Super Smash Bros. Melee sped the Nintendo 64 fighter up until a wavedash became a real technique instead of a glitch to ignore. Trophies turn the menus into a museum of props from older Nintendo games.
Masahiro Sakurai and HAL Laboratory built it as a GameCube launch-window game with a roster far larger than the first Smash, plus trophies that act as a museum of Nintendo props. Adventure mode, event matches, and a brutal single-player climb sit beside a versus mode that tournaments adopted.
Wavedashing, L-canceling, and character-specific movement turned Melee into a competitive game with a scene Nintendo did not design and, for years, did not sponsor. That split, between a party fighter and a lived-in ruleset, is the reason the disc is still on tournament setups.
Brawl, Wii U, and Ultimate changed the physics on purpose. They are other pages. This one is Super Smash Bros. Melee.