Super Smash Bros. Melee
Super Smash Bros. Melee | |
---|---|
Developer(s) | HAL Laboratory |
Publisher(s) | Nintendo |
Director(s) | Masahiro Sakurai |
Producer(s) | Masayoshi Tanimura Hiroaki Suga Shigeru Miyamoto Kenji Miki |
Composer(s) | Hirokazu Ando Shogo Sakai Tadashi Ikegami Takuto Kitsuta |
Series | Super Smash Bros. |
Platform(s) | Nintendo GameCube |
Genre(s) | Fighting |
Mode(s) | Single-player, multiplayer |
Super Smash Bros. Melee (Japanese:Dairantō Smash Brothers DX (大乱闘スマッシュブラザーズDX, Dairantō Sumasshu Burazāzu Derakkusu, lit. "Great Melee Smash Brothers DX", with "DX" pronounced as "deluxe")), often abbreviated as SSBM or simply as Melee, is a crossover fighting game released for the Nintendo GameCube shortly after its launch in Template:Vgy (Template:Vgy in the PAL region). It is the second game in the Super Smash Bros. series, following the first game released for Nintendo 64 in Template:Vgy. HAL Laboratory developed the game, with Masahiro Sakurai as head of production.
The game features characters from Nintendo video game franchises such as Mario, The Legend of Zelda, and Pokémon. The stages and gameplay modes make references to, or take their designs from, popular games released by Nintendo.[1] Melee's gameplay system offers an unorthodox approach to the fighting game genre with a counter that measures damage with percentages, rather than the health bar traditionally seen in most fighting games.[2][3] It builds on the first game's broad appeal by adding new features related to gameplay and playable characters. Following the popularity of its multiplayer gameplay, Melee has been featured in several multiplayer gaming tournaments and is considered to be the Smash title most suited to competitive play.[4][5][6]
The game received universal acclaim from the media, as well as awards and acknowledgements from gaming publications. It achieved strong sales upon release,[7][8] and is the GameCube's best-selling game, with more than 7 million copies sold as of March 10, 2008.[9]
Gameplay
Like its predecessor, Super Smash Bros. Melee differs from traditional fighting games in that inflicting the most damage does not guarantee victory. Instead, opposing players must force their opponents beyond the boundaries of the stage.[10] 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 the damage received as a percentage.[3] The higher the percentage value, the farther the player gets knocked back, and the easier they are to knock off the stage.[11] 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.[12]
During battles, items related to Nintendo games or merchandise fall onto the game field.[13] These items have purposes ranging from inflicting damage on the opponent to restoring health to the player.[13] Additionally, most stages have a theme relating to a Nintendo franchise or a specific Nintendo game and are interactive to the player.[1] Although the stages are rendered in three dimensions, players can only move on a two-dimensional plane. Not all stages are available immediately; some stages must be "unlocked" by achieving particular requirements.[1]
Single-player
Single-player mode provides the player with a variety of side-scrolling fighting challenges. The applicable modes range from the "Classic mode", which involves the player battling against opponents in multiple stages until he or she reaches the boss character,[14] to the "Home Run Contest", which is a minigame involving the player trying to launch a sandbag as far as possible with a Home Run Bat.[15] 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.[16] 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 of Melee, requiring the player to defeat every character in the game while having only three health supplements between battles.
Multiplayer
In the multiplayer mode, up to four players or computer-controlled characters may fight, either in a free-for-all or in teams. The CPU characters' AI 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. There are five ways in which the victor can be determined, depending on the game type. The most common multiplayer modes are “Time mode”, where the player or team with the most kills and least falls wins after a predetermined amount of time, and "Stock mode",[17] 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.[18] Other options are available, updating from Super Smash Bros., such as determining the number and type of items that appear during the battle.[19]
Trophies
Trophies (known as "Figures" in the Japanese version) of various Nintendo characters and objects can be collected throughout the game. These trophies include action 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 that were only released in Japan.[20] Some of the trophies include a description of the particular subject and detail the year and the game in which the subject first appeared.[21] 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.[22]
Playable characters
Super Smash Bros. Melee features 25 (26 if Zelda and Sheik are considered different) characters,[23] 13 more than its predecessor. Fourteen are available initially, while the other characters require the completion of specific tasks to become available. Every character featured in the game is derived from a popular Nintendo franchise.[24] All characters have a symbol that appears behind their damage meter during a fight; this symbol represents what series they belong to, such as a Triforce symbol behind Link's damage meter and a Poké Ball behind 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 had never been released outside Japan at the time.[25] The characters' appearance in Super Smash Bros. Melee led to a rise in the popularity of the series.[26] 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.[27] 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.[28]
Development and release
HAL Laboratory developed Super Smash Bros. Melee, with Masahiro Sakurai as the head of production. The game was one of the first games released on the Nintendo 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.[29] HAL worked with three separate graphic houses in Tokyo to make the opening sequence. On their official website, the developers posted screen shots and information highlighting and explaining the attention to physics and detail in the game, with references to changes from its predecessor.[30] The game was in development for 13 months, and Sakurai called his lifestyle during this period "destructive" with no holidays and short weekends.[31] 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.[31]
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.[32] The game's creators later included Lucas in the game's sequel, Super Smash Bros. Brawl.[33][34] 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.[35] 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.[36][37] 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 Climbers would be in the game.[38] The developers have noted characters that have very similar moves to each other on the website;[39] such characters have been referred to as "clones" in the media.[40]
Nintendo presented the game at the E3 event of 2001 as a playable demonstration.[41] 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.[42] Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles.[43][44] Nintendo followed this trend with Super Smash Bros. Brawl, in which there were daily updates by the game's developer, Masahiro Sakurai.[45] The popular Japanese magazine Famitsu reported that Nintendo advertised the game in between showings of the Pokémon movie across movie theaters in Japan.[46] 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.[47] In August 2005, Nintendo bundled the game with the GameCube for $99.99.[48]
Music
Untitled | |
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Super Smash Bros. Melee features both new and re-arranged music from many of Nintendo's popular gaming franchises. In 2002, Enterbrain released a soundtrack in Japan titled Dairantou Smash Brothers DX Orchestra Concert. The same soundtrack was released in 2003 as "Smashing... Live!" as a bonus for subscribing to Nintendo Power magazine in North America, and also as a free gift in an issue of the British Official Nintendo Magazine. The soundtrack does not include music taken directly from the game, but features many live orchestral arrangements performed by the New Japan Philharmonic.[49] The game contains a number of unlockable tracks that can be obtained after making certain in-game accomplishments.[50] On the same website, the developers have posted discussions about the game's music and voice acting between Masahiro Sakurai and the game's composers.[51]
No. | Title | Origin | Length |
---|---|---|---|
1. | "Planet Corneria" | Star Fox (Super NES, 1993) | 2:05 |
2. | "Jungle Garden" | Donkey Kong Country (Super NES, 1994) | 2:57 |
3. | "Great Bay Shrinea" | The Legend of Zelda (NES, 1986), and Zelda II: The Adventure of Link (NES, 1987) | 4:14 |
4. | "Dr. Mario" | Dr. Mario (NES, 1990) | 4:04 |
5. | "Original Medleyb" | Super Smash Bros. Melee (GameCube, 2001) | 5:00 |
6. | "Fountain of Dreams" | Kirby Super Star (Super NES, 1995) | 3:35 |
7. | "Pokémon Medleyc" | Pokémon series, (1995) | 5:42 |
8. | "Opening" | from Super Smash Bros. Melee (GameCube, 2001) | 2:40 |
9. | "Planet Venom" | from Star Fox 64 (Nintendo 64, 1997) | 2:19 |
10. | "Yoshi's Story" | from Yoshi's Story (Nintendo 64, 1997) | 2:43 |
11. | "Depth of Brinstard" | from Metroid (NES, 1986) | 3:41 |
12. | "Smash Bros. Great Medleye" | from assorted gamesf (1980-1998) | 14:18 |
13. | "Fire Emblemg" | Fire Emblem (Famicom, 1990, Japan only) | 3:52 |
14. | "Green Greens" | from Kirby's Dream Land (Game Boy, 1992) | 1:53 |
15. | "Rainbow Cruiseh" | from Super Mario 64 (Nintendo 64, 1996) | 2:49 |
^a Includes music from Hyrule Temple, and Great Bay background music
^b Includes music from All-Star Intro, Trophies, How to Play, Menu 1, Ending music, and the Final Destination background music
^c Includes music from Poké Floats, Pokémon Stadium, and Battle Theme
^d Includes music from Brinstar Depths and Brinstar background music
^e Includes music from The Mushroom Kingdom, Mushroom Kingdom II, Flat Zone, Balloon Fight, Big Blue, Mach Rider, Yoshi's Island, Saria's Song, Super Mario Bros. 3, Icicle Mountain, and Princess Peach's Castle background music
^f Including Super Smash Bros. Melee (GameCube, 2001; originally from Super Mario Bros. (NES, 1985), Super Mario Bros. 2 (NES, 1988), and various Game & Watch games (1980-1991)), Balloon Fight (NES, 1985), Mach Rider (NES, 1985), Yoshi's Island (Super NES, 1995), The Legend of Zelda: Ocarina of Time (Nintendo 64, 1998), Super Mario Bros. 3 (NES, 1988)
^g Includes Fire Emblem theme, and Together We Ride
^h Includes the Underwater Theme from Super Mario Bros.
Reception
Aggregator | Score |
---|---|
GameRankings | 90.52%[57] |
Metacritic | 92/100[56] |
Publication | Score |
---|---|
Edge | 6/10[58] |
Eurogamer | 10/10[2] |
Famitsu | 37/40[52][53] |
GameSpot | 8.9/10[54] |
IGN | 9.6/10[19] |
Official Nintendo Magazine | 95%[55] |
Super Smash Bros. Melee received critical acclaim from reviewers, most of whom credited Melee's expansion of gameplay features from Super Smash Bros. Focusing on the additional features, GameSpy commented that "Melee really scores big in the 'we've added tons of great extra stuff' department".[59] Reviewers compared the game favorably to Super Smash Bros.—IGN's Fran Mirabella III stated that it was "in an entirely different league than the N64 version";[19] GameSpot's Miguel Lopez praised the game for offering a more advanced "classic-mode" compared to its predecessor, while detailing the Adventure Mode as "really a hit-or-miss experience".[54] Despite a mixed response to the single-player modes, many reviewers expressed the game's multiplayer mode as a strong component of the game.[2][54][59] In their review of the game, GameSpy stated that "you'll have a pretty hard time finding a more enjoyable multiplayer experience on any other console".[59]
The visuals gained a positive reaction. GameSpot lauded the game's character and background models, stating that "the character models are pleasantly full-bodied, and the quality of their textures is amazing".[54] IGN's Fran Mirabella III praised the game's use of physics, animation and graphics, although his colleague Matt Casamassina thought that "some of the backgrounds lack the visual polish endowed upon the characters" when giving a second opinion about the game.[19]
Critics praised the game's orchestrated soundtrack;[19][54] Planet GameCube's Mike Sklens rated it as "one of the best sounding games ever",[60] while GameSpot's Greg Kasavin commented that "it all sounds brilliant".[54] GameSpy praised the music for its nostalgic effect, with soundtracks ranging from multiple Nintendo series.[59]
Reviewers have welcomed the simplistic controls,[2][19][59] but its "hyper-responsiveness", with the characters easily dashing and precise movements being difficult to perform, was expressed as a serious flaw of the game by GameSpot.[54] With a milder criticism of controls, Bryn Williams of GameSpy commented that "movement and navigation seems slightly too sensitive".[59] The basis of Melee's gameplay system is the battles between Nintendo characters, which has been suggested as being overly hectic; N-Europe questioned whether the gameplay is "too Frantic?", even though they enjoyed the variety of modes on offer.[61] Similarly, Nintendo Spin's Clark Nielsen stated that "Melee was too fast for its own good", and "skill was more about just being able to wrap your head around what was happening as opposed to really getting into the combat".[62] In regards to the pace of the game, Edge commented that it even made gameplay features such as "blocking" redundant, as the player is not given enough time to react to an attack.[58]
Despite the new features added to the game, some reviews criticized Melee for a lack of originality and for being too similar to its predecessor, Super Smash Bros. Caleb Hale from GameCritics.com rated it as "every bit as good as its Nintendo 64 predecessor. The game doesn't expand much past that point".[63] On a similar note, Edge stated that "it's not evolution; it's reproduction", in reference to a perceived lack of innovation.[58] The nostalgic nature of the game received a positive reaction,[2] as well as the accompanying stages and items that made references to past Nintendo games.[61] Gaming journalists have welcomed the roster of 25 Nintendo characters,[2][59] as well as the "trophy system", which Nintendo Spin labeled as "a great addition to this game".[59][64]
Sales
When released in Japan, it became the fastest selling GameCube game with 358,525 units sold in the week ending November 25, 2001.[7] This success continued as the game sold more than a million units only two months after its release, making it the first GameCube title to reach a million copies.[65] The game also sold well in North America, where it sold 250,000-copies in nine days.[66] In the United States, Super Smash Bros. Melee was the 19th best-selling video game in 2001 according to the NPD Group,[67][68] and approximately 4.06 million units have been sold in the country as of December 27, 2007.[69] With a software-to-hardware ratio of 3:4 at one time,[7] some have attributed the increasing sales of the Nintendo GameCube near the launch date to Melee.[65] As of March 10, 2008, Super Smash Bros. Melee is the best-selling GameCube game, with more than seven million copies sold worldwide.[9]
Awards and accolades
Several publications have acknowledged Super Smash Bros. Melee in competitions and awards. In their "Best of 2001" awards, GameSpy chose it as Best Fighting GameCube Game,[70] IGN's reader choice chose it as Game of the Year,[71] Electronic Gaming Monthly chose it as Best Multiplayer and Best GameCube Game,[72] and GameSpot chose it as the Best GameCube Game and tenth best game of the year.[73][74]
GameFAQs placed it sixth in a poll of the 100 best games ever and was in the final four of the "Best. Game. Ever." contest.[75][76] In the 200th issue of Electronic Gaming Monthly, the editors selected Melee as the 92nd most influential game in their "Top 200 Games of Their Time" list, defining Melee as "Billions of things to unlock, plus Yoshi pummeling Pikachu with a bat".[77] In a similar competition, Nintendo Power named Super Smash Bros. Melee the 16th best game ever to appear on a Nintendo console,[78] and selected it as the 2001 "Game of the Year". IGN named it the third best GameCube game of all-time in 2007 as a part of a feature reflecting on the GameCube's long lifespan, citing it as "the grand stage of fighters, much like Mario Kart is for racing fans".[79] GameSpy chose it as fourth in a similar list, citing that it had "better graphics, better music, more characters, more gameplay modes, more secrets to discover" in comparison to its predecessor.[80] The game was ranked 58th in Official Nintendo Magazine's "100 Greatest Nintendo Games Ever" feature.[81]
Legacy
Tournaments
Super Smash Bros. Melee is a widely played competitive video game and has been featured in several high-profile tournaments. In 2004, Major League Gaming added Melee to its tournament roster.[82] Melee was also included in the Evolution Championship Series (Evo) in 2007, a fighting game tournament held in Las Vegas and was hosted at Evo 2013 after a charity vote to decide the final game to be featured in its tournament lineup.[83][84] Due to the large turnout and popularity that year, Evo again included a Melee at their 2014 event and plans to do so in 2015. In 2014 Melee was played at MLG Anaheim.
Ken Hoang, considered to be the game's best player for many years, has won over $50,000 from Smash tournaments.[85][86][87] Several professional Melee players including Christopher "KillaOR" McKenzie, Isai, and Ken were seen the 2005 "I'm a Professional Gamer" episode of the MTV reality series True Life. The competitive Smash community was featured in a 2013 crowd-funded documentary called The Smash Brothers. The film detailed the history of the professional scene and profiled seven prominent Melee players including Hoang and Evo 2013 champion, Joseph "Mang0" Marquez.[88][89] The other five players were Azen, Mew2King, Isai, PC Chris, and KoreanDJ.
The culture of competitive Melee has been met with some criticism by the game's developers. Masahiro Sakurai expressed concern for the skill gap between casual and competitive players, and has said that competitive play strays from his original vision for the game.[90] Before Evo 2013, Nintendo of America sent a cease and desist letter to bar the tournament from streaming Melee matches, but after experiencing public backlash allowed the live stream to continue as planned.[91][92]
Sakurai's subsequent philosophy for Brawl was for the game to be more readily accessible to new players.[93][94] Consequentially, Brawl is less popular among professional gamers due to its perceived lack of competitive depth. In response, some players used a loophole in the Wii's SD Card save system to mod the game, creating Project M, which has a gameplay and physics environment more similar to that of Melee’s.[90][95] For Smash Bros. for the Wii U and 3DS, Sakurai designed the game to appeal to both competitive and casual smashers, stating that his vision for the pace of two titles was between Melee and Brawl.[96]
Competitive ruleset
Games played using competitive rules are generally played with four stocks and with the timer set to eight minutes and items turned off.[97] Most matches are played in best-of-three game sets, with finals typically played in a best-of-five set.[97] The only stages that the first game can be played on, starter stages, are Battlefield, Dream Land 64, Final Destination, and Yoshi's Story. Pokemon Stadium is also allowed as a "counterpick" stage after the first game.[98] Generally, no stage may be played twice during a set, this is known as "Dave's Stupid Rule".[99] However, one variation on the rule is that a stage may be picked again only if that player has not won on it.[99] Competitive play may be either "Singles," or "Doubles." In Singles, two players face off against each other. In doubles, two teams of two players fight each other. Friendly fire is enabled, so teammates can damage each other.
Sequels
At the pre-E3 conference of 2005, Nintendo announced Melee's sequel, 2008's Super Smash Bros. Brawl.[100] Nintendo's president, Satoru Iwata requested Masahiro Sakurai to be the director of the game after the conference.[101] The game retains some of the gameplay features of its predecessors while having major gameplay additions, such as a more substantial single-player mode and online play via the Nintendo Wi-Fi Connection.[102] Taking advantage of the Wii's variety of controller options, the game allows the use of the Wii Remote, Nunchuk, GameCube controller, and the Classic Controller.[103] Like Melee, the game makes references to games and franchises, including those that debuted after the release of Melee; for example, Link, Zelda, and Ganondorf's character designs are taken from The Legend of Zelda: Twilight Princess and a Nintendogs puppy is present as an Assist Trophy (a new item that summons computer-controlled characters from different games to briefly participate in the fight).[104][105] Select stages and music from Melee are included in the sequel.[106] In addition to Super Smash Bros. Brawl, a sequel to that game, Super Smash Bros. for 3DS, was released for the Nintendo 3DS on October 3, 2014, and the console counterpart to that game, Super Smash Bros. for Wii U, was released on November 21, 2014.
References
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Right now, the competitive scene is still playing the 2001 GameCube release, Super Smash Bros. Melee. It's an excellent game, and rather amazingly suited for tournament play. The speed and mechanics allow for a lot of creativity. When Super Smash Bros. Brawl was released in 2008 for the Wii, players looked at it with confusion. It was too far removed from the fast and frantic play of Melee.
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- ^ a b George, Richard. "Super Smash Bros Creator: "Melee The Sharpest"". IGN.
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- ^ Sakurai, Masahiro (2001-12-14). "Super Smash Bros. Melee—Marth" (in Japanese). Nintendo. Retrieved 2007-11-24.
- ^ Sakurai, Masahiro (2001-10-09). "Super Smash Bros. Melee—Ice Climbers" (in Japanese). Nintendo. Retrieved 2007-11-24.
The four games considered were Balloon Fight ("the balloon would be easily blown"), Urban Champion ("seem too small"), Clu Clu Land ("they know how to fight?") and Excitebike ("would have to jump")
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{{cite journal}}
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{{cite interview}}
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External links
- "Official Super Smash Bros. website". Nintendo. Archived from the original on June 5, 2005. Retrieved June 11, 2013.
{{cite web}}
:|archive-date=
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- 2001 video games
- Crossover video games
- Electronic sports games
- Fighting games used at the Evolution Championship Series tournament
- HAL Laboratory games
- Multiplayer and single-player video games
- Nintendo GameCube fighting games
- Nintendo GameCube games
- Nintendo GameCube-only games
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- Video games developed in Japan
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