Super Smash Bros. Melee

Super Smash Bros. Melee, known in Japan as Great Melee Smash Brothers Deluxe (大乱闘スマッシュブラザーズDX, Dairantō Sumasshu Burazāzu Derakkusu), often abbreviated as SSBM or simply as Melee, is a crossover fighting game released for the Nintendo GameCube shortly after its launch in 2001.

Like its predecessor, Super Smash Bros. Melee differs from traditional fighting games in that inflicting the most damage does not guarantee victory. Instead, opposing players must inflict damage to add to the opponents percentage, to make them lighter, then force their opponents beyond the boundaries of the stage. Unlike other games of the same genre, in which moves are entered by button-input combinations, most moves in Super Smash Bros. Melee can be accessed via one-button presses and a joystick direction.

In addition to highly refining the gameplay of Super Smash Bros., Melee also sports additional stages and characters, and an expanded single player mode, called "Adventure Mode". The game also introduced many of the staples of its sequel, Super Smash Bros. Brawl. Melee received universal acclaim from critics, and went on to become the best selling GameCube game of all time.

16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes clipping issues. The following AR codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.

NTSC
The NTSC version of this game has 3 different revisions. You can check the revision of your ISO by going into Game Properties.

Version 1.0 043412DC C3AD809C 043685F4 C02D809C 044D15BC 3FE38E39

Version 1.1 04341F2C C3AD809C 043697C8 C02D809C 044D2A1C 3FE38E39

Version 1.2 04342C0C C3AD809C 0436A4A8 C02D809C 044D373C 3FE38E39

PAL
04342FDC C3AD809C 0436A3AC C02D809C 044C47BC 3FE38E39

Multiple Shadows in OpenGL
If Anisotropic Filtering (AF) is used with OpenGL, shadows will be duplicated and offset. D3D operates differently so it is not affected. Keep AF off when using OpenGL to avoid the problem. Forced Texture Filtering can also be used to correct it. Fixed by pixel offset correction in.

Minor Lighting Issue on Termina Bay
Regardless of back-end or settings, Termina Bay has very minor lighting glitches. Polygons on the the building will pop between full and no specular lighting as the camera moves and rotates. To see how it's supposed to be, you can use the software renderer. See more information at. Fixed by.

Single-frame Garbage in Stage Backgrounds
As of, when using a NVIDIA card along with the OpenGL plugin the backgrounds will intermittently flash rainbow/white colors instead of the proper pattern on the Battlefield, Final Destination, and Fountain of Dreams stages. It is very minor and only lasts for a single frame, but at the same time can be distracting. To avoid this issue use D3D. See. Fixed by the merger of the tev-fixes-new branch in.