[[caption-width-right:350: By far the biggest [[GameMod mod]] for a console game ever.]]
''[[http://projectmgame.com/en/ Project M]]'' is a mod of the popular Nintendo [[MascotFighter Mascot]] and [[PlatformFighter Platform]] Fighter ''[[VideoGame/SuperSmashBros Super Smash Bros Brawl]]'', inspired by [[TournamentPlay competitive-style]] ''Super Smash Bros. Melee'' and designed to add rich, fast-paced, and technical gameplay to a well-balanced cast of characters. It's created by a group of tournament-style ''Smash Bros.'' enthusiasts known as the ''Project M'' Development Team (PMDT) (Previously known as the Project M Back Room, PMBR), some of whom were involved in ''Brawl+'', the previous attempt to modify ''Brawl'' into a better-balanced and competitively-oriented game. Importantly, it isn't just a copy of ''Melee''; the goal is to tweak all 39 characters in ''Brawl'''s roster (and Melee fan favorites Roy and Mewtwo) to be viable yet fair fighters against the likes of the best characters ''Melee'' has to offer. Ultimately, the project is meant to create the ideal version of ''Super Smash Bros.'': one that is well-balanced, is energetic, and supports a dynamic balance between offensive and defensive playstyles, yet overall slightly favors offense. Simply put, it's a fan-made sequel/remake/improvement/conceptual expansion of ''Melee''.

So far, public reception has been ''extremely'' positive, landing ''Project M'' front-page coverage and [[http://www.ign.com/wikis/smash-bros-project-m wiki support]] from the major gaming news website ''IGN''.

[[http://projectm.dantarion.com/downloads/ Version 3.02]] was released in January 2014, while Version 3.5 [[http://projectmgame.com/en/news/project-m-3-5-release was released on November 14th]].

For information on the characters, see the character sheets: ''[[Characters/ProjectMMeleeVeterans Melee Veterans]]'' and ''[[Characters/ProjectMBrawlNewcomers Brawl Newcomers]]''.

Compare to ''VideoGame/AirDashOnline'', which was another game project inspired by competitive-style ''Melee''. [[IReadThatAs Not to be confused with]] ''VideoGame/MetroidOtherM''. Read our Forum discussion about it [[http://tvtropes.org/pmwiki/posts.php?discussion=13386625390A65331500&page=1 here]].

[[http://projectmgame.com/en/download Download the mod here.]] You will need a copy of ''Brawl'' and a 2 GB SD card (it '''has''' to be 2 GB or smaller) for the hackless method to work.

!!This game has examples of:
* AdaptationDecay: The [[LevelEditor Custom Stage menu]] in Vanilla Brawl has been disabled, as the [=StackSmash=] exploit (which enabless Wii hacking) requires the stage list to be empty. Thankfully, though, if you have the Homebrew Channel version and thus only needed the exploit once, the small line in the code disabling it is easy to seek and eliminate.
* AprilFoolsDay: The PMDT [[https://www.youtube.com/watch?v=Z92MxCndZa4 made a trailer]] that demonstrates the supposed new, over-the-top direction the game will take in Demo 3.0. However, "Turbo Mode" was later confirmed to be an actual bonus mode in the update. [[Franchise/{{Pokemon}} Spiky-Eared Pichu]] still ''probably'' won't be in the game, though.
** 2014 [[https://www.youtube.com/watch?v=tCXABhlj3nI celebrated the anniversary of Turbo Mode]] with turbo Samus, Ike Climbers (two Ikes dressed like the Ice Climbers), [[VideoGame/StarFox Slippy Toad]] ([[ButtMonkey who gets beat up instead of fighting]]), and a teaser for Ridley. Hopefully the last part wasn't just a joke.
* ArtificialBrilliance: There have been slight tweaks to the character's AI, including all CPU-controlled characters being able to wavedash, some characters being able to recover more efficiently, and all characters being capable of L-cancelling.
* ArtificialStupidity: Since it's largely ''Brawl'' AI, the [=CPUs=] are incapable of fully utilizing the advanced techniques technical potential of the game (e.g. chaingrabbing and DACUS[[note]]a Dash Attack Cancelled Up Smash. It involves performing a dash attack, and then very quickly pressing Up and the throw button simultaneously[[/note]]). This has largely been fixed with 3.0, although there are still some issues (such as an ''extremely'' suicidal A.I. prior to the 3.02 Patch).
* AttackReflector: Everyone can achieve this if they perfect shield, though it's much harder than using a relevant special move to do so.
* {{Backstory}}: The project has two GameMod precursors: ''Brawl+'' (which is generally considered a failure), and a subsequent small project to replicate Falco's ''Melee'' functionality as a custom character for regular ''Brawl'' (which soon expanded to the goal of making the entirety of ''Brawl'' like ''Melee'', but better).
* BattleAura: Every character has this in Turbo Mode.
* UsefulNotes/BetaTest: Aside from maintaining public interest and support, the purpose of the public demos is to beta test ''P:M'' on a large scale, thus making bug-searching easier and character-balancing decisions statistically reasonable.
* {{Combo}}s: Although comboing is a mainstay of the FightingGame genre, this is the first time in ''Smash'' that combos of such complexity are intentional and integral to the gameplay.
** The [[AprilFoolsDay infamous]] Turbo Mode grants on-hit-cancel to [[UpToEleven every attack in the game]], a mechanic usually exclusive to most of Lucario's attacks. [[note]]Lucario's moves are tiered so that their combos follow a four-attack magic series. Therefore, that instance is not seen as overpowered.[[/note]] Turbo Mode makes it possible to cancel any attack...into any other attack[[note]]No, you cannot combo one move into the same move.[[/note]], allowing the most extensive combos ever seen in a ''Smash'' game. The result is gameplay that looks like it's from VideoGame/MarvelVsCapcom, and it is [[https://www.youtube.com/watch?v=CGs6YXNiWZY glorious.]]
* TheBusCameBack: This was the first use of the Clone Engine - bringing back characters that had been cut out of ''Brawl''.
* CallBack: The game loves to do this, adding a number of references to older games; Aside from the [[NostalgiaLevel classic stages]] and [[TheBusCameBack classic characters]], most of the alternate costumes give characters their appearances from specific games, even if said appearances [[ShownTheirWork have never been officially rendered in 3D before]], such as Wolf's ''VideoGame/StarFox2'' inspired costume (which was just a communicator headshot sprite in its original appearance).
** CallForward: It also features costumes that first appeared far later than ''Brawl'', such as [[SuperMario3DWorld Fire Peach]].
* ColorCodedMultiplayer: Sonic, Lucario, and Pokémon Trainer's team were given more obvious recolors, as the ones in ''Brawl'' were too close to each other to be considered fair in hectic tournament play.
* CompetitiveBalance: It's one of the fundamental ideas of the game.
* CompositeCharacter: Most fighters are based in their Melee incarnation (if they have one), but anything interesting from their ''64'' and/or ''Brawl'' incarnations, where applicable, are implemented as well.
** Mario is stated to combine the best of Mario and Dr. Mario[[note]]There is a Doc costume for Mario, but the changes are cosmetic, even the mega-vitamins[[/note]].
* TheDevTeamThinksOfEverything:
** If an outside modder tried to access the unfinished characters in Demo 2.6 and earlier by adding and using a fully-unlocked character select screen, the game simply loads Mario instead, both to prevent access to said characters and to prevent potential crashes. (Compare to CopyProtection.) Back then, the game wasn't close to complete, so the PMDT wanted to keep its work generally proprietary.
** If Classic or All-Star mode is completed with Roy or Mewtwo, then Mario's trophies are rewarded.
* DivergentCharacterEvolution: Zigzagged to accomodate whatever is necessary: Lucas has had his special moves overhauled to make him more different from Ness but many changes made in Brawl like Falco's kicked reflector and Mario's FLUDD have been undone. Ganondorf has been reverted back to his Melee playstyle but keeps the Brawl Ganondorf's Flame Choke.
* FanRemake: Though with occasional tweaks, ''P:M'' contains stages, physics, and character mechanics derived from ''Smash 64'' and ''Melee''.
** Some character aspects that were in the characters' source material games, but not native to the official ''Smash Bros.'' games, such as animations, were remade and implemented.
** In general, the purpose of this mod is to recreate the technical and fast-paced experience of ''Melee'', and then make the game even better, technically and aesthetically.
* FanSequel: To ''Melee'', since ''Smash'' as a series has general subsequent installments rather than direct sequels (in terms of gameplay)[[note]]This is due to Sakurai's insistence on making every additional game drastically different from the last, since he isn't much of a "sequel" person in general.[[/note]] - unlike Brawl, ''P:M'' was created with the intent of playing like an actual sequel.
* GameBreakingBug: As a [[NiceJobBreakingItHero side-effect]] of the first Subspace Emissary cutscene replacing the generic "Congratulations montage" to prevent crashing when one beat Classic Mode with a character that's not supposed to be there, it's not possible to start a new file on the Emissary - the game crashes when the time comes to select your character. Can be worked around, though, by loading a previous save made in Vanilla ''Brawl''.
* GameMod: And there is even room for {{Game Mod}}s for this GameMod.
* GoldMakesEverythingShiny: Roy has his golden costume from ''Melee'' once again, and Mewtwo has this as a bonus recolor for his armor.
* HouseRules: Averted in that the conventional competitive set (which was previously customized from ''Smash'''s options) is now default, which saves players the trouble of ever needing to set the rules manually. 4 stock, 8 minutes, and [[FriendlyFire team attack]] turned on.
** Same goes with the crew mode; what was once house rules is now a basic feature.
* IconicOutfit: Expanded thanks to the Alt. Costume Engine: Now, Wario isn't the only character to have a second outfit with its own set of [[PaletteSwap palette swaps]]. See the character pages for details.
* IShallTauntYou: ''Smash 64's'' Taunt Canceling was brought back.[[note]]''Melee'' and ''Brawl'' have forms of taunt canceling, but to very minimal extents. [[http://www.ssbwiki.com/Taunt_canceling See ssbwiki.com for details.]][[/note]]
* {{Knockback}}: Restored to ''Melee'' standards thanks to the Knockback Stacking fix. Suppose a player is knocked more than once in a row. If the player is hit within 10 frames after an initial attack, the second hit's knockback would completely replace the knockback and hitstun of the first attack. However, if a player is hit after those 10 frames (yet still in knockback), the hitstun would still be replaced, but the knockback vectors for the two moves would be added together when they are in opposing directions (and the greater of the two is used when they are not). This huge breakthrough adds to the "Meleesque" feel of many combos.
* KnockbackEvasion: Teching, which has always been a mainstay of the ''Smash Bros.'' series.
* LetterMotif: The letter "''M''", [[CaptainObvious obviously]].
** Characters are often referred to with the letter "M" to distinguish them from their other ''Smash'' incarnations. For example, Mario:M, as opposed to Melee Mario.
** Stages occasionally get this treatment. The stage that's essentially the upper-left chunk of [[Franchise/TheLegendOfZelda Temple]] was referred to as Temple:M before being reskinned as [[VideoGame/TheLegendOfZeldaSkywardSword Skyloft]].
** There's also the reskin of Pokémon Stadium 2 with a Master Ball motif.
* LevelEditor: [[AvertedTrope Disabled]] out of technological necessity - the custom stage list needs to be empty to run the game due to the nature of the exploit that allows Wii hacking. However, [[http://smashboards.com/threads/stage-builder-maps.344606/#post-16127902 a patch]] exists for those who run the Homebrew Channel version (and thus only needed to use said exploit once).
* ManipulativeEditing: Inverted. You might think it had to be done to get the announcer to say "Mewtwo" and "Roy", but surprisingly, voice clips of the announcer saying those characters' names already existed.
* MeteorMove: Footstool jump is one of the few techniques retained from ''Brawl''. Essentially, it gives every character a downward-pushing move[[note]]which, contradictory to the ''Brawl'' official description, is technically not a meteor smash, since it doesn't have any of the the right properties.[[/note]]. Unlike in ''Brawl'', where it's executed by pressing a jump button while on an opponent, it's done with a separate input from the regular jump, so it can be mapped to a different button on the controller (up on the d-pad by default), and it can't be done accidentally.
** Spikes have returned, greater in number. In ''Brawl'', the ''Melee'' veterans' spikes were nerfed to be meteor smashes.
* MovesetClone: Some of the moves introduced in ''Brawl'' to [[DivergentCharacterEvolution differentiate]] clone characters from their sources were swapped with their ''Melee'' counterparts. However, Falco is the only clone character that was completely functionally reverted to his ''Melee'' moveset[[note]]and even so, was at least left with a few different animations[[/note]]. Characters like Ganondorf and Roy have entirely new moves.
* NeverTrustATrailer: The team's trailer makers are known for using gimmicks that aren't in the official release builds:
** Mario's Turbo Tuesday video makes it look as if Mario could switch between being Plumber Mario and Dr. Mario instantly. This isn't mechanically possible[[note]]since ''Brawl'' is programmed to only allow the caching of one model per player at a time, which is also why Sheik and Zelda can't switch as fast as they could in ''Melee''[[/note]] and is simply clever editing of splicing two variations of the same clip via ''Brawl's'' replay feature.[[note]]The replay system records button presses rather than real video, so the same actions could be remade with different costumes.[[/note]]
** Mewtwo's Turbo Tuesday video shows Pokémon Trainer throwing a Poké Ball at Mewtwo. Pokémon Trainer is not playable.[[note]]For the video, a trainer costume was put over Snake.[[/note]]
** Contrary to Diddy Kong's demonstration video, the boombox victory animation can't be used during a battle.
* NoSell: Characters that tether recoverer in ''Brawl'' suffered from extremely easy ledge-hogging; when a character was occupying the ledge, the tether couldn't detect the ledge, so the user wouldn't be able to recover. In ''PM'', tethers are no longer dependent on ledge occupation, so the tethers can work without being blocked off. Therefore, multiple characters could grapple to the same ledge at once, with an additional character occupying the ledge. When a tethering character pulls up while the ledge is occupied, he/she ledge-jumps instead.
* NostalgiaLevel: Project M brings back [[OriginalGeneration Metal Cavern/Meta Crystal]], [[VideoGame/{{Kirby}} Dreamland]], [[VideoGame/DonkeyKongCountry Kongo Jungle]], [[VideoGame/PokemonRedAndBlue Saffron City]], and [[VideoGame/TheLegendOfZelda Hyrule Castle]] from ''64'', and [[VideoGame/YoshisStory Yoshi's Story]], [[VideoGame/{{Kirby}} Fountain of Dreams]], and [[VideoGame/EarthBound Fourside]] from ''Melee''.
* ObviousBeta: Not really a beta, but the first demo fits this trope. Compared to the more recent developers' builds and the second demo, the first demo is ''very'' outdated, and it inversely shows how much "''Melee''-ifying" the team has accomplished in months.
* OneLetterTitle
* OurFairiesAreDifferent: Jigglypuff's bonus costume gives her cute little fairy wings. Fitting of her [[VideoGame/PokemonXAndY new Fairy typing]].
* PowerUp: Along with the ones present in ''Brawl'', a new item (replacing the Superspicy Curry) has been added in 3.0 that activates Turbo Mode upon being picked up.
* RegionCoding: For now, this mod requires an NTSC ''Brawl'' copy and a Wii that could play it. (A Wii with a disabled region lock works.)
* SceneryPorn: [[VideoGame/TheLegendOfZeldaSkywardSword Skyloft]] and the updated ''Melee'' Final Destination.
* ShoutOut:
** Many; see [[Characters/ProjectM the character sheet]].
** A stage-based one: Dracula's Castle from ''Franchise/{{Castlevania}}'' was created for this game; a third-party franchise not even represented in any of the official ''Smash'' games so far.
* ShownTheirWork: Many characters were given both functional and aesthetic changes that reflect their incarnations in their previous games. A good example is Wario, who was given several new attacks and animations to make him more of a ''VideoGame/WarioLand'' Wario.
* StylisticCallback: Several of the alternate costumes.
* TournamentPlay: This game is made especially for the competitive ''Smash'' enthusiasts, so several features were added to give competitive play more professional tools.
** The game has an idle mode; if the game is left on without input for three minutes, the audio will fade, thus making tournaments less hectic with unoccupied game setups.
** The Crew Mode was added to facilitate the process of setting up a crew battle, specifically by making the game automatically detract stock so that suiciding before a match starts is no longer necessary.[[note]]Info:In a crew battle, stock carries over when a player advances to the next opponent; in previous ''Smash'' games, if he lost 1 of his four lives in his first match, he has to suicide to take off that life before fighting his next opponent.[[/note]]
** The stage select screen has been redesigned to be more systematized, aesthetically pleasing, and functional. The stage picture is much larger, and is backed with the ''Project M'' logo. The stage icons are grouped by their properties (such as platform layout, hazards, and series franchise), and arranged in tier rows to reflect how complex their layouts are, as well as to separate the starter stages (which occupy the entire bottom row) from the counter-pick stages (for example, Dracula's Castle is on the top, Lylat Cruise is in the middle, and Final Destination is on the bottom). Stages can now be crossed out. Crossing out stages will remove them from the random select as well.[[note]]Pressing X crosses out a stage, pressing Y strikes all stages disabled from the random select, and pressing Z removes all crosses.[[/note]] Also, the stage pages can be switched by pressing the L or R button.