Tag Archives: sakurai

Sakurai Explains Why Ridley Isn’t Playable In Super Smash Bros

Super Smash Bros creator Masahiro Sakurai must be exhausted between developing Smash Bros on Wii U and answering  interviews with journalists. Anyway, Sakurai explained to IGN why Ridley isn’t a playable character in the Nintendo 3DS or Wii U versions of the game. Sakurai doesn’t think Ridley from the Metroid franchise would be accurately portrayed as “it’d have to be shrunk down, or its wings reduced in size, or be unable to fly around freely.” Here’s what he told the gaming publication.

“I definitely know that Ridley’s a much-anticipated name for fans, but if we made Ridley as a fighter, it wouldn’t be Ridley any longer,” Sakurai told IGN in an email interview. “It’d have to be shrunk down, or its wings reduced in size, or be unable to fly around freely.”

“Providing accurate portrayals of characters is something I want to pay ample attention to,” he continued. “If I don’t stick to that thought, then we’d have to lower the quality or break the balance of the game. Something that goes way off spec could break the entire game.”

“Instead of going through a lot of very convoluted hocus-pocus to make Ridley a fighter, I figured it’d be better to keep Ridley as it currently is, the correct way, and have it feel like a truly threatening presence,” Sakurai explained. “There are other icons, too, like Metal Face and the Yellow Devil, which help effectively portray each of their world settings. They go a long way toward deepening the game world, and I think it’s been fun to experiment with.”

 

Thanks Retrogaminglord

 

Sakurai Explains Why Mewtwo Isn’t Paid DLC For Smash Bros

Super Smash Bros producer Masahiro Sakurai has told IGN why he decided not to add Mewtwo as paid downloadable content. Sakurai says that what he’s looking to do with Mewtwo in Super Smash Bros is an experiment that’s he’s keen to see work out. Sakurai explained in an earlier interview today that Nintendo isn’t working on any additional paid downloadable content for Super Smash Bros.

“As for why Mewtwo isn’t paid content from the start, releasing that character is an experiment meant to act as a foothold in content distribution; thus it’s simply meant as part of the service we’re providing to gamers.”

“Creating a single fighter involves a huge investment, and we’ve already been giving it our all and investing a lot of work in the characters currently available in the game, and I think it’s an incredible package in terms of the sheer amount of content in the game. But it might be that people may not understand and may think that I am not offering enough just by looking at DLC itself.”

“…What I can say now about paid DLC is that we aren’t working on anything at the moment. We’ve put all our efforts into making the actual game. Creating DLC would involve large additional costs and require the involvement of a lot of people.”

Thanks, MasterPikachu6

Nintendo Says It Isn’t Working On Premium DLC For Smash Bros On Nintendo 3DS And Wii U

Super Smash Bros creator Masahiro Sakurai has confirmed to Video Gamer that the Kyoto based company has no plans to release premium downloadable content for the Wii U and Nintendo 3DS versions. Sakurai says the reason behind this is that he wants fans to feel content that they’ve got the full version of each game.

“I understand that DLC could add a lot to the appeal of Smash Bros.,” Sakurai said, “and I appreciate that a major part of the excitement for these games come from which characters will appear in the roster, so I think fans could really enjoy DLC that could keep this excitement going. However, I think there might be criticism that we are cutting up content to sell characters one by one, or that we are adding things later that should have been there from the start.”

“Creating a single fighter involves a huge investment, and we’ve already been giving it our all and investing a lot of work in the characters currently available in the game and, I think it’s an incredible package in terms of the sheer amount of content in the game. But it might be that people may not understand and may think that I am not offering enough by just looking at DLC itself.

“In light of this, we always need to weigh up both sides of this topic and carefully consider whether it really is best to have DLC or not.”

“However, what I can say now about paid DLC is that we aren’t working on anything at the moment,” he continued. “We’ve put all our efforts into making the actual game. Creating DLC would involve large additional costs and require the involvement of a lot of people. I can’t yet give you an answer about whether the price would justify the costs and criticisms mentioned above.”

Thanks to those who sent this in.

 

 

 

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.”

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

 

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

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