Friday, July 8, 2016

Super Smash Bros. Melee Review

Super Smash Bros. Melee review
Super Smash Bros. Melee. What can I say about this game that hasn’t already been said? It has such a huge following that has been ever so loyal to it for over 13 years now. People are still playing it at tournaments and with their friends. It is truly a timeless classic. Today I am continuing my Smash a thon by reviewing Melee, the second and definitely most popular game in the series. Many people including Sakurai himself consider this the best Smash Bros. Do I agree? You will see as I smash apart this gargantuan behemoth of a game.


(Graphics)Melee has aged a good bit since launch, but one thing that certainly still looks remarkable to this day is the godly intro. The intro was made to show off the power of the Gamecube as this was a launch title, and the intro more than delivered. The intro gets you so hyped and so pumped up. All your favorite Nintendo characters ready to smack the pixels out of each other! All of them available at launch! To this day there hasn’t been a launch of a Nintendo or even gaming platform that showcases its characters in the new technology of the system better than this game. The models are nice and colorful and the game runs at an amazing lightning speed. Even though it’s really fast, it’s slow enough for you to know what you’re doing. This game is definitely the fastest Smash Bros. game to date, no doubt about it. Many people like Melee so much because of the speed. (Gameplay part 1) This game has a ton of different modes. In multiplayer mode, which is in my opinion one of the best multiplayer modes in gaming history, you can fight your friends in up to 4 player matches. There are team battles where you can team up with someone against other characters. If you don’t have friends to play with like me, you can fight CPU-controlled characters. I do this all the time to hone my skills. You can choose between stock, coin, bonus, and timed matches. Stock matches are where you have a certain amount of lives (the limit is 99) and the character that is the last one standing wins. The game also calls these matches survival.  Coin matches are where you collect coins from dealing damage to your opponent(s). You loose coins when you are hit. The one with the most coins when time is called wins. Timed matches are where you set a time limit and you fight until time is called. Whoever has the least amount of deaths wins. If it’s a tie, then you go to sudden death where all of the characters that tied for least deaths are set to having 300% damage. Whoever ends up winning sudden death winds the match. You can set a time limit for stock matches as well. There are also special Melees, where you can do stuff like have everyone be big or invisible or even have health instead of percentages. There’s a Tournament mode where you create a bracket, select the participating characters, and see it out to the end. You don’t have to watch all of the matches but if you participate then you have to fight. Also, there are a ton of different special battles you can do such as Tiny Melee where all of the fighters are tiny or Giant Melee where everyone is big. The single player mode from the previous game is back and it has ever since been called Classic Mode. Not much has changed here, there are just some extra things smuggled in there like a trophy collecting mini-game and you no longer have a set path of characters to fight every time you play. What fighters will appear at what point will always be different. The rest of the single player mode includes Adventure, All-Star, and Stadium mode. Adventure Mode is basically a more drawn-out Classic mode. You have some side-scrolling level parts with enemies taken from the games that fighters hail from. You reach the end of each level to fight a character. It’s rather fun but it can sometimes feel too long. Stadium mode includes Target Test, Home Run Contest, and Multi-Man Melee. Target Test is exactly the way it was in Smash 64 only with more levels because there are more playable characters in this game. Home Run contest where you have 10 seconds to hit Sandbag, the cutest punching bag I’ve ever seen, out of a small barrier with a Home Run bat. You can use some attacks to increase its percentage to it’ll go farther, but I can almost never find a compromise of time to damage it and hit it with the bat. Multi-Man Melee includes several different challenges where you fight off against a bunch wireframed fighters. The challenges include 10-man or 100-man melee where you have to defeat a certain amount of them, or 10 or 15 minute Melee where you fight off as many of them as you can without dying in the give amount of time. There’s also Endless Melee where you just fight as many of them as you can for as long as you can. Cruel Melee is where you fight a small but insanely strong amount of wireframe fighters. All-Star Mode is unlockable by getting all of the characters. It’s basically just a boss endurance mode with all of the fighters in the game, except you can choose to continue. Like Kirby and Kid Icarus Uprising’s boss rushes, you have a rest area between each fight where you can choose to restore your health. There’s also a new thing introduced in this game called trophies. Trophies are collectable trophies of characters, stages, items, and other things. You get trophies of the playable characters every time you finish Classic, All-Star, or Adventure mode. Trophies are a great way to learn some more about the world the characters in Smash as well as Nintendo as a whole come from. There are Event Matches where you play through 51 different battles with special settings to them such as and event where you have to separate the Ice Climbers or one where you can’t let Sheik transform into Zelda. Event 50 will kick your ass. You have to fight Master Hand and Crazy hand at the same time and defeat both of them individually with only 1 stock. Event 51 has you fighting Mewtwo, Giga Bowser, and Ganondorf all ganged up against you, sure, but at least you get 3 stocks for that one. I felt so satisfied when I finally beat all of these events and unlocked the infamous Final Destination. This game has an amazing variety of content and modes that’ll keep you coming back to this game for years. The crazy thing is that future Smash Bros. games have even more content stuffed into them!

Now on to the playable characters!
(Gameplay part 2)
So first off I’ll get the veterans out of the way. Most of them received major upgrades, especially thanks to the addition of the side special, but I’ve already talked about these characters in my previous review and don’t want to be too repetitive.
Mario’s biggest change from Smash 64 is that he now has a reflector cape for his side B. It can also be good for horizontal recovery.
Luigi was changed up a good bit from the original game. His biggest change is the addition of a side B, which for him is a charge-up rocket attack. He’s still mostly a clone of Mario but he has some more things that distinguish him from his older brother. However, he was made to be even more different from Mario later on in the series.

Link is a considerably good character in this game. They changed up his moveset a bit, giving him his famous bow-and-arrow for a neutral special while converting his boomerang into a side special. Link might be pretty good in this game, but I find him annoying to fight on Lv. 9 CPUs.

Samus is MUCH better in this game than in the original. The only major change in her moveset was that she was given missiles for her side B, but the overall feel of Samus is way better than before.
Donkey Kong is a pretty fun character to use. His Side B is  headbutt that, if landed, can leave your opponent buried into the ground, which opens them up for another attack. Other than that, DK is relatively the same. His biggest flaw, however, is that since he’s so big, he is open for attack and is combo food for a lot of characters.

Fox is considered to be the overall best character in the game. Fox is very fast, has some solid KO power, and very good recovery. He is popular among the competitive scene especially, and Melee is mostly to thank for this. Go to a Melee tournament and you are pretty much guaranteed to see somebody playing Fox there. His Side B is a little dash attack in which he flashes across the stage at a high speed, piercing anybody in his path.

Kirby is pretty much the exact opposite of Fox in that he’s considered to be the absolute worst character in the game. I’d say that he’s definitely one of them, but not the worst. It’s so sad to see what happened to Kirby as I love using him in 64 and Brawl. He was given a hammer for his side B and his dash attack was changed to the dash attack Fire Kirby can use, but they did something to him and he feels kind of like garbage in this game. Trust me, it REALLY hurts to say that. He’s still rather fun to use though.

Yoshi, once again, is a character I do not use very often nor care for very much. His Side B, which is an egg roll, was a good addition to him however. It makes up for his lack of a 3rd jump option.
Jigglypuff is considered one of the best characters in the game with its many jumps, great air game, and most importantly, its rest move that if you hit it at just the right moment, it’ll send your opponents flying. Jigglypuff’s neutral B has been replaced with rollout, a move that works a lot like Yoshi’s Egg Roll except with less traction. Pound is Jigglypuff’s side B now. I don’t use Jigglypuff that much but can definitely see why other people do.
Captain Falcon rocks in this game. Like in the last game, he’s fast, hits hard, and has good combos. In this game, they’ve made him even better. His side B is the Raptor Boost, which is a diving punch of sorts that has a slightly different effect in the air than o the ground. It can spike in the air while on the ground it’s a pretty basic move with good maneuverability, making it a viable move for combos. Everything else that made the captain awesome is still in tact.
Ness’s side B is now PK fire, his neutral special in Smash 64. His new neutral special is PK Cross, which is a flashing ball-like shape of light that slowly rises above Ness. It explodes when the B button is released. I find Ness to be a pretty fun character to play as every now and then.

Now onto the characters that were introduced in this game.

Peach is a really good character and it was a very sensible pick to add to the game. Peach has a float maneuverability that lets her glide when jumping, giving her great air game and recovery. For extra height, she can use her up B, an umbrella that she floats down with after using. Her neutral B involves her taking Toad out of her dress. This attack only does something if Toad comes into direct contact with another move, spraying a small toxic wave of sorts. Her Side B involves her doing a forward butt pushing attack that’s slow but powerful. Her Down B involves her pulling out an item, usually a turnip that can be thrown at opponents. She sometimes will pull out Mr. Saturn from Earthbound or on very rare occasion a bob-omb. One of her smash attacks involves Peach swinging a tennis racket, a golf club, or a frying pan. Which one she uses is up to chance. The frying pan is the strongest. Peach is one of the most commonly used characters at Melee tournaments as well as one of the highest-ranking characters in the game’s tiers list. This is most likely because she has some of the best air game in Melee as well as recovery like I stated earlier along with some strong moves and good combo potential. She is light though, which lowers her defenses, and runs slowly. It takes a lot of skill to master Peach, but it’s definitely worth it from videos I’ve seen of her on the Internet.

Bowser is another character that was an obvious pick to add to the game. He’s a heavyweight power character, much like Donkey Kong. His Neutral B involves him spitting some fire. It’s very similar to how a Pokémon uses Flamethrower. His Side B is the Koopa Klaw, a move that in a way doubles as a special and a grab. Bowser grabs and bites his teeth into his opponents with this move and then lets them go. It doesn’t serve much purpose. His Down B is a ground pound that works just like Yoshi’s, except it covers more area because Bowser is bigger than Yoshi. Bowser’s Up B makes his shell spin, giving him some extra height, but is a mostly horizontal moving move. It’s his recovery move but it doesn’t help him much. Bowser is considered one of the worst characters in Melee and I have to agree. His attacks are slow and his large size makes him an easy character to execute combos onto. While his moves are powerful and he can take a lot of hits, they don’t do much to compensate for his shortcomings. Bowser also lacks range in his attacks, with the only real ranged move being his fire breath, which doesn’t even cover much range to begin with. Bowser’s heavy weight also makes it hard to recover with a recovery that’s not that good to begin with. However, when I say that he’s one of the worst characters in the game, I mean that by in 1v1 matches. Bowser is a much better character in 4 player matches because of his size combined with his powerful attacks. Despite that, this is still Bowser’s worst Smash Bros. incarnation.

Dr. Mario is one of a few “clone” characters in this game. His moves and animations are all taken from Mario and modified. He’s slower, heavier, but harder hitting than his plumber equivalent. Besides that, the main differences are that his Super Jump Punch covers less height than Mario’s does and instead of fireballs he throws pills. He’s pretty good in my opinion. He has a deadly side smash among other things.

Zelda is a character that utilizes a lot of magic, as she does in her own game. Most of the magic she uses is spells that can be casted by Link in Ocarina of Time. Her neutral B is Nayru’s Love, which is a spinning attack that covers her body and can also reflect projectiles. Her Side B is Din’s Fire, which is a projectile flame that explodes either when the button input for it is released or when it hits a wall. Zelda is pretty weak in my opinion, with moves that don’t hit very hard, poor defenses, and average speed. It could be my lack of understanding how to use her, though, so doesn’t jump on me for my opinion. However, her Down B transforms her into…
Sheik! Sheik is also one of the game’s top tier characters and is used frequently at tournaments. Sheik is very fast, both in running and attack speed. Her combo ability is arguably the best in the entire game. Sheik’s neutral B is a shot of needles that can be charged up to do more damage. Even when fully charged, the move doesn’t do much damage though. It’s best use is for gimping, which is a term used by fans to describe impeding a character’s recovery. Sheik’s side B is a dangly whip move that I don’t really see the purpose in. Shiek’s up B has her fading out, then coming back with the power of deku nuts. It’s a good recovery move as well as a damaging move. While Sheik’s specials are a bit lacking, her meat and potatoes lay in all of her other moves. Combining grabs with aerials and tilts/dash attacks with smash attacks is what makes her such a viable fighter. I believe Zelda is meant to be used with Sheik and you’re supposed to transform between the two depending on the situation, which is probably why I have a hard time understanding how to use Zelda in this game.

Ganondorf completes the triforce trio in Smash Bros. However, strangely enough, he is a clone of Captain Falcon of all characters in this game, despite the potential of an original Zelda series-oriented moveset for him. He’s basically slower and more powerful than Captain Falcon. I will say though, his moveset still complements him well since the moves are very powerful and look like moves Ganondorf would use in the Zelda games. Heck, I didn’t even know he was a clone until I found out about it on the Internet. Ganondorfs specials are basically the same as Captain Falcon’s, just with different speed and power, while his aerials and tilts are a bit different. He doesn’t have the knee like the captain; instead he has a forward slamming punch. His down air has an added electric effect that I think has more hitstun on it than that of Captain Falcon. His up tilt is a charge up leg slam rather than a simple leg slam. His neutral tilt has an electrical effect if hit at the right moment as well. Ganondorf is a pretty fun character to play as and can seriously ruin his opponents’ day while keeping a smug facial expression, which is something that is very like him to do. So while he might not exactly have moves pulled from his source material, the personality is.

Young Link is another clone character in this game. This time he’s a clone of his 7-year-older equivalent of the same name. Young Link is faster but isn’t as strong as regular Link and is lighter. I find him to be my least favorite character with the Link playstyle in the series. I just don’t get much enjoyment out of playing him. His sword has very little range compared to Link and even Toon Link who was introduced in the game after Young Link was. The reduced sword range feels off to me, especially since I main Toon Link in Brawl and Smash 4. Young Link’s neutral B has him using fire arrows instead of regular arrows. While this is nice, I have a better time with regular arrows. It’s just my preference. I feel that he could’ve used his slingshot instead as his neutral B, seeing how you can only use the slingshot as the younger Link in Ocarina of Time while the bow and arrow is the adult equivalent. He does use the arrows in Majora’s Mask, so I guess it makes sense. I feel that Young Link is based off of his Majora’s Mask appearance rather than Ocarina of Time, which works since you were playing as the same Link in both games. He didn’t have the Deku Shield in Majora’s Mask though, so it’s more of a combination then anything. It would’ve been cool for him to utilize his transformation mask abilities, but Nintendo was probably unable to due to time constraints since most clones are added late into development, or at least development of the roster. I prefer with Toon Link, thank you very much.

Falco is a clone of Fox and is one of the most popular characters in the whole series. His main differences are that he’s slower and more powerful than Fox and can jump higher. He’s a great character to jump with, his jumps allow you to use a move in the air at the exact spot you want to use is with ease. His lasers actually cause opponents to flinch, unlike Fox’s.  Falco, despite his differences, seems to always be right next to Fox on the tier list for Melee. He’s a great character; I even cleared Event 50 with him. Not my favorite but still a great fighter.

Marth is a very skill-based character. In order to master him, you need to keep his tipper sweetspot in mind. What that means is that his moves are stronger when they hit his opponents with the tip of his sword. This means you have to know to keep your distance with Marth in order to use him most effectively. His neutral B has him charging up his sword and then releasing it. I feel that its Brawl and Smash 4 versions are better as they compliment the tipper mechanic better. In this game it’s an overhead slash while in the subsequent Smash Bros. games it’s a forward thrust of the sword. His Side B is a dancing attack of sorts where you keep inputting the move while changing the direction at the right moment to use another attack right after that. This is another thing that gives Marth a higher learning curve compared to most of the other characters in Melee as well as Smash Bros. as a whole. Marth’s up B is a simple sword swipe, and his down B is a simple counter. Marth is another top tier character in Melee, so mastering him must feel very satisfying. I personally prefer Marth’s Brawl counterpart to this one, but I still get a kick out of using Marth every now and then. I don’t like Marth as much as his clone, though.

Roy is my boy. There, I said it. But yes, Roy is my favorite character to use in Melee. He’s my main. Something about the way he plays just really spoke to me when I first unlocked him and tried him out. With Smash Bros. mains, I just sort of know when I have a main, I don’t exactly have a clearly cut preferred playstyle, but I do tend to like projectile characters, which Roy is definitely not, but even still I love him. Roy’s first appearance was in this very game, actually. He was put into the game to promote the release of Fire Emblem: The Binding Blade, for the GameBoy Advance in Japan, which sadly has yet to see a US release. Fire Emblem as a series wasn’t well known at all before Marth and Roy were in Melee, heck they were originally gonna be Japan exclusive fighters, but thanks to their inclusion in Melee, they put Fire Emblem on the map for good. Enough rambling, now onto his moveset, which is generally the same as Marth’s, but his neutral B is a one-hit kill if charged up fully, and his up B reaches less height but is a stronger move and the direction it goes in can be changed if done at the right moment. There’s also another key difference with Roy; his sweetspot is at the center of his blade, so getting up close to opponents is more beneficial than keeping a distance from them. This makes Roy feel different enough to the point of me not caring that most of his moves are taken from Marth. That could be a person bias though since Roy is my favorite fighter in the game. He later became DLC for Smash 4 after being cut from Brawl and not being in Smash 4’s initial release. It feels very satisfying to play as Roy. Striking foes with his powerful moves and killing them at low damage percentages feels really good, especially because you need to be careful when playing as Roy due to his poor recovery. Most of his strong attacks are pretty easy to avoid too, so while Roy certainly isn’t the best character in Melee, he’s still my favorite.

Mewtwo is actually my second favorite character in Melee. Mewtwo was probably one of the first Pokémon that came to Sakurai’s mind when thinking about Pokémon to add to Smash Bros. and for good reason. Mewtwo is one of the most popular Pokémon in the series and has a fighting feel to him. Mewtwo’s design is taken mostly from how it appears in the original generation of Pokémon games rather than the anime or later games. Mewtwo isn’t a terribly good character despite my liking for it. Mewtwo is floaty, and while that’s good for recovery, it makes Mewtwo easy to knock off the stage. Mewtwo is also a pretty big victim of juggling or using up smashes/tilts/aerials on a character constantly to keep them up in the air. I find Mewtwo to be a very rewarding character to use should I win with it, with some pretty cool moves, great smash attacks, good aerials and useful grabs. Mewtwo’s neutral B is Shadow Ball, which can charge up to do more damage. If an opponent gets caught up in Mewtwo charging the move up, it can lock them and inflict a good amount of damage up until it fully charges. Mewtwo’s side B is confusion, a move that hurls opponents into the air and can reflect projectiles. Confusion doesn’t have much range though, so it doesn’t feel very effective. Mewtwo’s down B is disable, which stuns opponents hit by it. Again, like Confusion, it has range that I consider too low to be useful, so I often avoid using those moves with Mewtwo. Mewtwo’s up B is Teleport in which Mewtwo teleports from one point to another. This move has pretty good reach and can be changed to go in quite a good number of directions. Sadly, Mewtwo was removed from the roster in Brawl. While it made a lot of sense for characters like Pichu and Young Link to get the boot, it didn’t make too much sense for Mewtwo to be cut. Most people say it’s because of Lucario’s inclusion, effectively replacing Mewtwo. I could see where people are coming from with that since Mewtwo wasn’t given much focus from Game Freak around the time of Brawl’s development in comparison to both how much more Mewtwo was featured in Pokémon around the time of Melee’s release and how popular Lucario was. However, Mewtwo has his own standalone moveset, with only 1 or 2 of Lucario’s moves being related to Mewtwo’s. Also, Mewtwo has always been popular, so it would’ve made sense to keep Mewtwo around. I guess Mewtwo just didn’t have a very high priority compared to some of Brawl’s other characters and when it came time to decide whether or not it would return, Sakurai made the decision that it just wasn’t worth the development time compared to some other characters. Mewtwo was at first cut again in Smash 4, but has since become DLC, most likely because of the fan demand coupled with Mewtwo’s resurgence in relevancy to the Pokémon series.

Pichu is by far the absolute worst character in not only Melee but the entire Smash Bros. series in my opinion. Pichu has all of the same moves as Pikachu, but is lighter and faster, and all of Pichu’s electric moves hurt it. That’s right; Pichu’s OWN MOVES damage itself. Pichu also has the defenses of a small feather. To make it even worse, Pichu’s moves don’t hit very hard at all. Pichu was probably the first character to get cut in Brawl , and I don’t wanna see it come back. I do understand, however, that Pichu was likely meant to be bad. I say likely because people have said that on the Internet, but there’s no primary source that I can find anywhere that says that. Regardless, Pichu is a terrible character who’s only saving grace is that it’s pretty cute.

Ice Climbers are certainly unique characters that not only represent one of Nintendo’s less popular games but also have a very unique playstyle. The dynamic duo and Nana and Popo always fight together. Rather than controlling one character, you get two for the price of one! It adds some very interesting set-ups and it has shown in competitive play. The Ice Climbers are actually a little notorious for their infinite grab combo where once you get a character locked into a certain chain grab with these characters, you can keep grabbing and pummeling them until they get knocked out. Also, if Nana is taken out, then Popo can still fight on his own, but if Popo is KO’d, then it’s considered a KO for both of them. Their neutral B is a little toss of a few small iceberg-like objects across the stage. Their side B is a little hammer spin. Their up B is a string leap of sorts in which you need both of them to use. If you’re stranded as just Popo, then your recovery options are limited, so it’s best to have both of them there to fight. Their down B is an icy breath move that has a little bit of range. I honestly have never been a huge fan of the Ice Climbers. While they certainly bring a fresh playstyle to the table, I just never really liked them that much. It’s a similar case to Yoshi. However, they’re still good characters.

And last but certainly not least is your friendly 2-dimensional friend himself, Mr. Game & Watch! Mr. Game & Watch is an interesting specimen indeed. He probably wasn’t expected by anyone to be in this game. Heck, I’m sure most people didn’t know who this guy was before Smash Bros.! Mr. Game & Watch has a lot of LED game-like sound effects to emulate the feel of Nintendo’s old Game & Watch machines, which were both games and watches. His neutral B is him tossing breakfast meat such as sausage and bacon. His side B is probably his most iconic move, which is the Judgment Hammer.  It will end up as any number between 1 and 9, and the higher the number, the stronger the move. Should you be lucky enough to land a 9, it’ll send your opponent flying and will almost definitely KO them. His up B is a trampoline jump, and his down B involves him breaking out an oil bucket that can be filled out with projectile attacks. Once it’s full, the bucket will spill, causing some damage. Mr. Game & Watch is certainly a fun and interesting character to play as. I quite like him! However, I think his Melee incarnation is his worst in the series. I’ll go over why I like him better in Brawl and Smash 4 in my Brawl review. But for now, we have a great oddball character!
This game’s roster is a great mix of Nintendo stars of the past and present (at least for the time) and while it does skew a lot more towards older characters than new and have quite a few characters that have movesets taken from pre-existing ones, it’s a well balanced roster that really dives deep into Nintendo’s history and seems to leave no stone unturned.
(Music)
Ok, that was a lot to take in. Now that’s all there’s left to assess is the game’s music, and there isn’t much that needs to be said here. This game’s music is wonderful. It takes a lot of Nintendo’s best tracks and beautifully remixes them. That alone is awesome. The game’s original tracks are also great. They’ve gone on to become some of the franchise’s most iconic tunes, such as Final Destination’s theme and the menu theme for the game. Just plain awesome.
(Overall)

Overall, Super Smash Bros. Melee is an incredible game. It took what made the original game so good and added so much more to it. It’s staggering to see the huge leap from Smash 64 to Melee. It makes Smash 64 feel like a demo for the rest of the series, quite honestly. It has several hours of fun, a lot of collectibles, a huge variety of modes to play, a great roster spanning several years of Nintendo history with trophies to explain more about where the characters come from, fast and frantic gameplay, an awesome soundtrack, and it’s a game that will keep you coming back for years. This game really does feel like the whole package. The crazy thing is though that Brawl and Smash 4 have even more to them! Even still, Melee was the game that truly layed the ground for future Smash games to tread. Smash 64 was the foundation, but Melee was what truly paved the way. Melee is a game I would recommend to anyone out there, casual or hardcore, kid or adult, Nintendo fan or not. This should be the first game you get for the Gamecube should you decide to pick one up in this day and age. I still like Wind Waker better, but this game comes in at a VERY close second as my favorite Gamecube game. See you next time for my review of Brawl!

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