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Super Smash Bros. Melee

Also known as: Dairantou Smash Brothers DX (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: GameCube
Released in JP: November 21, 2001
Released in US: December 2, 2001
Released in EU: May 24, 2002
Released in AU: May 31, 2002
Released in KR: 2002

This game has unused animations.
This game has unused areas.
This game has unused playable characters.
This game has hidden developer credits.
This game has unused graphics.
This game has unused items.
This game has unused music.
This game has unused sounds.
This game has unused text.
This game has debugging material.
This game has a hidden sound test.
This game has a hidden level select.
This game has regional differences.
This game has revisional differences.

This game has a prerelease article

Super Smash Bros. Melee is the hugely popular GameCube sequel to the hugely popular Nintendo 64 game Super Smash Bros., featuring new characters, new stages, improved gameplay mechanics, and greatly enhanced graphics and sound.

To do:
  • More early version stuff and unused content. Source:https://www.ssbwiki.com/Unused_content_(SSBM)
  • developer.ini and other hidden debugging functions should be coveredː https://www.deviantart.com/connorrentz/journal/Making-any-Super-Smash-Bros-Melee-ISO-a-Debug-ISO-807752240
  • A section is needed to detail how the game is different with and without usa.ini (same link above)
  • 3Unused Stages
  • 6Unused Animations
    • 6.1Universal
  • 7Unused Graphics
  • 10Unused Codes
  • 15Trophy Oddities

Sub-Pages

Master Debug Menu
There's a lot here. A. Lot. You can even save all the changes you've made...or wipe out your Memory Card.
Unused Audio
Super Sound Bros.!
Version Differences
Lots of versions to cover.

Debug Sound Test Menu

If the 'DBLEVEL' field in the Master Debug Menu is set to 'DEVELOP', the game's title screen will display the build date for whichever version of the game is being played. Pressing X here will allow you to enter the Debug Sound Test Menu. This only works in the North American and Japanese versions. In the European version, this code must be used to access the menu:

In the Sound Test, you can toggle between Mono and Stereo sound, change the sound effect and music volume (from 0 to 127), change the DSP level (0 to 127), and play the game's sounds and songs. You can also exit back to the title screen by picking the final option.

Unused Stages

There are six 'unused' entries in the Debug Menu's level select for Versus Mode, but only two work without external codes.Note that most, if not all the unused stages use the song currently playing instead of their own song(s), of course because there was no music for these stages yet.

To do:
Screenshots. I don't care if all the stages are black boxes. Let's document this completely.

10-2

Crashes the game, though there are codes that can force it to load. The stage is simply Icicle Mountain without music. This was likely an unfinished Ice Climbers-related stage from Adventure Mode, as 10-2 comes immediately after '10-1ICEMT', in which the player climbs Icicle Mountain and fights the Ice Climbers.

AKANEIA

Crashes the game. The name suggests it was Fire Emblem-themed, as Akaneia is the name of a country in the series, and the internal name for the Fire Emblem song in Temple is also AKANEIA. Sakurai confirmed on the Melee website that Akaneia was a cut stage. Catapults would launch stones at the castle, and a dragon and a summoner would appear.

(Source: Source Gaming)

DUMMY

There is no actual stage known as 'Dummy' in the game's data, so trying to load this stage (usually done via the debug menu) crashes the game, though there are codes that can force a match to start when this stage is selected. The game will check during stage initialization to see if the file string pointer is null, and if it is, the game will initialize these values, creating what is often referred to as the Dummy stage. If this stage is forced to load, the entire stage is pitch black, with a single invisible platform at the center of the stage. While there are blast lines, they are located extremely far, thus it's impossible to get KO'd here since the game will crash due to players being too far away. The code for v1.2: Y07T-75KH-UX3X4 FKNZ-39HF-7XCTP

ICETOP

Crashes the game, though there are codes that can force it to load. It's exactly the same as 10-2, being Icicle Mountain without music. The name implies that it was going to be another Ice Climbers stage, possibly like the Summit stage in Brawl. Sakurai confirmed that there was another Ice Climber stage planned on the Melee website. The code for v1.2: K22D-EC8A-YWETG N3E9-E0YT-ARXBP

TEST

A large stage with untextured platforms, a few pits and floating platforms (some move vertically, some horizontally). The music that plays on this stage is borrowed from the Corneria stage. The backdrop is of a now-closed coffee shop in Palo Alto, California named Caffe Verona, now replaced with a Mexican restaurant named Reposada. Said backdrop is commonly used in 3D graphics, such as early editions of the OpenGL Programming Guide.

TSEAK

An untextured test stage for 'Break the Targets'. It was reserved for Sheik, who ended up sharing the level (and character) with Zelda. It's also possible that rather than a test stage, this was a template that served as a starting point for every Target Test stage.

Unused Character Intros

Also found within the Debug Menu are unused second-long intro sequences for all 25 characters, presumably intended for All-Star Mode. Go to MODE TEAM TEST > KIM and highlight ALLSTAR ENEMY, then press Left and Right to switch characters and A to view the intro. This is also the only way to view the opponent portraits for Sheik, Ganondorf, and Roy, as they're never fought in Classic Mode.

Unused Pokémon

Using one of the Debug Menu's many tools, it's possible to choose which Pokémon will spawn from a Poké Ball. One of these Pokémon is Ditto, listed under its Japanese name of Metamon. If a Poké Ball containing Ditto is thrown, it will pop out, briefly shout its Japanese name, and vanish. Ditto was presumably removed late in development, as it is mentioned in the official Melee strategy guide. (A video of Ditto can be seen right here.) Only one instance of Ditto can be on-screen at a time.

Ditto was later properly implemented in Super Smash Bros. Ultimate: When summoned, it transforms into the fighter that summoned it and fights alongside them. This was likely intended to be its effect here as well.

Unused Animations

To do:
Rip GIFs of the animations if possible.

Universal

Selected & SelectedWait

Two unused animations exist for every playable character, titled 'Selected' and 'SelectedWait'. Many of the 'Selected' animations bear a close resemblance to victory poses used in-game, although the 'SelectedWait' animations all appear to be totally unused.

The filenames appear to suggest that these animations were intended to play upon selecting a character, in a manner akin to the original Super Smash Bros. As Melee utilizes splash art on the character select screen as opposed to the playable character models, there are no other situations these animations could appropriately be used in, ultimately rendering them unused.

The animations for various characters are noticeably unfinished — characters such as Marth and Young Link have their objects clip through their own models, while Ganondorf and Falco only have one static frame of animation.

Some of the 'Selected' and 'SelectedWait' animations were later reused in Super Smash Bros. Brawl as idling victory poses and as taunts.

ItemBlind

A unique animation which is included in every characters animation bank, despite not being used by any of them. The actions depicted pertain to being temporarily stunned and blinded by an unknown item, while reaching out as if to grab onto something.

As no item in-game 'blinds' the player in such a manner, it likely corresponds to an item cut from the game.

Ganondorf

A second jab attack for Ganondorf, titled 'Attack12', is present in Ganondorf's animation bank, although the animation is a duplicate of Captain Falcon's, almost certainly imported from Falcon's own archive.

The existence of this animation allows an unusual glitch to be performed in 1.0 releases of the game, where using a jab while under the effects of a Bunny Hood would trigger this otherwise-unused animation, revealing that no hitboxes were coded in for the move.

Peach

While Peach has no unused animations of her own, the filenames for her special moves appear to suggest that the commands for Vegetable and Toad were swapped around in development - the animation for Peach unearthing a Turnip from the ground is titled 'SpecialN' (universally used for neutral B special moves), whereas animations corresponding to Toad (including Kirby copying the move) include 'SpecialLw' as part of their filenames. Intriguingly, because of this change, Toad is the only counter special move in the series to not be mapped to the Down-B command, although it appears it was originally planned to be.

Master Hand & Crazy Hand

Master Hand and Crazy Hand were intended to have a fourth team attack, titled 'Tagtsukamu' in their animation data. It would have been activated by inputting D-Pad Left + Y while playing as Crazy Hand. However, this will cause the hands to be stuck forever, as inputting D-Pad Up + Y as Master Hand will do nothing. Unlike the other team attacks, there are three other subactions associated with it, 'Tagnigiru', 'Tagshippai', and 'Tagcancel'. This would have been a grab move, as the normal grab subactions are named 'Tsukamu', 'Nigiru', 'Shippai', and 'Cancel'. This attack is incomplete, as Crazy Hand has no hitboxes for the attack.

Tagtsukamu
Tagnigiru
Tagshippai
Tagcancel

Character Select

An unused animation for the character select screen which makes the icons for the six 'clone' characters (Dr. Mario, Ganondorf, Falco, Young Link, Pichu, and Roy) slide out from underneath the icons of their respective 'base characters' (Mario, Captain Falcon, Fox, Link, Pikachu, and Marth) still exists and can be re-enabled with Gecko code 044dc578 00000000.

(Source: UnclePunch)

Unused Graphics

Great Bay Laboratory Interior

In earlier versions of the game, the lab in Termina: Great Bay could be entered (it contained openings on the left and right sides) and stood on top of. This idea was eventually canned and the laboratory was closed and moved to the background, no longer being part of the arena. However, the lab still has some textures and models of some pipes inside of it, likely remnants from the initial idea.


TEST's Textures

The textures of the test stage 'TEST', discussed above.

Removed Timed Mine Item

Found in MnExtAll.dat alongside the Item Switch menu textures is a texture for the Timed Mine from GoldenEye 007, an item which doesn't appear in the final game. The international versions, as detailed on the sub-page, were able to use the Proximity Mine's design for the Motion Sensor Bomb item, so licensing issues are unlikely.

Audio leftovers also exist for this item, as the unused audio file titled 'SFX_IT_CLOCKBOMB_COUNT' includes a ticking sound which continually loops.

Hand Icons

There are Emblem graphics for a left hand and a right hand, found in IfAll.dat. They were likely intended to be unique emblem graphics for Master Hand (the right hand) and Crazy Hand (the left hand) respectably, but they share the generic Super Smash Bros. series logo with Giga Bowser and the Fighting Wire Frames in-game.

These graphics are conspicuously absent from any other archive which includes the rest of the game's series logos, including the results screen.

Coming Soon

This was used in the Interactive Multi-Game Demo Disc November 2001 disc in Japan.

Leftovers from a demo version, found at IfComSn.dat. This file still functions as it did for demos if loaded by the game.

(Source: Pasta937)
Bros

Unused Event Match Character Tags

These textures (found in MnMaAll.dat) correspond to the character nametags used on the Event Match menu. However, since there are no Event Matches where you are forced to play as these characters, they go unused.

Hidden Rice Ball

In Eagleland: Onett, inside the planter in front of the Drug Store is a small rice ball. It can be seen with a hacked camera. This oddity is also present in Super Smash Bros. Brawl's version of the stage, but is absent from Super Smash Bros. for Wii U and Super Smash Bros. Ultimate.

Plum Trophy

Among Plum's trophy's textures is a picture of a gun.

Sushi Board

Among the textures of the Mushroom Kingdom stage is a sushi board.

Pokémon Stadium Textures

These two textures are included with the files for Pokémon Stadium. The one on the left says 'test' and was likely used to test the display on the big screen, while the tiny texture on the right says 'dummy' and is used as a placeholder for the screen. The files are named GrdPStadiumOVTest and GrdPStadiumDummy, respectively. These textures are also present in Super Smash Bros. Brawl's version of the stage. The dummy texture is in the files to indicate where the screen is while the test background is hidden behind the other screens for the stage transitions.

Bros

Also included in Pokémon Stadium's textures is the background seen on the How to Play video included on the disc. While it can be seen in the How to Play Video, there is no known way to see this appear on the stage during actual gameplay. This texture and the 'test' screen texture are both the same size as the textures used for Pokémon Stadium's various element graphics that indicate stage transformations, but in the How to Play video this texture is shown to stretch across the screen rather than maintaining the texture's original aspect ratio. This texture is hidden behind the other screens and the stage must be edited to make the How to Play screen present.

HAL Copyright

  • Texture for his sheath.

A couple of Roy's textures that pertain to his accessories have some hidden text that reads '©HAL LABRATORY.INC'. Once again, HAL demonstrates that they're not very good at spelling their own name.

No other character has this unique 'signature' in their textures, which probably suggests that these were done late in development.

Reflections

While not actually unused, several trophies have interesting reflections that are barely noticeable in-game.

The Ayumi Tachibana trophy has a heavily embossed cat's face.

The Fire Kirby trophy has a baby's face.

The Metroid trophy has part of the Super Metroid title screen!

The Metal Mario trophy has a grayscale reflection of the Yoshi's Island stage.

The Ocarina of Time trophy has a small reflection of the sky.

Several trophies use this reflection. It is actually a screenshot of Osohe Castle from the cancelled N64 version of Mother 3!

Random Stage Preview

When you hover the token over a stage on the stage select screen, a small 3D preview render appears behind the name on the lower-left. The 'random stage' token, on the other hand, shows no preview...except it does have one, albeit just off-screen to the right.

The preview render itself is just a simple tilted and tall structure.

Unused Special Messages

These can all be accessed (except the last two) via the debug menu under MODE TEAM TEST > KIM > GOHUBI ID or GOHUBI FIGURE. However, in the European version, none of these can be accessed with the exception of Trophy IDs 292 to 299 (which is exclusive to it). There are a few messages that are left unused:

MessageID(s)Note
You got the 〇〇〇 Trophy!299〇 is commonly used as placeholder in Japanese.
You got the 000 Trophy!292 to 299It's exclusive to the European version, therefore the Trophy ID 299 isn't in this version's files.
You got the Proximity Mine Trophy!295
You got the Dummy Trophy!293
You beat All-Star Mode on Very Hard with a stock of one!46Most likely unused because it's not possible to set stock in All-Star Mode.
You got a rare trophy,UnknownThe game makes no distinction between regular and rare trophies, rendering this message unused. The punctuation is incorrect, finishing with a comma rather than a period or exclamation point.
You have all trophies, including gift trophies!61
You got the Mario & Yoshi trophy!201
You got the Samus Unmasked trophy!230
You got the Mario and Yoshi trophy! They're pals again!Can't be accessed via debug menu. This message only appears when the trophy is unlocked through a Japan-only event.
You got the Samus Unmasked trophy! Lucky you!Can't be accessed via debug menu. This message only appears when the trophy is unlocked through a Japan-only event.
The class of trophies you can collect has increased.UnknownWhile completing certain tasks does allow new trophies to become accessible, this corresponding message is never used to indicate this to the player.

Unused Bonuses

To do:
Get the Action Replay code.

Some Special Bonuses were left out of the game, though you can get these with an Action Replay.

NamePoints GivenRequirement
Barrel Blast KOx300Used a Barrel to KO someone.
Crash & Burn-500All Meteor Attacks missed.
Deflector1000(unknown, presumed to be something to do with reflecting attacks)
Green Shell Shooterx800Caused damage twice or more with a Green Shell.
Poolsharkx300Threw one enemy into another.
Red Shell Shooterx400Caused damage 3 or more times with a Red Shell.
Ricochet Riflerx800Deflected shot hit an enemy.
(Source: SmashWiki)

Unused Codes

Unselectable 'Yes' button

Selecting 'Yes' in the Game Over screen while having a choice to Continue without enough coins can make this option unselectable, causing the error sound effect to play instead of allowing the player to gain extra lives and continue onto the stage where it left off. Even if the game has these commands, it goes straight to a Game Over after the trophy lands onto the red lined table when the coins have been checked and the 'Game Over' state is put in use.

Used
Unused

Use one of the Action Replay codes below in the appropriate version to test out this occurrence when you go to the menu without the required coins to continue.

VersionAction Replay code
v1.0EC5Y-HR57-VNF0E FF59-RBB8-BZRA4
v1.159R1-XNW4-GJ8KZ GAZJ-M5VJ-6R6MC
v1.240AA-GHV7-AEUMG D2T4-8VBN-CPUU0
PAL52ZM-401B-2RC0Y PEPZ-VQAZ-MMURH

Playable Giga Bowser

To do:
If they can be found, add codes for the Japanese and European versions.

The video on the right shows that Giga Bowser was in fact playable at some point in development, albeit likely only for AI testing or to see if Bowser's files were successfully copied for Giga Bowser. The former is probably more accurate, as all boss characters are playable in some form using the debug mode. See the Notes page for the codes. Interestingly enough this remains in Super Smash Bros. Ultimate.

Boot-Up Message Log

The game sends a few debug logs to GameCube's hardware during the startup process, but this is never seen by a player using a retail GameCube. It's possible to view these messages in Dolphin by enabling the logging feature (View --> Show Log). Note that some parts of the log are based on the system the log was retrieved from, such as the system's set date and time when it was accessed ('GC Calendar Year'). Below is an example of such a log:

Build Date

The build date is displayed in the boot-up log message and the debug menu.

JP/US 1.00JP DemoJP/US 1.01US Demo
US/JP 1.02 and KOEUEU Demo

Boot.DOL Stuff

In boot.dol, the game's executable, there are a few interesting little strings.

TextNotes
by sugano & yoshiki.A little message from Takayuki Sugano and Yoshiki Suzuki, two of the game's developers.
testnz.hpsA removed music track.
please setup server for USBSome sort of USB feature.

Trophy Oddities

Rigged Trophies

  • Meowth

  • Annie

  • Bayonette

  • Ray Mk II

  • Milk

  • White Cat

Several trophies are fully rigged for unknown reasons.

Ryota Hayami Trophy

Despite the game having files to load a different Ryota Hayami trophy dependent on region (TyWaveRace.dat and TyWvRcUs.dat), both files feature identical trophy models.

3D Mr. Game & Watch

Not so flat.

Mr. Game & Watch is a full-3D model like all the other characters. He's only flat because the game runs the flattening code on him at all times, like how everyone else is flattened on the Flat Zone stage. The grey outline is done by having a larger 'shell' model with its normals pointed inwards so the inside is seen instead of the outside.

The Super Smash Bros. series
Nintendo 64Super Smash Bros.
GameCubeSuper Smash Bros. Melee
WiiSuper Smash Bros. Brawl
Nintendo 3DSSuper Smash Bros. for Nintendo 3DS
Wii USuper Smash Bros. for Wii U
Nintendo SwitchSuper Smash Bros. Ultimate
Retrieved from 'https://tcrf.net/index.php?title=Super_Smash_Bros._Melee&oldid=859941'

• Hirokazu Ando • Shogo Sakai • Tadashi Ikegami Series Release •: November 21, 2001 •: December 3, 2001 •: May 24, 2002 •: May 31, 2002 Mode(s), Super Smash Bros. Melee is a developed by and published by for the video game console. It is the second game in the series, following the 1999 release of.

It was released in Japan and North America in 2001, and in Europe and Australia in 2002. The game features characters from Nintendo video game franchises such as, and. Melee includes all playable characters from the first game in the series on the and also adds new characters from franchises such as, of which no games had been released outside Japan at the time. 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 fighting game genre with a counter that measures damage with increasing percentages, rather than a depleting seen in most fighting games. It builds on the first game by adding new gameplay features and playable characters.

Following the popularity of its, Melee has been featured in many tournaments, and is still one of the most popular fighting games for competitive play. The game received critical praise, as well as awards and acknowledgements from gaming publications. It achieved strong sales upon release, and is the, with more than 7 million copies sold by March 2008.

It has since been widely considered. See also: Like its predecessor, Super Smash Bros. Melee differs from traditional fighting games as the objective is to 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, which will result in the character's death and the loss of a stock, or life. 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. Some stages feature moving elements and platforms and hazards that harm players, while others lack these elements. Single-player [ ] mode provides the player with a variety of fighting challenges. The applicable modes range from the 'Classic mode', which involves the player battling against opponents in multiple acts until he or she reaches the character, to the 'Home Run Contest', which is a minigame involving the player trying to launch a sandbag as far as possible with a.

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. The 'Board the Platforms' minigame from the prequel was not included in Melee. Melee introduced 'Adventure mode', which takes the player to several predefined universes of characters in the Nintendo franchise. 'All-Star mode' is an unlockable feature of Melee, requiring the player to defeat every character in the game while having only three supplements between battles. Multiplayer [ ].

Bowser, Ness, Kirby, and Yoshi fight in Sudden Death mode on the Corneria stage. In the mode, up to four players or computer-controlled characters may fight, either in a or on separate teams. The (CPU) characters' (AI) difficulty is ranked from one to nine in ascending order of difficulty. Individual players can also be handicapped; the higher the handicap, the stronger the player. There are five ways in which the victor can be determined, depending on the game type. The most common multiplayer modes are “Time mode”, where the player or team with the most KOs and least falls wins after a predetermined amount of time, and 'Stock mode', a battle in which the last player or team with lives remaining wins.

Super Smash Bros. Melee, known in Japan as Great Melee Smash Brothers Deluxe (大乱闘スマッシュブラザーズDX, Dairantō Sumasshu Burazāzu. You can check the revision of your ISO by going into Game Properties. Your netplay ISO can be patched to other revisions to work around this issue.

This can be changed to less conventional modes like 'Coin mode', which rewards the richest player as the victor. Players must collect coins created by hitting enemies and try not to lose them by falling off the stage; harder hits release higher quantities of coins. Other options are available, updating from Super Smash Bros., such as determining the number and type of items that appear during the battle.

Trophies [ ] (known as 'Figures' in the Japanese version) of various characters and objects can be collected throughout the game. These trophies include action figures of playable characters, accessories, and items associated with them as well as series and characters not otherwise playable in the game. The trophies range from the well-known to the obscure, and even characters or elements that were only released in Japan. Some of the trophies include a description of the particular subject and detail the year and the game in which the subject first appeared. Super Smash Bros. Had a similar system of plush dolls; however, it only included the 12 playable characters.

One trophy is exclusive to the Japanese version of the game. Playable characters [ ]. See also: Super Smash Bros. Melee features 25 (26 if Zelda and Sheik are considered different) characters, 13 more than its predecessor. Fourteen are available initially, while the other characters require the completion of specific tasks to become available.

Every character featured in the game is derived from a popular Nintendo franchise. 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 symbol behind damage meter and a behind. Some characters represent popular franchises while others were less-known at the time of the release; and represent the series, which had never been released outside Japan at the time. The characters' appearance in Super Smash Bros.

Melee led to a rise in the popularity of the series. 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 to rescue. Furthermore, each character has recognizable moves from their original series, such as 's firearms from the and Link's arsenal of weapons. Development and release [ ] developed Super Smash Bros. Melee, with as the head of production.

The game was one of the first games released on the and highlighted the advancement in graphics from the. The developers wanted to pay homage to the debut of the GameCube by making an opening sequence that would attract people's attention to the graphics. HAL worked with three separate graphic houses in to make the opening sequence. On their official website, the developers posted screen shots and information highlighting and explaining the attention to and detail in the game, with references to changes from its predecessor.

The game was in development for 13 months, and Sakurai called his lifestyle during this period 'destructive' with no holidays and short weekends. Unlike the experimental first, 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,. 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, the main character of, but retained Ness in consideration of delays. The game's creators later included Lucas in the game's sequel,. Video game developer originally requested the inclusion of to Sakurai, but the game was too far into development.

As with Lucas, development time allowed for his inclusion in Brawl. Marth and Roy were initially intended to be playable exclusively in the Japanese version of Super Smash Bros. 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. Additionally, Sakurai stated that the development team had suggested characters from four other games to represent the Famicom/NES era until the developers decided that the would be in the game. The developers have noted characters that have very similar moves to each other on the website; such characters have been referred to as 'clones' in the media. Nintendo presented the game at the as a playable demonstration. 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 and Super Smash Bros. Melee were prizes for the winner. Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles. Nintendo followed this trend with Super Smash Bros. Brawl, in which there were daily updates by the game's developer, Masahiro Sakurai. Japanese gaming magazine reported that Nintendo advertised the game in between showings of across movie theaters in Japan. In January 2003, Super Smash Bros Melee became part of the, a marketing label used by Nintendo to promote video games that have sold more than a million copies.

In August 2005, Nintendo bundled the game with the GameCube for 99.99. Music [ ] Smashing.Live! By Released October 21, 2002 Recorded August 27, 2002 Length 61: 52 Super Smash Bros. Melee features both new and re-arranged music from many of Nintendo's popular gaming franchises. In 2002, released a soundtrack in Japan titled Dairantou Smash Brothers DX Orchestra Concert. The same soundtrack was released in 2003 as 'Smashing.

As a bonus for subscribing to magazine in, and also as a free gift in an issue of the. The soundtrack does not include music taken directly from the game, but features many live orchestral arrangements performed by the. The game contains a number of unlockable tracks that can be obtained after making certain in-game accomplishments. 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. Dean Harrington is the game's in-game narrator, and also voices Master Hand and Crazy Hand. Reception [ ] Reception Aggregate scores Aggregator Score 90.52% 92/100 Review scores Publication Score 6/10 10/10 37/40 8.9/10 9.6/10 95% Super Smash Bros.

Melee received critical acclaim from reviewers, most of whom credited Melee 's expansion of gameplay features from Super Smash Bros. Focusing on the additional features, commented that 'Melee really scores big in the 'we've added tons of great extra stuff' department'. Reviewers compared the game favorably to Super Smash Bros.

's Fran Mirabella III stated that it was 'in an entirely different league than the N64 version'; 's Miguel Lopez praised the game for offering a more advanced 'classic-mode' compared to its predecessor, while detailing the Adventure Mode as 'really a hit-or-miss experience'. Despite a mixed response to the single-player modes, many reviewers expressed the game's multiplayer mode as a strong component of the game. 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'. Melee 's visuals garnered a positive reaction. GameSpot lauded the game's character and background models, stating that 'the character models are pleasantly full-bodied, and the quality of their textures is amazing'. IGN's Fran Mirabella III praised the game's use of physics, animation and graphics, although his colleague Matt Casamassina thought that 'some of the backgrounds lack the visual polish endowed upon the characters' when giving a second opinion about the game. Critics praised the game's orchestrated soundtrack; while GameSpot's Greg Kasavin commented that 'it all sounds brilliant'.

GameSpy praised the music for its nostalgic effect, with soundtracks ranging from multiple Nintendo series. Reviewers have welcomed the simplistic controls, but its 'hyper-responsiveness', with the characters easily dashing and precise movements being difficult to perform, was expressed as a serious flaw of the game by GameSpot. With a milder criticism of controls, Bryn Williams of GameSpy commented that 'movement and navigation seems slightly too sensitive'. The basis of Melee 's gameplay system is the battles between Nintendo characters, which has been suggested as being overly hectic; N-Europe questioned whether the gameplay is 'too Frantic?' , even though they enjoyed the variety of modes on offer. 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'. In regards to the pace of the game, Edge commented that it even made gameplay features such as ' redundant, as the player is not given enough time to react to an attack.

Despite the new features added to the game, some reviews criticized Melee for a lack of originality and for being too similar to its predecessor, Super Smash Bros. Caleb Hale from GameCritics.com noted that while it was 'every bit as good as its Nintendo 64 predecessor' he also felt 'the game doesn't expand much past that point'. On a similar note, Edge stated that 'it's not evolution; it's reproduction', in reference to a perceived lack of innovation. The nostalgic nature of the game received a positive reaction, as well as the accompanying stages and items that allude to past Nintendo games.

Super Smash Bros 5 Game

Gaming journalists have welcomed the roster of 25 Nintendo characters, as well as the trophy system, which Nintendo Spin labeled as 'a great addition to this game'. Sales [ ] When released in Japan, it became the fastest selling GameCube game with 358,525 units sold in the week ending November 25, 2001. This success continued as the game sold more than a million units only two months after its release, making it the first GameCube title to reach a million copies. The game also sold well in, where it sold 250,000-copies in nine days. In the United States, Super Smash Bros.

Melee was the 19th best-selling video game in 2001 according to the. By July 2006, it had sold 3.2 million copies and earned $125 million in the United States alone. Ranked it as the fifth highest-selling game launched for the, or between January 2000 and July 2006 in that country. Approximately 4.06 million units have been sold in the country as of December 27, 2007.

With a software-to-hardware ratio of 3:4 at one time, some have attributed the increasing sales of the GameCube near the launch date to Melee. As of March 10, 2008, Super Smash Bros. Melee is the, with more than seven million copies sold worldwide. It has been estimated that at one point in time 70% of all GameCube owners also owned Melee.

Awards and accolades [ ] Several publications have acknowledged Super Smash Bros. Melee in competitions and awards. In their 'Best of 2001' awards, chose it as Best Fighting GameCube Game, 's reader choice chose it as, chose it as Best Multiplayer and Best GameCube Game, and chose it as the Best GameCube Game and tenth best game of the year. Placed it sixth in a poll of the 100 best games ever and was in the final four of the 'Best.

In the 200th issue of Electronic Gaming Monthly, the editors selected Melee as the 92nd most influential game in their 'Top 200 Games of Their Time' list, defining Melee as 'Billions of things to unlock, plus Yoshi pummeling Pikachu with a bat'. In a similar competition, named Super Smash Bros.

Melee the 16th best game ever to appear on a Nintendo console, and selected it as the 2001 'Game of the Year'. 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'. 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. The game was ranked 58th in 's '100 Greatest Nintendo Games Ever' feature. Professional competition [ ].

Main article: Super Smash Bros. Melee is a widely played and has been featured in several high-profile tournaments. Many consider it to be the most competitively viable game in the series. From 2004 to 2007, sponsored Melee on its Pro Circuit. Although dropping Melee from its 2007 Pro Circuit, MLG still sponsored a number of tournaments as part of the Underground Smash Series. Melee was also included in the (Evo) in 2007, a fighting game tournament held in and was hosted at Evo 2013 after a charity vote to decide the final game to be featured in its tournament lineup. Due to the large turnout and popularity that year, Evo again included Melee at their 2014, 2015, 2016 and 2017 events.

In 2014 Melee was played at MLG Anaheim. Evo 2016 is the largest Melee tournament to date with 2,350 entrants., also known as 'The King of Smash', considered to be the game's best player from 2003 to 2006, has won over $50,000 from Smash tournaments.

Several professional Melee players including Christopher 'KillaOR' McKenzie, and Ken were seen in the 2005 'I'm a Professional Gamer' episode of the reality series. The competitive Smash community was featured in a 2013 documentary called. The film detailed the history of the professional scene and profiled seven prominent Melee players including Hoang, Azen, Isai, PC Chris, KoreanDJ, and Evo 2013 and Evo 2014 champion,. Commentary footage from a Melee tournament is the origin of the. Main article: At the pre-E3 conference of 2005, Nintendo announced Melee 's sequel, 2008's. Nintendo's president, Satoru Iwata requested Masahiro Sakurai to be the director of the game after the conference.

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 online play via the. Taking advantage of the Wii's variety of controller options, the game allows the use of the, and the. Like Melee, the game makes references to games and franchises, including those that debuted after the release of Melee; for example, Link, Zelda, and Ganondorf's character designs are taken from and a puppy is present as an Assist Trophy (a new item that summons computer-controlled characters from different games to briefly participate in the fight). Select stages and music from Melee are included in the sequel. The fourth and fifth installments, were released in 2014 for the and respectively.

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Burner

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Dairantou Smash Bros Dx Iso Burner 3.0

Smash

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Dairantou Smash Bros Dx Iso Burner Replacement Parts

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