Tag Archives: sakurai

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Sakurai Sounds Like He’s Absolutely Exhausted By Super Smash Bros Development

We can all guess just how complex it is to develop Super Smash Bros on two separate platforms and it sounds as though it has taken a toll on Sakurai’s life. Writing in his weekly Famitsu column, Sakurai says that development of Super Smash Bros has destroyed his private life as he’s had to put so many hours into fine tuning the Nintendo 3DS and Wii U version so it’s a quality product. Here’s what he had to say.

“As a result, I work from mornings to late nights, even on weekends and holidays. I hardly have any free time, let alone time to play other games.”

“Towards the end, there were instances where I would work for 40 hours straight and then take 4 hours off to go home and sleep.”

“I’m not young anymore so I can’t push myself like I did then, but I feel that the busyness due to the sheer amount of features [in the games] was much greater this time around. My routine was trying to complete my daily work every day while doing my best to maintain my health day after day.”

“I’ve passed my limit long ago.” Sakurai wrote. Even after the Wii U version of the game comes out, Sakurai still has follow-up work to do. “I wish I had time to think about what I want to do from here, but that doesn’t look like it’s going to be the case.”

“I believe I should be thankful that I am given such funds to be able to use such iconic characters and content that represent Japanese games with such freedom, and have multitudes of people across the world play with them. I’m not depressed and I continue to remain healthy and positive, but developing Smash Bros. is beyond hard.”

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Sakurai: Here’s Some More Information On Smash Bros Nintendo 3DS And Wii U

Super Smash Bros producer Masahiro Sakurai has put to rest some of the questions asked about Super Smash Bros on the Nintendo 3DS and Wii U in his weekly Famitsu column. Sakurai goes into detail about a number of things including Smash Run and how he decides on the Miiverse picture of the day. Here’s what Sakurai had to say.

Please tell us why Smash Run is set to 5 minutes.

Isn’t 4 minutes too short and 6 minutes too long? Kid Icarus: Uprising’s aerial fights were about 5 minutes, right? In Smash Run, because song use fits perfectly and feels good, I decided to use two songs tracks as a time length.

The approach for music is incredible. Why go to such lengths?

My games always have a sound test. Game music which creates a scene in a short loop and brings back many things, including the situation when it played, is really likeable, right?

Especially in a project like Smash Bros. where it is possible to bring everything together, that chance must be used to the fullest!! The required coordination for rights is tenfold compared to a normal software so that multiplies the efforts.

How many tips there are in total?

The truth is that is that the total can be updated. It is possible to add them without any notification, as this is a game with content that cannot exactly be “completed.” Though, if you add more tips, then there is translation work to be done, and with every country in mind, this is more difficult than it seems at first.

Updating the website with “pic of the day”, in what way you do the updates?

First I decide what theme to show, photographed at the desk, come up with a manuscript, and then I have to ask someone at Nintendo to update. Since I’m usually very busy, when I get the chance, I finish several posts in advance. Also, because of all the translations, I have to have the posts ready 10 days in advance.

Thanks, Ahmad

 

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Sakurai Explains Why They Released The Nintendo 3DS Version Of Smash Bros First And More

Super Smash Bros director Masahiro Sakurai has explained to Famitsu why he decided to release the Nintendo 3DS version of the game first. He stated that the Wii U version is the bigger of the two and has taken more time and therefore more work. Sakurai also explained why some characters received new Final Smashes and some didn’t. Here’s what he had to say in the article.

What was the reason to make the Nintendo 3DS [version of Smash Bros.] before the Wii U [version]?

Compared to the 3DS [version], the Wii U [version] is larger in scale and also has many modes so the production takes time. It is that simple.

There are fighters that got their Final Smashes changed and fighters that didn’t; what is the reason for this?

It differs depending on the case. Lucario['s final smash changed] because Mega Evolution was introduced in the latest installment [of Pokemon]. Pit because Palutena turned into a fighter. Moves, too, were modified due to balancing and elements of the new game were factored in.

Thanks, Ahmad

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Sakurai Says Smash Bros Isn’t Finished Yet And Possible Smash Bros Wii U Nintendo Direct Coming

Super Smash Bros creator Masahiro Sakurai has revealed in his weekly column in Famitsu that work on the Wii U version of Super Smash Bros isn’t finished. However, Sakurai may have been talking about the fact that he will still have to continue working on both versions with regards to adding patches to address gameplay balance. Sakurai said that an announcement, or possibly a Nintendo Direct, will be made to showcase the difference between the Nintendo 3DS version of Super Smash Bros and the Wii U version.

“When one fan asked him how it felt to be done with the development on Super Smash Bros., he replied, “I’m not done yet…”

“Game development is very hard.” Sakurai went on in his column in Weekly Famitsu. “You cannot get through it without sacrificing everything, including your own private life, and you often get hurt. However, I’m grateful that so many people have been involved, for the games that are completed, and all the people who play the games.”

“Sakura stated that an announcement – possibly a Nintendo Direct – highlighting the exclusive features of the Wii U version that will show the “true potential of Smash Bros.” was currently in the works and will be released soon.”

Thanks, Retrogaminglord and MasterPikachu6

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Sakurai Says Smash Bros Clone Haters Are Mostly Children And It Cannot Be Helped

Super Smash Bros director Masahiro Sakurai has taken some time out in his weekly column in Famitsu to explain the cloned characters in the recently released Nintendo 3DS version. Sakurai says that those who are the most vocal about the characters are mainly kids who are just extremely passionate about the game. Here’s what he had to say in Famitsu.

“There are 3 fighters [Lucina, Dark Pit, and Doctor Mario] that are alternate models (clones) in the game. Each was originally a color variation, but during development, they were given balanced characteristics. Since their functionality had differences, forms were separated from each other. However, it was vital that this didn’t increase the required man-hours. Some relative tuning was sufficient as it wasn’t necessary to create balancing from scratch.”

“This is like a free dessert after a luxurious meal that was prepared free of charge. In a restaurant with this type of service, I don’t think there’s anybody who would say, “Change this to a meat dish!!”

“Yet, I’m told [to do that] about Smash Bros. But, I guess since a lot of them are children, it cannot be helped.”

“Could you please leave it to me to select [characters] with man-hours and costs in mind? However you look at it, the game is a great bargain buy as a result.”

 

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Sakurai Explains How Characters Are Chosen For Inclusion In Super Smash Bros

Super Smash Bros creator Masahiro Sakurai has explained in his weekly column in Japanese gaming publication Famitsu how he and the team determine which characters to include in the series. Sakurai also mentioned that characters that are deemed to have no future such as the Ice Climbers just don’t make the cut for the team.

“We conduct a character popularity poll both domestically and internationally.” answered Sakurai. A rather straightforward answer. Of course, it’s not like we expected anything along the lines of nighttime rituals with a ouija board. But there’s more. Continued Sakurai, “We also research games that are currently being developed. After that, it’s pretty much up to us, with a touch of convenience.”

“There are a lot things to take into account when deciding [characters].” Sakurai wrote. “Does the character have something inherently unique about them? Can that be used to make Smash Bros. interesting? Is the character a representative character [for the source material]? Do they conflict at all with other characters? Was there anything about them that stood out when we began development?”

As for who doesn’t make the cut, Sakurai noted, “Characters from a series that has no future are rarely chosen. Also, fighters that switch models are a different matter.”

In the end, as director, Sakurai has the final say on any character ideas that come across his desk. “Basically, any character is accepted if I believe it works [in the game]. On the other hand, even if a character is unique, if they overlap with other characters and aren’t unique as a fighter, they are rejected.” Sakurai wrote

Thanks to those who sent this in.

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Sakurai Says He Will Only Post Hidden Elements Of Smash Bros On Miiverse

Super Smash Bros producer Masahiro Sakurai has said on Miiverse that he will now concentrate on posting hidden elements from the Super Smash Bros franchise now that the 3DS version has launched worldwide. Sakurai also said that he will stop posting Super Smash Bros images on Miiverse by the end of the year.

Finally, Super Smash Bros. for Nintendo 3DS is being released overseas. Congratulations!! With the game released globally, from here on out I’ll be posting about some of the hidden elements in the game. However, for now they’ll only trickle down a little bit at a time. I’ll be done with posting new pics by the end of the year, so I hope you’ll enjoy the rest of the ride.