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Developer(s) HAL Laboratory Publisher(s) Nintendo Designer(s) Masahiro Sakurai Series Super Smash Bros. Platform(s) Nintendo GameCube Release date JP November 21, 2001 NA December 3, 2001 EU May 24, 2002 AUS May 31, 2002

Genre(s) Fighting game Mode(s) Single-player, multiplayer Rating(s) ESRB: T ELSPA: 11+ ELSPA: 3+ (re-rating) PEGI: 3+ OFLC: G8+ Media 1 × GameCube Optical Disc System requirements 11 blocks of memory (an additional 2 or more blocks are needed for each snapshot saved) Super Smash Bros. Melee (大乱闘スマッシュブラザーズDX, Dairantō Sumasshu Burazāzu Derakkusu?, lit. "Great Melee Smash Brothers Deluxe"), is a crossover fighting/action game released for the Nintendo GameCube shortly after its launch in 2001 (2002 in the PAL region). It is the sequel to the 1999 Nintendo 64 fighting game Super Smash Bros., and the predecessor to the 2008 Wii game Super Smash Bros. Brawl. Hal Laboratory developed the game, with Masahiro Sakurai as head of production.

The game is centered on dueling characters from Nintendo's video gaming franchises such as Mario, Pokémon and The Legend of Zelda. 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 "fighter" genre as percentage counters measure the level of damage received, rather than the health bar traditionally seen in most fighting games.[2] It builds on the first game's broad appeal by adding new features related to gameplay and playable characters. Following the popularity of the game's multiplayer gameplay, the game has been the subject of several multiplayer gaming tournaments.[3]

The game received a generally positive reception from the media, as well as awards and acknowledgements from well-known gaming publications. It achieved commercial success upon release,[4] and is the GameCube's best-selling game with over six million copies sold worldwide as of November 17, 2006.[5][6]

Contents [hide] 1 Gameplay 1.1 Single player 1.2 Multiplayer 1.3 Trophies 2 Playable characters 3 Development and release 4 Music 4.1 Track listing 5 Reception and sales 5.1 Sales 5.2 Awards and lists 6 Legacy 6.1 Tournaments 6.2 Sequel 7 References 8 External links


[edit] Gameplay

All 29 stages, with Fourside selectedLike its predecessor, Super Smash Bros. Melee differs from traditional fighting games in that inflicting damage does not guarantee victory. Opposing players must force their opponents beyond the stage's boundaries,[7] referred to as a "Knock-Off" and abbreviated in the game as a KO. Most attacks inflict damage and can, if enough damage is dealt, knock back the enemy; inflicted damage increases that distance, so sufficient damage is usually necessary before attempting a KO. Each character's health is measured by a percentage damage counter.[2] The higher the percentage value, the farther the player gets knocked back, and the easier they are to knock off the stage.[8] Unlike other games of the same genre, most moves in the game can be accessed via one-button presses and a joystick direction.[9]

During battles, items related to Nintendo games or merchandise fall onto the game field.[10] These items have purposes ranging from inflicting damage on the opponent to restoring health to the player's combatant.[10] 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 require the player to have achieved particular requirements.[1][11]


[edit] Single player Single-player mode provides the player with a variety of fighting and side-scrolling 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,[12] 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.[13] 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.[14] "Adventure mode" takes the player to several predefined universes of characters in the Nintendo franchise. Like the battle stages in the game, they make references to some conventions of particular series.


Mario and Luigi fight in multiplayer mode on the Mushroom Kingdom II stage (the game is paused; the point of view can not enter the Z-axis during gameplay). [edit] Multiplayer In the multiplayer mode, up to four player or computer characters may fight, either in a free-for-all or in teams.[15] The CPU characters' AI difficulty is ranked from one to nine in ascending order of difficulty. There are five ways in which the victor can be determined, depending on the game type. The traditional mode is "Stock mode",[16] a solo or team-based battle in which the last player to lose their lives wins, but this can be changed to less conventional modes like "Coin mode", which rewards the richest player as the victor; they must collect coins by hitting enemies and try not to lose them by falling off the stage.[17] A number of other options are available, such as determining the number and type of items that appear during the battle.[18]


[edit] Trophies Trophies (known as "Figures" in the Japanese version) of various Nintendo characters and objects can be collected throughout the game. These trophies include figures of various playable characters, accessories, and items associated with them as well as secondary characters not otherwise included in the game. The trophies range from the well-known to the obscure, and even characters or elements that were only released in Japan.[19] Some of the trophies include a description of the particular subject and detail the year and the game in which the subject first appeared.[20] Super Smash Bros. had a similar system of plush dolls (Biographies); however it only included the twelve playable characters. There is one more trophy in the Japanese version of the game than in the NTSC and PAL versions.[21]


[edit] Playable characters See also: Super Smash Bros. Playable Characters

Promotional image with all characters excluding SheikSuper Smash Bros. Melee features twenty-six characters,[22] of which fifteen are available initially. Every character featured in the game derives from a popular Nintendo franchise.[23] 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 never had a game released in the West at the time.[24] This led to a rise in popularity of games and characters that were more obscure than such series as the Mario series.[25] 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 before he knocks down Princess Peach.[26] Furthermore, each character has recognizable moves from their original game, such as Samus's firearms from the Metroid series and Link's arsenal of weapons.[27]


[edit] 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.[28] HAL 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.[29]

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 for the Game Boy Advance, but they retained Ness in consideration of delays.[30] The game's creators have included Lucas in the game's sequel, Super Smash Bros. Brawl.[31][32] Video game developer Hideo Kojima originally requested Solid Snake, the protagonist of the Metal Gear series, to be a playable character in Super Smash Bros. Melee, but the game was too far in development for him to be included. As with Lucas, development time allowed for his inclusion in Brawl.[33] Roy and Marth 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.[34][35] 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.[36] Comparisons have been formed by the developers between characters which have very similar moves to each other on the website;[37] such characters have been referred to as "clones" in the media.[38]

Nintendo presented the game at the E3 event of 2001 as a playable demonstration.[39] The next major exposition of the game came in Spaceworld 2001 in August, in which Nintendo displayed a playable demo that had updated upon the previous demo displayed in 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.[40] Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles.[41][42] Nintendo followed this trend with Super Smash Bros Brawl, in which there are daily updates by the game's developer, Masahiro Sakurai.[43] The popular Japanese magazine Famitsu reported that Nintendo advertised the game in between showings of the Pokemon movie across movie theaters in Japan.[44] In January 2003, Super Smash Bros Melee became part of the Player's Choice, which was a category of the best-selling games on the GameCube that had been reduced in price.[45] In August 2005, Nintendo bundled the game with the GameCube for $99.99.[46]


[edit] Music Smashing...Live!

Soundtrack by New Japan Philharmonic Released January 2003 Recorded August 27, 2002 Genre Video game soundtrack Length 61:59 Super Smash Bros. Melee features music from some of Nintendo's popular gaming franchises. Nintendo released a special musical album in 2003 called Smashing...Live!, which it gave away as a bonus for subscribing to Nintendo Power magazine in North America, and also as a free gift in an issue of the British Nintendo Official Magazine. It is not music taken directly from the game like most video game soundtracks, but a live orchestrated performance by the New Japan Philharmonic of many of the songs from the game.[47] The soundtrack is only available for purchase in Japan.[48] Melee contains a number of "hidden" tracks which require particular requirements to become unlocked, as revealed on the game's official website.[49] 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.[50]


[edit] Track listing "Planet Corneria" – 2:05 Star Fox (SNES) 1993 "Jungle Garden" – 2:57 Donkey Kong Country (SNES) 1994 "Great Bay Shrine" (includes Hyrule Temple and Great Bay stage background music) – 4:14 The Legend of Zelda (NES) 1986, and Zelda II: The Adventure of Link (NES) 1987 "Dr. Mario" – 4:04 (NES) 1990 "Original Medley" (includes All-Star Intro, Trophies, How to Play, Menu 1 & Ending music, as well as the ending of the Final Destination background music) – 5:00 Super Smash Bros. Melee (GCN) 2001 "Fountain of Dreams" (Mistitled "Dream of Fountain" on Nintendo Power Disc) – 3:35 Kirby Super Star (SNES) 1995 "Pokémon Medley" (includes Poké Floats, Pokémon Stadium and Battle Theme) – 5:42 Pokemon Series 1995- "Opening" – 2:40 Super Smash Bros. Melee (GCN) 2001 "Planet Venom" – 2:19 Star Fox 64 (N64) 1997 "Yoshi's Story" – 2:43 (N64) 1997 "Depth of Brinstar" (includes Brinstar Depths and Brinstar background music) – 3:41 Metroid (NES) 1986 "Smash Bros. Great Medley" (includes 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) – 14:18 Assorted Games 1980-1998 "Fire Emblem" – (includes Fire Emblem Theme and Together We Ride) 3:52 (Famicom) 1990 (Japan Only) "Green Greens" – 1:53 Kirby's Dreamland (GB) 1992 "Rainbow Cruise" – 2:49 Super Mario 64 (N64) 1996 (includes interlude featuring underwater theme from Super Mario Bros.)

[edit] Reception and sales Reviews Publication Score Eurogamer 10 of 10[51] Famitsu 37 of 40[52] GameSpot 8.9 of 10[53] IGN 9.6 of 10[18] ONM 95%[54] Compilations of multiple reviews Compiler Score Metacritic 92%[55] Game Rankings 90%[56] Super Smash Bros. Melee generally received a positive reception 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."[57] 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";[18] GameSpot's Miguel Lopez praised the game for offering an advanced "classic-mode" compared to its predecessor, while detailing the Adventure Mode as "really a hit-or-miss experience."[53] Despite a mixed response to the single-player modes, most reviewers expressed the game's multiplayer mode as a strong component of the game.[51] 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."[57]

The visuals gained a positive reaction, although Matt Casamassina thought that "some of the backgrounds lack the visual polish endowed upon the characters" when giving a second opinion about the game.[18] Most of the critics praised the game's orchestrated soundtrack;[53][18] Nintendo World Report's Mike Sklens rated it as "one of the best sounding games ever."[58] Most reviewers have welcomed the simplistic controls,[18] yet its "hyper-responsiveness", with the characters easily dashing and precise movements being hard, has been expressed as a serious flaw of the game by GameSpot.[53] With a milder criticism of controls, Bryn Williams of GameSpy commented that "movement and navigation seems slightly too sensitive."[57] The basis of Melee's gameplay system is the battles between Nintendo characters, which has been suggested as being overly hectic; N-Europe questioned that the gameplay is "too Frantic?", even though they enjoyed the variety of modes on offer.[59] 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".[60]

Despite the new features, 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."[61] The nostalgic nature of the game received a positive reaction,[51] as well as the accompanying stages and items that made references to past Nintendo games.[59] Gaming journalists have welcomed the roster of twenty-five Nintendo characters,[51] as well as the "trophy system", which Nintendo Spin labeled as "a great addition to this game."[62]


[edit] Sales When released in Japan, it became the fastest selling GameCube game with 358,525 units sold in the week of November 19 to November 25, in 2001.[4] This success continued as the game sold over a million units only two months after its release, which also made it the first GameCube title to reach a million copies.[63] The game sold well in North America, where it sold 250,000 copies in nine days;[64] approximately 4.06 million units have been sold in the country since its release.[65] With a software-to-hardware ratio of 3:4 at one time,[4] some have attributed the increasing sales of the Nintendo GameCube near the launch date to Melee.[63] As of November 17, 2006, Super Smash Bros Melee is the best selling GameCube game, with over six million copies sold worldwide.[5][6]


[edit] Awards and lists 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,[66] IGN's reader choice chose it as Game of the Year,[67] Electronic Gaming Monthly chose it as Best Multiplayer and Best GameCube Game,[68] and GameSpot chose it as the Best GameCube Game and tenth best game of the year.[69][70] GameFAQs placed it sixth in two competitions: the "Best... Game... Ever." contest, and a poll of the 100 best games ever.[71][72] In the 200th issue of Electronic Gaming Monthly, the editors selected Melee as the 92nd most influential game on their "Top 200 Games of Their Time" list, defining Melee as "Billions of things to unlock, plus Yoshi pummeling Pikachu with a bat".[73] 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".[74] 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.[75]


[edit] Legacy

[edit] Tournaments

Diddy Kong, Wario, and Bowser fighting in the returning "Temple" stage in BrawlSuper Smash Bros. Melee has been the subject of several high-profile gaming tournaments. In March 2003, the IVGF NorthWest Regional Gaming Festival and Tournament took place, the first corporate sponsored tournament. During this time, IVGF gave out US$ 12,500 for the top three finishers of Super Smash Bros. Melee.[76] In 2004, Major League Gaming added Super Smash Bros. Melee to its tournament roster.[77] In the summer of 2005, a crew in Mishawaka, Indiana hosted Melee-FC3, a tournament with nearly 200 participants from 30 states, the United Kingdom, and the Netherlands.[78] In two separate issues, Nintendo Power covered the independent and corporate Smash scenes, including Smashboards, Major League Gaming, and FC3.[78][79] Smash Brothers Melee also made it into the Evolution Championship Series in 2007, a fighting game tournament held in Las Vegas with Ken Hoang, winner of MLG's 2004 and 2005 National Smash Championships, winning the 2007 EVO World Finals.[80]


[edit] Sequel Super Smash Bros. Melee is the second installment of the Super Smash Bros. series, following the release of Super Smash Bros. two years earlier. At the pre-E3 conference of 2005, Nintendo announced Melee's sequel, Super Smash Bros. Brawl.[81] Nintendo's president, Satoru Iwata requested Masahiro Sakurai to be the director of the game after the conference.[82] 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 Wi-Fi compatibility.[83] Like Melee, the game makes references to games and franchises, even those that debuted after the release of Melee; for example, Link's design is taken from The Legend of Zelda: Twilight Princess and a Nintendogs puppy is present as an Assist Trophy (a new item which summons characters from different games to briefly participate in the fight or hinder it).[84][85] Sakurai has announced that stages from Melee will be included in the upcoming sequel with the "Temple" stage shown on the official site as the first example.[86]


[edit] References ^ a b c Guides: Super Smash Bros. Melee – Stages. IGN. Retrieved on 2007-12-22. ^ a b Super Smash Bros. Melee – Game Freaks 365. Game Freaks 365 (2001-12-03). Retrieved on 2007-12-22. ^ Lenzi, Chris (2003-02-03). Counter-strike News Story. GotFrag. Retrieved on 2007-12-14. ^ a b c Smash Bros. Melee hot in Japan. IGN. Retrieved on 2007-12-21. ^ a b Radd, David (2006-11-17). Opinion: Wii Won't Rock You. GameDaily. Retrieved on 2006-11-27. “Super Smash Bros. Melee is the best selling GameCube title ever, with over 6 million copies sold worldwide...” ^ a b Nintendo of America Inc. (2008-02-20). "Nintendo Reveals Its Next Engaging Experiences". Press release. Retrieved on 2008-02-22. “Super Smash Bros. Brawl: ... The previous installment in the franchise went on to become the best-selling game of all time for Nintendo GameCube.” ^ Guides: Super Smash Bros. Melee. IGN. Retrieved on 2007-12-22. ^ Guides: Super Smash Bros. Melee – Introduction. IGN. Retrieved on 2007-12-29. ^ Guides: Super Smash Bros. Melee – Basics. IGN. Retrieved on 2007-12-22. ^ a b Guides: Super Smash Bros. Melee – Items. IGN. Retrieved on 2007-12-22. ^ Super Smash Bros. Melee – BestPrices.com. BestPrices.com. Retrieved on 2007-12-29. ^ Guides: Super Smash Bros. Melee – Classic Mode. IGN. Retrieved on 2007-12-22. ^ Guides: Super Smash Bros. Melee – Home Run Contest. IGN. Retrieved on 2007-12-22. ^ Guides: Super Smash Bros. Melee – Target Test. IGN. Retrieved on 2007-12-22. ^ GamesMark: Super Smash Bros. Melee review. GamesMark. Retrieved on 2007-12-29. ^ Super Smash Bros. Melee instruction booklet, p. 32. ^ Guides: Super Smash Bros. Melee previews – Yahooo. Yahoo (2001-11-27). Retrieved on 2007-12-22. ^ a b c d e f Fran Mirabella III. IGN: Super Smash Bros Melee review. IGN. Retrieved on 2007-12-14. ^ Guides: Super Smash Bros. Melee – Trophies. IGN. Retrieved on 2007-12-22. ^ TMK: SSBM. The Mushroom Kingdom. Retrieved on 2007-12-29. ^ Guides: Super Smash Bros. Melee – Secrets. IGN. Retrieved on 2007-12-22. ^ Character roster. Nintendo. Retrieved on 2008-02-06. ^ Guides: Super Smash Bros. Melee – Characters. IGN. Retrieved on 2007-12-22. ^ Guides: Super Smash Bros. Melee – Marth. IGN. Retrieved on 2007-12-22. ^ "'Fire Emblem Database'", Nintendo Database. Retrieved on 2007-12-22. ^ Guides: Super Smash Bros. Melee – Events. IGN. Retrieved on 2007-12-22. ^ Guides: Super Smash Bros. Melee – Samus Aran. IGN. Retrieved on 2007-12-22. ^ Smash Bros. FMV Explained. IGN (2001-08-31). Retrieved on 2007-11-24. ^ A Detailed Melee. IGN (2001-09-07). Retrieved on 2007-11-24. ^ Sakurai, Masahiro (2001-07-17). Super Smash Bros. Melee. Retrieved on 2007-11-24. ^ Sakurai, Masahiro (2007-10-01). Super Smash Bros. Brawl—Lucas. Retrieved on 2007-11-24. ^ Sakurai, Masahiro (2001-09-21). Super Smash Bros. Brawl—Snake. Retrieved on 2007-11-24. ^ E306 Super Smash Bros. Brawl Q&A. Kotaku (2007-05-11). Retrieved on 2007-12-30. ^ Sakurai, Masahiro (2002-01-15). Super Smash Bros. Melee—Roy. Retrieved on 2007-11-24. ^ Sakurai, Masahiro (2001-12-14). Super Smash Bros. Melee—Marth. Retrieved on 2007-11-24. ^ Sakurai, Masahiro (2001-10-09). Super Smash Bros. Melee—Ice Climbers (Japanese). Retrieved on 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")” ^ Roy. Nintendo (2002-01-15). Retrieved on 2008-01-11. ^ IGN: Super Smash Bros. melee. IGN (2002-01-10). Retrieved on 2008-01-11. ^ IGN: E3: Hands-on Impressions for Super Smash bros Melee. IGN (2001-05-17). Retrieved on 2007-11-24. ^ IGN: Spacewordl 2001: Super Smash Bros Melee hands-on. IGN (2001-08-25). Retrieved on 2007-11-24. ^ Super Smashing Moves. IGN (2001-7-19). Retrieved on 2007-11-24. ^ Super Smash Bros. Melee. Retrieved on 2007-11-24. ^ Super Smash Bros. Brawl. Retrieved on 2007-11-24. ^ Nintendo kicks-off GameCube hype in Japan. IGN (2001-07-12). Retrieved on 2007-11-24. ^ Nintendo Expands Player's Choice Line-up. IGN (2003-01-23). Retrieved on 2007-11-24. ^ Super Smash Bros. Bundle. IGN (2005-07-07). Retrieved on 2007-11-24. ^ Soundtracks. The Mushroom Kingdom (2001-08-31). Retrieved on 2007-11-25. ^ Smashing Live! OST. Mininova. Retrieved on 2007-11-25. ^ Attending hidden manipulation. Nintendo (2002-01-25). Retrieved on 2008-01-10. ^ Discussions music staff. Nintendo (2002-01-18). Retrieved on 2008-01-10. ^ a b c d Tom Bramwell. Super Smash Bros Melee//GC//Eurogamer. Eurogamer. Retrieved on 2007-12-14. ^ Geimen.net (Japanese). GEIMEN.NET. Retrieved on 2007-12-14. ^ a b c d Miguel Lopez. Super Smash Bros Melee for GameCube review—GameSpot. GameSpot. Retrieved on 2007-12-14. ^ "rated GameCube", Official Nintendo Magazine (Future Publishing) (no. 1): 125, March 2006 ^ Super Smash Bros Melee at MetaCritic. MetaCritic. Retrieved on 2007-12-14. ^ Super Smash Bros Melee Ranking. Game Rankings. Retrieved on 2007-12-14. ^ a b c Williams, Bryn. Super GameSpy: Smash Bros Melee review. GameSpy. Retrieved on 2007-12-14. ^ Sklens, Mike. Nintendo World Report: Smash Bros Melee review. Nintendo World Report. Retrieved on 2007-12-15. ^ a b N-Europe: Smash Bros :Melee review. N-Europe. Retrieved on 2007-12-15. ^ Nielsen, Clark. The Games We Hte. Nintendo Spin. ^ Hale, Caleb. GameCritics.com: Smash Bros :Melee review. GameCritics.com. Retrieved on 2007-12-15. ^ Zuk, Michal. Super Smash Bros Melee – Nintendo Spin. Nintendo Spin. Retrieved on 2007-12-23. ^ a b Smash Bros. Melee "Million" in Japan. IGN. Retrieved on 2007-12-21. ^ Satterfield, Shane. Nintendo announces more sales. GameSpot. Retrieved on 2007-12-21. ^ US Platinum chart games. The Magic Box. Retrieved on 2008-02-21. ^ GameCube Fighting Game of the Year: Super Smash Bros. Melee. GameSpy. Retrieved on 2007-12-23. ^ Insider: Reader's Choice awards. IGN (2001-01-19). Archived from the original on 2004-08-13. Retrieved on 2007-12-23. ^ (April 2002) "2001 "GAMERS' CHOICE AWARDS"". Electronic Gaming Monthly (153). Ziff Davis. ISSN 1058-918X.  ^ The Best and Worst of 2001: Best GameCube Game. GameSpot. Retrieved on 2007-12-23. ^ The Best and Worst of 2001: The Top Ten Video Games of the Year. GameSpot. Retrieved on 2007-12-23. ^ Game FAQs best games ever. GameFAQs. Retrieved on 2007-12-23. ^ Game FAQs anniversary contest. GameFAQs. Retrieved on 2007-12-23. ^ Semrad, Steve. 1UP 200 Greatest games of all time. Retrieved on 2007-12-23. ^ IGN GameCube Team (2007-03-16). The Top 25 GameCube Games of All Time. IGN.com. Retrieved on 2007-03-18. ^ Top 25 GameCube Games of All-Time - #4: Super Smash Bros. Melee. GameSpy (2005-08-12). Retrieved on 2007-09-13. ^ Chris Lenzi (2003-02-03). Counter-strike News Story. GotFrag. Retrieved on 2007-12-14. ^ Major League Gaming. Major League Gaming (2006-09-10). Retrieved on 2007-12-14. ^ a b Myers, Andy, Smash Takes Over, Nintendo Power, October 2005. ^ Myers, Andy, Smash Planet, Nintendo Power, September 2005. ^ EVO 2007 Championship series – SSBM. EVO 2007 Championship series. Retrieved on 2007-12-23. ^ Casamassina, Matt (2005-05-17). E3 2005: Smash Bros. For Revolution. IGN. Retrieved on 2006-12-01. ^ IGN Staff (2005-11-16). Smash Bros. Revolution Director Revealed. IGN. Retrieved on 2007-12-01. ^ Bramwell, Tom (2005-05-11). Miyamoto and Sakurai on Nintendo Wii. Eurogamer. Retrieved on 2007-12-01. ^ Sakurai, Masahiro (2007-05-23). Link. Nintendo. Retrieved on 2007-12-01. ^ McElroy, Justin (2007-07-02). Puppies. Joystiq. Retrieved on 2007-12-01. ^ Sakurai, Masahiro (2007-11-30). Melee Stages. Nintendo. Retrieved on 2007-12-01.

[edit] External links Super Smash Bros. official site (Japanese) Super Smash Bros. Melee homepage Super Smash Bros. Melee at Nintendo.com (archived from the original at the Internet Archive)


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North American boxart Developer(s) Sora Ltd.[1] Game Arts[2] Publisher(s) Nintendo Designer(s) Masahiro Sakurai (director, scenario writer)[3] Kazushige Nojima (scenario writer)[3] Series Super Smash Bros. Picture format 480p Platform(s) Wii Release date JP January 31, 2008 NA March 9, 2008 EU TBA 2008[4] AUS TBA 2008[5] Genre(s) Fighting Platformer Crossover Mode(s) Single player, Multiplayer, Online multiplayer[6] Rating(s) CERO: A[7] ESRB: T[8] Media Wii Optical Disc Input method(s) Wii Remote, Nunchuk, Classic Controller, GameCube controller[9] Super Smash Bros. Brawl (大乱闘スマッシュブラザーズX, Dairantō Sumasshu Burazāzu Ekkusu?, lit. "Great Melee Smash Brothers X") is a crossover fighting game published by Nintendo for the Wii console.[10] As the third installment of the Super Smash Bros. series, this title once again features a diverse roster of characters from Nintendo and its second parties to fight in various kinds of matches. It is the first game in the Super Smash Bros. series to feature third-party characters. Most of the game's music is made up of arranged versions of pieces by one of 38 renowned video game composers that originated in previously released Nintendo video games.

As with its predecessors, Super Smash Bros. Brawl is a departure from traditional fighting games, notably in its simplified move commands and its emphasis on ring outs over knockouts. This installment also includes a deeper single-player mode than its predecessors. Known as The Subspace Emissary, this mode is a plot-driven side-scrolling beat 'em up game featuring Brawl's playable characters. Super Smash Bros. Brawl supports multiplayer battles with up to four combatants, and is the first game of its franchise to support online battles through Nintendo Wi-Fi Connection.[11]

Contents [hide] 1 Gameplay 1.1 Stages 1.2 Group 1.3 Solo 1.3.1 Adventure Mode: The Subspace Emissary 1.4 Nintendo Wi-Fi Connection 1.5 Vault 2 Playable characters 3 Development 3.1 Music 3.2 Inclusion of characters 4 Reception and sales 5 References 6 External links


Gameplay Following the style of its predecessors, the game uses a battle system different from that of typical fighting games. Choosing from a variety of characters, one to four players fight on various stages, trying to knock their opponents off the screen. Instead of using health bars like those used in most fighting games, percentage displays are employed. These start at 0%, and increase as the characters take damage up to 999%. As a character's percentage goes up, the character flies farther back when hit. When a character is knocked beyond a stage's boundary and disappears from the screen, the character loses either a life or a point depending on the mode of play.[12] The game can be played using the Wii Remote on its side, the Wii Remote and Nunchuk together, the Classic Controller, or the GameCube controller, for a total of four possible control styles.[9] Players are also able to create profiles with personalized button configurations for each control method along with their chosen username.[13]


Mario, Yoshi, Ike, and Wario preparing to fight. The damage meter now displays the name, image, and series symbol of the character.The characters can fight each other with a variety of attacks. Each move is prompted with the press of a button in conjunction with a tilt of the control stick or a press of the D-pad, depending on the mode of control. In addition to basic attacks, such as punches and kicks, characters have access to more powerful smash attacks. Each character also has four character-specific special moves, which often have unique effects beyond damaging an opponent. The game introduces the ability to perform character-specific super attacks, referred to as "Final Smash" moves. Final Smashes are significantly more powerful than regular attacks, having a wide variety of effects that range from nearly unavoidable blasts to temporary transformations. These abilities may be performed upon destroying a Smash Ball, an item bearing the Smash Bros. symbol. When the Smash Ball has been successfully broken by a character, that character can execute a Final Smash. However, should the player wait too long to use it and sustain too much damage, the ability will be lost and the Smash Ball will be knocked out of the character to resume flying about the stage.[14][15]

The characters can make use of a variety of items, ranging from projectiles to melee weapons. Each item has a different effect on the characters around it. While many items return from previous Super Smash Bros. games, new items are also introduced in Brawl. Some returning items have also received upgrades, changing their appearances and/or capabilities.[16] Two varieties of items, Assist Trophies[17] and Poké Balls,[18] temporarily summon guest characters and Pokémon, respectively, that generally assist the summoner. They cannot be controlled by players and are usually invincible.[19]


Stages

The starting stage select screen in Super Smash Bros. Brawl with Battlefield being shown.Stages are arenas that are generally based on levels from the various represented game series of Super Smash Bros. Stages range from floating platforms to moving areas where the characters must stay within the field of play. Each stage has a boundary that cannot be passed, or the character will be "KO'd", thus losing a life or losing a "point".

As in Super Smash Bros. Melee, the game introduces new stages. New environmental gameplay mechanics have been added with this installment, such as destructible terrain. A stage based on the Animal Crossing series features a live events system in which special events may occur depending on the date and time.[20] Unlike its predecessors, Brawl also includes stages based on third-party games such as the Metal Gear Solid-inspired Shadow Moses Island.[21] Many stages will undergo elaborate changes while battles take place, such as a cycling day-to-night system[22] and changing seasons.[23] The game also includes some stages originally seen in its predecessor.[24]

Brawl also allows players to create their own stages using a variety of options in a mode called Stage Builder. Players can save their stages to an SD card or the internal memory of the Wii console. Stages can also be sent to registered friends. Through Nintendo Wi-Fi Connection, players are able to submit their creations daily to Nintendo, and receive a daily stage from the service.[25]


Group

The main menu, with Options highlighted.In addition to the standard multiplayer mode "Brawl", Super Smash Bros. Brawl features other multiplayer modes and options in Group mode.

Special Melee from the previous game returns as Special Brawl. In this mode, players are able to battle in matches using special rules for a greater level of customization. Whereas previously standard options such as "Giant Melee" or "Invisible Melee" were limited to only one feature per match, players may now select as many options as they like for a single match.[26]

Another returning game type, Tourney mode, formerly Tournament mode, enables players to create an elimination-based tournament with a large number of CPU or human opponents.[27]

Previously only available in Tournament mode, Brawl features a multiplayer option called Rotation. Rotation allows up to 16 players to compete in sequence by switching out winners or losers after each round.[28]


Solo Keeping consistent with its predecessors, Brawl includes various modes of play from the previous game designed for a single player. In Classic mode, the player goes through a number of semi-randomly generated matches. Each match features an arena or opponent from a particular series, such as The Legend of Zelda or Pokémon. Several matches also have a unique battle condition, such as a metal opponent or a two-on-two team battle.[29]

As in the previous game, Brawl has Events, which are matches with predetermined battle conditions. These conditions include defeating opponents within a time limit or using a specific move on opponents. New to the mode, each of the sixty-one Events has three difficulties, with a high score recorded for each.[30] In addition to the normal set of forty-one Events played with a single player, a smaller set of twenty two-player Co-op Events is included.[31]

Also returning from Melee, Brawl features objective-oriented minigames in Stadium Mode. The Home-Run Contest mode is one of these features. In Home-Run Contest, the player must beat the Sandbag to deal as much damage as possible in ten seconds, then strike it with a Home-Run Bat to send it as far as possible. Returning from the two previous games is the Target Smash! minigame, in which the player must break 10 targets as quickly as possible. Departing from previous incarnations of this mode, players can access five different maps with any character, whereas the previous Super Smash Bros. games featured one unique map per character. In addition, items are also now available.[32] Updated from Melee, some Stadium Mode minigames feature cooperative or competitive multiplayer.[31][33]


Adventure Mode: The Subspace Emissary

Pit and Mario in "The Subspace Emissary", fighting against two "Primid" enemies.Super Smash Bros. Brawl features a new Adventure Mode titled "The Subspace Emissary". This mode features unique character storylines along with numerous side scrolling levels and multiple bosses to fight, as well as CG cut scenes explaining the storyline. "The Subspace Emissary" features a new group of antagonists called the Subspace Army, who are led by the Ancient Minister. Some of these enemy characters appeared in previous Nintendo video games, such as Petey Piranha from the Mario series and a squadron of R.O.B.s based on classic Nintendo hardware. "The Subspace Emissary" also boasts a number of original enemies, such as the Roader, a robotic unicycle; the Bytan, a one-eyed ball-like creature which can replicate itself if left alone; and the Primid, enemies that come in many variations.[34] Though primarily a single-player mode, "The Subspace Emissary" allows for cooperative multiplayer. This mode also features a unique power-up mechanism in the form of collectible Stickers that can be applied to the base of the player's character trophies.[35] Every stage accessible within "The Subspace Emissary" can be played on five different difficulty levels.[36]

Unlike other game modes, "The Subspace Emissary" has a team system for the characters. The player begins with a limited choice of characters. Others join the team as the game progresses, while some characters may leave the team.[37] Once one character loses a life, another character on the team can take his or her place until the stock count, of which each stage has a set number, runs out. The character order can be changed to the player's liking.[36]

Masahiro Sakurai claims that this mode will be more "fleshed out" than the single-player modes in previous Smash Bros. titles.[38] Shigeru Miyamoto has explained that Sakurai always wanted to have a very deep single-player game, but he wanted Sakurai to focus more on the multiplayer aspects in the previous titles since there were already many single-player games of this kind. With the development time allotted for Brawl, both were possible.[39] In order to put together a plotline for the mode, Sakurai enlisted the help of Kazushige Nojima, a scenario writer known for his work on the Final Fantasy series.[3]


Nintendo Wi-Fi Connection Super Smash Bros. Brawl allows players to play against distant opponents through the use of Nintendo Wi-Fi Connection. Online multiplayer games can be played either with registered friends or with other randomly selected participants. The players' nicknames will be displayed during multiplayer matches. Additionally, players can converse with up to four phrases that are set by the player beforehand. The four phrases correspond to the characters' taunts and will appear in speech bubbles above the characters. It has been emphasized that these names and phrases will not be displayed in random-player matches. A Spectator mode allows players to watch matches from players who have enabled the 'Allow Spectators' option, and bet on the outcome using coins earned within the game. The winner receives a jackpot of coins.[40] While waiting for a match to start online, players may practice fighting against Sandbag. Some other gameplay modes, such as the Home-Run Contest, can also be played using Nintendo Wi-Fi Connection.[41]

In addition, snapshots may be taken during battles or in certain other modes. These snapshots can be sent to friends or submitted to Nintendo through Nintendo Wi-Fi Connection.[42] Video replay footage can also be captured in specific game modes, including Brawl and Target Smash! modes, and sent to friends in the same manner.[32]


Vault Returning from Melee are trophies, statuettes of video game characters and objects that can be collected in the game. These trophies give brief histories or descriptions of their subjects.[43] A mini-game, the Coin Launcher, replaces the lottery machine from Melee as the primary method of obtaining trophies. The Coin Launcher is a machine that uses coins as projectiles to shoot trophies and counter incoming dangers such as missiles.[44] Coins, earned by completing stages in the Classic mode, can also be used to bet on the victor of online battles via Spectator Mode.[40]

Some trophies which are unavailable in Coin Launcher mode are obtained by using an item called the Trophy Stand on weakened enemy characters and bosses within The Subspace Emissary single-player mode. Trophies obtained in this manner may contain information on the backstory of the game.[45]

In addition to trophies, players can now collect stickers of video game artwork.[46] Players can place stickers and trophies onto virtual backgrounds and record snapshots, which can be sent to other players via Nintendo Wi-Fi Connection. Stickers can also be applied to characters to power up their abilities during The Subspace Emissary.[35][43][46] CDs can also be collected, which offer new music choices for playable stages.[47]

New to Brawl is the Challenges menu, an interactive display which catalogs unlocked features and items in gridded windows. Once a window has been broken and its contents are unlocked, horizontally adjacent windows display the conditions necessary to unlock their contents.[48] This system is similar to the Checklist feature of the Nintendo GameCube game Kirby Air Ride.

Super Smash Bros. Brawl contains demo versions of classic Nintendo titles, known as Masterpieces within the game, allowing players to relive defining moments of the characters' pasts. These titles utilize Virtual Console technology to emulate classic hardware. The demos have time constraints, and some utilize save data to allow the player to play a certain scenario or level.[49]


Playable characters

Screenshot of the Super Smash Bros. Brawl starting character select screen.See also: Super Smash Bros. playable characters The cast of characters includes various returning characters from Super Smash Bros. Melee and a variety of newcomers. Some returning characters have been updated or refined since their last appearance, either in terms of appearance, fighting capabilities, or both. For example, Link and Fox have taken on new designs from more recent titles, while Samus has gained the ability to change into a new form, "Zero Suit Samus".

Some previously represented series have had more characters added to Brawl. Diddy Kong from the Donkey Kong series and Ike from the Fire Emblem series will make their first appearance in the Smash Bros. series. Other newcomers are the first to represent their series. These include characters such as Pit, representing the Kid Icarus series for the first time since the 1991 Game Boy game Kid Icarus: Of Myths and Monsters, and Wario, from Nintendo's highly successful WarioWare and Wario Land series and an occasional antagonist of Mario's. Solid Snake, the main protagonist of Konami's Metal Gear franchise,[50] and Sonic the Hedgehog[51] from Nintendo's former rival Sega are the first third-party characters to appear in a Super Smash Bros. game.


Development At the pre-E3 2005 press conference, the president of Nintendo, Satoru Iwata, announced the next installment of Super Smash Bros. was not only already in development for their next gaming console, but would hopefully be a launch title with Wi-Fi compatibility for online play.[52] The announcement was a surprise to Masahiro Sakurai, creator of the Super Smash Bros. series. In 2003, Sakurai left HAL Laboratory, the company that was in charge of the franchise's development. He was not informed of Nintendo's intent to release another Smash title, despite the fact that Iwata told Sakurai shortly after his resignation from HAL that if a new Smash game was to be developed, he would want Sakurai to again serve as director. It was not until after the conference that Sakurai was called to Iwata's hotel room, where he was asked to be involved in the production of the new title, if possible as its director.[53] Sakurai agreed to become director, and as of May 2005 was the only member of the new development team. Development of the game did not begin until October 2005,[54] when Nintendo opened a new office in Tokyo just for its production. Nintendo also enlisted outside help from Game Arts who had just finished development of Grandia III.[55] Sakurai also stated that these people had spent excessive amounts of time playing Super Smash Bros. Melee. This team was given access to all the original material and tools from the development of Melee, courtesy of HAL Laboratory. Also, several Smash Bros. staff members that reside around the area of the new office joined the project's development.[56][57]


Sonic battling Mario on the Lylat Cruise stage.The game was absent from Nintendo's Wii showing at its 2006 Pre-E3 press conference. The next day, on Wednesday, May 10, 2006, its first official trailer was unveiled at E3 and at the After-Hours Press Conference, Nintendo officially revealed the game under the name of Super Smash Bros. Brawl. In an interview with IGN, Sakurai said the Wii's motion sensing features might not be included because, "we found that trying to implement too much motion-sensory functionality can get in the way of the game".[14] As far as Wi-Fi play is concerned, Sakurai stated his plan was to include Wi-Fi connection compatibility and online functionality from the start. He goes on to say "one of the primary reasons Super Smash Bros. Brawl was created was that Nintendo, when taking Wii online, wanted to have Smash Bros. to do that".[14] However, as stated in the Toukouken on the Japanese version of the Smash Bros. website, "there would be many hurdles to cross", and an online ranking system is unlikely to be implemented.[58] During a test play between Sakurai and Hideo Kojima, Kojima stated that the game felt complete and that Nintendo "could put it out right now and it would sell millions of copies".[59] Starting May 22, 2007, the site has had updates every weekday. Throughout October 18-22, 2007 at the first Entertainment for All Expo show in Los Angeles, California, Nintendo hosted a Super Smash Bros. Brawl tournament.[60]

At the Nintendo Media Conference at E3 2007, it was announced by Nintendo of America president Reggie Fils-Aime that Super Smash Bros. Brawl would be released on December 3, 2007 in the Americas.[61] However, just 2 months before its anticipated December release, the development team asked for more time to work on the game. During the Nintendo Conference on October 10, 2007, Nintendo of Japan president Iwata announced the delay,


“ In order to fine tune Smash Bros., with this unprecedented game depth, we have decided that we have to take a little more time to complete the game than we announced before. We are sorry for the fans that are already anxiously waiting for the launch, but we would like to launch this game on January 24th, 2008 in Japan. As for the North American launch, we will review that too, and our local subsidiaries will make their own announcements.[62] ”

On October 11, 2007, George Harrison of Nintendo of America announced that Super Smash Bros. Brawl would be released on February 10, 2008 in North America.[63] On January 15, 2008, the game's release was pushed back one week in Japan to January 31 and nearly a month in the Americas to March 9.[64] Similarly a representative on behalf of Nintendo of Europe on December 6, 2007 confirmed with the media that the game will not be released until after June 2008.[65] However, a day later, a spokesman refuted these claims insisting that there was no solid release date for Europe yet.[4]


Music On May 22, 2007, Sakurai revealed a list of 36 composers providing music for the game. Sakurai stated that he has asked the composers, who come from a variety of companies and have written music for first, second, and third-party games, "to listen to an elite selection of Nintendo music and arrange several of their favorite songs."[66] The game's various stages will have multiple musical tracks which players can listen to using the new "My Music" feature, including some pieces that were taken directly from other games without any modification or special arrangement. This feature also allows the player to select the likelihood of how often a piece gets played during a stage. Some of the pieces will need to be unlocked while playing the game.[47]


Inclusion of characters

Solid Snake with his trademark cardboard box and Mario on the Delfino Plaza stage.Sakurai originally stated that he may not want to put much emphasis on Japan-only characters. However, reflecting upon Marth and Roy's inclusion in Melee leading to the international success of the formerly exclusive Fire Emblem series, Sakurai expressed more interest in including characters exclusive to Japan-only releases.[67] Sakurai also said that third-party characters will amount to two at the most, aside from Snake.[67] The inclusion of Konami-created character Solid Snake may seem to conflict with the Super Smash Bros. paradigm — to only include characters from games made by Nintendo and its second parties — but Sakurai said that Metal Gear creator Hideo Kojima "practically begged" for Snake to be included in Super Smash Bros. Melee, which did not happen since the game was too far in development. This in turn led to his appearance in the following game instead.[68] Similarly, the now playable Lucas from Mother 3 was intended to be used in Melee, but was left out due to the delay of Mother 3.[69]

Japanese fans were asked to submit their desired characters and musical themes via a forum on the game's official Japanese site, with some possibly appearing in the game. Likewise, fans from other countries were asked to submit ideas on Nintendo's official forums.[70]

Suggestions were no longer being taken as of June 9, 2006. In August 2006, Sakurai and Miyamoto stated that Nintendo was negotiating rights to other third-party characters.[71] The most requested third-party character, Sega's Sonic the Hedgehog, was announced to be in Brawl on October 10, 2007,[72] however the decision to have him in game was only made earlier that year.[73]


Reception and sales Reviews Publication Score Famitsu 40 of 40[74] Nintendo Power 10/10[75] Thunderbolt 10/10[76] Compilations of multiple reviews Compiler Score Metacritic 100% (based on 3 reviews)[77] Game Rankings 100% (based on 2 reviews)[78] Brawl received a perfect score from the Japanese magazine Famitsu. The reviewers praised the variety and depth of the single-player content,[79] the unpredictability of Final Smashes, and the dynamic fighting styles of the characters.[74] Thunderbolt Games gave the game 10 out of 10, calling it "a vastly improved entry into the venerable series".[76] Chris Slate of Nintendo Power also awarded Brawl a perfect score in its March 2008 issue, calling it "one of the very best games that Nintendo has ever produced".[75]

IGN critic Matt Casamassina, in his February 11 Wii-k in Review podcast, noted that although Brawl is a "solid fighter," it does have "some issues that need to be acknowledged," including "long loading times" and repetition in Subspace Emissary.[80] The full review will not be published until after the American release.

In Japan, Brawl sold over 500,000 units on launch day,[81] 820,000 units in its first week,[82] and about 1.2 million units total as of February 18, 2008.[83]


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