_IMP 	?
SFX_SE_SOUSAI 	Clang hit
SFX_SE_SOUSAI_CUT 	Sword clang hit; has 3 variations, chosen at random
SFX_SE_SOUSAI_CUT2 	Sword clang hit; has 3 variations, chosen at random
SFX_SE_SOUSAI_CUT3 	Sword clang hit; has 3 variations, chosen at random
SFX_SHIELD 	Character raises shield
SFX_SWDHIT_S 	Slash hit
*S= Small hit
*M= Medium hit
*L= Large hit
SFX_SWDHIT_M 	Slash hit
*S= Small hit
*M= Medium hit
*L= Large hit
SFX_SWDHIT_L 	Slash hit
*S= Small hit
*M= Medium hit
*L= Large hit
SFX_EXPLOSION_SS 	Explosive Attack
*SS= Very small attack
*S= Small attack
*M= Medium attack
*L= Large attack
*LL= Very attack
SFX_EXPLOSION_S 	Explosive Attack
*SS= Very small attack
*S= Small attack
*M= Medium attack
*L= Large attack
*LL= Very attack
SFX_EXPLOSION_M 	Explosive Attack
*SS= Very small attack
*S= Small attack
*M= Medium attack
*L= Large attack
*LL= Very attack
SFX_EXPLOSION_L 	Explosive Attack
*SS= Very small attack
*S= Small attack
*M= Medium attack
*L= Large attack
*LL= Very attack
SFX_EXPLOSION_LL 	Explosive Attack
*SS= Very small attack
*S= Small attack
*M= Medium attack
*L= Large attack
*LL= Very attack
SFX_FIRE_L 	Fire attack
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_FIRE_M 	Fire attack
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_FIRE_S 	Fire attack
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_PRE_SMASH 	Silent
SFX_SMASH_HOLD 	Character charges a smash attack
SFX_SMASH_METEO_REF 	?
SFX_KAIFUKU 	Character heals; The game plays this one in a really fast loop.
SFX_SCORE_COUNT 	Score count sound used in 1-Player modes.
SFX_SHIELD_STOP 	Character drops shield
SFX_SHIELD_REF 	Character's shield reflects a projectile
SFX_SHIELD_BREAK1 	Character's shield breaks; has 2 variations, chosen at random
SFX_SHIELD_BREAK2 	Character's shield breaks; has 2 variations, chosen at random
SFX_HOSIKIE 	Star KO
SFX_BGM_MUTEKI 	Invincible music
SFX_BGM_HAMMER 	music
SFX_JISIN_S 	?
SFX_JISIN_L 	?
SFX_STG_SINI_L 	Character hits one of the side blast lines
*L= Left
*R= Right
SFX_STG_SINI_R 	Character hits one of the side blast lines
*L= Left
*R= Right
SFX_STG_FORWARD_L 	?
SFX_STG_FORWARD_M 	?
SFX_STG_FORWARD_S 	?
SFX_HIT_MUTEKI_S 	?
SFX_HIT_MUTEKI_M 	?
SFX_HIT_MUTEKI_L 	?
SFX_TAIDEN 	Character zapping after being hit by electricity
SFX_MOEMOE 	Character smoking after being hit by fire
SFX_COIN_L 	Coin effects
*L= Large coin, bouncing on the ground
*GET= Getting a coin
*M= Medium coin, bouncing on the ground
*S= Small coin, bouncing on the ground
SFX_COIN_GET 	Coin effects
*L= Large coin, bouncing on the ground
*GET= Getting a coin
*M= Medium coin, bouncing on the ground
*S= Small coin, bouncing on the ground
SFX_COIN_M 	Coin effects
*L= Large coin, bouncing on the ground
*GET= Getting a coin
*M= Medium coin, bouncing on the ground
*S= Small coin, bouncing on the ground
SFX_COIN_S 	Coin effects
*L= Large coin, bouncing on the ground
*GET= Getting a coin
*M= Medium coin, bouncing on the ground
*S= Small coin, bouncing on the ground
SFX_SE_DASH_DOWN 	Character fast falls
SFX_XHIT_GURU 	Character uses a spinning attack. The game loops the sound until the attack is over.
*BIG= Larger attack
SFX_XHIT_BIG_GURU 	Character uses a spinning attack. The game loops the sound until the attack is over.
*BIG= Larger attack
SFX_XHIT_SPIN_FO_S 	Character uses an aerial attack involving spinning
*S= Small attack
*L= Large attack
SFX_XHIT_SPIN_FO_L 	Character uses an aerial attack involving spinning
*S= Small attack
*L= Large attack
SFX_XHIT_BIG_L 	Character attacks with a punch or kick
*L= Large Attack
*M= Medium Attack
*S= Small Attack
SFX_XHIT_BIG_M 	Character attacks with a punch or kick
*L= Large Attack
*M= Medium Attack
*S= Small Attack
SFX_XHIT_BIG_S 	Character attacks with a punch or kick
*L= Large Attack
*M= Medium Attack
*S= Small Attack
SFX_XHIT_SWORD_L 	Character attacks with a sword
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_XHIT_SWORD_M 	Character attacks with a sword
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_XHIT_SWORD_S 	Character attacks with a sword
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_DEMO_SWISH_L 	Character attacks with a swishing attack
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_DEMO_SWISH_M 	Character attacks with a swishing attack
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_DEMO_SWISH_S 	Character attacks with a swishing attack
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_SE_XHIT_L 	Character attacks
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_SE_XHIT_M 	Character attacks
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_SE_XHIT_S 	Character attacks
*L= Large attack
*M= Medium attack
*S= Small attack
SFX_DROPFIGURE 	Trophy drop (lottery)
SFX_SLOT 	Player pulls the lottery lever
SFX_FPON_YURE 	Player lets go of the lottery lever
SFX_FPON_NEWFANF1 	Player gets a new trophy
SFX_FPON_NEWFANF2 	Unused
SFX_CS_CANCEL 	Player backs out of a menu
SFX_CS_KETTEI 	Player enters a menu
SFX_CS_MV 	Player scrolls through options from a menu
SFX_CS_BEEP1 	Player attempts to select a blocked menu option
SFX_INFOBEEP 	Character goes outside the camera's range
SFX_PAUSE 	Player pauses
SFX_CONTROLNOIZE 	/'s Smash Taunt radio call
SFX_CS_COINCOUNT_S 	Player gets a small coin
SFX_CS_COINCOUNT_L 	Player gets large coin
SFX_CS_WINNAME 	Character results sound effect
SFX_SMASH_APPEAL 	Spark that begins Fox/Falco's smash taunt.
SFX_CS_FINGER_PUT 	Player picks up or sets down the character select medallion
SFX_CS_FINGER_PUSH 	Player attempts to push Master Hand out of the window area
SFX_CS_DOOR_OPEN 	Player opens a player box for use in the character selection screen
SFX_CS_DOOR_CLOSE 	Player closes a player box in the character selection screen
SFX_CS_HR_COUNT 	Tally noise the game quickly loops to count distance in Home-Run Contests
SFX_CS_ERASE_CAUTION1 	Warning when player attempts to erase data
SFX_CS_ERASE_CAUTION2 	Second warning when player attempts to erase data
SFX_CS_ERASE 	Player partially erases data
SFX_CS_ERASE_ALL 	Player erases all Melee data
SFX_CS_HR_ZANNEN 	?
SFX_CS_CAMERA 	?
SFX_V_SELECTVOICE_CAPTAIN 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_CLINK 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_DK 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_DRMARIO 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_FALCO 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_FOX 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_ICE 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_KIRBY 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_KOOPA 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_LINK 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_LUIGI 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_MARIO 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_MARS 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_MEWTWO 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_NESS 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_PEACH 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_PICHU 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_PIKACHU 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_PURIN 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_SAMUS 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_SEAK 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_YOSHI 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_GAMEWATCH	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_GANON 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_V_SELECTVOICE_EMBLEM 	Clips that play when selecting a character. All are silent except for Captain Falcon's.
*CAPTAIN= 
*CLINK= 
*DK= 
*DRMARIO= 
*FALCO= 
*FOX= 
*ICE= 
*KIRBY= 
*KOOPA= 
*LINK= 
*LUIGI= 
*MARIO= 
*MARS= 
*MEWTWO= 
*NESS= 
*PEACH= 
*PICHU= 
*PIKACHU= 
*PURIN= 
*SAMUS= 
*SEAK= 
*YOSHI= 
*GAMEWATCH= 
*GANON= 
*EMBLEM=
SFX_IT_GET 	Character picks up an item
SFX_IT_SUTE 	Character drops an item
SFX_IT_TABEMONOGET 	Character eats food
SFX_IT_FUHATU 	Item disappears
SFX_IT_BAT 	Home-Run Bat hits with Smash attack, also referred to as Ping sound
*S= Sourspot
SFX_IT_BAT_S 	Home-Run Bat hits with Smash attack, also referred to as Ping sound
*S= Sourspot
SFX_IT_HARISENHIT 	Used for various character attacks; Never used for the fan
SFX_IT_HARISENHIT_S 	Used for various character attacks; Never used for the fan
SFX_IT_HARISENHIT_L 	Fan hits with any attack
SFX_IT_RGUN_LR 	Ray Gun fires
*LR= Left to right
*RL= Right to left
SFX_IT_RGUN_RL 	Ray Gun fires
*LR= Left to right
*RL= Right to left
SFX_IT_RGUN_KARA 	Ray Gun attemps to fire while out of shots
SFX_IT_STARROD_L 	Star Rod is used
*L= Forward smash use
*M= Forward tilt use
*S= Neutral attack use
SFX_IT_STARROD_M 	Star Rod is used
*L= Forward smash use
*M= Forward tilt use
*S= Neutral attack use
SFX_IT_STARROD_S 	Star Rod is used
*L= Forward smash use
*M= Forward tilt use
*S= Neutral attack use
SFX_IT_STARROD_SUKA 	Star Rod is attempted to be used while out of shots
SFX_IT_SWORD_L 	Beam Sword is used
*L= Side smash use
*M= Side tilt use
*S= Neutral attack use
SFX_IT_SWORD_M 	Beam Sword is used
*L= Side smash use
*M= Side tilt use
*S= Neutral attack use
SFX_IT_SWORD_S 	Beam Sword is used
*L= Side smash use
*M= Side tilt use
*S= Neutral attack use
SFX_IT_FFLOW_FIRE 	Fire Flower is used
SFX_IT_FFLOW_SUKA 	Fire Flower is attempted to be used while out of ammo
SFX_IT_BOMBHEI_IDOU 	Bob-omb activates
SFX_IT_KAMEKR_HIT 	Koopa Shell hits, red or green, plus 's dash attack
SFX_IT_KAMEKR_NAGE 	Character throws a Koopa Shell, red or green
SFX_IT_MBOMBSET 	Motion-Sensor Bomb gets set
SFX_IT_EGGWARE 	Egg breaks
SFX_IT_FREEZE 	The beginning of a character being frozen by Freezie
SFX_IT_HAKOWARE 	Crate breaks
SFX_IT_KASA_HIRAKU 	Parasol opens
SFX_IT_KUSUDAMA 	Party Ball lands on ground
SFX_IT_STAR_GET 	Character gets the Super Star
SFX_IT_STAR_HANE 	Super Star bounces on the ground
SFX_IT_TARUWARE 	Barrel breaks
SFX_IT_SCORPESHOT_SINGLE 	Super Scope shoots once
SFX_IT_SCORPE_KAMAE 	Super Scope gets cocked
SFX_IT_SCORPE_TAME 	Super Scope gets charged
SFX_IT_SCORPESHOT_TAME_S 	Super Scope fires a shot
*S= Small shot
*L= Large shot
SFX_IT_SCORPESHOT_TAME_L 	Super Scope fires a shot
*S= Small shot
*L= Large shot
SFX_IT_SCORPESHOT_KARA 	Super Scope attempts to fire while out of shots
SFX_IT_HAZUMI 	Item falls on the ground
SFX_IT_HAZUMI_BOX 	Crate falls on the ground
SFX_IT_HAZUMI_TARU 	Barrel falls on the ground
SFX_IT_HAZUMI_BAT 	Home-Run bat falls on the ground
SFX_IT_HAZUMI_WEAPON 	Weapon item falls on the ground
SFX_IT_HAZUMI_FOOD 	Food falls on the ground
SFX_IT_NAGE 	Character throws an item
SFX_IT_DOSEIPOO1 	Mr. Saturn hits a character; has 3 variations, chosen at random
SFX_IT_DOSEIPOO2 	Mr. Saturn hits a character; has 3 variations, chosen at random
SFX_IT_DOSEIPOO3 	Mr. Saturn hits a character; has 3 variations, chosen at random
SFX_IT_MBALLWARE 	A Poké Ball opens
SFX_IT_WARPSTAR1 	Initial use of a Warpstar; has 7 variations, chosen at random
SFX_IT_WARPSTAR2 	Initial use of a Warpstar; has 7 variations, chosen at random
SFX_IT_WARPSTAR3 	Initial use of a Warpstar; has 7 variations, chosen at random
SFX_IT_WARPSTAR4 	Initial use of a Warpstar; has 7 variations, chosen at random
SFX_IT_WARPSTAR5 	Initial use of a Warpstar; has 7 variations, chosen at random
SFX_IT_WARPSTAR6 	Initial use of a Warpstar; has 7 variations, chosen at random
SFX_IT_WARPSTAR7 	Initial use of a Warpstar; has 7 variations, chosen at random
SFX_IT_WARPSTAR_RAKKA 	Warpstar crashes back down to the ground. The game loops the sound until impact
SFX_IT_SCBALL_JUMP 	Character jumps with the Screw Attack ball
SFX_IT_SCBALL_HIT 	Character gets hit with the Screw Attack ball
SFX_IT_RABBIT_GET 	Character gets the Bunny Hood
SFX_IT_RABBIT_DASH 	Character dashes with the Bunny Hood
SFX_IT_RABBIT_STOP 	Character stops with the Bunny Hood
SFX_IT_RABBIT_JUMP1 	Character jumps with the Bunny Hood
SFX_IT_RABBIT_JUMP2 	Character double jumps with the Bunny Hood
SFX_IT_KINOKO_2BIG 	Character grows with the Super Mushroom
SFX_IT_KINOKO_2SMALL 	Character shrinks with the Poison Mushroom
SFX_IT_LIPSTICK_SHOT 	Lip's Stick is used
SFX_IT_LIPSTICK_FLOWER 	Character gets inflicted with the flower
SFX_IT_LIPSTICK_SHOT_KARA 	Lips's Stick is attempted to be used while out of ammo
SFX_IT_METAL_CHANGE 	Character goes metal
SFX_IT_FREEZE_ICE 	Character gets Frozen
SFX_IT_FREEZE_ICE_BOUND 	Freezie hits the stage
SFX_IT_FREEZE_ICE_SMASH 	Character gets hit while frozen
*S= Small hit
SFX_IT_FREEZE_ICE_SMASH_S 	Character gets hit while frozen
*S= Small hit
SFX_IT_KUSUDAMA_TYAK 	Party Ball bounces off the ground
SFX_IT_KUSUDAMA_FANF 	Party Ball plays it's song; has 2 variations, chosen at random
SFX_IT_KUSUDAMA_FANF_TK2 	Party Ball plays it's song; has 2 variations, chosen at random
SFX_IT_TARU_GUN_HAIRU 	Character gets in the Barrel Cannon
SFX_IT_TARU_GUN_SHOT 	Barrel Cannon fires.
SFX_IT_SPY_IN 	Cloaking Device gets activated
SFX_IT_SPY_MIE 	Cloaking Device wears off
SFX_IT_CLOCKBOMB_COUNT 	Unused, sounds like the time bomb from Kirby Air Ride
SFX_ZK_FUMI 	Character stomps on a Goomba or Koopa; Character breaks Tingle's Balloon
SFX_ZK_TARGET 	Character breaks a target
SFX_ZK_KIE 	?
SFX_ZK_HUTTOBI1 	Character kills an Adventure Mode enemy; has 4 variations, chosen depending on the enemy
SFX_ZK_HUTTOBI2 	Character kills an Adventure Mode enemy; has 4 variations, chosen depending on the enemy
SFX_ZK_HUTTOBI3 	Character kills an Adventure Mode enemy; has 4 variations, chosen depending on the enemy
SFX_ZK_HUTTOBI4 	Character kills an Adventure Mode enemy; has 4 variations, chosen depending on the enemy
SFX_ZK_LEADED_SCREAM 	Redead Screams
SFX_ZK_BLOCK 	Character breaks a Mushroom Kingdom block
SFX_ZK_OCT_SHOT 	Octorok shoots a rock
SFX_ZK_OCT_TAMA 	Octorok's rock hits something
SFX_ZK_LIKE_EAT 	Like-Like eats a character
SFX_ZK_LIKE_SHOT 	Like-Like expels a character
SFX_ZK_MOGU 	?
SFX_ZK_WB_STEP 	?
SFX_V_DOYO_L 	Crowd gasps
*L= Loud
*M= Medium
*S= Soft
SFX_V_DOYO_M 	Crowd gasps
*L= Loud
*M= Medium
*S= Soft
SFX_V_DOYO_S 	Crowd gasps
*L= Loud
*M= Medium
*S= Soft
SFX_V_KANPATI_L 	Crowd cheers
*L= Loud
*M= Medium
*S= Soft
SFX_V_KANPATI_M 	Crowd cheers
*L= Loud
*M= Medium
*S= Soft
SFX_V_KANPATI_S 	Crowd cheers
*L= Loud
*M= Medium
*S= Soft
SFX_V_KANSEI_GAMEN 	Crowd cheer to end the match
SFX_V_KANSEI_L 	Crowd cheers
*L= Loud
*M= Medium
*S= Soft
SFX_V_KANSEI_M 	Crowd cheers
*L= Loud
*M= Medium
*S= Soft
SFX_V_KANSEI_S 	Crowd cheers
*L= Loud
*M= Medium
*S= Soft
SFX_V_KANSEI_START 	Crowd cheer to start the match
SFX_V_KANSEI_NOCON 	Crowd jeer for a no contest ending
SFX_V_PATI_L 	Crowd claps
*L= Loud
*M= Medium
*S= Soft
SFX_V_PATI_M 	Crowd claps
*L= Loud
*M= Medium
*S= Soft
SFX_V_PATI_S 	Crowd claps
*L= Loud
*M= Medium
*S= Soft
SFX_SE_STEP_WATER 	Character steps in water
*B=Giant character
*S=Tiny character
SFX_SE_STEP_WATERB 	Character steps in water
*B=Giant character
*S=Tiny character
SFX_SE_STEP_WATERS 	Character steps in water
*B=Giant character
*S=Tiny character
SFX_SE_STEP_GRASS 	Character steps in grass
*B=Giant character
*S=Tiny character
SFX_SE_STEP_GRASSB 	Character steps in grass
*B=Giant character
*S=Tiny character
SFX_SE_STEP_GRASSS 	Character steps in grass
*B=Giant character
*S=Tiny character
SFX_SE_STEP_DIRT 	Character steps in dirt
*B=Giant character
*S=Tiny character
SFX_SE_STEP_DIRTB 	Character steps in dirt
*B=Giant character
*S=Tiny character
SFX_SE_STEP_DIRTS 	Character steps in dirt
*B=Giant character
*S=Tiny character
SFX_SE_STEP_NMETAL 	Character steps on heavy metal
*B=Giant character
*S=Tiny character
SFX_SE_STEP_NMETALB 	Character steps on heavy metal
*B=Giant character
*S=Tiny character
SFX_SE_STEP_NMETALS 	Character steps on heavy metal
*B=Giant character
*S=Tiny character
SFX_SE_STEP_METAL 	Character steps on metal
*B=Giant character
*S=Tiny character
SFX_SE_STEP_METALB 	Character steps on metal
*B=Giant character
*S=Tiny character
SFX_SE_STEP_METALS 	Character steps on metal
*B=Giant character
*S=Tiny character
SFX_SE_STEP_OIL 	Character steps in oil
*B=Giant character
*S=Tiny character
SFX_SE_STEP_OILB 	Character steps in oil
*B=Giant character
*S=Tiny character
SFX_SE_STEP_OILS 	Character steps in oil
*B=Giant character
*S=Tiny character
SFX_SE_STEP_STONE 	Character steps on stone
*B=Giant character
*S=Tiny character
SFX_SE_STEP_STONEB 	Character steps on stone
*B=Giant character
*S=Tiny character
SFX_SE_STEP_STONES 	Character steps on stone
*B=Giant character
*S=Tiny character
SFX_SE_STEP_FROZEN 	Character steps on ice
*B=Giant character
*S=Tiny character
SFX_SE_STEP_FROZENB 	Character steps on ice
*B=Giant character
*S=Tiny character
SFX_SE_STEP_FROZENS 	Character steps on ice
*B=Giant character
*S=Tiny character
SFX_SE_STEP_PAPER 	Character steps on a checkered surface
*B=Giant character
*S=Tiny character
SFX_SE_STEP_PAPERB 	Character steps on a checkered surface
*B=Giant character
*S=Tiny character
SFX_SE_STEP_PAPERS 	Character steps on a checkered surface
*B=Giant character
*S=Tiny character
SFX_SE_STEP_PET 	?
SFX_SE_STEP_PETB 	?
SFX_SE_STEP_PETS 	?
SFX_SE_STEP_WOOD 	Character steps on wood
*B=Giant character
*S=Tiny character
SFX_SE_STEP_WOODB 	Character steps on wood
*B=Giant character
*S=Tiny character
SFX_SE_STEP_WOODS 	Character steps on wood
*B=Giant character
*S=Tiny character
SFX_SE_STEP_GW 	Character steps on Game & Watch flooring
*B=Giant character
*S=Tiny character
SFX_SE_STEP_GWB 	Character steps on Game & Watch flooring
*B=Giant character
*S=Tiny character
SFX_SE_STEP_GWS 	Character steps on Game & Watch flooring
*B=Giant character
*S=Tiny character
SFX_SE_STEP_CAPTAIN 	Captain Falcon takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_CAPTAINB 	Captain Falcon takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_CAPTAINS 	Captain Falcon takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALCAPTAIN 	Captain Falcon takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALCAPTAINB 	Captain Falcon takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALCAPTAINS 	Captain Falcon takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_CLINK 	Young Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_CLINKB 	Young Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_CLINKS 	Young Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALCLINK 	Young Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALCLINKB 	Young Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALCLINKS 	Young Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_DK 	Donkey Kong takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_DKB 	Donkey Kong takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_DKS 	Donkey Kong takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALDK 	Donkey Kong takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALDKB 	Donkey Kong takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALDKS 	Donkey Kong takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_DRMARIO 	Dr. Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_DRMARIOB 	Dr. Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_DRMARIOS 	Dr. Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALDRMARIO 	Dr. Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALDRMARIOB 	Dr. Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALDRMARIOS 	Dr. Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_FALCO 	Falco takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_FALCOB 	Falco takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_FALCOS 	Falco takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALFALCO 	Falco takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALFALCOB 	Falco takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALFALCOS 	Falco takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_FOX 	Fox takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_FOXB 	Fox takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_FOXS 	Fox takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALFOX 	Fox takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALFOXB 	Fox takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALFOXS 	Fox takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_ICE 	The Ice Climbers takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_ICEB 	The Ice Climbers takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_ICES 	The Ice Climbers takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALICE 	The Ice Climbers takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALICEB 	The Ice Climbers takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALICES 	The Ice Climbers takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_KIRBY 	Kirby takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_KIRBYB 	Kirby takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_KIRBYS 	Kirby takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALKIRBY 	Kirby takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALKIRBYB 	Kirby takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALKIRBYS 	Kirby takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_KOOPA 	Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_KOOPAB 	Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_KOOPAS 	Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALKOOPA 	Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALKOOPAB 	Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALKOOPAS 	Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_GKOOPA 	Giga Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_GKOOPAB 	Giga Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_GKOOPAS 	Giga Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALGKOOPA 	Giga Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALGKOOPAB 	Giga Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALGKOOPAS 	Giga Bowser takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_LINK 	Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_LINKB 	Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_LINKS 	Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALLINK 	Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALLINKB 	Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALLINKS 	Link takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_LUIGI 	Luigi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_LUIGIB 	Luigi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_LUIGIS 	Luigi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALLUIGI 	Luigi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALLUIGIB 	Luigi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALLUIGIS 	Luigi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_MARIO 	Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_MARIOB 	Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_MARIOS 	Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALMARIO 	Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALMARIOB 	Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALMARIOS 	Mario takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_MARS 	Marth takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_MARSB 	Marth takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_MARSS 	Marth takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALMARS 	Marth takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALMARSB 	Marth takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALMARSS 	Marth takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_NESS 	Ness takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_NESSB 	Ness takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_NESSS 	Ness takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALNESS 	Ness takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALNESSB 	Ness takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALNESSS 	Ness takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PEACH 	Peach takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PEACHB 	Peach takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PEACHS 	Peach takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPEACH 	Peach takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPEACHB 	Peach takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPEACHS 	Peach takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PICHU 	Pichu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PICHUB 	Pichu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PICHUS 	Pichu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPICHU 	Pichu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPICHUB 	Pichu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPICHUS 	Pichu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PIKACHU 	Pikachu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PIKACHUB 	Pikachu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PIKACHUS 	Pikachu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPIKACHU 	Pikachu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPIKACHUB 	Pikachu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPIKACHUS 	Pikachu takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PURIN 	Jigglypuff takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PURINB 	Jigglypuff takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_PURINS 	Jigglypuff takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPURIN 	Jigglypuff takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPURINB 	Jigglypuff takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALPURINS 	Jigglypuff takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_SAMUS 	Samus takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_SAMUSB 	Samus takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_SAMUSS 	Samus takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALSAMUS 	Samus takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALSAMUSB 	Samus takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALSAMUSS 	Samus takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_SEAK 	Sheik takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_SEAKB 	Sheik takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_SEAKS 	Sheik takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALSEAK 	Sheik takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALSEAKB 	Sheik takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALSEAKS 	Sheik takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_ZELDA 	takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_ZELDAB 	takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_ZELDAS 	takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALZELDA 	takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALZELDAB 	takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALZELDAS 	takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_YOSHI 	Yoshi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_YOSHIB 	Yoshi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_YOSHIS 	Yoshi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALYOSHI 	Yoshi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALYOSHIB 	Yoshi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALYOSHIS 	Yoshi takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_GANON 	Ganondorf takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_GANONB 	Ganondorf takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_GANONS 	Ganondorf takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALGANON 	Ganondorf takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALGANONB 	Ganondorf takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALGANONS 	Ganondorf takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_EMBLEM 	Roy takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_EMBLEMB 	Roy takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_EMBLEMS 	Roy takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALEMBLEM 	Roy takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALEMBLEMB 	Roy takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_SE_STEP_METALEMBLEMS 	Roy takes a step
*B=Giant character
*S=Tiny character
*METAL=Metal character
SFX_VL_METAL_TYAK1 	Metal character takes a step
SFX_VL_METAL_TAORE 	Metal character lands
SFX_VL_WSTAR1 	Warp Star comes descends on the left
SFX_VL_WSTAR2 	Warp Star comes descends on the right
SFX_SE_ICEHIT 	Character gets hit with an ice attack and gets frozen
SFX_SE_TYAK_WATER 	?
SFX_SE_CATCH_MOTION 	Character grabs
===FGM GROUP: GRPSFX_POKEMON===
This group contains the various Pokémon sounds.
Item 	Description
SFX_PK_CHICORITA_SHOT 	Chikorita's Razor Leaf
SFX_PKV_CHICORITA 	Chikorita's cry
SFX_PK_MATADOGAS_GUS 	Weezing's Smog version 1
SFX_PK_MATADOGAS_GUS2 	Weezing's Smog version 2
SFX_PK_MATADOGAS_GUS3 	Weezing's Smog version 3
SFX_PKV_MATADOGAS 	Weezing's cry
SFX_PK_LIZARDON_FIRE 	Charizard's Flamethrower version 1
SFX_PK_LIZARDON_FIRE2 	Charizard's Flamethrower version 2
SFX_PK_LIZARDON_FIRE3 	Charizard's Flamethrower version 3
SFX_PKV_LIZARDON 	Charizard's cry
SFX_PK_UNKNOWN1 	Unknown's Take Down version 1
SFX_PK_UNKNOWN2 	Unknown Take Down version 2
SFX_PK_KAMEX_SHOT_LR 	Blastoise's Hydro Pump version 1
SFX_PK_KAMEX_SHOT_RL 	Blastoise's Hydro Pump version 2
SFX_PKV_KAMEX 	Blastoise's cry
SFX_PK_MARUMINE_IKARU 	Electrode charges Explosion
SFX_PK_MARUMINE_BOMB 	Electrode's Explosion
SFX_PKV_HASSAM 	Scizor's cry
SFX_PK_HASSAM_JET 	Scizor's Metal Claw
SFX_PKV_KABIGON1 	Snorlax's cry
SFX_PKV_KABIGON2 	Snorlax's cry when using Body Slam
SFX_PKV_KIREIHANA 	Bellossom's cry
SFX_PK_KIREIHANA_GUS1 	Bellossom's Sweet Scent version 1
SFX_PK_KIREIHANA_GUS2 	Bellossom's Sweet Scent version 2
SFX_PKV_METAMON 	Ditto's cry: Unused
SFX_PKV_MEW 	Mew's cry
SFX_PKV_PIPI 	Clefairy's cry
SFX_PKV_SONANS 	Wobbuffet's cry
SFX_PKV_TOGEPY 	Togepi's cry
SFX_PK_TOGEPY_FLASH 	Togepi's Metronome
SFX_PKV_TOSAKINTO 	Goldeen's cry
SFX_PKV_FUSHIGIBANA 	Venusaur's cry
SFX_PK_FUSHIGIBANA_DANCE1	Venusaur's Earthquake version 1
SFX_PK_FUSHIGIBANA_DANCE2	Venusaur's Earthquake version 2
SFX_PK_FUSHIGIBANA_DANCE3	Venusaur's Earthquake version 3
SFX_PK_FUSHIGIBANA_DANCE4	Venusaur's Earthquake version 4
SFX_PKV_HINOARASHI 	Cyndaquil's cry
SFX_PK_HINOARASHI_FIRE1 	Cyndaquil's Flamethrower version 1
SFX_PK_HINOARASHI_FIRE2 	Cyndaquil's Flamethrower version 2
SFX_PK_HINOARASHI_FIRE3 	Cyndaquil's Flamethrower version 3
SFX_PKV_HITODEMAN 	Staryu's cry
SFX_PK_HITODEMAN_SHOT_RL 	Staryu's Swift fires right to left
SFX_PK_HITODEMAN_SHOT_LR 	Staryu's Swift fires left to right
SFX_PKV_LUCKY 	Chansey's cry
SFX_PK_LUCKY_EGG 	Chansey plucks an egg
SFX_PKV_MARIL 	Maril's cry
SFX_PKV_PORYGON2 	Porygon2's cry
SFX_PKV_PORYGON2_KIE 	Porygon2 disappears
SFX_PK_FLAP 	Legendary bird flaps wings
SFX_PK_ENTEI1 	Entei's roar
SFX_PK_ENTEI2 	Entei's Fire Spin version 1
SFX_PK_ENTEI3 	Entei's Fire Spin version 2
SFX_PK_ENTEI4 	Entei's Fire Spin version 3
SFX_PK_RAIKOU1 	Raikou's roar
SFX_PK_RAIKOU2 	Raikou's Spark version 1
SFX_PK_RAIKOU3 	Raikou's Spark version 2
SFX_PK_RAIKOU4 	Raikou's Spark version 3
SFX_PK_SUIKUN1 	Suicune's roar
SFX_PK_SUIKUN2 	Suicune's Blizzard version 1
SFX_PK_SUIKUN3 	Suicune's Blizzard version 2
SFX_PK_SUIKUN4 	Suicune's Blizzard version 3
SFX_PK_LUGIA_SHOT 	Lugia's Aeroblast version 1
SFX_PK_LUGIA_SHOT2 	Lugia's Aeroblast version 2
SFX_PK_LUGIA_SHOT3 	Lugia's Aeroblast version 3
SFX_PK_FREEZER 	Articuno's Icy Wind
===FGM GROUP: GRPSFX_NR_TITLE===
This group contains sounds of the narrator announcing the title of the game.
Item 	Narration 	Usage
SFXNR_NINTENDOHALLSTAR	"Nintendo All Star" 	Unused
SFXNR_SUPER 	"Super Smash Brothers... MELEEEEEE!" 	Opening to the game
SFXNR_DAIRANTOH 	"Daiii-rantoh!" 	Used in the Japanese version of Melee.
SFXNR_SMAAASHBROS 	"SMAAAAAASH BROTHERS" 	Used in the Japanese version of Melee.
SFXNR_SMASHBROSMELEE 	A clone of SFXNR_SUPER 	Unused
SFXNR_TITLE_SAKURAI 	Silent, though if this sound is directly extracted from the game, it will play a voice clip of someone (Despite Masahiro Sakurai's name being in the clip's name, the actual voice doesn't sound like him) shouting "Smash Brothers... MELEEEEEE!"	Unused
===FGM GROUP: GRPSFX_NR_SELECT===
This group contains sounds of the narrator announcing the various modes within Melee.
Item 	Narration 	Usage
SFXNR_MULTIMANMELEE 	"Multi-Man Melee" 	Used in Multi-Man Melee's character select screen
SFXNR_HRCONTEST 	"Home-Run Contest" 	Used in Home-Run Contest's character select screen
SFXNR_TRAININGMD 	"Training Mode" 	Used in Training Mode's character select screen
SFXNR_ALLSTAR 	"All-Star" 	Used in All-Star Mode's character select screen
SFXNR_CHOOSCHARA 	"Choose your character"	Used in various 1-Player character select screens
SFXNR_BATTLEROYAL 	"Melee!" 	Used in the Versus Mode character select screens to indicate a Time Match; Also used in the Special Melee: Lightning/Slo-Mo Melee character select screens
SFXNR_DECISION 	"Decision" 	Used in the Versus Mode character select screens to indicate a Bonus Match
SFXNR_GETCOINS 	"Grab the coins!" 	Used in the Versus Mode character select screens to indicate a Coin Match
SFXNR_SURVIVAL 	"Survival" 	Used in the Versus Mode character select screens to indicate a Stock Match
SFXNR_TOURNAMENTMD 	"Tournament Mode" 	Used in the Tournament Mode setup screen
SFXNR_CAMERA 	"Camera!" 	Used in the Special Melee: Camera Mode character select screen
SFXNR_STAMINA 	"Stamina!" 	Used in the Special Melee: Stamina Mode character select screen
SFXNR_SUPER_SD 	"Super Sudden Death!" 	Used in the Special Melee: Super Sudden Death character select screen
SFXNR_GIANTMELEE 	"Giant Melee!" 	Used in the Special Melee: Giant Melee character select screen
SFXNR_TINYMELEE 	"Tiny Melee!" 	Used in the Special Melee: Tiny Melee character select screen
SFXNR_INVISIBLEMELEE 	"Invisible Melee!" 	Used in the Special Melee: Invisible Melee character select screen
SFXNR_FIXED_CAMERA 	"Fixed Camera!" 	Used in the Special Melee: Fixed-Camera Mode character select screen
SFXNR_1BUTTON 	"Single Button!" 	Used in the Special Melee: Single-Button Mode character select screen
SFXNR_HOWTOPLY 	"How to Play" 	Unused
SFXNR_COMPLAYER 	"Computer Player" 	Unused
SFXNR_STOCKPLYERREMOVED	"Stock Player Removed" 	Unused
SFXNR_WINNER_DROPOUT 	"Winner drops out" 	Used in Tournament Mode to indicate the winner dropping out
SFXNR_LOSER_DROPOUT 	"Loser drops out" 	Used in Tournament Mode to indicate the loser dropping out
===FGM GROUP: GRPSFX_NR_1P===
This group contains sounds of the narrator commentating for the 1-player modes, especially and Event Matches.
Item 	Narration 	Usage
SFXNR_NEWRECORD 	"A new record!" 	Used to indicate a record being broken in Multi-Man Melee, Home-Run Contest, Target Test, and Event Matches.
SFXNR_CONGRATULATION	"Congratulations" 	Used in 1 player modes to congratulate the player for winning the game.
SFXNR_CONTINUE 	"Continue?" 	Used in 1 player modes to ask the player to continue after failing.
SFXNR_GAMEOVER 	"Game Over" 	Used in 1 player modes to indicate that the player has been defeated.
SFXNR_AND 	"And" 	Unused.
SFXNR_WOWINCRE 	"Wow! Incredible!" 	Used in 1 player modes to congratulate the player for winning the game on "Very Hard" difficulty.
SFXNR_COMPLETE 	"Complete!" 	Used in Stadium and Event Matches to indicate that the task is complete.
SFXNR_BONUSSTG 	"Bonus Stage" 	Used in classic mode to announce a bonus stage: Target Test, Race to the Finish, and Snag the Trophies.
SFXNR_FAILURE 	"Failure" 	Used in Stadium and Event Matches to indicate that the task was failed.
SFXNR_RACETOFINISH 	"Race to the Finish!"	Used in classic mode to announce the bonus stage.
SFXNR_VS 	"Versus" 	Used in Classic Mode to separate teams.
===FGM GROUP: GRPSFX_NR_VS===
This group contains sounds of the narrator announcing the winner (or lack thereof) of a Versus Mode match in the results screen.
Item 	Narration 	Usage
SFXNR_NOCONTEST 	"No contest" 	Used in the Versus Mode results screen to announce that the match was quit.
SFXNR_SUDDENDEATH 	"Sudden death" 	Used in Versus Mode to announce a sudden death match.
SFXNR_TEAMBLUE 	"Blue team" 	Used in the Versus Mode results screen to announce that Blue Team won.
SFXNR_TEAMGREEN 	"Green team" 	Used in the Versus Mode results screen to announce that Green Team won.
SFXNR_TEAMRED 	"Red team" 	Used in the Versus Mode results screen to announce that Red Team won.
SFXNR_THISGAMESWINNER	"This game's winner is"	Used in the Versus Mode results screen to announce the winner.
SFXNR_WINS 	"Wins" 	Unused
===FGM GROUP: GRPSFX_MHANDS===
This group contains Master and Crazy Hand's sounds.
Item 	Description
SFXV_MHANDS_DAMAGE 	Master/Crazy Hand KO scream
SFXV_MHANDS_HAHAHA1 	Master Hand laughs
SFXV_MHANDS_HAHAHA2 	Crazy Hand laughs
SFXV_MHANDS_CANON 	Master Hand's Finger Bullet
SFXV_MHANDS_FINGERRAY1 	Master/Crazy Hand's Laser Nail; has 3 variations, chosen at random
SFXV_MHANDS_FINGERRAY2 	Master/Crazy Hand's Laser Nail; has 3 variations, chosen at random
SFXV_MHANDS_FINGERRAY3 	Master/Crazy Hand's Laser Nail; has 3 variations, chosen at random
SFXV_MHANDS_SWISH_S 	Master Hand's Floor Sweep
SFXV_MHANDS_SWISH_L 	Master Hand's Big Slap
SFXV_MHANDS_SWISH2_S 	Crazy Hand's Floor Sweep
SFXV_MHANDS_SWISH2_L 	Crazy Hand's Big Slap
SFXV_MHANDS_OKU_HIKOU_START	Master/Crazy Hand begins his Jetstream
SFXV_MHANDS_OKU_HIKOU_COME 	Master/Crazy Hand's Jetstream
SFXV_MHANDS_OKU_HIKOU_COME2	Master/Crazy Hand's Jetstream when it passes the stage
SFXV_MHANDS_OKU_HIKOU_COME3	Master/Crazy Hand's Flying Punch
SFXV_MHANDS_GOO_ATK 	Master/Crazy Hand's Power Punch
SFXV_MHANDS_PAA_ATK 	Master/Crazy Hand's Power Slap
SFXV_MHANDS_CATCH 	Master Hand's Grab
SFXV_MHANDS_NIGIRU 	Crazy Hand's Grab
SFXV_MHANDS_DORIRU 	Master/Crazy Hand's Finger Drill
SFXV_MHANDS_DORIRU_START 	Master/Crazy Hand begins his Finger Drill
SFXV_MHANDS_FWALK1 	Master/Crazy Hand's Finger/Spider Walk; has 2 variations, alternating with each "step"
SFXV_MHANDS_FWALK2 	Master/Crazy Hand's Finger/Spider Walk; has 2 variations, alternating with each "step"
SFXV_MHANDS_JISIN 	Explosion effect for Master/Crazy Hand's Death
SFXV_MHANDS_DEATH1 	Background effect for Master Hand's death
SFXV_MHANDS_DEATH2 	Background effect for Crazy Hand's death
SFXV_MHANDS_ELEC1 	Crazy Hand's zapping effects; has 4 variations, chosen at random
SFXV_MHANDS_ELEC2 	Crazy Hand's zapping effects; has 4 variations, chosen at random
SFXV_MHANDS_ELEC3 	Crazy Hand's zapping effects; has 4 variations, chosen at random
SFXV_MHANDS_ELEC4 	Crazy Hand's zapping effects; has 4 variations, chosen at random
===FGM GROUP: GRPSFX_1PADV===
This group contains sounds from the "F-Zero Grand Prix" stage of Adventure Mode.
Item 	Description
SFXST_1P_FALLWATER_CHAR	Splashing effect played when a character falls off the track and into the water
SFXST_1P_MOVEINFO 	Sound played as a warning when the F-Zero Machines are approaching
SFXST_1P_CRASH_CHAR 	Sound played when the player is hit by a machine
SFXST_1P_FZEROCAR3 	Sound played when a machine goes by
SFXST_1P_FZEROCAR2 	Sound played when a machine goes by
SFXST_1P_FZEROCAR1 	Sound played when a machine goes by
SFXST_1P_FZERO_JISIN 	Sound used in the intro cutscene to the Grand Prix stage when one of the machines get destroyed
===FGM GROUP: GRPSFX_ENDING===
This group contains sound effects for the ending credits of the game.
Item 	Description
SFXST_ENDING_AMB1 	Various ambiances played throughout the credits sequence
SFXST_ENDING_AMB2 	Various ambiances played throughout the credits sequence
SFXST_ENDING_AMB3 	Various ambiances played throughout the credits sequence
SFXST_ENDING_AMB4 	Various ambiances played throughout the credits sequence
SFXST_ENDING_AMB5 	Various ambiances played throughout the credits sequence
SFXST_ENDING_SWOSH1 	Sounds played when a sign or other object is passed
SFXST_ENDING_SWOSH2 	Sounds played when a sign or other object is passed
SFXST_ENDING_SWOSH3 	Sounds played when a sign or other object is passed
SFXST_ENDING_SWOSH4 	Sounds played when a sign or other object is passed
SFXST_ENDING_SWOSH5 	Sounds played when a sign or other object is passed
SFXST_ENDING_SIGNAL1 	Sound played when a standard name is hit
SFXST_ENDING_SIGNAL2 	Sound played when a sign with a logo is hit
SFXST_ENDING_SIGNAL3 	Sound played when the hitcount is displayed
SFXST_ENDING_SIGNAL4 	Sound played when the player fires.
SFXST_ENDING_EXPLOSION1	?
SFXST_ENDING_EXPLOSION2	?
===FGM GROUP: GRPSFX_NR_NAME===
This group contains sounds of the narrator announcing more versus mode things. These include character names, the "Ready?", "Go!", "Time!", and "Game!" sounds, and the countdown sounds. Curiously, the "Break the Targets" sound is here too, and not in GRPSFX_NR_1P as one would expect.
Item 	Narration 	Usage
SFXNR_CAPTAIN 	"Captain Falcon" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Captain Falcon.
SFXNR_DONKEY 	"Donkey Kong" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Donkey Kong.
SFXNR_DRMARIO 	"Doctor Mario" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Dr. Mario.
SFXNR_ZAKOTEAM 	"Fighting Wire Frames"	Unused
SFXNR_FALCO 	"Falco" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Falco.
SFXNR_FOX 	Fox" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Fox.
SFXNR_GANON 	"Ganondorf" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Ganondorf.
SFXNR_GIANT 	"Giant" 	Used in Classic Mode to indicate a giant character.
SFXNR_GIGAKOOPA 	"Giga Boucer" 	Unused
SFXNR_GIGABOUCER 	"Giga Koopa" 	Unused
SFXNR_MRGAMEWATCH	"Mr. Game & Watch" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Mr. Game & Watch.
SFXNR_ICECLIMBER 	"Ice Climbers" 	Used in character selection screens, the results screen, and in Classic Mode to refer to the Ice Climbers.
SFXNR_EMBLEM 	"Roy" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Roy.
SFXNR_PURIN 	"Jigglypuff" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Jigglypuff (English Only).
SFXNR_JIGGLYPUFF 	"Purin" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Jigglypuff (Japanese Only).
SFXNR_KIRBY 	"Kirby" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Kirby.
SFXNR_KOOPA 	"Bowser" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Bowser (English Only).
SFXNR_BOUCER 	"Koopa" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Bowser (Japanese Only).
SFXNR_LINK 	"Link" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Link.
SFXNR_YOUNGLINK 	"Young Link" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Young Link.
SFXNR_LUIGI 	"Luigi" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Luigi.
SFXNR_MARIO 	"Mario" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Mario.
SFXNR_MARTH 	"Marth" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Marth.
SFXNR_METAL 	"Metal" 	Used in Classic Mode to indicate a metal character.
SFXNR_MEWTWO 	"Mewtwo" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Mewtwo.
SFXNR_MASTERHANDS	"Master Hand" 	Unused
SFXNR_NESS 	"Ness" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Ness.
SFXNR_PEACH 	"Peach" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Peach.
SFXNR_PICHU 	"Pichu" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Pichu.
SFXNR_PIKACHU 	"Pikachu" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Pikachu.
SFXNR_SAMUS 	"Samus" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Samus.
SFXNR_YOSHI 	"Yoshi" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Yoshi.
SFXNR_SHIEK 	"Sheik" 	Used in the results screen to refer to Sheik.
SFXNR_ZELDA 	"Zelda" 	Used in character selection screens, the results screen, and in Classic Mode to refer to Zelda
SFXNR_DEFEATED 	"Defeated" 	Used in Versus Mode to indicate the defeat of a player or CPU
SFXNR_FIVE 	"Five!" 	Five seconds left!
SFXNR_FOUR 	"Four!" 	Four seconds left!
SFXNR_GAMESET 	"Game!" 	Used in Versus Mode to indicate the end of a match. This file is used in English.
SFXNR_GAME 	"Game!" 	Used in Versus Mode to indicate the end of a match. This file is used in Japanese.
SFXNR_GO 	"Go!" 	Used in all modes to announce the start of a match.
SFXNR_ONE 	"One!" 	One second left!
SFXNR_PLAYER1 	"Player 1" 	Used in Versus Mode to announce player 1's defeat.
SFXNR_PLAYER2 	"Player 2" 	Used in Versus Mode to announce player 2's defeat.
SFXNR_PLAYER3 	"Player 3" 	Used in Versus Mode to announce player 3's defeat.
SFXNR_PLAYER4 	"Player 4" 	Used in Versus Mode to announce player 4's defeat.
SFXNR_READY 	"Ready?" 	Used in all modes to prepare the player for a match.
SFXNR_SUCCESS 	"Success" 	Used in Event Matches to indicate that the task was successful.
SFXNR_THREE 	"Three!" 	Three seconds left!
SFXNR_TIMEUP 	"Time!" 	Used in all modes to indicate that time has run out. This file is used in English.
SFXNR_TIME 	"Time!" 	Used in all modes to indicate that time has run out. This file is used in Japanese.
SFXNR_TWO 	"Two!" 	Two seconds left!
SFXNR_TEAM 	"Team" 	Used in Classic Mode to indicate a team of multiples of the same character.
SFXNR_BREAKTARGET	"Break the targets!" 	Used in Target Test's character select screen. Also used in Classic Mode.
SFXNR_PLAYERCOM 	"Computer Player" 	Used in Versus Mode to announce the computer player's defeat.
===FGM GROUP: GRPSFX_1PEND===
Contains two sounds for the 1-player mode ending cutscene.
Item 	Description
SFXST_1PEND_BGM 	Background music for when the trophy is falling
SFXST_1PEND_FIGURE	Trophy hits the ground
===FGM GROUP: GRPSFX_LAST===
Contains sound effects used in . These sound effects are found in the 1-Player mode only.
Item 	Description
SFX_LAST_MH_INTRO 	Background effect played during Master Hand's intro
SFX_LAST_CH_INTRO 	Background effect played during Crazy Hand's intro
SFX_LAST_EXPLOSION1	Sound played when Master Hand is defeated
SFX_LAST_EXPLOSION2	Sound played when Crazy Hand is defeated
SFX_LAST_JISIN 	Sound played on loop when the Master/Crazy Hand fight is won. Plays until the screen fades out.
===FGM GROUP: GRPSFX_END===
Contains one silent, unused sound effect.
Item 	Description
SFXEND	Silent; Unused
==BGM==
The following is a list of all background music found in the game. Unlike the FGM portion of the debug sound test, BGM is all kept in the same group. The game uses the HPS file format to store music.
Item 	Usage
1P_QK.HPS 	All-Star Rest Area"QK" is presumably a shortening of , meaning "rest" in Japanese.
AKANEIA.HPS 	Temple (Alternate Music: Fire Emblem)
BALOON.HPS 	Icicle Mountain (Alternate Music: Balloon Fight)
BIGBLUE.HPS 	Big Blue
CASTLE.HPS 	Princess Peach's Castle
CONTINUE.HPS 	Continue Screen
CORNERIA.HPS 	Corneria
DOCMARI.HPS 	Mushroom Kingdom/Mushroom Kingdom II (Alternate Music: Fever)
ENDING.HPS 	1-Player Mode Ending
FAMIDEMO.HPS 	Unused; Probably was an old version of the Special Movie
FF_1P01.HPS 	1-Player stage clear fanfare; has 2 variations, chosen at random
FF_1P02.HPS 	1-Player stage clear fanfare; has 2 variations, chosen at random
FF_BAD.HPS 	Unused
FF_DK.HPS 	Donkey Kong winning fanfare
FF_EMB.HPS 	Fire Emblem winning fanfare
FF_FLAT.HPS 	Game & Watch winning fanfare
FF_FOX.HPS 	Star Fox winning fanfare
FF_FZERO.HPS 	F-Zero winning fanfare
FF_GOOD.HPS 	Unused
FF_ICE.HPS 	Ice Climber winning fanfare
FF_KIRBY.HPS 	Kirby winning fanfare
FF_LINK.HPS 	Legend of Zelda winning fanfare
FF_MARIO.HPS 	Super Mario winning fanfare
FF_NESS.HPS 	Earthbound winning fanfare
FF_POKE.HPS 	Pokémon winning fanfare
FF_SAMUS.HPS 	Metroid winning fanfare
FF_STEP1.HPS 	Unused
FF_STEP2.HPS 	Unused
FF_STEP3.HPS 	Unused
FF_YOSHI.HPS 	Yoshi winning fanfare
FLATZONE.HPS 	Flat Zone
FOURSIDE.HPS 	Fourside
GAMEOVER.HPS 	Game Over jingle
GARDEN.HPS 	Kongo Jungle
GREATBAY.HPS 	Great Bay
GREENS.HPS 	Green Greens
HOWTO.HPS 	How to Play video
HOWTO_S.HPS 	Unused
HYAKU.HPS 	Multi-Man Melee; (Alternate Music: Multi-Man Melee)"Hyaku" means "hundred" in Japanese.
HYAKU2.HPS 	Multi-Man Melee (Alternate Music); Final Destination (Alternate Music: Multi-Man Melee 2)
ICEMT.HPS 	Icicle Mountain
INIS1_01.HPS 	Mushroom Kingdom
INIS1_02.HPS 	Mushroom Kingdom < 20 seconds
INIS2_01.HPS 	Mushroom Kingdom
INIS2_02.HPS 	Mushroom Kingdom < 20 seconds
INTRO_ES.HPS 	Classic Mode intro
INTRO_NM.HPS 	Adventure Mode intro
ITEM_H.HPS 	Hammer
ITEM_S.HPS 	Super Star
IZUMI.HPS 	Fountain of Dreams
KONGO.HPS 	Jungle Japes
KRAID.HPS 	Brinstar Depths
MENU01.HPS 	Menu
MENU02.HPS 	Lottery; Trophy Collector; Trophy Tussle
MENU3.HPS 	Menu (Alternate Music)
MRIDER.HPS 	Big Blue (Alternate Music: Mach Rider)
MUTECITY.HPS 	Mute City
OLD_DK.HPS 	N64 Congo Jungle
OLD_KB.HPS 	N64 Dream Land
OLD_YS.HPS 	N64 Yoshi's Island
ONETTO.HPS 	Onett
ONETTO2.HPS 	Onett (Alternate Music: Mother 3)
OPENING.HPS 	Opening
POKESTA.HPS 	Pokémon Stadium (Alternate Music: Battle Theme)
PSTADIUM.HPS 	Pokémon Stadium
PURA.HPS 	Poké Floats
RCRUISE.HPS 	Rainbow Cruise
S_INFO1.HPS 	Notices
S_INFO2.HPS 	Notices
S_INFO3.HPS 	Notices
S_NEW1.HPS 	New Trophy
S_NEW2.HPS 	Rare New Trophy
S_NEWCOM.HPS 	Challenger Approaching
S_SELECT.HPS 	Unused; Copy of ITEM_H.HPS
SARIA.HPS 	Great Bay (Alternate Music: Saria's Song)
SHRINE.HPS 	Temple
SIREN.HPS 	Adventure Mode: Brinstar Escape Shaft
SMARI3.HPS 	Yoshi's Island (Alternate Music: Super Mario Bros. 3)
SP_END.HPS 	Final Destination
SP_GIGA.HPS 	Giga Bowser
SP_METAL.HPS 	Metal Battle
SP_ZAKO.HPS 	Battlefield; Race to the Finish
SWM_15MIN.HPS 	Special Movie
TARGET.HPS 	Target Test; Home-Run Contest
VENOM.HPS 	Venom
VL_BATTLE.HPS 	Adventure Mode: Giant Bowser Defeat
VL_CASTLE.HPS 	Adventure Mode: Enter Luigi
VL_CORNERIA.HPS	Adventure Mode: Arwings Assist
VL_COSMOS.HPS 	Adventure Mode: Brinstar Explodes
VL_FIGURE1.HPS 	Adventure Mode: Giant Bowser's Defeat (alternative)
VL_FIGURE2.HPS 	Adventure Mode: Giga Bowser's Defeat
VL_FZERO.HPS 	Adventure Mode: Intro to Grand Prix stage
VL_LAST_V2.HPS 	Adventure Mode: Enter Giga Bowser
VS_HYOU1.HPS 	Tournament Mode; Has 2 variations, chosen at random
VS_HYOU2.HPS 	Tournament Mode; Has 2 variations, chosen at random
YORSTER.HPS 	Yoshi's Island
YSTORY.HPS 	Yoshi's Story
ZEBES.HPS 	Brinstar
==Unused/Special Audio==
Each of the following sounds have been left unused for one reason or another. They may have been left dormant along with some other cut feature, or they could have been replaced by other sounds. Several of these sounds can be accessed through the standard sound test, while some are only used with the Japanese language.
Name 	Group 	Sound 	Description
FAMIDEMO.HPS 	(BGM) 	 	A demo version of the opening to the special movie. The only difference is that the Ice Climber theme plays first, then Zelda.
FF_BAD.HPS 	(BGM) 	 	Unused fanfare, presumably to be used if the player lost a game.
FF_GOOD.HPS 	(BGM) 	 	Unused fanfare, presumably to be used if the player won a game.
FF_STEP1.HPS 	(BGM) 	 	A set of unused fanfare, presumably for use along with FF_1P01.HPS and FF_1P02.HPS, as they sound similar.
FF_STEP2.HPS 	(BGM) 	 	A set of unused fanfare, presumably for use along with FF_1P01.HPS and FF_1P02.HPS, as they sound similar.
FF_STEP3.HPS 	(BGM) 	 	A set of unused fanfare, presumably for use along with FF_1P01.HPS and FF_1P02.HPS, as they sound similar.
HOWTO_S.HPS 	(BGM) 	 	HOWTO.HPS but without FGM. Can be accessed through normal sound test as "How to Play", but not within the rest of the game.
S_NEW2.HPS 	(BGM) 	 	Nearly identical to SFX_FPON_NEWFANF2.
SFX_FPON_NEWFANF2 	GRPSFX_MAIN 	 	A lower quality version of S_NEW2.HPS. Can be accessed through normal sound test as "Rare Trophy!", but not within the rest of the game.
SFX_IT_CLOCKBOMB_COUNT	GRPSFX_MAIN 	 	Presumably was for use with a scrapped item, most likely a timer bomb. The sound is used in Kirby's Air Ride for the sensor bomb weapon.
SFX_PKV_METAMON 	GRPSFX_POKEMON 	 	Was meant to be Ditto's cry before it was scrapped.
SFXNR_NINTENDOHALLSTAR	GRPSFX_NR_TITLE 	 	The narrator says "Nintendo All-Star". The Japanese name for Melees predecessor, Super Smash Bros. is "Nintendo All-Star! Dairantō Smash Brothers", so this is likely to be carry-over from that.
SFXNR_DAIRANTOH 	GRPSFX_NR_TITLE 	 	The narrator says "Dairantō" (The Japanese name for "Smash Bros.").
SFXNR_SMAAASHBROS 	GRPSFX_NR_TITLE 	 	The narrator screams "SMASH BROTHERS". This is likely carryover from Melees predecessor, Super Smash Bros.
SFXNR_TITLE_SAKURAI 	GRPSFX_NR_TITLE 	 	The sound is silent in the debug sound test, but it can be played by ripping it from the game. Someone says "Smash Bros. Melee" in the same way that the narrator does it in SFXNR_SMASHBROSMELEE. Despite the title, it doesn't sound like Sakurai.
SFXNR_HOWTOPLY 	GRPSFX_NR_SELECT	 	The narrator says "How to Play", so this was likely to play when the "How to Play" option was selected from the menu, before the actual video started, similar to the equivalent clip in Smash 64. Can be accessed through normal sound test, but not within the rest of the game.
SFXNR_AND 	GRPSFX_NR_1P 	 	The narrator says "and". The sound carried over to be used in Brawl and Smash 4s Classic Mode. Can be accessed through normal sound test, but not within the rest of the game.
SFXNR_WINS 	GRPSFX_NR_VS 	 	The narrator says "wins". This is a carryover from Smash 64, where he said "(Team color) wins!" in the victory screen for team battles. Can be accessed through normal sound test, but not within the rest of the game.
SFXV_CAPTAIN_BLUEF 	GRPSFX_CAPTAIN 	 	Falcon says "Blue Falcon". The sound carried over to be used in Brawl for his final smash. This sound has Giant and Tiny versions as well.
SFXV_CAPTAIN_COMEON 	GRPSFX_CAPTAIN 	 	Falcon says "Come on!". The sound carried over to be used in Brawl for one of his taunts. This sound has Giant and Tiny versions as well.
SFXV_DRMARIO_2BIG 	GRPSFX_DRMARIO 	 	Mario's taunt sound. Leftovers from being cloned. This sound has Giant and Tiny versions as well.
SFXV_LUIGI_2BIG 	GRPSFX_LUIGI 	 	Mario's taunt sound. Leftovers from being cloned. This sound has Giant and Tiny versions as well, but pitch-shifted differently from SFXV_DRMARIO_2BIG.
SFXV_MARIO_KIRIFUDA 	GRPSFX_MARIO 	 	Mario's signature "Let's-a-go". "Kirifuda" means "Trump Card" in Japanese, so it's possible that this was to be used with final smashes (Saigo no Kiri Fuda in Japanese) when they were being considered.
SFXV_MARS_LETSDANCE 	GRPSFX_MARS 	 	Marth saying "Let's dance!". This would be Marth's only English line in the game, which is likely why it isn't used. It is also not present in the Sound Test menu. This sound has Giant and Tiny versions as well.
SFXV_MEWTWO_NAZE 	GRPSFX_MEWTWO 	 	Mewtwo says "watashi wa naze koko ni iru no ka... ?" which means "Why am I here?". When the language is set to "Japanese" this is used as a victory quote.
SFXV_MEWTWO_OROKANA 	GRPSFX_MEWTWO 	 	Mewtwo says "Orokana", which translates to "fool" in Japanese. When the language is set to "Japanese" this is used as a victory quote.
SFXV_MEWTWO_WATASIWA 	GRPSFX_MEWTWO 	 	Mewtwo says "Watashi wa makeru wake niwa ikanai", which means "There's no way I can lose" in Japanese. When the language is set to "Japanese" this is used as a victory quote.
SFXV_PIKACHU_SUTEMI 	GRPSFX_PIKACHU 	 	Pikachu feriously yells "PIKA!". "Sutemi" can be loosely translated as "Double-Edge" in Japanese. Can be accessed through normal sound test as sound #28, but not within the rest of the game.
SFXV_PICHU_SUTEMI 	GRPSFX_PICHU 	 	Pichu feriously yells "PICHU!". "Sutemi" can be loosely translated as "Double-Edge" in Japanese. Can be accessed through normal sound test, but not within the rest of the game. Can be accessed through normal sound test as sound #22, but not within the rest of the game.
SFXV_ZS_SEAK_MORATTA 	GRPSFX_ZS 	 	Sheik exclaims "Moratta!" which means "I got it!" in Japanese. When the language is set to "Japanese" this is used as a victory quote.
SFXV_ZS_ZELDA_N_AI 	GRPSFX_ZS 	 	Zelda exclaims as if she were charging an attack. Can be accessed through normal sound test, but not within the rest of the game.
SFXV_ZS_ZELDA_FIRE 	GRPSFX_ZS 	 	An alternative sound for Zelda's Din's Fire. It is notably different from the used one: SFXV_ZS_ZELDA_DD. Can be accessed through normal sound test, but not within the rest of the game.
SFXV_GANON_KIRIFUDA 	GRPSFX_GANON 	 	Ganondorf yells enraged. "Kirifuda" means "Trump Card" in Japanese, so it's possible that this was to be used with final smashes (Saigo no Kiri Fuda in Japanese) when they were being considered. The sound carried over to be used in Brawl for his Wii Remote selection sound. Can be accessed through normal sound test, but not within the rest of the game.
ST_GREATBAY_TKLE_LAUGH	GRPSFX_GREATBAY 	 	Tingle laughing, presumably when appearing on Great Bay. Oddly resembles a Boo's laugh.
SFXNR_ZAKOTEAM 	GRPSFX_NR_NAME 	 	The narrator says "Fighting Wire Frames!". Suggesting that the Fighting Wire Frames were considered to appear in Classic Mode in a similar way to the Fighting Polygon Team in Smash 64, or the Adventure Mode was planned to feature the announcer calls before a stage begins. Can be accessed through normal sound test, but not within the rest of the game.
SFXNR_GIGAKOOPA 	GRPSFX_NR_NAME 	 	The narrator says "Giga Koopa". Suggesting that Giga Bowser was considered to appear in Classic Mode in addition to Adventure Mode, or the Adventure Mode was planned to feature the announcer calls before a stage begins. Can be accessed through normal sound test if the language is set to English, but not within the rest of the game.
SFXNR_GIGABOUCER 	GRPSFX_NR_NAME 	 	The narrator says "Giga Bowser". Can be accessed through normal sound test if the language is set to Japanese, but not within the rest of the game.
SFXNR_MASTERHANDS 	GRPSFX_NR_NAME 	 	The narrator says "Master Hand". The sound carried over to be used in Smash 4 for Classic Mode. Can be accessed through normal sound test, but not within the rest of the game.
SFX_END 	GRPSFX_END 	—	Silent. Possibly used to end any sound, but for some reason, attempting to play it on the Wii or GameCube will crash the game. Attempting to play it on an emulator will do nothing.
==Trivia==
In the NTSC versions, the announcer's sounds for calling Giga Bowser's name in the Sound Test are swapped between English and Japanese, meaning the English setting makes him say "Giga Koopa" instead of "Giga Bowser" and vice versa. The PAL version of Melee only includes the latter due to lacking the Japanese setting. In addition, should Giga Bowser be declared as the winner in a match or the character select screen hacked to show him playable however, the proper announcer sounds are used.
Category:Super Smash Bros. Melee
Category:Hacking
Category:Debug menu (SSBM)
Category:Modes (SSBM)