Hello, and welcome to my Super Smash Bros. Melee FAQ that I'll (hope
to) complete! Well, I finally got the internet on my sister's computer,
and after some deeds for her, she let me use it as much as I wish. This
may end up to be one of the largest FAQs for a Nintendo game ever to be
on the Web, so it'll take time. This is only the most recent version.
When I'm finished, future versions will include input from people who
e-mail me. So, what that really means is that this will never get truly
complete. Only everything you need to finish SSBM. So, why keep you
waiting? If you're impatient or aren't going to read every letter in
this FAQ, you wouldn't even be reading this, so why don't we head on
straight to the real deal?

                             Dr. Omicron's 2nd FAQ
                           "Super Smash Bros. Melee"
                                  Version 3.7



#<-my mines for dividing sections, again

Table of Contents
 0. A Solution to My Problem
 1. Table of Contents
 2. Version History
 3. Introduction
    3a. My Introduction
    3b. The Game's Introduction
    3c. The Story of SSBM
 4. Characters (in alphabetical order)
    4a. General Info
    4b. Weight Classes
    4c. Bowser
    4d. Capt. Falcon
    4e. Donkey Kong
    4f. Dr. Mario
    4g. Falco Lombardi
    4h. Fox McCloud
    4i. Ganondorf
    4j. Ice Climbers
    4k. Jigglypuff
    4l. Kirby
    4m. Link
    4n. Luigi
    4o. Mario
    4p. Marth
    4q. Mewtwo
    4r. Mr. Game&Watch
    4s. Ness
    4t. Peach
    4u. Pichu
    4v. Pikachu
    4w. Roy
    4x. Samus Aran
    4y. Sheik
    4z. Yoshi
    4A. Young Link
    4B. Zelda
 5. Arenas
    5a. Icicle Mountain
    5b. Princess Peach's Castle
    5c. Rainbow Cruise
    5d. Kongo Jungle
    5e. Jungle Japes
    5f. The Great Bay
    5g. (Hyrule) Temple
    5h. Yoshi's Island
    5i. Yoshi's Story
    5j. Fountain of Dreams
    5k. Green Greens
    5l. Corneria
    5m. Venom
    5n. Flat Zone
    5o. Brinstar
    5p. Brinstar Depths
    5q. Onett
    5r. Fourside
    5s. Mute City
    5t. Big Blue
    5u. Pokémon Stadium
    5v. Poké Floats
    5w. (Mushroom) Kingdom
    5x. Mushroom Kingdom II
    5y. Battlefield
    5z. Final Destination
    5A. Dream Land
    5B. (Past) Yoshi's Island
    5C. (Past) Kongo Jungle
 6. Items
    6a. Item Controls
    6b. Items
    6c. Special Items
 7. Classic Mode
 8. Adventure Mode
 9. All-Star Mode
 10. Event Matches
 11. Target Testing
 12. Other 1-Player Modes*
     12a. Multi-Man Melees
 13. VS. Mode**
     13a. Time Mode*
     13b. Stock Mode*
     13c. Coin Mode*
     13d. Bonus Mode*
     13e. Special Melee*
     13f. Additional Info*
     13g. Custom Modes*
 14. Trophies
     14a. The Trophy System
     14b. Special Trophies
     14c. A Complete Trophy List
 15. Options*
 16. Bonus Points*
 17. Secrets
     17a. How to Get Secret Characters
     17b. How to Get Secret Arenas
     17c. How to Get Other Secret Stuff
 18. The Hall fo Shame**
     18a. BracamonteAndy@msn.com
     18b. GoKart456@aol.com
 19. Stuff You Might Not Know But Want To
     19a. Translations for Marth and Roy
     19b. CPU Weaknesses**
     19c. The DK Rap
     19d. The Players' Guide**
     19e. The Beta Version**
     19f. Attacks of the Clones
 20. Legal Stuff/Contacting Me

*indicates that I'm not done with that section yet.
**indicates that this section will probably be frequently revised.

#

                          >>>Version History<<<

version 1.0
Jan. 29, 2002
What a lot of stuff! I did everything up to the All-Star
Mode as well as the last three sections.

version 1.5
Feb. 18, 2002
I added in dates to the version history! Also, this FAQ
now has a sites list! Wow! You probably want to see the
Events section I put up though. And now I have a DK Rap
recording on the computer, I no longer have to recite it
from memory! Speaking of which, some more CPU weaknesses
have floated to the top of my head.

version 1.6
Feb. 27, 2002
Dude, I don't seem to know squat about updating. Since
this FAQ is so large, I've corrected any errors I've
made over updating this to ver. 1.5.

version 1.8
Mar. 20, 2002
If anyone's still stuck on SSBM, I now have Target
Strategies for 21 of the characters for all you late
buyers and renters. And I corrected some typos along
the way.

version 2.0
Mar. 24, 2002
Hey hey! 2.0 is finally here! All of the Target Tests
are up! Whoa! Most of the description for Onett got
deleted! It's probably best simply to leave out
everything altogether. It's a pretty simply-structured
place. More typos corrected, and only one more major
section to go!

version 2.3
May 22, 2002
60 of the Bonuses are finished! Whoohoo! That's almost
1/4 of all the bonuses! 189 more to go... Speaking of
which, on a personal matter, it seems that my Gamecube
has been fixed and is now waiting at the post office
wiaitng for me once more.

version 2.6
Jun. 20, 2002
I decided to take a break on the Bonuses section and do
the whole trophy section all at once. It turned out to
be much longer than I thought, but it should lighten the
load on my e-mailbox. I also started the section dealing
with the official Nintendo Power SSBM Guide, the last
section of Other Stuff. Say goodbye to the chart comparing
the characters to the stages, as that's merely dependant
on your playing style.

version 2.7
Jul. 7, 2002
Not much to say except there's a message for someone with
an "invalid address" and that I finally redid the Onett
section, which got mysteriously deleted for some reason.

version 2.8
Jul. 16, 2002
After a whole lot of e-mails, this FAQ is more complete
than ever! Want some advice in Events 46 and 48? Need some
reinforcement on the authenticity of Sonic and Tails in
this game? Want to contribute to the Hall of Shame? Look
below for all of the answers!

version 2.9
Jul. 17, 2002
Two updates in two days? Wake me up! I have ten more bonuses
done, so now they're up to 70! Wow!

version 3.1
Jul. 29, 2002
A trophy rumor...check out what it is below the list of
unlockable trophoes. Also, no update this far into this FAQ
would ever be complete without more..bonuses! I'm up to 100!
Hooray! Sorry it took so long for so little, but Project
Howville really slowed me down on this.

version 3.2
Aug. 17, 2002
Power to the people! Dozens upon dozens of requests, corrections,
and suggestions have made it worth another update! I'm still
working on the Bonuses section, though I'm trying to finish the
Project Howville by August 22nd. Progress may speed up then, but
for now, be patient.

version 3.4
Aug. 24th, 2002
With Project Howville behind me and Super Mario Sunshine just
around the corner, there's no better time than to put up 27 (that's
right, three cubed) more Bonuses onto the list! I now have
everything up to Quintuple KO registered on what is currently the
largest SSBM FAQ I know! Only 122 to go...

version 3.6
Sep. 5th, 2002
Those lazy hooligans at the post office should have the Super Mario
Sunshine Bundle Pak at my doors by now! It's been ten days and not even
a letter from the mailman saying to pick it up! They're just horrible.
About the FAQ itself: The Hall of Shame has now been erected, courtesy
of an ignorant gamer named BracamonteAndy@msn.com! I also have all of
the bonuses up to 160, making me officially less than a hundred to go!

version 3.61
Sep. 6th, 2002
A very special update for a very special person! That's right,
GoKart456. If you are reading this, your name is now officially in this
FAQ! If you can't find it, copy and paste the FAQ and use the Search or
Find option to look for it. It's in there somewhere... By the way, I
still have no Sunshine.

version 3.62
Sep. 27th, 2002
Time really flies...I've gotten those 120 Shine Sprites, and Super Mario
Advance 3 is already out! Then there's Mario Party 4. With three games
with "Mario" in their titles coming out in three months, Nintendo is
really trying to dump out everyone's wallets. Anyway, there's a whole
bunch of contributions, including another Hall of Shamer whom I've lost
the message for :(, plus the usual additions from fans of this game.
It's still going strong, and it's already been out for ten months.

version 3.71
Nov. 1st, 2002
More power to the people! Due to an overwhelmingly huge onslaught of
letters into my e-mailbox, I'll be doing a full update, complete with
over thirty new bonuses contributed by bowser194.


#

                            >>>Introduction<<<

                             Me, Myself, and I

I guess I can compare myself to Leonardo da Vinci...and maybe Vincent
van Gogh too: I'm not able to finish FAQs once I start them. However,
like translating Doraemon into English (very indirectly if you know me),
I feel that it needs to be done. As for information about me, I'm not
giving away my real identity or any other private crud. I'll just tell
you that I have no clue as to how a computer works, so I can't fix one,
and that I'm acclaimed by my peers that I'm an excellent artist.
Unfortunately, I'm not very good at anything else, but I hope you like
this FAQ. I guess I'll also say that I've always sucked at history.

                       What is the Smash Bros. Concept?

The system of Smash is Nintendo's first attempt at fighting games. The
Big N, as some of you like to call it, has developed a series of games
for every gaming genre I can think of, as well as create some new ones
themselves. On April 26, 1999, the Nintendo64 got Super Smash Bros.,
which turned out to be a big success and made the Players' Choice
charts. The game itself was pretty low-tech compared to other games
around that period and HAL Laboratories's mascot is a dog who just bore
a litter. That sounds like the best game on earth, huh? Anyway, what
you do in Super Smash Bros. was not to deplete your enemy's/enemies' HP
to zero, but to knock him/her/it/them clear out of the arena, so far
they explode. Depending on what mode you play, you can either have
lives for each person or have a point system based on KOs. As for the
characters, they were stars of Nintendo games (as well as a couple of
sidekicks) brought together. Lots of fun, begging for a sequel, sequel
arrives, and the rest is history.

                          Super Smash Bros. Melee

In SSM, all 12 of the characetrs were fighters themselves--everyone
from Samus, a bounty hunter who goes across galaxies and fights major
monsters, to Mario, an overweight Italian plumber, to Jigglypuff, a
living plush toy. In Super Smash Bros. Melee, many of the newbies who
arrive star in games with little to no fighting at all. You've got
some princesses of two kingdoms. You've got the Ice Climbers, a couple
of Eskimos who carry ice-breaking hammers. You've even got Dr. Mario,
who prefers to find a cure for AIDS than anything else but is in here
anyway. SSBM actually has no story at all, so I'll improvise:

One day, there was a spoiled brat. He was so spoiled, he had 25 special
figurines of Nintendo characters, plus 265 more. His Nintendo
collection was complete, and he was shocked. Nintendo replied to him in
a phone call that they aren't making any more figurines for a long
while, so he took the one for Capt. Falcon and threw it at the Ice
Climbers. To his surprise, the Ice Climbers figurine sailed across his
room and made a huge thud at the other side. So he thought, Maybe they
can fight each other! Yeah! Some action-packed battles of Nintendo
characters will pass the time! And so, SSBM was born.

#

                           >>>Characters<<<

So, the brat thought up a rather large set of different moves and
assigned them to each character. The 4 unique atatcks, which are called
"special attacks", are designated with the B button. Along the way of
giving the 25 characters a set of special moves (and one with two), he
came across a block and decided to give the remaining 7 characters
without special attacks yet a similar moveset to another character he
already assigned mvoes to. He called them "clones".

                              In General

Before this kid could start any battles, he had to make up a set of
rules:
1. A KO is when you knocks someone else away and they blow up.
2. A Fall is when you blow up from someone else's attack.
3. A Self-Destruct is when you blow up without anyone else causing it.
4. Damage is figured out in %'s, which can go up to 999.
5. The higher the damage, the farther you get thrown from an attack.

The moves he gave to each and every character are listed below. They
may look different from character to character, but the use is the
same.

Key:
A=A button
B=B button
Z=Z button
L=L button
R=R button
X=X button
Y=Y button
(C)+direction=C-stick in that direction
>, ^, <, \/=move control stick gently
>>, ^^, <<, \/\/=move control stick hard
>>A=move the control stick right really hard and press the A button at
    the same time.
>>,A=move the control stick right really hard, then press the A button.
D=Up on D-pad (that's all you'll be using)

On the Ground:
>=Walk
>>=Run
\/=Crouch
^, X, Y=Jump (I personally recommend the X or Y button.)
(D)ĺ^ĺ: Taunt
(D)>, (D)<, (D)\/: Nothing
A: Standard Weak Attack
You can press A over and over to keep the
barrage going, and as long as the enemy is still in the range, he or
she will continue taking damage.
>A: Standard Strong Attack
This should do a higher amount of damage and send the enemy flying
somewhat. It's the attack used when you're in a group of opponents,
either to do some damage or get them out of your way because of its
speed.
>>A, <<A, (C)>, (C)<: Standard Smash Attack
This is the attack you'll use to KO someone. It either does a ton of
damage, make the opponent fly really far, or both. However, there's a
charge time, which means you shouldn't use it all the time. If you can
take your time, however, you can hold down A to charge some more, then
unleash the force!
>,A, <,A: Moving Weak Attack
It stops your walk, but it's stronger than the Standard Weak Attack and
weaker than the Standard Strong Attack.
>>,A, <<,A: Moving Strong Attack
Again, it stops your movement. It's stronger than the Standard Strong
Attack but weaker than the Standard Smash Attack.
\/A: Standard Ground Attack
This attacks enemies on the ground. It's moderate strength. Enough
said.
\/,A: Trip
You trip someone over next to you on the ground. They fall over, you
come to pummel them.
\/\/A, (C)\/: Downward Smash Attack
Basically, this attack sends anyone around you to the ground so quickly
they bounce right up. It's generally the vertical Smash Attack that
focuses in power and not strength. You still need time to pull it off,
though.
^^A, (C)^: Upward Smash Attack
It throws your enemies wayyy up, but the damage doesn't quite rack up
as much.
L, R: Shield
Each character has a shield that looks sort of like a colored contact
lens. It gets smaller both over time and as people attack you, and you
become paralyzed when it gets so small youer shield breaks, so don't
overuse it! At least it neutralizes all attacks done to you when you
have it on, but you can't move while you bring it out. ~ You can also
reflect projectiles or items thrown at you by shielding at the last
nanosecond, near impossible to do.~ Yet, the computer players have no
problem.
>L, <L, >R, <R: Roll
Roll around to evade attacks. Get behind someone either if you know
what your opponent is going to do or if you have very fast reaction
times. I prefer jumping out, though.
Z<, Z>: Sidestep
Do like Neo and dodge incoming attacks by moving your character's
middle out of the way!
Z, LA, RA: Grab
Grab an opponent. While grabbing, press A to attack them or choose a
direction on the control stick to throw them. ~The Links and Samus use
grappling hooks instead of actual grabbing, making it long-distance, as
well as a device for hanging onto a ledge. However, it takes much longer
to grab someone. Also, along with the A button, the Z button can be used
with L to catch items thrown at you.~

In the Air:
< and >: ~Slam back and forth to stop your tumbling.~
^, X, Y: Double-Jump (B-Up for a triple jump unless otherwise indicated)
A, >A, <A: Aerial Attacks
Attack someone in the air. Its strength depends on what you do.
>>A, <<A: Gamble Atack or Drill (depending on character)
Some characters, like Zelda, have an attack that'll either send someone
flying or simply do 1% damage, depenging on whether your timing was off
or not. Others, like Pikachu, have an attack that damages opponents
again and again and keep them in front. Again, it's hard to time but
really devastates the victims.
\/A, \/\/A, (C)\/: Downward Attack ĺAKA Spikeĺ AKA Meteor Smash
                   (for many characters; not all)
If you want to be cruel, you can use this attack over the edge to send
that poor sap hurdling down to the bottom of the screen! However,
you'll need some time to recover enough so you can start moving again.
^A, ^^A, (C)^: Upward Attack
Someone who has a high damage % can be struck by this attack while
falling down and be sent sky high! It's not as strong as a Smash Attack
but is still useful.
L, R: Air Evade
Basically a Sidestep in midair. You can stop anyone trying to do a
Downward Attack on you and send whoever that is hurtling instead. ~Also,
when you get hit hard, you can press L or R right before you reach the
ground to make a nice three-point landing. Well, the closest thing you
can get to a three-point landing as your character.~ It's better than
falling flat on your face, except when you're up against computer
players. That's a different story. ‰Lightly hold on a button to make a
thin shield that lasts longer, but you can't roll or sidestep.‰
Z: Air Smash
It's the way to send someone flying while airborne! The game will count
this as a failed grab, so don't do it in Bonus mode. ~It's equivalent to
a regular A-button Smash, but if you're nearby an item, you can pick it
up, as seen in the Special Movie. Pressing Z while holding an item will
simply make you drop it, from the ground or air, particularly useful
with explosive items.

Other moves:
A, while lying down: Out of the Way
If you fell flat, you can get anyone trying to pick on you out of the
way by pressing A to do a medium-strength attack.
A, while grabbing onto a ledge: Kick
Press A when someone gets close to resume fighting and knock someone
away in the process.
A, while grabbing someone: Grab Attack
Do damage to them while gripping them.
<, >, ^, \/ while grabbing someone: Throw
Up and Forward go distance, and Backward and especially Down focus on
damage. Choose the situation right for you.

                           Weight Classes

The characters are put into 5 weight classes: Super-Lightweights,
Lightweights, Middleweights, Heavyweights, and Super-Heavyweights. The
lighter characters are more agile and are smaller targets, and heavier
characters pack more punch per attack and can carry stuff more easily.
Heavier characters also usually don't get thrown as far, but not
necessarily. These are the characters in their respective weight
classes:

Note: The weight classes may be uneven, since their divisions are based
on groups of five rather than actual weight. Also, since all weight
testing was done by rspitzer@sprynet.com, don't ask me questions. These
are simply a bunch of estimates based on speed, jumping ability, and
knock-outability. For example, although Ness seems to be lighter than
Mr. G&W, Ness doesn't fly nearly as far when hit compared to Mr. G&W.
I may need to do some weight-testing myself to find out.

SUPER-LIGHTWEIGHTS:
Pichu
Jigglypuff
Kirby
Pikachu
Young Link
LIGHTWEIGHTS:
Ness
Mr. Game&Watch
Ice Climbers
Peach
Zelda/Sheik
MIDDLEWEIGHTS:
Falco
Fox
Marth
Luigi
Mario
HEAVYWEIGHTS:
Dr. Mario
Yoshi
Capt. Falcon
Samus
Mewtwo
SUPER-HEAVYWEIGHTS
Roy
Link
Ganondorf
DK
Bowser

š Marth and Roy positions corrected by TheOlympicHero. š


                          King Bowser J. M. Koopa
                        Master of the Koopa Troopas

Premiere: Super Mario Bros. (NES)
Bowser is the slowest character in the game, but he hits exceptionally
hard. Surprisingly, his biggest threats are the super-lightweights,
since they not can jump much higher than him and are much quicker, but
some characters are so short Bowser will have a hard time attacking
them! He's all-in-all a horrible jumper, but like any character, he can
be mastered. Bowser's got a thing or 37 to settle with Mario, and SSBM
is the chance he gets to beat the daylights out of that plumber.

B: Fire Breath
Bowser's famous for his fire-breathing abilities, and this atatck shows
that. While it counts as a projectile and has fairly short range, it
traps people in there and damage %'s goes up and up. Don't overdo it;
its range decreases from inferno to a toaster in the mouth.
>B, <B: Koopa Klaw
Bowser grabs someone to his mouth, and he starts gnawing. I'll bet it's
excruciatingly painful, but if you're merciful enough to stop mashing
the B button, maybe they'll thank you. Nah...
^B: Whirling Fortress
On the ground, it throws anyone who comes in contact with Bowser
around. Use it in the air, though, and you can cover great horizontal
distances.
\/B: Bowser Bomb
It's a butt-stomp for Bowser. Major damage, major grouind attack. It's
best if you use it in the air.

                             Captain Falcon
                     Collector of Space Race Trophies

Premiere: F-Zero (SNES)
Capt. Falcon is very unbalanced. He's really fast while running around,
but he's slow in just about everything else. There aren't too many
people who pick the Captain as their favorite, since you have little
control over him. He's almost as bad a jumper as Bowser, and he falls
down quickly. It's up to you, but again, he's masterable. He never
showed up in F-Zero or F-Zero X in person, but you can pilot his F-Zero
car, the Blue Falcon, which just happens to be the name of the
superhero in Dyno-Mutt (a pretty old Hanna-Barbera cartoon).

B: Falcon Punch
Anyone can see this attack from a mile away. It does some nice damage,
but the idiot has to yell out "Fal, cone, PUNCH!" whenever he does it.
Maybe turn down the volume all the way...? You can use this attack to
pick on someone who is about to fall back down next to you, at least.
>B, <B: Raptor Boost
It's a quicker, less powerful version of Falcon Punch. Thankfully, he
doesn't yell it out.
^B: Falcon Dive
He grabs someone, and in one mighty explosion he's immune to, he blasts
that sucker. This and Ganondorf's Dark Dive are the only two attacks
that can do anything against Kirby's Stone atack, making the Showdown
event very difficult.
\/B: Falcon Kick
What a loudmouth...Does he HAVE to yell this out too? It's basically a
cross between Falcon Punch and Raptor Boost.

                                 Donkey Kong
                       The First Member of the DK Crew

Premiere: Donkey Kong (Arcade)
Nintendo again got special permission from Rare UK to use Donkey Kong.
Unusual, since Nintendo originally had the rights. DK has similar
attributes to Bowser in jumping, except he's pretty fast. DK has no
projectiles, so he just relies on pure muscle to get rid of his foes.
The DK crew, which consists of friend and family of DK, is a group of
apes called Kongs who travel in British adventures, once against Mario,
now against King K. Rool.

B: Giant Punch
While you're out of the way, hold down the B button to charge it. When
you see him stop, get up close and personal to unleash that steam! You
will get the Coward anti-bonus, but who cares? It's worth a KO.
>B, <B: Headbutt
Grind someone into the ground with this. They'll pop out, but until
then, they're immobile.
^B: Spinning Kong
DK's arms turn into a propeller as he whirls across the skies like a
beautiful butterfly.
\/B: Hand Slap
DK is invincible against all things except projectiles, since anyone
who touches DK like this is sure to get sent flying straight upwards.

                                Dr. Mario
                             The Cure for All

Premiere: Dr. Mario (SNES)
Dr. Mario got his degree at the Mushroom Kingdom University. The
marching band sucked, so Mario decided to get a degree in medicine.
Together, with his trusty nurse Peach by his side, he dropped his
Megavitamins into bottles of virii and eliminated two epidemics that
ran across the whole kingdom: one by an outbreak, one by Wario. As for
how he does in SSBM, he's basically a slower Mario with stronger
attacks.

B: Megavitamins
They bounce higher than Mario's fireballs and make Dr. Mario noises.
These things do twice the damage than Mario's regular fireballs.
>B, <B: Super Sheet
Dr. Mario's Super Sheet deflects projectiles and leaves people spinning
from his doctor coat. It's a bit narrower, but it's somewhat faster.
(H) You can also use this as a recovery move. (H) 
^B: Super Jump Punch
It throws people really far. He's recommended for those teams against
you in the 1-player mode.
\/B: Dr. Tornado
While Mario's Tornado traps people in his arms and Luigi's Cyclone 
throws them out in one big swoop, the Dr. Tornado traps people in and
sends them flying...in random directions.

                              Falco Lombardi
                        The Bluebird of Happiness

Premiere: Star Fox (SNES)
Falco is another one of the right-hand men serving to fight in SSBM.
For a talking animal, he's really quite a sour lemon, more than Fox
himself. He's a bit slower than Fox on the ground, but he can use his
mighty wings to jump up really well. I guess Falco is best suited for
people whose strategy is lots of jumping, as well as frequent players
in the Icicle Mountain arena. The problem is that he falls really fast
(which is unusual for a bird, since they have hollow bones to reduce
their weight) and although has benefits, it obviously brings Falco a
disadvantage. I wonder if Peppy and Slippy will be characters in a
future Smash Bros. game...

B: Blaster
Falco's Blaster is a lot slower than Fox's, though each blast has
enough momentum to actually stop your target from further advancement.
It's a great projectile and has nearly infinite range.
>B, <B: Falco Phantasm
It's exactly like Fox's. Just don't do it when you're facing the edge,
or you'll fall right off.
^B: Fire Bird
Like Fox's, there's a charge to this attack, but it deals major damage.
Again, you can control its direction during the charge by holding the
control stick in a certain direction. ĺ Sadly, a difference is that the
Fire Bird doesn't take you as far of a distance as the Fire Fox. ĺ
\/B: Reflector
It's a special shield that intensifies the power of any projectile
heading Falco's way and boucnes it right back. In addition, you can now
turn it on while next to someone else to do some damage.

                               Fox McCloud
                  The Classic Shrouded-in-Mystery Mammal

Premiere: Star Fox (SNES)
As Fox travels through that Lylat System stuff, he's going on a wild
goose chase. No one has any clue of the real identity of the mad
scientist Andross, and that's why. The Starfox crew is led by this guy,
whose rights were recently given to Rareware (again) to make Dinosaur
Planet, a game that's been in progress for who knows how long. Fox is
nearly as swift as Captain Falcon while running, and his attacks are
pretty fast, though he doesn't quite put the hurt on folks.

B: Blaster
Fox pulls out his laser gun and starts blasting away at rapid fire.
His targets don't really care, since they do between 1-3% damage and it
doesn't stop anyone's movements.
>B, <B: Fox Illusion
Fox stops for a moment and dashes forward at lightning speed, leaving
the others eating his dust and with about 9% more on their meters. aThis
move doesn't hit toward the end of the dash a
^B: Fire Fox
It's a jetpack kind of headbutt that takes some charging time. You can
control its direction during the charge by holding the control stick in
a certain direction.
\/B: Reflector
Turn anyone's projectiles targeted at you right back at them! aAlso does
decent damage to adjacent enemies. a

                               Ganondorf
                           King of the Gerudos

Premiere: The Legend of Zelda: Ocarina of Time (N64)
          The Legend of Zelda (NES) as Ganon
Before Ganon claimed the Triforce of Power (that's one of the three
little triangles that make up the Triforce), he was the only male
Gerudo of his century, named Ganondorf. Although the Gerudos are self-
centered and reclusive, they never had any intentions as to ruling
Hyrule until Ganondorf decided to start his plans to plunge the country
further into the Dark Ages, more than what it already is. In SSBM, he
stole Capt. Falcon's moves, added power, and lowered speed and jumping
ability. Basically, he's a heavyweight-kind of guy. Except he's one of
the heaviest.

B: Warlock Punch
Ganondorf pretty much gets a hemorrhoid and vents out his rage into a
super-powerful punch with a range smaller than it looks.
>B, <B: Gerudo Dragon
Faster, but less powerful. Also, like Capt. Falcon he doesn't yell it
out, which is good.
^B: Dark Dive
For any Kirby player who loves to use the Stone attack. It's a grab,
then an explosion, then recoil. Don't accidently throw yourself off the
ledge, because Ganondorf's a terrible jumper. No, make that "horrible".
\/B: Wizard's Foot
Ganondorf's only somewhat fast attack. Doesn't excel in damage but can
get you out of the fray. aThis can also give you unlimited jumping ability.
It allows you to re-do the second jump until you use Dark Dive. a

                                Ice Climbers
                                Eskimo Hikers

Premiere: Ice Climber (NES)
How many games of Ice Climber (NES, 1985) was bought? Very little, both
from the unappealing look of the game to the poor release strategy,
only weeks after Super Mario Bros. came out. Who knows? Maybe if Ice
Climber came out before SMB, Popo and Nana would be the dual mascots of
Nintendo. Anyway, the game Ice Climber was about...the Ice Climbers.
They were in search of miscellaneous vegetables and fruits commonly
mistaken for vegetables dropped by a condor (was it?) on the top of the
Infinite Glacier. They were getting nowhere fast, but so what?
When it comes to fighting, the Ice Climbers know how to hit and hit
hard with their hammers. It's not their only weapon, but almost. If you
choose to play as the Ice Climbers, keep in mind you're only playing as
one Ice Climber, while the other one hangs out behind you and does
whatever you do (sort of like Tails in Sonic 2). Should the other Ice
Climber get KO'ed, all of your moves will be severely cut down in power
and some won't even be useable, so play with caution! Ice Climbers are
like Ness: everyone says they suck until they play as the Ice Climbers
for a while. Personally I think they're quite lethal.
NOTE: If you don't know who you're playing as, it's the Ice Climber in
the darker color coat. Sometimes it's Popo, sometimes it's Nana, but it
doesn't matter. BTW, Popo's parka is blue or green and Nana's is in the
red end of the spectrum.
aNOTE 2: You can also play as one Ice Climber. If you use Taunt and hold
the up direction, the second Ice Climber will continue taunting a few times
while you have complete control over the first. a

B: Ice Shot
Not very useful. It's a slow projectile with small power and minimal
throw distance. Two mini-glaciers come out of the ice hammers of Popo
and Nana are there, and one if the second one is gone. They travel
along the ground for a pretty long distance, so you can do this over
and over while the others are fighting far away.
>B, <B: Squall Hammer
The Ice Climber(s) spin(s) around and whack(s) opponents using those
hammers. It's twice as powerful while having both Ice Climbers, since
they face opposite directions as they spin across the ground. This can
also be a pseudo-third jump for a lone Ice Climber.
^B: Belay
If both Ice Climbers see themselves falling, and they're close to each
other, then the Belay maneuver sends a gummy grappling cable between
them and get pulled up. This is almost completely useless, since the
other Ice Climber may not be anywhere close (or may be KO'ed). In that
case, you just swing your hammer and go up maybe an inch as your triple
jump. Might as well try; it can make all the difference. a If you have 
both Ice Climbers, this teleports the farthest one toward the one you are
controlling. a
\/B: Blizzard
Whatever Ice Climbers are left of your mighty duo breathe out ice,
sometimes freezing people in their tracks. It's pretty cool, but it
doesn't throw people. You just use it to build up damage. Use it over
and over to skyrocket %'s.

                               Jigglypuff
                 The Singing Wonder of a Balloon Pokémon

Premiere: Pokémon Red/Blue (Game Boy)
While Pikachu is at #1, Jigglypuff stays at #2. Well, ever since the
Gold and Silver cast of Pokémon came pouring in, opinions quickly
shifted, and favorites became Marrill and Lugia. No character will be
spared from Super Smash Bros., and Jigglypuff is still here... Her
power has just about quadrupled, and she's got a new Rollout attack.
She gets tossed around like hell again, but her midair control has
dramatically changed for the better. Normally, a Jigglypuff would be
given moves like Thunderbolt, Fire Blast, and sometimes Hyper Beam, but
this Jigglypuff has settled to a moveset truer to itself.

B: Rollout
Simply pushing B won't get you anywhere. However, if you hold down B,
you can go on a KOing rampage through the arena. Either that or deal
some incredible damage, ridiculous for something with eyes as big,
round, and adorable as that. Just move away from the action and roll at
'em. aAnd, as shown in the Classic Game End movie, you can bounce off the
walls with this. a
>B, <B: Pound
This used to be Jigglypuff's regular B attack, dealing 4% and merely
tripping people. It turned into a B-smash attack, dealing 16% or maybe
even more and launching those fools sky high. Its range is still as
short as ever, unfortunately. If you get smacked far as Jigglypuff, you
can alternate between jumping and pounding to make a nearly horizontal
path back to the playing field. aThis is a decent setup for rest, too. a
^B: Sing
Jigglypuff doesn't use ^B to perform a triple jump. No way. What you do
is jump over and over, and maybe Pound between each jump if you need to
cover additional horizontal ground. Instead, Jigglypuff's Sing is
assigned as ^B. Also, it only works on opponents on the ground. So its
use is recommended in Team Battles, preferably with Friendly Fire on.
Speaking of which, the amount of time they sleep is dependent on the
amount of damage they took. ‹More damage=longer sleep time.‹ 
\/B: Rest
It doesn't cure status problems or heal all your health, unlike what
Rest is supposed to do, but this attack, made almost useless by the
downgrade in Sing's sleep. You're supposed to stand next to someone
and bring them 26% closer to a KO as soon as you fall asleep. I guess
you can use it when you're surrounded, but you fall asleep yourself for
a while. aIf you do at least 32%, it's a instant KO (Assuming of course
that there's nothing in the way) a

                                Kirby*
                           Pop Star Psycho

Premiere: Kirby's Dreamland (Game Boy)
As of this game, Kirby is officially defined as a "he". He's been in
games rather prolifically, starring in 6 or 7 games in a single year.
Actually, he started as a virtual paperweight--they put Kirby in there
while designing Kirby's Adventure as a place holder for the main
character, yet to be designed. Then a change of mind... Anyway, Kirby's
highlight is in his seemingly black-hole lungs and his almost dopple-
ganger-like qualities. Actually, he can shapeshift, but he doesn't
assume the form of someone else. The 8-inch-tall competitor is quite a
fighting force in both Smash games; he's fast, has a quintuple jump,
and Kirby can steal abilities from other characters. he needs that
quintuple jump, maybe even the ^B final jump, since he's one of the
lightest characters in the game, and also THE lightest of the nonsecret
characters. IMO, Tiff reminds me a lot of Mandy from Grim & Evil, but
I know the two characters are vastly different.
(Many fans of SSB hoped for King Dedede, archenemy of Kirby. King
Dedede is a penguin who can do most, if not all of Kirby's moves.)

B: Swallow/Absorb/Use Stolen Power
Hold B to get Kirby to start inhaling. He can't move so hope someone
comes close. After putting someone in your mouth, press A to spit them
out, or crouch or press B to Absorb the character's power and get an
outfit similar to the character copied. *(Look at Mr. Game&Watch Kirby.
Pause and look around him, maybe even when doing the Chef attack.)
If you got someone's move, press B to use that like you would when
playing as that character. Taunt to get rid of it; transfer another
Kirby's power to you by swallowing that Kirby in.
>B, <B: Hammer
It's horizontal while on the ground and vertical while in the air.
Either way, it's a powerful attack.
^B: Final Cutter
Kirby draws out a sword, leaps up into the air, and comes down again,
leaving a shockwave that also does damage. You still have control over
Kirby's direction by holding the control stick left or right.aIf you land 
on a shell after going up, you'll bounce back up with the sword. a
\/B: Stone
Kirby turns into one of four different types of rocks. There's no
difference; but unless you just want to stay invincible for a while,
jump up into the air and fall down on those suckers to get some major
damage done. If you're quick enough, they won't be able to do anything
to you.

                                 Link
                            Rebel Keebler

Premiere: The Legend of Zelda (NES)
Link is an elf in green who is the sole challenger to Ganondorf/Ganon.
Using an ordinary sword with a few upgrades and an arsenal of weapons
he keeps between his back and his shield time and time again he got rid
of the demon pesteribng tyhe magical land of Hyrule. Shigeru Miyamoto,
creator of link, Mario, and a billion other Nintendo characters, is
deciding to go for the Samurai Jack look on his next Zelda game. SSBM
is probably the last game to feature Link realistically like this. Link
is pretty fast and has better jumping now, and all of his fans' moves
are back.

B: Bow
Link pulls out a @Silver@ Arrow and tries to hit someone with it. It
doesn't encase people in ice, but the longer you hold B, the farther
and higher it goes. I always have a tendency to shoot the arrows clear
over everyone's heads when I use this attack. Young Link seems to be a
bit better at it.
>B, <B: Boomerang
It does what every boomerang does--injure people and comes back for
more. You can control the boomerang while it's flying, and it can go
right behind you. Don't worry... link will neveer lose it, no matter
what. aIt's great for the Multi-Man Melee's, as well. a
^B: Spin Attack
It's not the same Spin Attack that Sonic has, but Link whirls his sword
around like a beautiful butterfly. aWhich launches people upward, unlike
his younger incarnation's. a
\/B: Bomb
Press \/B to pull out a Bomb and treat it like it was an item. Don't
take too long; it'll explode! ¶However, you can use it as a fourth jump
(though it's small) by having it blow up in link's face if he happens to
be holding a bomb after a triple jump.¶

                             Luigi P. Mario
                         The Eternal Understudy

Premiere: Mario Bros. (Arcade)
Luigi has always been in Mario's shadow. He's been the hero in three
games that don't quite go into Nintendo's Hall of Fame: Mario is
Missing, which nobody likes, Mario vs. Wario, which never came out
here, and Luigi's Mansion, which reviewers liked but the masses didn't.
Luigi is, of course, similar to Mario. He's a bit slower in everything,
but he's one of the best jumpers in the game. (He even falls slow,
which is a definite yes.) He has enough differences to get some people
to not consider him a "clone" character, but at heart, he still is.

B: Fireball
Unlike Mario's Fireball and Dr. Mario's Megavitamins, Luigi's Fireballs
are unaffected by gravity, so it just goes straight ahead until
something gets in its way, when it vanishes. It's clearly better on
arenas with straight horizontal floors, like the Fountain of Dreams,
but it's not recommended for the more bumpy places, like Hyrule Castle.
ĺThese things also tend to dissapate rather quickly. ĺ
>B, <B: Green Missile
Hold down B to charge this tremendous headbutt. It's just like Pikachu
and his Skull Bash, but there's a 1 in 8 chance that luigi will start
off his attack with a bang. aThis can be used as a escaping move, such
as when Giga Bowser is about to smash you. a
^B: Super Coin Jump
It's slower than the regular Coin Jump and doesn't trap people, but if
done right, it will leave your victim on fire and flying. Also, don't
forget the solid 25% damage.
\/B: Luigi Cyclone
Again, it doesn't trap people, but it sends them flying in one heavy-
damage swoop.

                            Mario P. Mario
                             The SuperStar

Premiere: Donkey Kong (Arcade)
The Italian plumber who single-handedly brought home video gaming from
an obscure Atari thing into a popular concept is back, and he hogs the
spotlight again in SSBM. He's had almost no change from SSB to SSBM,
and the staff consider this Koopa-beatin', warp-pipe-travelin', Subcon-
savin', golfin', partyin', tennis-playin', Wario-combatin', commonly-
referenced-to dude the standard of weight. Not me. I'd say he's on the
heavy side. The Jumpman reputation has been completely demolished from
his so-so jumping, but he was designed to be picked up from by
beginners.

B: Fireball
This thing bounces across the ground just like in SMB. You distinguish
Mario's and Luigi's Fireballs by their color, so you don't accidentally
see one of his Fireballs as one of your own, or vice versa. It bounces,
but the bounces are very small, so it's almost a ground-based attack.
>B, <B: Cape
The cape in SMB3 is back, and you can daze and confuse your enemies
with it (Ś doing 10% damage Ś) or dodge projectiles. Quick reaction
times needed. (H) You can also use this as a recovery move. (H) ĺ I was
told that it reflects any attack, meaning a swift Mario expert can be
near-invincible. ĺ
^B: Super Jump Punch
With a classic SMB bound and the noise, Mario drags opponents skyward,
doing 1% for each time a coin appears. And it accumulates, so better
watch out. This attack overrides almost everything, but it's hard to
aim.
\/B: Mario Tornado
Mario spins around with his arms like a beautiful butterfly, trapping
anyone who comes by, followed by a fling.


                                Prince Marth
                                    Who?

Premiere: Fire Emblem (Super Famicom)
US Premiere: Fire Emblem Advance (GBA)
I have no clue who Marth is. All I know is that he was the prince of
some kingdom in Fire Emblem, a Japan-only RPG made by Intelligent
Systems, and his precious little kingdom is destroyed. Anyway, he's
moved on. His sword is strongest at the tip, for some reason,
completely defying the force-distance formula we all know in physics.
He's also surprisingly fast and a good jumper. His attacks, however,
don't pack as much a punch as Roy's does. {It seems that Marth's
Japanese name is Marusu. I have yet to know if that means anything,
‹though due to lots of mail telling me and taking that last line too
seriously, yes, that is the closest Japanese pronunciation you can get
to the word "Marth".‹ ßIn addition, when Marth does an attack with a
Smash Attack with a Whacking item, he hits with the sword before he hits
with the item, so if you get lucky, you can get a ton of damage done.ß

B: Shield Breaker
Remember those guys with swords in animé who just hold their swords
stayling still for a long time, then they charge their swords with
incredible strength? Yeah, that. Hold down B...
>B, <B: Dancing Blade
Press B over and over and Marth'll do some swordplay, swinging his
butterknife around like mad. He'll do up to 4 swipes, so hope for the
best. (H) You can also use this as a recovery move, but it's most
efficient when you only use the first swipe. (H) 
^B: Dolphin Slash
Marth quickly leaps up with his sword ahead of him. There's little
practical use for this other than to damage the others somewhat, since
it does a poor job of dragging people up. ‹Another little tidbit of
ineffectivity: The range is tiny.‹
\/B: Counter
If you know someone's about to attack you, press \/B to block whatever
that attack is (if someone's coming to hit you) and return a swipe of
that sword. Pretty useful, but it doesn't block grabs. aIt's useful for
Master Hand, though. a

                                    Mewtwo
                                Psychic Kitty

Premiere: Pokémon Red/Blue (Game Boy)
Mewtwo was created by Giovanni, head of Team Rocket. He's not really a
cat, but a team of scientists headed into a jungle in search of Mew,
who is believed to be the strongest Pokémon alive. Giovanni ordered
improvements upon news of a successful source of Mew DNA, and after
failed attempts of Bulbasaurtwo, Charmandertwo, Squirtletwo, as well as
Ambertwo, the head scientist's dead daughter's cloned subconscious,
Mewtwo escaped the clutches of Team Rocket twice: once alone and once
with the help of Ash and his crew. Mewtwo may be only slightlier than
Ganondorf in SSBM, but his speed is more of a middle-weight--and Mewtwo
flies like a light-weight. Except when using the Parasol item, Mewtwo
never uses his hands or feet to battle. Almost everything is done using
his unimaginable psychic powers.

B: Shadow Ball
If you happen to be far away from the rest of the gang, face away from
them and start holding down B. This'll charge up the Shadow Ball. Why
the other way? Mewtwo charges this attack from the back, just like in
DBZ. Anyone who comes close to Mewtwo's back will suffer the effects of
a charging dark purple ball. Once released, the squiggly path of Shadow
Ball may work with or against you. aIt does less charging damage after it's
fully charged up. a
>B, <B: Confusion
Confusion is normally the Psychic-type tackle in the Pokémon games, but
this is his main damage-dealer. Anyone in front of Mewtwo gets tossed
around and eventually gets set back onto the ground at about 9% more
damage. This can happen twice a second. You can probably tell from the
way this works that it's an excellent trapper move, so use it when
there's only one opponent. (H) You can also use this as a recovery
move. (H)  
^B: Teleport
This does nothing other than relocate Mewtwo two body lengths(some-
times three) up. No damage. Use it sparingly, maybe a way to get up to
another platform when you're stuck in a pummel.
\/B: Disable
This temporarily paralyzes someone close to you and facing you. Disable
is probably a key element in most expert Mewtwo players. aDo it twice in
rapid succession for a nice smash attack a


                              Mr. Game & Watch
                      The Stick Figure with an Attitude

Premiere: Game & Watch Series 1 (1980)
^Gumpei Yokoi, who died in 1997 from a car accident, created the Game
and Watches, along with everything Nintendo made that ends in "Boy"
(yes, the Game Boy too), R.O.B. the Robot, the D-Pad, and a bunch of
other peripherals. If you have any sense of chronology, you'd know that
he wasn't involved with the Game Boy Advance, since he was dead by then,
but that doesn't end in "boy", now does it? He, in fact, turned Nintendo
into a gaming company. He resigned from Nintendo and made the Wonderswan
Color, an independant portable game system that refuses to lose to his
own original creation, the Game Boy.^ Without him, Nintendo would still
be a Hanafuda card company. As a special tribute to him, I assume, Mr.
Game & Watch was created as the last secret character. There were
dozens of Game & Watches available, including the ever-popular
Donkey Kong. Mr. Game&Watch, as it's spelled in SSBM, is a flat filled-
in stick figure with a nose, balls for hands, and ovals for feet and a
torso. His non-B attacks look pretty unusual, but at heart, they follow
the rules of the regular attacks in terms of results. For example, the
continuous A-button attack is a bug spray barrage, but it works just
like a bunch of kicks and punches. Since he's flat (actually his outline
is 3-D), he doesn't have any real volume, so he gets tossed around as
easily as Jigglypuff and Kirby. He's pretty darn fast, is a good jumper,
and his throw is hilarious also.

B: Chef
Mr. Game & Watch holds out a frying pan and anyone who gets hit with
the sausages he flips gets damaged. The sausages travel almost straight
up and should land a few feet in front of him, but you can, like all
other attacks of this sort, alter its path by holding the control stick
in a certain direction.
>B, <B: Judgment
The classic mallet comes out, and Mr. Game & Watch hits the other guy
with it. The special part: A 1-digit number appears over his head. I
haven't taken a good look at all of them yet, but these are the ones I
can remember:
1=Exceptionally Weak Koopa Shell
2=Regular Hammer
3=Slash
4=^Strong Hammer^
5=Electric Attack
6=Fire Attack
7=Health-Restoration Attack
8=Ice Attack
9=Forward Smash Attack (it's NOT an instant KO...I've seen it not work,
   but I'll admit that it's right up there with the PK Flash and Rest.)
^B: Fire
Considered by many to be the best Game & Watch game, Fire's goal is to
get as many falling people down a burning building as possible. In this
game, however, the trampoline serves the opposite effect: it launches
Mr. Game & Watch up a significant distance, and Mr. G&W becomes a
projectile. The firemen look pretty neat.
\/B: Oil Panic
Many people have no clue of what it does, but I know. Ha. Mr. G&W takes
projectiles thrown at him, puts it into the can, and after three
projectiles is when the attack is unleashed. ¤Press \/B again after the
bucket is filled to unleash the oil on your enemies.¤ Depending on what
projectiles you got, in there, it can do as little as 3%, or as much as
154% and instant KO! It's one of the most advanced attacks in the whole
game though, since you need to train yourself really hard to use Oil
Panic at any projectile. aDon't use this to block Sheik's Needle Storm,
though, because then you get a pathetic charge. a

                                  Ness
                             Boy PSI Wonder

Premiere: Earthbound (SNES)
Ness is a boy from the tiny town of Onett who reacted to the meteorite
in his backyard, realizing an alien invasion is coming. With the help
of some other kids, like Paula, Jeff, and Poo, the Mr. Saturn aliens,
and a wild cast of miscellaneous characters, Ness stopped the bad
extraterrestrials from world conquest. In SSBM, Ness is small, but he's
dense, as in physics. He falls slowly, but he has a somewhat easier
time carrying large objects, is slower, and can withstand upwards of
250% before being blasted away. Ness's attacks usually involve either
the PK (psychokinetic) powers he learned from Paula or regular kid
weapons used for injuring someone, like a baseball bat and a yo-yo. IMO,
the way Earthbound is set up means it's begging to be made into a
cartoon. Since Ness is my favorite character, I'll be supporting for it.
aNintendo keeps planning for a Earthbound 2, but they never finish it.a

B: PK Flash
What is this? It's an incredibly slow charge attack that barely covers
any distance. Hold down B until someone gets into the green flashing
thing that came out of Ness's head. Then, release B to do what may be
Ness's strongest attack! Try holding L, R, or Z while pushing in Ness's
direction to increase its distance. This thing can do up to 42% damage
though, and it's an instant KO after 50%. Powerful stuff!
>B, <B: PK Fire
It used to be just plain B. But ah, who cares? PK Fire starts out as a
tiny line coming from Ness's eyes. If that little line hits anyone, he
or she gets encased in a column of fire and can't get out until it dies
down. A second PK Fire can't start inside the first one, so you can't
use this to pile on damage. However, you can use that bat to swing away
at the hostage you put in the flames.
^B: PK Thunder
After releasing it, you got 2 seconds to steer it with the Control
Stick to where you want it to go. You usually would use it like a
homing missile, maybe to strike people or to eliminate Bob-ombs and
Motion Sensor Detectors before you blow up from them. However, if Ness
is struck from it, it becomes the PK Headbutt, used as not only a
triple jump, but as an attack that's more than a Smash Attack.
\/B: PSI Magnet
If you feel that a projectile is coming your way and you're high in
damage, the PSI Magnet can be activated to turn harmful missiles into
a recovery technique. Ness's damage % gets subtracted an amount equal
to the projectile's damage if it were to hit Ness. Very handy against
the Master Hand's bullets. aAlso a incredibly cheap way to play team
matches with Friendly Fire.a

                           Princess Peach Toadstool
                                   Fruity

Premiere: Super Mario Bros. (NES)
Here we meet one of the damsels always in distress. Poor Peach. She's
always getting captured by Bowser, once simply as a kidnappee, now
with Bowser around trying to convince her to do some stuff with him.
She's got many talents, much like Mario and his pals. Just play any of
the Mario Party games to see what I'm talking about. Here's her chance
to lay the smackdown on Bowser, since with SSBM comes superpowers, as
shown by her B attacks. (H) Oh, man! Everyone who's played as Peach
should know this. How could I forget? Press the X or Y button and hold
it down to open an umbrella that will float you back to safety. Thanks,
Hyman! (H)

B: Toad
Toad is a very strange shield. I guess it works a lot like Marth's
Counter, except ĺ with spores instead of a sword. ĺ By the way, what
Peach does is pull out Toad from behind her back. The little guy is 
kay, though. Don't worry.
>B, <B: Peach Bomber
What the heck is this? Peach bumps into someone and they explode. You
can also probably relate this to Capt. Falcon's Falcon Dive, except
it's horizontal rather than vertical.
^B: Parasol
Peach has no need for the Parasol item (or does she?) because her ^B
triple jump involves launching up with a Parasol in her hand and
floating straight down. Anyone who touches the umbrella takes damage,
and it's obviously the most when the Parasol is sharpest.
\/B: Vegetable
Press \/B to take a turnip out of the ground, like in SMB2 (Doki Doki
Panic). Then, use the Vegetable as an item. Ć Also, other items, such as
Bob-omb and Mr. Saturn, can be pulled out of the ground using this
method. 

                                     Pichu
                     Should a Baby Pokémon Go Through This?

Premiere: Pokémon Gold/Silver (GBC)
Pichu is a baby Pokémon. That means it can't breed, has lower-than-
usual stats, and evolves into what should be a Basic Pokémon. In short,
a Baby Pokémon is little more than a novelty to be cute and fill your
Pokédex. What I think is the reason why Pichu made it into the cast of
SSBM is from the mini-movie for Pokémon the Movie 3, called "Pikachu
and Pichu". It guest stars two Pichu brothers, who always get into
trouble with the other local Pokémon but are members of a small
community itself, living in a huge pile of car tires with gears and
cogs and doodads inside from an old clock tower. Phew. Anyway, Pichu is
probably the #1 Pokémon of the new series in Japan, which may explain
why Calimon, a Digimon with a major role in Season 3, has Pichu-like
proportions. In SSBM, Pichu is an incredibly light character, mentioned
in its trophies as the lightest character in the whole game. Weighing
in at 2 pounds, this probably justifies it. This also means the
lightest of the super-lightweights has an incredible speed and can jump
like no white man can (no offense, I had to put that in there). What
the main reason why Pichu is considered by many to be the worst
character though, is the fact that any electrical attack it does, plus
Quick Attack, does damage to itself, so your aim had better be sharp or
you'll damage yourself a lot for no reason. On the other hand, many of
Pichu's attacks hit as hard as a heavy-weights but are rather fast...

B: Thunder Jolt
For each Thunder Jolt Pichu does, it damages itself by 1%. Maybe it's
to upset the fact that anyone hit by this attack takes 8%... The
Thunder Jolt isn't a real Pokémon attack, but it works like a faster
version of Mario's Fireballs. Otherwise, it behaves exactly like
Pikachu's.
>B, <B: Skull Bash
Be thankful that Pichu takes no self-damage from Skull Bash. (It's the
only B-attack Pichu has that doesn't.) Hold B to charge up from a
distance, then unleash the Skull Bash with deadly power. You can also
do this from the air. aPichu takes forever to charge this move. a
^B: Quick Attack
Pichu takes 1% from the first Quick Attack and 3% on the second one.
It's even slower than Pikachu's, so use it only when you think you'll
fall into oblivion without it. Pichu dashes up, and hold another
direction on the control stick to do another one in another direction.
You can't do two in the same direction, though.
\/B: Thunder
Pichu calls lightning from the sky down onto Pichu itself. Anyone
caught in the electricity will be sent flying, and you can keep this up
to bring them higher and higher until they get KO'ed. Pichu may take 3%
for each of this attack, but only if the thunder actually hits it. If
Pichu has a platform overhead or if it's on a moving platform, the
attack won't hit Pichu. Unlike Pikachu's Thunder, which launches people
diagonally, Pichu's is almost straight up--directly in the line of the
next Thunder, should you call another one. aDon't use this on Icicle 
Mountain.a 

                                  Pikachu
                              1' 8" and 12 lbs.

Premiere: Pokémon Red/Blue (Game Boy)
Well, does anyone need to know why Pikachu made it into both of the
Smash Bros. games? Of course not...I'll get right down to Pikachu's
how-it-does in SSBM. Pokémon, it seems, is the fastest change in
popularity for any Nintendo concept to date. Before 1996, when Nintendo
makes a game, it either stays popular forever, like Mario, or it stays
in the corners of Nintendo's libraries, like Custom Robo 2. Pokémon,
during its first four years it came out, overshadowed even Mario in
Nintendo's sales and brought the Game Boy back to life. Now anyone who
plays it is considered a loser. If you want to know, I still play it,
and I'll bet the very people who say this takes out their GB, GBP, GBC,
or maybe GBA in their closets and keep playing their Gold versions or
whatever. Pikachu is an exceptionally fast character. Probably only
Capt. Falcon, Fox, and Pichu can outrun Pikachu. Pikachu also jumps
well, but I guess it complements how Pikachu can get sent flying at
less than 70%.

B: Thunder Jolt
Press B to send out a little bolt of electricity that bounces across
the ground and electrocute anyone who gets in its way. This thing can
follow the curvature of an arena and can even go down walls and on a
ceiling below. If done in the air, it first turns into a little ball
that travels 45° downward, then it retains the normal properties of a
thunder Jolt once it hits the ground.
>B, <B: Skull Bash
Hold down B to charge up, then release it (or let it automatically
release when it's fully charged up) to produce a major headbutt! a
Can be used for a recovery move. a
^B: Quick Attack
This attack does damage this time around, but it's still mainly used to
get somewhere above really fast. Pikachu almost teleports straight up,
and holding the control stick in another direction allows for another
boost.
\/B: Thunder
Pikachu calls Thunder down from the sky to itself. It stops at the
first platform it runs into before hitting Pikachu though. Pikachu
won't take any damage, but anyone who runs into the wall of shock will.

                                     Roy
                                     WHO?

Premiere: Fire Emblem 2 (Super Famicom)
Another character from Fire Emblem...I don't have any clue as to Roy's
role in Fire Emblem, but he's definitely heavier than Marth in SSBM. He
functions like a halfway-point between the middle and heavy-weights: He
hits hard, but not ridiculously hard, and he's respectably fast. His
jumping is awful though. Aim for people with his sword's middle--that's
its strong point. {Roy's Japanese name is spelled out as "Roi", and
though completely mispronounced, "roi" is also French for "king".} ßIn
addition, when Roy does an attack with a Smash Attack with a Whacking
item, he hits with the sword before he hits with the item, so if you get
lucky, you can get a ton of damage done.ß

B: Fire Blade
For some reason, the computer players know exactly the last millisecond
to strike before Roy fully charges this up. (Hold down B, as usual.) If
anyone gets hit by the attack fully charged, they'll get KO'ed if
nothing's in their way, or at least a whopping 50% damage ĺ and 10% to
Roy. ĺ
>B, <B: Double Edge Dance
(I'd expected the Koopa Kid Roy when I knew he was a secret character.)
The Double Edge Dance is just like a slower version of Marth's, but
each hit is 1% stronger.
^B: Blazer
It's not as fast nor does it go as high, but Roy's Blazer intensifies
damage by setting the poor fellow in flames.
\/B: Counter
Exactly like Marth's, except he strikes differently. Check out Marth's
B-attack list for more info.

                                   Samus Aran
                              Galactic Bounty Hunter

Premiere: Metroid (NES)
Samus was just a regular girl, until she got some Chozo blood in her to
improve her strength, as well as one of their fighting suits so she can
do stuff like fire lasers and stuff. Then, she decided, I guess, to
pursue the Metroids all around the galaxy. Well, I never played any
Metroid game before, so why should I be telling you this? I guess it's
from all that heavy armor she wears, but she behaves like a very heavy
character, except with decent jumping. She's also fairly fast and
doesn't get knocked out very quickly. Although she hits hard, like the
Capt., she takes far too long to charge before doing any significant
damage.

B: Charge Shot
Like every other freaking B-button charges, hold B. Once the ball on
Samus's blaster disappears, that means you can fully charge it up. You
can also tell because her blaster will also sparkle. Press B again to
launch a giant-size NRG ball that'll incinerate anyone in its way!
aThis launches pretty well, too. a
>B, <B: Missile
You can walk/run, then press B to fire a heat-seeking missile. Well,
actually, a smart bomb, since some of the characters don't look like
they emit heat. Or, do as you do for a smash attack to launch a regular
missile that does more damage.
^B: Screw Attack
This does little more than rack up damage, but is that necessarily a
bad thing? This attack spins Samus up into the air, and anyone who
touches Samus at this point gets beaten up while following her path.
This attack may just be your best defense against opponents who love to
use aerial attacks. aIf you pick up a screw attack, try jumping twice
and then using this. a
\/B: Bomb
Samus curls up into a ball (how does she fit into there?) and drops
behind a mine that detonates in one second after release. It doesn't
affect Samus, so just sit there if someone is foolhardy enough to come
charging right at you.

                                  Sheik
                  I Before E Except After Zelda in Disguise

Premiere: The Legend of Zelda: Ocarina of Time (N64)
When Ganondorf stormed the mystical land called Hyrule, for seven years
Princess Zelda disguised herself as Sheik, named after the Sheikah
people, nearly extinct. She had to find shelter wherever she could,
because Ganondorf took over Hyrule Castle, making the Market a horror
movie. She didn't return back to her original form until Ganondorf was
defeated by Link and peace restored...for the moment. Sheik is the
alternate form of Zelda in SSBM. Almost anyone can say that Sheik is
superior to Zelda. She's faster, can jump higher, doesn't get knocked
as far, and is generally more powerful.
NOTE: Hold A before and during loading to start out as Sheik.

B: Needle Storm
Zelda's transformation wields her an attack that half the Digimon out
there already have... Hold B to charge up Needle Storm, and Sheik will
shoot out a number of Needles (comboing the victim) depending on how
long you charge.
TheHenchman778 also says: When Sheik's Needle Storm is charging, you can
press Z and carry them with you, sorta like Samus' charge shot. Press B
again to release the needle. And Sheik DOES flash, so it's rather
obvious to other human players.
>B, <B: Chain
This attack's wayyy fast...Basically an electric whip. You can control
the direction with... sigh... the Control Stick. aThis can also go through
walls on the Great Fox at Venom. a
^B: Vanish
With a classic magician's explosion, Sheik disappears in a cloud of
damaging smoke and reappears somewhere else close by. You can also
control the direction of this attack.
\/B: Transform
Transform back into Zelda. See Zelda's move list for more info.

                                 Yoshi
               What Every Japanese Calls Their Pet Dinosaur

Premiere: Super Mario World (SNES)
Yoshi appeared in Super Mario World as Mario's pet. Yoshi served little
purpose otherwise--you hop onto Yoshi's back and start kicking Koopa
behind. Over the years since, fans clamored for more Yoshi until it got
to the point where Mario seldom rides Yoshi's back (through his red
saddle's still there...do you think it's some kind of membrane?).
Yoshi's Story is all Yoshi, no Mario at all. In SSBM, like in the Mario
Kart games, Yoshi is a lightweight and, despite his prehistoric origin
(and prehistory has quite a reputation for size) he gets flung around
pretty far. He's fast, and his double jump makes up for his triple jump
for being so incredibly large. Yoshi was only a so-so fighter in SSB,
but like Jigglypuff, they greatly improved his power.

B: Egg Lay
Yoshi does the classic tongue thing and turns the fellow into an egg.
The trapping thing with the egg falling into oblivion has been erased,
since the egg automatically breaks after falling a certain distance.
Thus, the main point behind SSB players choosing Yoshi is gone, and
classic fighting as Yoshi resumes...
>B, <B: Egg Roll
Yoshi goes on yet another power trip as he himself gets encased in
calcium and rolls around bum,ping into people for major damage with
infinite momentum. You can control whether Yoshi rolls left or right as
he goes with you-know-what.
^B: Egg Throw
Nope. No triple jump for Yoshi. Instead, Yoshi throws explosive eggs,
like in Yoshi's Story. (That's my 2nd reference so far to this game!)
You can aim the eggs. I'm not telling what you use to aim it with. I've
already mentioned it enough.
\/B: Yoshi Bomb
There's the Yoshi Bomb, the Bowser Bomb, etc. This move has gone
through a billion different names--Butt-Stomp, Pound the Ground, & Hip
Drop, to name a few. He leaps up into the air and slams the ground with
his rear end. Mario's signature move in Mario 64, it's now spread to
every major Mario character except Toad. What's new?

                               Young Link
                             The Little Kid

Premiere: The Legend of Zelda: Ocarina of Time (N64)
How little is he? We'll never know. All we know is that it's Shigeru's
choice Link and that Young Link exceeds Link in speed and jumping. I
have little to say about Young Link, since his story is basically
Link's, except...earlier. That's all.

B: Fire Bow
Hold B to charge up to increase distance but also height for the
arrows. It lights anyone hit by it ablaze.
>B, <B: Boomerang
Ducking and jumping, as well as moving in general, affects the path of
this Boomerang. If it misses Young link during the return trip, it
continues slicing and dicing for a few seconds behind him.
^B: Spin Attack
Again, no Sonic, but it traps people in like the Mario Tornado. aLaunches
people sideways instead of up. a
\/B: Bomb
Looks like the main difference between Young Link and Link is in Young
Link's comboing. Except for the Boomerang, all of his B-button attacks
combo, een this one. If someone's frozen, give them a gift that keeps
on giving.

                               Princess Zelda
                               Rebel Keebler 2

Premiere: The Legend of Zelda (NES)
Like Princess Peach, Zelda was assigned to be the damsel in distress...
Poor Link. Not only does he have to work his way through a gazillion
dungeons through the years to rescue and discover her seven times, but
Zelda's the one who always gets her name on the title. (Majora's Mask
never even had her) What did Nintendo do? They made her a playable
character! She isn't quite worth it: She's slow, a terrible jumper, and
she gets thrown about as easily as Kirby. That's why you want to play
as Sheik more (if you'll play as Zelda at all).

B: Nayru's Love
A diamond-like 3-D polyhedron appears around Zelda, and any projectiles
and characters around her get bounced off. It deflects missiles, combos
people, and later turns into a sword-like spin. The only thing superior
to those qualities is none of her annoying voice when using this.
>B, <B: Din's Fire
Where Ness's PK Flash is mostly vertical, Zelda's Din's Fire is mostly
horizontal. Once the move is executed, hold down B until it gets to
someone, then release B to blast them! I always have a thing about
never timing it right, but maybe it's me...
^B: Farore's Wind
This does what Mewtwo's Teleport and SSB Pikachu's Quick Attack does:
transport you somewhere else instantaneously but do no damage. •I heard
that if you Teleport right after someone falls on top of you, it
actually does damage.•
Articuno1@earthlink.com states: In your Super Smash Brothers Melee FAQ,
you said that Zelda's Farore Wind attack might deal damage, you weren't
sure. Well, it does. It takes as long as Falcon Punch to charge up, and
does an amazing, super, way-above-average grand total of 3%, but yeah,
it deals damage.
\/B: Transform
Transform into Sheik. See Sheik's move list for more info.

#

                              >>>Arenas<<<

There are 29 total arenas in Super Smash Bros. Melee. Eleven are
hidden. Below is simply advice if you are on a certain stage preceded
by a description of the place. If you want to know how to get them, go
to the Secrets section. The arenas will be listed from left to right,
top to bottom, according to the Stage Select screen, introduced by a
map.

Terms to Know
Blast Line: The point where someone gets KOed. It's usually offscreen,
and the character either explodes or gets sent far into the horizon,
depending which blast line is crossed.
Scrolling Course: An arena that scrolls by itself. If you don't keep up
with its pace, you get KOed, due to an also-scrolling blast line.
Course Hazard: Common term for anything in a video game level or area
that come by and cause some kind of damage to one or more players.

Course Map
Key: ...= droppable platform
     ___= solid platform
     ___
 letters= interactive arena pieces
   <...>= moving platform
or <___>
     ///= falling platforms

                           Infinite Glacier
                              Icicle Mountain

(for example)              xx......
                           xx      ......
                                         ......________
                                   ......
                      ______.......
                      ______

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

x=breakable ice blocks

Size: Scrolling
Difficulty: Hard
This glacier really is infinite. No matter how long I set the game to,
the thing keeps going up and up... What it is is a random arrangement
of plank bridges, pieces of cliff from the mountains on either side,
and slippery ice cubes. It's mostly the plank bridges, and they're
platforms that you can go through and drop down from. At an exact
time, the arena is always really small, and it never goes to the left
or right because it's that small.

ADVICE: The arena scrolls in three different speeds, not including
stopped. When it's at its fastest speed, concentrate only on surviving,
evading anyone who comes by. (The computer players have a tough time
when this happens and always get KOed). Don't stray too far from the
middle either, unless it's unsafe. Also, it's best to KO someone to
either side, since horizontal Smash attacks are almost always the
strongest and it's a very short distance to the blast line. And, like
in every other scrolling course, keep up with the movement.

                               Mushroom Kingdom
                            Princess Peach's Castle

                                    ____
                                   /    \
                                  |      |
                                  |      |
                                 /        \
                                |          |
                                |          |
                   ____________/            \____________
                  /                                      \

Size: Medium-Large
Difficulty: Easy
Unless you're too ignorant to play Super Mario 64, you've probably
already got a fairly good view of what this place looks like. If not,
go play it and find out. It's exactly the same, except for incoming
Bansai Bills (they're humongous) and little buttons that make platforms
and Item Boxes (they obviously hold items) show up.

ADVICE: If you have any computer players, then watch for them to simply
retreat to another side of the arena and stand there. That means a
Bansai Bill (AKA Bullet Bill, only lots bigger) is heading for your
half of the arena. Try as hard as you can to get to the other side, and
if you want to go on the offensive, throw someone into the resulting
explosion. It traps people in like a Legendary Pokémon, and damage can
easily accumulate to over 200%. Just don't be a victim to it yourself.
When Item Boxes show up from the push of a button, try to be the first
to get that item. Far more often than not, it's a very useful one. One
last note is the pillar in the middle--the middle of the course is
usually the place farthest from the blast line, but this pillar keeps
you close, so playing on this arena should become fairly short if you
aren't on your toes.

                                Mushroom Kingdom
                                 Rainbow Cruise

                            ....
         .......    /////     ......__________/--\________....
                                    ____              ____
         .......   < ....   >       ____              ____....
   ............. xxxx
    ...             xxxx                                .....
      ...  ..... <                 ..                       <
   ...           <                ....                      <
   ............. <           ___        ____                <
         \...... <              \_______|                   <


x=magic carpets (they go on a 180° arc)
<=
<= path of flying ship
<=
<=

Size: Scrolling
Difficulty: Medium
Straight from Mario 64, the game's course #15 comes back as one big
arena. It should be called Rainbow Ride, since that's its real name,
but what's done is done. You start out on the Cruiser Crossing the
Rainbow, and then you go onto several platforms, some magic carpets, a
swinging platform, and finally more platforms.

ADVICE: Since it's a scrolling course, lighter characters get the
advantage because their speed lets them get an easier time keeping up
with the scrolling. Unlike Icicle Mountain, this isn't basic scrolling.
The place scrolls in a SQUARE. Starting on the bottom-right and going
around clockwise, you have to remember where the scrolling changes
direction. It changes direction roughly after the ship drops, when the
magic carpets appear, when the platform with the arrow comes into the
middle of the screen, and when you end up back on the ship. Otherwise,
it's smooth sailing, no pun intended. Just concentrate on surviving
during the last leg of the journey, when the scrolling is fastest.

                                 DK Island
                               Kongo Jungle
                             ....      ....

                              ....    ....

                              _____________
                       ....                   ____

Size: Medium
Difficulty: Easy
Welcome to DK's territory. Mostly known for DK Island's jungles, much
of the island is made of an incredibly wide array of environments and
climates. The Kongo Jungle is the most famous jungles, where DK himself
resides. This arena, the second one in Kongo Jungle, is made of one big
platform near the bottom, with two smaller platforms above each end.
It's hard to spot, but there are two additional platforms, one to the
bottom-left corner, one on the bottom-right. There are no course
hazards; unless you count an occasional Klap Trap that comes by to
occupy the Barrel Cannon on the bottom of the screen.

ADVICE: Here's another one where you want to stay in the middle. Go to
a higher platform if you want to score a KO and you don't have very
much damage. The lowest platforms and the Barrel Cannon are to only to
be used as a comeback should you get thrown. It's far too likely that
you'll accidentally fall off and get a Self-Destruct, which is bad.
Also, keep in mind that the Barrel Cannon turns as it moves, so if it
happens to be facing up when it catches you, don't count on it blasting
you up. The weight of the people on the bottom platform, since it's
made of logs, will affect the two upper platforms and get them swaying
around, again making the big bottom platform the safest by far.
                                DK Island
                              Jungle Japes

                                 .......

                   ......                      ......
                             ________________

Size: Medium-Large
Difficulty: Easy
Jungle Japes is one of the basic places in the jungles of Kongo Island,
and the old Kranky Kong lives here. In fact, his very house is the
arena this time! Kranky doesn't seem to mind the commotion around his
front deck; he seems to enjoy the noise. There's the front balcony
being the center and largest piece of ground, and off to the sides are
smaller floors. The left one leads to Kranky's outhouse and the right
one is absolutely pointless to Kranky. Don't forget about a piece of
roof sticking out of his house...

ADVICE: The platforms you should stay on are the middle ones. Also, the
stairs to either side are misleading--they're behind the fight scene.
Go to the other platforms if you want to score a KO, but again, don't
go there if your damage is high. The rapids directly below the arena
hide a ridiculously high blast line, so the instant you fall into the
water, there's no hope but to await a ka-boom. Speaking of which, you
may end up on the left blast line by the speed of the rapids, since
they carry characters along with them.

                                 Termina
                              The Great Bay

                               ttt     ...
                                     ...

            ____________________     xxxxx
                                    x     x
          ______             ______x       x

x=Turtle (... are palm trees on the Turtle)
t=Tingle's balloon (may pop and disappear

Size: Small to Medium
Difficulty: Medium
This is a very unusual place. Like Jungle Japes, it features the
residency of an odd fellow who doesn't mind the fighting going on out-
side. This time, it's the eccentric scientist's pad. The main platform
is his deck, and there are two rafts underneath that rise and sink with
the weights of characters. The size of the arena itself is doubled when
the Turtle is present--this giant beast is a majorly long crooked
platform! In the distance, you can see the moon falling down onto
Termina, and, without an Oath to Order, the four Guardians come and
push the Moon away whenever it gets too close.

ADVICE: Tingle's balloon overhead can work as a comeback platform if
you ever get thrown up a long distance, and it can also be used as a
sanctuary if you know everyone else playing with you has forgotten
about it. Computer players will always gang up on you if you ever try
this with them around, though. It's also slippery and easily pops, so
it's either a hit or a miss. Also, don't stay on the Turtle for too
long. It dives back into the depths moments after it surfaces (esp. if
you're Player 2, who starts on the thing). If you're ever on the rafts,
play defensively. There's no smackdown worse than a smash attack toward
the main platform, since you'll hit your head on it overhead and go
nosediving down with little hyou can do about it. Or, if you want to be
cruel, go for it. BTW, the blast line, even with the Turtle, is closer
to the left.

                                   Hyrule
                                   Temple

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

Size: Too Freakin' Humongous
Difficulty: Easy
Many complaints were made in SSB about the arenas being too small. This
should suit their needs. A temple in ruins stays suspended in the air
in the skies of Hyrule, and these folks plan to duke it out there. The
arena itself has no real hazards, but due to its huge size, that may
just be a hazard itself, since you're likely to find a renegade Bob-omb
on your way to the action on the other side, or maybe a Motion Sensor
Detector someone laid on the ground ten mintues ago. There's a small
gazebo on the far upper left, and the path continues to a hallway with
a ceiling overhead. A tunnel underground interrupts this, with some
rugged terrain all the way to the right. The underground tunnel leads
to a lower balcony, with a small floating part of the ruins further
below in the middle, barely big enough for a two-player brawl.

ADVICE: If things start looking grim for you and your damage gets high,
get away from the upper area! Instead, head for the lower areas, where
it's hard to KO anyone in any direction, mainly from a solid ceiling
above and a hard floor below. Also, whenever possible, do those Smash
Attacks TOWARDS the edge. Someone can have over 300% damage, and a mere
wrong direction will let them survive some more, due to this arena's
tremendous size. This is probably just a big arena meant for all-out
fighting, with Stamina Mode in mind.

                              Yoshi's Island
                              Yoshi's Island
                                                         _
                                                       ___
                                                     _____
                                                   _____
                       /_                        _____
                   ___/___    xxxxx    xxxxx   _____
                   ___  ___                  _____
                 _____   __________   ____________________
                 __________________xxx____________________
                 __________________   ____________________
                 __________________   ____________________

x=blocks

Size: Medium
Difficulty: Hard
The arena's actually smaller than it looks, since this place refuses to
scroll all the way across the arena. It's from the classic Super Mario
World, complete with diagonal pipes and those weird blocks that flip
when attacked. To the left is a vertical pipe with another pipe leading
to the ground leaning against it. The main area has two sets of those
blocks overhead, as well as three of them bridging a gap underneath.
The right side of the arena has a very long 45° slope that reaches all
the way to the blast line.

ADVICE: If you're going to stay in the middle, do your best to keep
those blocks from flipping. When they're flipping, it counts as if they
aren't there, so you'll fall into the pit! Unless your character has
decent comeback skills, you'll be doomed. Also, if you want to stir up
trouble, just keep pushing anyone dumb enough to be on the right side
of the screen to the right. Once at the edge of the screen, a Smash
Attack is usually enough to send them to the blast line. Speaking of
blast lines, the blast line ceiling for this stage is really low. Kirby
with a bunny hood could be easily sent flying into the background
simply by jumping. Actually, any character with the bunny hood can.
Finally, items are, for some reason, usually bunched up over the
vertical pipe.

                              Yoshi's Island
                               Yoshi's Story

                                    ....

                             ....          ....
                             __________________


                        <<<<x                  x>>>>
                        V                          V
                        V                          V

x=clouds
<, >, V=path of clouds (goes back and forth)

Size: Medium-Small
Difficulty: Medium
As the name suggests, this takes place in the Yoshi Storybook, where
entire landscapes are seemingly crafted from a variety of fabrics and
corrugated cardboard. You've got one big piece of land, and you also
have two smaller droppable platforms above. One last platform is higher
above the center. It's also pretty hard to notice, but there's also
cloudies that follow dotted lines somewhat close to the bottom that can
be used as comeback platforms.

ADVICE: Since this is a pretty straightforward course, there isn't any
real strategies that'll help you win in this place. The platforms can
be used to get away from the action. Also, don't use the cloudies
unless you just got knocked an incredible distance and it's your only
hope. They're usually hard to see because they're so low, and more
often than not you'll miss. Add that to the fact that their path also
goes BELOW the blast line and you know you're in trouble.

                                Dream Land
                            Fountain of Dreams

                                   .....

                             ....         ....
                             ^  v         ^  v
                            ___________________
                               _____________
                                 _________
                                    ____
                                     __
                                     __
                                     __
                                     __

^  v: these platforms rise and fall

Size: Small
Difficulty: Medium
Kirby resides in Pop Star, a planet in an imaginary solar system where
dreams are made. The Star Rod powers the Fountain of Dreams, suspended
above the atmosphere of some planet I don't know. Instead of producing
water, like other fountains, the subconscious flows like mercury (and
reflects like it too) off the platform into a fine mist below. Add the
strange flora that grows behind the fountain, and you've got a scene
straight from Lisa Frank. But all respect to legendary areas are
completely disregarded as the Foutnain of Dreams is designated as one
of the battlefields of SSBM! The Fountain of Dreams itself is the major
platform, with two platforms that go above and below the dream material
by means of springs that gush out and bring the platforms up. There's
one last platform at the center top permanently suspended in the air...
space...whatever.

ADVICE: Since the dreams you're battling on on the main platform
reflects everything perfectly, save some ripples, Motion Sensor
Detectors are particularly hard to see in this place. You may also see
some rings below the main platform of the Fountain of Dreams. It's not,
I repeat NOT, a comeback platform. You go through it, as well as the
mist below, which is why I left it out of the map. The moving platforms
can also compeltely sink into the main platform, leaving you with the
Fountain and the upper land at times. Also, don't feel bad if the Star
Rod appears and someone picks it up to abuse other people with--it's
just an item.

                                Dream Land
                               Green Greens


                          xx    ....  ....   x x
                     _____xxxxx            xxxxx
                     _____xxxxx____________xxxxx_____
                       ___xxxxx____________xxxxx_____
                          xxxxx            xxxxx
                          xxxxx            xxxxx
                          xxxxx            xxxxx

x=blocks (abouot 1/25 are explosive)

Size: Medium
Difficulty: Medium
The Green Greens is a section on Pop Star where Whispy Woods took root
only to get beaten by Kirby several times. It's also the second arena
in the Super Smash Bros. series to feature the tree you love to hate!
As you can see from the map above, the blocks form two columns that
fill gaps between the three platforms. They don't go all the way to the
blast line though. Here's how the blocks work: They work like a regular
piece of solid stuff until someone attacks it. Any atatck done to it
will get rid of any blocks within the atack's range. As for Bomb
Blocks: They behave like ordinary blocks, except the moment they're
provoked, they cause an explosion about that of a Bob-omb's. Whispy
Woods is back in the background blowing wind at the fighters, but this
time, he occasionally throws apples at everyone.

ADVICE: The apples he throws can also be used as an item. You pick them
up and throw it at people to cause some damage. As usual, the center is
the safest spot, but the two platforms overhead may make the whole
thing a lot longer. Also, Kirby himself may have a home-field disad-
vantage, should he turn on the Stone ability over the blocks, which
will break awya as he falls and plunge into his abyss. If people are
hanging out by the blocks and there's a Bomb Block somewhere in there,
you cay throw an item at the Bomb Block to blow them away.


                               Lylat System
                                 Corneria

                                        /
                                       _
                                     ___
                                ________
           _____________________________
      ___________________________________________/
        _________________________________________
                     ____________________________
               ......____________________________\


Size: Large
Difficulty: Easy
This is exactly like the Sector Z arena in SSB, right down to the
Arwings that swoop down and blast people to smithereens. This time,
though, the guns on the Great Fox (......) can be used as a platform
that can break away, as well as a course hazard. =It can also be broken
off by attacking the bulky part, though there's not much point to it
except getting yourself killed.= There's actually a small incline
towards the nose of the Great Fox, but it's not on the map. I almost
forgot to say that this takes place over the oceans of Corneria, not in
space.

ADVICE: This is a long course without any significant droppable
spots, so it's all-out fighting. When the Arwings come, they may be
useable as droppable platforms, but they move too randomly to be of
good use, and chances are they'll fly right through the blast line in
a few seconds. If you want to stay away from the action, human players
tend to stay on the long left part, and computer players love the small
right section, so go to the other part. Also, chances are an item will
appear at some part or another, so you can always throw a Motion Sensor
Detector where you think they'll step on, or chuck a Capsule to get
their attention.

                               Lylat System
                                   Venom

                      ...                        ...
                         ...                  ...
                            ...      |     ...
                               ...__/\__...
                                 ________
                                 ________
                               ...______...
                            ...            ...
                         ...                  ...
                      ...                        ...


Size: Small
Difficulty: Medium (Hard on occasion) 
This arena takes place again on the Great Fox, but this time it happens
across the wings of the ship. It's also sailing along a circuit on
Venom, Andross's planet-for-a-base. It sails through a canyon, then a
cave, then over some lava pits, a clearing, and finally through another
canyon. Along the way, there's going to be some flying debris that work
as course hazards. Also, another place is the cave, where it can get
completely dark, or a stalactite may just barely graze the upper wings.

ADVICE: The safest place to hang out are the upper wings and the ship
in between, since it's slanted down and the blast line is pretty high
up. In contrast, if you were to be at the bottom, there's again a high
blast line, but this time in a negative context. It's slanted toward
the outside, which gives you a greater chance of falling off from
sliding. There's also very little room here to do aerial attacks. Also,
dropping down from the bottom platforms is extremely unsafe anywhere.
Like in Corneria, there's Arwings, but they're even more unsafe because
they'll immediately swoop up, with little time to get out. This is
certainly not an easy arena, so stay out until you feel you've got the
hang of SSBM.

                              Superflat Land
                                 Flat Zone

                   ---===---===---===         ..
                                            ..  ..
                   ---===---===---===     ..

              _________________________________________

-, =: Disappearing Platforms

Size: Small
Difficulty: Hard
Welcome to Mr. Game & Watch's LCD world. If you don't know, LCD stands
for liquid-crystal display, which is the same stuff that that digital
alarm clock with the black numbers in your room uses. The Game & Watch
series is basically a handheld-game series which works like that,
except with pictures. And after almost 22 years without anything
Nintendo made relating to the G&Wes, they dedicate a special arena to
look like one. The platforms up ahead appear and disappear, and they
only work as droppables when they're visible. The roof of the house to
the right also acts as a droppable. There is a strangely large amount
of hazards here, very unusual for such a low-tech place. The monkey
just hangin' around is...just hangin' around and provides no impact to
the game (unless you get distracted or you're playing as Mr. G&W and
you think it's him), but another G&W citizen comes out of both doors
from time to time to pour out some oil. It's near impossible to go
anywhere on this oil, due to an almost-complete absense of friction.
Add the problem of wrenches, screwdrivers, and buckets falling after a
while and you got yourself one of the hardest arenas in the game. If
you pause, you can see that your characters are flat as well. I had
recently found out that the monkey actually restocks your disappearing
platforms. A vry hectic place indeed!

ADVICE: Do not play this on Giant Melee. The blast line is extremely
close at all times, except on the bottom, where it's nonexistent. (You
can't fall in this arena.) One false move and you can go ka-blam on the
sides. Also, an unusual amount of capsules, barrels, and crates are
explosive. It suggests that Flat Zone is meant for very quick battles
or very high KOs, depending on which mode you play. The safest spot,
since you've relied on me to tell you in every arena, is the bottom
ground. You never know when the upper ones will disappear, and you can
be sent flying at 60% with one good Smash Attack regardless of who you
are playing as up there anyway. The roof on the right, however, seems
to be another safe spot, as strange as it may seem, when playing with
computer players. They like to stay away, but when they come, they come
without attacking. This also goes without saying, but see the parts
flying above you before they hit you. As for the oil, the Ice Climbers
have awesome traction on their shoes. you'll go through with barely any
change in speed.


                               Planet Zebes
                                 Brinstar

                                .........
                         ....               ....
                      ...                       ...
                           x                 x
                          _____________,,______
                          _____________,,______
                          ___                __

x=Snap-Above-Platform-Up Membrane
,=Gooey Stuff That Binds Bottom Platforms Together

Size: Medium
Difficulty: Hard
Brinstar is a dangerous place where criminals like Ridley and Kraid
come to hide. The second SSBM arena to be on that planet, it's been
changed for the much better. It's actually a pretty fun arena now. The
weird things marked "x" one the map are actually membraneous strings
that go from the bottom platform up to the one above it. If they snap,
the stuff above pivots back and the platform is almsot vertical. The
stuff marked as "," can also be attacked to split the ground apart
temporarily. Playing with everything apart becomes a hectic brawl while
the acid rises up from below.

ADVICE: First and foremost, stay away from the acid! This makes the
safest place the uppermost region. It's generally not safe if someone's
already up there, but it's better than being scorched, since the acid
sometimes goes up until only that platform remains. It's also best to
keep the arena stable (as pictured above on the map) until you want to
crank up the heat. The stage's difficulty, IMO, doubles when dis-
mantled. This generally isn't a good place for throw items, though,
since jumping is an essential part of this place, and any throw you
make will hit the adjacent platform instead of the opponent unless your
timing is excellent.

                               Planet Zebes
                             Brinstar Depths

                       ____
                       ____        _
                             _________
                       __________________
                        ___________________
                     ____________________
                       __________________
                           __________
                                       ____
                                       ____

Size: Medium
Difficulty: Hard
In my opinion, this course is THE hardest course in the game. The whole
place, despite its simple look, is actualy quite cluttered up. It's an
asteroid-like thing with what appears to be Mother Brain in the middle
with two mini-asteroids, as shown above. What makes this arena hard is
occasionally, Kraid will come up and slash at the arena, making it
rotate. It won't usually stop back at its normal spot, so it's
basically a whole new style once the top is now at the bottom and what
not.

ADVICE: This may take some practice to get used to, but be prepared to
move either to the left or right when Kraid shows up from the lava to
rotate the place. And while the comptuer sometimes chooses not to do
it, you must keep up with the scrolling, or you'll be left behind on
one of those little rocks, of which shouldn't really be a battle zone
anyway. And if it makes you feel better, there's no other things to
look out for other than Kraid's slashes.


                                 Eagleland
                                   Onett

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

(........)=Awnings

Size: Large
Difficulty: Medium

This may be an arena made with light colors, but don't let its childish
look fool you. It's an arena where you need to stay alert, and it's also
one of the more complex stages. To the left are clusters of leaves that
can be used as droppables. There's also a house nearby the clusters with
a patio thing you can use as a droppable. The middle part of the stage
is probably where most of the action will take place. It's a relatively
wide-open area, interrupted only by the ground and two awnings on the
drug store that'll drop you and anything on it if you dawdle there for
too long. Finally, to the right, there's a telephone wire that leads to
another rooftop of a house if you drop from there.

ADVICE: The clusters of leaves can be used as a form of shelter from
the other people and the onslaught of traffic, but it's far too easy to
get sneak-attacked by an Up+B attack while you're on it. Also, like the
clouds in the Past Yoshi's Island, use the awnings when you're running
away, because they'll drop too early for any real fight to occur. Items
also frequently end up on the telephone wire for some reason, so 90% of
the time, there's some kind of useful item you can use to your advantage
if you visit there. The bottom of the stage is no longer the safest spot
in the arena, but rather the roof of the house to the right. That's
because about every 15 seconds, a car will zoom down the road, hitting
anyone who touches it really hard. You can tell whether a car will be an
obstacle or merely passing by, thanks to a caution sign that appears on
the right side of the screen a second before it actually appears. You
can either shield or jump out of the way to keep from getting a hefty
30% damage piled up and maybe even KOed if you stay on the far left or
right of the arena. Stay between the buildings. At least when cars hit
you, you'll simply bounce off the walls of the houses instead of being
KOed. It's a large stage. Hang in there.

                                 Eagleland
                                  Fourside

         xxxxxxxxxxxxxxx                  xxxxxxxxxxxxxxx
         xxxxxxxxxxxxxxx                  xxxxxxxxxxxxxxx
                                ____
                                ____
                                ______
                                ______
            < .......... >    ________
                              _______________
               __________     _______________    ___________
               __________     _______________    ___________
               __________     _______________    ___________
               __________     _______________    ___________
               __________     _______________    ___________

xxxxxxxxxxxxxxx= possible UFO spots
xxxxxxxxxxxxxxx

Size: Large
Difficulty: Medium
Ness gets two large stages for himself! Fourside is basically the big
city, with this arena starring the Montoli building in the middle. (The
other featured building is the one in the back with the green lights,
the Department Store.) Two other regular buildings accompany the
Montoli building, and there's a crane which, for some unknown reason,
moves a droppable platform left and right. The real highlight is less
of the Montoli building but of a flying saucer that appears over the
other buildings!

ADVICE: Once the UFO arrives, you can go up to the top of the UFO by
going through it, but you can't get back down. When you're on it, it'll
be like ice. Unless you're the Ice Climbers, you'll slip and slide
around. The UFO eventually goes away. Also, once you get KOed, you'll
start on the top of the Montoli building. That's the highest spot on
the field when the flying saucer isn't present, so you can start off
with a good aerial attack on your descent and maybe get an Avenger KO
if anyone with high damage is hanging around at the bottom. (BTW, only
one UFO at a time--both spots will never be occupied.) You have the
danger of falling off the buildings, which will give Ness a home-field
disadvantage, because there's too little room to hit yourself with a PK
Thunder. This makes the safe spot the giant plank that the crane is
holding up. It's sufficiently large for four players to beat each other
up, and you don't have as much of a danger of falling in between the
buildings, unless your character can cover amazing vertical distances.
The falling-off-in-between-the-buildings KO is very much like a certain
arena in SSB, also involving a big city...

                             F-Zero Grand Prix
                                 Mute City
                            ....   ....                ...
                         .               .                ...
                        :                 :      .....
                     OR :                 :OR               .....
                                              _______
.....................   ._________________.          _______
                                                            _______

Size: Scrolling
Difficulty: Hard
There's no real map for this. you're on a moving platform that takes
you across the Mute City track, and there are several stops along the
way. The moving platform is basic, as shown on the left. First, it'll
sink into the ground at the starting line of the track. Then, it'll
drop after that right before the cars come by. After some more
floating, it'll stop at the end of a tunnel. There are some open spots
and some droppable platforms as pieces of the end of the tunnel. It's
pictured crudely in the middle. Finally, there will be a slanted part
of Mute City's track with some land overhead. Major flying over a loop,
anmd back to the way it began.

ADVICE: You get a warning when the thing begins to rise, just like the
warning in Onett's traffic. Also, the cars won't stop for anything
other than crates and barrels--including you. You'll get hit unless you
can dodge the incoming cars on time. Once the platform leaves, you'd
better get back in, or else you'll get left behind and take some damage
bouncing on the track floor. The blast line is pretty far out at all
times, so you can get major damage and still come back safely.

                             F-Zero Grand Prix
                                  Big Blue
(for example)            _____
                         _____             .......
            .......       ___


    rrrrrr              rrrr     rrrr            rrrrrrr
    rrrrrrrrrr         rrrrrrrrr rrrrrrrrr         rrrrrrrrr   
_______________________________________________________________________

r=Race Cars

Size: Scrolling
Difficulty: Hard
In Mute City, you're going along with the track on a moving platform,
with the camera looking at the cars come by. In Big Blue, however, you
are put onto a very fast-moving arena through the racetrack, following
somje of the cars around. You start out on the Blue Falcon, which is
also moving really fast. Then, the Blue Falcon picks up speed and you
have to drop down to the race cars below. Trailing behind the Blue
Falcon are rocket-powered platforms, as well as a strange, round robot
that stays near the platforms. After a while, the Blue Falcon comes
back And the process starts over.

ADVICE: Try not to go onto the road itself. You'll be pushed really
hard to the left, which gives you a 60% chance of blowing up on the
also-moving-rapidly blast line. For some strange reason though, when
you're in the air, you aren't affected by the scrolling. Thus, the best
place to knock someone is left, because should they end up on the road,
they're done for. The safe spot, strange as it may seem for a scrolling
stagem, would be on the platforms above. They're somewhere in the
middle of the screen, meaning that if you get thrown, there's a greater
chance you'll survive by going onto the race cars, which I think are
merely comeback platforms, than returning to your original height,
which you have to do if you get knocked off on a race car. his arena
will test your defensive and jumping abilities to the max, and you
won't last long if you aren't good at either of them.

                                   Kanto
                              Pokémon Stadium

                                Normal Mode

                         ....                   ....

                      _________________________________
                      _________________________________
                                 Fire Mode

                                  __
                      ..._______. __
                         ________ __      .......
                           _________
                      _________________________________
                      _________________________________
                                 Rock Mode

                       ______
                       ________
                       __________
                       ____________.....
                       _____________        .......
                      ______________.....
                      ______________        .......
                      ______________...   . .
                      ______________      :  ..
                      ____________________:____··____
                      _______________________________
                                 Water Mode

                                  :
                      ..         :
                        ..      :
Note: The                 ..   :
windmill turns.             ..:
                            :..              ......
                           :   ..
                          :      ..     .....
                         :         ..
                        :
                      ________________
                      ________________________________
                      ________________________________
                                 Grass Mode

                                 ......

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

                      ________________________________
                      ________________________________

Size: Medium-Large
Difficulty: Varies (Easy to Medium)
Pokémon Stadium was meant to fit a variety of Pokémon types, of which
there are currently 17. I'm not sure if there's any other modes other
than the ones shown here, but the Fire, Rock, Grass and Water modes
alone turns this arena into a test of adaptation. It starts out as the
as-basic-as-you-can-get Normal Mode, but after half a minute, it trans-
forms into one of the four other modes shown above. After that, it
turns back into the Normal Mode, and then into another mode. This will
keep up until the match ends. See the Advice below for more information
on the types themselves.

ADVICE: The safe spot for all five modes would have to be the stadium
floor. When it turns into the Fire Mode, the arena turns into a burning
forest and log cabin. The flames are in the background; they won't
affect the battle at all. Items also tend to show up on the cabin's
awning. If you can hide in between the burning tree stumps on the left,
you can do an upward Smash Atack on anyone who dares to come in with
you. The Rock Mode is a lot of nothing. It's supposed to look like some
kind of quarry, and the platforms all over the place limits your hiding
spots, so you'll have to play offensively. The mountain on the left
will leave you vulnerable due to its height. The Water Mode features a
turning windmill on the left. You can seek refuge, but keep in mind of
the vanes' clockwise movement. The Grass Mode is simply a larger,
slightly altered version of Battlefield. Your strategies there should
be very standard.
                                Kanto Skies
                                Poké Floats

(for example)         .....             .....
                              .....              .....


                        _______                    ___
                     ____________               ______
                     ____________             ________
                       __________            _________
        ............_____________            _________
                     ___________             _________

Size: Scrolling
Difficulty: Hard
Looking at the map, you probably have no idea what this arena may look
like. Well, whoever designed this arena was obviously on something,
because what it is is what the arena's name suggests--they're giant
floating Pokémon statues! You'll start on a Squirtle, and then an Onix
passes by, so you can drop off on a Psyduck. A Chikorita brings you
onto a Weezing, and then the Weezing rises up and a Slowpoke appears
after passing a Sudowoodo along the way.  Slowpoke's tail stretches out
and a Venusaur takes its place on the bottom of the screen as it flies
off to the left. After seeing a Chansey head on the bottom-right corner
and a group of Porygon fly by, a Goldeen flops up and quickly falls
again. At that point, a bunch of Unown zoom by pretty swiftly
horizontally. Then, a Lickitung comes by from the bottom to stick out
his tongue. It retreats back, and the Squirtle comes up again. This may
all seem pretty complicated, and it is...If you don't know what any of
these Pokémon are because you were never into it, then be prepared for
one whopper of a stage.

ADVICE: This arena may just be harder to keep up with than any other
scrolling stage, due to its strange factor. Always try to stay somewhat
close to the bottom, near the middle, only going out to pick up a
useful item. Speaking of which, as you progress through the cycle,
it'll get progressively harder, especially when you're jumping from
Unown to Unown without any other Pokémon to catch you in case you fall.
Also, the droppables in this course are Chikorita's leaf, Venusaur's
petals, and the Unown. Everything else is solid. Because the scrolling
is constantly going and the Pokémon constantly in motion, you'll want
to devote half of your efforts to surviving and the other half to
combat. This is a place where you'll need some practice. I can't say
this enough, but skill is your most important asset by far in SSBM. If
you still have trouble keeping up, practice until you do. Also, the
computer palyers can't seem to pick this up, but you can go through
the Onix to get on him. You just can't drop back down.

                                  Mushroom
                                   Kingdom

                             xxxxxxxxxxxxxxxxx

                  xxxxx                             xxxxx
                             xxxxxxxxxxxxxxxxx

         _______________ -- ___________________ -- _____________

x=blocks
==lift platform

Size: Medium-Large
Difficulty: Medium
This place is a lot more cluttered up than the oroginal Mushroom
Kingdom in SSB. The style is still exactly the same, minus the pipes,
Piranha Plants, and POW! Blocks, and add in Item Blocks. The blocks are
breakable if attacked, although they aren't quite as flimsy as the ones
in Green Greens. These actually stop you momentarily if you do, say,
Kirby's Stone attack. Occasionally, a few turn into Item Blocks. If
attacked or hit from below, they crumble away and give you a free item.
This makes them very common in this stage, but even with the extra
assistance, along with a pulley elevator with platforms marked as "==",
KOs are still hard to make. It's too filled up with blocks and they
regenerate too quickly.

ADVICE: Your best bet (and only good one) to KO someone is to do it
near where the magnifying glass thing begins. This puts them only a
short distance from the blast line, without anything in your way. Kirby
has a HUGE field advantage here, since you can swallow someone near the
edge and spit them out into the blast line. As for the usual info on
the safe spots...there is none. You'll have to tough it out and use
items to get yourself up the ranks to #1.

                                  Mushroom
                                 Kingdom II


                            *                  *
                         ________          ________
                         ________  ______  ________
                         ________  ______  ________
                         ________  ______  ________
                         ________  ______  ________

*=possible Birdo spots

Size: Small
Difficulty: Easy
Wow! The first easy secret stage! And small too! You'll find many KOs
here too. It's basically a scene from Super Mario Bros. 2, with a main
flat hilltop in front of a waterfall with platforms falling down as
logs. To the left and right of the hilltop are two other hilltops, each
a bit higher up. From time to time, on one of those hilltops, Birdo
will show up and spit eggs. They do damage, but by stomping on the eggs
you can let them drop to the ground. And, as you may remember in Super
Mario Bros. 2, three hits is all it takes to get rid of Birdo.

ADVICE: Like in two other stages in SSB history, AKA Saffron City from
SSB and Fourside in SSBM, you've got the falling-off-in-between-the-
buildings KO possible here, thanks to the narrow gap, except they're
hilltops, and not buildings. Again, this gives Ness a huge disadvantage
in taking away his triple jump. Like in the Mushroom Kingdom I, Kirby
has an advantAge with his ability to suck. This place is quite simple,
with Final Destination being the only simpler location. The safe spot
is in the middle. It's way too unsafe to get out to other places
because the blast line is pretty close on all four sides. Birdo's eggs
should go over everyone's heads while on the middle platform, so that's
another reason to stay in the middle. As mentioned earlier, the KO
counts should be many.

                               Special Stages
                                 Battlefield

                                     ...
                                  ...   ...
                                  _________
                                      _

Size: Small
Difficulty: Easy
The Special Stages take place in some surreal world, just like the
Special Stages in the Sonic games. Although the game refers to this
stage as the "basic" one, Final Destination is, IMO, the real basic
arena. Anyway, take a look at the map... After that, you need no more
information about this place, maybe except for the cyberspace-like
backgrounds, but absolutely nothing else would happen that can concern
you. This is also the stage that features the Fighting Wire Frames (for
info on the Fighting Wire Frames look a bit farther in this FAQ). All
battles that involve them take place here.

ADVICE: There is no advice for this arena. Nothing special happens.
However, some general advice, like in almost every other arena, is the
safe zone being in the middle of the bottom platform. The droppables
are also to work to your advantage, either defensively, by running
away, or offensively, to force everyone into a tiny piece of ground.

                               Special Stages
                              Final Destination

                              _________________
                              _________________
                                _____________

Size: Medium
Difficulty: Easy
Yes, if you couldn't see it from the map, Final Destination is just one
big chunk of solid ground. No droppables, no slopes, no nothing. I
guess the main highlight of this arena is in its background, which has
no relation to the battles at all; they're just a really cool sequence
from outer space into "reality" and back through some cyberthing like
in Battlefield into space.

ADVICE: Do I really need to give you advice on a single-straight-
platform course? Of course not. The field itself is as simple as you
can get...it's just that the Master Hands hang out here.

                                 Past Stages
                                 Dream Land

                                     ...
                                  ...   ...
                                  _________

Size: Small
Difficulty: Medium
Do you realize I keep copying and pasting that map you see above you?
The Dream Land stage is straight from SSB, complete with Whispy Woods,
low polygon counts, and the 2-D background. Whispy Woods makes some big
wind behind you, and every once in a while, a sprite of a Kirby
character flies by behind the action. Other than that, you can plan
everything out with this map above you.

ADVICE: The safe spot is the middle of the bottom platform. But you
didn't need to know that, sicne it's firmly rooted into your head by
now, right? Well, this is pure logic, but take an occasional glance at
Whispy Woods to see if he's blowing wind again. And, if you're stupid
or too smart, the wind will go out in a straight line after leaving its
mouth. Anything involving the background is of no concern to you, like
all other SSB arenas.

                                 Past Stages
                                Yoshi's Story

                              ..·
                 ooo
                         ··.       ..·    ooo

                         ___       ___                ooo
                            \_____/

ooo=Cloudies

Size: Large
Difficulty: Medium
Only this and another arena left! As you can see from the map, it's a
modified version of the Dream land/Battlefield stage layout, like other
stages such as Yoshi's Story, Fountain of Dreams, and Jungle Japes. I
don't know of keyboard symbols that can do it without getting too steep
but the bottom main platform is actually a very wide obtuse angle
pointing downward and the droppables are all slightly-diagonal straight
lines. The clouds can be used to make incredible comebacks, since they
work as droppables, but they vanish after a few seconds once landed on.
Don't worry; they'll come back.

ADVICE: Let's skip what you don't need to know already... As for the
cloudies, you can use them as a "coward" platform in addition to a
comeback thing. Just jump every now and then to keep it from disapp-
earing right from under your feet. Chances are that nobody will bother
to come for you, because you get control as to make them fall or not,
and it's harder to get out there and come back than to simply return
after standing on a cloudie. Other than that, play like you normally
would on this kind of stage. Just remember that it's much easier to KO
someone to the left than to the right, because of the extra cloudie
there.

                                 Past Stages
                                Kongo Jungle

                                          x···x
                     .....                         .....

                                x···x


                      ......                     ......
                            ·····················

x···x=moving platforms (special)

Size: Medium
Difficulty: Medium
Ahh, the last stage. The standards to get this course is pretty tough,
but you do get to obtain a rather strange place from SSB. Like its
return trip to SSBM, this stage has a Barrel Cannon on the bottom.
Otherwise, it's exactly as the map shows you, except the upper two
unmoving droppables are slanted down toward the outside. The moving
platforms are droppables that move in a counterclockwise circle,
meaning that they'll get really close to the bottom platform, and then
they go up in an arc until they're really high up. Not much to see here
but the leaves one the tree, since they'll be facing you at all times.

ADVICE: Well, here we go... You want to stay in the little indented
part (well, actually, not so little) as the safe place. Also, for some
reason, the moving pieces of ground are always stacked with items. If
you're going for a KO, the top unmoving platforms are the best. However
KOs will be pretty few and far between in this place, probably due to
the Barrel Cannon down there. I guess people are actually lucky enough
to fall into them.

#

                                >>>Items<<<

What would SSB and SSBM be without random props from their games? A big
load of nothing, that's what. Different kinds of items fall from the
sky, and if you ever need to know what any of them do, or you just want
to know new ways to clobber your opponents with their specialty items,
look no further! Also, you can play with any item as much as you want
in Training Mode.

                               Item Controls

(special controls will be covered in the item's description.)

General:
A: Pick up
Z: Weak Throw
Walk, Z: Throw
Run, Z: Dash Throw
>Z, <Z: Strong Throw

Healing:                Whacker:
A: Pick up and eat      A: Weak Whack 
                        Walk, A: Walk Whack
Gun:                    Run, A: Smack Whack
A: Shoot                >A, <A: Smash Whack
Z: Throw away
                        Thrower, Heavy, Container:
Battering:              A, Z: Throw (with directions)
A: Pick up and start kicking butt
                        Special:
Transformation:         See description for info
Touch: Transform

Name: Food
Type: Healing
Game: Kirby's Dreamland
Rarity: Common
If you ever see two-dimensional pictures of random foods, you know you