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Super Smash Bros. Melee
Ssbm boxart
Super Smash Bros. symbol
North American box art.
Developer(s) HAL Laboratory
Publisher(s) Nintendo
Series Super Smash Bros.
Director(s) Masahiro Sakurai
Producer(s) Hiroaki Suga
Shigeru Miyamoto
Composer(s) Hirokazu Ando
Shogo Sakai
Tadashi Ikegami
Release date Gamecube
JP November 21, 2001
NADecember 3, 2001
EU May 24, 2002
AS May 31, 2002
Genre(s) Fighting
Mode(s) Single-player, multiplayer
Ratings ESRB: T
ELSPA: 11+
ELSPA: 3+ (re-rating)
PEGI: 3+
OFLC: G8+
Platform(s) Nintendo GameCube
System requirements 11 blocks of memory (an additional 2 or more blocks are needed for each snapshot saved)

Super Smash Bros. Melee, known in Japan as Dairantou Smash Brothers DX (大乱闘 スマッシュ ブラザーズDX) and often shortened to "SSBM" or "Melee", is a crossover fighting game for the Nintendo GameCube developed by Hal Laboratory, Inc. and published by Nintendo. It was released in late 2001 in North America and Japan, shortly after GameCube's launch, and early 2002 in Europe.

Like Super Smash Bros., its predecessor, Melee features gameplay unique from that of other fighting games. Compared to characters in other fighting games, Melee characters have simple movesets and lack complicated button inputs and lengthy natural combos. In contrast, however, Melee greatly emphasizes movement and ringouts. Indeed, the edgeguarding in Melee takes on much more significance than it does in most other games due to copious mid-air jumps and other methods of reaching the edge unfettered. This was Nintendo's first T-rated game.

In the Super Smash Flash series

Super Smash Bros. Melee proved to be so successful and more popular than its predecessor, it started a tendency of numerous fan game clones around the web, which usually incorporated characters owned by Nintendo but also added a wish-list of characters hailing from third-party companies. These games were usually limited by their software and featured a small roster, few stages and very few game modes. Additionally, some were buggy and uncomfortable to play. Only a few of these fan games gained recognition.

In 2006, a vivid Super Smash Bros. fan called Gregory McLeod, mainly known by his alias Cleod9, started developing a Flash Sonic fan game with little help from fellow users of the McLeodGaming Forums. Having previously tested early Smash Bros. fan games, such as Super Smash X, and being displeased with them, Cleod9 came to the decision of transforming his Sonic project into a Flash Smash engine. This decision resulted in the creation of Super Smash Flash, which was based off of Melee and took resemblance to it in several ways. For example, Super Smash Flash included several stages from the game, including Peach's Castle, Mushroom Kingdom II, Pokémon Stadium, Battlefield and Final Destination. The stage Temple borrows its name from a Melee stage but features a more simplified design. The menu infrastructure is also based on that of Melee's, including the music and sound effects ripped from the original game.

As the game proved to be very popular, a reboot (initially called a sequel) called Super Smash Flash 2 is currently in the final stages of development. This game takes many Melee elements gameplay-wise.

Certain characters, including Fox, Falco, Captain Falcon, Samus, Sheik and Marth, were meant to play similarly to how they were played in Melee. This also includes Pichu, who has made its only appearance in the Super Smash Bros. franchise in Melee. Characters including Pikachu have sprite designs based on their appearance in this game. Certain characters also have their voice clips from this game. Certain techs such as power shielding and jump-canceled grabs were also taken from this game. Additionally, stages such as Fourside and Yoshi's Story originally appeared in this game.

See also

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