Super Smash Bros. Melee

Super Smash Bros. Melee

February 10, 2010

in Nintendo GameCube

description Super Smash Bros. Melee

Super Smash Bros. Melee, known in Japan as Dairantō Smash Brothers Deluxe (大乱闘スマッシュブラザーズDX, Dairantō Sumasshu Burazāzu Derakkusu, lit. Great Melee Smash Brothers Deluxe), often abbreviated as SSBM or simply as Melee, is a crossover fighting game released for the Nintendo GameCube shortly after its launch in 2001 (2002 in the PAL region). It is the successor to the 1999 Nintendo 64 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 characters from Nintendo’s video gaming 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. 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. 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.

The game received a generally positive reception from the media, as well as awards and acknowledgements from gaming publications. It achieved strong sales upon release, and is the GameCube’s best-selling game, with more than seven-million copies sold as of March 10, 2008.

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. 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. The higher the percentage value, the farther the player gets knocked back, and the easier they are to knock off the stage. 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.

During battles, items related to Nintendo games or merchandise fall onto the game field. These items have purposes ranging from inflicting damage on the opponent to restoring health to the player. Additionally, most stages have a theme relating to a Nintendo franchise or a specific Nintendo game and are interactive to the player. 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.

rominfo Super Smash Bros. Melee

Developer(s) HAL Laboratory
Publisher(s) Nintendo
Director(s) Masahiro Sakurai
Composer(s) Tadashi Ikegami
Takuto Kitsuta
Shogo Sakai
Hirokazu Ando
Series Super Smash Bros.
Aspect ratio 4:3
Native resolution 480p
Platform(s) Nintendo GameCube
Release date(s) JP November 21, 2001
NA December 2, 2001
EU May 24, 2002
AUS May 31, 2002
Genre(s) Fighting, platformer
Mode(s) Single-player, multiplayer
Rating(s) CERO: A
ELSPA: 11+ / 3+ (rerated)
ESRB: T
OFLC: G8+
PEGI: 3+
Media 1 GameCube Disc
System requirements 11 blocks of memory (an additional 2+ blocks per each snapshot saved)

screenshots Super Smash Bros. Melee

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video Super Smash Bros. Melee


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