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How many trophies R there in the game Super Smash Bros Melee?

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A fighting game is a type of video game where the player controls an on-screen character and engages in close combat with an opponent. These characters tend to be of equal power and fight matches consisting of several rounds, which take place in an arena. Players must master techniques such as blocking, counter-attacking, and chaining together sequences of attacks known as "combos". Since the early 1990s, most fighting games allow the player to execute special attacks by performing specific button combinations. The genre is related to but distinct from beat 'em ups, which involve large numbers of antagonists.

The first game to feature fist fighting was Heavyweight Champ in 1976, but it was Karate Champ and The Way of the Exploding Fist which popularized one-on-one martial arts games in 1984 and 1985 respectively. Also in 1985, Yie Ar Kung-Fu featured antagonists with differing fighting styles, while 1987's Street Fighter introduced hidden special attacks. In 1991, Capcom's highly successful Street Fighter II refined and popularized many of the conventions of the genre. The fighting game subsequently became the preeminent genre for competitive video gaming in the early to mid-1990s, especially in arcades. This period spawned numerous popular fighting games in addition to Street Fighter, including the successful and long running franchises Street Fighter and later Virtua Fighter and Tekken.

Digital media is a form of electronic media where data are stored in digital (as opposed to analog) form. It can refer to the technical aspect of storage and transmission (e.g. hard disk drives or computer networking) of information or to the "end product", such as digital video, augmented reality, digital signage, digital audio, or digital art .

Florida's digital media industry association, Digital Media Alliance Florida, defines digital media as "the creative convergence of digital arts, science, technology and business for human expression, communication, social interaction and education".

An electronic game is a game that employs electronics to create an interactive system with which a player can play. The most common form of electronic game today is the video game, and for this reason the terms are often mistakenly used synonymously. Other common forms of electronic game include such non-exclusively-visual products as handheld electronic games, standalone systems (e.g. pinball, slot machines, or electro-mechanical arcade games), and specifically non-visual products (e.g. audio games). There are electronic game sets for chess, draughts and battleships

The earliest form of computer game to achieve any degree of mainstream use was the text-based Teletype game. Teletype games lack video display screens and instead present the game to the player by printing a series of characters on paper which the player reads as it emerges from the platen. Practically this means that each action taken will require a line of paper and thus a hard-copy record of the game remains after it has been played. This naturally tends to reduce the size of the gaming universe or alternatively to require a great amount of paper. As computer screens became standard during the rise of the third generation computer, text-based command line-driven language parsing Teletype games transitioned into visual interactive fiction allowing for greater depth of gameplay and reduced paper requirements. This transition was accompanied by a simultaneous shift from the mainframe environment to the personal computer.

Application software is all the computer software that causes a computer to perform useful tasks (compare with computer viruses) beyond the running of the computer itself. A specific instance of such software is called a software application, program, application or app.

The term is used to contrast such software with system software, which manages and integrates a computer's capabilities but does not directly perform tasks that benefit the user. The system software serves the application, which in turn serves the user.

The action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes diverse subgenres such as fighting games, shooter games, and platform games, which are widely considered the most important action games, though some real-time strategy games are also considered to be action games.

In an action game, the player typically controls the avatar of a protagonist. The avatar must navigate a level, collecting objects, avoiding obstacles, and battling enemies with various attacks. At the end of a level or group of levels, the player must often defeat a large boss enemy that is larger and more challenging than other enemies. Enemy attacks and obstacles deplete the avatar's health and lives, and the game is over when the player runs out of lives. Alternatively, the player wins the game by finishing a sequence of levels. But many action games are unbeatable and have an indefinite number of levels, and the player's only goal is to maximize their score by collecting objects and defeating enemies.

Super Smash Bros., released in Japan as Nintendo All Star! Dairantō Smash Brothers (ニンテンドウオールスター!大乱闘スマッシュブラザーズ?), is a fighting game developed by HAL Laboratory and published by Nintendo for the Nintendo 64. It was released in Japan on January 21, 1999, in North America on April 26, 1999, and in Europe on November 19, 1999. Super Smash Bros. is the first game in the seriesSuper Smash Bros., followed by Super Smash Bros. Melee for GameCube in 2001, Super Smash Bros. Brawl for Wii in 2008, and Super Smash Bros. for Nintendo 3DS and Wii U, expected to release in 2014 on the 3DS and Wii U systems.

The game is a crossover between several different Nintendo franchises such as Mario, The Legend of Zelda and Pokémon. Super Smash Bros. received mostly positive reviews from the media and was commercially successful, selling over 5 million copies worldwide by 2001, with 2.93 million sold in the United States and 1.97 million copies sold in Japan.

Super Smash Bros. Melee, known in Japan as Dairantō Smash Brothers DX (大乱闘スマッシュブラザーズDX?, lit. "Great Melee Smash Brothers Deluxe"), often abbreviated as SSBM or simply as Melee, is a crossover fighting game released for the Nintendo GameCube shortly after its launch in 2001 (2002 in the PAL region). It is the successor to the 1999 Nintendo 64 game Super Smash Bros., and the predecessor to the 2008 Wii game Super Smash Bros. Brawl. HAL Laboratory developed the game, with Masahiro Sakurai as head of production.

The game is centered on characters from Nintendo's video gaming franchises such as Mario, The Legend of Zelda, and Pokémon. The stages and gameplay modes make references to, or take their designs from, popular games released by Nintendo. Melee's gameplay system offers an unorthodox approach to the "fighter" genre as percentage counters measure the level of damage received, rather than the health bar traditionally seen in most fighting games. It builds on the first game's broad appeal by adding new features related to gameplay and playable characters. Following the popularity of its multiplayer gameplay, Melee has been featured in several multiplayer gaming tournaments.

Super Smash Bros. Brawl, known in Japan as Dairantō Smash Brothers X (大乱闘スマッシュブラザーズX?, lit. "Great Melee Smash Brothers X"), is the third installment in the seriesSuper Smash Bros. of crossover fighting games, developed by an ad hoc development team consisting of Sora, Game Arts and staff from other developers, and published by Nintendo for the Wii video game console. Brawl was announced at a pre-E3 2005 press conference by Nintendo president and Chief Executive Officer Satoru Iwata. Masahiro Sakurai, director of the previous two games in the series, assumed the role of director for the third installment at the request of Iwata. Game development began in October 2005 with a creative team that included members from several Nintendo and third party development teams. After delays due to development problems, the game was finally released on January 31, 2008 in Japan, March 9, 2008 in North America, June 26, 2008 in Australia and June 27, 2008 in Europe. Twenty-seven months after its original Japanese release, the game was released in Korea, on April 29, 2010.

The number of playable characters that players can control in Brawl has grown from that in Super Smash Bros. Melee; Brawl is the first game in the series to expand past Nintendo characters and allow players to control third-party characters. Like its predecessors, the object of Brawl is to knock an opponent off the screen. It is a departure from traditional fighting games, notably in its simplified move commands and emphasis on ring outs over knockouts. It includes a more extensive single-player mode than its predecessors, known as The Subspace Emissary (SSE). This mode is a plot-driven, side-scrolling beat 'em up featuring computer-generated cut scenes and playable characters from the game. Brawl also supports multiplayer battles with up to four combatants, and is the first game of its franchise to feature online battles via the Nintendo Wi-Fi Connection. The game can also be uniquely played on four controllers, which include the Classic Controller, GameCube Controller, Wii Remote and Nunchuk and Wii Remote, simultaneously.

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Super Smash Bros., released in Japan as Nintendo All Star! Dairantō Smash Brothers (ニンテンドウオールスター!大乱闘スマッシュブラザーズ?), is a fighting game developed by HAL Laboratory and published by Nintendo for the Nintendo 64. It was released in Japan on January 21, 1999, in North America on April 26, 1999, and in Europe on November 19, 1999. Super Smash Bros. is the first game in the seriesSuper Smash Bros., followed by Super Smash Bros. Melee for GameCube in 2001, Super Smash Bros. Brawl for Wii in 2008, and Super Smash Bros. for Nintendo 3DS and Wii U, expected to release in 2014 on the 3DS and Wii U systems.

The game is a crossover between several different Nintendo franchises such as Mario, The Legend of Zelda and Pokémon. Super Smash Bros. received mostly positive reviews from the media and was commercially successful, selling over 5 million copies worldwide by 2001, with 2.93 million sold in the United States and 1.97 million copies sold in Japan.

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