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Super Smash Bros. Melee

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Super Smash Bros. Melee
Ssbm boxart
North American cover art
Developer(s) HAL Laboratory
Publisher(s) Nintendo
Designer(s) Masahiro Sakurai
Series Super Smash Bros.
Released Gamecube
JP November 21, 2001
NADecember 3, 2001
EU May 24, 2002
AS May 31, 2002
Genre(s) Fighting game
Mode(s) Single-player, Multiplayer (2-4)
Ratings ESRB: T
ELSPA: 11+
ELSPA: 3+ (re-rating)
PEGI: 3+
Platform(s) Nintendo GameCube
Media 1 GameCube Game Disc
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, Dairantō Sumasshu Burazāzu Dī Ekkusu), and often shortened to "SSBM" or "Melee", 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, 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 rated T 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 it software and featured a small roster, few stages and one-to-two game modes, worth-noting mentioning some were buggy and uncomfortable to play. Only a little gained recognition.

In 2006, a vivid Smash Bros. fan called Gregory McLeod, mainly know 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, come to the decision of transforming his Sonic project into a Flash Smash engine. This decision resulted in the creation of the first Super Smash Flash game, taking a bit of resemblance to Melee but also adding unique new stuff. The most notable addition is the inclusion of third and fourth-party characters in the games' roster. SSF included some Melee stages including Mushroom Kingdom II, Pokémon Stadium, Battlefield and Final Destination. The stage called 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 audio.

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

Certain characters were meant to play similar to how they were played in Melee. This includes Fox, Falco, Captain Falcon, Samus, Sheik and Marth. Pikachu's sprite design is based on its appearance in this game. Certain characters also have their voice clips from this game. Certain techs such as jump canceled grabs were also taken from this game. Stages such as Fourside and Yoshi's Story also appeared only in this game, appear in SSF2.

See also

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