Super Smash Bros. Melee


Super Smash Bros. Melee is a 2001 crossover fighting game developed by HAL Laboratory and published by Nintendo for the GameCube. It is the second installment in the Super Smash Bros. series. It features characters from Nintendo video game franchises such as Mario, The Legend of Zelda, Star Fox, Pokémon, and Donkey Kong among others. The stages and gameplay modes reference or take designs from these franchises as well.
Melee includes all playable characters from the first game and also adds characters from additional franchises such as Fire Emblem, of which no games had been released outside Japan at the time, in addition to new stages and gameplay modes. Like other games in the Smash Bros. series, Melees gameplay system offers an unorthodox approach to the fighting game genre, with a counter that measures damage with increasing percentages, representing the knockback the character will experience, rather than the depleting health bar seen in most fighting games.
Melee was first released in Japan on November 21, 2001, in North America on December 3, 2001, in Europe on May 24, 2002, and Australia on May 31, 2002. The game received widespread acclaim from critics, earning praise for its visuals, simple controls, gameplay, and orchestrated soundtrack, as well as several awards and acknowledgments from various publications; it is now considered one of the greatest video games ever made. It achieved strong sales upon its release, becoming the GameCube's best-selling title, with over seven million copies sold by 2008. Considered one of the most competitively viable Smash Bros. games due to its fast-paced, aggressive gameplay and continuously developing metagame, Melee has been featured in many competitive gaming tournaments, boasting a dedicated grassroots fan community which has kept its competitive scene alive well beyond the game's original lifespan. It was followed by Super Smash Bros. Brawl for the Wii in 2008.

Gameplay

Like its predecessor, Super Smash Bros. Melee is a platform fighter that differs from traditional fighting games as the objective is to force their opponents beyond the boundaries of the stage. Most attacks inflict damage and can, if enough damage is dealt, knock back the enemy. Each character's health is measured by a meter that represents damage as a percentage. The higher the percentage value, the farther the player gets knocked back, and the easier they are to knock off the stage, which will result in the character's death and the loss of a stock, or life. Unlike other games of the same genre, in which moves are entered by button-input combinations, most moves in Super Smash Bros. Melee can be accessed via one-button presses and a joystick direction. For example, by tilting the joystick to the side and pressing the "B" button, the character will use their "side special" attack. Tilting the joystick up, down, or not tilting it at all while pressing B will use the up, down, or neutral special, respectively.
During battles, items related to Nintendo games or merchandise fall onto the game field. These items have purposes ranging from inflicting damage on the opponent to restoring health to the player. Some items are throwable, some do melee damage, and some have an instant effect on the player.
Most stages have a theme relating to a Nintendo franchise or a specific Nintendo game and are interactive to the player. For example, the Mushroom Kingdom stage is from Super Mario Bros, and the Temple stage is from The Legend of Zelda. Although the stages are rendered in three dimensions, players can only move on a two-dimensional plane, as in 2.5D. Not all stages are available immediately; some stages must be "unlocked" by achieving particular requirements. Some stages feature moving elements and platforms and hazards that harm players, while others lack these elements.

Single-player

mode provides the player with a variety of side-scrolling fighting challenges. The applicable modes range from "Classic Mode", which involves the player battling multiple opponents and a boss character, to the "Home Run Contest", a minigame involving the player trying to launch a sandbag as far as possible with a Home Run Bat for ten seconds. Some of these modes are personalized for the character; for example, the "Target Test" sets out a specialized area for a character in which they aim to destroy ten targets in the least amount of time they can. These areas may include references to that particular character's past and legacy. Melee introduced "Adventure Mode", which takes the player to several predefined universes of characters in the Nintendo franchise. "All-Star Mode" is an unlockable feature that requires the player to defeat every character in the game while having only one stock and three health supplements between battles.

Multiplayer

In the multiplayer mode, up to four players or computer-controlled characters may fight in a free-for-all or on separate teams. The computer-controlled characters' artificial intelligence difficulty is ranked from one to nine in ascending order of difficulty. Individual players can also be handicapped; the higher the handicap, the stronger the player. Victory is determined in five ways, depending on the game type. The two most common multiplayer modes are “Time mode”, where the player or team with the most KOs and least falls wins after a predetermined amount of time, and "Stock mode", a battle in which the last player or team with lives remaining wins. This can be changed to less conventional modes like "Coin mode", which rewards the richest player as the victor. Players must collect coins created by hitting enemies and try not to lose them by falling off the stage; harder hits release higher quantities of coins. Other options are available, updating from Super Smash Bros., such as determining the number and type of items that appear during the battle.

Trophies

of various Nintendo characters and objects can be collected throughout the game. These trophies include figures of playable characters, accessories, and items associated with them as well as series and characters not otherwise playable in the game. The trophies range from the well-known to the obscure, and even characters or elements only released in Japan. Super Smash Bros. had a similar system of plush dolls; however, it only included the 12 playable characters. One trophy is exclusive to the Japanese version of the game.

Playable characters

Super Smash Bros. Melee features 25 characters, 13 more than its predecessor. Fourteen are available initially, while the other 11 characters require completing specific tasks to become available. Every character featured in the game is derived from a popular Nintendo franchise. All characters have a symbol that appears behind their damage meter which represents their series, such as a Triforce symbol behind Link's damage meter and a Poké Ball behind a Pokémon species. Some characters represent popular franchises, while others were less-known at the time of the release; Marth and Roy represent the Fire Emblem series, which was not released outside Japan at the time. The characters' appearance in Super Smash Bros. Melee led to a rise in the popularity of the series, including releasing it outside of Japan. References are made throughout the game to the relationship between characters of the same universe; in one of the events from "Event Mode", Mario must defeat his enemy Bowser to rescue Princess Peach. Furthermore, each character has recognizable moves from their original series, such as Samus's firearms from the Metroid series and Link's arsenal of weapons.

Development and release

Super Smash Bros. Melee was developed by HAL Laboratory, with Masahiro Sakurai as the head of production. Mario creator Shigeru Miyamoto served as co-producer. The game was one of the first games released on the GameCube and highlighted the advancement in graphics over the Nintendo 64. The project proposal/initial design document for the game was completed on July 5, 1999. Sakurai wanted to make an opening FMV sequence to pay homage to the debut of the GameCube. HAL and Sakurai worked with three separate graphic houses in Tokyo to make the opening sequence. On their official website, the developers posted screenshots and information highlighting and explaining the attention to physics and detail in the game, with references to changes from its predecessor. The game was in development for 13 months, beginning around autumn 2000, and Sakurai called his lifestyle during this period "destructive" with no holidays and short weekends. Unlike the experimental first Super Smash Bros., he felt great pressure to deliver a quality sequel, claiming it was the "biggest project I had ever led up to that point". Despite the stressful development cycle, in a 2010 interview, Sakurai proudly called Melee "the sharpest game in the series... it just felt really good to play", even compared to its successor, Super Smash Bros. Brawl.
On the game's official Japanese website, Sakurai and the developers explained reasons for making particular characters playable and why some characters were not added. Initially, the development team wanted to replace Ness with Lucas, the main character of Mother 3, but retained Ness in consideration of delays. Video game developer Hideo Kojima originally requested the inclusion of Solid Snake to Sakurai, and Yuji Naka of Sonic Team requested the inclusion of Sonic the Hedgehog to Sakurai, but neither characters were added as the game was too far in development. Additional development time later enabled all three characters to be included in Brawl. Marth and Roy were initially intended to be playable exclusively in the Japanese version of Super Smash Bros. Melee due to Fire Emblem's lack of representation in the West at the time; however, they received favorable attention during the game's North American localization, leading to the decision for the developers to include them in the Western version.
Sakurai stated that the development team had suggested characters from four other games to represent the Famicom/NES era, until the developers eventually chose the Ice Climbers to fulfill this role. Additionally, Ayumi Tachibana from Famicom Detective Club was considered as a playable character, but was ultimately relegated to a cameo role as a trophy. The developers have noted characters that have very similar moves to each other on the website; such characters have been referred to as "clones" in the media.
Shogo Sakai took over as composer of the game's opening in place of Hirokazu Ando on February 14, 2001. Voice recording also started that month, with the first sessions involving the Japanese Star Fox cast and Masachika Ichimura, who voiced Mewtwo.
Nintendo presented the game at the Electronic Entertainment Expo 2001 as a playable demonstration. The next major exposition of the game came in August 2001 at Space World, when Nintendo displayed a playable demo that updated from the previous demo displayed at E3. Nintendo offered a playable tournament of the games for fans in which a GameCube and Super Smash Bros. Melee were prizes for the winner. Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles. Nintendo followed this trend with Super Smash Bros. Brawl, in which there were daily updates by the game's developer, Masahiro Sakurai. Japanese gaming magazine Famitsu reported that Nintendo advertised the game in between showings of Pokémon 4Ever across movie theaters in Japan. In January 2003, Melee was re-released as part of the Player's Choice program, a marketing label used by Nintendo to promote video games that have sold more than a million copies. In August 2005, Nintendo bundled the game with the GameCube for $99.99.