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** Peach's Daisy-themed PaletteSwap changes details on her model to make her dress look more like Daisy's, and makes her skin tan, based on ''VideoGame/MarioTennis'' and ''VideoGame/MarioParty3'' renders where it looks like Daisy's skin is slightly darker than Peach's. Later games have the costume appear as just Peach's dress with Daisy's colors, and do not alter her skin tone.

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''Super Smash Bros. Melee'' is a [[MascotFighter Mascot]]/PlatformFighter developed by Creator/HALLaboratory under Creator/MasahiroSakurai and published by Creator/{{Nintendo}} for the UsefulNotes/NintendoGameCube in 2001. It is the second game in the ''VideoGame/SuperSmashBros'' series.

While the original ''Smash'' game laid the groundwork for the series, ''Melee'' set the standard for what to expect for content. Not only does ''Melee'' have many more playable characters (25[[note]]retroactively 26, as Zelda and Sheik share the same slot here and weren't separated until the fourth game[[/note]]) and stages (29), it also has a number of new single-player modes such as All-Star and Adventure, collectible trophies based on games from Nintendo's past, present, and [[EarlyBirdCameo future]], and a slew of customization options for multiplayer matches. This is all thanks to Sakurai becoming much more ambitious regarding the ''Smash'' IP, being blown away by the unexpected success of what was originally a UsefulNotes/Nintendo64 budget title and feeling that, given the large amount of positive attention, there was more than enough room to make it into something big. This trait, which also provided greater production values than with the first game, [[FranchiseCodifier would be repeated with all subsequent games in the series]].

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''Super Smash Bros. Melee'' is a [[MascotFighter Mascot]]/PlatformFighter developed by Creator/HALLaboratory under Creator/MasahiroSakurai and published by Creator/{{Nintendo}} for the UsefulNotes/NintendoGameCube Platform/NintendoGameCube in 2001. It is the second game in the ''VideoGame/SuperSmashBros'' series.

While the original ''Smash'' game laid the groundwork for the series, ''Melee'' set the standard for what to expect for content. Not only does ''Melee'' have many more playable characters (25[[note]]retroactively 26, as Zelda and Sheik share the same slot here and weren't separated until the fourth game[[/note]]) and stages (29), it also has a number of new single-player modes such as All-Star and Adventure, collectible trophies based on games from Nintendo's past, present, and [[EarlyBirdCameo future]], and a slew of customization options for multiplayer matches. This is all thanks to Sakurai becoming much more ambitious regarding the ''Smash'' IP, being blown away by the unexpected success of what was originally a UsefulNotes/Nintendo64 Platform/Nintendo64 budget title and feeling that, given the large amount of positive attention, there was more than enough room to make it into something big. This trait, which also provided greater production values than with the first game, [[FranchiseCodifier would be repeated with all subsequent games in the series]].



* ''UsefulNotes/GameAndWatch'': '''Mr. Game & Watch'''

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* ''UsefulNotes/GameAndWatch'': ''Platform/GameAndWatch'': '''Mr. Game & Watch'''



* ''UsefulNotes/GameAndWatch'': '''Flat Zone'''

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* ''UsefulNotes/GameAndWatch'': ''Platform/GameAndWatch'': '''Flat Zone'''



* FranchiseCodifier: The game vastly expanded upon the PlatformFighter concept and modest template seen in the original UsefulNotes/Nintendo64 game, allowing the series to adopt a more recognizable brand that is carried over to subsequent installments: The character roster and stage selection increased to the point that major Nintendo franchises or universes would be represented by at least four characters and two stages; several iconic modes like Adventure Mode, Event Match, All-Star Mode, Home-Run Contest and the trope-naming MultiMookMelee were introduced; lastly, the CollectionSidequest of trophies also debuted here, allowing several games and franchises other than those majorly present via characters and stages to be acknowledged, serving as a celebration of the history of Nintendo (and, from ''Brawl'' onwards, other gaming companies).

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* FranchiseCodifier: The game vastly expanded upon the PlatformFighter concept and modest template seen in the original UsefulNotes/Nintendo64 Platform/Nintendo64 game, allowing the series to adopt a more recognizable brand that is carried over to subsequent installments: The character roster and stage selection increased to the point that major Nintendo franchises or universes would be represented by at least four characters and two stages; several iconic modes like Adventure Mode, Event Match, All-Star Mode, Home-Run Contest and the trope-naming MultiMookMelee were introduced; lastly, the CollectionSidequest of trophies also debuted here, allowing several games and franchises other than those majorly present via characters and stages to be acknowledged, serving as a celebration of the history of Nintendo (and, from ''Brawl'' onwards, other gaming companies).



** [[UsefulNotes/GameandWatch Mr. Game & Watch]] is almost as light as Kirby (he's a two-dimensional character resembling an old LCD display), but has among the strongest smashes in the game and Judge 9, an RNG move that can KO extremely early.

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** [[UsefulNotes/GameandWatch [[Platform/GameandWatch Mr. Game & Watch]] is almost as light as Kirby (he's a two-dimensional character resembling an old LCD display), but has among the strongest smashes in the game and Judge 9, an RNG move that can KO extremely early.



* PressureSensitiveInterface: The [[UsefulNotes/NintendoGameCube GameCube's]] joystick has touch-sensitive shoulder buttons, with another button at the very bottom of each of the buttons. The shoulder buttons are used for shielding. Lightly pushing the button made a larger but more translucent, and likely weaker, shield; pushing the button harder made the shield more compact as well as more durable and opaque.

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* PressureSensitiveInterface: The [[UsefulNotes/NintendoGameCube [[Platform/NintendoGameCube GameCube's]] joystick has touch-sensitive shoulder buttons, with another button at the very bottom of each of the buttons. The shoulder buttons are used for shielding. Lightly pushing the button made a larger but more translucent, and likely weaker, shield; pushing the button harder made the shield more compact as well as more durable and opaque.
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* PressureSensitiveInterface: The [[UsefulNotes/NintendoGameCube GameCube's]] joystick has touch-sensitive shoulder buttons, with another button at the very bottom of each of the buttons. The shoulder buttons are used for shielding. Lightly pushing the button made a larger but more translucent, and likely weaker, shield; pushing the button harder made the shield more compact as well as more durable and opaque.

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