Super Smash Bros. Melee
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Super Smash Bros. Melee

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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
Super Smash Bros. Melee
North American cover art
Developer(s) HAL Laboratory
Intelligent Systems
Publisher(s) Nintendo
Designer(s) Masahiro Sakurai
Released Japan November 21, 2001
North America December 3, 2001
Europe May 24, 2002
Australia 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+
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, see Versus 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", is a 2.5D fighting game for the Nintendo GameCube. It was released 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. It is the second game in the Super Smash Bros. series, following its predecessor, Super Smash Bros., and was succeeded by Super Smash Bros. Brawl and Super Smash Bros. 4.

Like Super Smash Bros., 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. Instead Melee emphasizes movement and ringouts. Indeed, edge-guarding 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. The game has sold over seven million copies and is the best-selling GameCube game. Melee is also one of the two games in the Super Smash Bros. series to be rated T by the ESRB, with the other being its sequel, Super Smash Bros. Brawl.

Opening movie

The opening movie of Melee was 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 in order to highlight the then newly-released GameCube console's graphical power in comparison to previous consoles. The development team worked in three different animations studios in Tokyo, Japan to finish the FMV opening.

In addition to pre-rendered cutscenes, the opening sequence also contains some shots of actual gameplay; continuing the trend started in the previous game, the opening also directly segues into the title screen.

An early opening has also been found; in this sequence, the clips of actual gameplay had been considerably changed from the final version.


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Characters

The character-selection screen of Super Smash Bros. Melee (which includes all 26 characters unlocked).

The cast of 25 playable characters, 26 including Zelda's alter ego Sheik, includes all 12 characters from Super 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 the veteran characters but Luigi and Jigglypuff.

Of the new characters, the greatest number are from The Legend of Zelda universe if Zelda/Sheik are counted as two characters to go with Ganondorf and Young Link, although the Mario series also takes three new character slots for Bowser, Princess Peach and Dr. Mario added. On top of these, two universes add two characters each, with the Fire Emblem series making its Smash Bros. debut with Marth and Roy (with Roy making his debut in any game), and the Pokémon universe adding Pichu and Mewtwo to its two existing characters. The three other characters added are Falco, a second character from the Star Fox series, Mr. Game & Watch, and the Ice Climbers from two highly venerable Nintendo series.

List of characters

Veterans
Mario (SSBM)
Mario
Mario (universe)
Luigi (SSBM)
Luigi
Mario (universe)
Yoshi (SSBM)
Yoshi
Yoshi (universe)
Donkey Kong (SSBM)
Donkey Kong
Donkey Kong (universe)
Link (SSBM)
Link
The Legend of Zelda (universe)
Samus (SSBM)
Samus
Metroid (universe)
Kirby (SSBM)
Kirby
Kirby (universe)
Fox (SSBM)
Fox
Star Fox (universe)
Pikachu (SSBM)
Pikachu
Pokémon (universe)
Jigglypuff (SSBM)
Jigglypuff
Pokémon (universe)
Captain Falcon (SSBM)
Captain Falcon
F-Zero (universe)
Ness (SSBM)
Ness
EarthBound (universe)
Newcomers
Peach (SSBM)
Peach
Mario (universe)
Bowser (SSBM)
Bowser
Mario (universe)
Dr. Mario (SSBM)
Dr. Mario
Mario (universe)
Zelda (SSBM)Sheik (SSBM)
Zelda/Sheik
The Legend of Zelda (universe)
Ganondorf (SSBM)
Ganondorf
The Legend of Zelda (universe)
Young Link (SSBM)
Young Link
The Legend of Zelda (universe)
Falco (SSBM)
Falco
Star Fox (universe)
Mewtwo (SSBM)
Mewtwo
Pokémon (universe)
Pichu (SSBM)
Pichu
Pokémon (universe)
Ice Climbers (SSBM)
Ice Climbers
Ice Climber (universe)
Marth (SSBM)
Marth
Fire Emblem (universe)
Roy (SSBM)
Roy
Fire Emblem (universe)
Mr. Game & Watch (SSBM)
Mr. Game & Watch
Game & Watch (universe)

Bold denotes unlockable characters.

Non-playable characters

Bosses
Master Hand (SSBM)
Master Hand (playable with glitch)
Super Smash Bros. (universe)
Crazy Hand (SSBM)
Crazy Hand
Super Smash Bros. (universe)
Giga Bowser
Giga Bowser
Super Smash Bros. (universe)
Non-bosses
Sandbag
Sandbag
Super Smash Bros. (universe)
Fighting Wire Frames
Fighting Wire Frames
Super Smash Bros. (universe)

Stages

There are eighteen starter stages and eleven more which can be unlocked.

Starter stages
Mushroom Kingdom (SSBM)
Mushroom Kingdom
Mario (universe)
Princess Peach's Castle
Princess Peach's Castle
Mario (universe)
Rainbow Cruise
Rainbow Cruise
Mario (universe)
Yoshi's Island (SSBM)
Yoshi's Island
Yoshi (universe)
Yoshi's Story
Yoshi's Story
Yoshi (universe)
Kongo Jungle (SSBM)
Kongo Jungle
Donkey Kong (universe)
Jungle Japes
Jungle Japes
Donkey Kong (universe)
Great Bay
Great Bay
The Legend of Zelda (universe)
Temple
Temple
The Legend of Zelda (universe)
Brinstar
Brinstar
Metroid (universe)
Fountain of Dreams
Fountain of Dreams
Kirby (universe)
Green Greens
Green Greens
Kirby (universe)
Corneria
Corneria
Star Fox (universe)
Venom
Venom
Star Fox (universe)
Pokémon Stadium
Pokémon Stadium
Pokémon (universe)
Mute City (SSBM)
Mute City
F-Zero (universe)
Onett
Onett
EarthBound (universe)
Icicle Mountain
Icicle Mountain
Ice Climber (universe)
Unlockable stages
Battlefield (SSBM)
Battlefield
Super Smash Bros. (universe)
Final Destination (SSBM)
Final Destination
Super Smash Bros. (universe)
Mushroom Kingdom II
Mushroom Kingdom II
Mario (universe)
Yoshi's Island (SSB)
Super Smash Bros. Yoshi's Island
Yoshi (universe)
Kongo Jungle (SSB)
Super Smash Bros. Kongo Jungle
Donkey Kong (universe)
Brinstar Depths
Brinstar Depths
Metroid (universe)
Dream Land (SSB)
Super Smash Bros. Dream Land
Kirby (universe)
Poké Floats
Poké Floats
Pokémon (universe)
Big Blue
Big Blue
F-Zero (universe)
Fourside
Fourside
EarthBound (universe)
Flat Zone
Flat Zone
Game & Watch (universe)

1-player stages

These stages cannot be unlocked, and can only be played under certain circumstances.

Debug-only stages

These stages can only be used when the game is hacked. Some are functional; most are not.

Functional

Functional (Only with other hacks, but not Debug Mode)

Non-functional

Modes

File:MenuScreen.jpg
The main menu screen for Melee.

1-Player

Multi-player

Action Replay

Unlockables

The game featured several points to be unlocked, most of which include the trophies, unlockable characters and stages. Some of them are unlocked by a special way, like achieving a certain distance on the Home-Run Contest, while others are obtained by the Lottery. For a full list, see List of unlockables (SSBM).

Some unlockable elements in SSBM were left out, but can be seen with an Action Replay cheat disc. See Debug menu for more details.

Development

HAL Laboratory developed Super Smash Bros. Melee, with Masahiro Sakurai as the head of production. The game was one of the first games released on the Nintendo GameCube and highlighted the advancement in graphics from the Nintendo 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.[1] HAL worked with three separate graphic houses in Tokyo to make the opening sequence. On their official website, the developers posted screen shots and information highlighting and explaining the attention to physics and detail in the game, with references to changes from its predecessor.[2] The game was in development for 13 months, and Sakurai called his lifestyle during this period "destructive" with no holidays and short weekends.[3] Unlike the experimental first Super 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.[3]

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 Lucas, the main character of Mother 3, but retained Ness in consideration of delays.[4] The game's creators later included Lucas in the game's sequel, Super Smash Bros. Brawl.[5][6] Video game developer Hideo Kojima originally requested the inclusion of Solid Snake to Sakurai, but the game was too far into development. As with Lucas, development time allowed for his inclusion in Brawl.[7] Marth and Roy were initially intended to be playable exclusively in the Japanese version of Super 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.[8][9] 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 the Ice Climbers would be in the game.[10] The developers have noted characters that have very similar moves to each other on the website;[11] such characters have been referred to as "clones" in the media.[12]

Nintendo presented the game at the Electronic Entertainment Expo (E3) event of 2001 as a playable demonstration.[13] 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.[14] Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles.[15][16] Nintendo followed this trend with Super Smash Bros. Brawl, in which there were daily updates by the game's developer, Masahiro Sakurai.[17] Japanese gaming magazine Famitsu reported that Nintendo advertised the game in between showings of the Pokémon the First Movie across movie theaters in Japan.[18] 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.[19] In August 2005, Nintendo bundled the game with the Nintendo GameCube for $99.99.[20]

Reception

Melee reviews
Publication Score
Edge Magazine 6/10
Eurogamer 10/10[21]
Famitsu 37/40
GameSpot 8.9/10[22]
IGN 9.6/10[23]
Nintendo Power 5/5 [24]
Official Nintendo Magazine 95%
Compilations of multiple reviews
Metacritic 92/100[24]
Game Rankings 90.52%[25]

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 as GameRankings, IGN, and GameSpot. GameSpy commented in their review that "you'll have a pretty hard time finding a more enjoyable multiplayer experience on any other console".[26] Reviewers compared the game favorably to the original Super Smash Bros., commonly due to the large amount of new content added to the sequel, with IGN's Fran Mirabella III saying it was "in an entirely different league than the N64 version".[27] 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".[28] Planet GameCube's Mike Sklens also rated it as "one of the best sounding games ever",[29] while GameSpot's Greg Kasavin commented that "it all sounds brilliant".[28]

Super Smash Bros. Melee has received many gaming awards. GameSpy chose it as Best Fighting GameCube Game in their "Best of 2001" awards[30], IGN's reader choice chose it as Game of the Year,[31], Electronic Gaming Monthly chose it as Best Multiplayer and Best GameCube Game,[32], and GameSpot chose Melee as the Best GameCube Game and tenth best game of the year.[33][34].

Despite overall positive reception, common criticisms of gameplay included the controls' over-sensitivity[26] and "hyper-responsiveness", with characters easily dashing and precise movements difficult to perform,[28], as well as the fast-paced gameplay, with Nintendo Spin's Clark Nielson stating that "Melee was too fast for its own good".[35] 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".[36]

Changes from the original

While Melee mainly follows the same formula introduced in the original 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 and game mechanics

  • The general pacing of the game has been increased; freeze frames have been reduced, KOs off the top blast line finish sooner, and characters move faster in general, as gravity and falling speed values have been made higher, and more forward momentum is now conserved from a dash 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 to staleness.
  • 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 but still often gives less of a penalty then using the move the same number of times consecutively. For consecutive hitting attacks, once the first hit connects, all others become one level more stale.
  • Weight differences have been made less drastic; characters heavier than Mario are lighter, while characters lighter than Mario are heavier, so overall weight is slightly less of a factor in knockback.
  • The amount of hitstun a character suffers has been decreased, being reduced from x0.533 the amount of knockback to x0.4.
  • Midair characters can now drop through soft 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).
  • Most aerial attacks have been decreased in damage. All of them now have unique landing animations, and L-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-competitive SHFFL and allowing character to perform more extensive combos within Melee'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 smashes can now be canceled (with a loud swishing sound and the character glowing briefly white while doing so), though certain 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 less angles.
  • Characters now have a side 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 new neutral 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 less shieldstun 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 now sidestep dodge and air dodge, which results in the addition of wavedashing, as well as making shield platform dropping more difficult.
  • Characters can now powershield and lightshield (the latter function makes a character`s shield bigger than usual, but they slide farther from shielding attacks).
  • Characters can now tech on walls, ceilings and ledges.
  • Characters hanging on ledges can now get up by jumping from them, and they can also be sweetspotted during the ending lag of recovery moves. Characters can prevent grabbing them by holding the Control Stick down.
  • Characters now have a unique animation for running grabs, which is generally slower and farther reaching than their standing/walking grab.
  • 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 longer reach, depending on the characters' dash speed and traction.
  • Grabs can now 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 an up throw and a down throw in addition to a pummel. Some veterans have had throws reassigned (for example, Kirby and Jigglypuff's old forward 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 for chain throws. The majority of throws 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 to wall grapple.
  • Certain characters can now wall 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, the knockback 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 top blast line if they are in hitstun when sent upwards, and foes on extensive team battles (such as in Multi-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. They can also be thrown upwards and downwards, like regular items.
  • Healing items can now be consumed while wielding another one.

Game modes

  • A stock match can now have a maximum time limit set. Many other additional rules have also been added, such as taking out stages from random selection, controlling the way in which stages are chosen, or altering the battles' damage ratio.
  • Bonuses can now be earned in both single player modes and multiplayer matches, and a lot more bonuses have also been added, changing from being 57 to 249.
  • 1P Game is known as Classic Mode, with the opponents before the final stage now being random rather than always the same, and various other single player modes such as Adventure Mode and All-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 longest combo achieved with each character is also saved afterwards.
  • Special Melees have been introduced, which include battling with giant or invisible characters, using stamina as opposed to damage, and even battling at a faster or slower speed. A Tournament mode has also been added.
  • The Board the Platforms bonus game has been removed, with the Snag the Trophies bonus game being introduced, and Race to the Finish being revamped.
  • Trophies have been added, which can be collected in the Lottery, 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 for continuing 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.

Aesthetic

  • Unique on-screen appearances have been removed; all characters share the same animation of a trophy 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 personalized names for battles, which also get records saved.
  • Angle indicators have been removed.

Data

  • 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 most KOs, falls and SDs, or even the total distance walked by all characters.

Tournament play

Melee is widely known for its large and intricate tournament scene. The birth of the tournament scene occurred with the creation of the Tournament Go series in 2002. Melee has since been featured in the championships of many grand-scale fighting game tournaments, such as Major League Gaming in 2004, 2005, 2006, and 2014, and EVO in 2007, 2013, 2014, 2015, and 2016.

The community has constructed a set of standard tournament rules to regulate tournament play. While rulesets may vary between different tournaments, generally universal gameplay rules include all matches being played via timed stock (four stocks and eight minutes), and restrictions on legal stages. These regulations are enacted to ensure that gameplay at the highest level remains fair and interesting.

Gallery

Trivia

  • As a near-launch title for the system, Super Smash Bros. Melee marks the first appearance on the Nintendo GameCube for 23 out of the 26 playable characters; the exceptions being Mario, Luigi, and Bowser, who had appeared in Luigi's Mansion. As only Luigi was playable in said game, he is also the only character who was playable on the GameCube in a game before Melee.
  • Despite there being 5 "?"-marked character boxes initially, there are a total of 11 unlockable characters, with the ones not marked by a "?" being clones. Given that Melee directly identifies these characters as clones by how they're presented on the selection screen, this raises interesting questions about how they were treated by the development team.
    • Oddly, on the character selection screen, when Luigi is unlocked, Luigi takes his place next to Mario and then he relocates Pikachu to the bottom row (Pikachu is the only Pokémon that is playable from the start of the game. It initially appears in the right of Mario on the top row; but moves to the bottom row when Luigi is unlocked.). This appears to be a concession made by the fact that Luigi (from the Mario) universe and all of the characters from the Pokemon universe (Jigglypuff, Pichu, and Mewtwo) aside from Pikachu are unlockable, meaning that if Pikachu were to reside in its final position from the start, it would be the only member of the bottom row, with a single "?" box on the right of Mario (where Pikachu begins and Luigi later appears).
  • Melee introduces four The Legend of Zelda series newcomers, which is more series newcomers than any other universe has in the game.
  • Melee introduces the least new playable universes at three (Ice Climber, Fire Emblem and Game & Watch). By comparison Super Smash Bros. introduces 10, Brawl introduces 6, and Smash 4 introduces 11.
  • Not counting Ganondorf, being able to regain his midair jump via an aerial Wizard's Foot, Melee is the only game in the series not to have introduced a new playable character with multiple double jumps.
    • Melee is also the only installment in the series which grants the ability of multiple double jumps to a veteran who lacked it in the previous game, if one counts Captain Falcon's aerial Falcon Kick, which is fundamentally the same as Wizard's Foot.
  • Melee is currently the only game in the series where a veteran is ranked #1 on its respective tier list, being Fox.
  • Not counting the original game, Melee is the only game with more newcomers than veterans.
  • Melee is the only game where Jigglypuff is not the lightest character, due to the appearance of Pichu, who is 5 units lighter than Jigglypuff.
  • Melee is the first game in the series to receive "T" ESRB rating.
    • This game could have gotten an E10+ rating if the rating existed back then, as the ESRB started using the E10+ rating in 2005 and this game was released in 2001. One of the reasons the ESRB made the E10+ rating is so they didn't have to give games that were a bit over the top a T rating.
      • This is not the case for brawl though, as it was released in 2008 and thus actually does meet the T rating criteria.

References

  1. ^ Smash Bros. FMV Explained. IGN (2001-08-31). Retrieved on 2007-11-24.
  2. ^ A Detailed Melee. IGN (2001-09-07). Retrieved on 2007-11-24.
  3. ^ a b George, Richard. Super Smash Bros Creator: "Melee The Sharpest". IGN.
  4. ^ Masahiro Sakurai (2001-07-17). Super Smash Bros. Melee (Japanese). Nintendo. Retrieved on 2007-11-24.
  5. ^ Masahiro Sakurai (2007-10-01). Super Smash Bros. Brawl—Lucas. Nintendo. Retrieved on 2007-11-24.
  6. ^ Masahiro Sakurai (2001-09-21). Super Smash Bros. Brawl—Snake. Nintendo. Retrieved on 2007-11-24.
  7. ^ E306 Super Smash Bros. Brawl Q&A. Kotaku (2007-05-11). Retrieved on 2007-12-30.
  8. ^ Masahiro Sakurai (2002-01-15). Super Smash Bros. Melee—Roy (Japanese). Nintendo. Retrieved on 2007-11-24.
  9. ^ Masahiro Sakurai (2001-12-14). Super Smash Bros. Melee—Marth (Japanese). Nintendo. Retrieved on 2007-11-24.
  10. ^ Masahiro Sakurai (2001-10-09). Super Smash Bros. Melee—Ice Climbers (Japanese). Nintendo. Retrieved on 2007-11-24. “The four games considered were Balloon Fight ("the balloon would be easily blown"), Urban Champion ("seem too small"), Clu Clu Land ("they know how to fight?") and Excitebike ("would have to jump")”
  11. ^ Roy (Japanese). Nintendo (2002-01-15). Retrieved on 2008-01-11.
  12. ^ IGN: Super Smash Bros. Melee. IGN (2002-01-10). Retrieved on 2008-01-11.
  13. ^ IGN: E3: Hands-on Impressions for Super Smash bros Melee. IGN (2001-05-17). Retrieved on 2007-11-24.
  14. ^ IGN: Spaceworld 2001: Super Smash Bros Melee hands-on. IGN (2001-08-25). Retrieved on 2007-11-24.
  15. ^ Super Smashing Moves. IGN (2001-07-19). Retrieved on 2007-11-24.
  16. ^ Super Smash Bros. Melee (Japanese). Nintendo. Retrieved on 2007-11-24.
  17. ^ Super Smash Bros. Brawl. Nintendo. Retrieved on 2007-11-24.
  18. ^ Nintendo kicks-off GameCube hype in Japan. IGN (2001-07-12). Retrieved on 2007-11-24.
  19. ^ Nintendo Expands Player's Choice Line-up. IGN (2003-01-23). Retrieved on 2007-11-24.
  20. ^ Casamassina, Matt (2005-07-07). Super Smash Bros. Bundle. IGN. Retrieved on 2007-11-24.
  21. ^ http://www.eurogamer.net/articles/r_ssbm_gc
  22. ^ http://www.gamespot.com/reviews/super-smash-bros-melee-review/1900-2829090/
  23. ^ http://uk.cube.ign.com/articles/166/166387p1.html
  24. ^ a b http://www.metacritic.com/game/gamecube/super-smash-bros-melee
  25. ^ http://www.gamerankings.com/gamecube/516492-super-smash-bros-melee/index.html
  26. ^ a b Williams, Bryn (2001-12-03). Super GameSpy: Smash Bros Melee review. GameSpy. Retrieved on 2013-06-05.
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External links

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