Debug menu (SSBM)

:For Action Replay codes used to access the Debug Menu, see here. For the debug sound test menu, see here.
The debug menu is an element of development that was left in Super Smash Bros. Melee. Within the menu, the player has control over almost all aspects of the game, including non-playable characters, non-playable stages, single player stages, special CPU behaviors, and more. In order to get to the debug menu on the GameCube, an Action Replay device must be used. On the Wii, Ocarina codes may be used if the right MIOS modifications are installed on the system.
==Reoccurring Lists==
===Characters===
Debug Name 	Character 	Notes
CKIND_CAPTAIN 	 	—
CKIND_DONKEY 	 	—
CKIND_FOX 	 	—
CKIND_GAMEWATCH	 	—
CKIND_KIRBY 	 	—
CKIND_KOOPA 	 	"Koopa" is Bowser's Japanese name.
CKIND_LINK 	 	—
CKIND_LUIGI 	 	—
CKIND_MARIO 	 	—
CKIND_MARS 	 	In the Japanese language, the [θ] sound, represented by th, is not used, so it is replaced with what is considered to be the closest sound, [s], represented by s.
CKIND_MEWTWO 	 	—
CKIND_NESS 	 	—
CKIND_PEACH 	 	—
CKIND_PIKACHU 	 	—
CKIND_POPONANA 	 	"Popo" and "Nana" are the names of the individual Ice Climbers themselves. Popo is the one in blue and Nana is the one in pink.
CKIND_PURIN 	 	"Purin" is Jigglypuff's Japanese name.
CKIND_SAMUS 	 	—
CKIND_YOSHI 	 	—
CKIND_ZE->SE 	 	"ZE" stands for Zelda, and "SE" stands for Sheik.
CKIND_SE->ZE 	 	"ZE" stands for Zelda, and "SE" stands for Sheik.
CKIND_FALCO 	 	—
CKIND_CLINK 	 	"CLINK" stands for Child Link, Young Link's Japanese name.
CKIND_DRMARIO 	 	—
CKIND_EMBLEM 	 	Roy was a very late addition to Melee, so the development team named the spot "EMBLEM" internally as a catch-all for another character.
CKIND_PICHU 	 	—
CKIND_GANON 	 	"Ganon" is the name of Ganondorf's true form.
CKIND_MASTERH 	 	Finishing a match with this character crashes the game. The player can still exit the match through the pause menu.
CKIND_BOY 	Fighting Wire Frame ♂	Finishing a match with this character crashes the game. The player can still exit the match through the pause menu.
CKIND_GIRL 	Fighting Wire Frame ♀	Finishing a match with this character crashes the game. The player can still exit the match through the pause menu.
CKIND_GKOOPS 	 	Finishing a match with this character crashes the game. Stands for "Giga Koopa". "Koops" may be a typo.
CKIND_CREZYH 	 	Finishing a match with this character crashes the game. The player can still exit the match through the pause menu. "Crezy" may be a typo.
CHKIND_SANDBAG 	 	While it is possible to move around, jump, and air dodge with this character, doing so will eventually crash the game.
CHKIND_POPO 	Popo (solo) 	Finishing a match with this character crashes the game. Presumably related to Target Test, where only the leader is present like this setting.
CHKIND_NONE 	NONE 	Using this "character" will crash the game. It is possible to bypass this crash by going back to KIND SELECT and setting any player slots with this ID to "NONE", as well. It is believed to be a placeholder for characters who enter the battle mid-match in various single-player modes.
===Stages===
The list of stages given in the table is for the default Debug Menu. For the list of stages used with the full stage selector code, view here.
Debug Name	Stage ID	Stage Name 	In-Game Usage 	Description
DUMMY 	000 	— 	None- Debug Menu Only	A debug stage that crashes the game when trying to load it, although use of action replay codes can force the stage to load. The stage itself is totally black, with one invisible platform in the middle. The stage has blast lines, but the game will crash long before reaching them, most likely due to both the character's and the camera's y axis value exceeding its bounds.
TEST 	001 	— 	None- Debug Menu Only	A debug stage that features oddly shaped platforms and a low resolution picture of a bar as the background. It is unusually long. Also, music plays here.
IZUMI 	002 	Fountain of Dreams 	Versus Mode 	"" is the Japanese word for "Fountain".
PSTADIUM 	003 	Pokémon Stadium 	Versus Mode 	
CASTLE 	004 	Princess Peach's Castle	Versus Mode 	
KONGO 	005 	 	Versus Mode 	
ZEBES 	006 	Brinstar 	Versus Mode 	Possibly due to Brinstar being located in the Planet Zebes in Metroid series.
CORNERIA 	007 	Corneria 	Versus Mode 	
STORY 	008 	Yoshi's Story 	Versus Mode 	
ONETT 	009 	Onett 	Versus Mode 	
MUTE CITY 	010 	 	Versus Mode 	
RCRUISE 	011 	Rainbow Cruise 	Versus Mode 	
GARDEN 	012 	Jungle Japes 	Versus Mode 	"Garden" comes from "Jungle Garden", the stage's Japanese name.
GREATBAY 	013 	Great Bay 	Versus Mode 	
SHRINE 	014 	Temple 	Versus Mode 	"Shrine" is likely a mistranslation of , the stage's Japanese name.
KRAID 	015 	Brinstar Depths 	Versus Mode 	Possibly due to Kraid's lair being located in the depths of Brinstar in the original Metroid.
YOSTER 	016 	 	Versus Mode 	"Yoster" comes from "Yoster Island", the stage's Japanese name.
GREENS 	017 	Green Greens 	Versus Mode 	
FOURSIDE 	018 	Fourside 	Versus Mode 	
INISHIE1 	019 	 	Versus Mode 	loosely means "Ancient", and is used for Japanese names of Mushroom Kingdom and Mushroom Kingdom II.
INISHIE2 	020 	Mushroom Kingdom II 	Versus Mode 	loosely means "Ancient", and is used for Japanese names of Mushroom Kingdom and Mushroom Kingdom II.
AKANEIA 	021 	— 	None- Debug Menu Only	A stage that crashes the game when attempting to load it. There is no known code that can force it to load. It is believed to be a stage because "Akaneia" is the Japanese name of , a kingdom from the series.
VENOM 	022 	Venom 	Versus Mode 	
PURA 	023 	Poké Floats 	Versus Mode 	
BIGBLUE 	024 	Big Blue 	Versus Mode 	
ICEMT 	025 	Icicle Mountain 	Versus Mode 	
ICETOP 	026 	— 	None- Debug Menu Only	An unused stage that crashes when trying to load it, although use of action replay codes can force the stage to load. The stage is believed to have been the "top" of Icicle Mountain. However, forcing it to load reveals that it is now just a clone of Icicle Mountain without music.
FLATZONE 	027 	Flat Zone 	Versus Mode 	
OLD PPP 	028 	Past Stages: 	Versus Mode 	"PPP" stands for "Pupupu Land", Dream Land's Japanese name.
OLD YOSH 	029 	Past Stages: 	Versus Mode 	
OLD KONG 	030 	Past Stages: 	Versus Mode 	
BATTLE 	031 	 	Versus Mode 	
LAST 	032 	 	Versus Mode 	
T(CHAR) 	033-058 	Target Test 	Stadium/ 	The Target Test stages for each character. The match ends if all the targets break.
TSEAK 	053 	Target Test 	None- Debug Menu Only	An unused Target Test stage, presumably for Sheik. It has only 3 targets.
1-1KINOKO 	059 	Mushroom Kingdom 	Adventure Mode 	A side scrolling stage used in Adventure Mode. The game will freeze when the player gets to the Yoshi fight section of the stage, but there are codes to prevent this. Touching the flagpole ends the match. "" is the Japanese word for "Mushroom".
1-2CASTLE 	060 	Princess Peach's Castle	Adventure Mode 	A clone of Princess Peach's Castle used in Adventure Mode. The player fights Mario (or Luigi) and Peach here. Plays music.
2-1KONGO 	061 	 	Adventure Mode 	A clone of Kongo Jungle used in Adventure Mode. The player fights two tiny Donkey Kong here.
2-2GARDEN 	062 	Jungle Japes 	Adventure Mode 	A clone of Jungle Japes used in Adventure Mode. The player fights Giant Donkey Kong here.
3-1MEIKYU 	063 	Underground Maze 	Adventure Mode 	A side scrolling stage used in Adventure Mode. The game will freeze when the player encounters any of the Link fights, but there are codes to prevent this. Touching the Triforce ends the match. "" is the Japanese word for "Maze".
3-2SHRINE 	064 	Temple 	Adventure Mode 	A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays music.
4-1ZEBES 	065 	Brinstar 	Adventure Mode 	A clone of Brinstar used in Adventure Mode. The player fights Samus here. There is a chance that music will play.
4-2DASSYUT	066 	Brinstar Escape Shaft 	Adventure Mode 	A vertical scrolling stage used in Adventure Mode. Touching the platform at the top ends the match. "DASSYUT" is most likely a shortening of , meaning "Escape".
5-1GREENS 	067 	Green Greens 	Adventure Mode 	A clone of Green Greens used in Adventure Mode. The player fights Kirby here. There is a chance that music will play.
5-2GREENS 	068 	Green Greens 	Adventure Mode 	A clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.
5-3GREENS 	069 	Green Greens 	Adventure Mode 	A clone of Green Greens used in Adventure Mode. The player fights Giant Kirby here. Plays music.
6-1CORNERI	070 	Corneria 	Adventure Mode 	A clone of Corneria used in Adventure Mode. No Arwings are seen. The player fights Fox here. Plays music.
6-2CORNERI	071 	Corneria 	Adventure Mode 	A clone of Corneria used in Adventure Mode. The player fights Fox (or Falco if he's unlocked) here. The Arwings are very aggressive.
7PSTADIUM 	072 	Pokémon Stadium 	Adventure Mode 	A clone of Pokémon Stadium used in Adventure Mode. The player fights a horde of Pokémon here, primarily Pikachu but also including Jigglypuff and Pichu if they are unlocked. Only Poké Balls will spawn.
8-1BBROUTE	073 	F-Zero Grand Prix 	Adventure Mode 	A side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. "BBROUTE" is likely a shortening of "Big Blue Route".
8-2MUTECIT	074 	 	Adventure Mode 	A clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.
9-1ONETT 	075 	Onett 	Adventure Mode 	A clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.
10-1ICEMT 	076 	Icicle Mountain 	Adventure Mode 	A vertical scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
10-2 	077 	— 	None- Debug Menu Only	An unused stage, presumably meant to be a second part to the Ice Climber stage in Adventure Mode. It is functionally the same as ICETOP: it crashes the game when trying to load it, the same code can be used to prevent the crash, and it is just a clone of Icicle Mountain without music.
11-1BATTLE	078 	 	Adventure Mode 	A clone of Battlefield used in Adventure Mode. The player fights a horde of Fighting Wire Frames here. The stage's gravity has been noticeably reduced.
11-2BATTLE	079 	 	Adventure Mode 	A clone of Battlefield used in Adventure Mode. The player fights Metal Mario (and Metal Luigi if unlocked) here. Plays music.
12-1LAST 	080 	 	Adventure Mode 	A clone of Final Destination used in Adventure Mode. The player fights Giant Bowser here.
12-2LAST 	081 	 	Adventure Mode 	A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays music.
TUKISUSUME	082 	 	Classic Mode 	The stage race to the finish takes place in. Touching a door ends the match. "TUKISUSUME" is likely a mistranslation of "", meaning "Push Forward"
FIGUREGET 	083 	Trophy Collector 	Classic Mode 	The stage Snag the Trophies takes place in. The stage loads, but will crash when the first trophy spawns. There is a code to prevent the trophies from spawning.
HOMERUN 	084 	Home-Run Stadium 	Stadium 	The stage Home-Run Contest takes place in. It extends almost infinitely to the right, but oddly, it has an upper blast line. If Sandbag is not player 2, the game will stop loading floor and background textures after the 800 feet mark. This is because the trigger for the load is the Sandbag crossing a trigger line a little before the 800 feet mark.
HEAL 	085 	All-Star Rest Area 	All-Star Mode 	The rest area from All-Star Mode.
===Items & Pokémon===
Items
Debug Name	Item 	Notes
CAPSULE 	Capsule 	—
BOX 	Crate 	"Box" is the Crate's Japanese name.
TARU 	Barrel 	"Taru" is the literal pronunciation of Barrel in Japanese.
EGG 	Egg 	—
KUSUDAMA 	Party Ball 	"Kusudama" is the Party Ball's Japanese name.
TARUCANN 	Barrel Cannon 	"Taru" is the literal pronunciation of Barrel in Japanese and "Cann" is short for Cannon.
BOMBHEI 	Bob-omb 	"Bombhei" is closest to the literal pronunciation of Bob-omb in Japanese, with an extra b instead of a u.
DOSEI 	Mr. Saturn 	"Dosei" is Mr. Saturn's Japanese name.
HEART 	Heart Container 	—
TOMATO 	Maxim Tomato 	—
STAR 	Starman 	—
BAT 	Home-Run Bat 	—
SWORD 	Beam Sword 	—
PARASOL 	Parasol 	—
G SHELL 	Green Shell 	—
R SHELL 	Red Shell 	—
L GUN 	Ray Gun 	—
FREEZE 	Freezie 	—
FOODS 	Food 	—
MSBOMB 	Motion-Sensor Bomb	—
FLIPPER 	Flipper 	—
S SCOPE 	Super Scope 	—
STARROD 	Star Rod 	—
LIPSTICK 	Lip's Stick 	—
HARISEN 	Fan 	"Harisen" is the Fan's Japanese name.
F FLOWER 	Fire Flower 	—
KINOKO 	Super Mushroom 	—
DKINOKO 	Poison Mushroom 	—
HAMMER 	 	—
WSTAR 	Warp Star 	—
SCBALL 	 	—
RABBITC 	Bunny Hood 	—
METALB 	Metal Box 	—
SPYCLOAK 	Cloaking Device 	—
M BALL 	Poké Ball 	The "M" stands for Monster, as the Poké Ball's Japanese name is "Monster Ball".
KURIBOH 	Goomba 	"Kuriboh" is close to Goomba's Japanese name, just with an extra h.
LEADEAD 	ReDead 	—
OCTAROCK 	Octorok 	Octorok is misspelled.
OTTOSEI 	Topi 	—
OLD-KURI 	Nothing 	Likely a shorthand for "OLD-KURIBOH", an older version of the Goomba.
MATO 	Target 	—
HEIHO 	Fly Guy 	"Heiho" is Shy Guy's Japanese name.
NOKONOKO 	Green Koopa 	"Nokonoko" is Koopa Troopa's Japanese name.
PATAPATA 	Red Koopa 	"Patapata" is Koopa Paratroopa's Japanese name.
LIKELIKE 	Like Like 	—
OLD-LEAD 	Nothing 	Likely a shorthand for "OLD-LEADEAD", an older version of the ReDead.
OLD-OCTA 	Nothing 	Likely a shorthand for "OLD-OCTAROK", an older version of the Octorok.
OLD-OTTO 	Nothing 	Likely a shorthand for "OLD-OTTOSEI", an older version of the Topi.
WHITEBEA 	Polar Bear 	"Whitebea" is short for "White Bear", the Polar Bear's Japanese name.
KLAP 	Klaptrap 	—
ZGSHELL 	Green Koopa Shell 	The Green Shell produced from Koopa Troopa enemies in .
ZRSHELL 	Red Koopa Shell 	The Red Shell produced from Koopa Paratroopa enemies in Adventure Mode.
Pokémon
Debug Name 	Pokémon 	Notes
RANDOM 	Random Pokémon	—
TOSAKINTO 	Goldeen 	"Tosakinto" is Goldeen's Japanese name.
CHICORITA 	Chikorita 	"Chicorita" is the Japanese spelling of Chikorita's name.
KABIGON 	Snorlax 	"Kabigon" is Snorlax's Japanese name.
KAMEX 	Blastoise 	"Kamex" is Blastoise's Japanese name.
MATADOGAS 	Weezing 	"Matadogas" is Weezing's Japanese name.
LIZARDON 	Charizard 	"Lizardon" is Charizard's Japanese name.
FIRE 	Moltres 	"Fire" is Moltres's Japanese name.
THUNDER 	Zapdos 	"Thunder" is Zapdos's Japanese name.
FREEZER 	Articuno 	"Freezer" is Articuno's Japanese name.
SONANS 	Wobbuffet 	"Sonans" is Wobbuffet's Japanese name.
HASSAM 	Scizor 	"Hassam" is Scizor's Japanese name.
UNKNOWN 	Unown 	"Unknown" is Unown's Japanese name.
ENTEI 	Entei 	—
RAIKOU 	Raikou 	—
SUIKUN 	Suicune 	"Suikun" is the literal pronunciation of Suicune in Japanese.
KIREIHANA 	Bellossom 	"Kireihana" is Bellossom's Japanese name.
MARUMINE 	Electrode 	"Marumine" is Electrode's Japanese name.
LUGIA 	Lugia 	—
HOUOU 	Ho-Oh 	"Houou" is the literal pronunciation of Ho-Oh in Japanese.
METAMON 	Ditto 	"Metamon" is Ditto's Japanese name. Ditto goes unused in the final game.
PIPPI 	Clefairy 	"Pippi" is Clefairy's Japanese name.
TOGEPY 	Togepi 	"Togepy" is the Japanese spelling of Togepi's name.
MEW 	Mew 	—
CEREBI 	Celebi 	Celebi is misspelled.
HITODEMAN 	Staryu 	"Hitodeman" is Staryu's Japanese name.
LUCKY 	Chansey 	"Lucky" is Chansey's Japanese name.
PORYGON2 	Porygon2 	—
HINOARASHI 	Cyndaquil 	"Hinoarashi" is Cyndaquil's Japanese name.
MARIL 	Marill 	"Maril" is the Japanese spelling of Marill's name.
FUSHIGIBANA	Venusaur 	"Fushigibana" is Venusaur's Japanese name.
===CPU modes===
Debug Name 	Description
CPTP_STAY 	The default CPU mode for Training Mode (Denoted "Stand"). The CPU will not move except to recover. It will occasionally use a ledge attack.
CPTP_WALK 	A standard CPU mode used in Training Mode (Denoted "Walk"). The CPU will walk back and forth across the stage.
CPTP_ESCAPE 	A standard CPU mode used in Training Mode (Denoted "Evade"). The CPU will actively avoid interaction with the player.
CPTP_JUMP 	A standard CPU mode used in Training Mode (Denoted "Jump"). The CPU will constantly perform their grounded jump, and will not short hop.
CPTP_NORMAL 	A standard CPU mode used throughout the game (Denoted "Attack" in Training Mode). The CPU behaves normally, throwing out attacks and maneuvers, and prioritizing human players over other CPUs.
CPTP_MANUAL 	A standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the controller port that matches its player slot.
CPTP_NANA 	The default mode for the partner Ice Climber, so that they follow the leader, attack with the leader, etc.
CPTP_DEFENSIVE	Causes the CPU to only use defensive tactics, such as shields and rolls.
CPTP_STRUGGLE 	Causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because - as previously mentioned - a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.
CPTP_FREAK 	Causes the CPU to stay where they are, but attack when an opponent comes near. Used in Event 6: Kirbys on Parade.
CPTP_COOPERATE	Causes the CPU to follow the closest human player, and attack them. (Or defend them from approaching enemies, if they're on the same team)
CPTP_SPLWLINK 	Cause the CPU to only use their down special move, even Counter, Rest, and PSI Magnet, which they wouldn't use normally. They are used in Event 3: Bomb-fest. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special, and "LINK" and "SAMUS" obviously refer to and , respectively, which reflects that they are the two opponents in the Event Match.
CPTP_SPLWSAMUS	Cause the CPU to only use their down special move, even Counter, Rest, and PSI Magnet, which they wouldn't use normally. They are used in Event 3: Bomb-fest. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special, and "LINK" and "SAMUS" obviously refer to and , respectively, which reflects that they are the two opponents in the Event Match.
CPTP_ONLYITEM 	Causes the CPU to only use items, as opposed to using any other attacks, as does in Event 37: Legendary Pokémon.
CPTP_EVZELDA 	Causes to transform into more often, as she does in Event 9: Hide 'n' Sheik. It is presumed to stand for "Event Zelda".
CPTP_NOACT 	Causes the CPU to do absolutely nothing. This is not to be confused with "Stand", in which the CPU will still attempt to recover if knocked off.
CPTP_AIR 	Restricts the CPU's jumping height. This does not affect the height gained by the character's up special move, meaning that this mode has far more of an effect on aerial play than it does on the character's recovery.
CPTP_ITEM 	Causes the CPU to attempt to grab all items that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches like Event 7: Pokémon Battle.
==VERSUS MODE==
===DAIRANTOU===
The DAIRANTOU menu contains options for operating Versus Mode. There are a few functions here that cannot be achieved in normal play, such as the ability to control Sandbag or go to Adventure Mode stages. One can also control Master and Crazy hand in this way. Sudden death will not occur in this mode when there's more than one winner.
Menu 	Sub-Item 	Description 	Values
CHAR SELECT 	CHARA_1-4 	Sets the character for players 1-4. 	See here.
CHAR SELECT 	ALL CHAR 	Sets the character for player 5 (See here). 	See here.
SCALE SELECT	SCALE__1-4 	Sets the scale for each player. 	Min=0.20; Max=5.00; Increment=0.10
KIND SELECT 	PKIND__1-4 	Sets the player type for players 1-4. 	
*HUMAN: A human controlled player.
*CPU: A computer controlled player.
*DEMO: A human controlled computer player (similar to the CPTP_MANUAL CPU mode.)
*NONE: No player.
KIND SELECT 	ALL PKIND 	Sets the player type for player 5 (See here). 	
*HUMAN: A human controlled player.
*CPU: A computer controlled player.
*DEMO: A human controlled computer player (similar to the CPTP_MANUAL CPU mode.)
*NONE: No player.
COLOR SELECT	COLOR_1-4 	Sets which players 1-4 will use. 	
*0: Default costume
*1-5: Alternate costumes; characters with less than 6 costumes may use their default but borrows a stock icon from another character.
*6+: Default costume; however without stock icons.
SUB COLOR 	SUBCOLOR_1-4	Sets which coloration players 1-4 will use. 	
*0: Normal coloration
*1: Bright coloration; Used in team battles where two of the same character are on the same team.
*2: Dark coloration; Used in team battles where three of the same character are on the same team.
*3: Black coloration; Used in Event 18: Link's Adventure.
*4: Gray coloration; Used as the gray background outline for Mr. Game & Watch.
*5: Pink coloration; crashes the game normally, must use code to force it to load.
*6+: Game crashes.
DAMAGE SET 	DAMAGE_1-4 	Sets how much damage players 1-4 start out with each time they spawn. 	Min=0; Max=999; Increment=1
OFFENCERATIO	OFFRATIO_1-4	Sets how much knockback players 1-4 deal. 	Min=0.10; Max=3.00; Increment=0.10
DEFENCERATIO	DEFRATIO_1-4	Sets how much knockback players 1-4 take. 	Min=0.10; Max=3.00; Increment=0.10
CPUTYPE SET 	TYPE__C1-4 	Sets the behavior CPU players 1-4 will adopt. 	See here.
CPULEVEL SET	LEVEL_C1-4 	Sets the AI level for CPU players 1-4. 	Min=0; Max=9; Increment=1
TEAM SELECT 	TEAM_1-4 	Sets the team players 1-4 are on. Only active if "MELEEKIND" is set to "TEAM BATTLE".	
*RED-TEAM: The red team.
*GREEN-TEAM: The blue team.
*BLUE-TEAM: The green team.
STAGE 	 	Sets the stage the match will take place on. 	See here.
MELEEKIND 	 	Sets what type of match will take place. 	
*BATTLE ROYAL: Sets the match to be a free-for-all.
*TEAM BATTLE: Sets the match to be a team battle.
EXIT 	 	Starts the match. Pressing Start while on this menu will trigger this. 	
===RULE===
The RULE menu controls extra match settings. Its options are found under the rules menu in normal play. There are not many extra options here, only the ability to set the time limit by the second.
Menu 	Sub-Item 	Description 	Values
RULE 	 	Sets the match style. 	
*TIME MODE: A time match. Oddly, ties do not result in Sudden Death.
*STOCK MODE: A stock match.
*COIN MODE: A coin match.
*ENDLESS MODE: A match that will only end when force quit.
TIME(MIN) 	 	Sets the time limit in minutes. Setting this and "TIME (SEC)" to 0 will remove the time limit.	Min=0; Max=100; Increment=1
TIME(SEC) 	 	Sets the time limit in seconds. Setting this and "TIME (MIN)" to 0 will remove the time limit.	Min=0; Max=59; Increment=1
STOCK(CNT) 	 	Sets the number of stocks each player has for Stock Mode. No effect if used in other modes. 	Min=-1; Max=99; Increment=1
DAMAGERATIO 	 	Sets the overall Knockback Ratio for the match. 	Min=0.10; Max=3.00; Increment=0.10
VIBRATION SELECT	RUMBLE_1-4	Sets the rumble feature for players 1-4. 	
*ON: Rumble is on.
*OFF: Rumble is off.
ITEM SWITCH 	 	Sets the overall item frequency. 	
*NOTHING: Items will not appear.
*VERYLOW: Items will appear very seldom.
*LOW: Items will appear seldom.
*MIDDLE: Items will appear moderately.
*HIGH: Items will appear often.
*VERYHIGH: Items will appear very often.
==RESULT TEST==
The RESULT TEST menu contains controls to demo the match results screen. The characters can be changed out for each of the 4 players. Their color and even victory pose can be set.
Item 	Description 	Values
1-4P KIND 	Sets the character for players 1-4. 	See here. 
Note: All normal characters work correctly, but Giga Bowser, Master Hand, and Crazy Hand crash the game. The Wireframes, Sandbag, Popo, and NONE will allow the results screen to be loaded, but it will not display a character, and the character title will not function correctly.
ALL PLAYER 	Sets the character for player 5 (See here). 	See here. 
Note: All normal characters work correctly, but Giga Bowser, Master Hand, and Crazy Hand crash the game. The Wireframes, Sandbag, Popo, and NONE will allow the results screen to be loaded, but it will not display a character, and the character title will not function correctly.
1-4P RANK 	Sets the rank for players 1-4. 	Min=1; Max=4; Increment=1
1-4P WIN 	Sets the victory animation for players 1-4. 	Min=1; Max=3; Increment=1
ALL COLOR 	Sets the color for all players. 	Min=1; Max=9; Increment=1
STEP ANIM 	Sets victory animations on or off. 	
*0: Animations are on.
*1: Animations are off; causes a crash.
PANEL HIDDEN	Determines if the back panel is hidden or not. 	
*0: Back panel is visible.
*1: Back panel is hidden.
TEST 	Tests the Result Screen. Pressing Start while on this menu will trigger this.	
==LANGUAGE==
===NTSC===
*GMLANGTYPEUS: Sets the game language to English.
*GMLANGTYPEJP: Sets the game language to Japanese.
===PAL===
*GMLANGTYPEUK: Sets the game language to English.
*GMLANGTYPEGM: Sets the game language to German.
*GMLANGTYPEFR: Sets the game language to French.
*GMLANGTYPEIT: Sets the game language to Italian.
*GMLANGTYPESP: Sets the game language to Spanish.
==PUBLICITY==
Sets the crowd noise on or off. This includes gasps, cheering, and name chanting.
*On: Crowd Noise is on.
*Off: Crowd Noise is off.
==DBLEVEL==
Sets the debug level. Higher debug levels mean more control over matches and menus. Higher debug levels inherit traits from the lower ones.
*MASTER: The standard debug level.
**Plays just like the retail game.
*NO-DEBUG-ROM
**Shows the date/time of the last build on the Title Screen.
*DEBUG-DEVELOP
*DEBUG-ROM
**The player gets access to debug game controls (see here).
**The player gains access to the Debug Sound Test
*DEVELOP: The most intense debug level.
==IK DEBUG FLAG==
Determines if characters' feet stick to ground according to geometry and alter their pose in certain animations, when standing on a slope. The animations affected by the flag are marked with L and/or R on the righthand side in animation information display in develop mode. Whole character tilting, marked with T, works normally regardless.
*0: Characters' feet don't stick to ground in L and/or R animations.
*1: Characters' feet stick to ground in L and/or R animations.
==EURGB60 SET==
Sets the game to output a 60hz TV signal if it isn't already. (and, consequently, run at 60 frames per second) Press A to confirm. Only in PAL.
==WIDTH †==
Its functions are unknown. Min=0; Max=30; Increment=1.
==NEW DEFCALC==
This option seems to have no effect.
*0: Unknown
*1: Unknown
==GLOBAL DATA EDIT==
Used for editing global memory information. All values in this menu are in hexadecimal.
ADDR4, ADDR2 and ADDR are the memory addresses. They are all linked (they cannot have different values), but ADDR4 goes up by 4, ADDR2 goes up by 2, and ADDR goes up by 1.
U32, U16, and U8 are the values assigned to the memory address specified by the ADDR fields. They are also linked, but differently. The first 2 digits of U16 and U32 are always the same as U8, and similarly, the first 4 digits of U32 are always the same as U16. U32 is a hexadecimal representation of an unsigned 32 bit integer, U16 is a hexadecimal representation of an unsigned 16 bit integer, and U8 is a hexadecimal representation of an unsigned 8 bit integer.
==MODE TEAM TEST==
Most of the functions here appear to be named after certain programmers who worked on Melee. It is unclear if the options within each menu pertain directly to each developer, but it does seem that each menu has closely related options. For instance, OTOGURO contains options pertaining to trophies and Melee records, while KIM contains introductory scene options, especially for single player mode.
Parent 	Sub-Menu 	Sub-Item 	Description 	Values
HANYU TESTNamed after Akio Hanyu. 	- 	SELECT CHAR 	Brings up the Melee character select screen. Attempting to leave the screen will only cause the game to cycle through the select screens of different modes. Press R+L+A+Start to escape this.	-
HANYU TESTNamed after Akio Hanyu. 	- 	SELECT STAGE 	Crashes the game. 	-
OTOGURO TESTNamed after Seiji Otoguro. 	- 	SET GOLD COIN 	Sets the number of coins the player's got. Press A to confirm. 	Min=0; Max=999; Increment=1
OTOGURO TESTNamed after Seiji Otoguro. 	- 	FIGURE MAX 	Gives the player all the trophies in the game. 	-
OTOGURO TESTNamed after Seiji Otoguro. 	- 	SAMUS MASK GET 	Gives the player the Samus Unmasked event trophy. 	-
OTOGURO TESTNamed after Seiji Otoguro. 	- 	MARIO YOSHI GET 	Gives the player the Mario & Yoshi event trophy. 	-
OTOGURO TESTNamed after Seiji Otoguro. 	SET MELEE COUNT 	TIME 	Sets the number of time matches for the Melee Records. 	Min=0; Max=1000000; Increment=1
OTOGURO TESTNamed after Seiji Otoguro. 	SET MELEE COUNT 	STOCK 	Sets the number of stock matches for the Melee Records. Press Start to confirm. 	Min=0; Max=1000000; Increment=1
OTOGURO TESTNamed after Seiji Otoguro. 	SET MELEE COUNT 	COIN 	Sets the number of coin matches for the Melee Records. Press Start to confirm. 	Min=0; Max=1000000; Increment=1
OTOGURO TESTNamed after Seiji Otoguro. 	SET MELEE COUNT 	DECISION 	Sets the number of bonus matches for the Melee Records. Press Start to confirm. 	Min=0; Max=1000000; Increment=1
OTOGURO TESTNamed after Seiji Otoguro. 	SET MELEE COUNT 	DEFAULT 	Set the TIME, STOCK, COIN, and DECISION menu values to this value upon reentering the menu. This value is saved automatically. 	Min=0; Max=1000000; Increment=1000
OTOGURO TESTNamed after Seiji Otoguro. 	SET HOMERUN RECORD	CHARA 	Sets the character whose score should be set. 	See here.
OTOGURO TESTNamed after Seiji Otoguro. 	SET HOMERUN RECORD	COUNT 	Sets the distance the sandbag was hit. Press Start to confirm. 	Min=0.10; Max=?; Increment=0.10
OTOGURO TESTNamed after Seiji Otoguro. 	SET HOMERUN RECORD	DEFAULT 	Apparently does nothing. SET TARGET CLEAR->DEFAULT always shares this value. 	Min=0; Max=1000000; Increment=10
OTOGURO TESTNamed after Seiji Otoguro. 	SET TARGET CLEAR 	CHARA 	Sets the character whose score should be set. 	See here.
OTOGURO TESTNamed after Seiji Otoguro. 	SET TARGET CLEAR 	COUNT 	Sets whether or not the character has cleared the target test. Press Start to confirm. 	
*0=Not cleared
*1=Cleared
OTOGURO TESTNamed after Seiji Otoguro. 	SET TARGET CLEAR 	DEFAULT 	Apparently does nothing. SET HOMERUN RECORD->DEFAULT always shares this value. 	Min=0; Max=1000000; Increment=10
OTOGURO TESTNamed after Seiji Otoguro. 	- 	SET BEAT TOTAL 	Sets the KO Total for the Melee Records. Press A to confirm. 	Min=0; Max=?; Increment=1
OTOGURO TESTNamed after Seiji Otoguro. 	- 	GO TO MEIKYU 	Starts the Underground Maze Adventure Mode stage with the Ice Climbers. Triggering a CPU to spawn crashes the game. If completed, the results screen appears. 	-
OTOGURO TESTNamed after Seiji Otoguro. 	- 	GO TO KINOKO 	Starts the Mushroom Kingdom Adventure Mode stage with Fox. Triggering a CPU to spawn crashes the game. 	-
OTOGURO TESTNamed after Seiji Otoguro. 	- 	MELEE START 	Starts a match using the settings in the DAIRANTOU menu. 	-
TANIGUTI TESTNamed after Yoshiya Taniguchi. 	- 	MELEE START 	Starts a match using the settings in the DAIRANTOU menu. 	-
TANIGUTI TESTNamed after Yoshiya Taniguchi. 	- 	REG:NORMAL 	Starts an Adventure Mode match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. 	Min=1; Max=12; Increment=1
TANIGUTI TESTNamed after Yoshiya Taniguchi. 	- 	REG:EASY 	Starts a match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. 	Min=1; Max=11; Increment=1
TANIGUTI TESTNamed after Yoshiya Taniguchi. 	- 	REG:ALLSTAR 	Starts an All-Star match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. 	Min=1; Max=13; Increment=1
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	- 	VISUAL-SCENE START	Cycles through all of the Adventure Mode Movies. 	-
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	- 	OPENING START 	Plays the Opening Movie. 	-
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	- 	OMAKE15 START 	Plays the Special Movie. This does not work in the PAL version 	-
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	REGULARENDING TEST	CHARA 	Sets the character who should appear in the ending. Press Start to confirm. 	See here.
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	REGULARENDING TEST	COLOR 	Sets the color of the character. 	Min=0; Max=9; Increment=1
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	REGULARENDING TEST	MODE 	Sets the mode that was completed. 	
*SIMPLE: Classic Mode
*ADVENTURE: Adventure Mode
*ALL-STAR: All-star mode
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	REGULARENDING REAL	CHARA 	Sets the character who should appear in the ending. Press Start to confirm. 	See here.
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	REGULARENDING REAL	COLOR 	Sets the color of the character. 	Min=0; Max=9; Increment=1
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	REGULARENDING REAL	MODE 	Sets the mode that was completed. 	
*SIMPLE: Classic Mode
*ADVENTURE: Adventure Mode
*ALL-STAR: All-star mode
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	- 	50-60HZ CHANGE 	In PAL, toggles the TV output between 50-60hz, causing the game to run at 50 or 60 frames per second. Press A to confirm. Not in NTSC. 	-
NAGASIMA TESTProbably named after Yasuyuki Nagashima. 	- 	DUTCH LANG 	Allows the player to change the game language. The options are English, German, French, Spanish, and Italian. 	-
KIM TESTNamed after Kim Sung-Kwen. 	RESULT TEST 	See here. 	- 	-
KIM TESTNamed after Kim Sung-Kwen. 	- 	CARD CHECK - SCENE	Shows the "Memory card already has save data on it" message. 	-
KIM TESTNamed after Kim Sung-Kwen. 	- 	CARD CHECK - MODE 	Shows the "Memory Card already has save data on it" message. It then takes the player to the Opening Movie 	-
KIM TESTNamed after Kim Sung-Kwen. 	- 	EASYEND 	Shows the "Game Over" screen. 	-
KIM TESTNamed after Kim Sung-Kwen. 	- 	GOHOUBI ID 	Displays special messages. 	Min=0; Max=65; Increment=1
KIM TESTNamed after Kim Sung-Kwen. 	- 	GOHOUBI FIGURE 	Displays messages for getting fighter trophies. Only works if GOHOUBI ID is set to 62-65 	Min=0; Max=299; Increment=1
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	STAGENUM 	Sets the match number. 	Min=0; Max=9; Increment=1
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	STAGEFLAG 	Sets the type of match. 	
*NORMAL: A normal match.
*TEAM: A 2 vs 2 match.
*GIANT: A 3 vs Giant match.
*BONUS: A bonus match (see below).
*CORPS: A 1 vs many match. The opposition will all be the same character.
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	STAGETYPE 	Sets the type of bonus match. These only work if STAGE FLAG is set to BONUS. If this is not so, the game will freeze. 	
*NORMAL: A normal match against the CPU players. STAGE FLAG does not have to be BONUS for this. This option is unused.
*TARGET: Target Smash
*TUKISUSUME: Race to the finish
*FIGUREGET: Snag the Trophies
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	DISP LEFT NUM 	Sets how many players are on the left-side team. 	Min=1; Max=3; Increment=1
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	DISP RIGHTNUM 	Sets how many players are on the right-side team. 	Min=1; Max=3; Increment=1
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	METAL LEFT 	Sets whether or not the left-side team is metal. 	
*0: Not Metal
*1: Metal
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	METAL RIGHT 	Sets whether or not the right-side team is metal. 	
*0: Not Metal
*1: Metal
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	LEFT PLAYER 	First player on the left-side team (also, would be the only non-CPU player if this were real). 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	LEFT PLAYER 	Second player on the left-side team. 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	LEFT PLAYER 	Third player on the left-side team. 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	RIGHT PLAYER 	First player on the right-side team. 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	RIGHT PLAYER 	Second player on the right-side team. 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	RIGHT PLAYER 	Third player on the right-side team. 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	INTRO EASY 	TEST 	Starts the test. Pressing Start while on this menu will trigger this. 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	- 	ALLSTAR ENEMY 	Shows unused full-screen character portraits. 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	- 	TEST MOVIE OPENING	Plays the Intro Movie. 	-
KIM TESTNamed after Kim Sung-Kwen. 	- 	KUMITE SUB 	Crashes the game. 	See here.
KIM TESTNamed after Kim Sung-Kwen. 	- 	PROGRESSIVE TEST 	Allows the player to change the display to progressive scan - present in the PAL version, but doesn't work 	-
KIM TESTNamed after Kim Sung-Kwen. 	- 	APPROACH 	Shows the "Character Approaching" scenes for unlocking new characters. The player does not actually fight them, nor is anything unlocked. 	
*NOCHARA 0: Ganondorf
*GAMEWATCH: Mr. Game & Watch
*LUIGI: Luigi
*MARS: Marth
*MEWTWO: Mewtwo
*PURIN: Jigglypuff
*FALCO: Falco
*C-LINK: Young Link
*DR MARIO: Dr. Mario
*ROI: Roy
*PICHU: Pichu
*GANON: Ganondorf
*NOCHARA 12: Ganondorf
SAKODA TESTNamed after Katsuhiro Sakoda. 	- 	EVENT STAGE 	Sets which event match should be played. Press A to confirm. 	Min=1; Max=51; Increment=1
SAKODA TESTNamed after Katsuhiro Sakoda. 	- 	FIXCAMERA START 	Shows the Fixed-Camera character select screen. 	-
SUGANO TESTNamed after Takayuki Sugano. 	- 	MELEE START 	Starts a match using the settings in the DAIRANTOU menu. 	-
SUGANO TESTNamed after Takayuki Sugano. 	- 	STAFFROLL START 	Plays the ending credits. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	INIT 	Appears to do nothing. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	FORMAT 	Erases all contents on Memory Card A without warning. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	ACCESSABLE 	Appears to do nothing. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	CREATE 	Creates a save file for Super Smash Bros. Melee on Memory Card A if one does not exist. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	SAVE 	Saves to Memory Card A. This includes all changes made to the debug menu. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	LOAD 	Loads save data from Memory Card A. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	DELETE 	Deletes the save file for Super Smash Bros. Melee from Memory Card A without warning. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	SNAPMOUNT0 	Appears to do nothing. 	-
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	SNAPLOAD0 	Appears to do nothing. 	Min=0; Max=127; Increment=1
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	SNAPDELETE0 	Appears to do nothing. 	Min=0; Max=127; Increment=1
YOSHIKI TESTPossibly named after designer Yoshiyuki Tagawa.	- 	SNAPSWAP0 	Appears to do nothing. 	Min=0; Max=127; Increment=1
===Notes===
==Gallery==
SSBMDebugModeHardestEvent.png
DBM1-Melee.png
DBM2-Melee.png
DBM3-Melee.png
DBM4-Melee.png
SSBM-6PLAYERS-DEBUGMENU.png
SUB COLOR Pink.png
SUB COLOR Gray.png
==Trivia==
*Melees debug menu continues the music from where the game last was, so it plays the menu music when first entered and no music when entered after the results screen. This is because the game is not given any new instructions regarding music, upon loading the debug menu.
* has a debug menu almost exactly like the one in Melee.
**This coincides with HAL Laboratory developing both games.
*Hold while moving the control stick to scroll through options much faster. This is useful for settings such as damage that have hundreds of possible values.
Category:Super Smash Bros. Melee
Category:Hacking
Category:Debug menu (SSBM)
Category:Modes (SSBM)
es:Menú de depuración#Menú de depuración de Super Smash Bros. Melee