Super Smash Bros. Melee

Super Smash Bros. Melee

December 17, 2001

Platform: Nintendo Gamecube
Developer: Nintendo
Publisher: Nintendo
Reviewed by: search66

 

Gameplay: [5] Graphics: [9] Audio: [8] Replay: [6] Overall: [6.5]

 

"Nintendo fanatics stand on their 6x6 soapbox holding Super Smash Bros. Melee high into the air, proclaiming greatness. Lured in by the hype, I pulled a no-holds-barred type review and testing."

History repeats itself?
In 1999 the original Super Smash Bros. went down in gaming history as one of the best N64 titles ever released. Combining beautiful visuals with hard-core multiplayer fun; SSB became a fan favorite and a "first" in its genre.

Super Smash Bros. Melee's predecessor was enjoyable on the 64. A great party game with cart based speed and smooth graphics. Once you added in the whimsical classic characters of past Nintendo games; this easily became another solid title.

Nintendo banked on SSB, Mario 64, Zelda and Pokemon for its staple income. Without these titles, Nintendo surely would have been lost.

Well, a new age in gaming is among us. Playstation 2, Xbox and GameCube are all lined up as "next-gen" consoles; and Nintendo still tempts us with Mario and his uncanny lure. With SSBM it is not only an "upgrade" from the original; but a whole new world.

You can now choose up to 25 characters (14 original and 11 hidden). Players range from fun loving Mario, to the mysterious Samus, to lesser-known characters like "The Ice Climbers". In addition to the substantial cast are added areas, secret levels and tons of hidden features. A huge difference from the two is the actual play mode. The "classic" mode of play is just that; duke it out with an opponent until they get "knocked out". The "adventure" mode gives a nice warm tinglies for old school Nintendo fans. Start off platform style in levels redone from their originals. This includes Mario Bros., Metroid and Zelda.

Simply smashing?
For those unfamiliar with the series it is quite simple. Pound your opponent and smash them off the screen until oblivion. There is a "percentage meter" on the bottom of screen for each player. The higher the damage percentage is the easier it is to deal a "knock out" punch. This "knock out" sends the player soaring off the screen.

The concept seems elementary, but after testing the game for easily over 20-hours, I still am confused by the play. There is no rhyme or reason for a knockout, and delivering that "final blow" can be done in 10-seconds or 10-minutes. Probably the biggest flaw within SSBM is the complexity in simplicity.

Many times I have started off the game, and in a few seconds the game is over. Sometimes the screen is nothing short of a cluster bomb, and was clueless on what happened. On the other side of the ball, the complete opposite has happened. I've beaten my opponent into the red with over 200% damage, and still sometimes can't pull the Mortal Kombat and "finish him". There are a handful of moves that deliver this "final" blow, and many times I'll knock the guy a mile but he still reappears.

Difficulty settings vary within SSBM. The easier settings are great for younger gamers who button mash; and it is a necessity to bump up the level to at least hard to maximize the quality of the game and make it challenging.

At the end of each level/fight; statistics are thrown at you at a programmers pace. Bonuses range from 500 points for simply jumping sideways to 5,000 points for using a combo/throw/spin. Think I'm exaggerating? There are literally hundreds of bonus points that can be earned. While, at first I thought it was a unique idea; it quickly became enigmatic. The bonus points are outrageous and frankly pathetic. I mean, when you are playing the last thing on your mind is how to rack up these freaky bonuses. The bottom line was that these were thrown in there for good measure, and I highly doubt that these play any role within the game other than to placate single-celled beings ego's.

If anyone remembers the Sega Dreamcast game Power Stone 2 you can see where Nintendo was trying to go this time. There are tons of offensive and defensive items to pick up. These can include guns, hammers, power-ups and shields. Power Stone was another melee style bash-em-up game that was not limited to one or two screens. While, the levels aren't as pretty as SSBM, Power Stone was far more fun than what Nintendo and HAL gave us.

Still, what makes the SSB line successful is the multiplayer aspects. With up to four players this can truly be a romp. In addition to the standard one player mode, you can customize your multiplayer experience. You can change the rules to your liking, or even modify the actual gameplay. One example is the option of a "coin hunt". A la Sonic , knock the other player around and grab the coins lost after doing so.

Even further within the customizations, you can do anything from setting up a "slo-mo" match to a "giant mode" where you fight a super sized opponent. Overall there are 10 modes of multiplayer play, that are unique and shows you why this game is the ideal party game.

Next-gen performance?
Visually, the game is impressive. Each character is brilliantly rendered, with individualistic lighting effects and physics. Using your secondary analog controller, you can zoom in to look at the goodness. Even close up, the textures are magnificent.


The colors are bright and very Nintendo-esque, and the attention to detail is unmatched. While the backgrounds are far less impressive than the foregrounds, it still shows that this is a next generation console. For those who like to nit-pick detail, you will find yourself amazed at the little things that would go unnoticed. The movement of clothes, the bending of limbs and the shadowing of background images will leave you appreciative of the time taken to produce the game.

I was still hoping for the use of cell shading more throughout the game (yea, I know about the "secret" level), and more attention to the fog capabilities, the game was just gorgeous. The physics of each player was outstanding, and made use of the GC controller perfectly.

Graphically, this is by far the greatest release on a visual level for the GameCube. Even though the game was overall unimpressive, it boosted my confidence to know that the potential for greatness is there.

For you audiophiles, you will also be quite pleased with the composer of the game. The original scores taken from classic Nintendo games have been revamped and re-mastered in digital brilliance. I'll be the first to admit that I grinned from ear to ear like a little schoolboy when I heard the original Mario Bros. theme and the haunting ambience of Metroid again. Sound effects were also blended perfectly with the mood of each level and character.

Voices were also well done but few and far between. I anticipated better use of the vocal extent but I really can't complain at all. While there isn't really anything original about the soundtrack or effects, it was still evident that a lot of time went into the composer and release of the musical score.

Wha?
Admitted, I let the hype of the moment go to my head and had preconceived notions of greatness was going to be set in front of me. Reviews read at IGN and UGO basically deemed the game as flawless and trend setting.  However, for those reading be wary of a $50 purchase.

The ruiner for the game is the gameplay. As many gamers, and reviewers jaws will drop; I just can't see what you are seeing. What could have been fun, was simply perverted from the original and is a classic case of "trying to hard".

The camera angles were enigmatic and frustrating. The action on the screen was great when we were fairly close to the fighting, but once scaled out became chaotic. The personal feel of smacking each other around when close was decent and enjoyable; but once the action panned became impersonal and out of touch.

Aside from the unique panning of the camera and action, the "meat and potatoes" of the gameplay was gray. As mentioned, button mashing quickly out shadowed the strategy and fun; and the charge moves to produce a knockout punch. Arguable but true. I found by using the "special attacks" I could wiz through each level unscathed and in record setting times. These special moves are just way to powerful and effective. If implemented better by Nintendo, they could have been a great addition to gameplay instead of a cheap alternative of strategy. In reference again to Power Stone 2 where your special power cannot be unlocked until you collect three power stones; once gathered you have a limited time to produce these devastating blows. Instead, Nintendo allows you to use these moves any time you want with a simple button press.

Even if Nintendo implemented a gauge for special moves, it still wouldn't subject this to greatness. While I like the concept of "KO'ing" someone; it became frustrating and questionable. How the heck could I get knocked out within seconds of the match. And why the heck do you keep popping back after I spent 10-minutes knocking the crap out of ya?

I loved the concept of the game, but it lacked the clockworks that make a game like this truly successful.

 



 

Plea Game Strategy Guide

If you plan on buying the game, and feel that we helped you make a decision, why not support netjak at the same time and pick this up online?

(did that sound too whiney?)

SUPER SMASH BROTHERS MELEE
SUPER SMASH BROTHERS MELEE

n/a

All rights reserved. All contents published by netjak | info@netjak.com