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Super Smash Bros. Melee

  • 2001
  • GameCube
  • HAL Laboratory / Nintendo
  • disc home console
  • 6th generation

History

Super Smash Bros. Melee sped the Nintendo 64 fighter up until a wavedash became a real technique instead of a glitch to ignore. Trophies turn the menus into a museum of props from older Nintendo games.

Masahiro Sakurai and HAL Laboratory built it as a GameCube launch-window game with a roster far larger than the first Smash, plus trophies that act as a museum of Nintendo props. Adventure mode, event matches, and a brutal single-player climb sit beside a versus mode that tournaments adopted.

Wavedashing, L-canceling, and character-specific movement turned Melee into a competitive game with a scene Nintendo did not design and, for years, did not sponsor. That split, between a party fighter and a lived-in ruleset, is the reason the disc is still on tournament setups.

Brawl, Wii U, and Ultimate changed the physics on purpose. They are other pages. This one is Super Smash Bros. Melee.

Related in this catalog

Same series is the tight name match. Same franchise is the wider family. Same platform is other games on the systems named above.

Same series

Same franchise

The series list above is the whole family set in this catalog.

Same platform

RAWG record

RAWG rating4.36 / 5
Ratings374
RAWG date2001-11-21
ESRB on RAWGEveryone 10+
GenresAction, Fighting
DevelopersNot listed
PublishersNot listed
Platforms on RAWGgamecube

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