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Debug menu (SSBM)/Debug sound test menu

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For the master debug menu hidden within Super Smash Bros. Melee, see Debug menu (SSBM).
The Debug Sound Test, found in Melee
The debug sound test menu in Super Smash Bros. Melee.

The Debug sound test menu is a debug feature in Super Smash Bros. Melee. From here, all sounds and background music 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 X. 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. (see here).
FGM NAME Select and play a sound. (see here).
BGM NAME Select and play music. (see here).

FGM[edit]

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 Captain Falcon's unique sound clips.
GRPSFX_CLINK Contains all of Young Link's unique sound clips.
GRPSFX_DK Contains all of Donkey Kong's unique sound clips.
GRPSFX_DRMARIO Contains all of Dr. Mario's unique sound clips.
GRPSFX_FALCO Contains all of Falco's unique sound clips.
GRPSFX_FOX Contains all of Fox's unique sound clips.
GRPSFX_GKOOPA Contains all of Giga Bowser's unique sound clips.
GRPSFX_ICE Contains all of the Ice Climbers' (both of them) unique sound clips.
GRPSFX_KIRBY Contains all of Kirby'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 Bowser's unique sound clips.
GRPSFX_LINK Contains all of Link's unique sound clips.
GRPSFX_LUIGI Contains all of Luigi's unique sound clips.
GRPSFX_MARIO Contains all of Mario's unique sound clips.
GRPSFX_MARS Contains all of Marth's unique sound clips.
GRPSFX_MEWTWO Contains all of Mewtwo's unique sound clips.
GRPSFX_NESS Contains all of Ness's unique sound clips.
GRPSFX_PEACH Contains all of Peach's unique sound clips.
GRPSFX_PICHU Contains all of Pichu's unique sound clips.
GRPSFX_PIKACHU Contains all of Pikachu's unique sound clips.
GRPSFX_PURIN Contains all of Jigglypuff's unique sound clips.
GRPSFX_SAMUS Contains all of Samus's unique sound clips.
GRPSFX_ZS Contains all of Zelda's and Sheik's unique sound clips.
GRPSFX_YOSHI Contains all of Yoshi's unique sound clips.
GRPSFX_GW Contains all of Mr. Game & Watch's unique sound clips.
GRPSFX_GANON Contains all of Ganondorf's unique sound clips.
GRPSFX_EMBLEM Contains all of Roy's unique sound clips.
GRPSFX_MHANDS Contains all of Master and Crazy Hand'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 Kongo Jungle.
GRPSFX_MUTECITY Contains all sound clips specific to Mute City.
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 Final Destination during the Master and Crazy Hand fight.
GRPSFX_END Contains one unused, silent sound.

FGM GROUP: GRPSFX_MAIN[edit]

An icon for denoting incomplete things.

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
SFX_SE_JTAORE_SS
SFX_SE_JTAORE_SSS
SFX_SE_JTAORE_BOUND
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
SFX_SE_WTAORE_SS
SFX_SE_WTAORE_SSS
SFX_SE_WTAORE_BOUND
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
SFX_SE_TAORE_SNOW_SS
SFX_SE_TAORE_SNOW_SSS
SFX_SE_TAORE_SNOW_BOUND
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
SFX_SE_TAORE_WATER_SS
SFX_SE_TAORE_WATER_SSS
SFX_SE_TAORE_WATER_BOUND
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
SFX_SE_TAORE_GRASS_SS
SFX_SE_TAORE_GRASS_SSS
SFX_SE_TAORE_GRASS_BOUND
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
SFX_SE_TAORE_DIRT_SS
SFX_SE_TAORE_DIRT_SSS
SFX_SE_TAORE_DIRT_BOUND
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
SFX_SE_TAORE_NMETAL_SS
SFX_SE_TAORE_NMETAL_SSS
SFX_SE_TAORE_NMETAL_BOUND
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
SFX_SE_TAORE_METAL_SS
SFX_SE_TAORE_METAL_SSS
SFX_SE_TAORE_METAL_BOUND
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
SFX_SE_TAORE_OIL_SS
SFX_SE_TAORE_OIL_SSS
SFX_SE_TAORE_OIL_BOUND
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
SFX_SE_TAORE_STONE_SS
SFX_SE_TAORE_STONE_SSS
SFX_SE_TAORE_STONE_BOUND
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
SFX_SE_TAORE_PAPER_SS
SFX_SE_TAORE_PAPER_SSS
SFX_SE_TAORE_PAPER_BOUND
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
SFX_SE_TAORE_GW_SS
SFX_SE_TAORE_GW_SSS
SFX_SE_TAORE_GW_BOUND
SFX_SE_JTAYAK_L Character takes a step
  • L= Heavy character
  • S= Light character
SFX_SE_JTAYAK_S
SFX_SE_BIG_JUMP_L Character jumps full
  • L= Heavy character
  • S= Light character
SFX_SE_BIG_JUMP_S
SFX_SE_JUMP_L Character short hops
  • L= Heavy character
  • S= Light character
SFX_SE_JUMP_S
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
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
SFX_SE_MHIT_S
SFX_SE_NHIT_L Hit, especially punches
  • L= Large hit
  • M= Medium hit
  • S= Small hit
SFX_SE_NHIT_M
SFX_SE_NHIT_S
SFX_SE_GHIT_L Hit, especially energy-based attacks
  • L= Large hit
  • M= Medium hit
  • S= Small hit
SFX_SE_GHIT_M
SFX_SE_GHIT_S
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
SFX_SE_ELEHIT_L
SFX_SE_FIREHIT_S Fire hit
  • L= Large hit
  • M= Medium hit
  • S= Small hit
SFX_SE_FIREHIT_M
SFX_SE_FIREHIT_L
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
SFX_SE_SOUSAI_CUT3
SFX_SHIELD Character raises shield
SFX_SWDHIT_S Slash hit
  • S= Small hit
  • M= Medium hit
  • L= Large hit
SFX_SWDHIT_M
SFX_SWDHIT_L
SFX_EXPLOSION_SS Explosive Attack
  • SS= Very small attack
  • S= Small attack
  • M= Medium attack
  • L= Large attack
  • LL= Very attack
SFX_EXPLOSION_S
SFX_EXPLOSION_M
SFX_EXPLOSION_L
SFX_EXPLOSION_LL
SFX_FIRE_L Fire attack
  • L= Large attack
  • M= Medium attack
  • S= Small attack
SFX_FIRE_M
SFX_FIRE_S
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
SFX_HOSIKIE Star KO
SFX_BGM_MUTEKI Invincible music
SFX_BGM_HAMMER 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
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
SFX_COIN_M
SFX_COIN_S
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
SFX_XHIT_SPIN_FO_S Character uses an aerial attack involving spinning
  • S= Small attack
  • L= Large attack
SFX_XHIT_SPIN_FO_L
SFX_XHIT_BIG_L Character attacks with a punch or kick
  • L= Large Attack
  • M= Medium Attack
  • S= Small Attack
SFX_XHIT_BIG_M
SFX_XHIT_BIG_S
SFX_XHIT_SWORD_L Character attacks with a sword
  • L= Large attack
  • M= Medium attack
  • S= Small attack
SFX_XHIT_SWORD_M
SFX_XHIT_SWORD_S
SFX_DEMO_SWISH_L Character attacks with a swishing attack
  • L= Large attack
  • M= Medium attack
  • S= Small attack
SFX_DEMO_SWISH_M
SFX_DEMO_SWISH_S
SFX_SE_XHIT_L Character attacks
  • L= Large attack
  • M= Medium attack
  • S= Small attack
SFX_SE_XHIT_M
SFX_SE_XHIT_S
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 Fox/Falco'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.
SFX_V_SELECTVOICE_CLINK
SFX_V_SELECTVOICE_DK
SFX_V_SELECTVOICE_DRMARIO
SFX_V_SELECTVOICE_FALCO
SFX_V_SELECTVOICE_FOX
SFX_V_SELECTVOICE_ICE
SFX_V_SELECTVOICE_KIRBY
SFX_V_SELECTVOICE_KOOPA
SFX_V_SELECTVOICE_LINK
SFX_V_SELECTVOICE_LUIGI
SFX_V_SELECTVOICE_MARIO
SFX_V_SELECTVOICE_MARS
SFX_V_SELECTVOICE_MEWTWO
SFX_V_SELECTVOICE_NESS
SFX_V_SELECTVOICE_PEACH
SFX_V_SELECTVOICE_PICHU
SFX_V_SELECTVOICE_PIKACHU
SFX_V_SELECTVOICE_PURIN
SFX_V_SELECTVOICE_SAMUS
SFX_V_SELECTVOICE_SEAK
SFX_V_SELECTVOICE_YOSHI
SFX_V_SELECTVOICE_GAMEWATCH
SFX_V_SELECTVOICE_GANON
SFX_V_SELECTVOICE_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
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
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
SFX_IT_STARROD_S
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
SFX_IT_SWORD_S
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 Luigi'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
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
SFX_IT_DOSEIPOO3
SFX_IT_MBALLWARE A Poké Ball opens
SFX_IT_WARPSTAR1 Initial use of a Warpstar; has 7 variations, chosen at random
SFX_IT_WARPSTAR2
SFX_IT_WARPSTAR3
SFX_IT_WARPSTAR4
SFX_IT_WARPSTAR5
SFX_IT_WARPSTAR6
SFX_IT_WARPSTAR7
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
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
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
SFX_ZK_HUTTOBI3
SFX_ZK_HUTTOBI4
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
SFX_V_DOYO_S
SFX_V_KANPATI_L Crowd cheers
  • L= Loud
  • M= Medium
  • S= Soft
SFX_V_KANPATI_M
SFX_V_KANPATI_S
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
SFX_V_KANSEI_S
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
SFX_V_PATI_S
SFX_SE_STEP_WATER Character steps in water
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_WATERB
SFX_SE_STEP_WATERS
SFX_SE_STEP_GRASS Character steps in grass
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_GRASSB
SFX_SE_STEP_GRASSS
SFX_SE_STEP_DIRT Character steps in dirt
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_DIRTB
SFX_SE_STEP_DIRTS
SFX_SE_STEP_NMETAL Character steps on heavy metal
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_NMETALB
SFX_SE_STEP_NMETALS
SFX_SE_STEP_METAL Character steps on metal
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_METALB
SFX_SE_STEP_METALS
SFX_SE_STEP_OIL Character steps in oil
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_OILB
SFX_SE_STEP_OILS
SFX_SE_STEP_STONE Character steps on stone
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_STONEB
SFX_SE_STEP_STONES
SFX_SE_STEP_FROZEN Character steps on ice
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_FROZENB
SFX_SE_STEP_FROZENS
SFX_SE_STEP_PAPER Character steps on a checkered surface
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_PAPERB
SFX_SE_STEP_PAPERS
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
SFX_SE_STEP_WOODS
SFX_SE_STEP_GW Character steps on Game & Watch flooring
  • B=Giant character
  • S=Tiny character
SFX_SE_STEP_GWB
SFX_SE_STEP_GWS
SFX_SE_STEP_CAPTAIN Captain Falcon takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_CAPTAINB
SFX_SE_STEP_CAPTAINS
SFX_SE_STEP_METALCAPTAIN
SFX_SE_STEP_METALCAPTAINB
SFX_SE_STEP_METALCAPTAINS
SFX_SE_STEP_CLINK Young Link takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_CLINKB
SFX_SE_STEP_CLINKS
SFX_SE_STEP_METALCLINK
SFX_SE_STEP_METALCLINKB
SFX_SE_STEP_METALCLINKS
SFX_SE_STEP_DK Donkey Kong takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_DKB
SFX_SE_STEP_DKS
SFX_SE_STEP_METALDK
SFX_SE_STEP_METALDKB
SFX_SE_STEP_METALDKS
SFX_SE_STEP_DRMARIO Dr. Mario takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_DRMARIOB
SFX_SE_STEP_DRMARIOS
SFX_SE_STEP_METALDRMARIO
SFX_SE_STEP_METALDRMARIOB
SFX_SE_STEP_METALDRMARIOS
SFX_SE_STEP_FALCO Falco takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_FALCOB
SFX_SE_STEP_FALCOS
SFX_SE_STEP_METALFALCO
SFX_SE_STEP_METALFALCOB
SFX_SE_STEP_METALFALCOS
SFX_SE_STEP_FOX Fox takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_FOXB
SFX_SE_STEP_FOXS
SFX_SE_STEP_METALFOX
SFX_SE_STEP_METALFOXB
SFX_SE_STEP_METALFOXS
SFX_SE_STEP_ICE The Ice Climbers takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_ICEB
SFX_SE_STEP_ICES
SFX_SE_STEP_METALICE
SFX_SE_STEP_METALICEB
SFX_SE_STEP_METALICES
SFX_SE_STEP_KIRBY Kirby takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_KIRBYB
SFX_SE_STEP_KIRBYS
SFX_SE_STEP_METALKIRBY
SFX_SE_STEP_METALKIRBYB
SFX_SE_STEP_METALKIRBYS
SFX_SE_STEP_KOOPA Bowser takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_KOOPAB
SFX_SE_STEP_KOOPAS
SFX_SE_STEP_METALKOOPA
SFX_SE_STEP_METALKOOPAB
SFX_SE_STEP_METALKOOPAS
SFX_SE_STEP_GKOOPA Giga Bowser takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_GKOOPAB
SFX_SE_STEP_GKOOPAS
SFX_SE_STEP_METALGKOOPA
SFX_SE_STEP_METALGKOOPAB
SFX_SE_STEP_METALGKOOPAS
SFX_SE_STEP_LINK Link takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_LINKB
SFX_SE_STEP_LINKS
SFX_SE_STEP_METALLINK
SFX_SE_STEP_METALLINKB
SFX_SE_STEP_METALLINKS
SFX_SE_STEP_LUIGI Luigi takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_LUIGIB
SFX_SE_STEP_LUIGIS
SFX_SE_STEP_METALLUIGI
SFX_SE_STEP_METALLUIGIB
SFX_SE_STEP_METALLUIGIS
SFX_SE_STEP_MARIO Mario takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_MARIOB
SFX_SE_STEP_MARIOS
SFX_SE_STEP_METALMARIO
SFX_SE_STEP_METALMARIOB
SFX_SE_STEP_METALMARIOS
SFX_SE_STEP_MARS Marth takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_MARSB
SFX_SE_STEP_MARSS
SFX_SE_STEP_METALMARS
SFX_SE_STEP_METALMARSB
SFX_SE_STEP_METALMARSS
SFX_SE_STEP_NESS Ness takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_NESSB
SFX_SE_STEP_NESSS
SFX_SE_STEP_METALNESS
SFX_SE_STEP_METALNESSB
SFX_SE_STEP_METALNESSS
SFX_SE_STEP_PEACH Peach takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_PEACHB
SFX_SE_STEP_PEACHS
SFX_SE_STEP_METALPEACH
SFX_SE_STEP_METALPEACHB
SFX_SE_STEP_METALPEACHS
SFX_SE_STEP_PICHU Pichu takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_PICHUB
SFX_SE_STEP_PICHUS
SFX_SE_STEP_METALPICHU
SFX_SE_STEP_METALPICHUB
SFX_SE_STEP_METALPICHUS
SFX_SE_STEP_PIKACHU Pikachu takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_PIKACHUB
SFX_SE_STEP_PIKACHUS
SFX_SE_STEP_METALPIKACHU
SFX_SE_STEP_METALPIKACHUB
SFX_SE_STEP_METALPIKACHUS
SFX_SE_STEP_PURIN Jigglypuff takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_PURINB
SFX_SE_STEP_PURINS
SFX_SE_STEP_METALPURIN
SFX_SE_STEP_METALPURINB
SFX_SE_STEP_METALPURINS
SFX_SE_STEP_SAMUS Samus takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_SAMUSB
SFX_SE_STEP_SAMUSS
SFX_SE_STEP_METALSAMUS
SFX_SE_STEP_METALSAMUSB
SFX_SE_STEP_METALSAMUSS
SFX_SE_STEP_SEAK Sheik takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_SEAKB
SFX_SE_STEP_SEAKS
SFX_SE_STEP_METALSEAK
SFX_SE_STEP_METALSEAKB
SFX_SE_STEP_METALSEAKS
SFX_SE_STEP_ZELDA Zelda takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_ZELDAB
SFX_SE_STEP_ZELDAS
SFX_SE_STEP_METALZELDA
SFX_SE_STEP_METALZELDAB
SFX_SE_STEP_METALZELDAS
SFX_SE_STEP_YOSHI Yoshi takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_YOSHIB
SFX_SE_STEP_YOSHIS
SFX_SE_STEP_METALYOSHI
SFX_SE_STEP_METALYOSHIB
SFX_SE_STEP_METALYOSHIS
SFX_SE_STEP_GANON Ganondorf takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_GANONB
SFX_SE_STEP_GANONS
SFX_SE_STEP_METALGANON
SFX_SE_STEP_METALGANONB
SFX_SE_STEP_METALGANONS
SFX_SE_STEP_EMBLEM Roy takes a step
  • B=Giant character
  • S=Tiny character
  • METAL=Metal character
SFX_SE_STEP_EMBLEMB
SFX_SE_STEP_EMBLEMS
SFX_SE_STEP_METALEMBLEM
SFX_SE_STEP_METALEMBLEMB
SFX_SE_STEP_METALEMBLEMS
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[edit]

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[edit]

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[edit]

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[edit]

This group contains sounds of the narrator commentating for the 1-player modes, especially Classic Mode 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 Race to the Finish bonus stage.
SFXNR_VS "Versus" Used in Classic Mode to separate teams.

FGM GROUP: GRPSFX_NR_VS[edit]

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[edit]

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
SFXV_MHANDS_FINGERRAY3
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
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
SFXV_MHANDS_ELEC3
SFXV_MHANDS_ELEC4

FGM GROUP: GRPSFX_1PADV[edit]

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
SFXST_1P_FZEROCAR1
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[edit]

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
SFXST_ENDING_AMB3
SFXST_ENDING_AMB4
SFXST_ENDING_AMB5
SFXST_ENDING_SWOSH1 Sounds played when a sign or other object is passed
SFXST_ENDING_SWOSH2
SFXST_ENDING_SWOSH3
SFXST_ENDING_SWOSH4
SFXST_ENDING_SWOSH5
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[edit]

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[edit]

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[edit]

Contains sound effects used in Final Destination. 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[edit]

Contains one silent, unused sound effect.

Item Description
SFXEND Silent; Unused

BGM[edit]

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 休憩, 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
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; Battlefield (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
S_INFO3.HPS
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
YORSTER.HPS Yoshi's Island
YSTORY.HPS Yoshi's Story
ZEBES.HPS Brinstar

Unused/Special Audio[edit]

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
Unused fanfare, presumably to be used if the player lost a game.
FF_GOOD.HPS
Unused fanfare, presumably to be used if the player won a game.
FF_STEP1.HPS
A set of unused fanfare, presumably for use along with FF_1P01.HPS and FF_1P02.HPS, as they sound similar.
FF_STEP2.HPS
FF_STEP3.HPS
HOWTO_S.HPS
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
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
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 Melee's predecessor, Super Smash Bros. is "Nintendo All-Star! Dairantō Smash Brothers", so this is likely to be carry-over from that.
SFXNR_DAIRANTOH
The narrator says "Dairantō" (The Japanese name for "Smash Bros.").
SFXNR_SMAAASHBROS
The narrator screams "SMASH BROTHERS". This is likely carryover from Melee's predecessor, Super Smash Bros..
SFXNR_TITLE_SAKURAI
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 4's 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
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
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
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
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
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
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
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
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[edit]

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.