10 - The Michigan Daily - Wednesday, January 16, 2002 'Super Smash Bros. Melee' fine for Nintendo nostalgia ARTS Artists utilize three different mediums in Union showcase 0 " By Rohith Thumati For the Daily If you want a new and original video gaming experience, do not look to "Super Smash Bros. Melee." Check out "Pikmin" or "Super Monkey Ball" for Grade: A the GameCube, or "Frequen- cy," "Rez" and "Grand Theft Super Smash Auto 3" on the Playstation 2 Bros. Melee instead. But, if you want a GameCube game that is a blast to play Nintendo with friends, is easy to get into, and cannot be beat as far as multi-player fighters go, "Smash Bros. Melee" cannot be beat. Nintendo basically put the original N64 ver- sion of "Super Smash Bros." on a diet of andro and ereatine and came up with "Melee." The game pits all of Nintendo's most famous mas- cots such as Mario and Pikachu in deathmatch- es. Differentiating "Melee" from other fighting games is how "falls" (kills) are performed - rather than having to deplete an opponent's life meter, the opponent has to be knocked off of the playing field, which is made easier the higher the damage he or she takes. Also, up to four people can play at the same time, something that no other major fighting game, save for the Xbox's "Dead or Alive 3," can boast. Setting the game apart even further apart from typical fighters are the power-ups that litter the playing field, almost all of which are based upon actual Nintendo games. The power-ups range from health items such as Heart Containers (from the "Legend of Zelda" games) to offen- sive weapons such as the Super Scope (an actual light gun accessory for the Super Nintendo) and Pokeballs, which spawn a random Pok6mon. There are 14 chiaracters immediately playable, with I 1 more unlockable, for a total of 25 usable characters once certain goals have been met. The other characters immediately playable range from well-known heroes such as Link, Donkey Kong and Samus to more obscure ones such the Ice Climbers (from the obscure game on the original Nintendo, and you control both of them at the same time) and Ness (from the Super Nin- tendo game "Earthbound"). While most of the secret characters are clones of others just with tweaks to their speed and power, each character plays completely different from another, require unique strategies and offer something different to the gamer. Be it the hyper aggressive, counter-happy or anywhere in between, the wide variety in characters allows nearly everyone to find a character that is best suited to his or her style. And while it may be tempting to write off some characters such as Princess Zelda and Princess Peach as jokes, you'll stop laughing when they're knocking you out for the fifth time in as many minutes. These girls can hit. Hard. The environments are all keyed to certain characters and are extremely varied, ranging from relatively calm and standard as far as fighters go (Pok~mon Stadium) to almost like a platforming game, as the Ice Climber's Infinite Glacier can attest. One key difference in the environments as compared to the N64 version is that they gener- ally are much smaller and have a lot going on. For example, on the Mute City F-Zero level, the fight takes place during a race, replete with cars zooming through the field of play and moving platforms. This makes for a far more frenetic pace and much more chaos in the course of the battle than could be found in the original "Smash Bros." or any fighter, for that matter. Melee features graphics that any game con- sole would envy. It is clear that something of this caliber simply could not be made with less- er hardware. While it is not life-like (purposely), details such as the denim texture on Mario's overalls are incredibly realistic. The characters are supremely fluid, with even long hair moving believably -- one of the tougher things to do in a video game. The sound is also top notch. From remixes of the original "Mario" theme and the DK Rap from "Donkey Kong 64" to stirring renditions of the Overworld Theme from "The Legend of Zelda," the score is simply incredible. Throw in sound effects that are spot-on, and you get a game that is as sure to please aurally as visually. The heart of the game is the multi-player. There are several different modes to choose from: Stock (set limit of lives per player), time (most number of kills in a given amount of time), coin (get as many coins by beating opposing players up as much as possible in a certain amount of time) and bonus (most style points wins). Up to four people can play, but the computer can take any unfilled slots, if you wish. If there is one weak spot in this game, it has to be the single-player mode. It is impossible to realize within the first few minutes of playing the single-player game that this game, as well as its predecessor, was meant to be a multi-player game, pure and simple. It is not that there isn't a lot to do - there is. "Melee" boasts not only a version of the sin- gle-player mode from the original, but also a new "adventure" mode, an event mode that places the player in special circumstances, sev- eral training modes and 300-plus trophies that feature characters, objects, places and moments from Nintendo's illustrious past. They can only really be collected by going through the single player games dozens upon dozens of times. The real question is, why would anyone bother with it once all the secret characters and stages have been achieved? Having said that, no Game- Cube library can be considered By Sonya Sutherland Daily Arts Writer The chances to be part of the "nu-art" movement on this cam- 3 Artists in 3 Dimensions Michigan Union Through Friday host to a share pus are rare. A trip to the 'D' or fabulous Ferndale is just about the only way to enjoy fine art receptions. Fortunately for those wanting to culture them- selves or per- h a p s appreciate "nu-art," the 'U' serves as of talented stu- complete without this game. As many other reviewers have stated, Melee is Nintendo's ulti- mate self-tribute, and the attention to detail is simply ridiculous. "Super Smash Bros. Melee" is the ultimate party game. The game is simply a riot to play with friends. "Tekken Tag Tourna- ment" or "Marvel Vs. Capeom 2" may beat "Melee" in technical ability, and "Dead or Alive 3" may be pret- tier, but none can top it in fen, and isn't that why we play games in the '# first place'? dents and their installations. This Friday brings one of those oppor- tunities that you, living in this day and age 'of boy bands and Nelly, shduldn't pass up if you ever want to be considered "cultured." The second floor of the Michigan Union's study room hosts a trip- tych installation featuring the fibers of Julia Klein, photography and clothing of Sarah Burger and sculpture by Andreas Garces. This Friday's reception marks the closing of the fortnight exhi- bition, which combines the differ- ent artistic mediums and expressions as parts of a greater whole. "We are all working differ- ent media -- if you look at it, it's not necessarily related in a way but it all complements each other. I think it's neat when you can find connections between things that' don't seem to have anything between them," said Klein about the inter-relationships found among the different pieces. "You don't get bored of looking at it - there are lot of different ways to approach it." The photography and clothing in Sarah Burger's current installa- tion reflects the issue of gender neutrality, a pattern present in some of her past short film work. "I would love it if everyone had more of a gender neutrality. Some- where between male and female - if you look at the photos close- ly - there is a picture of a person wearing a bald cap and I think that gender is linked in this instance to taking away the hair," said Burger. She expanded on that idea, remarking, "I tried to do as much to disregard gender as I could while still maintaining the look I wanted. With the mannequin, for example, I tried to do with as little anatomy as possible." While Burger takes a more defined approach to her art, the fabric work of Klein invites the viewer to make his or her own interpretations regarding the use of repetition. "I don't want to say anything that makes static the meaning of my pieces. I'm not really interested in that I don't have a message," said Klein. "I'm interested in patterns and rectan- gles and squares and things being repeated." Tying together with the other two, Garces' sculpture is a explo- ration of lines and space which rely on pattern to convey a mes- sage. In the case of his installa- tions, Garces wanted to compose space, planes and lines with respect to the idea of take over. "I had two objects and I wanted to make one seem like it was over- whelming the other. It'is set up so that the bigger one has a move- ment that overwhelms the smaller one and the smaller one is kind of reeling or crouching beneath the larger piece." As far as the inspira- tion for this concept, Garces said, "I started off studying synergy which is growth formation, pat- terns of growth in nature and I started making models. That's what I do. It's very entertaining creating rhythms and movement in space - it's very exciting." Unity and relationship, gender issues and space concepts provide the environment for this installa- tion. Even with only the intent to look more educated, five minutes at this thought provoking event will get you a lifetime pass to the "I'm now cultured" club and you don't even have to leave Ann Arbor. Courtesy of Nintendo Link is one of several classic Nintendo characters to choose from in 'Smash Bros.' 9 W