The title still stands as the GameCube's best-selling game, with over 7 million copies being purchased during the system's lifespan. December 3 marks the 10th anniversary of Melee here in the United States. In fact looking back, Sakurai still regards Melee as the "sharpest" entry in the series. More remarkable was that the game was made in record time - just 13 months - with director Masahiro Sakurai working stretches of 40 hours at a time. All in all, Melee built upon the Smash Bros.
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Does anyone like Brawl's tripping mechanic? And while a pro player scene certainly emerged, no characters like Meta Knight, have been banned from competitive play - the roster might be smaller than Brawl, but it seems to have proven more balanced. Melee also featured a more nuanced shield system that suited the GameCube's analog shoulder buttons, and didn't go to extremes to weaken advanced techniques like wave-dashing. Character move sets were diverse and powerful, yet didn't necessarily go to the extremes that Smash Moves did with Brawl. Melee was bigger than its predecessor in every way, but it managed to find a gameplay balance that might best be described as sitting between the original game and Brawl. Brawl would take this concept to an entirely different level, almost doubling the available collectibles. True fans would attempt to collect all 290 trophies, and each would come with its own biography, including a listing of its first appearance. Though completely optional and removed from the core battle mechanics, these items were incredibly addictive, as the included characters and items spanned Nintendo's entire history. These collectible figurines were first introduced in Melee, able to be acquired through a lottery driven by the acquisition of coins in battle. title, it's worth pointing out another critical element of the game - trophies. While key game attributes like stages, characters and items are critical to any Smash Bros. Final Destination, a staple of veteran players looking to focus on skill rather than tricks and traps, also made its debut here. Melee's settings were far more dynamic and interactive, some even scrolling vertically and horizontally like classic platforming stages might. The original game's rather paltry selection of nine stages boosted dramatically up to an incredible 29 locations, some of which were carbon copies of previous creations. Game & Watch back into the spotlight after decades away. Rather unconventional franchises were tapped, bringing characters like Ice Climbers and Mr. Significant foes and allies of Mario and Link finally arrived as well - Ganondorf, Peach, Young Link, Princess Zelda and Bowser were all now playable. Two new Pokemon, Mewtwo and Pichu, entered the fray. Fire Emblem, a franchise that had only been featured in Japan up until that point, found its way into Melee with not one but two characters. While the original Nintendo 64 game featured relatively obvious mascots, its sequel expanded its reach while retaining the entire original cast. Melee radically expanded its roster from 12 characters to 26. Much like Brawl, nothing was hidden to those who wanted to know everything. (Some things never seem to change.) Indeed, before the game even hit shelves, details about all of the secret characters and stages had been revealed. The hunt for information on Melee was more of a scramble, featuring leaked documents, secret test sessions across the nation and, of course, translations from Japanese websites. Brawl through its Dojo website, which revealed new concepts, characters and stages on an almost-daily basis. No doubt many of you recall Nintendo's roll out of Super Smash Bros.