Editing Super Smash Bros. Melee

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Title|''Super Smash Bros. Melee''}}
{{DISPLAYTITLE:''Super Smash Bros. Melee''}}
{{ArticleIcons|melee=y|fa=y}}
{{ArticleIcons|melee=y|fa=y}}
{{Cquote|''Within Nintendo, we've had a lot of discussion about which of our most popular characters should be ready to appear in games when Nintendo GameCube comes to market. We think we've got a great answer.''|cite=[[Shigeru Miyamoto]] moments before the ''Melee'' trailer was unveiled to the public at E3 2001.}}
{{Cquote|Within Nintendo, we've had a lot of discussion about which of our most popular characters should be ready to appear in games when Nintendo GameCube comes to market. We think we've got a great answer.|cite=[[Shigeru Miyamoto]] moments before the ''Melee'' trailer was unveiled to the public at E3 2001.}}
{{Infobox Game
{{Infobox Game
|image = {{tabber|width=250px|title1=American boxart|content1=[[File:SsbmBoxart.jpg|250px]]|title2=Japanese boxart|content2=[[File:SSBM JP Box.jpg|250px]]}}
|image = {{tabber|width=250px|title1=American boxart|tab1=[[File:SsbmBoxart.jpg|250px]]|title2=Japanese boxart|tab2=[[File:SSBM JP Box.jpg|250px]]}}
|developer = [[HAL Laboratory]]<br>[[Intelligent Systems]]
|developer = [[HAL Laboratory]]<br>[[Intelligent Systems]]
|publisher = [[Nintendo]]
|publisher = [[Nintendo]]
Line 17: Line 17:
}}
}}
{{Redirect|Melee|the game mode|Versus Mode#Versus Mode in Super Smash Bros. Melee|Versus Mode}}
{{Redirect|Melee|the game mode|Versus Mode#Versus Mode in Super Smash Bros. Melee|Versus Mode}}
'''''Super Smash Bros. Melee''''' ({{ja|大乱闘 スマッシュ ブラザーズ DX|Dairantō Sumasshu Burazāzu Derakkusu}}, ''Great Fray Smash Brothers Deluxe''), often shortened to "'''''SSBM'''''" or "'''''Melee'''''" ({{ja|スマブラDX|Sumabura dī ekkusu}}), is the second installment in the ''{{b|Super Smash Bros.|series}}'' series published by [[Nintendo]]. The game released for [[GameCube]] on November 21st, 2001 in Japan, and December 3rd, 2001 in North America, shortly after GameCube's launch, and then on the following year in Europe and Australia on May 24th, 2002 and May 31st, 2002 respectively. The game was directed by [[Masahiro Sakurai]] and was primarily developed by [[HAL Laboratory]].
'''''Super Smash Bros. Melee''''' ({{ja|大乱闘 スマッシュ ブラザーズ DX|Dairantō Sumasshu Burazāzu Derakkusu}}, ''Great Fray Smash Brothers Deluxe''), often shortened to "'''''SSBM'''''" or "'''''Melee'''''" ({{ja|スマブラDX|Sumabura dī ekkusu}}), is a 2.5D fighting game for the Nintendo GameCube. It was released on November 21st, 2001 in Japan, and December 3rd, 2001 in North America, shortly after GameCube's launch, and then on the following year in Europe and Australia on May 24th, 2002 and May 31st, 2002 respectively. It is the second game in the ''{{b|Super Smash Bros.|series}}'' series, following its predecessor, ''[[Super Smash Bros.]]'', and was succeeded by ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''.


Like its predecessor ''Super Smash Bros.'', ''Melee'' features [[gameplay]] unique from that of other fighting games.  Compared to characters in other fighting games, ''Melee'' characters have simple movesets and lack complicated button inputs and lengthy [[natural combo]]s.  Instead, ''Melee'' emphasizes movement and ringouts. Indeed, [[edge-guarding]] in ''Melee'' takes on much more significance than it does in most other games due to copious mid-air jumps and other methods of reaching the edge unfettered. The game has sold 7.09 million units as of 2008, making it the best-selling GameCube game of all time. ''Melee'' is also one of the two games in the ''Super Smash Bros.'' series to be rated T by the ESRB, with the other being its sequel, ''Super Smash Bros. Brawl.''
Like ''Super Smash Bros.'', ''Melee'' features [[gameplay]] unique from that of other fighting games.  Compared to characters in other fighting games, ''Melee'' characters have simple movesets and lack complicated button inputs and lengthy [[natural combo]]s.  Instead, ''Melee'' emphasizes movement and ringouts. Indeed, [[edge-guarding]] in ''Melee'' takes on much more significance than it does in most other games due to copious mid-air jumps and other methods of reaching the edge unfettered. The game has sold 7.09 million units as of 2008, making it the best-selling GameCube game of all time. ''Melee'' is also one of the two games in the ''Super Smash Bros.'' series to be rated T by the ESRB, with the other being its sequel, ''Super Smash Bros. Brawl.''


''Melee'' received universal acclaim, with many critics praising the game's expansion and refinement from its N64 predecessor, ''Super Smash Bros.'', as well as its visuals, tight controls, multiplayer mode, and orchestrated soundtrack, although its single-player modes, lack of originality, and similarity to its predecessor received criticism.  
''Melee'' received universal acclaim, with many critics praising the game's expansion and refinement from its N64 predecessor, ''Super Smash Bros.'', as well as its visuals, tight controls, multiplayer mode, and orchestrated soundtrack, although its single-player modes, lack of originality, and similarity to its predecessor received criticism.  
Line 37: Line 37:


==Fighters==
==Fighters==
[[File:Character selection melee.png|thumb|250px|The character-selection screen of ''Super Smash Bros. Melee'' (which includes all 26 characters unlocked).]]
[[File:Character selection melee.png|thumb|right|250px|The character-selection screen of ''Super Smash Bros. Melee'' (which includes all 26 characters unlocked).]]
The cast of 25 playable characters, 26 if including [[Zelda]]'s alter ego [[Sheik]], includes all 12 characters from ''[[Super Smash Bros.]]'' and 13 newcomers (14 counting Sheik). Of these, 14 are available from the start of play (15 if Sheik is included), including all the [[veteran]] characters except [[Jigglypuff]] and [[Luigi]] and 11 more which can be unlocked.
The cast of 25 playable characters, 26 if including [[Zelda]]'s alter ego [[Sheik]], includes all 12 characters from ''[[Super Smash Bros.]]'' and 13 newcomers (14 counting Sheik). Of these, 14 are available from the start of play (15 if Sheik is included), including all the [[veteran]] characters except [[Jigglypuff]] and [[Luigi]] and 11 more which can be unlocked.
[[File:SSBMCast.jpg|The entire cast of ''Melee'', excluding {{SSBM|Sheik}}, {{SSBM|Zelda}}'s alter ego.|thumb|250px]]
[[File:SSBMCast.jpg|The entire cast of ''Melee'', excluding {{SSBM|Sheik}}, {{SSBM|Zelda}}'s alter ego.|thumb|right|250px]]
Of the new characters, the greatest number are from {{uv|The Legend of Zelda}} universe if Zelda/Sheik are counted as two characters to go with [[Ganondorf]] and [[Young Link]], although the {{uv|Mario}} series also takes three new character slots for [[Bowser]], [[Princess Peach]] and [[Dr. Mario]] added. On top of these, two universes add two characters each, with the {{uv|Fire Emblem}} series making its ''Smash Bros.'' debut with [[Marth]] and [[Roy]] (with Roy making his debut in ''any'' game), and the {{uv|Pokémon}} universe adding [[Pichu]] and [[Mewtwo]] to its two existing characters. The three other characters added are [[Falco]], a second character from the {{uv|Star Fox}} series, [[Mr. Game & Watch]], and the [[Ice Climbers]] from two highly venerable Nintendo series.
Of the new characters, the greatest number are from {{uv|The Legend of Zelda}} universe if Zelda/Sheik are counted as two characters to go with [[Ganondorf]] and [[Young Link]], although the {{uv|Mario}} series also takes three new character slots for [[Bowser]], [[Princess Peach]] and [[Dr. Mario]] added. On top of these, two universes add two characters each, with the {{uv|Fire Emblem}} series making its ''Smash Bros.'' debut with [[Marth]] and [[Roy]] (with Roy making his debut in ''any'' game), and the {{uv|Pokémon}} universe adding [[Pichu]] and [[Mewtwo]] to its two existing characters. The three other characters added are [[Falco]], a second character from the {{uv|Star Fox}} series, [[Mr. Game & Watch]], and the [[Ice Climbers]] from two highly venerable Nintendo series.
{{clr}}
{{clr}}
Line 103: Line 103:


==Development==
==Development==
Conceptualization of ''Super Smash Bros. Melee'' began almost immediately after the previous entry released, even before [[Nintendo GameCube]] development kits were widely distributed. [[Masahiro Sakurai]] was quietly tinkering with the design plan mostly by himself with no knowledge of what the final hardware specifications would be. He publicly denied that he was working on a new ''Smash'' title until the 1999 [[Electronic Entertainment Expo]] (E3) event, where he announced he was working on a "Smash game for the GameCube."<ref>{{cite web|url=https://sourcegaming.info/2016/05/01/smashbegins/|title=News Flash! Smash Bros. Dojo: Smash Begins!|publisher=Source Gaming|accessdate=2022-08-22|date=2001-05-17}}</ref> [[HAL Laboratory]] returned as lead developer of ''Melee'', with Sakurai as the head of production. When final GameCube development kits reached the team, they discovered that they were much easier to use then Nintendo 64 kits.<ref name=youtube>{{cite web|last=Sakurai|first=Masahiro|title=Super Smash Bros. Melee [Game Concepts]|url=https://www.youtube.com/watch?v=vLRRNsAVl-8|publisher=YouTube}}</ref> The optical disc format also let the team use streaming playback for the first time, which allowed the use of real musical instruments for music tracks. The final soundtrack ended up using a mix of real music recordings and synthesized instruments, though Sakurai assured that the differences would be nearly unnoticable. These tracks are an inspiration for the founding of the ''{{iw|wikipedia|Press Start: Symphony of Games}}'' concert series, which was an annual orchestral concert hosted by game industry veterans that featured arrangements of video game music that ran from 2006 to 2015.<ref name="youtube"/>
Conceptualization of ''Super Smash Bros. Melee'' began almost immediately after the previous entry released, even before [[Nintendo GameCube]] development kits were widely distributed. [[Masahiro Sakurai]] was quietly tinkering with the design plan mostly by himself with no knowledge of what the final hardware specifications would be. He publicly denied that he was working on a new ''Smash'' title until the 1999 [[Electronic Entertainment Expo]] (E3) event, where he announced he was working on a "Smash game for the GameCube."<ref>{{cite web|url=https://sourcegaming.info/2016/05/01/smashbegins/|title=News Flash! Smash Bros. Dojo: Smash Begins!|publisher=Source Gaming|accessdate=2022-08-22|date=2001-05-17}}</ref> [[HAL Laboratory]] returned as lead developer of ''Melee'', with Sakurai as the head of production. When final GameCube development kits reached the team, they discovered that they were much easier to use then Nintendo 64 kits.<ref name=youtube>{{cite web|last=Sakurai|first=Masahiro|title=Super Smash Bros. Melee [Game Concepts]|url=https://www.youtube.com/watch?v=vLRRNsAVl-8|publisher=YouTube}}</ref> The optical disc format also let the team use streaming playback for the first time, which allowed the use of real musical instrements for music tracks. The final soundtrack ended up using a mix of real music recordings and synthesized instruments, though Sakurai assured that the differences would be nearly unnoticable. These tracks are an inspiration for the founding of the ''{iw|wikipedia|Press Start: Symphony of Games}}'' concert series, which was an annual orchestral concert hosted by game industry veterans that featured arrangements of video game music that ran from 2006 to 2015.<ref name="youtube"/>


The game was one of the first games released on the GameCube and highlighted the advancement in graphics from the [[Nintendo 64]]. The developers wanted to pay homage to the debut of the GameCube by making an opening FMV sequence that would attract people's attention to the graphics.<ref>{{cite web|url=http://cube.ign.com/articles/097/097950p1.html|title=Smash Bros. FMV Explained|publisher=IGN|accessdate=2007-11-24|date=2001-08-31}}</ref> HAL worked with three separate graphic houses in Tokyo to make the opening sequence, with Sakurai personally storyboarding the intro instead of spending the New Year with his family.<ref name="youtube"/> 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.<ref>{{cite web|url=http://cube.ign.com/articles/098/098158p1.html|title=A Detailed Melee|publisher=IGN|accessdate=2007-11-24|date=2001-09-07}}</ref> The game was in development for 13 months, and Sakurai called his lifestyle during this period "destructive" with no holidays and short weekends.<ref name=sharpest>{{cite web|last=George|first=Richard|title=Super Smash Bros Creator: "Melee The Sharpest"|url=http://uk.ign.com/articles/2010/12/09/super-smash-bros-creator-melee-the-sharpest|publisher=IGN}}</ref> 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 painful development cycle, Sakurai proudly called it "the sharpest game in the series... it just felt really good to play", even compared to its successor, ''[[Super Smash Bros. Brawl]]''.<ref name="sharpest"/> Sakurai also felt pressured to make the game as content-rich as possible to help it stand out from both other games at the time and its predecessor. [[Trophies]] were born out of this desire for content. Since the team was only able to make a limited amount of playable characters, trophies acted as representation for characters and franchises that did not make the cut otherwise as fanservice and a history lesson with background information attached to each trophy.<ref name="youtube"/>
The game was one of the first games released on the GameCube and highlighted the advancement in graphics from the [[Nintendo 64]]. The developers wanted to pay homage to the debut of the GameCube by making an opening FMV sequence that would attract people's attention to the graphics.<ref>{{cite web|url=http://cube.ign.com/articles/097/097950p1.html|title=Smash Bros. FMV Explained|publisher=IGN|accessdate=2007-11-24|date=2001-08-31}}</ref> HAL worked with three separate graphic houses in Tokyo to make the opening sequence, with Sakurai personally storyboarding the intro instead of spending the New Year with his family.<ref name="youtube"/> 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.<ref>{{cite web|url=http://cube.ign.com/articles/098/098158p1.html|title=A Detailed Melee|publisher=IGN|accessdate=2007-11-24|date=2001-09-07}}</ref> The game was in development for 13 months, and Sakurai called his lifestyle during this period "destructive" with no holidays and short weekends.<ref name=sharpest>{{cite web|last=George|first=Richard|title=Super Smash Bros Creator: "Melee The Sharpest"|url=http://uk.ign.com/articles/2010/12/09/super-smash-bros-creator-melee-the-sharpest|publisher=IGN}}</ref> 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 painful development cycle, Sakurai proudly called it "the sharpest game in the series... it just felt really good to play", even compared to its successor, ''[[Super Smash Bros. Brawl]]''.<ref name="sharpest"/> Sakurai also felt pressured to make the game as content-rich as possible to help it stand out from both other games at the time and its predecessor. [[Trophies]] were born out of this desire for content. Since the team was only able to make a limited amount of playable characters, trophies acted as representation for characters and franchises that did not make the cut otherwise as fanservice and a history lesson with background information attached to each trophy<ref name="youtube"/>


On the game's official Japanese website, the developers explain reasons for making particular characters playable and explain why some characters were not available as playable characters upon release. Initially, the development team wanted to replace Ness with [[Lucas]], the main character of ''[[Mother 3]]'', but retained Ness in consideration of delays.<ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0717/index.html|title=Super Smash Bros. Melee|date=2001-07-17|publisher=[[Nintendo]]|accessdate=2007-11-24|language=Japanese}}</ref> The game's creators later included Lucas in the game's sequel, ''[[Super Smash Bros. Brawl]]''.<ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.smashbros.com/wii/en_us/characters/lucas.html|title=Super Smash Bros. Brawl—Lucas|publisher=[[Nintendo]]|date=2007-10-01|accessdate=2021-07-30}}</ref><ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.smashbros.com/wii/en_us/characters/snake.html |title=Super Smash Bros. Brawl—Snake|publisher=[[Nintendo]]|date=2007-09-21|accessdate=2021-07-30}}</ref> Video game developer [[Hideo Kojima]] originally requested the inclusion of [[Solid Snake]] to Sakurai, but the game was too far into development. As with Lucas, development time allowed for his inclusion in ''Brawl''.<ref>{{cite web|url=http://kotaku.com/gaming/nintendo/e306-super-smash-bros-brawl-qa-173071.php|title=E306 Super Smash Bros. Brawl Q&A|publisher=Kotaku|date=2007-05-11|accessdate=2007-12-30}}</ref> Similarly, Sonic Team head Yuji Naka confirmed that [[Sonic the Hedgehog|Sonic]] was ultimately not added due to time constraints;<ref>[[:File:YujiNakaInterview.jpg|Yuji Naka on the road - ''Edge Magazine'']]</ref> like Snake and Lucas, he later became playable in ''Brawl''. Wario was strongly considered for ''Melee's'' roster; while Sakurai expressed that he would have included Wario if he had time to add one more character,<ref>[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return512.html]</ref> he explained that he had opted to instead allocate the team's limited development time to implementing other characters such as {{SSBM|Mewtwo}} or {{SSBM|Marth}} and {{SSBM|Roy}}, and also wanted to avoid having an excessive number of ''Mario'' characters.<ref>[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return576.html]</ref> Marth and Roy were initially intended to be playable exclusively in the Japanese version of ''Super Smash Bros. Melee''. 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.<ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0115/index.html|title=Super Smash Bros. Melee—Roy|publisher=[[Nintendo]]|date=2002-01-15|accessdate=2007-11-24|language=Japanese}}</ref><ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html|title=Super Smash Bros. Melee—Marth|publisher=[[Nintendo]]|date=2001-12-14|accessdate=2007-11-24|language=Japanese}}</ref> This decision is often credited for popularizing the ''Fire Emblem'' brand outside of Japan to the point of convincing Nintendo to release the series internationally starting with ''{{iw|fireemblemwiki|Fire Emblem: The Blazing Blade}}'', localized as simply ''Fire Emblem''. Additionally, Sakurai stated that the development team had suggested characters from four other games to represent the Famicom or NES era until the developers decided that the [[Ice Climber]]s would be in the game.<ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1009/index.html|title=Super Smash Bros. Melee—Ice Climbers|publisher=[[Nintendo]]|accessdate=2007-11-24|date=2001-10-09|language=Japanese|quote=The four games considered were {{uv|Balloon Fight}} ("the balloon would be easily blown"), {{uvm|Urban Champion}} ("seem too small"), {{uv|Clu Clu Land}} ("they know how to fight?") and ''[[Excite (universe)|Excitebike]]'' ("would have to jump")}}</ref> The developers have noted characters that have very similar moves to each other on the website;<ref>{{cite web|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0118/index.html|title=Roy|publisher=[[Nintendo]]|accessdate=2008-01-11|date=2002-01-15|language=Japanese}}</ref> such characters have been referred to as "clones" in the media.<ref>{{cite web|url=http://cube.ign.com/objects/016/016387.html|title=IGN: Super Smash Bros. Melee|publisher=IGN|accessdate=2008-01-11|date=2002-01-10}}</ref>
On the game's official Japanese website, the developers explain reasons for making particular characters playable and explain why some characters were not available as playable characters upon release. Initially, the development team wanted to replace Ness with [[Lucas]], the main character of ''[[Mother 3]]'', but retained Ness in consideration of delays.<ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0717/index.html|title=Super Smash Bros. Melee|date=2001-07-17|publisher=[[Nintendo]]|accessdate=2007-11-24|language=Japanese}}</ref> The game's creators later included Lucas in the game's sequel, ''[[Super Smash Bros. Brawl]]''.<ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.smashbros.com/wii/en_us/characters/lucas.html|title=Super Smash Bros. Brawl—Lucas|publisher=[[Nintendo]]|date=2007-10-01|accessdate=2021-07-30}}</ref><ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.smashbros.com/wii/en_us/characters/snake.html |title=Super Smash Bros. Brawl—Snake|publisher=[[Nintendo]]|date=2007-09-21|accessdate=2021-07-30}}</ref> Video game developer [[Hideo Kojima]] originally requested the inclusion of [[Solid Snake]] to Sakurai, but the game was too far into development. As with Lucas, development time allowed for his inclusion in ''Brawl''.<ref>{{cite web|url=http://kotaku.com/gaming/nintendo/e306-super-smash-bros-brawl-qa-173071.php|title=E306 Super Smash Bros. Brawl Q&A|publisher=Kotaku|date=2007-05-11|accessdate=2007-12-30}}</ref> Similarly, Sonic Team head Yuji Naka confirmed that [[Sonic the Hedgehog|Sonic]] was ultimately not added due to time constraints;<ref>[[:File:YujiNakaInterview.jpg|Yuji Naka on the road - ''Edge Magazine'']]</ref> like Snake and Lucas, he later became playable in ''Brawl''. Wario was strongly considered for ''Melee's'' roster; while Sakurai expressed that he would have included Wario if he had time to add one more character,<ref>[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return512.html]</ref> he explained that he had opted to instead allocate the team's limited development time to implementing other characters such as {{SSBM|Mewtwo}} or {{SSBM|Marth}} and {{SSBM|Roy}}, and also wanted to avoid having an excessive number of ''Mario'' characters.<ref>[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return576.html]</ref> Marth and Roy were initially intended to be playable exclusively in the Japanese version of ''Super Smash Bros. Melee''. 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.<ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0115/index.html|title=Super Smash Bros. Melee—Roy|publisher=[[Nintendo]]|date=2002-01-15|accessdate=2007-11-24|language=Japanese}}</ref><ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html|title=Super Smash Bros. Melee—Marth|publisher=[[Nintendo]]|date=2001-12-14|accessdate=2007-11-24|language=Japanese}}</ref> Additionally, Sakurai stated that the development team had suggested characters from four other games to represent the Famicom or NES era until the developers decided that the [[Ice Climber]]s would be in the game.<ref>{{cite web|last=Sakurai|first=Masahiro|authorlink=Masahiro Sakurai|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1009/index.html|title=Super Smash Bros. Melee—Ice Climbers|publisher=[[Nintendo]]|accessdate=2007-11-24|date=2001-10-09|language=Japanese|quote=The four games considered were {{uv|Balloon Fight}} ("the balloon would be easily blown"), {{uvm|Urban Champion}} ("seem too small"), {{uv|Clu Clu Land}} ("they know how to fight?") and ''[[Excite (universe)|Excitebike]]'' ("would have to jump")}}</ref> The developers have noted characters that have very similar moves to each other on the website;<ref>{{cite web|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0118/index.html|title=Roy|publisher=[[Nintendo]]|accessdate=2008-01-11|date=2002-01-15|language=Japanese}}</ref> such characters have been referred to as "clones" in the media.<ref>{{cite web|url=http://cube.ign.com/objects/016/016387.html|title=IGN: Super Smash Bros. Melee|publisher=IGN|accessdate=2008-01-11|date=2002-01-10}}</ref>


Nintendo presented the game at E3 2001 as a playable demonstration.<ref>{{cite web|url=http://cube.ign.com/articles/094/094823p1.html|title=IGN: E3: Hands-on Impressions for Super Smash bros Melee|publisher=IGN|accessdate=2007-11-24|date=2001-05-17}}</ref> The next major exposition of the game came in August 2001 at Spaceworld, 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.<ref>{{cite web|url=http://cube.ign.com/articles/097/097777p1.html|title=IGN: Spaceworld 2001: Super Smash Bros Melee hands-on|publisher=IGN|accessdate=2007-11-24|date=2001-08-25}}</ref> Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles.<ref>{{cite web|url=http://cube.ign.com/articles/096/096718p1.html|title=Super Smashing Moves|publisher=IGN|accessdate=2007-11-24|date=2001-07-19}}</ref><ref>{{cite web|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/index.html |title=Super Smash Bros. Melee |publisher=[[Nintendo]] |accessdate=2007-11-24 |language=Japanese}}</ref> Nintendo followed this trend with ''Super Smash Bros. Brawl'', in which there were daily updates by the game's developer, Masahiro Sakurai.<ref>{{cite web|url=http://www.smashbros.com/en_uk/index.html|title=Super Smash Bros. Brawl|publisher=[[Nintendo]]|accessdate=2007-11-24}}</ref> Japanese gaming magazine ''Famitsu'' reported that Nintendo advertised the game in between showings of the ''Pokémon the First Movie'' across movie theaters in Japan.<ref>{{cite web|url=http://cube.ign.com/articles/096/096528p1.html|date=2001-07-12|title=Nintendo kicks-off GameCube hype in Japan|publisher=IGN|accessdate=2007-11-24}}</ref> In January 2003, ''Super Smash Bros Melee'' became part of the Player's Choice, a marketing label used by Nintendo to promote video games that have sold more than a million copies.<ref>{{cite web|url=http://cube.ign.com/articles/383/383504p1.html|title=Nintendo Expands Player's Choice Line-up|publisher=IGN|accessdate=2007-11-24|date=2003-01-23}}</ref> In August 2005, Nintendo bundled the game with the Nintendo GameCube for $99.99.<ref>{{cite web|url=http://cube.ign.com/articles/632/632133p1.html|title=Super Smash Bros. Bundle|publisher=IGN|accessdate=2007-11-24|date=2005-07-07|first=Matt|last=Casamassina}}</ref>
Nintendo presented the game at E3 2001 as a playable demonstration.<ref>{{cite web|url=http://cube.ign.com/articles/094/094823p1.html|title=IGN: E3: Hands-on Impressions for Super Smash bros Melee|publisher=IGN|accessdate=2007-11-24|date=2001-05-17}}</ref> The next major exposition of the game came in August 2001 at Spaceworld, 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.<ref>{{cite web|url=http://cube.ign.com/articles/097/097777p1.html|title=IGN: Spaceworld 2001: Super Smash Bros Melee hands-on|publisher=IGN|accessdate=2007-11-24|date=2001-08-25}}</ref> Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles.<ref>{{cite web|url=http://cube.ign.com/articles/096/096718p1.html|title=Super Smashing Moves|publisher=IGN|accessdate=2007-11-24|date=2001-07-19}}</ref><ref>{{cite web|url=http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/index.html |title=Super Smash Bros. Melee |publisher=[[Nintendo]] |accessdate=2007-11-24 |language=Japanese}}</ref> Nintendo followed this trend with ''Super Smash Bros. Brawl'', in which there were daily updates by the game's developer, Masahiro Sakurai.<ref>{{cite web|url=http://www.smashbros.com/en_uk/index.html|title=Super Smash Bros. Brawl|publisher=[[Nintendo]]|accessdate=2007-11-24}}</ref> Japanese gaming magazine ''Famitsu'' reported that Nintendo advertised the game in between showings of the ''Pokémon the First Movie'' across movie theaters in Japan.<ref>{{cite web|url=http://cube.ign.com/articles/096/096528p1.html|date=2001-07-12|title=Nintendo kicks-off GameCube hype in Japan|publisher=IGN|accessdate=2007-11-24}}</ref> In January 2003, ''Super Smash Bros Melee'' became part of the Player's Choice, a marketing label used by Nintendo to promote video games that have sold more than a million copies.<ref>{{cite web|url=http://cube.ign.com/articles/383/383504p1.html|title=Nintendo Expands Player's Choice Line-up|publisher=IGN|accessdate=2007-11-24|date=2003-01-23}}</ref> In August 2005, Nintendo bundled the game with the Nintendo GameCube for $99.99.<ref>{{cite web|url=http://cube.ign.com/articles/632/632133p1.html|title=Super Smash Bros. Bundle|publisher=IGN|accessdate=2007-11-24|date=2005-07-07|first=Matt|last=Casamassina}}</ref>
Line 135: Line 135:
''Super Smash Bros. Melee'' has received many gaming awards. GameSpy chose it as Best Fighting GameCube Game in their "Best of 2001" awards<ref>{{cite web|url=http://archive.gamespy.com/goty2001/gc/gc_fighting_winner.shtml|title=GameCube Fighting Game of the Year: Super Smash Bros. Melee|publisher={{s|wikipedia|GameSpy}}|accessdate=2013-06-05|archiveurl=http://web.archive.org/web/20071220220600/http://archive.gamespy.com/goty2001/gc/gc_fighting_winner.shtml|archivedate = December 20, 2007}}</ref>, IGN's reader choice chose it as {{s|wikipedia|Game of the Year}},<ref>{{cite web|url=http://insider.ign.com/articles/317668p1.html|title=Insider: Reader's Choice awards|archiveurl=http://web.archive.org/web/20040813070819/http://insider.ign.com/articles/317668p1.html|archivedate=2004-08-13|publisher=IGN|date=2001-01-19|accessdate=2013-06-05}}</ref>, ''{{s|wikipedia|Electronic Gaming Monthly}}'' chose it as Best Multiplayer and Best GameCube Game,<ref>{{cite web|title=2001 "Gamers' Choice Awards"|publisher=Ziff Davis, {{s|wikipedia|Electronic Gaming Monthly}}|date=April 2002|url=http://gamegroup.ziffdavis.com/presscenter/pr20020304.php?view=printer|archiveurl=http://web.archive.org/web/20080306150300/http://gamegroup.ziffdavis.com/presscenter/pr20020304.php?view=printer|archivedate=2008-03-06|issn=1058-918X}}</ref>, and GameSpot chose ''Melee'' as the Best GameCube Game and tenth best game of the year.<ref>{{cite web|url=http://www.gamespot.com/gamespot/features/video/bestof_2001/p5_04.html|title=The Best and Worst of 2001: Best GameCube Game|publisher=GameSpot|accessdate=2007-12-23}}</ref><ref>{{cite web|url=http://www.gamespot.com/gamespot/features/video/bestof_2001/p6_01.html|title=The Best and Worst of 2001: The Top Ten Video Games of the Year|publisher=GameSpot|accessdate=2013-06-05}}</ref>.
''Super Smash Bros. Melee'' has received many gaming awards. GameSpy chose it as Best Fighting GameCube Game in their "Best of 2001" awards<ref>{{cite web|url=http://archive.gamespy.com/goty2001/gc/gc_fighting_winner.shtml|title=GameCube Fighting Game of the Year: Super Smash Bros. Melee|publisher={{s|wikipedia|GameSpy}}|accessdate=2013-06-05|archiveurl=http://web.archive.org/web/20071220220600/http://archive.gamespy.com/goty2001/gc/gc_fighting_winner.shtml|archivedate = December 20, 2007}}</ref>, IGN's reader choice chose it as {{s|wikipedia|Game of the Year}},<ref>{{cite web|url=http://insider.ign.com/articles/317668p1.html|title=Insider: Reader's Choice awards|archiveurl=http://web.archive.org/web/20040813070819/http://insider.ign.com/articles/317668p1.html|archivedate=2004-08-13|publisher=IGN|date=2001-01-19|accessdate=2013-06-05}}</ref>, ''{{s|wikipedia|Electronic Gaming Monthly}}'' chose it as Best Multiplayer and Best GameCube Game,<ref>{{cite web|title=2001 "Gamers' Choice Awards"|publisher=Ziff Davis, {{s|wikipedia|Electronic Gaming Monthly}}|date=April 2002|url=http://gamegroup.ziffdavis.com/presscenter/pr20020304.php?view=printer|archiveurl=http://web.archive.org/web/20080306150300/http://gamegroup.ziffdavis.com/presscenter/pr20020304.php?view=printer|archivedate=2008-03-06|issn=1058-918X}}</ref>, and GameSpot chose ''Melee'' as the Best GameCube Game and tenth best game of the year.<ref>{{cite web|url=http://www.gamespot.com/gamespot/features/video/bestof_2001/p5_04.html|title=The Best and Worst of 2001: Best GameCube Game|publisher=GameSpot|accessdate=2007-12-23}}</ref><ref>{{cite web|url=http://www.gamespot.com/gamespot/features/video/bestof_2001/p6_01.html|title=The Best and Worst of 2001: The Top Ten Video Games of the Year|publisher=GameSpot|accessdate=2013-06-05}}</ref>.


Despite overall positive reception, common criticisms of gameplay included the controls' over-sensitivity<ref name="Gamespy"/> and "hyper-responsiveness", with characters easily dashing and precise movements difficult to perform,<ref name="Gamespot"/>, as well as the fast-paced gameplay, with Nintendo Spin's Clark Nielson stating that "Melee was too fast for its own good".<ref>{{cite web|date=2007-05-27|url=http://www.nintendospin.com/features/the-games-we-hate/|title=The Games We Hate|publisher=Nintendo Spin|accessdate=2013-06-05|last=Nielsen|first=Clark|archiveurl=https://web.archive.org/web/20130127024648/http://www.nintendospin.com/features/the-games-we-hate/|archivedate=2013-01-27}}</ref> Many gamers additionally criticized the game for being too similar to the original, and GameCritics.com's Caleb Hale called it "every bit as good as its Nintendo&nbsp;64 predecessor. The game doesn't expand much past that point".<ref>{{cite web|last=Hale|first=Caleb|date=2002-02-20|url=http://www.gamecritics.com/review/ssbmelee/main.php|archiveurl=http://web.archive.org/web/20071231122649/http://www.gamecritics.com/review/ssbmelee/main.php|archivedate=2007-12-31|title=GameCritics.com: Smash Bros :Melee review|publisher=GameCritics.com|accessdate=2013-06-05}}</ref>
Despite overall positive reception, common criticisms of gameplay included the controls' over-sensitivity<ref name="Gamespy"/> and "hyper-responsiveness", with characters easily dashing and precise movements difficult to perform,<ref name="Gamespot"/>, as well as the fast-paced gameplay, with Nintendo Spin's Clark Nielson stating that "Melee was too fast for its own good".<ref>{{cite web|date=2007-05-27|url=http://www.nintendospin.com/features/the-games-we-hate/|title=The Games We Hate|publisher=Nintendo Spin|accessdate=2013-06-05|last=Nielsen|first=Clark}}</ref> Many gamers additionally criticized the game for being too similar to the original, and GameCritics.com's Caleb Hale called it "every bit as good as its Nintendo&nbsp;64 predecessor. The game doesn't expand much past that point".<ref>{{cite web|last=Hale|first=Caleb|date=2002-02-20|url=http://www.gamecritics.com/review/ssbmelee/main.php|archiveurl=http://web.archive.org/web/20071231122649/http://www.gamecritics.com/review/ssbmelee/main.php|archivedate=2007-12-31|title=GameCritics.com: Smash Bros :Melee review|publisher=GameCritics.com|accessdate=2013-06-05}}</ref>


==Changes from ''[[Super Smash Bros.]]''==
==Changes from the original==
While ''Melee'' mainly follows the same formula introduced in the [[Super Smash Bros.|original game]] by retaining most elements, several differences exist between the two games. The following list, while not all-inclusive, notes several of the changes. Note that this list does not include obvious changes, such as a different button scheme/controller and Melee-only characters and items.
While ''Melee'' mainly follows the same formula introduced in the [[Super Smash Bros.|original game]] by retaining most elements, several differences exist between the two games. The following list, while not all-inclusive, notes several of the changes. Note that this list does not include obvious changes, such as a different button scheme/controller and Melee-only characters and items.


Line 162: Line 162:
*Character pose animations are removed in Melee’s character selection screen. Instead, when the player is selecting a character, they showed the full portrait of the character on the bottom screen in the character selection screen.
*Character pose animations are removed in Melee’s character selection screen. Instead, when the player is selecting a character, they showed the full portrait of the character on the bottom screen in the character selection screen.
*[[Jump-canceled grab]]s are implemented: dashing characters can now use their regular grabs by preparing a jump and then grabbing before leaving the ground, making them faster and with a longer reach, depending on the characters' [[Dashing|dash speed]] and [[traction]].
*[[Jump-canceled grab]]s are implemented: dashing characters can now use their regular grabs by preparing a jump and then grabbing before leaving the ground, making them faster and with a longer reach, depending on the characters' [[Dashing|dash speed]] and [[traction]].
*Grabs can be escaped should the grabber wait too long before throwing, with the time until escaping dependent on the grabbed character's damage (the more damage they have, the longer they can be held). Grabs now have increased ending lag, so they cannot be used in repeated succession as effectively.
*Grabs can now be escaped should the grabber wait too long before throwing, with the time until escaping dependent on the grabbed character's damage (the more damage they have, the longer they can be held). Grabs now have increased ending lag, so they cannot be used in repeated succession as effectively.
*Characters now have an [[up throw]] and a [[down throw]] in addition to a [[pummel]]. Some veterans have had throws reassigned (for example, Kirby and Jigglypuff's old [[forward throw]]s are now their up throws, Captain Falcon's old forward throw is now his down throw, and they have gained new forward throws).
*Characters now have an [[up throw]] and a [[down throw]] in addition to a [[pummel]]. Some veterans have had throws reassigned (for example, Kirby and Jigglypuff's old [[forward throw]]s are now their up throws, Captain Falcon's old forward throw is now his down throw, and they have gained new forward throws).
**Throws are additionally weaker in general, with less damage and knockback, and most throws are now meant to start combos instead of being KO moves. This, combined with the introduction of up and down throws, introduces many more options for [[chain throw]]s. The majority of [[throw]]s now also have variable speed depending on the opponent's weight (lighter characters are thrown faster), and many others also consist of two hits, with the first hit being able to damage nearby opponents.
**Throws are additionally weaker in general, with less damage and knockback, and most throws are now meant to start combos instead of being KO moves. This, combined with the introduction of up and down throws, introduces many more options for [[chain throw]]s. The majority of [[throw]]s now also have variable speed depending on the opponent's weight (lighter characters are thrown faster), and many others also consist of two hits, with the first hit being able to damage nearby opponents.
*Certain characters can now use their extended grab in midair to [[wall grapple]].
*Certain characters can now use their extended grab in midair to [[wall grapple]].
*Certain characters like Mario can now [[wall jump]].
*Certain characters like Fox can now [[wall jump]].
*[[Moonwalk]]ing is possible (with Captain Falcon being the most prolific user of it).
*[[Moonwalk]]ing is possible (with Captain Falcon being the most prolific user of it).
*If an already struck character is hit by another attack 10 frames afterwards while still in hitstun, the [[knockback]] power and angle of both attacks is scaled for the second hit, rather than being completely replaced.
*If an already struck character is hit by another attack 10 frames afterwards while still in hitstun, the [[knockback]] power and angle of both attacks is scaled for the second hit, rather than being completely replaced.
Line 190: Line 190:


===Aesthetic===
===Aesthetic===
*Most characters, such as Mario and Luigi, use updated designs.
*Most items are now 3D models, rather than animated 2D sprites like the original game.
*The pre-match countdown by the [[announcer]] and unique [[on-screen appearances]] for each playable fighter are absent. Instead, the announcer says "Ready... Go!" at the start of a match, and all fighters share the same animation of a [[trophy]] coming to life.
*The pre-match countdown by the [[announcer]] and unique [[on-screen appearances]] for each playable fighter are absent. Instead, the announcer says "Ready... Go!" at the start of a match, and all fighters share the same animation of a [[trophy]] coming to life.
*The camera controls on the pause screen have been extended to allow freedom of focusing on other characters. A Camera Mode has been introduced where players can additionally slide it across the stage and take snapshots, which are saved into the Memory Card occupying additional slots.
*The camera controls on the pause screen have been extended to allow freedom of focusing on other characters. A Camera Mode has been introduced where players can additionally slide it across the stage and take snapshots, which are saved into the Memory Card occupying additional slots.
*Players can now use personalized [[name]]s for battles, which also get records saved.
*Players can now use personalized [[name]]s for battles, which also get records saved.
*The [[match timer]] will now show hundredths of a second (XX:XX.xx). In addition, the [[Match timer#Final countdown timer|final five seconds of the match]] will appear on-screen, and while the announcer counts down, the numbers will get bigger. Also, except in Japanese, the announcer will call out "Game!" and "Time!" when the match ends.
*The [[match timer]] will now show hundredths of a second (XX:XX.xx). In addition, the [[Match timer#Final countdown timer|final five seconds of the match]] will appear onscreen and while the announcer counts down, the numbers will get bigger. Also, the announcer will call out "GAME!" and "TIME!" when the match ends.


==In competitive play==
==Tournament play==
{{main|Super Smash Bros. Melee in competitive play}}
{{main|Super Smash Bros. Melee in competitive play}}
''Melee'' is widely known for its large and intricate [[tournament]] scene. The birth of the tournament scene occurred with the creation of the [[Tournament Go]] series in 2002. ''Melee'' has since been featured in the championships of many grand-scale fighting game tournaments, such as [[Major League Gaming]] in 2004, 2005, 2006, and 2014, and [[EVO]] in 2007 and from 2013 to 2018.
''Melee'' is widely known for its large and intricate [[tournament]] scene. The birth of the tournament scene occurred with the creation of the [[Tournament Go]] series in 2002. ''Melee'' has since been featured in the championships of many grand-scale fighting game tournaments, such as [[Major League Gaming]] in 2004, 2005, 2006, and 2014, and [[EVO]] in 2007 and from 2013 to 2018.


The community has constructed a set of [[tournament legal (SSBM)|standard tournament rules]] to regulate tournament play. While rulesets may vary between different tournaments, generally universal gameplay rules include all matches being played via [[time]]d [[stock]] (four stocks and eight minutes), and restrictions on legal [[stage]]s. These regulations are enacted to ensure that gameplay at the highest level remains fair and interesting.
The community has constructed a set of [[tournament legal (SSBM)|standard tournament rules]] to regulate tournament play. While rulesets may vary between different tournaments, generally universal gameplay rules include all matches being played via [[time]]d [[stock]] (four stocks and eight minutes), and restrictions on legal [[stage]]s. These regulations are enacted to ensure that gameplay at the highest level remains fair and interesting.
Competitive ''Melee'' has historically had a rocky relationship with [[Nintendo]]. Due to a combination of reasons, such as cultural differences and company policies, Nintendo is very strict with permission to broadcast competitive ''Melee'', and has had streams or even whole tournaments shut down for what players view as unfair reasons. This was exacerbated during the years of online-focused or online-only play, as ''Melee'' (being a GameCube game) cannot be played online without emulation and [[mod]]ding, two things Nintendo is very adamant on disallowing.


==Staff==
==Staff==
Line 220: Line 216:


==Trivia==  
==Trivia==  
*''Melee'' is the only ''Super Smash Bros.'' game to:
*As a near-launch title for the system, ''Super Smash Bros. Melee'' marks the first appearance on the [[Nintendo GameCube]] for 23 out of the 26 playable characters; the exceptions being Mario, Luigi, and Bowser, who had appeared in ''Luigi's Mansion'' (the latter after a fashion, as his appearance in said game was actually an elaborate animated suit controlled by King Boo). As only Luigi was playable in said game, he is also the only character who was playable on the GameCube in a game before ''Melee''.
**Not have unique [[on-screen appearance]]s for each playable character. Instead, all playable characters share the same animation of a [[trophy]] coming to life.
**This also marked the first playable appearance for [[Sheik]], [[Ganondorf]], and [[Roy]] in any series, as well as Roy's first appearance in any game, though his true first appearance in any game would later be ''Fire Emblem: The Binding Blade''. Princess Zelda, who was playable in two of the infamous CD-i games, ''{{s|zeldawiki|Zelda: The Wand of Gamelon}}'' and ''{{s|zeldawiki|Zelda's Adventure}}'', respectively, makes her playable debut in an official Nintendo game here.
**Not have separate announcer voice clips for [[free-for-all]] and [[team battle]], instead collectively announced as either "Melee/Battle Royale", "Survival", "Grab/Get the coins" and "Decision" (in [[time]], [[stock]], [[coin battle|coin]] and {{b|bonus|mode}} battles, respectively), or in cases of [[Special Melee]], respective announcements for each rules.
*Despite there being five "?"-marked character boxes initially, there are 14 [[starter character]]s and 11 [[unlockable character]]s, with the ones not marked by a "?" being [[clone]]s.
**Be a sequel that contains a roster with a greater amount of newcomers than veterans, with newcomers making up more than 50% of the playable roster.
**Oddly, on the [[character selection screen]], [[Pikachu]] initially appears next to Mario on the top row, but it relocates to the bottom row when Luigi is unlocked.
*As a near-launch title for the system, ''Super Smash Bros. Melee'' marks the first appearance on the [[Nintendo GameCube]] for 23 out of the 26 playable characters; the exceptions being [[Mario]], [[Luigi]], and [[Bowser]], who had appeared in ''Luigi's Mansion'' (the latter after a fashion, as his appearance in said game was actually an elaborate animated suit controlled by King Boo). As only Luigi was playable in said game, he is also the only character who was playable on the GameCube in a game before ''Melee''.
*Despite there being five "?" marked stage boxes initially, there are 18 [[starter stage]]s and 11 [[unlockable stage]]s, with the ones not marked by a "?" being [[Flat Zone]], {{uv|Super Smash Bros.}} universe stages, and [[Past Stage]]s.
**This marked the first playable appearance for [[Sheik]], [[Ganondorf]], and [[Roy]] in any series, as well as Roy's first appearance in any game, with ''Melee'' releasing before his {{uv|Fire Emblem}} debut game, ''{{s|fireemblem|Fire Emblem: The Binding Blade}}''. This additionally marks Zelda's first playable appearance in an official Nintendo game (as she was only playable prior in two of the semi-official CD-i ''Zelda'' games, ''{{s|zeldawiki|Zelda: The Wand of Gamelon}}'' and ''{{s|zeldawiki|Zelda's Adventure}}'').
*If Zelda and Sheik are counted as separate characters, then ''Melee'' introduces four {{uv|The Legend of Zelda}} series newcomers, which is the most series newcomers in any universe.
**However, it is tied with the {{uv|Pokémon}} series in ''Brawl'' if the Pokémon used by [[Pokémon Trainer]] are counted separately.
*''Melee'' is the only game in the series to:
**Use question marks (placeholders) to represent [[unlockable stage]]s.
**Have more newcomers than veterans (not counting [[Super Smash Bros.|the original game]]).
**Have a [[Temple|stage]] used on the front of the box art.
**Not have the [[announcer]] counting down from 3 before a VS. Mode match begins. Instead, the announcer says "Ready? Go!" when the match begins.
**Not have unique [[on-screen appearance]]s for each playable character. Instead, all playable characters share the same animation of a [[trophy]] coming to life, a reference to the game's introduction.
***Only Master Hand & Crazy Hand have "true" on-screen appearances, where they both gradually enter the stage from the background while laughing.
**Not have separate announcer voice clips for [[free-for-all]] and [[team battle]], instead collectively announced as either "Melee/Battle Royale", "Survival", "Grab/Get the coins" and "Decision" (in [[time]], [[stock]], [[coin battle|coin]] and {{b|bonus|mode}} battles, respectively), or in cases of [[Special Smash|Special Melee]], respective announcements for each rules.
**Not have the announcer fully dubbed in French and German version, having only one respective voice clip used to accommodate for {{SSBM|Jigglypuff}}'s name change.
**Not have a credits music theme, a results display screen music theme, or a game clear music theme.
**Introduce more than one character that has an [[Echo Fighter]] based off of them in ''Ultimate''.
**Feature multiple {{uv|The Legend of Zelda}} characters and have them all based off the same game (''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}''). However, Young Link also appears in ''Majora's Mask''.
**Feature [[Battlefield]] and [[Final Destination]] as [[unlockable stage]]s (not counting ''Smash 64'', in which they can only be played on in the [[1P Game]]).
**Not to feature Piranha Plants in any capacity.
**Not introduce a character that can damage foes using [[taunt]]s. ''Smash 64'' added {{SSB|Luigi}}, ''Brawl'' added {{SSBB|Snake}}, ''Smash 4'' added {{SSB4|Greninja}}, and ''Ultimate'' added {{SSBU|Kazuya}}.
*''Melee'' is the first game in the series to:
**Introduce antagonists as fighters, those being [[Bowser]] and [[Ganondorf]] (not counting both Mario and Donkey Kong, who were both temporarily portrayed as antagonists early on). <!--Do not count Mewtwo as an antagonist nor use its appearance in the event match Event 51: The Showdown.-->
**Have {{SSBM|Battlefield}} and {{SSBM|Final Destination}} as playable stages in Vs. mode.
**Introduce a stage from the {{uv|EarthBound}} and {{uv|F-Zero}} series.
**Have an early box art that shows an "RP" rating.
*As of ''Ultimate'', 6 of the stages that debuted in ''Melee'' have appeared in every installment (counting the 3DS and Wii U versions of ''Smash 4'' as one entity) since, with those being, [[Yoshi's Island (SSBM)]], [[Jungle Japes]], [[Temple]], [[Brinstar]], [[Corneria]], and [[Onett]].
*Prior to ''Ultimate'', which made including every character from the series its highest priority, ''Melee'' was the only sequel in the series to not cut any characters from its predecessor.
*Gameplay of ''Melee'', in particular {{SSBM|Marth}} and {{SSBM|Roy}} fighting against each other on [[Temple]], was shown nineteen years after the game's debut for the ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'' reveal trailer.[https://www.youtube.com/watch?v=8xNUYS-tJZQ]
*Gameplay of ''Melee'', in particular {{SSBM|Marth}} and {{SSBM|Roy}} fighting against each other on [[Temple]], was shown nineteen years after the game's debut for the ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'' reveal trailer.[https://www.youtube.com/watch?v=8xNUYS-tJZQ]


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: