Super Smash Bros. Melee
“ | 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. | ” |
—Shigeru Miyamoto moments before theMelee trailer was unveiled to the public at E3 2001. |
Super Smash Bros. Melee | |
---|---|
Developer(s) | HAL Laboratory Intelligent Systems |
Publisher(s) | Nintendo |
Designer(s) | Masahiro Sakurai |
Released | |
Genre(s) | Fighting game Platforming |
Mode(s) | Single-player,Multiplayer (2-4) |
Ratings | ESRB: T ELSPA: 11+ ELSPA: 3+ (re-rating) PEGI: 3+[1] OFLC: G8+ |
Platform(s) | Nintendo GameCube |
Media | GameCube Optical Disc |
System requirements | 11 blocks of memory (an additional 2 or more blocks are needed for each snapshot saved) |
Input methods | GameCube controller |
- "Melee" redirects here. For the game mode, seeVersus Mode.
Super Smash Bros. Melee (大乱闘 スマッシュ ブラザーズ DX,Great Fray Smash Brothers Deluxe), often shortened to "SSBM" or "Melee" (スマブラDX), is the second installment in theSuper Smash Bros. series published byNintendo. The game released forGameCube 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 byMasahiro Sakurai and was primarily developed byHAL Laboratory.
Like its predecessorSuper Smash Bros.,Melee featuresgameplay 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 lengthynatural combos. Instead,Melee emphasizes movement and ringouts. Indeed,edge-guarding inMelee 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.Melee is also one of the two games in theSuper 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. However, its single-player modes, lack of originality, and similarity to its predecessor received criticism.
Opening movie[edit]
Theopening movie ofMelee mostly uses FMV scenes from its E3 2001 trailer along with some scenes of actual gameplay.
The FMV scenes were given particularly high attention by the developing team; according to Sakurai, the team wanted to create an entire, high-quality FMV sequence in the game to highlight the then newly-released GameCube console's graphical power in comparison to previous consoles. The development team worked in three different animation studios in Tokyo, Japan to finish the FMV opening.
An earlier version of the opening movie was released onMelee's Japanese website in November 2001.[2] The early movie is nearly identical to the final game's, but the clips of actual gameplay differ.
In addition, continuing the trend started in the previous game, the opening also directly segues into the title screen with theannouncer calling out the game's title.
It is the first pre-rendered cutscene in the series.
Fighters[edit]
The cast of 25 playable characters, 26 if includingZelda's alter egoSheik, includes all 12 characters fromSuper 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 theveteran characters exceptJigglypuff andLuigi and 11 more which can be unlocked.
Of the new characters, the greatest number are fromThe Legend of Zelda universe if Zelda/Sheik are counted as two characters to go withGanondorf andYoung Link, although theMario series also takes three new character slots forBowser,Princess Peach andDr. Mario added. On top of these, two universes add two characters each, with theFire Emblem series making itsSmash Bros. debut withMarth andRoy (with Roy making his debut inany game), and thePokémon universe addingPichu andMewtwo to its two existing characters. The three other characters added areFalco, a second character from theStar Fox series,Mr. Game & Watch, and theIce Climbers from two highly venerable Nintendo series.
Bold denotesunlockable characters.
Stages[edit]
There are 29 stages inMelee that can be played in VS. Mode, 18starter stages and 11 more which are unlockable stages. Three stages return fromSuper Smash Bros. asPast Stages, all of which are unlockable. Eachuniverse, except for theFire Emblem universe, has a stage. TheEarthBound andF-Zero universes, which previously did not have any stages, receive stages for their respective universes. Most universes have two stages, the exceptions are theIce Climber andGame & Watch universes which have only one, and theMario universe which has four. Counting Past Stages, theDonkey Kong,Kirby, and theYoshi universes have three stages. For the first time in the series,Battlefield andFinal Destination can be played in VS. Mode, previously they were restricted to single-player modes.
1-player stages[edit]
These stages cannot be unlocked, and can only be played under certain circumstances.
- Target Test Stages
- Snag the Trophies
- Race to the Finish
- Mushroom Kingdom
- Underground Maze
- Brinstar Escape Shaft
- F-Zero Grand Prix
- Rest Station
- Home-Run Stadium
- Goomba
- Entei
- Majora's Mask
Modes[edit]
1-Player[edit]
- Classic Mode
- Adventure Mode
- All-Star Mode (must be unlocked)
- Event Match
- Stadium
- Training
Multiplayer[edit]
- Versus Mode
- Special Melee
- Camera Mode
- Super Sudden Death
- Giant Melee
- Tiny Melee
- Invisible Melee
- Slo-Mo Melee
- Fixed-Camera Mode
- Single-Button Melee
- Lightning Melee
- Stamina Mode
- Tournament Mode
Other[edit]
Unlockables[edit]
The game featured several points to be unlocked, most of which include thetrophies, unlockable characters and stages. Some of them are unlocked by a special way, like achieving a certain distance on theHome-Run Contest, while others are obtained by theLottery. For a full list, seeList of unlockables (SSBM).
Some unlockable elements in SSBM were left out, but can be seen with an Action Replay cheat disc. SeeDebug menu for more details.
Development[edit]
Conceptualization ofSuper Smash Bros. Melee began almost immediately after the previous entry released, even beforeNintendo 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 newSmash title until the 1999Electronic Entertainment Expo (E3) event, where he announced he was working on a "Smash game for the GameCube."[3]HAL Laboratory returned as lead developer ofMelee, 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.[4] 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 unnoticeable. These tracks are an inspiration for the founding of thePress 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.[4]
The game was one of the first games released on the GameCube and highlighted the advancement in graphics from theNintendo 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.[5] 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.[4] 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.[6] The game was in development for 13 months, and Sakurai called his lifestyle during this period "destructive" with no holidays and short weekends.[7] Unlike the experimental firstSuper 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.[7] 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.[4]
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 withLucas, the main character ofMother 3, but retained Ness in consideration of delays.[8] The game's creators later included Lucas in the game's sequel,Super Smash Bros. Brawl.[9][10] Video game developerHideo Kojima originally requested the inclusion ofSolid Snake to Sakurai, but the game was too far into development. As with Lucas, development time allowed for his inclusion inBrawl.[11] Similarly, Sonic Team head Yuji Naka confirmed thatSonic was ultimately not added due to time constraints;[12] like Snake and Lucas, he later became playable inBrawl. Wario was strongly considered forMelee's roster; while Sakurai expressed that he would have included Wario if he had time to add one more character,[13] he explained that he had opted to instead allocate the team's limited development time to implementing other characters such asMewtwo orMarth andRoy, and also wanted to avoid having an excessive number ofMario characters.[14] Marth and Roy were initially intended to be playable exclusively in the Japanese version ofSuper 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.[15][16] This decision is often credited for popularizing theFire Emblem brand outside of Japan to the point of convincing Nintendo to release the series internationally starting withFire Emblem: The Blazing Blade, localized as simplyFire 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 theIce Climbers would be in the game.[17] The developers have noted characters that have very similar moves to each other on the website;[18] such characters have been referred to as "clones" in the media.[19]
Nintendo presented the game at E3 2001 as a playable demonstration.[20] 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 andSuper Smash Bros. Melee were prizes for the winner.[21] Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles.[22][23] Nintendo followed this trend withSuper Smash Bros. Brawl, in which there were daily updates by the game's developer, Masahiro Sakurai.[24] Japanese gaming magazineFamitsu reported that Nintendo advertised the game in between showings of thePokémon the First Movie across movie theaters in Japan.[25] 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.[26] In August 2005, Nintendo bundled the game with the Nintendo GameCube for $99.99.[27]
Reception[edit]
Melee reviews | |
---|---|
Publication | Score |
Edge Magazine | 6/10 |
Eurogamer | 10/10[28] |
Famitsu | 37/40 |
GameSpot | 8.9/10[29] |
IGN | 9.6/10[30] |
Nintendo Power | 5/5[31] |
Official Nintendo Magazine | 95% |
Compilations of multiple reviews | |
Metacritic | 92/100[31] |
Game Rankings | 90.52%[32] |
Melee was well-received in many quarters and is the GameCube's top-selling game, selling about 7.09 million copies worldwide as of December 31, 2009. It was the fastest-selling GameCube game in Japan and sold 358,525 copies within four days of its release. In North America, it sold 250,000 copies within nine days of its release. It was the first GameCube game to sell over a million copies, an achievement reached only two months after its release.
Melee has received critical acclaim from reviewers, and has received high rankings on many gaming sites, such asGameRankings,IGN, andGameSpot.GameSpy commented in their review that "you'll have a pretty hard time finding a more enjoyable multiplayer experience on any other console".[33] Reviewers compared the game favorably to the originalSuper Smash Bros., commonly due to the large amount of new content added to the sequel, with IGN'sFran Mirabella III saying it was "in an entirely different league than the N64 version".[34] The improved graphics were also welcomed, and GameSpot said that "the character models are pleasantly full-bodied, and the quality of their textures is amazing".[35] Planet GameCube's Mike Sklens also rated it as "one of the best sounding games ever",[36] while GameSpot's Greg Kasavin commented that "it all sounds brilliant".[35]
Super Smash Bros. Melee has received many gaming awards. GameSpy chose it as Best Fighting GameCube Game in their "Best of 2001" awards[37], IGN's reader choice chose it asGame of the Year,[38],Electronic Gaming Monthly chose it as Best Multiplayer and Best GameCube Game,[39], and GameSpot choseMelee as the Best GameCube Game and tenth best game of the year.[40][41].
Despite overall positive reception, common criticisms of gameplay included the controls' over-sensitivity[33] and "hyper-responsiveness", with characters easily dashing and precise movements difficult to perform,[35], as well as the fast-paced gameplay, with Nintendo Spin's Clark Nielson stating that "Melee was too fast for its own good".[42] 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 64 predecessor. The game doesn't expand much past that point".[43]
Changes fromSuper Smash Bros.[edit]
WhileMelee mainly follows the same formula introduced in theoriginal 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.
Gameplay[edit]
- The general pacing of the game has been increased;hitlag has been reduced, KOs off the topblast line finish sooner, and characters move faster in general, asgravity andfalling speed values have been made higher, and more forward momentum is now conserved from adash when jumping.
- Hitboxes now use spheres and tubes instead of rectangular prisms.
- Damage is now dealt and tracked with decimal numbers instead of integers, making moves of any damage equally vulnerable tostaleness.
- Stale-move negation has been redesigned; moves now feature a gradual drop in power if used repeatedly instead of a single large drop in power when used once, and using a move less frequently gives less of a penalty than using the move the same number of times consecutively. For consecutive hitting attacks, once the first hit connects, all others become one-level staler.
- Weight differences have been made less drastic; characters heavier thanMario are lighter, while characters lighter than Mario are heavier, so overall weight is slightly less of a factor in knockback.
- The amount ofhitstun a character suffers has been decreased, being reduced from x0.533 the amount of knockback to x0.4.
- Midair characters can now drop throughsoft platforms by holding down on the Control Stick, improving aerial movement.
- Directional influence revamped: in addition to shifting into a direction while in hitlag (SDI), characters can also alter the angle they are launched into by holding into a direction, as well as get a weaker additional shift into the direction the Control Stick is held (ASDI).
- Mostaerial attacks have been decreased in damage. All of them now have unique landing animations, andL-canceling now just halves the landing lag of an aerial rather than making the character assume their regular landing animation. Characters can now, however,fast fall at any time during aerials, so they can be L-canceled earlier, introducing the highly competitiveSHFFL and allowing the character to perform more extensive combos withinMelee's new physics.
- Smash attacks can now be charged for extra damage and knockback. Most smash attacks have received a power decrease to balance this out.
- Meteor smash knockback can now be cancelled via using an up special or jumping (with the audio and visual indicators being a loud swishing sound and the character glowing briefly white while doing so, in addition to a sparkle), thoughcertain moves "fall through the cracks" and cannot be. Moves that can meteor smash are also generally much slower in all aspects.
- Angling forward tilts and smashes now either increases or reduces their damage, depending on the angle, but most of them now have fewer angles.
- Characters now have aside special move, bringing the total number of special moves per character to 4. Some veterans gain a new move for their side special, while others (like Link, Ness and Jigglypuff) gain a newneutral special, with their old one becoming the side special.
- Shields now last for a shorter time, and characters now take longer to drop them, though they receive lessshieldstun from attacks. The game now uses two different sounds for when a shield is broken by either an opponent or the character itself, the former being higher-pitched.
- Characters can nowsidestep dodge andair dodge, which results in the addition ofwavedashing, as well as makingshield platform dropping more difficult.
- Characters can nowpowershield and lightshield (the latter function makes a character`s shield bigger than usual, but they slide farther from shielding attacks).
- Characters can nowtech on walls, ceilings and ledges.
- Characters hanging onledges can now get up by jumping from them, and they can also besweetspotted during the ending lag ofrecovery moves. Characters can prevent grabbing them by holding the Control Stick down.
- Characters now have a unique animation for runninggrabs, which is generally slower and farther reaching than their standing/walking grab.
- 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 grabs 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'dash speed andtraction.
- 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.
- Characters now have anup throw and adown throw in addition to apummel. Some veterans have had throws reassigned (for example, Kirby and Jigglypuff's oldforward throws 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 forchain throws. The majority ofthrows 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 towall grapple.
- Certain characters like Mario can nowwall jump.
- Moonwalking 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, theknockback power and angle of both attacks is scaled for the second hit, rather than being completely replaced.
- Tumbling can be stopped by quickly tapping the Control Stick sideways.
- Characters can now only be KO'd by the topblast line if they are in hitstun when sent upwards, and foes on extensive team battles (such as inMulti-Man Melee) now cannot be Star KO'd nor Screen KO'd, making them significantly faster.
- Items can now be grabbed before coming to rest, and can also now be grabbed by aerial characters.
- All characters can walk while holding a heavy item, though very slowly; Donkey Kong remains the only one who can jump and walk at a normal speed while carrying them. They can also be thrown upwards and downwards, like regular items.
- Healing items can now be consumed while wielding a battering item, such as theBeam Sword.
- If a player KOs an ally in a team battle, the game now registers it as a self-destruct (effectively costing the team two points) instead of a KO (the KO point canceled out the ally losing a point from a fall).
Game modes[edit]
- A stock match can now have a maximum time limit set. Many other additional rules have also been added, such as removing stages from random selection, controlling how stages are chosen, and altering the battles'damage ratio.
- Bonuses can now be earned in both single-player modes and multiplayer matches. Some old bonuses have been removed whilemany more have been added, bringing the total from 57 to 249.
- 1P Game is now known asClassic Mode, with the opponents before the final stage now being random rather than always the same, and various other single-player modes such asAdventure Mode andAll-Star Mode have been added.
- Training mode now has many more options, such as battling with more than one CPU, adjusting their damage percentage, or even controlling them by a human player if additional controllers are plugged in. The longestcombo achieved with each character is also saved afterwards.
- Special Smashes have been introduced, which include battling withgiant orinvisible characters, usinghit points as opposed to damage, and even battling at a faster or slower speed.
- ATournament mode has been added.
- TheBoard the Platforms bonus game has been removed, with theSnag the Trophies bonus game being introduced, andRace to the Finish being revamped.
- The Board of Platforms mini-game has been removed from the stadium mode, with theHome Run Contest mini-game being introduced.
- Trophies have been added, which can be collected in theLottery, 1P modes or by specific means, then viewed in detailed ways. All characters also have three trophies of themselves, replacing the previous game's biographies.
- Coins are now used forcontinuing on 1P modes and earning trophies: these are obtained by winning battles on either regular 1P or Versus modes, the amount depending on how long they take.
- Records are not saved if a match is forfeited.
- More complex records are saved by the game, such as the total of times it has been turned on, current characters with the mostKOs,falls andSDs, or even the total distance walked by all characters.
Aesthetic[edit]
- 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 theannouncer and uniqueon-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 atrophy 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.
- Players can now use personalizednames for battles, which also get records saved.
- Thematch timer will now show hundredths of a second (XX:XX.xx). In addition, thefinal 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.
In competitive play[edit]
Melee is widely known for its large and intricatetournament scene. The birth of the tournament scene occurred with the creation of theTournament Go series in 2002.Melee has since been featured in the championships of many grand-scale fighting game tournaments, such asMajor League Gaming in 2004, 2005, 2006, and 2014, andEVO in 2007 and from 2013 to 2018.
The community has constructed a set ofstandard tournament rules to regulate tournament play. While rulesets may vary between different tournaments, generally universal gameplay rules include all matches being played viatimedstock (four stocks and eight minutes), and restrictions on legalstages. These regulations are enacted to ensure that gameplay at the highest level remains fair and interesting.
CompetitiveMelee has historically had a rocky relationship withNintendo. Due to a combination of reasons, such as cultural differences and company policies, Nintendo is very strict with permission to broadcast competitiveMelee, 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, asMelee (being a GameCube game) cannot be played online without emulation andmodding, two things Nintendo is very adamant on disallowing.
Staff[edit]
Gallery[edit]
Trivia[edit]
- Melee is the onlySuper Smash Bros. game to:
- Not have uniqueon-screen appearances for each playable character. Instead, all playable characters share the same animation of atrophy coming to life.
- Not have separate announcer voice clips forfree-for-all andteam battle, instead collectively announced as either "Melee/Battle Royale", "Survival", "Grab/Get the coins" and "Decision" (intime,stock,coin andbonus battles, respectively), or in cases ofSpecial Melee, respective announcements for each rules.
- 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.
- Be the best selling game on the console it released on, and as a result sell more copies than theMario Kart title on the same console.
- As a near-launch title for the system,Super Smash Bros. Melee marks the first appearance on theNintendo GameCube for 23 out of the 26 playable characters; the exceptions beingMario,Luigi, andBowser, who had appeared inLuigi'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 beforeMelee.
- This marked the first playable appearance forSheik,Ganondorf, andRoy in any series, as well as Roy's first appearance in any game, withMelee releasing before hisFire Emblem debut game,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-iZelda games,Zelda: The Wand of Gamelon andZelda's Adventure).
- Gameplay ofMelee, in particularMarth andRoy fighting against each other onTemple, was shown nineteen years after the game's debut for theFire Emblem: Shadow Dragon and the Blade of Light reveal trailer.[3]
References[edit]
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- ^http://www.gamespot.com/reviews/super-smash-bros-melee-review/1900-2829090/
- ^http://uk.cube.ign.com/articles/166/166387p1.html
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- ^2001 "Gamers' Choice Awards". Ziff Davis,Electronic Gaming Monthly (April 2002). Archived fromthe original on 2008-03-06.
- ^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 2013-06-05.
- ^Nielsen, Clark (2007-05-27). The Games We Hate. Nintendo Spin. Archived fromthe original on 2013-01-27. Retrieved on 2013-06-05.
- ^Hale, Caleb (2002-02-20). GameCritics.com: Smash Bros :Melee review. GameCritics.com. Archived fromthe original on 2007-12-31. Retrieved on 2013-06-05.
External links[edit]
- Wikipedia'sSuper Smash Bros. Melee article
- Official JapaneseSuper Smash Bros. Melee website
- Official EnglishSuper Smash Bros. Melee website (Archived)
- First announcement
Super Smash Bros. series | |
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Super Smash Bros. ·Super Smash Bros. Melee ·Super Smash Bros. Brawl ·Super Smash Bros. 4 (for Nintendo 3DS ·for Wii U) ·Super Smash Bros. Ultimate |
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