Development and Release
HAL Laboratory developed Super Smash Bros. Melee, with Masahiro Sakurai as the head of production. The game was one of the first games released on the Nintendo GameCube and highlighted the advancement in graphics from the Nintendo 64. The developers wanted to pay homage to the debut of the GameCube by making an opening FMV sequence that would attract people's attention to the graphics. HAL worked with three separate graphic houses in Tokyo to make the opening sequence. On their official website, the developers posted screen shots and information highlighting and explaining the attention to physics and detail in the game, with references to changes from its predecessor. The game was in development for 13 months, and Sakurai called his lifestyle during this period "destructive" with no holidays and short weekends. Unlike the experimental first Super Smash Bros., 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, Super Smash Bros. Brawl.
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 Lucas, the main character of Mother 3, but retained Ness in consideration of delays. The game's creators later included Lucas in the game's sequel, Super Smash Bros. Brawl. Video game developer Hideo Kojima originally requested the inclusion of Solid Snake 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. Melee. 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. Additionally, Sakurai stated that the development team had suggested characters from four other games to represent the Famicom or NES era until the developers decided that the Ice Climbers 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 presented the game at the E3 event of 2001 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. Nintendo offered a playable tournament of the games for fans in which a GameCube 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. The popular Japanese magazine Famitsu reported that Nintendo advertised the game in between showings of the Pokémon movie across movie theaters in Japan. In January 2003, Super Smash Bros Melee became part of the Player's Choice, 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.
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