Super Smash Bros. Melee

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Super Smash Bros. Melee
SSBM cover art.jpg
Developer(s) HAL Laboratory
Publisher(s) Nintendo
Platform(s) Nintendo GameCube
Released Original release:
Japan November 21, 2001
USA December 3, 2001
Europe May 24, 2002
Australia May 31, 2002
South Korea 2002[1]
Player's Choice:
USA September 25, 2002
Europe April 4, 2003
Australia April 4, 2003
Genre Fighting


Ratings
ESRB:ESRB T.svg - Teen
PEGI:PEGI 3.svg - Three years and older
ELSPA:ELSPA 11.png - Eleven years and older
ACB:OFLC Australia Rating - G8.png - Eight years and older
USK:USK 6.svg - Six years and older
DEJUS:DEJUS 14+.png - Fourteen years and older
GRAC:GRAC All.svg - All ages
Mode(s) 1-4 players simultaneous


Media
GameCube:
Media CD icon.png Optical disc
Input
GameCube:
Gamecube Controller.png Nintendo GameCube Controller
Game chronology
Previous: Super Smash Bros.
Next: Super Smash Bros. Brawl

Super Smash Bros. Melee is the second installment of the Super Smash Bros. series. It is a Nintendo GameCube game that was developed by HAL Laboratory and published by Nintendo. The game was released in 2001 in Japan and United States, and in 2002 in Europe and Australia, where it was also a launch title. The game's major focus is the multiplayer mode, while still offering a number of single-player modes.

Gameplay[edit]

In Super Smash Bros. Melee, up to four characters fight on a side-view stage with invisible boundaries on each side. When a player hits these boundaries, the player is knocked out. Unlike other fighting games, the Super Smash Bros. series thus does not rely on hit points for each character which have to be brought down to zero, but on damage percentage. Whenever a player is hit, they get a certain amount of percent damage. The maximum damage that can be dealt to a player is 999%. The higher the damage percentage is, the easier it is for the player to be knocked out.

General actions[edit]

Players move around on the stages using the Nintendo GameCube Controller's Control Stick, and can jump by pulling Control Stick up, or pressing the X Button or Y Button button. It is possible to jump again in the air a single time. Some characters also have the ability to multi-jump in the air. By moving the Control Stick down, the player can crouch or move a layer down on the stage.

A basic attack is performed with the A Button button. When moving the Control Stick into a direction, the player can attack upwards and downwards, or to either side. These attacks are usually weak and do not do very much damage. When the A Button button is pressed repeatedly, the character performs a standard combo, a fast sequence of weak attacks. When the Control Stick is titled fast and the A Button button is pressed in time, the player can perform a smash attack. These are very powerful, chargeable attacks, which cause a lot of damage. Each character's moves for the side, up, and down smash attacks are different.

Character special moves[edit]

Mario using his Super Jump Punch special move.

Each character has their own set of special moves, which are performed with the B Button button. When moving the Control Stick in a certain direction, or not moving it at all, a different special move is performed. The special moves are influenced by the character's individual personality, and have various effects, from doing more damage than with a normal attack, attacking from a distance, or repelling projectiles. Most characters' Control Stick up + B Button moves involve jumping, which makes it possible to perform a third jump in the air to prevent the character from falling down. The sideways special move was a new addition to the series.

Item use[edit]

Items appear on the stage at random and can be used by the players. Items have various effects, and some trigger by themselves. They can grant the character special abilities for a short time, like becoming invisible, contain a number of items themselves, explode when touched, or can be used as a weapon. When players are standing next to an item, they can use the A Button button to pick the item up. Some items have effects that are activated when the item is picked up or touched, such as reducing the character's damage percentage, or turning characters into a giant version of themselves. Other items can be used as weapons. A held weapon can be used with the A Button button. With the Z Button button, or L Button and R Button in combination with A Button, the weapon can be thrown away. This thrown item can also hurt other characters when it hits them.

Shielding[edit]

Kirby using his shield to protect himself from Ice Climbers

When pressing the L Button or R Button triggers, or the Z Button button, the character's shield is activated. The shield changes color depending on the player number (red for P1, blue for P2, yellow for P3, green for P4, and gray for a CPU). Shields can be used to prevent any kind of attack from a character or an item, only grabbing cannot be prevented. If used at the right time, and for only a split second, the shield can be used as a reflector for items thrown and most projectile attacks. More powerful ones such as Samus' fully charged charge shot, however, will merely be absorbed by the shield. The shield has the form of a bubble (except for Yoshi, where it is a Yoshi Egg). The shield's power decreases every time it is used, and when the shield breaks, the character will be unable to move for a certain period of time. The longer the player waits before using the shield, the stronger it becomes, similar to Bowser's Fire Breath. Also, the harder the player presses on the L Button or R Button triggers, or Z Button button depends on how thick the shield is, a thicker shield will erode slower from damage but faster from time, while a thinner shield will erode more from damage but significantly less from time duration, adding to shielding strategy. Light characters may even be knocked out by the shield break.

Grabbing and throwing[edit]

Players are able to grab other characters and hold them. This allows the player to hit the character while they are not able to protect themselves or fight back. The player can also throw the character in any direction, or smash them to the ground. A thrown character can hit other characters and damage them this way, too. When not holding items and standing next to a character, the player can press Z Button, or L Button and R Button in combination with A Button, to grab the character. The player can now attack the grabbed character by using the Z Button or A Button buttons, and can also throw the other character in a direction by tilting the Control Stick.

Unlike in Super Smash Bros., however, players can break free from grabs. The less damage the grabbed player has, the easier it is to break free from a foe's grab. However, if the player takes a lot of damage, it becomes nearly impossible to break free from a foe's grab.

Other actions[edit]

In single-player mode, the player can use the Camera stick to zoom the camera in or out. In VS mode, the player can move the Camera stick in any direction, allowing them to perform uncharged smash attacks easily. By pressing Up on the +Control Pad, the player can use the Taunt.

Certain characters even have attacks called meteor smashes. These attacks can send opponents falling downwards, but they are not impossible to recover from. Some meteor smashes are very weak, while others pack a strong punch.

Fighting modes[edit]

SSBM versus gameplay.jpg
A basic VS battle.
Coin battle SSBM.jpg
A Coin battle

There are four standard fighting modes, which can be freely chosen in VS mode. The regular matches in Single-Player mode only feature Stock matches, but different rules appear in the Event Matches. In all modes, it is possible that there is a tie between two or more players. When this happens, there will be a Sudden Death. It is a quick battle, where each of the players who are tied will fight. They each start with 300% damage, and the last player standing wins. The winner of Sudden Death wins the entire battle.

Time[edit]

Players gain points by knocking out other players, and lose points by getting knocked out. When the Time Limit has run out, the player with the most points wins. It can be set by the player whether self-destructs cause players to lose 0, 1, or 2 points. A special function that displays the player's points during battle can also be unlocked. This mode is used by default in the VS. Mode, though it is rarely used in the Single-Player events.

Stock[edit]

Players have a set number of lives. They lose lives when they are knocked out. The last player standing wins. Optionally, a time limit can be specified. When the time has run out, the player with the most lives wins. This mode is featured throughout the Classic and All-Star Mode, and there is always a set time limit in these modes.

Coin[edit]

Players have to collect Smash Coins. Coins appear by hitting an opponent. When a player gets knocked out, they will lose half of his coins. When the time limit has run out, the player with the most coins wins. This fighting mode is rarely used in the Event Matches of the single-player mode, but is also available in VS matches.

Bonus[edit]

Main article: List of Super Smash Bros. Melee special bonuses

Players get points for their fighting style. There are 249 different kinds of bonus points. Bonus points can be simplified for knock outs, for jumping a lot, for looking in the same direction all the time, for getting a rare Pokémon out of a Poké Ball, etc. When the time limit has run out, the player with the most points wins. Most bonuses also have humorous names.

Playable characters[edit]

SSBM character select.png
The complete character select screen roster in Multiplayer mode.
SSBM characters wallpaper.jpg
Group art of the full cast, excluding Sheik.

Super Smash Bros. Melee contains a total of 25 playable characters (26 including Zelda's alter ego, Sheik). The 12 original characters return from Super Smash Bros., and the other 13 characters are newcomers. 14 characters (15 including Zelda's alter ego, Sheik) are available by default, while 11 are unlockable. Most of the unlockable fighters are introduced for Super Smash Bros. Melee. Seven characters are from the Mario franchise.

Symbol Character Description Special Moves
SSBM Mario symbol.png Sumabura SSBM Mario art.jpg
Mario
Mario is a balanced character with a variety of moves. He attacks quickly, but jumps low and has average recovery. His backwards throw can throw almost farther than any other character's throws. His Cape helps deflect oncoming attacks and shoots whatever is being shot at him back to his opponent. B Fireball
Smash B Cape
Up & B Super Jump Punch
Down & B Mario Tornado
SSBM Mario symbol.png Sumabura SSBM Bowser art.jpg
Bowser (newcomer)
Bowser is the heaviest and one of the slowest characters, but has powerful attacks and is hard to hit off of the stage at low damage percentages. He can use his weight to crush the characters he grabs. He is one of the first villains to be playable in the series. His Fire Breath move burns his enemies down. B Fire Breath
Smash B Koopa Klaw
Up & B Whirling Fortress
Down & B Bowser Bomb
SSBM Mario symbol.png Sumabura SSBM Peach art.jpg
Peach (newcomer)
Princess Peach has a special ability to float above the ground for a short amount of time. In her forward smash, she swings a golf club, a tennis racket, or a frying pan. When using her recovery, she can slowly float in the direction she chooses, proving to be a very useful horizontal recovery. Toad can be used as a Counter. B Toad
Smash B Peach Bomber
Up & B Peach Parasol
Down & B Vegetable
SSBM Yoshi symbol.png Sumabura SSBM Yoshi art.jpg
Yoshi
Yoshi is an unusually heavy fighter with average speed, though he is rather weak, unlike other heavyweights. Unlike other fighters, Yoshi's shield is not an energy bubble but a green-spotted Yoshi Egg. He lacks a third jump, but can jump extremely high. He can swallow enemies and turn them into eggs with his Egg Lay move. Unusually, Yoshi cannot jump out of shield, making him the only fighter with this odd trait. B Egg Lay
Smash B Egg Roll
Up & B Egg Throw
Down & B Yoshi Bomb
SSBM Donkey Kong symbol.png Sumabura SSBM Donkey Kong art.jpg
Donkey Kong
Donkey Kong is a strong and heavy character, but is surprisingly agile. When he grabs enemies, he can carry them for a short distance before throwing them. His Headbutt can bury opponents for a certain amount of time (depending on their damage percentage). B Giant Punch
Smash B Headbutt
Up & B Spinning Kong
Down & B Hand Slap
SSBM F-Zero symbol.png Sumabura SSBM Captain Falcon art.jpg
Captain Falcon
Captain Falcon is the fastest-running character in the game. His attacks are quick, but some are still very strong, particularly his forward aerial knee attack and up-smash. His Falcon Punch is notable for its sheer power. Similar to Fox, he is unique in a way that he is both fast and strong. B Falcon Punch
Smash B Raptor Boost
Up & B Falcon Dive
Down & B Falcon Kick
SSBM Star Fox symbol.png Sumabura SSBM Fox art.jpg
Fox
Fox is a fast character with surprising strength. He falls very fast, and his Blaster has the unique ability to do damage to enemies without stopping them. Due to his mix of both high strength and high speed, Fox is widely considered to be one of the best characters in terms of offense. B Blaster
Smash B Fox Illusion
Up & B Fire Fox
Down & B Reflector
SSBM Ice Climber symbol.png Sumabura SSBM Ice Climbers art.jpg
Ice Climbers (newcomer)
The Ice Climbers fight as a pair. The player only controls one Ice Climber, and a CPU plays the partner, who generally follows the player's moves. The Ice Climbers have a low reach, but they also have some high power attacks and dangerous grabs. By changing colors, the player can choose between controlling Popo or Nana. B Ice Shot
Smash B Squall Hammer
Up & B Belay
Down & B Blizzard
SSBM Earthbound symbol.png Sumabura SSBM Ness art.jpg
Ness
Ness is a slow character who relies on his PSI attacks. He can attack with a baseball bat and a yo-yo as his smash attacks. To recover with his PK Thunder, Ness must direct the ball of lightning and hit himself to catapult himself towards the stage. He also uses his PSI Magnet to recover damage with certain enemy projectiles. B PK Flash
Smash B PK Fire
Up & B PK Thunder
Down & B PSI Magnet
SSBM Kirby symbol.png Sumabura SSBM Kirby art.jpg
Kirby
Kirby is a light and fairly slow character with weak attacks. He can jump five times in mid-air. His Swallow attack allows him to copy other characters' B Button abilities. He has the ability to become a Stone and come crashing down on his enemies. B Swallow
Smash B Hammer
Up & B Final Cutter
Down & B Stone
SSBM Metroid symbol.png Sumabura SSBM Samus art.jpg
Samus
Samus is a heavy character with powerful attacks. Her Grappling Beam, while slow, allows her to grab fighters from farther away. She can charge up a shot that increases in power the longer it is charged. B Charge Shot
Smash B Missile
Up & B Screw Attack
Down & B Bomb
SSBM The Legend of Zelda symbol.png Sumabura SSBM Zelda art.jpg
Zelda (newcomer)
Zelda is a slow-moving character. Her attacks can be quite powerful, but her strongest attacks do not hit the enemy easily. She has the ability to transform herself into Sheik, giving her a wide range of different special moves. B Nayru's Love
Smash B Din's Fire
Up & B Farore's Wind
Down & B Transform
SSBM The Legend of Zelda symbol.png Sumabura SSBM Sheik art.jpg
Sheik (newcomer)
Sheik is Zelda's alter-ego. Compared to Zelda, Shiek moves faster, attacks rapidly and combos well. However, unlike Zelda, Sheik does not have a lot of powerful moves. Zelda can transform into Sheik at any point during the match and vice versa, though the player can be Sheik at the start of the battle by holding down A Button on the controller. B Needle Storm
Smash B Chain
Up & B Vanish
Down & B Transform
SSBM The Legend of Zelda symbol.png Sumabura SSBM Link art.jpg
Link
Link is a character of high weight and medium strength. However, he is rather slow. He uses his sword to attack. He also shoots a bow and has a boomerang. B Bow
Smash B Boomerang
Up & B Spin Attack
Down & B Bomb
SSBM Pokemon symbol.png Sumabura SSBM Pikachu art.jpg
Pikachu
Pikachu is fast and light. It uses its electric attacks to damage other enemies. Pikachu's recovery is unique in a way that it can be used twice, provided that the second recovery is in a different direction. B Thunder Jolt
Smash B Skull Bash
Up & B Quick Attack
Down & B Thunder

Unlockable characters[edit]

Series Character Description To unlock Special Moves
SSBM Pokemon symbol.png Sumabura SSBM Jigglypuff art.jpg
Jigglypuff
Jigglypuff is light, but has a few powerful attacks. It can jump five times in mid-air and has the best aerial speed in the game. Its Rest attack has a very low reach, but is extremely powerful and can KO at low percentages. Although Jigglypuff is light, it has the slowest overall ground speed in the game.
  • Clear Classic or Adventure mode with any character
  • Play 50 Melee matches
B Rollout
Smash B Pound
Up & B Sing
Down & B Rest
SSBM Mario symbol.png Sumabura SSBM Dr Mario art.jpg
Dr. Mario (newcomer)
Dr. Mario is very similar to Mario, though his attacks have different effects (usually electric instead of fire), but act the same way as Mario's. Most of his attacks are stronger than Mario's, though he moves slower.
  • Clear Classic or Adventure mode with Mario without continuing
  • Play 100 Melee matches
B Megavitamins
Smash B Super Sheet
Up & B Super Jump Punch
Down & B Dr. Tornado
SSBM Pokemon symbol.png Sumabura SSBM Pichu art.jpg
Pichu (newcomer)
Pichu's moves are similar to Pikachu's. It is the lightest character in the game. Like Pikachu, it moves and attacks quickly. Like said in the National Pokedex, whenever it uses an electric attack, Pichu will inflict damage to itself. The creator of the game has stated multiple times that Pichu is a "joke character".
  • Complete Event #37--Legendary Pokémon
  • Play 200 Melee matches
B Thunder Jolt
Smash B Skull Bash
Up & B Agility
Down & B Thunder
SSBM Star Fox symbol.png Sumabura SSBM Falco art.jpg
Falco (newcomer)
Falco's moves are similar to those of Fox's. He is not as fast as Fox, but he jumps higher and has a longer reach. His Blaster also functions differently; it fires more slowly, but it can stun enemies.
  • Clear 100-Man Melee
  • Play 300 Melee matches
B Blaster
Smash B Falco Phantasm
Up & B Fire Bird
Down & B Reflector
SSBM Fire Emblem symbol.png Sumabura SSBM Marth art.jpg
Marth (newcomer)
Marth is a fast character with average strength and weight. He uses a sword to attack, granting him one of the longest reaches in the game. He is known for his very good air attacks that can easily string together. Marth's attacks are strongest at the tip of the sword.
  • Use the fourteen default characters in either Classic mode or Melee matches
  • Play 400 Melee matches
B Shield Breaker
Smash B Dancing Blade
Up & B Dolphin Slash
Down & B Counter
SSBM The Legend of Zelda symbol.png Sumabura SSBM Young Link art.jpg
Young Link (newcomer)
Young Link's moves are similar to Link's. However, he is weaker, lighter, faster, and can Wall Jump.
  • Clear Classic or Adventure mode with ten characters, including Link and Zelda/Sheik
  • Play 500 Melee matches
B Fire Bow
Smash B Boomerang
Up & B Spin Attack
Down & B Bomb
SSBM The Legend of Zelda symbol.png Sumabura SSBM Ganondorf art.jpg
Ganondorf (newcomer)
Ganondorf's attacks are similar to Captain Falcon's. However, he is very slow, quite heavy, and possesses the strongest attacks in terms of knockback. He also has a unique special attack when pressing A Button and moving Control Stick upwards; different from a smash attack.
  • Complete Event #29--Triforce Gathering
  • Play 600 Melee matches
B Warlock Punch
Smash B Gerudo Dragon
Up & B Dark Dive
Down & B Wizard's Foot
SSBM Pokemon symbol.png Sumabura SSBM Mewtwo art.jpg
Mewtwo (newcomer)
Mewtwo is a slow, floaty character, who features a strong grab and some powerful throws. The game attributes its low weight to the fact that it hovers above ground.
  • Play a combined total of 20 hours of Melee matches
  • Play 700 Melee matches
B Shadow Ball
Smash B Confusion
Up & B Teleport
Down & B Disable
SSBM Mario symbol.png Sumabura SSBM Luigi art.jpg
Luigi
Luigi is a character with average weight and speed, but with above average strength. He has many similarities to Mario in his move set. He jumps high, but has slow aerial speed and low traction.
  • Finish the first stage of Adventure mode with ##:#2:## on the timer
  • Play 800 Melee matches
B Fireball
Smash B Green Missile
Up & B Super Jump Punch
Down & B Luigi Cyclone
SSBM Fire Emblem symbol.png Sumabura SSBM Roy art.jpg
Roy (newcomer)
Roy is similar to Marth, though unlike Marth, his attacks are strongest at the base of his sword, and his aerial attacks are very bad. His fully charged Flare Blade is the game's strongest non-reflected attack, but it backfires when charged maximally, doing 10% damage to Roy himself.
  • Complete Classic or Adventure mode with Marth without continuing
  • Play 900 Melee matches
B Flare Blade
Smash B Double-Edge Dance
Up & B Blazer
Down & B Counter
SSBM Game & Watch symbol.png Sumabura SSBM Mr Game & Watch art.jpg
Mr. Game & Watch (newcomer)
Mr. Game & Watch has average speed and strength, but his weight is low due to his 2D appearance. His Judgment attack chooses a number from 1-9 at random, getting stronger each number. 9 can cause a 1-hit-KO, while 1 does minimal knockback and damage and even damages Mr. Game & Watch himself.
  • Clear Classic, Adventure or Target Smash with every other character
  • Play 1,000 Melee matches
B Chef
Smash B Judge
Up & B Fire
Down & B Oil Panic

Stages[edit]

There are 29 stages; 18 are available by default, while the other 11 must be unlocked. Three of the stages return from Super Smash Bros. and are subtitled "Past Stages".

Default stages[edit]

Stage Description
SSBM Icicle Mountain stage.jpg
Infinite Glacier:
Icicle Mountain
Icicle Mountain is a stage that scrolls up and down at different speeds. It has many different small platforms to jump on, similar to the classical platforming game Ice Climber.
SSBM Princess Peach's Castle stage.jpg
Mushroom Kingdom:
Princess Peach's Castle
In this stage, the battle takes place on the roof of Princess Peach's Castle from Super Mario 64. There are some hovering platforms at either side of the small tower. Switches can be activated, making ? Blocks appear. From time to time, a Banzai Bill is shot into the castle, causing an explosion.
SSBM Kongo Jungle stage.jpg
DK Island:
Kongo Jungle
The Kongo Jungle stage is set on logs over a waterfall. A small platform also appears to the right, and sometimes logs are falling down the waterfall, creating temporary platforms. Below the stage is a Barrel Cannon which shoots out characters in a random direction when they fall into it.
SSBM Great Bay stage.jpg
Termina:
Great Bay
The Great Bay stage, based on The Legend of Zelda: Majora's Mask, has two platforms which stand fixed in the water, and a swimming stone. Sometimes, a turtle rises from the water, creating additional platforms. Tingle is also seen on the stage with a giant balloon, and is forming another platform.
SSBM Yoshi's Story stage.png
Yoshi's Island:
Yoshi's Story
Yoshi's Story features elements of the game Yoshi's Story. In the center is Yoshi's Island, and three smaller platforms are hovering above it. It also has a cloud moving below it to catch falling characters. Fly Guys fly by occasionally, carrying Food.
SSBM Fountain of Dreams stage.jpg
Dream Land:
Fountain of Dreams
On the Fountain of Dreams stage from the Kirby series, the fountain itself forms a big platform in the middle with three smaller hovering platforms above it, whose height varies.
SSBM Corneria stage.jpg
Lylat System:
Corneria
In the Corneria stage from the Star Fox series, the battle is held on the Great Fox, a spaceship. From time to time, Arwings fly by and shoot at the combatants.
SSBM Rainbow Cruise stage.jpg
Mushroom Kingdom:
Rainbow Cruise
Rainbow Cruise(NTSC)/Rainbow Ride (PAL) is a moving stage with different environments based on Rainbow Ride from Super Mario 64. It starts on a floating ship, which falls down after a certain time, and players have to move on over the various platforms.
SSBM Jungle Japes stage.jpg
DK Island:
Jungle Japes
The Jungle Japes stage from the Donkey Kong series is set on a river, with three ledges made of wood with a house and a toilet house found on them. The players fight on these platforms. Occasionally, Klaptraps jump out of the water, trying to drag characters downwards into the water.
SSBM Temple stage.jpg
Hyrule:
Temple
The Temple is the biggest stage of the game, designed after several games from the Legend of Zelda series. It features many different platforms and a tunnel system. Despite its size, it does not have any side effects.
SSBM Yoshi's Island stage.jpg
Yoshi's Island:
Yoshi's Island
The Yoshi's Island stage is set in a scene from Super Mario World. The area is enclosed by a slope on the one side and a Warp Pipe on the other. In the middle, there is a hole with Rotating Blocks above it. There are also two groups of Rotating Blocks floating on the stage serving as additional platforms.
SSBM Green Greens stage.jpg
Dream Land:
Green Greens
Green Greens from the Kirby series is consisting of three separated grass platforms. The huge tree, Whispy Woods, blows the characters away. Sometimes, apples fall from him. Also, blocks and bomb blocks fall from the sky in between the platforms.
SSBM Venom stage.jpg
Lylat System:
Venom
Much like Corneria, Venom is featuring the Great Fox flying over the surface. But unlike Corneria, the battle is fought on the Great Fox's four wings, and the ship is seen from the front. Arwings also appear and shoot at the players.
SSBM Brinstar stage.jpg
Planet Zebes:
Brinstar
Brinstar from Metroid is consisting of several platforms which are held together by organic material or other objects. These connections can be destroyed, causing some of the platforms to hover in the air. Sometimes, acid rises from below burning the characters, but also restoring broken connections.
SSBM Onett stage.jpg
Eagleland:
Onett
In Onett from EarthBound, the battle takes place on a few houses in the village and a nearby tree. Cars drive by and hit characters when they do not avoid them. There are warning signs announcing the cars. The platforms of the drug store in the middle can collapse, but restore themselves after a certain time.
SSBM Mute City stage.jpg
F-Zero Grand Prix:
Mute City
Mute City takes place on a large F-Zero race track with a small platform hovering in the middle of it. Occasionally, this platform will go down, exposing the road. F-Zero gliders will sometimes race into the players, but can also be destroyed.
SSBM Pokemon Stadium stage.jpg
Kanto:
Pokémon Stadium
The Pokémon Stadium looks like a simple stage with two floating platforms, but every once in a while the stage will change into one of four different terrains: Water, Fire, Rock, and Grass, which all have different featured obstacles.
SSBM Mushroom Kingdom stage.png
Mushroom
Kingdom
The Mushroom Kingdom stage features many objects from classical Super Mario Bros. games, such as Brick Blocks and ? Blocks, which contain items, as well as falling platforms above two gaps.

Unlockable stages[edit]

Stage To unlock Description
SSBM Flat Zone stage.png
Superflat World:
Flat Zone
Clear Classic, Adventure, or All-Star with Mr. Game & Watch. The Flat Zone modeled after a Game & Watch system. From time to time, wrenches, buckets, and other tools fall from the top. Oil can also be spilled over the ground, making it hard for the players to move. Some platforms vanish and appear at different places.
SSBM Brinstar Depths stage.png
Planet Zebes:
Brinstar Depths
Play 50 Melee matches Unlike Brinstar, this Metroid stage features a large round rock platform found inside a spherical cage covered in embedded spikes. There are few floating rocks, which players can jump onto at any time. From time to time, Kraid slashes the large platform which causes it to rotate in any direction, exposing a different side of it.
SSBM Fourside stage.jpg
Eagleland:
Fourside
Play 100 Melee matches This EarthBound stage is set high on the skyscrapers of Fourside. Players have to be careful not to fall into the gaps between the buildings. It has a giant UFO that occasionally shows up on the screen and can be used as a platform.
SSBM Big Blue stage.jpg
F-Zero Grand Prix:
Big Blue
Play 150 Melee matches Big Blue is side-scrolling, and the fight takes place on top of the F-Zero gliders. Players have to be cautious not to hit the track, as they would stay behind and, because of the high speed of the gliders, would hit the barrier at the left end of the stage, knocking them out.
SSBM Poke Floats stage.jpg
Kanto Skies:
Poké Floats
Play 200 Melee matches Poké Floats takes place in the skies of Kanto, where giant floating Pokémon balloons are found. During this stage, the player must jump onto one balloon by the time the others vanish.
SSBM Mushroom Kingdom II stage.jpg
Mushroom
Kingdom II
Obtain the Birdo Trophy Mushroom Kingdom II has a generic scene from Super Mario Bros. 2 with several platforms and a waterfall that forms gorges between them. Occasionally, logs will fall down the waterfall, creating temporary platforms. A Pidgit will also occasionally fly in, creating another platform, and a Birdo appears from time to time, spitting Birdo Eggs at the characters. Birdo can be KOed in a series of weak attacks or one strong attack.
SSBM Battlefield stage.png
Special Stages:
Battlefield
Clear All-Star for the first time Battlefield is a floating stage in space consisting of a big platform in the middle and three smaller platforms hovering above it. The stage does not have any side effects, which allows players to solely concentrate on the fight.
SSBM Final Destination stage.jpg
Special Stages:
Final Destination
Clear Event 51: The Showdown Final Destination has absolutely no features, so the combatants are not bothered by the stage in any way.
SSBM Past Stages Dream Land.jpg
Past Stages:
Dream Land
Clear Target Test with every character The Dream Land is a stage returning from Super Smash Bros. The only feature is Whispy Woods who occasionally blows a harsh wind in a random direction.
SSBM Past Stages Yoshi's Island.png
Past Stages:
Yoshi's Island
Hit Sandbag at least 1,325 feet (400 meters) in Home-Run Contest Yoshi's Island is a stage returning from Super Smash Bros. It is consisting of a big platform with the Super Happy Tree in the background, three other smaller floating platforms above, and three clouds at the edges of the stage, which vanish when a character stands on them too long.
SSBM Past Stages Kongo Jungle.png
Past Stages:
Kongo Jungle
Clear 15-Minute Melee The Kongo Jungle is a stage returning from Super Smash Bros. The stage is made out of a large wooden platform with several smaller, sometimes floating ones around it. There is also a Barrel Cannon underneath the arena.

Items[edit]

Series Item Description
SSBM Donkey Kong symbol.png SSBM Barrel Cannon icon.png
Barrel Cannon
The Barrel Cannon is used to trap a character inside. Then the barrel rotates, and depending when the trapped character presses a button, they will be fired out in a certain angle. However, the Barrel Cannon vanishes quite quickly after appearing on the stage.
SSBM Smash symbol.png SSBM Beam Sword icon.png
Beam Sword
The Beam Sword can be used to hit other characters. It is powerful, but the hits are rather slow.
SSBM Mario symbol.png SSBM Bob-omb icon.png
Bob-omb
The Bob-omb can be thrown at another character to cause an explosion. If left on the ground for a few seconds, it starts walking around. It then explodes after a certain amount of time or if it walks into a character.
SSBM The Legend of Zelda symbol.png SSBM Bunny Hood icon.png
Bunny Hood
The character wearing the Bunny Hood is faster and can jump higher.
Perfect Dark SSBM Cloaking Device icon.png
Cloaking Device
The Cloaking Device makes the player invisible. The player still takes damage regardless of being invisible and harder to hit, but their damage percentage will not increase while invisible.
SSBM Pokemon symbol.png Egg SSBM.jpg
Egg
The Egg contains a single item and is very similar to the Capsule. Whether it is a weapon or Food depends on the current stage. It can also explode.
SSBM Smash symbol.png SSBM Fan icon.png
Fan
The Fan is used to smack other characters. It is difficult to escape the Fan's fast hits, though they do not do much damage per hit.
SSBM Mario symbol.png SSBM Fire Flower icon.png
Fire Flower
The Fire Flower is used to shoot fire at other characters. It is not, like in the Mario series, similar to the Fireball attack, but to Bowser's Fire Breath.
Balloon Fight SSBM Flipper icon.png
Flipper
When thrown, the Flipper stops hovering in the air, creating an obstacle for players. It can also repel projectiles.
SSBM Smash symbol.png SSBM Food icon.png
Food
The player's damage meter is reduced by a small amount. The actual amount varies from food to food.
SSBM Mario symbol.png SSBM Freezie icon.png
Freezie
The Freezie glides along the stage and can fall off edges. It can be destroyed before it has been picked up. It can be used to freeze other players in an ice block when throwing it at them. Using fiery attacks will make them normal again.
SSBM Mario symbol.png SSBM Green Shell icon.png
Green Shell
The Green Shell can be thrown, and then slides along the ground, being able to hit multiple characters.
SSBM Donkey Kong symbol.png SSBM Hammer icon.png
Hammer
A massive hammer from Donkey Kong. If picked up, it can do great damage, the hammer of the top of the head will stay on all the time from now on.
SSBM The Legend of Zelda symbol.png SSBM Heart Container icon.png
Heart Container
The Heart Container reduces the player's damage meter by 100%.
SSBM Smash symbol.png SSBM Home-Run Bat icon.png
Home-Run Bat
When a smash attack is performed with a Home-Run Bat, the hit character is knocked out instantly. It is also featured in the Home-Run Contest.
Panel de Pon SSBM Lip's Stick icon.png
Lip's Stick
The character hit by Lip's Stick gets a flower on their head, which is doing continuous little damage. The more often a character is hit, the bigger the flower grows, and the more damage it will do.
SSBM Kirby symbol.png SSBM Maxim Tomato icon.png
Maxim Tomato
The player's damage meter is reduced by 50% when picked up.
SSBM Mario symbol.png SSBM Metal Box icon.png
Metal Box
Hitting the Metal Box makes the player metal. They weigh a lot and cannot be thrown off the stage easily; but if they are thrown off, they cannot jump easily and it is harder to survive for them.
GoldenEye 007 /
Perfect Dark
SSBM Motion-Sensor Bomb icon.png
Motion-Sensor Bomb
When placed on the ground, the ceiling, or the side of a ledge, the Motion-Sensor Bomb stays on the ground and explodes when someone touches it.
SSBM Earthbound symbol.png SSBM Mr Saturn icon.png
Mr. Saturn
They are used to throw it at other characters. When they are caught by the player again, they do not vanish, and can hit the other character many times.
SSBM Kirby symbol.png SSBM Parasol icon.png
Parasol
The Parasol can be used to hit other characters. When falling, the character holding the parasol glides down slowly.
SSBM Smash symbol.png SSBM Party Ball icon.png
Party Ball
When the Party Ball opens, items appear at random. There is a high chance that the items will be Food or Bob-ombs.
SSBM Mario symbol.png SSBM Poison Mushroom icon.png
Poison Mushroom
The opposite of Super Mushrooms. The player shrinks, gets easier to K.O., and is weaker; but they also become more flexible and has more evasion.
SSBM Pokemon symbol.png SSBM Poke Ball icon.png
Poké Ball
When the Poké Ball is opened, a Pokémon appears. The effect of the Pokémon varies, but they mostly involve attacking the players' enemies without hurting their owner. However, some Pokémon hurt all players within their range.
SSBM Smash symbol.png SSBM Ray Gun icon.png
Ray Gun
The Ray Gun can shoot out laser beams. It has 14 beams before it runs out.
SSBM Mario symbol.png SSBM Red Shell icon.png
Red Shell
The Red Shell is much like the Green Shell, but does less damage, homes in on characters, and cannot fall off the stage.
SSBM Metroid symbol.png SSBM Screw Attack icon.png
Screw Attack
As long as a character is holding the Screw Attack in their hand, their jump is in the form of Samus's Screw Attack move. When another character is hit by it, they also do that jump and take damage.
SSBM Mario symbol.png SSBM Starman icon.png
Starman
The Starman makes players invincible for a moment. They do not take damage from their enemies and cannot be hit or grabbed, but they can still fall off the stage and get knocked out this way.
SSBM Kirby symbol.png SSBM Star Rod icon.png
Star Rod
When the Star Rod is used, stars come flying out of it, hitting other characters. The Star Rod has limited use and when all stars have run out, the Star Rod cannot shoot stars anymore.
SSBM Mario symbol.png SSBM Super Mushroom icon.png
Super Mushroom
It makes the player larger, and thus become stronger, harder to K.O., but easier to hit (due to the size) and less flexible.
SNES peripheral SSBM Super Scope icon.png
Super Scope
The Super Scope shoots out many small energy balls, or, when charged up, up to three big energy balls. When it runs out of ammo, no more energy balls can fly out of it.
SSBM Kirby symbol.png SSBM Warp Star icon.png
Warp Star
The character who picks the Warp Star up flies up into the air, and then crashes right back down, causing an explosion that damages other players. By tilting the Control Stick while in the air, the player can take influence on the landing point.

Containers[edit]

All containers originate from the Super Smash Bros. series. They contain item(s), and can be picked up and thrown at opponents. Although Party Balls also count as a container, they are grouped with the regular items in the Item Switch menu.

Item Description
Barrel The Barrel contains a single random item, which can be released by smashing the barrel or throwing it against a wall. When thrown to the ground, it will roll onward and hit players.
Capsule The Capsule contains a single random item that is small. It can be easily thrown and sometimes explodes when hitting the wall or a character.
Crate The Crate contains three different random items. Sometimes, it explodes when hit.

1-P Mode[edit]

Classic[edit]

Mario faces Kirby in stage 1
Main article: Classic Mode

The Classic mode is based on the single-player mode of the game's predecessor. However, it is no longer set what opponents will be fought and where. They are chosen randomly. Still, there is a set pattern for the battles. For setup, the players choose the difficulty (very easy - easy - normal - hard - very hard) and the number of lives (1 - 5) they will have for the whole mode.

All battles are in stock mode, with the opponents having one life, and a five-minute time limit (if in a rare case that if time runs out in a battle, the player will lose one life and will have to play that stage again from the beginning). The arena is one of the opponent's home arenas. There are also three bonus stages. When failing in one of them, the players do not lose a life for their upcoming battles.

When the players run out of stock lives during the mode's progress, they can use a continue to gain all lives again, but they lose points for that, and at any setting except for Very Easy, they will have to pay coins for the Continue. Those coins are won in any regular battle by performing smash attacks, or in the Bonus Stages of the Classic Mode. They can also be used to pay for the Continue in the Adventure and All-Star mode and in the Trophy Lottery mode.

Adventure[edit]

Mushroom Kingdom intro
Main article: Adventure

Adventure is a mode taking place in most of the worlds of the games featured in Super Smash Bros. Melee. It features some special side-scrolling stages only available in adventure mode. As in the Classic Mode, the player chooses the difficulty (very easy - easy - normal - hard - very hard) and the number of lives (1 - 5) they will have for the whole mode.

When the player runs out of stock lives during the mode's progress, they can use a continue to gain all lives again at the cost of some coins, but a penalty is received (it is Continuation, which subtracts 20,000 from the player's current score). Coins are won in any regular battle by performing smash attacks, or in the Bonus Stages of the Classic Mode. They can also be used to pay for the Continue in the Classic and All-Star mode and in the Trophy Lottery mode.

All-Star[edit]

The rest area
Main article: All-Star Mode

The All-Star mode can be unlocked by unlocking all secret characters. Unlike other modes, players only have one life for the whole mode, and their percentage of damage is not set back after a battle. However, players can use up to three Heart Containers to restore their health. For setup, they choose the difficulty setting (very easy - easy - normal - hard - very hard). Unlike the other game modes, this one does not have a time limit.

In the All-Star mode, players have to fight all 25 characters of the game. All battles are in the stock system, with each combatant having one life. When players get defeated in a battle, they can use a continue to continue playing, but they lose half of their points for that, and will have to pay coins. Those coins are won in any regular battle by performing smash attacks, or in the Bonus Stages of the Classic Mode. They can also be used to pay for the Continue in the Classic and Adventure mode and in the Trophy Lottery mode.

Event Match[edit]

Main article: Event Match

Event matches are specially designed missions. They have a certain goal to be achieved. All the player can choose is his character, though even that is pre-defined sometimes. Event matches can break the rules of a normal battle in Super Smash Bros. Melee. The following table provides a rules summary of each of the 51 event matches.

Stadium[edit]

In the Stadium, special minigames are available. Each minigame opens the way to unlock one of the Past Stages from the original Super Smash Bros.

  • Target Test: Here the player can play the Break the Targets! minigame, as it appears in Classic mode, but without a time limit.
  • Home-Run Contest: The goal of the Home-Run Contest is to throw the Sandbag as far as possible. The player gets a Home-Run Bat to do this. The player has ten seconds to damage the Sandbag before hitting it, so that it will fly farther away.
  • Multi-Man Melee: In this special mode the goal is to fight Fighting Wire Frames.
  • 10-Man Melee: The player has to KO 10 Wire Frames in the fastest time possible.
  • 100-Man Melee: The player has to KO 100 Wire Frames in the fastest time possible. When winning, the player can unlock Falco.
  • 3-Minute Melee: The player has 3 minutes to KO as many Wire Frames as possible.
  • 15-Minute Melee: The player has 15 minutes to KO as many Wire Frames as possible. When winning, the player can unlock the Past Kongo Jungle stage.
  • Endless Melee: The player has an unlimited amount of time to KO as many Wire Frames as possible.
  • Cruel Melee: As in Endless Melee, there is an unlimited amount of time. However, there are no items, the Wire Frames are harder to KO, and the player can get KO'd easily at low damage percentages.

Training[edit]

Main article: Training

The player can practice here. There are no rules such as Stock or Time, and the opponent can be controlled either by the Training menu, and set to actions such as walking and standing, or by a human player. Items can be created to practice with them specially. When the player performs standard combos here, the maximum number of combos is saved for each playable character, and the player can unlock several Trophies when getting a high number of them.

VS mode[edit]

Melee[edit]

Mario in midjump
Main article: Smash

Melee mode allows players to set up the battles entirely for themselves. They can freely choose their characters, the stage, and have a variety of modes to play in. When using names, records are saved for the Melee mode which can be viewed in the Data menu. Up to four players can join the fight, either human or CPU-controlled players. It is possible to only let CPU players fight against each other.

Players choose their characters from the selection screen, and human players can set names for their characters to be displayed above the characters' heads during battle, and also recognizing the battle for their individual Melee Records rating. Multiple players can choose the same character to play as, and the characters then come in alternate outfits for each player. Each character has at least three alternate outfits for the team color red, blue, and green, but there can be up to six different costumes. Some costumes feature gimmicks; for example, one of Peach's costumes looks like Daisy, and Mario has an outfit in Wario's colors. When the same characters are on a team, they appear in different shadings.

The CPU levels range from 1 to 9, with 9 being the most advanced AI. An optional handicap mode also ranges from 1 to 9. The handicap determines how fast a character is knocked out by other fighters, items, and the stage environment. After all preferences have been set, players can go to the stage selection screen, where they select a stage to fight on or a random one to play on.

As the battle ends, the players get to the battle results screen, where they can view their KO scores, a list of their bonus points, and special statistics about their movements. These lists are available in all the VS Game Modes, except for Camera Mode and Stamina Mode.

Tournament mode[edit]

Main article: Tournament

Tournament: In this mode, played as a single-elimination tournament, the winner of a battle passes on to the next round CPU-only matches can be skipped. The number of combatants per battle ranges from 2 to 4. The number of entrants is selected and can be up to 64. It is selected how many humans are among the competing players. The stage selection mode is selected; "Single Random" chooses a stage at random on that every match of the tournament is played, "Always Different" chooses a new random stage for each battle, "Choose First" lets the player select the stage for the tournament in the beginning and "Choose All" lets the player choose a new stage for each match of the tournament. The level of additional computer opponents can be set from 1 to 9, applied to all, or to a random value applied to each CPU player. The rules settings for the battles have the same choices as the VS mode. Each player chooses their character and the tournament begins.

Winner out/Loser out: This mode is for human players only. A number of players fight against each other. The winner or the loser of the match, depending on the setting, gives his controller to the next player waiting for his turn to come. This continues endlessly, until the mode is canceled. Players are free to change their characters while the tournament is ongoing. When they hold down L Button and R Button, their character image changes to a Ditto, the placeholder for a random character. Here, too, the number of combatants per battle ranges from 2 to 4, and the number of entrants can be up to 64. The stage selection mode has the same options as in the regular tournament.

Special Melee[edit]

Main article: Special Melee

This mode offers a couple of different rules settings for the Melee mode. Any records (such as amount of KOs) are not counted.

Name Description
Camera Mode In this mode, the players can take screenshots. These screenshots are saved on the memory card. The number of blocks a screenshot takes is defined by how many objects are visible on it.
Stamina Mode As it is seen at the Master Hand in Classic mode, players have 150 HP instead of percentage of damage. The player gets KO'd if their HP hits 0. The amount of HP the players start with, however, cannot be changed.
Super Sudden Death All players start with 300% damage. This will cause them to be knocked out almost instantly when hit by a strong attack.
Giant Melee All players are giant, as if they had taken Super Mushrooms. Handicaps do not work properly for this game mode.
Tiny Melee All players are tiny, as if they had taken Poison Mushrooms. Handicaps do not work properly for this game mode.
Invisible Melee All players are invisible, as if they had Cloaking Devices.
Fixed Camera Mode The camera is zoomed out as far as possible, showing the whole stage, and does not move during the battle.
Single-Button Mode Only the Control Stick and the A Button button work in this mode, allowing only basic attacks. This mode is designed for beginners, but it renders the Y Button and X Button buttons useless. The Camera stick can still be used.
Lightning Melee In this mode, the game plays a lot faster, making it hard for players to execute and react on attacks.
Slo-Mo Melee The opposite of Lightning Melee. The game is a lot slower, making it easier to execute and react on attacks.

Trophies[edit]

A close-up and description of a Mario trophy
Main article: List of trophies in Super Smash Bros. Melee

Trophies can be collected in single-player mode, won in the special lottery mode, or acquired on special events, such as playing a certain number of matches in VS mode. There are 290 trophies in the game (293 in the Japanese version, 292 in the PAL version), with a large percentage being Mario series characters, items, and locations. Each of the playable characters have three trophies. One explains the character's backstory in the game they originated from, and is collected by completing Classic mode. The other two explain their Super Smash Bros. Melee background. They can be collected by completing the Adventure and All-Star mode with them, or by completing a sufficient amount of VS mode matches with the respective character.

Unlockable features[edit]

When unlocking any of the secret characters, the player first has to beat them in a stock battle with one life each. When the player loses, several characters will appear again after the player has played the next VS match. Other characters require the player to achieve the task again. In addition to their special method of unlocking, all characters can alternately be unlocked by playing a certain number of matches in the VS mode.

Character First unlock method # of VS matches
Jigglypuff Completing the Classic or Adventure Mode with any character. 50
Dr. Mario Completing the Classic or Adventure Mode with Mario without using a continue. 100
Pichu Beating Event Match #37 200
Falco Completing the 100-Man Melee. 300
Marth Completing or failing Classic or Adventure Mode with all default characters or playing as every default character in Vs. Mode. 400
Young Link Completing the Classic or Adventure Mode with ten different characters. 500
Ganondorf Completing Event Match #29. 600
Mewtwo Playing in the Vs. mode for 20 hours with one controller, ten hours with two controllers, six hours with three controllers or four hours with four controllers. 700
Luigi Finishing the first stage of the Adventure Mode with a XX:X2:XX on the countdown timer, then defeating Luigi in the battle on Princess Peach's Castle, and fighting Luigi at the end of the Adventure Mode again. 800
Roy Completing the Classic or Adventure Mode with Marth without using a continue. 900
Mr. Game & Watch Completing the Classic Mode, Adventure or Break the Targets with all other 24 characters. 1000

There is only one method to unlock the stages, and the player does not have to unlock them by an additional battle like the characters.

Stage How to unlock
Battefield Beating the All-Star mode.
Brinstar Depths Playing 50 VS matches.
Fourside Playing 100 VS matches.
Big Blue Playing 150 VS matches.
Poké Floats Playing 200 VS matches.
Dream Land Beating the Target Test with all 25 characters.
Final Destination Beating Event Match #51.
Flat Zone Beating the Classic Mode with Mr. Game & Watch.
Kongo Jungle Beating the 15-Minute Melee.
Mushroom Kingdom II Getting the Birdo or Pidgit Trophies.
Yoshi's Island Getting the Sandbag over the 400 meter/1,325 feet mark at the Home-Run Contest.

Soundtrack[edit]

Each stage has a track from the game it is from, and some stages also have alternate music tracks which are not necessarily from the game the stage is from. The alternate music is heard more rarely than the regular one. However, the player can force the game to play a stage's alternate music by holding L Button or R Button when selecting a stage on the stage selection screen. If more than one player is playing, however, every player has to do this action to get the alternate music.

When all stages are unlocked, the player gains access to the Sound Test, where the player can play all music tracks and voices from the game, and might occasionally hear an alternate music track in the menu. Also, if the player uses sound test and then opens the trophy gallery, whichever song was played last in sound test is played in the trophy gallery. However, the music has to loop, or else it will not be played in the trophy gallery.

An orchestrated version of the game's soundtrack was released as a special CD known as Super Smash Bros. Melee: Smashing...Live!.

Reception[edit]

Super Smash Bros. Melee received very positive reviews from most critics. The game came in sixth for two GameFAQs events: the Best...Game...Ever contest and as a poll for the 100 best games ever. Nintendo Power named Super Smash Bros. Melee the 16th best game ever to appear on a Nintendo console, and "Game of the Year" in 2001. IGN gave Super Smash Bros. Melee a rating of 9.6 out of 10, and ranked it as the 3rd best Nintendo GameCube game, out of all GameCube games released to date. Electronic Gaming Monthly gave the game a 9.5 out of 10, and it was ranked 92nd on their "Top 200 Games of Their Time" list. Super Smash Bros. Melee was even ranked as the 3rd best Video Game of all time during the 2001 Penny Arcade Award Ceremony.

Super Smash Bros. Melee was praised for its increased number of modes and characters, as well as improved graphics. The inclusion of the Adventure Mode and Event Match was highly complimented. Overall, the game's critical reception was very positive, and the game still continues to be a gamer favorite, being frequently played at tournaments alongside more traditional fighting games such as Street Fighter.

Reviews
Release Reviewer, Publication Score Comment
Nintendo GameCube Tom "Mugwum" Bramwell,
Eurogamer
10/10 Overall it’s an exotic cocktail of entertainment for Nintendo fans, who will slurp up every last drop, and if you want to talk about longevity, I’ve had this game on import for about six months and I still haven’t finished it. People talk about killer apps and games that sell systems, and if you can put aside any preconceptions of this as a kiddie title or a game for beat ‘em up virgins only, then you will have one of the finest videogames ever to issue forth from the caring hands of a developer. One to be remembered, and definitely one to own.
Nintendo GameCube Bryn "hardcore_pawn" Williams,
Gamespy
9/10 here is no doubt that Super Smash Bros. Melee is one the top games on the GameCube and will be a huge hit this Christmas. But does it really do that much more than the original N64 title? In terms of design, control and gameplay, it doesn't. Instead, Super Smash Bros. Melee adds, adds and adds some more fun to the already superb original game. The extra attention to detail, characters, sights and sounds are a Nintendo enthusiasts' wet dream. Be assured that all those people you call friends that stare at the TV screen in total disbelief and utter confusion at the carnage they are witnessing will soon be sniffing around that spare joypad, wondering how they can get in on the action. HAL and Nintendo have done a stellar job at bringing a massive amount of in-depth fun to the GameCube. This is one game you won't put down until every technique, option and secret has been revealed.
Nintendo GameCube Miguel Lopez,
GameSpot
8.9/10 Super Smash Bros. Melee has clearly been designed to appeal, foremost, to Nintendo's die-hard fans. Those who are familiar with the company's long and illustrious history will no doubt enjoy the game much more than the casual passerby. Judged on its own merits, though, Nintendo's spastic tribute to itself stands quite strong as one of the most engaging multiplayer games available for any console platform. Nintendo's last console was especially strong in the multiplayer department, and, if games like Melee are any indication, the GameCube seems like it will be too. Super Smash Bros. Melee is simply a huge game that, while best enjoyed in the company of others, will also keep the lone, die-hard fan busy for a good, long while.
Aggregators
Compiler Platform / Score
Metacritic 92
GameRankings 90.52%

Competitive players[edit]

There is a large community of advanced Melee players who utilize techniques that casual players are generally unaware of, such as Wave dashing and L-Cancelling. There is even a school that helps players play the game more professionally.[citation needed]

Super Smash Bros. Melee is one of the more popular games to play at video game tournaments. In 2004, the game was added to the Major League Gaming's game roster. The tournaments have been covered in several video game-related magazines including Nintendo Power.

Some time after its release Super Smash Bros. Brawl was deemed too uncompetitive, so Super Smash Bros. Melee returned to be the most prominent competitive Super Smash Bros. game.

At EVO 2013, Super Smash Bros. Melee was shown as the third stream, and gathered the largest viewership that year. At EVO 2014, Super Smash Bros. Melee returned, this time with the endorsement of Nintendo. Reggie Fils-Aimé even gave a message before the finals. Despite Nintendo's endorsement,Super Smash Bros. Melee was the second most viewed game at EVO 2014, with Marvel vs. Capcom 3 being the first.

Staff[edit]

Main article: List of Super Smash Bros. Melee staff

Voice actors[edit]

Character(s) Voice actor
Mario, Luigi, Dr. Mario Charles Martinet
Princess Peach Jen Taylor
Link Nobuyuki Hiyama
Kirby, Ness Makiko Ohmoto
Yoshi Kazumi Totaka
Fox McCloud Shinobu Satouchi
Fox McCloud (cutscene) Steve Malpass
Pikachu Ikue Ohtani
Captain Falcon Ryo Horikawa
Jigglypuff (English) Rachael Lillis
Jigglypuff (Japanese) Mika Kanai
Jigglypuff (French) Guylaine Gibert
Jigglypuff (German) Mara Winzer
Ganondorf Takashi Nagasako
Popo, Nana Sanae Kobayashi
Zelda, Sheik Jun Mizusawa
Young Link Fujiko Takimoto
Falco Lombardi Hisao Egawa
Falco Lombardi (cutscene) Ben Cullum
Pichu Satomi Koorogi
Mewtwo Masachika Ichimura
Marth Hikaru Midorikawa
Roy Jun Fukuyama
Announcer, Master Hand, Crazy Hand Dean Harrington

Pre-release and unused content[edit]

Main article: List of Super Smash Bros. Melee pre-release and unused content

Through the use of an Action Replay, many unused/unfinished stages can be found. The first is a large, gray stage with the background appearing to be some kind of pub. The music is the same as used on Fox McCloud and Falco Lombardi's stage Corneria. This is assumed to be a test stage because of its name, which on the debug menu is TEST. There are three other stages, "AKANEIA" (a possible predecessor to Castle Siege from Super Smash Bros. Brawl, a home world for Fire Emblem), "10-2", and "Dummy", which all crash the game when loaded. The last stage is named IceTop, which simply loads Icicle Mountain except without music.

Glitches[edit]

Main article: List of Super Smash Bros. Melee glitches

Ice Climbers freeze[edit]

Pick the Ice Climbers, and while wall walking up to the opponent, make the partner (Nana if the player is Popo and vice versa) grab the opponent, then, right as they have the player enemy grabbed have their main Ice Climber do Side+B. The opponent should now be frozen in place. Simply use a Screw Attack item to get them unfrozen. This does not seem to cause any damage to the disc.

Infinite Super Scope glitch[edit]

There is an in-game glitch to get an infinite super scope that will never run out of bullets. It is obtained by shooting fifteen small shots then two charged shots and during charging of the third shot the player must get hit, that will result in an infinite super scope. If the player throws the scope, it will then disappear.

Gallery[edit]

For this subject's image gallery, see Gallery:Super Smash Bros. Melee.

Name in other languages[edit]

Language Name Meaning
Japanese 大乱闘スマッシュブラザーズDX
Dairantō Sumasshu Burazāzu Derakkusu
Great Fray Smash Brothers Deluxe
Korean 대난투 스매시브라더스 DX
Daenantu Seumaesi Beuradeoseu DX
Great Fray Smash Brothers Deluxe

Trivia[edit]

  • In Classic Mode, for some unknown reason, the player never fights against Ganondorf or Roy. Ganondorf appears only as a teammate in Classic Mode, while Roy never appears at all as a CPU player. In addition, Zelda is never a teammate for the player in that game mode. Also, the player only fights Mr. Game & Watch in the multi-man battle.
  • Super Smash Bros. Melee is not only the first in its franchise to be Teen-rated, but it's also the first time that any of those Nintendo characters that appear in-game, with the exception of Fire Emblem characters, appeared in a game rated Teen or a foreign equivalent.
  • There were three versions of this game released in the NTSC format. The first version was 1.0 NTSC DOL-GALE 0-00, which was the original version with the words "Nintendo's best in 4-player action" labeled on the front. The second version was 1.1 NTSC DOL-GALE 0-01, which was the Player's Choice version. The last version was 1.2 NTSC DOL-GALE 0-02, which had the words "Best Seller" labeled on the front. While the first two had the original "Official Nintendo Seal of Quality" labeled on the boxes and the discs, the last version had Nintendo's revised "Official Nintendo Seal" on the box due to the patch being released after December of 2003. Despite this, the seal on the updated disc still says "Official Nintendo Seal of Quality". Each newer version had different patches and gameplay improvements.
  • This is the first GameCube game appearance for all of the playable characters excluding Mario, Luigi, and Bowser, whose first appearance in a GameCube game was Luigi's Mansion.
    • However, Mario and Bowser were not playable on the GameCube until this game, making Luigi the only playable character in Super Smash Bros. Melee to be playable in a previous GameCube game, as Luigi's Mansion was released before Melee.

External links[edit]

Reference[edit]