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.: November 21, 2001.: December 3, 2001.: May 24, 2002.: May 31, 2002 Mode(s), Super Smash Bros. Melee is a developed by and published by for the. It was first released in Japan on November 21, 2001, in North America on December 3, 2001, in Europe on May 24, 2002, and in Australia on May 31, 2002. The second installment in the series, it features characters from Nintendo video game franchises such as,. The stages and gameplay modes reference or take designs from these franchises as well.
Melee includes all playable characters from, and also adds characters from franchises such as, of which no games had been released outside Japan at the time. Melee 's gameplay system offers an unorthodox approach to the fighting game genre, with a counter that measures damage with increasing percentages, representing the knockback the character will experience, rather than a depleting seen in most fighting games. It builds on the first game by adding new gameplay features and playable characters. Following the popularity of its, Melee has been featured in many tournaments, and is one of the most popular competitive fighting games. Super Smash Bros. Melee received critical acclaim, as well as several awards and acknowledgements from various publications; it is now considered.
It achieved strong sales upon its release, becoming the with over seven million copies sold by 2008. Super Smash Bros. Melee was followed by for the in 2008. See also: Like its predecessor, Super Smash Bros. Melee differs from traditional fighting games as the objective is to force their opponents beyond the boundaries of the stage. Most attacks inflict damage and can, if enough damage is dealt, knock back the enemy. Each character's health is measured by a meter that represents damage as a percentage.
The higher the percentage value, the farther the player gets knocked back, and the easier they are to knock off the stage, which will result in the character's death and the loss of a stock, or life. 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. During battles, items related to Nintendo games or merchandise fall onto the game field. These items have purposes ranging from inflicting damage on the opponent to restoring health to the player. Additionally, most stages have a theme relating to a Nintendo franchise or a specific Nintendo game and are interactive to the player. Although the stages are rendered in three dimensions, players can only move on a two-dimensional plane.
Not all stages are available immediately; some stages must be 'unlocked' by achieving particular requirements. Some stages feature moving elements and platforms and hazards that harm players, while others lack these elements.
Single-player mode provides the player with a variety of fighting challenges. The applicable modes range from 'Classic Mode', which involves the player battling multiple opponents and a character, to the 'Home Run Contest', a minigame involving the player trying to launch a sandbag as far as possible with a. Some of these modes are personalized for the character; for example, the 'Target Test' sets out a specialized area for a character in which they aim to destroy ten targets in the least amount of time they can. These areas may include references to that particular character's past and legacy.
The 'Board the Platforms' minigame from the prequel was not included in Melee. Melee introduced 'Adventure Mode', which takes the player to several predefined universes of characters in the Nintendo franchise.
'All-Star Mode' is an unlockable feature that requires the player to defeat every character in the game while having only three supplements between battles. Multiplayer. Ness from, and fight in a 'Sudden Death' match on the Corneria stage, based on. In the mode, up to four players or computer-controlled characters may fight in a or on separate teams. The (CPU) characters' (AI) difficulty is ranked from one to nine in ascending order of difficulty. Individual players can also be handicapped; the higher the handicap, the stronger the player.
Victory is determined in five ways, depending on the game type. The most common multiplayer modes are “Time mode”, where the player or team with the most KOs and least falls wins after a predetermined amount of time, and 'Stock mode', a battle in which the last player or team with lives remaining wins. This can be changed to less conventional modes like 'Coin mode', which rewards the richest player as the victor. Players must collect coins created by hitting enemies and try not to lose them by falling off the stage; harder hits release higher quantities of coins. Other options are available, updating from Super Smash Bros., such as determining the number and type of items that appear during the battle.
Trophies (known as 'Figures' in the Japanese version) of various characters and objects can be collected throughout the game. These trophies include figures of playable characters, accessories, and items associated with them as well as series and characters not otherwise playable in the game.
The trophies range from the well-known to the obscure, and even characters or elements only released in Japan. Super Smash Bros. Had a similar system of plush dolls; however, it only included the 12 playable characters. One trophy is exclusive to the Japanese version of the game. Playable characters.
See also: Super Smash Bros. Melee features 25 (26 if Zelda and Sheik are considered separate) characters, 13 more than its predecessor. Fourteen are available initially, while the other 11 characters require completing specific tasks to become available.
Every character featured in the game is derived from a popular Nintendo franchise. All characters have a symbol that appears behind their damage meter which represents their series, such as a symbol behind damage meter and a behind a.
Some characters represent popular franchises, while others were less-known at the time of the release; and represent the series, which was not released outside Japan at the time. The characters' appearance in Super Smash Bros.
Melee led to a rise in the popularity of the series. References are made throughout the game to the relationship between characters of the same universe; in one of the events from 'Event mode', must defeat his enemy to rescue. Furthermore, each character has recognizable moves from their original series, such as 's firearms from the and Link's arsenal of weapons.
Development and release developed Super Smash Bros. Melee, with as the head of production. The game was one of the first games released on the and highlighted the advancement in graphics from the. The developers wanted to pay homage to the debut of the GameCube by making an opening sequence that would attract people's attention to the graphics. HAL worked with three separate graphic houses in to make the opening sequence.
On their official website, the developers posted screen shots and information highlighting and explaining the attention to and detail in the game, with references to changes from its predecessor. The game was in development for 13 months, and called his lifestyle during this period 'destructive' with no holidays and short weekends. Unlike the experimental first, he felt great pressure to deliver a quality sequel, claiming it was the 'biggest project I had ever led up to that point'. Despite the painful development cycle, Sakurai proudly called it 'the sharpest game in the series.
It just felt really good to play', even compared to its successor,. On the game's official Japanese website, the developers explain reasons for making particular characters playable and explain why some characters were not available as playable characters upon release. Initially, the development team wanted to replace Ness with, the main character of, but retained Ness in consideration of delays.
The game's creators later included Lucas in the game's sequel,. Video game developer originally requested the inclusion of to Sakurai, but the game was too far into development. As with Lucas, development time allowed for his inclusion in Brawl. Marth and Roy were initially intended to be playable exclusively in the Japanese version of Super Smash Bros. However, they received favorable attention during the game's North American localization, leading to the decision for the developers to include them in the Western version.
Sakurai stated that the development team had suggested characters from four other games to represent the Famicom/NES era until the developers decided that the would be in the game. The developers have noted characters that have very similar moves to each other on the website; such characters have been referred to as 'clones' in the media.
Nintendo also considered including 's version of in the game, but this did not come to fruition. According to Sakurai, there were a number of problems preventing Bond's inclusion; these included his uses of realistic weapons and actor 's likeness, and the fact that Nintendo did not have the rights to the character. Nintendo presented the game at the as a playable demonstration.
The next major exposition of the game came in August 2001 at Spaceworld, when Nintendo displayed a playable demo that updated from the previous demo displayed at E3. Offered a playable tournament of the games for fans in which a and Super Smash Bros. Melee were prizes for the winner. Before the game's release, the Japanese official website included weekly updates, including screenshots and character profiles. Nintendo followed this trend with Super Smash Bros. Brawl, in which there were daily updates by the game's developer, Masahiro Sakurai. Japanese gaming magazine reported that Nintendo advertised the game in between showings of across movie theaters in Japan.
In January 2003, Super Smash Bros Melee became part of the, a marketing label used by Nintendo to promote video games that have sold more than a million copies. In August 2005, Nintendo bundled the game with the GameCube for 99.99. Music Smashing.Live! Released October 21, 2002 Recorded August 27, 2002 Length 61: 52 Super Smash Bros. Melee features both new and re-arranged music from many of Nintendo's popular gaming franchises. In 2002, released a soundtrack in Japan titled Dairantou Smash Brothers DX Orchestra Concert.
The same soundtrack was released in 2003 as Smashing. As a bonus for subscribing to magazine in, and also as a free gift in an issue of the. The soundtrack does not include music taken directly from the game, but features many live orchestral arrangements performed by the. The game contains a number of unlockable tracks that can be obtained after making certain in-game accomplishments. On the same website, the developers have posted discussions about the game's music and voice acting between Masahiro Sakurai and the game's composers. Dean Harrington is the game's in-game narrator, and also voices Master Hand and Crazy Hand.
Reception Reception Aggregate score Aggregator Score 92/100 Review scores Publication Score 6/10 10/10 37/40 8.9/10 9.6/10 95% Super Smash Bros. Melee received critical acclaim from reviewers, most of whom credited Melee 's expansion of gameplay features from Super Smash Bros. Focusing on the additional features, commented that 'Melee really scores big in the 'we've added tons of great extra stuff' department'.
Reviewers compared the game favorably to Super Smash Bros. 's Fran Mirabella III stated that it was 'in an entirely different league than the N64 version'; 's Miguel Lopez praised the game for offering a more advanced 'classic-mode' compared to its predecessor, while detailing the Adventure Mode as 'really a hit-or-miss experience'. Despite a mixed response to the single-player modes, many reviewers expressed the game's multiplayer mode as a strong component of the game.
In their review of the game, GameSpy stated that 'you'll have a pretty hard time finding a more enjoyable multiplayer experience on any other console'. Melee 's visuals garnered a positive reaction. GameSpot lauded the game's character and background models, stating that 'the character models are pleasantly full-bodied, and the quality of their textures is amazing'. IGN's Fran Mirabella III praised the game's use of physics, animation and graphics, although his colleague Matt Casamassina thought that 'some of the backgrounds lack the visual polish endowed upon the characters' when giving a second opinion about the game. Critics praised the game's orchestrated soundtrack; while GameSpot's Greg Kasavin commented that 'it all sounds brilliant'.
GameSpy praised the music for its nostalgic effect, with soundtracks ranging from multiple Nintendo series. Reviewers have welcomed the simplistic controls, but its 'hyper-responsiveness', with the characters easily dashing and precise movements being difficult to perform, was expressed as a serious flaw of the game by GameSpot.
With a milder criticism of controls, Bryn Williams of GameSpy commented that 'movement and navigation seems slightly too sensitive'. The basis of Melee 's gameplay system is the battles between Nintendo characters, which has been suggested as being overly hectic; N-Europe questioned whether the gameplay is 'too Frantic?'
, even though they enjoyed the variety of modes on offer. Similarly, Nintendo Spin's Clark Nielsen stated that 'Melee was too fast for its own good', and 'skill was more about just being able to wrap your head around what was happening as opposed to really getting into the combat'. In regards to the pace of the game, Edge commented that it even made gameplay features such as ' redundant, as the player is not given enough time to react to an attack. Despite the new features added to the game, some reviews criticized Melee for a lack of originality and for being too similar to its predecessor, Super Smash Bros. Caleb Hale from GameCritics.com noted that while it was 'every bit as good as its Nintendo 64 predecessor' he also felt 'the game doesn't expand much past that point'.
On a similar note, Edge stated that 'it's not evolution; it's reproduction', in reference to a perceived lack of innovation. The nostalgic nature of the game received a positive reaction, as well as the accompanying stages and items that allude to past Nintendo games.
Gaming journalists have welcomed the roster of 25 Nintendo characters, as well as the trophy system, which Nintendo Spin labeled as 'a great addition to this game'. Sales When released in Japan, it became the fastest selling GameCube game with 358,525 units sold in the week ending November 25, 2001. This success continued as the game sold more than a million units only two months after its release, making it the first GameCube title to reach a million copies. The game also sold well in, where it sold 250,000-copies in nine days. In the United States, Super Smash Bros.
Melee was the 19th best-selling video game in 2001 according to the. By July 2006, it had sold 3.2 million copies and earned $125 million in the United States alone. Ranked it as the fifth highest-selling game launched for the, or between January 2000 and July 2006 in that country.
Approximately 4.06 million units have been sold in the country as of December 27, 2007. With a software-to-hardware ratio of 3:4 at one time, some have attributed the increasing sales of the GameCube near the launch date to Melee. As of March 10, 2008, Super Smash Bros. Melee is the, with more than seven million copies sold worldwide. It has been estimated that at one point in time 70% of all GameCube owners also owned Melee. Awards and accolades Several publications have acknowledged Super Smash Bros.
Melee in competitions and awards. In their 'Best of 2001' awards, chose it as Best Fighting GameCube Game, 's reader choice chose it as, chose it as Best Multiplayer and Best GameCube Game, and chose it as the Best GameCube Game and tenth best game of the year. Placed it sixth in a poll of the 100 best games ever and was in the final four of the 'Best. In the 200th issue of Electronic Gaming Monthly, the editors selected Melee as the 92nd most influential game in their 'Top 200 Games of Their Time' list, defining Melee as 'Billions of things to unlock, plus Yoshi pummeling Pikachu with a bat'. In a similar competition, named Super Smash Bros. Melee the 16th best game ever to appear on a Nintendo console, and selected it as the 2001 'Game of the Year'.
IGN named it the third best GameCube game of all-time in 2007 as a part of a feature reflecting on the GameCube's long lifespan, citing it as 'the grand stage of fighters, much like Mario Kart is for racing fans'. GameSpy chose it as fourth in a similar list, citing that it had 'better graphics, better music, more characters, more gameplay modes, more secrets to discover' in comparison to its predecessor. The game was ranked 58th in 's '100 Greatest Nintendo Games Ever' feature. Professional competition. Main article: Super Smash Bros. Melee is a widely played and has been featured in several high-profile tournaments.
Many consider it to be the most competitively viable game in the series. From 2004 to 2007, sponsored Melee on its Pro Circuit.
Although dropping Melee from its 2007 Pro Circuit, MLG still sponsored a number of tournaments as part of the Underground Smash Series. Melee was also included in the (Evo) in 2007, a fighting game tournament held in and was hosted at Evo 2013 after a charity vote to decide the final game to be featured in its tournament lineup. Due to the large turnout and popularity that year, Evo again included Melee at their 2014, 2015, 2016, 2017 and 2018 events. In 2014 Melee was played at MLG Anaheim. Evo 2016 is the largest Melee tournament to date with 2,350 entrants., also known as 'The King of Smash', considered to be the game's best player from 2003 to 2006, has won over $50,000 from Smash tournaments.
As of August 2018, has won over $300,000 from Smash tournaments in total and over $90,000 in 2017 alone, placing his tournament winnings as one of the highest of all professional Melee players. Several professional Melee players including Christopher 'KillaOR' McKenzie, and Ken were seen in the 2005 'I'm a Professional Gamer' episode of the reality series. The competitive Smash community was featured in a 2013 documentary called.
The film detailed the history of the professional scene and profiled seven prominent Melee players including Hoang, Azen, Isai, PC Chris, KoreanDJ, and Evo 2013 and Evo 2014 champion,. Commentary footage from a Melee tournament is the origin of the. Main article: At the pre-E3 conference of 2005, Nintendo announced Melee 's sequel, 2008's. Nintendo's president, Satoru Iwata requested Masahiro Sakurai to be the director of the game after the conference. The game retains some of the gameplay features of its predecessors while having major gameplay additions, such as a more substantial single-player mode and online play via the. Taking advantage of the Wii's variety of controller options, the game allows the use of the, and the. Like Melee, the game makes references to games and franchises, including those that debuted after the release of Melee; for example, Link, Zelda, and Ganondorf's character designs are taken from and a puppy is present as an Assist Trophy (a new item that summons computer-controlled characters from different games to briefly participate in the fight).
Select stages and music from Melee are included in the sequel. The fourth and fifth installments, were released in 2014 for the and respectively. The latest sixth installment, released in December 2018, for the. Mirabella III, Fran; Peer Schenider; Craig Harris. Retrieved December 22, 2007. Game Freaks 365.
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Right now, the competitive scene is still playing the 2001 GameCube release, Super Smash Bros. It's an excellent game, and rather amazingly suited for tournament play. The speed and mechanics allow for a lot of creativity. When Super Smash Bros. Brawl was released in 2008 for the Wii, players looked at it with confusion.
It was too far removed from the fast and frantic play of Melee. Major League Gaming. September 10, 2006. Archived from on February 20, 2009. Retrieved December 14, 2007. March 5, 2008. Archived from on March 25, 2014.
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For many game enthusiasts, Super Smash Bros. Melee started or heavily influenced their interest in game development, hacking, and research. The game already has a mysterious aura, and the thirteen month development period is also fascinating. The discovery of the Debug Menu, which is present in every retail release of Melee, was a bigger secret than any rumors spread on playgrounds or on early internet forums (I first heard about it sometime in 2007/2008 on an old site called which encouraged me to check my local GameStop every week until they had an Action Replay behind the counter).
Melee's development and hidden content is incredibly interesting, and every bit of information uncovered - from unused data on the disc to samples of early music tracks on the original website - is very exciting for fans. To help with research and further discoveries, I have created this list of Super Smash Bros. This includes retail releases, promotional discs, ISOs tucked away from multi-boot ISOs, and those missing still shrouded in mystery. If you have copies of discs or dumped ISOs, this should help you identify what you have.
Unfortunately, unlike Sonic the Hedgehog 2 for the Sega Genesis, Super Smash Bros. Melee doesn't really have a lot of early builds of the game floating around. This is probably due to its early release for the GameCube (other later GameCube titles like Paper Mario and the Thousand Year Door, Star Fox Adventures, and Sonic Mega Collection have more demos and prototypes with content that contrasts greatly with the final retail games). However, there may be data yet to be revealed - it wasn't until 2007 or 2008 that the Name Entry Glitch in Melee was discovered, and only just last year in 2017, I discovered that the Proximity Mine and Topi seal trophies were still present in the North American releases of Melee (actually, both the Japanese and North American versions of the game have each other's exclusive files on the disc).
And at the time of this initial post, many unused animations for every character in Melee have only just surfaced. We may never hear the full version of Onett's original theme heard at the E3 demos, uncover remnants of Yoshi's Island's music note blocks, or restore the lost beta platforms for Hyrule Temple, but it is always fun to look and see what was left behind to discover. If anything, there may be traces of more lost content. Notes:. Revision numbers are stored in the ISO. The apploader date is the revision compile date stored in the ISO. BIOS Friendly means that the ISO can be booted through the GameCube BIOS as is with the appropriate region.
The Start.dol date is copied from the Start.dol file of the ISO. This date (and time) also appears in Melee's Debug Menu, the title screen when the DB Level is set to Develop, and the Boot-Up Log Message that cannot be seen in the game normally.
Banner descriptions have their line breaks preserved. Short Title and Short Maker are used in the GameCube BIOS before selecting the Game Play menu option. Selecting the Game Play menu option shows the Long Title, Long Maker, and the Banner Description. Unless ISOs related to any E3 or Special Event demos are leaked or somehow made available, they will not be included here for the time being. NTSC and PAL are types of video signals often used to distinguish different regional versions of Melee. NTSC is used for the American, Japanese, and Korean versions of the game, and PAL is used for the European version.
First Character - Console ID. G: All retail games use G for GameCube. D: This is intended to be used for demo discs such as the Soulcalibur II Demo Disc, Star Wars: Rogue Squadron III: Rebel Strike Limited Edition Preview Disc, or the Interactive Multi-Game Demo Disc series. Likely because it is a multi-boot ISO, it is used by The Legend of Zelda: Ocarina of Time/Master Quest despite not technically being a demo disc. U: This is only used by the Game Boy Player Startup Disc. P: Used for promotional or bonus discs, such as the Mario Kart: Double Dash!!
Bonus Disc, the Pokemon Colosseum Bonus Disc, the Metroid Prime 2: Echoes Bonus Disc, or The Legend of Zelda: Collector's Edition. A: Seems to be intended for Game Boy Advance emulations, such as the Made in Wario trial demo included on the Japanese Interactive Disc Catalog Summer 2003 disc. R: Usually only seen in RELSAB or variations of RELSAB. Second and Third Characters - Game Code.
These two characters are letters or numbers specific to a game. Super Smash Bros.
Melee uses AL, Pokemon Colosseum uses C6, and The Legend of Zelda: The Wind Waker uses ZL. Fourth Character - Region Code. Note: Region Codes in the Title ID do not determine the game's region, but these letters often are almost always associated with these regions.
A: All. E: USA.
J: Japan. K: Korea. R: Russia. W: Taiwan. F: France.
P: Europe. S: Spain. U: Sometimes used for Europe (such as The Legend of Zelda: Ocarina of Time/Master Quest).
X: Sometimes used for France and/or Germany. Fifth Character - Publisher/Maker Code. 01: Nintendo. 08: Capcom. 8P: SEGA. AF: Namco.
64: LucasArts. AB: Often used for undefined titles, such as RELSAB. A4: Often used by Nintendo for demos and demo videos stored in multi-boot ISOs. Both the Japanese and North American versions of Melee have.dat files, the default format of the game's internal files, and.usd files, the format for the North American files. The.dat files can be found in all versions of Melee, while the.usd files can be found in any NTSC version (meaning the US, Japanese, and Korean versions) of the game. Curiously, the US releases do not use most of the Japanese files even when the language is swapped in the game's Options menu, and vice versa.
This includes all things from the title screen logos to the Proximity Mine item. This is Europe's first and only release of Melee. Despite it being the first revision of the PAL version of the game, it is identical to v1.2 of Melee in the U.S.
This version has no.usd files. However, it does have.frd,.gmd,.itd,.ukd versions (France, Germany, Italy, and United Kingdom respectively) of most of the in-game files. The game's primary soundtrack is copied for each region, and additionally, a US folder with all of the music is included. Despite claims that the infamous Tamagon Trophy does not exist in the game files, it does as well as the Japanese and North American variations of certain trophies. While it does not appear in the game's menu and it cannot be accessed in the Debug Menu, the fifteen-minute Special Movie is in the game's files.
This isn't technically a copy of Melee, but it is related to the game. This was not released in stores - it was distributed to participants (or perhaps specific winners) of a tournament in Makuhari. It's known for coming in. This is a multi-boot ISO like the Interactive Multi-Game Demo Discs - it has videos of four matches from the tournament and also includes videos of impressive Break the Targets and Home Run Contest replays. The only way to exit any of the videos once they have been started is to reset the system.
The menu used to select the videos is recycled from the early GameCube Interactive Multi-Game Demo Discs from around that time (which also often contained Melee content). This includes a two-minute Free-for-All/Battle Royale demo match limited only to the characters and stages that do not have to be unlocked, an Adventure Mode demo with the same character restrictions that will end after the Brinstar Escape level, and a Trophy Gallery demo that is limited to a small number of trophies. It also has a few commerical-like videos for Melee (including the final version of Melee's opening cinematic) and a GameCube promo video. Interestingly, the commercial videos use an arrangement of the game's main menu song that is not featured anywhere else! This is exactly the same ISO as above, but it apparently re-released at some point under a different name? The title this ISO is known as is not that different anyway - jitsuen means demonstration or demo and taikenban means trial version. It is also likely that these were dumped from the same disc but the ISO somehow received two different names during circulation.
It could be that this ISO was on a disc actually labeled for the November 2001 demo disc and not for a promotional Melee disc, but this is unlikely as no such image of a disc or case art for the November 2001 demo disc exists. On top of that, Japan did not have frequent editions of early demo discs labeled with a general GameCube packaging in the way that the US, Europe, and Australia did. Instead, early demo discs were packaged in the featured game's original box with green Luigi stickers attached. Quick Explanation: During the GameCube's lifetime, Nintendo distributed Interactive Multi-Game Demo Discs to stores so that consumers could try out demos and watch videos of current and upcoming releases. These discs are no different than regular GameCube games: any console can boot them. Like the available to purchase The Legend of Zelda: Collector's Edition or the Mario Kart: Double Dash!! Bonus Disc, the demo discs are multi-boot ISOs that load compressed ISOs known as.tgc files to play games.
It is possible to covert tgc files back to gcm files, which makes these standalone ISO files once again. Technically, Nintendo never actually intended these extracted ISOs to be seen or used this way, which often results in corrupted or incomplete banner data, bizarre regions and Game IDs (such as the infamous RELSAB), curious internal data, and random compatibility problems with the GameCube. I have sought out every known.tgc file of Super Smash Bros. Melee and extracted and converted them to standalone ISO files for testing and documentation.
Theoretically, it should be possible to burn these to a disc and load them onto a retail GameCube (though the ones that cannot boot through the BIOS will need a modified opening.bnr file). With these four playable demos (the only working demos of Melee known to exist), it is unconfirmed if these demos feature the same regional and revision changes as the retail versions of the game.
The apploader and Start.dol date change between the different regions may indicate that regional changes are present. The apploader date of the US demos share the apploader date of the US v1.1, which suggests the US demos were created from v1.1 of the game. The PAL demo has the same Start.dol date as the US demos, which may suggest that the PAL demo was created from a US v1.1 revision (or even the US demo) rather than v1.2, the revision the retail PAL game is identical to.
This demo was extracted from the Japan November 2001 Interactive Multi-Game Demo Disc, specifically the Taikenban ISO. The exact same ISO can be extracted from the Jitsuen-you disc. Like most Melee demos, no unlockable characters and stages are available (the characters not featured in this demo are missing files that allow them to function, but their texture and animation files are present). While you can't change the Versus Mode settings, you can change the match to a Team Battle. As part of a multi-boot ISO, pressing the back button will return you to the main menu of the ISO. As a standalone ISO, it will reset the demo.
While this ISO cannot function like the retail game without replacing many internal files, there are many files leftover that cannot be accessed on through the demo. The disc has all of the music from the final game here (with the exception the US version of the Opening, How to Play, Giga Bowser, and Multi-Man Melee songs) and all of the trophies, for some reason. Of all the 1P Mode Ending videos, only Bowser's video file is present (all Congratulations screens are present, too). The Credits, Tournament Mode, Camera Mode, Training Mode, and Home Run Contest files are present.
If the demo were to be hacked and the main menu and Debug Menu were made accessible, these modes could be used normally. Nintendo was somewhat clever in designing this demo disc. The other options on the November 2001 Demo Disc menu actually all load this ISO and just redirect the player to different menus or screens on the ISO. This seemed obvious for the Adventure Mode and Trophy Gallery options, as that data is present in the ISO (that is - the first half of Adventure Mode's level data before you are booted to a 'Thanks for Playing' screen), but the How to Play movie option also boots this ISO. Two things verified this: the How to Play movie is present in the ISO (as well as the entire Special Movie), and when the How to Play movie is selected from the demo disc menu, Dolphin's log shows that Super Smash Bros. Melee was booted, logging the language, DbLevel, and the Start.dol date, which is the same as this extracted ISO.
This is also true for the final version of the Opening Cinematic, which can also be viewed from the demo disc multi-boot menu. This commercial was extracted from the Japan November 2001 Interactive Multi-Game Demo Disc, specifically the Taikenban ISO. The exact same ISO can be extracted from the Jitsuen-you disc. Both Melee commercials on this ISO feature a different version of the game's main menu theme not featured anywhere else.
This specific commercial starts with Link at Hyrule Temple and he, Ness, and Kirby all get pulverized by a Falcon Punch. Pressing B will either return you to the demo disc menu or restart the video. This commercial was extracted from the Japan November 2001 Interactive Multi-Game Demo Disc, specifically the Taikenban ISO. The exact same ISO can be extracted from the Jitsuen-you disc. Both Melee commercials on this ISO feature a different version of the game's main menu theme not featured anywhere else.
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This commercial does not freeze, but may lag in later parts of the commercial. It opens with some fighting between Mario, Bowser, and the Ice Climbers at Peach's Castle, and then shows lots of hectic gameplay. Pressing B will either return you to the demo disc menu or restart the video. In September 2012, someone by the alias LiiZENS dumped an ISO of the infamous and very rare SmaBro DX Event-you Disc. Has surfaced since.
All that is known about the contents of this ISO is that it includes options for two, three, and five minute versus mode matches, and four players are required (although they can be CPU players). Like the tournament video disc, there are characters missing, but not the same characters: this one only lacks Mewtwo, Mr. Game & Watch, Roy, and Young Link (oddly, Mewtwo and Mr. Game & Watch's spaces are not covered by question mark boxes). There is currently no explanation specifically related to why this disc exists or how it got into circulation on Japanese auction sites (which it goes for very high prices).