Can you briefly compare and contrast each generation of the game?
Smash64: no competitive community for a long time. Starting around 2007 they figured out a way to play it online and a small community developed. Isai was largely considered the best Smash64 player ever, but has been outplaced by the likes of Superboom. Biggest tournament held through: Apex2012 with 64 entrants. This game though is a college favorite and I’ve seen college tournaments get 20-40 entrants, and that is with minimal advertisement. Game has funky hit boxes and guaranteed zero-deaths. Also a very defined top tier and a lot of completely unviable characters. Still, it revolutionized fighting games in that it combined the RPS guessing games of a fighter with the movement and fluidity of a plat former.
Melee: The birth really of the competitive Smash scene. Started in 2002, the game at first seemed to have reached a peak in 2006, but a resurgence after its near death in 2008 has shown that the next level of Smashers is almost mind-bogglingly fast and technical. The game added spot dodging, light shielding (removed in Brawl), L-canceling, wave dashing, direction air dodging (and air dodging in general), Side-B moves, and the C-stick for quick Smashes. Recoveries for all characters were improved. Melee has been the most balanced of the bunch, containing roughly 5-6 viable tournament characters (if the standard is winning a large-scale national) and almost 10 semi-viable characters (placing top 8-16 at nationals). The Melee ruleset, once having over 10 stages, has condensed to an average of about 6. Most Melee tournaments use nearly the same ruleset now that the game has existed for over a decade competitively.