cranium7@hotmail.com http://cranium7.tripod.com ICQ#: 40303461 AIM: cranium77 ============================================================================================== SUPER SMASH BROTHERS FAQ v.3.0 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CONTENTS ======== Version History Introduction Definitions Characters Items Stages PokŽmon Secrets 1-Player Game Walkthru Music Review Theme Battles In Closing Legal Crud Thanks .............................................................................................. VERSION HISTORY =============== v.3.0 Last planned update; killed off the legal crud booboos once and for all v.2.12 The legal crud strikes again! v.2.11 Another change to the legal crud. Hey, I gotta do it... v.2.10 A small addition to the legal crud. Yes, I'm too cheap to make a version 3 yet. v.2.9 A few typos and other things corrected, and a bunch of general revisions. v.2.8 More contributions, updated Fox strategies and "dai-rantou"'s supposed meaning. v.2.5 Guess.......... at least this time I changed Pikachu's nickname. v.2.3 And still more contributions. v.2.2 All right! More contributions! Again, go to the Thanks section. v.2.0 Woohoo! Contributions! Go to the Thanks section for the lowdown. v.1.7 One little part added to the Legal Crud. v.1.6 Removed that stupid Japanese banter. v.1.5 Changed the listing for S.T.44 and added moves lists for everybody. v.1.0 Guess what? I started it here! .............................................................................................. INTRODUCTION ============ Howdy, and welcome to the world of Smash Brothers. In writing this guide, I assume that you read the manual and understood everything you read. I also assume that you're familiar with the characters in the game at least slightly. I do NOT, however, assume that you: a) have mul- tiple controllers, or b) have friends (much like myself...sigh(j/k!). For those two reasons, I didn't spend any time thinking out excessive multiplayer strategies. By the way, this is the only place you should find the music review of the game. I would have done a whole sound test blowout, but I figured that I wouldn't risk getting in trouble with that guy with the huge, 100-something K FAQ on gamefaqs.com (that's a great faq, btw). The game was originally (in Japan) called Nintendo All-Star Dai-Rantou Smash Brothers (Dai- rantou means "large fray" I think). Besides that, the changes are only cosmetic. The title and in-game text were translated (obviously), the voices for most of the PokŽmon were changed, and some of the sound effects were changed (barely noticeable). But why are you listening to my yammer on like this? Scroll down and get to the strategies, already!! :^) (Note: all the > and < symbols are reversed when you're facing left.) .............................................................................................. DEFINITIONS =========== +-- tap ,-- tilt POWER HIT-- any attack that launches an opponent that's over 100%. Most characters have three or four power hits, usually by tapping a direction and pushing A, along with a B attack (usually) and a throw. LAUNCH-- a term commonly found in "traditional" (Capcom or SNK) fighting game strategies, with a slightly different meaning in Smash Bros. Here, it is whenever you hit an opponent so that they go flying really far, sometimes so that there is no chance of coming back. If you launch someone upwards, there is the possibility of you getting a star finish. STAR FINISH-- when you kill an opponent by sending them flying into the foreground or back- ground leaving them no chance of comeback. Only happens when someone is launched and their damage is high (usually over 75% at least). CARRYING-- done only by Donkey Kong. This refers to when he holds a barrel or crate, or when he walks around while still in his throw. HP-- stands for Hit Points. Basically, a life bar that can't be seen. Used only by Master Hand CHAIN-- a term used in newer fighting games. This is where an attack does two or more hits while the opponent has no possibility of escaping. Also referred to as "comboing" JUGGLE-- again, used in many fighting game strategies. This is where you hit an opponent into or while they are in the air, then hitting them again while they are still in midair, and usually repeated. Similar to chaining, except the opponent can often still move. DOUBLE JUMP-- one of your most important moves. Done by pressing C while in the air. You can only do one each time you jump. AIR JUMP-- a double jump done while you are falling. TRIPLE JUMP-- done by pressing ^+B. If done after a double or air jump, you will get maximum air. If you miss with this, you won't be able to to any attacks or jumps until you touch the ground. Note that Jigglypuff, Yoshi, and Ness don't have triple jumps; instead they have extra-high or floaty double jumps. Ness has the _potential_ to triple jump, but... ah, just read his section. COMEBACK-- using double, air, and triple jumps to get back onto the playing field, usually after being launched. If you're lucky, you can grab onto the edge and come back that way. CLEAR OUT-- to push enemies out of your way if they're at your front and back. Often done by your triple jump attack, but not always. CROSS-UP-- a crossup is when you jump over an enemy and attack the back of them while in the air. BOUNCE-- just what it sounds like. When something or someone :^) ricochets off of something. FLOAT-- usually referred to when jumping. The float is how long something hovers in the air. If something is "floaty", it has high float time. STOMP-- an attack, usually a power hit, that hits straight down and usually sends you plummeting down at high speeds. FLY-- the special double jump done only by Kirby and Jigglypuff. PICK-- to attack with many fast, light-damage moves and gradually increase damage. Also referred to as "chipping" or "whittling." CHARGE-- has two meanings. The first is like "charging up," which is used only by DK, Samus, and Master Hand. The second is like "charging at" where you rush an opponent. CRAWL-- when Pikachu's Thunderjolt bounces up or down a wall and keeps going. DEEP-- another term with two meanings, both used in other games. The first is like "a deep character"-- that means hard to learn, but the training pays off. The second is "a deep attack" or "a deep crossup"-- that means to hit an opponent low and close. WINDUP-- the time it takes from when you start the attack to when it does something. RECOVERY-- usually NOT used to refer to life regeneration. Instead, this is the time between when an attack ends and when you can actually move. PRIORITY-- the amount of an attack's ability to cancel out and hit through an opponent's attack. CANCEL-- an attack that stops an opponent's attack. VACUUM-- an attack that chains hits and draws the opponent nearer, if possible. CHEAP-- a maneuver that is extremely difficult for the opponent to get out of or an attack which does high damage or large chaining without much skill. Cheap stuff can get you smashed in real life -.- GUARD BREAK-- to attack an enemy that is blocking repeatedly until their shield it gone and they get stunned. FIREBALL WAR-- also called a fireball fight. This is when two characters shoot a bunch of projectiles at each other at the same time. The loser is the one with the less useful projectile. S.T.-- Sound Test DOMINATE-- to beat easily or undisputidly win; to strike an opponent in the buttocks with one's foot ^_~. SUCK-- to suck. If I left out anything glaring, or if you want a new term invented (like "stomp"-- completely original), email at cranium7@hotmail.com. .............................................................................................. CHARACTERS ========== MARIO ----- Symbol: Mushroom Stage: Mushroom Kingdom Win Music: s.t. music 15 Taunt: grows into Super Mario for about three seconds Colors: C ^-- It'sa me, Mario! C >-- I'ma Wario! I'ma gonna win! C v-- Yellow shirt, dark red pants/hat. Fire Mario, perhaps? C <-- SMB1 Mario! Red overalls, blue shirt/hat. Jump float: low Jump range: high Doublejump range:medium Entrance: a pipe grows out of the ground, he jumps out, the pipe retracts Ending Screen: Mario holds a flag that says "#1" and rainbow-colored words "You are great" Intro Shot: him facing off with Kirby Nickname: The Plumber of Death Game's profile: Although best known as the mustachioed plumber who battles the Turtle Tribe with his distinct jumping action, this internationally-famous hero has also acted as a referee, a driver, and even a doctor! He's been linked to Princess Peach of the Mushroom Kingdom for years, but to this day their true relationship remains a mystery. Best game (IMHO):Super Mario RPG (SNES) Position in game:you Enemies: DK because they never finished their fight 15 years ago. Link because he's stealing his thunder. Moves: A-- Punch (3x) Punch, punch, kick >, A-- Spinning low kick >+A-- Windup punch v, A-- Trip kick v+A-- Double spinning trip kick ^, A-- Spinning uppercut ^+A-- Headbutt (dash) A-- Baseball slide (air) A-- Low jump kick (air) >+A-- Spinning frontal jump kick (air) ^+A-- Backwards flip (air) v+A-- Downwards drill kick (air) <+A-- Backwards lunge kick B-- Fireball v+B-- Mario Tornado ^+B-- Super Jump Punch R, >-- Spinning frontal throw R, <-- Triple windmill backwards throw Pros: * Good jump height * Excellent combo potential * Damaging throw * Easy-to-time taunt (for the Fighter Stance bonus in 1P game) Cons: * Low speed * Low damage for individual hits * Awkward fireball * No real stomp attack * Agonizingly long taunt (for team and multiplayer fights) Comments: Mario is the chaining king. The Jump Punch can do up to 9 hits, and the Tornado vacuums them in and does 14 hits, with the last one sending them flying into the air and creating the potential for some endless juggles. His backwards throw is one of the game's coolest. Because his fireball has a downward arc to it, it's a good weapon for keeping people from coming back. The best advice for Mario is to stay on the offensive and chain them to death. Against: Play defensive. If you have a good stomp attack, jump over him and use it as a cross-up attack. This way, he can't hit you with the Jump Punch, which arcs forward. If he gets wise to this, bombard him with projectiles. He won't win any fireball wars anytime soon except against Link. Also, each of his specials have a nasty recovery time, so use this to your advantage. Vs 1P Mode Teams:Use the Mario Tornado constantly. Vs Master Hand: Use the ^+A headbutt move and jumping power hits. DONKEY KONG ----------- Symbol: DK Stage: Congo Jungle Win Music: s.t. music 16 Taunt: shrugs Colors: C ^-- Brown. C >-- Brillo Kong! Gray fur. C v-- Red (bloody?) DK. C <-- Blue gorillas?? NOW I've seen EVERYTHING. Jump float: low Jump range: medium Doublejump range:low Entrance: busts out of a DK barrel Ending Screen: shows two rendered DKs against a palm background with the words "Donkey Kong" Intro Shot: fighting Samus Nickname: Mighty Joe Kong Game's profile: Donkey Kong and Mario started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame, including his favorite nephew, Diddy. Best game: Donkey Kong Country 64 (N64) Position in game:Player 1 Enemies: Mario because they still have a fight to settle. Moves: A-- Left hook (2x) One-two punch >, A-- Lunge punch >+A-- Slap v, A-- Trip slap v+A-- Spinning splits kick ^, A-- Overhead swat ^+A-- Overhead clap (dash) A-- Lunge kick (air) A-- Horizontal spin punch (air) >+A-- Vertical flip punch (air) ^+A-- Aerial overhead swat (air) v+A-- Stomp kick (air) <+A-- Backwards double kick B-- Giant punch v+B-- Hand Slap ^+B-- Spinning Kong R, >-- Carrying throw R, <-- Shoulder toss Pros: * Incredible strength * Carrying ability * Useful throw * Cheap (see "useful") v+B move * Long limb range Cons: * Nasty speed * Large size * No projectile * Bad stomp attack (v+A) Comments: DK is the strongest character in the game, bar none. Therefore, you should be totally offensive. Defense is futile, because of both his size and the fact that he is projectile-free. He has a long range, though. The Giant Punch is the strongest single attack in the game if fully charged. Anyone close to 70% will likely get launched so far off the field that there will be no chance of comeback. Repeating hand slaps is a very cheap way to get some good protection. An easy way to beat any enemies you're having trouble with is to forward-throw them and commit suicide. In a 1P game, this is useful against Metal Mario. Against: Bombard him with projectiles. He will have little way to escape. Another thing to remember is that all of his power hits have a long windup. If you're a quicker character like Pikachu or Falcon, you can use hit-and-run tactics, and chip at him constantly. Vs 1P Mode Teams:Use the Spinning Kong or normal moves. Vs Master Hand: Use the ^+A clap and the Giant Punch if you get a second to charge it up. LINK ---- Symbol: the Triforce Stage: Castle Hyrule Win Music: s.t. music 17 Taunt: a dainty sword pose Colors: C ^-- Kokiri Tunic. C >-- Goron Tunic. C v-- Zora Tunic. C <-- Yeti Mail, I think.... from Zelda 1. Jump float: low Jump range: mid-low Doublejump range:low Entrance: hovers down in a blue-green light and draws the Master Sword Ending Screen: leaning against the pillar in his stage, shield and sword off, looking away Intro Shot: playing an ocarina on top of a cliff Nickname: Man in Tights Game's profile: Link is the valiant boy hero of the "Legend of Zelda" series in which he fights against the evil Ganon to recover the Triforce. Though his tools may change with each adventure, his strength and righteousness remain constant. With his trusty sword and a variety of weapons, he takes adventure head on! Best game: Zelda 5: Ocarina of Time (N64) Position in game:you Enemies: Mario, because Link was never as well known... well... until now at least. Moves: A-- Vertical arc slash (x3) Slash, reverse arc slash, stab (rapid) Multistab >, A-- Stronger vertical arc slash >+A-- Two-handed vertical arc slash v, A-- Low horizontal slash v+A-- Double low slash ^, A-- Overhead arc slash ^+A-- Triple overhead slash (dash) A-- Stab (air) A-- Low jump kick (air) >+A-- Spinning aerial slash (air) ^+A-- Upward stab (air) v+A-- Downward stab (air) <+A-- Double aerial back kick B-- Boomerang v+B-- Bomb ^+B-- Spin Attack R, >-- Frontal kickaway Hookshot throw R, <-- Reverse kickaway Pros: * Excellent stomp attack * Two projectiles * Good clear out * Strong A attacks * Long-range throw Cons: * Two awkward projectiles * Bad air denfense * Awful jumping capabilities * Hokey, hard-to-time taunt * And did I mention that he's a bad jumper? Comments: Link is one of the weaker characters (the chicks dig him though... go fig :^) and he has difficulty coming back (low jumps and a bad triple). His clearout attack (^+B) has high range, damage, and priority though. His stomp attack is cool (v+A in midair) and the boomerang goes pretty far (hey, I thought only child Link could use that!?) The bomb has good damage, just watch out since it CAN hurt you! His only distinct chain move is ^+A, though. You should rely on his A attacks mostly if you want to win. Against: Link isn't that hard to beat, just watch out for that throw and don't let him stomp you! Therefore, you may want to use your own stomp move, since his best anti-air attack (^,A) comes out slowly. Don't try this if he's holding a bomb! No matter what, stay away from him. His A moves are among the best in the game (besides the Hand's of course... but then again, I don't even know which of his attacks are done by A). He has the worst-power projectile in the game, so keep your distance and whittle away. Vs 1P Mode Teams:Use your jumping A attacks. Almost all of them are power hits. Vs Master Hand: Use the ^+A tri-slash and other A attacks. SAMUS ----- Symbol: the Screw Attack symbol Stage: Planet Zebes Win Music: s.t. music 18 Taunt: statickey "Ha" with a cool gun pose Colors: C ^-- Orange and yellow, with a green eyespace. C >-- Pink and yellow, blue eyespace. C v-- Earth Samus! Brown and orange, green eye. C <-- All green with a red helmet? Where DO you get your fashion tips?! Ack! Jump float: long Jump range: high Doublejump range:mid Entrance: steps out of a teleporter/Save Point Ending Screen: "Thank You For Playing" with a giant rendered Samus helmet, and her face inside the eyespace 8^¡ Intro Shot: her fighting DK and blowing him away Nickname: Boba Fett's Sis (thanks to Forcevader@aol.com) Game's profile: Samus Aran is the toughest bounty hunter in the galaxy. Using a special suit powered by the technology of the bird people which allows her to execute daring acrobatic feats, Samus pursues the airborne life form Metroid through- out the universe. Best game: Super Metroid (SNES) Position in game:you Enemies: Fox because his team is starting to scare off the Metroids. Moves: A-- Left jab (x2) Jab, gun bash >, A-- Low roundhouse kick >+A-- Gun stab v, A-- Trip kick v+A-- Double trip kick ^, A-- Spinning overhead semicircular stomp kick ^+A-- Overhead flamethrower (dash) A-- Shoulder ram (air) A-- High jump kick (air) >+A-- Frontal flamethrower (air) ^+A-- Upward twirling drill kick (air) v+A-- Downward spinning gun punch (air) <+A-- Backward jump kick B-- Blaster v+B-- Bomb ^+B-- Screw attack R, >-- Frontal Grappling Beam throw R, <-- Backwards Grappling Beam throw Pros: * Insane jumping powers * Long-range throw * Excellent projectile * Good rolling power * Powerful juggle attack (^+A, timed right, does 40+%) * High speed Cons: * Weak bomb * Slow throw * No stomp attack * Very cheap >:^P Comments: Samus is one of the better fighters. The Screw Attack (I'll avoid all puns on that name...) can chain like crazy. The shot, when fully charged, is almost as damaging as DK's Giant Punch. The bomb is weak but can't hit you. Her throw is long range, but the recovery time is painfully long, as it is with her two fire attacks (^+A and >,A in midair). Her other moves, even her Smash Attack (>+A, of course), are quick, and she is one of the highest and longest jumpers, which is very important tn Smash Brothers. Against: Hmm...to be honest, Samus is a hard opponent. Utilize the block, and roll behind her while she is still recovering. Take advantage of her throw's lag time. Don't do stomp attacks, since she'll either combo you with the Screw Attack or blast you with the flame move (ouch). Don't expect to win any blaster fights with her, either, since her shot eats up all others when charged. Hammering on the buttons can yield promising results :^D. Vs 1P Mode Teams:Use the Screw Attack or A moves. Vs Master Hand: Use the ^+A fire shot and utilize her roll. YOSHI ----- Symbol: an egg Stage: Yoshi's Island Win Music: s.t. music 19 Taunt: does the hidden thing spinning and arm waving from Yoshi's Story Colors: C ^-- Green Yoshi. C >-- Red Yoshi! In SMB, this one could breathe fire. C v-- Blue, the flying Yoshi... dang that would have ruled here... C <-- Yellow. This one kicked up dust when it landed. Yawn. Still, okay here. Jump float: medium Jump range: mid Doublejump range:high Entrance: hatches from an egg Ending Screen: "Yoshi Thanks For Playing" at the top with Yoshi's head stuck in a giant book Intro Shot: him and other colors popping out of some eggs under a giant heart Nickname: the Fossilizer Game's profile: Yoshi is the friendly dinosaur of Yoshi's Island. He began as Mario's partner, but has since built his own identity, and now appears in many games. He uses his unique ability to turn whatever he swallows into an egg as his foremost attack. Yoshis come in a rainbow of colors and are said to have a high IQ from a very early age. Best game: Yoshi's Island (SNES) Position in game:you Enemies: Falcon, because he's so mysterious and "unhappy" Pikachu, since Yoshi was mistaken for a fellow PokŽmon (EGM anyone?) Moves: A-- Kick (x2) Double kick >, A-- Side kick >+A-- Frontal headbutt v, A-- Tail swipe v+A-- Double tail swipe ^, A-- Overhead nose swipe ^+A-- Overhead headbutt (dash) A-- Charging headbutt (air) A-- Low jump kick (air) >+A-- Spinning aerial headbutt (air) ^+A-- Overhead tail swipe (air) v+A-- Treadmill kick (air) <+A-- Back kick B-- Egg lay v+B-- Ground pound ^+B-- Egg toss R, >-- Frontal slurp-and-burp R, <-- Over-the-shoulder slurp-and-burp Pros: * Damaging attacks * Quick taunt * Long-range throw * High double-jump Cons: * Bad projectile * Slow * No triple jump * Hard to learn Comments: Yoshi is one of the weaker players. You'll need to rely on his long-range throw and butt stomp attack, because he doesn't have a forward-moving projec- tile. His A moves are short-range but do good damage. His double-jump is high but he doesn't have a triple, so don't try it. His B move is good since it leaves the opponent completely open, but doesn't do any damage by itself. Any opponent caught in an egg can't be launched or even thrown, so be careful. --Jason Ludka had this to say: "Another way to do 999% damage is to take - Yoshi, put them in an egg, and do the walk on head thing or a couple smash - attacks. hehe" (ed. note-- that's a fine way to do it for awhile, but 999%? - Sounds like somebody set that up.....) "And, Yoshi is a cheap player--just - put them in an egg on the edge and say bye bye, unless they button mash and - manage to save themselves." (ed: or if they hold away from the abyss... in - any case, this has won me quite a few Giant DK matches.) "When we play - free-for-all, Yoshi and Kirby are banned from egging them off the edge." - (ed: Bloody straight.) --Danno586 said this: "The most damaging move is Yoshi's jump, down+A, which - if the [other] guy is low can do 54%!!!!" (ed: I knew it, but forgot to put - it down. Thanks for the memory jog.) Against: Yoshi isn't too hard, just stay out of the air! His egg attacks are surpris- ingly powerful. Bombard him with fireballs and charge him head on. He'll likely still be reeling from the projectiles. Don't let him butt-slam you, either. Vs 1P Mode Teams:Use whatever you want except the tongue moves. Vs Master Hand: Use the midair v+A treadmill move. KIRBY ----- Symbol: a star Stage: Dream Land Win Music: s.t. music 20 Taunt: waves, discards his ability, and says "Hi!" Colors: C ^-- Pink Kirby. C >-- Yellow Kirby! Beam ability, anyone? C v-- Blue (Ice) this time. Personally, I liked a different ability better... C <-- ...like Fire Kirby! Where's that cool (hot?) flaming hat??? Jump float: mid-low Jump range: mid-low Doublejump range:flying Entrance: flies in on a star Ending Screen: flies by on a star with "Let's Go! Go! Go!" at the top of the screen Intro Shot: fighting Mario Nickname: the Raging Cream Puff Game's profile: The 8-inch high Kirby hails from a distant, peaceful star. Like his simplistic appearance, he is an easily-understood character. True to his instincts, Kirby eats when he gets hungry and sleeps as soon as he grows tired. Nevertheless, Kirby remains a formidable opponent. In addition to his distinct flying and swallowing skills, he also has the ability to copy enemy attacks for ever-changing action. Best game: Kirby Superstar (SNES) Position in game:Player 1 Enemies: Jigglypuff, who's trying to copy Kirby's flight and shape Moves: A-- Punch (x2) One-two punch (rapid) Rapid punch >, A-- Frontal spin kick >+A-- Lunge kick v, A-- Low kick v+A-- Spinning splits kick ^, A-- Overhead arcing back kick ^+A-- Flip kick (dash) A-- Head slide (air) A-- Low jumpkick (air) >+A-- Forward drill kick (air) ^+A-- Circular flip (air) v+A-- Downward drill kick (air) <+A-- Backwards jump kick B-- Absorb v+B-- Stone ^+B-- Cutter R, >-- Aerial suplex R, <-- Backwards tomoe Pros: * Invincibility attack * Power absorbtion * Sextuple (or whatever) jump o_O;; * Quick attacks * Small size Cons: * Long windup * No good clearout * Cheap Comments: Kirby is one of the best fighters once you get used to him. His absorbing move is great against Samus, Falcon, or Ness. The Cutter is good, and even acts as a triple jump after his five or so flying jumps. But the real strength of the Pillowy One is the stone. An excellent stomp attack, as it sends you down at high speeds, but even better, it gives you invincibility until you press B again. Against: Kirby is very susceptable to throws from behind. He doesn't have any super- fast clear out attacks, so jump over him and toss him. He's also easy prey for stomp attacks. Just make sure that you don't charge him, since he'll absorb you. Also, keep him out of the air! He'll stone-attack you to death. He's the best comeback player in the game, so throw him to ensure a good launch. Vs 1P Mode Teams:Use midair A attacks. Vs Master Hand: Use the Rock to your advantage and attack with drilling midair hits. FOX --- Symbol: a winged fox Stage: Sector Z Win Music: s.t. music 21 Taunt: crosses his arms and hmphs at the crowd Colors: C ^-- White vest/boots, green pants. C >-- Orange vest/boots, brown pants. C v-- Pink boots, purple vest, violet pants... oooookay... C <-- Green vest, black pants, and... blood red boots?? Jump float: low Jump range: mid Doublejump range:mid Entrance: flies in in the Arwing and jumps out Ending Screen: rendered Fox and three Arwings in front of Corneria Intro Shot: piloting the Great Fox Nickname: the Winged K-9 (thanks to Forcevader@aol.com) Game's profile: Following in his dead father's footsteps as the young leader of the Starfox team, Fox McCloud's piloting of the super-high performance combat ship Arwing for the Lylatian System is still fresh in our memories. His one weakness may be his difficulty earning the trust of his teammates. Best game: Star Fox (SNES) Position in game:you Enemies: Ness, because he keeps making fart jokes about the Fox Fire move Moves: A-- Punch (x2) 1-2 Punch (rapid) Lightning Kicks >, A-- Chest kick >+A-- Spinning jump kick v, A-- Tail swipe v+A-- Double split kick ^, A-- Overhead kick ^+A-- Backward flip (dash) A-- Jump kick (air) A-- High jump kick (air) >+A-- Spinning frontal jump kick (air) ^+A-- Two-hit vertical flip kick (air) v+A-- Downwards drill (air) <+A-- Reverse splits kick B-- Blaster Shot v+B-- Reflector ^+B-- Fire Fox R, >-- Spinning forward throw R, <-- Backward roll throw Pros: * Speed * A cheap blaster move * Good jumps Cons: * No strong moves * Dumb throw * Nerve-grinding windups Comments: Oh boy... There'll be a lot of players out there poed at me... but honestly, Fox sucks. I seriously believe he's worse than Jigglypuff (Then again, Jiggy isn't really that bad...). His blaster is VERY cheap. His Reflector move is near impossible to time right, and the Fire Fox has a windup that seems like forever. He has some good A moves though, like jump+^+A. Kinda cheap though. --Orie Guo tells me that Fox ain't that bad. I suppose it's all in how you - play the game. For example, one of my friends always uses him and wins 4 - times out of 5. Whatever. Against: Fox is annoying to play against, simply because of the blaster shot. Stay in the air and do stomp attacks, and you'll be fine. However, make sure the stomp is fast, or else you're likely to get vertically tail whipped. Vs 1P Mode Teams:Use the Reflector. Vs Master Hand: Mash the buttons ^_^;; PIKACHU ------- Symbol: a PokŽball Stage: Saffron City Win Music: s.t. music 22 Taunt: stands on his tiptoes, waves, and says "Pika pi-kahhh!" Colors: C ^-- Normal yellow Pikachu. C >-- Aww... Pikachu's got a red birthday hat! C v-- How about a blue hat instead? C <-- Wierd... green-tinted Pikachu with a bright green hat. Jump float: mid-low Jump range: mid-high Doublejump range:mid-high Entrance: comes out of a tossed PokŽball Ending Screen: Shows him in the forest with some other PokŽmon and "Congragulations" (sp?) Intro Shot: Riding around on a PokŽball Nickname: Sir Concussion (because of the headbutt action) Game's profile: Pikachu Mouse PKMN Height 1'4" Weight 13lbs When several of these Pokemon gather, their electricity could build and cause lightning storms. (Pokedex excerpt) Best game: PokŽmon Gold (GB) Position in game:#25 Enemies: DK, cause he's so dang big Jigglypuff, because of the battle for Pokepopularity Moves: A-- Headbutt >, A-- Double kick >+A-- Electric knife v, A-- Tail whip v+A-- Double trip kick ^, A-- Overhead tail whip ^+A-- Tail backflip (dash) A-- Lunging headbutt (air) A-- Jump kick (air) >+A-- Forward electric drill (air) ^+A-- Aerial overhead tail whip (air) v+A-- Downward electric drill (air) <+A-- Reverse jump kick B-- Thunderjolt v+B-- Thunder ^+B-- Quick Attack (x2) Agility R, >-- Overhead flip toss R, <-- Reverse thundershock Pros: * Speed * Unique projectile * Small size * Good jumper * Cool throws Cons: * Bad defense * Fairly low damage Comments: Pikachu is unique. Many of his A attacks are electric. His B move is the only move in the game that crawls. His triple jump is superb, and can become a quadruple jump if you press > or < right the split-second that it ends. The Thunder attack is a good clear-out attack, expecially from below. Against: Go absolutely offensive. Pikachu has little that he can do if hammered quickly, and he takes damage badly. If he sets you up for a Thunder attack, stomp him and continue to kick him around. At about 80% a power hit will launch him for good. Vs 1P Mode Teams:Use anything but the Thunderjolt. Vs Master Hand: Use A attacks and Thunder. LUIGI ===== Symbol: a mushroom Stage: Peach's Castle Win Music: s.t. music 15 Taunt: scuffs his heal. Poor guy. Colors: C ^-- Good ol' green and royal blue Luigi. C >-- Fire Luigi! Hopefully those are just yellow gloves..... C v-- Aquatic Luigi.... aqua and blue. Not bad. C <-- Um... Pink Luigi. I could say something else, but it's not very nice... Jump float: mid Jump range: high Doublejump range:mid-high Entrance: Jumps out of a pipe Ending Screen: Back-to-back with Mario and the rainbow-colored "Smaaaaaash" (:^.) Intro Shot: none Nickname: The Mean Green Jumping Machine Game's profile: Though often hidden in his older brother Mario's shadow, Luigi is, in reality, very popular. Taller than Mario, Luigi also jumps higher. Although he didn't appear in Super Mario 64, in Mario Kart 64 he performed to the best of his ability. For one who always seems to be in the background, he has many fans who eagerly await his appearance. Best game: Super Mario Brothers 3 (NES) Position in game:Player 2 Enemies: Mario, since he never lets him get any attention Moves: A-- Punch (x3) Punch punch kick combo >, A-- Low roundhouse kick >+A-- Windup punch v, A-- Low kick v+A-- Double trip kick ^, A-- Spinning uppercut ^+A-- Upward headbutt (dash) A-- Multihit flail (air) A-- Low jumpkick (air) >+A-- Forward spinning jump kick (air) ^+A-- Backwards flip (air) v+A-- Downward drill (air) <+A-- Reverse jump kick B-- Fireball v+B-- Luigi Tornado ^+B-- Super Jump Punch R, >-- Spinning forward throw R, <-- Triple spinning backward throw Pros: * flaming Jump Punch * high jumping * high power Cons: * low speed * little chaining * too similar to Mario Comments: I won't tell you that Luigi is better than Mario, since, in my style of playing, he isn't. If power's more your style, though, he's your man. His moves are almost identical at first glance, but if you use them a few times, you'll notice the changes. His fireball (mucusball?) goes straight instead of down. His Tornado can't combo more than twice, but is a power hit. The jump punch, when done deep, sends an opponent flying and sets them on fire, eg. Ken's Dragon Punch. Against: Use basically the same strategy you did with Mario. Don't let him get close, because an experienced player will Jump Punch the living crap out of you. Vs 1P Mode Teams:Use the Luigi Tornado. Vs Master Hand: Use the Jump Punch when you're very close. JIGGLYPUFF ========== Symbol: a PokŽball Stage: Saffron City Win Music: s.t. music 22 Taunt: rolls around and says "Jigglypuff!!!" Colors: C ^-- Normal pink Jiggles. C >-- Hmm... a she! Red bow on old Puffy. C v-- How 'bout a blue bow? C <-- ....or green? Jump float: mid-low Jump range: mid Doublejump range:flying Entrance: pops out of a PokŽball ("Jigglypuff, I choose you!" ....who'd do that??!!!) Ending Screen: Two Jigglypuffs playing with some balloons in front of a spraypainted wall Intro Shot: none Nickname: Puffy/Jiggles/Jiggy/Cheesilypoof Game's profile: The Balloon PKMN with the big, round eyes. It sings a soothing melody, send- ing those who hear it to sleep. As a Balloon PKMN, its body is light, weak, and easy to knock away. Best game: PokŽmon Gold (GB) Position in game:#39 Enemies: Kirby, since he is too much like her Pikachu, since he is the more popular PokŽmon Moves: A-- Jab (x2) 1-2 punch >, A-- Spinning roundhouse >+A-- Lunging low kick v, A-- Shin kick v+A-- Splits kick ^, A-- Reverse overhead axe kick ^+A-- Upward headbutt (dash) A-- Lunging headbutt (air) A-- Low jumpkick (air) >+A-- Double frontal jump kick (air) ^+A-- Overhead slap (air) v+A-- Downward drill (air) <+A-- Reverse jump kick B-- Pound v+B-- Rest ^+B-- Sing R, >-- Upward twirl throw R, <-- Reverse bounce Pros: * Flying ability * Sing attack * Two B power hits * Huge, cute eyes :^P Cons: * Weak * No triple * No projectile Comments: Jigglypuff is severely underappreciated. Abuse her Singing power like there's no tomorrow! If someone gets caught in it, get really close and use Rest, or Pound if they're at a low damage percentage. The best advice for her is to play defensively and utilize the singing. The Rest attack is a very easy launcher if you can somehow get it to connect. Against: Go insane and throw everything you've got at her. All her specials have horrible recovery time, so time your attacks right and you'll be alright. Vs 1P Mode Teams:Use jumping A attacks. Vs Master Hand: Use Pound and jumping A attacks. CAPTAIN FALCON ============== Symbol: a falcon Stage: none Win Music: s.t. music 23 Taunt: salutes and says "Show me ya moves!" ('_';;) Colors: C ^-- Blue and red Falcon. C >-- Gray. Much more fitting. C v-- Blood Falcon! Red on purple. C <-- *blinks* White on pink! G'yaah! Jump float: low Jump range: high Doublejump range:mid Entrance: jumps out of the Blue Falcon and it drives off Ending Screen: in a comic strip, says "Thank you for playing. Yes. I am Number One!" Intro Shot: none Nickname: The Blur Game's profile: A regular pilot in the great galactic race F-ZERO Grand Prix, Captain Falcon is skilled at collecting prize money. Much about his past remains hidden in shadow, but it's clear that many a villain hold a powerful grudge against him. Best game: F-Zero X (N64) Position in game:#7 Enemies: Samurai Goroh and Black Shadow, but they ain't here Moves: A-- Jab (x3) Punch, punch, knee combo (rapid) Rapid punch >, A-- Kick >+A-- Fire kick v, A-- Low kick v+A-- Sweep kick ^, A-- Axe kick ^+A-- Uppercut (dash) A-- Shoulder ram (air) A-- Jump kick (air) >+A-- Double jump kick (air) ^+A-- Flip (air) v+A-- Downwards thrust kick (air) <+A-- Reverse punch B-- Falcon Punch v+B-- Falcon Kick ^+B-- Falkon Dive R, >-- slam R, <-- backwards kick throw Pros: * FAST! * Good jumper * Powerful B move * Cool Cons: * Long recovery * Long windup * No projectile Comments: Falcon satisfies the need for speed. His dash is increadibly fast, as are his jumps. He has a good anti-air attack (^+B), a good ramming attack (v+B), and two strong frontal hits (B and >+A). The Falcon Punch is right up there with Samus's Blaster launch-wise, but it has hideous wind-up and recovery delays. Time your Falcon Kicks right (midair, usually) and finish them off with one solid punch. Against: Keep him at bay with projectiles and guard items. Most of all, stay away! If you catch him trying a Falcon Punch, stomp him. Otherwise, utilize the roll and fireball him to death. Vs 1P Mode Teams:Use the Falcon Kick and Dive. Vs Master Hand: Use Falcon Punches and >+A. NESS ==== Symbol: the earth Stage: none Win Music: s.t. music 24 Taunt: bows and says "OK" (sounds like "hobnob".... nice accent! ^_^;;;) Colors: C ^-- Classic Ness.... red, purple, and yellow. C >-- Cool.... Charlie Brown! Yellow and black. C v-- Purple and blue. Doesn't look bad, actually. C <-- Orange and green. Burns the eyes a little, y'know? Jump float: high Jump range: mid-low Doublejump range:mid-low Entrance: blasts in with PK Teleport Ending Screen: an Earthbound scene with him saying "You did it" with Paula, Jeff, and Poo Intro Shot: none Nickname: Psycho Game's profile: Ness was a seemingly-average kid from Onett, but in truth, he was destined for much more. When a strange meteor landed near his hometown, the little boy with psychic powers set out to save the world. Little has been said of Ness's character, and much remains hidden. Best game: Earthbound (SNES) Position in game:your first character Enemies: Giygas, but he/it ain't here Moves: A-- punch (x3) punch punch kick combo >, A-- Kick >+A-- Home run v, A-- Ground kick v+A-- Horizontal yo-yo ^, A-- Upward shove ^+A-- Vertical yo-yo (dash) A-- shove (air) A-- Two-foot jump kick (air) >+A-- Aerial shove (air) ^+A-- Aerial upward headbutt (air) v+A-- Stomp kick (air) <+A-- Reverse kick B-- PK Fire v+B-- PSI Magnet ^+B-- PK Thunder R, >-- forward PK toss R, <-- reverse PK toss Pros: * Good specials * Unpredictable jump * Strong A attacks * Built-in life recovery Cons: * Slow * Awkward triple * Very hard to learn Comments: Ness is for pros only, but once you get good, you can dominate with him. PK Fire (if you didn't know, PK stands for psychokinetic) is an excellent chainer. His
throw has long range, and his jump is extremely floaty. However, 
           
       his triple jump is hard to pull off. PK Thunder can be controlled 
with the 
                 stick for awhile after you push ^+B. You need to 
move the thunder ball under-
                 neath him and blast him in the 
cheeks, which sends him flying upward. PK 
                 Magnet, if you 
can time it to absorb projectiles, actually recovers your 
                 
life percentage! Also, all of his tap+A attacks are strong, and >+A can 
    
              reflect projectiles, timed right.
                 --Orie Guo 
(tyrant2006@hotmail.com) reminded me that if you slam into Ness 
            
      - with a PK Thunder and he hits someone, it does 30%. Sweet.
Against:  
        Use deep stomp attacks to lead with, then smash him while he's on 
the floor. 
                 Cross-ups also work well, as do any items. Play 
defensively mostly, since 
                 he has some very good defending 
attacks.
Vs 1P Mode Teams:Use tap+A attacks.
Vs Master Hand:  Use PK Fire 
and tap+A 
attacks.
..............................................................................................

ITEMS
=====

BEAM 
SWORD
Origin: Kirby's Dreamland 2 (GB)
A very good up-close-and-personal 
waepon with a strong Smash attack and good range.

BOB-OMB
Origin: Super 
Mario Bros. 2 (NES)
Very strong. If you leave it on the ground more than 
five seconds, it will walk around and 
explode on contact. In any case, it 
is one of the strongest weapons.

BUMPER
Origin: Kirby's Pinball Land (SNES, 
GB)
Annoying. If you hit it, you'll get bumped like you took a middle-power 
hit, but only get 1% 
damage. If you hit someone, it usually ricochets off 
and hits you as well.

FAN
Origin: Super Mario RPG (SNES)
Another annoying 
one. Incapable of power hits, but very fast.

FIRE FLOWER
Origin: Super 
Mario Bros. (NES)
Used to breathe fire. If you can trap someone in the 
corner, it can do up to 60 hits before it 
runs out.

GREEN SHELL
Origin: 
Mario Bros. (Arcade, NES, Atari)
A good throwing weapon with medium damage. 
Can be used over and over.

HAMMER
Origin: Donkey Kong (Arcade, NES, 
Atari)
The second strongest weapon in the game. Once you get it, you 
continually smash around for 15 
seconds. Be careful though, since you are 
limited to to only one jump.

HEART CONTAINER
Origin: Legend of Zelda 
(NES)
This recovers ALL of your life..... up to 999%.

HOME RUN BAT
Origin: 
Earthbound (SNES)
THE strongest item! Use a Smash attack with it and they 
will be irrecoverably launched, even 
at 0%!!!

MAXIM TOMATO
Origin: Kirby's 
Dream Land (GB)
Takes 100% off of your damage meter.

MOTION SENSOR 
BOMB
Origin: F-Zero (SNES)
Once you toss it, it sticks to whatever surface 
it touches first. If anyone gets close to it, 
they get blasted with just 
slightly less force than the Bob-omb.

POKƒ BALL
Origin: PokŽmon (GB)
Toss 
it and a random PokŽmon pops out.
Onix: Rock Slide
Chansey: 
Softboiled
Koffing: Smog
Meowth: Pay Day
Mew: Teleport
Goldeen: 
Splash
Charizard: Fire Spin
Blastoise: Hydro Pump
Hitmonlee: Jump 
Kick
Snorlax: Body Slam
Starmie: Swift
Clefairy: Metronome

RAY GUN
Origin: 
Starfox 64 (N64)
Origin: (suggested by Forcevader@aol.com) Earthbound 
(SNES). Either would work I suppose.
The same as Fox's blaster, but faster 
and stronger. Has 16 shots.

RED SHELL
Origin: Super Mario Bros. (NES)
Very, 
very hard to use well. Throw it and it runs around on the ground level, 
seeking out its
prey and homing in. Almost always nails you as soon as you 
throw it.

STAR
Origin: Super Mario Bros. (NES)
Makes you invincible for 
about 10 seconds.

STAR ROD
Origin: Kirby's Adventure (NES)
Like a shorter, 
weaker Beam Sword, but can fire stars if you do a Smash 
attack.

Carriers
--------

CRATE
Origin: Donkey Kong Country (SNES)
Has up 
to three items inside.

BARREL
Origin: Donkey Kong (Arcade, NES, Atari)
Has 
one item, but once thrown, rolls around until it hits somebody or falls off 
the side.

CHANSEY EGG
Origin: PokŽmon (GB)
Has one item inside, but can be 
carried by anyone. Appears when a Chansey does or randomly on 
Yoshi's 
Island or Dreamland.

CAPSULE
Origin: Dr. Mario (???) (NES, GB, 
SNES)
Origin: (suggested by Forcevader@aol.com) Pokemon (GB). Hmmmm..... 
maybe.
Has one item inside, can be carried by 
everyone.
..............................................................................................

STAGES
======

Peach's 
Castle -- Mario and Luigi's stage
--------------
Three platforms here. The 
one in the middle is very small. The one just below it slides 
horizontally 
from left to right. The easiest way to get killes here is to throw them off 
when 
its at its farthest to one side and blast them a few times. The top 
platform can be dropped 
through. If you use a power hit from here, they'll 
likely bounce back on to solid ground by 
ricocheting off of one of the 
slanted triangular blocks in midair. In the air is a bumper that 
can mess 
you up while you're jumping.

Congo Jungle -- DK's 
stage
------------
Surprisingly small. The bottom platform is slanted on the 
sides, which can mess up projectiles 
and long-range throws. On either side 
there are two small platforms in the air that are 
slanted in the opposite 
angle of their lower brethren. In the middle are two flat platforms 
that 
circle around in an oblong pattern. Under the big lowest platform is a 
barrel that goes 
from side to side. This may very well be your savior if 
you get knocked off prematurely. A 
small note: if the screen gets really 
hectic and you do a comeback attack from the lowest 
level right at one of 
the slants, you might fall through. This glitch is VERY rare, though, 
and 
so far has only happened to Giant DK himself.

Hyrule Castle -- Link's 
stage
-------------
Fairly large. The main area is flat and long, great for 
runners like Samus and Falcon. Above 
that in the center are three small 
platforms. These are best for surprise stomps. On the left 
side is a small, 
slanted extension of the main one which is the best place to throw people 

from. On the right end is a lower, flatter extension that has a small (for 
the lack of a 
better word) room. Very small. This place is annoying and is 
best avoided, since it disrupts 
most attacks and often blocks the more 
level throws. Every once in awhile, a tornado will pop 
up. Avoid it, since 
it often star-finishes anyone at a high percentage.

Planet Zebes -- Samus's 
stage (also used to fight Falcon)
------------
Annoying to the extreme! The 
lower level is very bumpy and messes up any projectiles. There 
are three 
medium-sized platforms above it, two slanted, the top one flat. To the right 
is a 
very small vertically-moving platform where items usually appear. The 
acid, however, is the 
worst part of the stage. Unless you "accidentally" 
jump over the edge with invincibility or 
Kirby's Stone, you can't fall to 
your death. The acid sends you flying upwards and may very 
well save you, 
just be careful since it will star-finish anyone over 75%. Once in awhile it 

will rise up. Once it envelops the lowest parts of the main turf, it will 
recede, only to rise 
up to the next-highest platform, then repeat until it 
engulfs all but the highest ground. 
After that it'll leave you alone for 
awhile.

Yoshi's Island -- Yoshi's Stage
--------------
The smallest stage 
with no real threats. The main area has a slight slant in the shape of a V, 

with no flat land. Above it are three more small platforms similar to on 
Zebes. On the left 
and right of the stage are clouds that only stay solid 
for five seconds, then fade away for 
awhile. On the left there's one, on 
the right there's two. These very frequently save you from 
certain 
disaster. The one of the far right is within a single jump's range of the 
stage border 
(which kills you) so be careful.

Dreamland -- Kirby's stage 
(also used to fight Ness)
---------
Perfectly flat, medium-sized middle 
platform with three smaller, flat platforms above, one on 
each side and 
another higher and in the middle. Fairly nondescript layout, except for the 

famous Whispy Woods tree from like every Kirby game. Once in awhile it will 
blow a gust of 
wind in one direction. It doesn't affect the fight 
much.

Sector Z -- Fox's stage
--------
Large. Consists of one long platform 
and a smaller one below and to the right that makes up 
the Great Fox's 
engine. The slants are small sometimes, extreme others, but are always 

sporadic (sp?). Under the "tailfin" is a little area where corner traps are 
common. The main 
thing about this stage is the fact that the remaining 
members of the Starfox team commonly 
fly by and use you for target 
practice! Stay away from them and you'll be fine. Also, 
something trivial 
that I've noticed is that it takes a little longer to die once you fall down 

off the side. A minor thing, but might mess up end-of-the-match taunts in 
1P.

Saffron City -- Pikachu and Jigglypuff's stage
------------
The most 
complex stage, for sure. There are six (count 'em) platforms here. On the 
far left is 
a vertically-moving, low, slanted one. To its right is a very 
small, also low building top. 
Right of that is a higher, flat moving one 
similar to the first. After that is the main area. 
It has a small slant in 
the middle. Next to that is a small garage-type area where you can 
stand on 
the roof of it, constituting platform five. To its right is another building 
top. 
The main hazard here is the wild PokŽmon that pop out of the 
garage-thing from time to time. 
Stay away from here as much as 
possible.

Mushroom Kingdom
----------------
This hidden stage is very 
interesting. The best way to describe its layout would be to map it, 
so 
without further ado....

       !        .......           !
_______P_      
.       .      -------
               .   !   .          -------
            
  ----    ----               
___________               
______________P____________
          |               |
          |          
      |
          D               |
          |               |

This map is 
very crude, but shows the general layout. The _ underlines are platforms 
that you 
can't pass through, while the - dashes are ones you can. The two 
platforms connected by . 
periods operate on the see-saw basis, and if one 
gets heavier, down it goes. The P's are pipes 
that you can go through by 
pressing down to warp to another. Just pray that you don't come out 
the D 
"dropoff" pipe, which spits you right into the abyss! This area, you might 
notice, is 
the only pit in the thing. If you walk too far off either side, 
you die. The ! exclamation 
points, finally, are possible locations of the 
POW block. Hit it and everyone on the ground 
get launched straight up. Also 
note that, periodially, piranha plants pop out of the pipes.


Metal Mario's 
stage
-------------------
Not much going on here. One medium-sized, slightly 
bumpy main area and a small upper platform. 
No obstacles.

Fighting Polygon 
stage
----------------------
Again, a fairly nondescript stage. It has a 
very similar layout to Dreamland, but a smaller 
main platform and no 
wind.

Master Hand's stage
-------------------
A single large platform. 
Awesome background 
though.
..............................................................................................

POKƒMON
=======

 
        Charmander
Source: Saffron City
Attack: Fire Blast
Sound:  
"Charmander!!!"
 Similar to the fire flower, but slightly more lethal.

     
    Electrode
Source: Saffron City
Attack: Selfdestruct
Sound:  bing, bing, 
bing..... BOOM!
 Similar to the Bob-omb, but easier to avoid.

        
Venusaur
Source: Saffron City
Attack: Razor Leaf
Sound:  "Veeee-nusaur!"
 A 
quick volley of projectiles. Not too deadly, but easy jugglers.

        
Porygon
Source: Saffron City
Attack: Tackle
Sound:  "Barkley!" (???)
 A 
simple jutting attack that does good damage.

        Chansey
Source: 
either
Attack: Softboiled
Sound:  "Chansey!" (duh)
 Pops out 1-3 Chansey 
eggs that contain items.

        Onix
Source: PokŽball
Attack: Rock 
Slide
Sound:  "Grwaoooorrrrr!!!"
 Drops boulders from the ceiling in the 
immediate vicinity. Not damaging, but annoying 
 nonetheless.

        
Koffing
Source: PokŽball
Attack: Smog
Sound:  "Koffing!" (you knew 
that....)
 Blasts smoke out in a 360¡ circle. Vacuums a little, very 
annoying.

        Meowth
Source: PokŽball
Attack: Pay Day
Sound:  none, 
strangely enough
 Similar to Koffing, but slightly harder to connect. Shoots 
coins out.

        Mew
Source: PokŽball
Attack: Teleport
Sound:  "Meew!" 
(cute)
 Comes out and does absolutely nothing but fly away harmlessly :^(

  
       Goldeen
Source: PokŽball
Attack: Splash
Sound:  "Goldeen goldeen, 
goldeen goldeen."
 Just flops around doing nothing.... strange, I thought 
only Magikarp used Splash?

        Charizard
Source: PokŽball
Attack: Fire 
Spin
Sound:  "Chaaaaaaaar!!"
 Not really Fire Spin, but close enough.... 
shoots flames out in two directions. Great protection. 

        
Blastoise
Source: PokŽball
Attack: Hydro Pump
Sound:  "Blastoise!" (sounds 
robotic)
 Shoots water straight forward. Not great, not bad.

        
Snorlax
Source: PokŽball
Attack: Growth, then Body Slam
Sound:  "Snorlax", 
then on the way down, "Zzzzzz.... lax....."
 Fairly viscious.... flies up, 
then comes back down huge.

        Hitmonlee
Source: PokŽball
Attack: Jump 
Kick
Sound:  "Heimlech.... leeleeleelee!!" (????)
 Attacks with a single 
power hit. Fairly strong.

        Starmie
Source: PokŽball
Attack: 
Swift
Sound:  "Ryu!" (uh, wrong evolution, bud)
 Comes out, locks on to 
someone, and shoots multiple times. Great shield breaker.

        
Clefairy
Source: PokŽball
Attack: Metronome or possibly Mimic
Sound:  
"Clefairy!" (very cute)
 Mimics another PokŽmon's 
attack.
..............................................................................................

SECRETS
=======

Jigglypuff
----------
Beat 
the game on any difficulty, with any stock, and in any amount of time. Quite 
easy, quite. 
In order to play her or any other hidden character, though, 
you need to smite them in a one-
on-one, single stock battle. Not 
hard.

Captain Falcon
--------------
Beat the game under 20 minutes with any 
stock and any difficulty. Try to intentionally lose 
the bonus rounds as 
quickly as possible. You'll fight him if you get the "Speed King" or 
"Speed 
Demon" bonus after you beat Master Hand. Try using DK.

Ness
----
Beat the 
game on Normal difficulty with only three lives.... and NO continuing! Try 
using 
Mario, Pikachu, or Samus.

Luigi
-----
Beat the Bonus 1 Practice 
challenge with all 8 original characters. (More strategy on that in 
the 
future, IF I get enough feedback asking for it *wink, wink*.) If you lose to 
him, beat a 
Bonus 1 stage again to re-fight. 

Mew in the 
PokŽballs
--------------------
Just unlock the four hidden characters.

Get 
the Mushroom Kingdom arena
------------------------------
Beat the game with 
all twelve characters. After that, if you haven't played in all the arenas 

in Vs. mode, do so now.

Sound Test
----------
Beat both Bonus practices 
with ALL 12 characters. (see my note for Luigi) The Sound Test menu 
shows 
up in the Data screen.

Item Switch
-----------
Possibly, either fight 50 
Vs. matches or get each of the eight original characters' KO stats 
up to 
100.... not sure. In any case, the menu appears under Vs. Options.

Infinite 
Damage
---------------
Hmm.... not really a secret, but oh well. Best done 
in Sector Z, but can also be done in 
Hyrule Castle or Saffron City. Use a 
character with a rapid-hit A move (Link, Kirby, Fox, 
Pikachu, or Falcon, or 
might be possible with the fan too). Trap your opponent against the 
wall 
and let 'er rip! They're trapped until they get to a very high percentage, 
then just use 
a medium-strength hit to finish them! Very, very, VERY cheap. 
With Pikachu, I actually got 
someone up to 
999%!
..............................................................................................

ONE-PLAYER 
GAME WALKTHRU
========================

Stage 1: LINK
-------- ----

Link is 
easy, even on Normal. Just hammer on him and toss him over the left edge. If 
you have 
trouble, read his character section. If you kill him by having him 
tossed into the air by a 
tornado, you get the Tornado Clear bonus.

Stage 
2: YOSHI TEAM (vs.18)
-------- ----------

Easier. Each of the Yoshis take 
one solid hit and they're dead. If you kill them in the order 
they appear, 
you get the Yoshi Rainbow bonus (pretty hard).

Stage 3: FOX 
McCLOUD
-------- -----------

Not as easy as the last two, thanks to the 
computer's timing. Basically just stomp him around 
and toss him off the 
side of the ship. If the Arwing's lasers kill your opponent, you get 
the 
ARWING Clear bonus.

Bonus 1: Break the Targets!
-------- 
------------------

Everyone has a different course here, but they all focus 
on hitting all the targets. The 
hardest ones are Link's, Yoshi's, and 
Ness's. For Link's, there's one in the top left half of 
the screen that you 
have to hit with a bomb thrown upward. In Yoshi's, take advantage of his 

egg throws and air jump. In Ness's, use PK Thunder a lot.
In each of them, 
learn your character's jumping abilities and remember that most >+A Smash 

attacks can go through walls. Pausing gives you a map of the whole level. 
You'll only win this 
if you know your character's moves by heart.
The one 
easy part in this and all the other bonus stages is that you do NOT have to 
finish it 
(thank God!). If you do finish it, however, you'll get the 
Perfect bonus.

Stage 4: MARIO BROTHERS (you + CPU vs. Mario and 
Luigi)
-------- --------------

This is actually pretty hard. Your helper is 
pretty stupid, so you'll need to take matters 
into your own hands. 
Basically, beat on one, throw him from the lowest platform, and double-
team 
the remaining plumr. If you get your helper through the stage, you get the 
Good Friend 
bonus; if you finish without any damage to your partner, you 
get the True Friend bonus.

Stage 5: PIKACHU
-------- -------

Much easier 
than before. Just knock him around until he dies, it's not that hard. If a 
PokŽmon 
from the door kills him, you get the PokŽmon Finish bonus.

Stage 
6: GIANT DK (you and two CPU players vs. DK)
-------- --------

Hard. Items 
are important here. Wear him up to 300% or so and throw him. If you can get 

through this stage with both helpers alive, you get the DK Defender bonus. 
If you can somehow, 
someway, and God knows why clear it with neither 
partner having any damage, you get the 
whopping DK Perfect bonus for 50,000 
points.

Bonus 2: Board the Platforms!
-------- 
--------------------

Another personallized course. Plenty of difficulty 
here. For Pikachu's, use the double Quick 
Attack to get past the spikes. 
For Ness, slam yourself in the backside with PK Thunder. For 
Samus's, 
remember that the roll can go through bumpers and to time your jumps 
perfectly. All 
the rest are basically common sense. If you get all the 
platforms, you will, again, get the 
Perfect bonus.

Stage 7: KIRBY TEAM 
(vs.8)
-------- ----------

Similar to the Yoshi Team stage, except each 
Kirby has a different persona mimiced. Use your 
best power hits and throws 
to finish them quickly. If you beat them in the order they appear 
(Mario, 
DK, Link, Samus, Yoshi, Fox, Pikachu, Kirby/hidden char.), then you get the 
Kirby 
Ranks bonus.

Stage 8: SAMUS ARAN
-------- ----------

The hardest 1P 
fight by far. Be offensive and follow the advice givel in her section. She 

often falls prey to the acid, so keep her off the top platform. Unless 
you're Fox, don't try 
to go into a firefight and hope to win.

Stage 9: 
METAL MARIO
-------- -----------

Another hard one. Wear him to 300-400% and 
use your strongest power hit on him while he's near 
the edge. Since he's 
metal, he'll walk through almost all attacks unphased. Bob-ombs, bats, 
and 
hammers are very helpful here.

Bonus 3: Race to the Finish!
-------- 
-------------------

Very, VERY easy. This one isn't specially fitted. 
You'll need to clear it in 30 seconds, 
though, or you lose. Jump over the 
Fighting Polygons and the rolling bombs, and use good 
judgement to get past 
the bumpers, including rolling as a technique in your arsenal. If you
finish 
without getting hit by anything, you get the No Damage bonus.

Stage 10: 
FIGHTING POLYGON TEAM (vs.30)!!!
--------- ---------------------

Easier 
than the other Team stages. Each of the polygons is very, very weak. One 
medium-
strength hit should finish each of them.

Final Stage: MASTER 
HAND
------------ -----------

Hard if you don't have a set strategy. In 
general, jumping A and ^+A attacks work well. If 
he points his fingers at 
you like a gun with sparkles on the end, block. He's about to fire 
at you. 
If he blasts off of the screen, roll to the left end of the platform so you 
don't get 
drilled. Most of his other attacks are safe to block, except the 
horizontal punch. Wear off 
his 300 HP and you've beaten the 
game.

Challenge match: JIGGLYPUFF
---------------- ----------

Very, very 
easy. Just toss her around a little, and finish her with a power 
hit.

Challenge match: CAPTAIN FALCON
---------------- --------------

A 
little harder. Beat him using the strategy in his character 
section.

Challenge match: NESS
---------------- ----

Again, follow the 
procedure in his 
section.
..............................................................................................

MUSIC 
REVIEW
============

S.T. NUMBER: 1
USAGE:       The intro
ORIGIN:      
original
COMMENTS:    Kind of cool in the mid-beginning, but otherwise, 
fairly standard as far as game 
             goes. The fact that it's MIDI 
and not digital is very, very apparent.
RATING:      **** (out of 7)

S.T. 
NUMBER: 2
USAGE:       In the demo
ORIGIN:      original
COMMENTS:    Simple 
bassey tune. A little catchy, but very simple.
RATING:      ****

S.T. 
NUMBER: 3
USAGE:       the menus
ORIGIN:      original
COMMENTS:    Quiet. A 
jingle, basically.
RATING:      *

S.T. NUMBER: 4
USAGE:       deeper into 
the menus
ORIGIN:      original
COMMENTS:    No better than 3.
RATING:      
*

S.T. NUMBER: 5
USAGE:       Peach's Castle
ORIGIN:      Outdoors in 
countless Mario games, basically Mario's theme song
COMMENTS:    Nice and 
catchy, as the original was. Basically, a Jamaican-style Mario Brothers 
    
          theme. Simple sounds though.
RATING:      ****

S.T. NUMBER: 
6
USAGE:       Congo Jungle
ORIGIN:      various early jungle levels in 
Donkey Kong Country
COMMENTS:    I don't know why I like this.... but I do. 
Nice rhythm and I love the bass solo 
             a little while in. The 
second half isn't as good, but more moody.
RATING:      ******

S.T. NUMBER: 
7
USAGE:       Hyrule Castle
ORIGIN:      the overworld of the first four 
Zelda games, slightly modified each time
COMMENTS:    Too "heroic" for my 
liking.... sorry. It's very catchy, though. I pity you if you 
             
aren't familiar with this.....
RATING:      ***

S.T. NUMBER: 8
USAGE:       
Planet Zebes
ORIGIN:      the Brinstar music in the first Metroid
COMMENTS:  
   I haven't played much of the first Metroid game, but I can tell you that 
this is 
             a great upgrade.... catchy and 
well-orchastrated.
RATING:      *******

S.T. NUMBER: 9
USAGE:       Yoshi's 
Island
ORIGIN:      certain levels in Yoshi's Story
COMMENTS:    I like this 
version a lot better than the YS version, but I wish they'd give SMW2 
      
        a little more attention.... it was a LOT better than its sequel 
YS.
RATING:      *****

S.T. NUMBER: 10
USAGE:       Dreamland
ORIGIN:      
Gourmet Race in Kirby Superstar
COMMENTS:    I've been waiting for some KSS 
music upgrades! Extremely catchy, and kinda 
             complex.
RATING:   
    *******

S.T. NUMBER: 11
USAGE:       Sector Z
ORIGIN:      mission 
intro music from Starfox 64
COMMENTS:    Ack.... boring! Sorry, it's not my 
cup of tea. Now, if they would have put in 
             some SF1 music in 
here....
RATING:      **

S.T. NUMBER: 12
USAGE:       Saffron City
ORIGIN:  
     the main theme of PokŽmon, in the anime show's version
COMMENTS:    
Heh.... what can I say? I love all things PokŽmon, and this is no 
exception.
RATING:      ******

S.T. NUMBER: 13
USAGE:       Mushroom 
Kingdom
ORIGIN:      SMB1.... exactly!
COMMENTS:    Wow! Talk about 
nostalgia. This is an exact replica of the "beep, beep, boop" 
             
Mario Brothers 1 music!
RATING:      *****

S.T. NUMBER: 14
USAGE:       
less than 30" left in Mushroom Kingdom
ORIGIN:      SMB1
COMMENTS:    
Hehehe.... they really went to some lengths to recreate the feel didn't 
they? 
             Guess Miyamoto-san's still got a soft spot for his early 
creations.
RATING:      *****

S.T. NUMBER: 15
USAGE:       Mario or Luigi's 
winning music
ORIGIN:      getting the flag up in Mario 1
COMMENTS:    
Hmm.... not much to say here.... kinda overenthusiastic.
RATING:      
**

S.T. NUMBER: 16
USAGE:       DK victory
ORIGIN:      Beating a boss in 
Donkey Kong Country
COMMENTS:    This thing's actually missing two notes.... 
wierd, eh?
RATING:      ****

S.T. NUMBER: 17
USAGE:       Link 
victory
ORIGIN:      a spinoff of the classic Zelda theme
COMMENTS:    
Hmm.... no problems here.
RATING:      ***

S.T. NUMBER: 18
USAGE:       
Samus victory
ORIGIN:      Getting an upgrade in any Metroid game
COMMENTS:  
   A little unfitting, but I guess it was the best they could do.
RATING:    
   **

S.T. NUMBER: 19
USAGE:       Yoshi victory
ORIGIN:      Beating a 
level in Yoshi's Story
COMMENTS:    Ack! Whistles! Happiness! ..... 
*grin*
RATING:      **

S.T. NUMBER: 20
USAGE:       Kirby victory
ORIGIN:   
    Beating a level in most traditional Kirby games
COMMENTS:    Hits the 
wrong notes, at least in my ears.
RATING:      **

S.T. NUMBER: 21
USAGE:    
    Fox victory
ORIGIN:      Beating a level in SF64
COMMENTS:    none 
:^)
RATING:      ****

S.T. NUMBER: 22
USAGE:       Pikachu or Jiggles 
victory
ORIGIN:      spinoff of the PokŽmon theme
COMMENTS:    
*yawn*
RATING:      ***

S.T. NUMBER: 23
USAGE:       Falcon victory
ORIGIN: 
      Beating a track in F-Zero X
COMMENTS:    All right! I've been waiting 
for this thing!
RATING:      *****

S.T. NUMBER: 24
USAGE:       Ness 
victory
ORIGIN:      the last part of the Sound Stone's melody in 
Earthbound
COMMENTS:    Thanks to Scott Zdankiewicz at smz@cisunix.unh.edu 
for telling me about this.
RATING:      ***

S.T. NUMBER: 25
USAGE:       
after a personal win theme ends
ORIGIN:      original
COMMENTS:    
....
RATING:      **

S.T. NUMBER: 26
USAGE:       when you get the 
hammer
ORIGIN:      Donkey Kong, under the same circumstances
COMMENTS:    
Wow.... beep-perfect!
RATING:      ****

S.T. NUMBER: 27
USAGE:       
invincibility
ORIGIN:      who knows how many Mario games
COMMENTS:    
Similar to that in Kart 64....
RATING:      **

S.T. NUMBER: 28
USAGE:       
the profiles
ORIGIN:      original
COMMENTS:    Another jingle
RATING:      
*

S.T. NUMBER: 29
USAGE:       *fighter 1* vs. *fighter 2* screen
ORIGIN:   
    original
COMMENTS:    Ooh.... nice!
RATING:      *****

S.T. NUMBER: 
30
USAGE:       *you* vs. Master Hand screen
ORIGIN:      original
COMMENTS: 
    Very foreboding (sp?)
RATING:      ***

S.T. NUMBER: 31
USAGE:       the 
hand's entrance
ORIGIN:      original
COMMENTS:    See above
RATING:      
***

S.T. NUMBER: 32
USAGE:       the last fight
ORIGIN:      
original
COMMENTS:    Frantic techno-esque sound
RATING:      *******

S.T. 
NUMBER: 33
USAGE:       the bonuses
ORIGIN:      original
COMMENTS:    
Annoying
RATING:      **

S.T. NUMBER: 34
USAGE:       after a 1P 
fight
ORIGIN:      original
COMMENTS:    Fanfare, nothing fancy
RATING:      
*

S.T. NUMBER: 35
USAGE:       after beating the Hand
ORIGIN:      
original
COMMENTS:    Nice.... sounds almost like a lullaby. Very 
mysterious.
RATING:      ******

S.T. NUMBER: 36
USAGE:       after a 
winning Bonus
ORIGIN:      original
COMMENTS:    see 33
RATING:      
**

S.T. NUMBER: 37
USAGE:       after a losing bonus
ORIGIN:      
original
COMMENTS:    
RATING:      ***

S.T. NUMBER: 38
USAGE:       
Fighting Polygon Team
ORIGIN:      original
COMMENTS:    Frantic. Reminds me 
of Kirby music.
RATING:      ******

S.T. NUMBER: 39
USAGE:       Metal 
Mario
ORIGIN:      original
COMMENTS:    Hard to follow the tune
RATING:     
  *****

S.T. NUMBER: 40
USAGE:       a challenge match intro
ORIGIN:      
original
COMMENTS:    Hehehe....
RATING:      ******

S.T. NUMBER: 41
USAGE: 
       showing you an unlocked bonus
ORIGIN:      original
COMMENTS:    
*blink blink*
RATING:      ****

S.T. NUMBER: 42
USAGE:       just after 
beating da hand
ORIGIN:      original
COMMENTS:    Little music, little 
rating.
RATING:      *

S.T. NUMBER: 43
USAGE:       after saying no at a 
Continue screen
ORIGIN:      original
COMMENTS:    Ooh.... one note! 
'_'
RATING:      **

S.T. NUMBER: 44
USAGE:       After you choose not to 
continue
ORIGIN:      original
COMMENTS:    
RATING:      ***

S.T. NUMBER: 
45
USAGE:       the credits
ORIGIN:      original
COMMENTS:    Nice and 
upbeat, one of the few original songs I like
RATING:      
******
..............................................................................................

THEME 
BATTLES
=============

NAME: Sibling Rivalry
ORIGIN: Mario Brothers (Arcade, 
NES, Atari)
PLAYERS: Mario, Luigi
COLORS: red, green
DAMAGE: 50%
TEAMS: 
no
ITEMS: Bob-omb, Shell, Fire Flower, Star
APPEARANCE %: Low
ARENA: Peach's 
Castle
COMMENTS: Luigi's always been stronger, but less popular than Mario. 
Now, it's time to see who 
is the stronger brother once and for all! At 50%, 
the damage will have to be high in order for 
any kills, around 250%. Make 
sure you taunt a lot!

NAME: Super Mario World
ORIGIN: ""     ""     " 
(SNES)
PLAYERS: Mario & Yoshi vs. Luigi & Yoshi
COLORS: red, red, green, 
green
DAMAGE: 100%
TEAMS: yes
ITEMS: Bob-omb, Shell, Fire Flower, 
Star
APPEARANCE %: Very Low
ARENA: Mushroom Kingdom
COMMENTS: After more 
than eight years of disbandment, the Mario brothers and the Yoshis have 

finally teamed back up. Try to have the two best players be the 
Yoshis.

NAME: Donkey Kong 4
ORIGIN: original DK games (Arcade, NES, 
Atari)
PLAYERS: Mario, DK
COLORS: brown & yellow, brown
DAMAGE: 100%
TEAMS: 
no
ITEMS: Hammer
APPEARANCE %: very low
ARENA: Mushroom Kingdom
COMMENTS: 
The rematch of the century! This time, though, DK can use the hammers too. 
Have the 
better player be DK for more nostalgia.

NAME: The 
Dreamers
ORIGIN: Kirby's Dream Land (heh)(GB)
PLAYERS: Link, Kirby, 
Jigglypuff
COLORS: white, yellow, normal
DAMAGE: 100%
TEAMS: no
ITEMS: Star 
Rod, Heart, Star
APPEARANCE %: very low
ARENA: Dream Land
COMMENTS: 
Zzzzzzzz... Zzzzzzzz.... Work in a lot of Sing attacks.

NAME: Smash 
Gym
ORIGIN: PokŽmon (GB)
PLAYERS: Pikachu, Jigglypuff
COLORS: both 
normal
DAMAGE: 100%
TEAMS: no
ITEMS: PokŽball
APPEARANCE %: high
ARENA: 
Saffron City
COMMENTS: PokŽmon 64! (I wish....)

NAME: Pink, It's My New 
Obsession
ORIGIN: Aerosmith
PLAYERS: Samus, Falcon, Luigi, Fox (Orie Guo 
suggested to put Link instead of Fox, but Link's 
                           
         more of a dark red. Feel free to use that though.)
COLORS: pink, 
white & pink, pink, purple
DAMAGE: 115%
TEAMS: no
ITEMS: none
APPEARANCE %: 
none
ARENA: Yoshi's Island
COMMENTS: Make sure the taunts abound 
here!

NAME: Futurama
ORIGIN: Matt Groening
PLAYERS: Samus, Falcon, 
Fox
COLORS: Brown, gray, normal
DAMAGE: 100%
TEAMS: no
ITEMS: Beam Sword, 
Motion Sensor Bomb, PokŽball, Ray Gun
APPEARANCE %: middle
ARENA: Sector 
Z
COMMENTS: "This presents a problem." (--E-102 Gamma, Sonic 
Adventure)

NAME: Battle of the Sexes
ORIGIN: TV
PLAYERS: Samus & Jigglypuff 
vs. Falcon & Ness
COLORS: red, red, blue, blue
DAMAGE: 100%
TEAMS: 
yes
ITEMS: Fan, Homerun Bat
APPEARANCE %: very low
ARENA: Planet 
Zebes
COMMENTS: Okay, okay.... the men have better players than the women. 
So sue me. >:^,

NAME: Friends Battle
ORIGIN: Jason Ludka 
(jludka@msn.com)
PLAYERS: Mario & Luigi vs. Pikachu & Jiggles
COLORS: red, 
white, normal, normal
DAMAGE: 100%
TEAMS: yes
ITEMS: Pokeball, Fire 
Flower
APPEARANCE %: very high
ARENA: 50% in Saffron City, 25% in Peach's 
Castle, 25% in Mushroom Kingdom
COMMENTS: You can figure the arena out any 
way you like......

NAME: Improved Bros. 
ORIGIN: Jason Ludka 
(jludka@msn.com)
PLAYERS: Mario, Mario, Luigi
COLORS: red, yellow, white (by 
hat color)
DAMAGE: 200%
TEAMS: no
ITEMS: Fire Flower, Shell, Star
APPEARANCE 
%: normal
ARENA: Mushroom Kingdom
COMMENTS: Yay, my first two contributed 
battles! :^) Keep it up people!

NAME: The Cute and the Dead
ORIGIN: none 
really, the name is from a movie known as "The Quick and the Dead"
        
(submitted by Scott Zdankiewicz (smz@cisunix.unh.edu))
PLAYERS: Yoshi, 
Kirby, Pikachu, and Jigglypuff.
COLORS: normal
DAMAGE: 125%
TEAMS: 
none
ITEMS: Star Wand, Heart Container, Maxim Tomato, Bumper, Fan
APPEARANCE 
%: Medium
ARENA: Yoshi's Island
COMMENTS:Ê A knock-down drag-out bout to see 
who's the cutest of all!Ê The
higher damage ensures that the weaker, cuter 
fighters will be easily
knocked out.Ê The items are of the healing, or least 
damage inflicted,
adding to the gentle nature, which will definitely crumble 
once the word GO
is uttered. 

NAME: Revenge of the Sidekicks
ORIGIN: 
Revenge of the Nerds, possibly (a movie)
        (submitted by 
Danno586@aol.com)
PLAYERS: Mario vs. Yoshi and Luigi
COLORS: normal
DAMAGE: 
100%
TEAMS: yes
ITEMS: shells, Bob-ombs, bats, stars
APPEARANCE %: 
high
ARENA: Yoshi's Island
COMMENTS: Mario should be the worst character, 
the greenie meanies being the better. As Yoshi 
would say, "You've sat on me 
for the last time! Let's rumble!"

NAME: Batter up!
ORIGIN: (submitted by 
BLCKBLT356@aol.com)
PLAYERS: DK, DK, DK, Jigglypuff
COLORS: defaults for the 
DK's, and normal for the Jigglypuff
DAMAGE: 150%
TEAMS: All three DK's 
against Jigglypuff
ITEMS: Home Run Bat
APPEARANCE %: very high
ARENA: 
Saffron City
COMMENTS: Three strikes you're 
out!
..............................................................................................

IN 
CLOSING...
==========

And that's it. Hope you enjoyed the show, yadda yadda 
yadda. For my next updates, I need you 
*points* to help me! Here's how:

* 
think up some new terms
* let me know if I left a term out of the 
Definitions
* help me think of some new nicknames for the characters
* help 
me think up more theme battles
* let me know about my speling erors :^)
* 
tell me what you think of the thing
* let me know if you want more 
sections

Okay? Promise? Good lad. *pats on the head* Oh, and one more 
thing.... go to my website! It's 
at http://cranium7.tripod.com/, and it 
needs as many visitors as it can get. Also check out my 
second website, the 
Infection homepage (it's a doujinshi I made up) at infection.zap.to.
Also, 
be sure to check out gamefaqs.com, vgmusic.com, and Kirby Superstar. And 
Starfox 1. And 
all the other excellent games that contributed to this. Good 
night, God bless, and happy 

smashing!
..............................................................................................

LEGAL 
CRUD
==========

This FAQ is protected by international copyright law, so 
don't plagerize! It tags you as a 
good-for-nothing lamer and also is 
illegal.
Nintendo's a trademark of Nintendo Inc. All the PokŽmon are the 
property of Nintendo, 
Creatures Inc, and Game Freak Inc. All the rest are 
Nintendo-native. Also, Atari is a trade-
mark of the Atari Corp. (you must 
be out there somewhere). All the other trademarks I haven't 
mentioned are 
respected and feared. The only things I claim rights to are this FAQ and my 
site 
...nothing else. Alright? Alright.
If you see stuff from here in a 
Smash Brothers FAQ by one Articuno 64, don't worry, I gave him 

permission.
Also, this guide may be found at any website as long as they 
give me credit and a link to my 
website 
(cranium7.tripod.com).
..............................................................................................

THANKS
======

- 
to BLCKBLT356@aol.com for a theme battle.
- to Orie Guo at 
tyrant2006@hotmail.com for a strategy for Ness, some stuff on Fox and a 
  
suggestion on how to modify one of the theme battles.
- to Danno586@aol.com 
for yet another theme battle and for reminding me about a little fact 
  
about Yoshi.
- to Forcevader@aol.com for some item descriptions, nicknames 
for Samus and Fox, and more 
  enemies for Pikachu.
- to Scott Zdankiewicz 
at smz@cisunix.unh.edu for giving me another theme battle and some 
  stuff 
about Ness.
- to Jason Ludka at jludka@msn.com for telling me some stuff on 
Yoshi and contributing two 
  theme battles.
- to all the other FAQ writers 
on gamefaqs.com. Without you, I wouldn't be as good as I am.
- to all my 
peeps that lost to me. Rest in peace, brothers :^)
- to Tripod, GameFAQs, 
Hotmail, ICQ, and Spree for all that they've let me do.
- to my mom and dad, 
who buy me my games and my food (in order of importance).
- to anyone I 
forgot to mention, for whatever you did.
- to God especially, for being cool 
and giving me such a talent (?) for 
videogames.

Peace!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~