Tag Archives: sakurai

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Sakurai Wants Super Smash Bros To Appeal To Everyone

Super Smash Bros creator Masahiro Sakuraihas explained to EDGE magazine that he ultimately wants to make Super Smash Bros 3DS and Wii U to appeal to as many gamers as possible while retaining the core nature of the game. Here’s what he had to say.

“I think the popularity of Melee rested fundamentally on the game’s speed. The dazzling exchange of skills was the game’s most exhilarating aspect and the rough edges in terms of the game’s balance went mostly unnoticed. Even though the dynamic range of the characters was limited, the game somehow made its mark, even with hardcore fans of the genre.”

“Melee’s controls were, however, quite complicated and very tiring if the player really got into it in a serious way. This made the game less accessible for novice players and it basically ended up becoming a Smash Bros. game for hardcore fighting fans. I personally regret that, because I originally intended the Smash Bros. series to be for players who couldn’t handle such highly skilled games.”

“If tournament popularity was the most important consideration, then I think we would create a Smash Bros. game that included a multitude of fast moves with complicated controls. However, I believe this is actually the greatest shortcoming of fighting games at present, and that is the reason why I don’t do it.”

“Games aimed at casual users, such as Wii Sports and Wii Fit, reinvigorated the market and their success lay behind Wii’s popularity, [so] we had to make sure that Brawl would also be fun for first-time players. We also had to make sure that everyone could use the controls, such as holding the Wii Remote sideways. As a result of these considerations, overall Brawl is rather tame game; this had its advantages, but it also took away some of the excitement.”

“While there’s a lot of enthusiasm for tournaments on the one hand, there are also users who just give up on these sorts of games because they can’t handle the complexity and speed. While other fighting games continue to work on honing this tournament aspect, I think that we need to move in a direction where there is more of a focus on inexperienced gamers. Companies that release products that target a very vocal, visible group of gamers tend to receive good reactions and they may feel good about it, but I think that we have to pay special attention to the less vocal, not so visible group of players, or else games will just fade away.”

“There are so many other games out there which are geared to tournaments. It is important for us, however, to maintain the game’s status as a kind of ‘rough’ party game in which anyone can play without feeling too much pressure over winning or losing. We therefore want to keep a nice balance in which a wide variety of events can occur in the game, some of them quite outrageous. With this, Smash Bros. isn’t just a fighting game, it is an opponent-based action game.”

“The most important thing is that the game have breadth and depth, since we would like them to be popular with both novices and hardcore gamers. We think that people who aren’t so good at turning the tables and coming back from behind can still get enjoyment out of the [new] game, even if they turn off items and Smash Balls.”

“Although the pace of the game had to be lowered compared to Melee in order to achieve this balance, we have managed to keep the dynamism because we didn’t have to gear towards novice players like we did with Brawl. In fact, we recreated all characters almost from scratch. Also, I feel on a personal level that this game is more interesting than the three previous games in the series.”

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Sakurai Explains Why Wii U Owners Have to Wait For Super Smash Bros

Smash Bros series creator Masahiro Sakurai has explained in his weekly column in Famitsu why Wii U owners will have to wait for Super Smash Bros. Sakurai says that the reason for the delay is simply because of the debugging period during which they test for bugs. By delaying the Wii U version Sakurai says they could shift the debugging periods and get the Nintendo 3DS version out the way.

“Checking is done both domestically and overseas, so for a game like Smash Bros., several hundred people are employed.” Sakurai explained. “So, debugging alone becomes a huge project. So much so that one of the biggest reasons for the separate release dates for the 3DS and Wii U versions was so that we could shift the debugging periods.”

“In a previous Smash Bros., we found a bug during the debugging process where if fighter A hits item B and fighters C and D are simultaneously affected, the game would freeze.” Sakurai recalled. “Considering not only the different fighters, but items, stages, color settings, play rules, and game modes, the number of varying combinations are astronomical. In order to properly debug, every pattern must be tried, but such a task would be impossible no matter how many decades or centuries you take.”

“There are many reasons why a game’s release date will be delayed, but eight or nine times out of ten, it’s usually because a bug couldn’t be fixed in time.” Sakurai wrote. “But it’s better than releasing a product like that.”

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Sakurai Shows Off Dr Wily Trophy And Trophy Shop For Smash Bros Nintendo 3DS

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Super Smash Bros creator Masahiro Sakurai has confirmed via Miiverse that Mega Man’s Dr Wily will be making an appearance in Super Smash Bros for Nintendo 3DS as a Trophy. Sakurai also mentioned that there will be a trophy shop in the game where you can purchase certain trophies for those not patient enough.

Here’s the trophy gallery for the 3DS version. You can rotate the trophies by drawing circles on the bottom screen. Super Smash Bros. Brawl had tons of trophies, but rumor has it that the 3DS version alone may have more than Brawl. Looks like the Dr. Wily that we made from scratch for the 3DS version is on his knees in disbelief.

Here’s something new–the trophy shop. If you’re having a hard time getting certain trophies, why not just buy them? They sometimes go on sale, too.

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Thanks, gamertimeus

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Masahiro Sakurai’s Birthday Was This Weekend, Here’s A Look At His Cake

It was Masahiro Sakurai’s birthday this weekend, but the dedicated developer ended up spending his time working. However, that didn’t stop his staff from celebrating the special occasion with a lovely cake. Sakurai spent this majority of the time working feverishly on the next Super Smash Bros game for the Wii U and Nintendo 3DS.

Thanks, gamertimeus

 

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Super Smash Bros 3DS Will Be Getting A Paper Mario Stage

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Super Smash Bros producer Masahiro Sakurai has revealed via Miiverse that Super Smash Bros for the Nintendo 3DS will feature a gorgeous Paper Mario Sticker Star themed stage. The newly announced stage is fragile so Sakurai hinted that strong winds will blow the stage away. He also revealed a second screenshot this time of a stage based on the S.S. Flavion from Paper Mario: The Thousand-Year Door. Here’s what Sakurai had to say.

Pic of the day. For the first time ever in the Super Smash Bros. series, here’s a Paper Mario stage! It’s made of paper, so strong winds will blow it away.

Since the stage is paper, it transforms when it folds over and opens up again. This ship is the S.S. Flavion from Paper Mario: The Thousand-Year Door.

Thanks to those who sent this in

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Sakurai Reveals The Menu For Smash Bros On Nintendo 3DS

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Super Smash Bros designer Masahiro Sakurai has revealed the final design for the bottom screen on the Nintendo 3DS version of Super Smash Bros. Sakurai says it took a long while to create because the bottom screen now displays images matching each game mode.

Pic of the day. For the first time ever, I present to you…the main menu for the 3DS version!! The icons are even animated. The design concept may look similar if you’ve played other games I’ve worked on. But we had a hard time making this one because…

The bottom screen displays pictures matching each mode! This was quite a task for the UI (User Interface) designers, but they made it happen. Kudos to them! You can tap the screen to look up additional info like how to play–complete with diagrams.

Thanks, Jayden and Dekuplushdoll

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Sakurai Explains Why Chrom Isn’t Playable In Smash Bros, Says He Lacks Any Unique Characteristics

Smash Bros creator Masahiro Sakurai says that he cut Chrom from the roster because he lacks any unique characteristics. Sakurai explains that he thought long and hard about adding Chrom, but he decided that Chrom would just end up being too similar to the other sword-wielders like Marth and Ike. Here’s plenty of information about the inclusion and Chrom and other characters in Smash.

“We’ve just announced two new characters who will be joining the fray in the upcoming Super Smash Bros. for 3DS and Wii U. One is Robin, the avatar from Fire Emblem: Awakening, and the other is Lucina, a swordswoman who plays an important role in the same title. I’ll skip over the details.”

“What? Not Chrom!?” I suspect a lot of you will ask. Of course, Chrom is quite popular, being the protagonist of FE:A and all. However, I chose Robin and Lucina, and I will elaborate on my reasoning.”

“Robin appears in the game as a Tactician and functions much like a Mystic Knight (note: FF terminology, but equivalent to magic swordsman). I thought to utilize his all-around nature by assigning swordplay to his Smash attacks and magic tomes to his special attacks–that is, allow him to use magic.”

“His neutral special is thunder magic that grows stronger the larger you charge it. He uses fire magic for his side special, and wind magic for recovery as his up special. Although Robin doesn’t use dark magic in FE:A, I decided to assign it as his down special. It isn’t the first time I’ve given moves to a character that they don’t use in their respective game in order to capture certain aspects of the original title.”

“I also implemented the system used in FE:A, in which tomes break after overuse. Likewise, I included a similar system for the Levin Sword, which breaks after a certain number of uses. However, both the tomes and the Levin Sword will quickly regenerate after a set period of time.”

“Lucina uses the same techniques as Marth, a fighter with whom I’m sure most of you are already familiar. I even went so far as to make their strength, speed, and special attacks almost identical.
However, what sets Lucina apart is the fact that the strength of her attacks is uniform along the blade. Marth’s playstyle emulates the elegant swordplay of a fencer by dealing more damage when he strikes with the tip of his blade, but the damage Lucina deals is evened out. Thus, I think that Lucina will be much easier than Marth for novice players to play with.”

“I played all the way through FE:A and really wanted to include a character from that rich cast in Smash Bros. Naturally, I considered adding Chrom to the roster, but the decision wasn’t easy by any means.”

“At the end of the day, Chrom would just end up being another plain-old sword-wielder like Marth and Ike. Compared with other characters, he lacks any unique characteristics.
Conversely, when the idea of including Robin came to mind, conceiving the character was so easy that I immediately saw how it would work. From standards to specials, grabs to throws, all aspects of his moveset just fell into place. Not only did he possess characteristics unlike other fighters, but he also captured the essence of the Fire Emblem series. It was perfect!”

“In the end, if a game isn’t fun, then there’s no point. Of course, it would be really easy to make a game by churning out a ton of similar characters, but that’s not how I produce games.”

“Initially, I had considered including Lucina as one of Marth’s alternate costumes. After all, she has a close relationship with him in FE:A. In such cases, even if two characters’ names and voices differ, as long as they function the same way, I assign them as alternate costumes. The Wii Fit Trainers, Villagers, and Robin are examples of this setup.”

“However, even though Lucina shares her physical stats and techniques with Marth, the characteristics of their attacks differ. When two such similar characters function in an even slightly different manner, I give them a separate spot on the roster since that will affect battle records and whatnot. In that sense, you could say she was very lucky to join the fray!”

Thanks to those who sent this in.