Main game
4.33 average rating based on 7408 ratings
I probably put several thousand hours into this game as a kid. It was my LIFE. And because of that I genuinely don't have too much to say about it other than that nowadays it's probably worth checking out for the meme/nostalgia factor, but if you want a genuine Smash experience, play 4 or Ultimate (don't listen to competitive Melee players).
This is what every kid wanted to be playing Friday night, and many still do to this day.
There is only more Melee to be played as said by those before me
Waicon 2006 champion. Still have the trophy. Come at me bro.
1001 Games - #491
Pros: simple control scheme, excellent multiplayer, wide variety of recognizable characters, Adventure mode improves single player experience, perfect soundtrack
Cons: some balancing issues between characters, fighting may be too shallow for fighting game veterans
Recommendation: SSBM improves on its predecessor in every possible way. Although veterans of classic fighters such as Street Fighter or Mortal Kombat could easily find the gameplay overly simplistic, the Smash Bros. series offers a unique brand of fighter. I enjoy the history found in the collectable trophies, and had fun unlocking them all. Personally, I prefer Melee over Brawl as it feels faster paced.
The game is fun and single player is a challenge, the multiplayer is very explosive and fun
I can not tell you how many hours I played on this game with my friends. It is honestly just one of those games kind of have a special place in my heart.
This game is, was, and will continue to be a miracle. Put it on the next Golden Record.
The beauty of this series is that everyone has their favorite Super Smash. This one is great for sure, and guarantees some great fun with multiplayer.
8/10 J'y ai joué avec Marie, je mets pas plus car j'ai jamais été dedans, mais en tant que fan hardcore de Smash évidemment que je perçois l'ampleur du phénomène.
The best Smash Bros. I replayed the crap out of this game in middle school an always a blast to play when a few buddies come over.
I didn't grow up on Melee. I am not a Melee player. I own it, but the most I've done is casual matches witb friends. But as a casual Melee player? I can't help but appreciate both what it is - and what it's done. As a game it's pretty damn good, too.
Will forever go down in history for its amazing competitive atmosphere. Beautiful game.

If Super Smash Bros. gave us the blueprint... Then Super Smash Bros. Melee was when the franchise got meat on its bones.
Super Smash Bros. Melee is easily one of the most important games in history, as it changed fighting games as we know them forever.
Development for Melee began back in late 1999. Masahiro Sakurai describes his experience developing Melee as destructive. He practically had zero rest, no days off, and anxiety of failure for 13 months of development. He stated that he felt pressured to deliver the best sequel to Smash 64 as that was an experimental game.
But despite the rushed development and lack of rest, the game came out spectacular and released around the time the GameCube launched onto the market. And the game is really good. It's the reason many even bought the GameCube, to begin with.
Smash Melee is a lot more technical than its predecessor, and a lot faster. Smash Melee definitely has the biggest learning curve out of all the games. It introduced a 4th special, directional air dodging, and many more mechanics we all know and love.
It has spectacular graphics (for the time), music, and probably the best opening out …

If Super Smash Bros. gave us the blueprint... Then Super Smash Bros. Melee was when the franchise got meat on its bones.
Super Smash Bros. Melee is easily one of the most important games in history, as it changed fighting games as we know them forever.
Development for Melee began back in late 1999. Masahiro Sakurai describes his experience developing Melee as destructive. He practically had zero rest, no days off, and anxiety of failure for 13 months of development. He stated that he felt pressured to deliver the best sequel to Smash 64 as that was an experimental game.
But despite the rushed development and lack of rest, the game came out spectacular and released around the time the GameCube launched onto the market. And the game is really good. It's the reason many even bought the GameCube, to begin with.
Smash Melee is a lot more technical than its predecessor, and a lot faster. Smash Melee definitely has the biggest learning curve out of all the games. It introduced a 4th special, directional air dodging, and many more mechanics we all know and love.
It has spectacular graphics (for the time), music, and probably the best opening out of all of them.
All 12 characters from the first game is back with a few new inclusions. New Characters being Dr. Mario, Bowser, Peach, Ganondorf, Falco, Ice Climbers, Zelda/Sheik, Young Link, Pichu, Mewtwo, Mr. Game & Watch, Marth, and Roy. 26 characters in all. Also plenty of new stages to screw around in
There's fun side content such as event mode, Adventure Mode (WHERE YOU FIGHT GIGA BOWSER AT THE END), Classic Mode makes its return, and Break The Target is even better. I also appreciate how every character requires a certain milestone to be met to unlock. Some are really strange like for Luigi.
Playing this game with items is great but I'd recommend turning them off for this.
Super Smash Bros. Melee is a timeless game. Hugely because of the highly competitive esport Smash community that still plays the game regularly and keeps the game and its legacy living. Now I'm not as competitively good at Melee compared to Ultimate but thanks to that community, we have great mechanics like wave-dashing and even wobbling (because it's funny)
Super Smash Bros. Melee stands the test of time as a timeless game with mechanics and gameplay that no other Smash to date has been able to replicate
"No Items... Fox Only... Final Destination"
4/5
Would Recommend
My first time playing this game was when I was like 7. I found it at a garage sale and begged my mom for it. I absolutely played the heck outta this game. I loved everything about it. This game is better than smash for the Wii and the one on the 3DS. The maps are so fun and the music is fantastic. Kirby in this version is the best too. I just have so many good memories with this game. I wish everyone could feel how I did playing this game.
Even for a 20 year old game, it still holds up. The controls are janky but once you get used to them they feel great. There is so much to do in this game from collecting trophies, to adventure mode, to events and then obviously just beating the crap out of your friends. The combat is fun and each character brings something special to the game.
Although the N64 debut is still fun, it feels like a tech demo compared to this game. There's unending amounts of good courses, characters and gameplay options. The single player game is fun, although it often feels like little more than a tacked on extra, but for endless hours of fast and fun multiplayer gaming, look no further.
What more can you ask from a game released over a decade ago that is still widely played today? In 2017 people still talk about and play Super Smash Bros. Melee, and I don't see that changing anytime soon. Impressive for a fighting game released in 2001. If I had to nitpick for issues with the game, I would say that the characters aren't very well balanced. That being said, I am rating this game based on the fun/enjoyment factor. There's something special about kicking everyone's ass with Pichu. Another thing I'm not a fan of is how Ganondorf's moveset is a clone of Captain Falcon's moveset. I understand that Ganondorf almost got cut and that's why they did it, which is why I won't dock points for it on Melee. Brawl, however, is another story.
They took the original Super Smash Bros. And made it 100 times better. All of the original characters came back, they added side special moves, characters like Marth and Sheik went on to be fan favorites in this franchise, and the introduction of Giga Bowser was badass.
The music is amazing, the characters really come to life in the game, there's tons of extra …
What more can you ask from a game released over a decade ago that is still widely played today? In 2017 people still talk about and play Super Smash Bros. Melee, and I don't see that changing anytime soon. Impressive for a fighting game released in 2001. If I had to nitpick for issues with the game, I would say that the characters aren't very well balanced. That being said, I am rating this game based on the fun/enjoyment factor. There's something special about kicking everyone's ass with Pichu. Another thing I'm not a fan of is how Ganondorf's moveset is a clone of Captain Falcon's moveset. I understand that Ganondorf almost got cut and that's why they did it, which is why I won't dock points for it on Melee. Brawl, however, is another story.
They took the original Super Smash Bros. And made it 100 times better. All of the original characters came back, they added side special moves, characters like Marth and Sheik went on to be fan favorites in this franchise, and the introduction of Giga Bowser was badass.
The music is amazing, the characters really come to life in the game, there's tons of extra stuff to do, like collecting trophies and event matches, and it is has been and will continue to be cornerstone for many a fun evening with friends. One of the classics.
I've already said my piece about this game, which you can find here, here or here, but I've never finished it. I feel bad about that because I love the game's premise. Not for any good reason, simply because I love the genre and turning it into a roguelike added substantial interest for me. I bought it out of principle, not just because I wanted to play it. I crave more games like it simply for my own relaxation.
Rogue Legacy's mission is captured by its title. It's about the legacy of a family of rogues. But it's also about roguelikes, and how legacy is the key to them.
Think about the game's diary entries. They describe your experience playing the game, as one of many adventurers in a long line who has entered the fortress. Although the diary is written by your first ancestor to enter the castle, it is famed for its treasure and already well traveled. The first of your line finds corpses scattered around, but none of their maps match their own. Thus, the castle rearranges itself, like Dracula's castle in Castlevania,
There's nothing new about restarting. There's nothing new about randomly generated content. …
I've already said my piece about this game, which you can find here, here or here, but I've never finished it. I feel bad about that because I love the game's premise. Not for any good reason, simply because I love the genre and turning it into a roguelike added substantial interest for me. I bought it out of principle, not just because I wanted to play it. I crave more games like it simply for my own relaxation.
Rogue Legacy's mission is captured by its title. It's about the legacy of a family of rogues. But it's also about roguelikes, and how legacy is the key to them.
Think about the game's diary entries. They describe your experience playing the game, as one of many adventurers in a long line who has entered the fortress. Although the diary is written by your first ancestor to enter the castle, it is famed for its treasure and already well traveled. The first of your line finds corpses scattered around, but none of their maps match their own. Thus, the castle rearranges itself, like Dracula's castle in Castlevania,
There's nothing new about restarting. There's nothing new about randomly generated content. That's the roguelike. But the scenarios differ, usually hinging on being gamey and depending on tropes to usher the player along from attempt to attempt.
Rogue Legacy does hinge on a gamey idea, being a fantasy ransacking in the vein of castle-crawlers past. But, the scenario is more thoughtful than usual.
When you die, your gold bounty as well as your armor (but not some special items) is somehow (this isn't important) given to your offspring left behind. These offspring will avenge your death and go into the castle themselves. I imagine the developer could have asked themselves a very simple question in order to develop the game's concept: "What's an endless cycle of rebirth that is easily imported into a game? Oh right, real life." I don't mean to say this is how it happened; the game borrows a lot of inspiration and might root itself elsewhere. But that it blends so well with the roguelike genre isn't coincidence.
This is opposed to Spelunky, which has the same adventurer reanimate with an ouroboros superimposed to tell you that this is all a part of the game. That's cute, and this is less so. This isn't better, but creating a less gamey world that makes sense builds interest for me. Roguelikes mostly have the same theme about perseverance and seeking perfection of execution amongst even randomized elements. Very meta, very satisfying. Putting it into a legacy's lifespan gives that message more heft. Choosing an heir who will correct the course which led to my ancestor's doom. Spending his money on what will yield a fruitful bounty. The developers have called this flash game style progression system a "rogue-lite." But it still says a lot about the roguelike.
People call Spelunky a perfect game because it represents all of these ideas through gameplay, and your own skill getting better as opposed to gamey progression. But what's more gamey? It's a nonsense question but it points out the silliness in comparing the value of both games. Rogue-lite indeed.
I spent a good two hours last night watching pro-tier Smash Bros. matches on YouTube. You have no IDEA how much I miss having a constant stream of Smash enthusiasts playing this game at all hours not twenty feet from my bedroom. Ah, college days...