Super Smash Bros. Melee Mistakes

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Did you know? Two decades after it’s release,  one of Super Smash Bros Melee’s weirdest mistakes   still isn’t fully understood. The oversight in  question can be encountered on the Dream Land   stage, but only if one player is either Marth or  Roy. On the stage, players must wait for Whispy   Woods to blink twice in the background. If any  player fighting as Roy or Marth performs a jab,   forward tilt, up tilt, down tilt, dash attack, or  a standing grab before Whispy's eyes are closed   completely on the first blink, something strange  can happen. Regardless of how far into their   animation cycle the player is, two frames before  Whispy’s eyes close completely, Marth or Roy’s   attack will continue in a very slow and awkward  looking way until the animation ends. The attack   lasts as long as usual, but the hitboxes will be  glitched. One example is that the hitbox for the   standing grab appears to extend the full distance,  despite the player not lunging forward at all. The inner workings of this oversight alluded  players for some time, until a reddit user   named Evsen gave a possible explanation as to why  this happens. Evsen stated that Marth and Roy’s   blinking animation was somehow linked to Whispy’s,  with the idea being that if Marth or Roy’s   blinking animation synced up with Whispy’s, and  one character performed the aforementioned jab,   tilts or grab, the glitch would be triggered.  However, due to some investigation conducted by   YouTuber AsumSaus, this theory was debunked, and  the mechanisms behind the glitch remain unknown. This isn’t the only strange oversight in Melee  relating to grabs. Another mistake is that Yoshi’s   dash grab will routinely miss its target. This is  because the hitbox is misaligned on the Z-axis,   appearing behind the playing field. Unlocking the  camera gives a better view of what is happening.   Characters with thinner hitboxes such as Marth and  Zelda can avoid the grab simply by standing still,   as Yoshi reaches behind them. Super Smash  Bros Melee was the second Super Smash   Bros title produced, but had the shortest  development time of any Smash game to date.   Possibly due to only having  a year of development time,   several mistakes like these slipped under the  radar and made their way into the final game. Another small oversight has been exploited by  some savvy players. In the game’s All-Star mode,   Mr. Game and Watch can heal himself in-between  the stages in the Rest Area. By spamming the   Judge move, players can spawn a fruit if they’re  lucky enough to roll a 7, which they can use to   heal themselves. As you might expect, this makes  battling on higher difficulties much easier. In   Super Smash Bros. Brawl and subsequent releases,  the oversight was fixed. On the flip side, players   could actually damage themselves by using moves  such as Roy’s Flare Blade within the rest area.   This issue would be present in the series much  longer than the ability to heal -- and wouldn’t   be addressed until Smash for 3DS and Wii U, where  all damage done in the rest area is negated. One more oversight relating to Mr. Game  & Watch is that the character’s neutral,   back, and up aerials are flagged as special moves,  not as aerial attacks. Due to this oversight,   these moves cannot be L-canceled, even  though it should be possible to do so,   just like with every other character’s aerial  attacks. This error was also fixed in Super   Smash Bros. Brawl. Bowser’s down throw in the  Japanese and North American versions of Melee   does zero damage to Jigglypuff and Mr. Game  and Watch. This is because the down throw does   damage dependent on the enemy’s weight. And since  Jigglypuff and Mr. Game and Watch are so light,   they don’t actually take any damage. This  mistake was corrected in the PAL version   of Melee so that Bowser’s down throw does  damage to any character, regardless of weight. Another mistake has actually been seen by just  about every single person ever to play Melee.   It can be found in multiple short videos in the  final game which were recorded during development   of the Temple stage. Two platforms that don’t  exist in the game’s final build are present   in the video -- they even make an appearance in  the game’s promotional materials. By loading up   the “Special Video” within Melee, players can see  these mysterious beta platforms. They also show up   in the short clip that plays after Luigi completes  the single player mode for a split second. But   that’s not the only place these platforms  appear -- they’re even in the game manual. Melee also features 290 trophies, and since  every trophy is fairly detailed and comes with a   paragraph of text, some errors were made. Several  mistakes came about from the localization process,   such as the Herlirin trophy  being spelled wrong in English.   Another error made during localization  can be seen with the Great Fox trophy,   where its description erroneously states that the  Great Fox debuted in Star Fox, when it actually   first appeared in Star Fox 64. The correct  game was listed in the Japanese version.   This slip-up was also fixed in the PAL version  where it was changed to read Lylat Wars, the   European name for Star Fox 64, making the North  American game the only version with this mistake. The trophy for Meta Knight also has a factual  error. The trophy says his first appearance   was Kirby Super Star, but the masked swordsman  actually first appeared in Kirby’s Adventure.   In addition, the name has a hyphen in between  Meta and Knight, which is used to distinguish   the Meta-Knight army and the Meta Knight  character. And if you’re wondering, the   Japanese game lists the correct titles and has the  correct name. Naming isn’t the only issue though:   his body is silver in the trophy, whereas in  both Kirby’s Adventure and Kirby Super Star,   Meta Knight’s body is blue. In Melee’s Japanese  release, the Banzai Bill trophy is incorrectly   labeled as a Bullet Bill. Bullet Bills and  Banzai Bills are different enemy types. Banzai   Bills first appeared in Super Mario World and are  bigger, more deadlier versions of the Bullet Bill.   In the US version and PAL release, the trophy  name was updated but the game origin wasn’t fixed,   so the trophy has errors in all versions.  The Sheriff trophy has a mistake of its own It states that Sheriff, the 1979 Nintendo  arcade game, was released only in Japan,   but this isn’t the case. The arcade title  was rebranded as Bandido in the West, and was   licensed to a company called Exidy. He’s one of  the oldest characters in the Smash Bros. series,   and would later appear as an assist trophy in  Smash for 3DS and Wii U onwards. It seems that   even Nintendo had a difficult time remembering  when some of their games were released.   The Samus trophy in Melee erroneously  states that Metroid was released in 1989,   when it was released in 1986 in Japan,  and the US version was released in 1987.   In fact, no Metroid titles were released  in 1989 at all. This error doesn’t exist   in the Japanese version, as there are no dates  listed in that version’s trophy descriptions. There’s also a minor mistake in  the Four Giants trophy. The first   part of the description quotes Tael,  one of the fairies in Majora’s Mask,   but uses a different translation than what  was in the English game. The trophy says,   “Swamp...Mountain...Ocean...Valley” while in game  it says “Swamp. Mountain. Ocean. Canyon.” It’s   possible that when translating the text for Melee  they didn’t check what was used in Majora’s Mask,   and instead relied on the Japanese, thus  leading to a different interpretation.   Luigi's trophy erroneously states that he debuted  in the Arcade game Mario Bros., but in reality,   Luigi debuted in Mario Bros. for the Game  & Watch, which released about three months   before the arcade game. Outside of the shared  name, both games have no relation to each other. Another mistake can be found in the  description for the Master Sword,   which says it first appeared in The  Legend of Zelda: Ocarina of Time.   The sword actually first appeared in The Legend  of Zelda: A Link to the Past. The Daisy trophy’s   description incorrectly claims she appeared in  Mario Golf for the Nintendo 64 and Game Boy Color.   This error is due to a mistranslation from the  Japanese game which says Daisy appeared in "Mario   Open Golf". This title was released as "NES Open  Tournament Golf" in the West, and features Daisy   as Luigi’s caddy. Early versions of Melee also  feature an unusual error on Daisy's trophy;   if the player zooms in on her hair and looks at  the back of her scalp, a third eye can be seen. The trophies even spread misinformation about how  Melee’s mechanics work. Dr. Mario’s in-game trophy   states that, “There's hardly any difference  in the abilities of Mario and Dr. Mario, so   choosing is largely a matter of taste. Dr. Mario  is a tad slower due to his lack of exercise…”   However, Mario and Dr. Mario have the same  in-game speed. Ganondorf, another clone, also had   a curious error in the first versions of Melee.  In 1.0, if the player had a Bunny Hood equipped,   Ganondorf could perform a second jab. While this  was probably a leftover from when Ganondorf was   created using Captain Falcon’s base, the second  jab has no hitbox, so it couldn’t actually damage   the opponents. The jab was fixed in later versions  of Melee. Ganondorf has another oversight that   exists in Melee’s sound test. Going to the 30th  entry for Ganondorf will play the sound effect for   Falcon Punch. This was probably also a leftover  from when the team used the Captain as Ganon’s   base. As players collect more trophies, they  will be able to see more of the trophy room.   If the language is set to Japanese, a  Virtual Boy can be seen next to the plant.   Despite being released in the United States, the  Virtual Boy cannot be seen in the English version   of the game. Since the Japanese language option  doesn’t exist in the European version of Melee,   this means that European players can never  hail the wonderful Virtual Boy in Melee. The Home Run Contest had several errors that  were addressed in subsequent updates of Melee.   In pre-PAL versions of Melee, it was possible  to hit the sandbag even after it lands, allowing   players to score a few extra feet if they could  get to the sandbag before the score is tallied up.   In the NTSC versions of Melee, the counter for  how far the sandbag goes will stop updating after   999.9 feet. Bizarrely, despite not displaying  the full distance, the game will still record the   actual distance past this number and update the  character’s record appropriately. Another thing   that isn’t visible in-game can be found on the  texture for Roy’s Sword: it actually has copyright   information on it. What’s interesting is that  Hal Laboratory is spelled incorrectly, as ‘HAL   LABRATORY.INC’. Roy has a number of other oddities  associated with him. He can’t appear in the game’s   single player Classic Mode as a CPU character.  Despite this, there’s still an intro image for   him within the game’s files. In the intro image,  official art, victory poses, and his portrait on   the game’s CSS, Roy has a sheath. However,  the sheath does not appear during gameplay. Another mistake in Melee can make characters  appear entirely black. This dark color scheme   is normally only assigned to a single CPU  enemy in the event match Link's Adventure   to illustrate Dark Link, but this shade  can be seen in multiplayer using a glitch.   To see it, the game mode must be set to  Team Battle with four of the same character,   all on the same team. The player must then enter  the name entry menu and go back a menu at the   same time using two controllers. This will cause  the game to progress to the stage select screen,   letting players start a round under illegitimate  conditions. These illegitimate conditions can be   several things, such as a player entering a match  alone, which will instantly end a Stock match as   the game sees no opponent has any Stocks. But in  our case, the game will render character four with   a fully black overlay. This is because when two or  more of the same character are on the same team,   those same characters have to be various shades  of the same color. Player one is unchanged,   player two is lighter, and player three is darker.  It was never planned by the developers to have   four people on one team, but the game loads the  next shade in the list regardless -- all black. The part of the glitch where players open the  name entry menu and go back a menu at the same   time is known as the Name Entry Glitch, and  it’s a very versatile glitch -- it can even   be used to play as Master Hand. If the  player picks any character for slot one,   then opens the name entry menu without  choosing a character on slot three,   then performs the Name Entry glitch,  player three will spawn as Master Hand.   And if the player has their controller in slot  three, they can control Master Hand themselves. Did you also know that Mario’s buttons  will magically disappear from his   dungarees when he performs  a sweep kick in Mario 64?   Or that an error can be found in Pokemon Red  and Blue almost immediately? For more facts   about mistakes in Super Mario and Pokemon  games, check out the videos on screen.
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Channel: DidYouKnowGaming?
Views: 290,926
Rating: 4.9370794 out of 5
Keywords: super smash bros melee, super smash bros melee gamecube, melee, melee smash, smash bros melee, super smash bros, super smash melee, ssbm, gamecube, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming, nintendo, nintendo gamecube, mistakes
Id: DblLwHStgy4
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Length: 12min 6sec (726 seconds)
Published: Mon Feb 15 2021
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