Super Smash Bros creator Masahiro Sakurai has told Famitsu that he has no plans to balance Super Smash Bros on Nintendo 3DS and Wii U further, but he did say he remains committed to improve the experience online. It sounds as though patch version 1.0.4 is the final update to include major gameplay tweaks.
In the future, do you plan on adjusting or balancing the game further through a patch?
Sakurai: We don’t have any such plans, but at the very least we will be working on a few things connected to the online play experience, bit by bit.
If we were to do something like tweak characters’ customized special moves, then there’d be no end to it. But with that said, if there are any glaring issues, we may address them.
That’s because with customized special moves or items, you can only play with them enabled online with players who are in your friends list, isn’t that right?
Sakura: When playing with your personal friends, I think it’s probably more interesting that you can almost cheat a little through customizing your character. *Laughs*
Super Smash Bros creator Masahiro Sakurai has sat down with Japanese publication Famitsu to talk about all things Super Smash Bros. Sakurai says the inclusion of Duck Hunt Dog was something he thought long and hard about, but he liked the uniqueness of the character. He went on to say that the original Duck Hunt could be one of the best-selling shooting games in the world as it was bundled with the NES in the United States back in the day.
Masahiro Sakurai also revealed that they had planned eight player Smash Bros in Super Smash Bros Melee, but he conceded that it was technically impossible and they barely managed it on the Wii U version of Super Smash Bros. “It was a thing I considered when thinking about the follow-up for the first Smash,” Sakurai noted. Sadly, “it was more than impossible” based on technical performance. This time around, it was “achieved just barely. In 8-Player Smash, the stage selection is limited, stage gimmics are changed [no bosses for example] and so on.”
Sakurai also noted the unique selling points of each version which is Smash Run on the Nintendo 3DS and Smash Tour on Wii U. “The big exclusive features for each version, Smash Run and Smash Tour, were decided at the beginning.” Both modes use the unique characteristics of their hardware. Sakurai also states, “Game options depend on hardware’s performance and those were changed during development.”
It’s nearing the end of the year so that means we shall get plenty of top ten lists. However, Gamasutra has published an interesting one which names their top developers of 2014. The list wouldn’t be complete without Masahiro Sakurai and Sora LTD, the driving force behind this year’s acclaimed entry in the Super Smash Bros franchise. Here’s what the publication had to say about the nomination and you can check out the full list, right here.
“It isn’t enough to get on this list to make a great game in 2014, but Sora Ltd. and Masahiro Sakurai — along with a frankly massive team of experienced fighting game developers at Bandai Namco — made two.”
“Super Smash Bros. for 3DS and Super Smash Bros. for Wii U are excellent examples of the craft of making truly fun games: They’ve lived up to the series’ legacy and even improved on it. They exude quality and attention to detail. When the first portable entry in a series is superior to the prior generation’s main console entry, that’s a great sign; things only got better from there.”
“Sakurai himself deserves special mention as the center around which all of this holds; he’s got a legendary reputation within Nintendo for his personal dedication and vision, and if you look across his body of work over the last decade — Meteos, three Smash Bros. games, and Kid Icarus: Uprising — you can perceive a vibrant, iconic “Sakurai style.”
“But Sora and Sakurai are also on the list for another significant reason: Turning around Nintendo’s fortunes. The uptick that began with Mario Kart 8 has blossomed into analyst positivity with the release ofSmash Bros. and Amiibo. Smash for Wii U is the only game that truly supports Amiibo this shopping season, and thanks to that fact, and its excellence, Nintendo has been able to get back in the game.”
Super Smash Bros creator Masahiro Sakurai has once again claimed that he might be done with the Super Smash Bros franchise. Sakurai believes that he has delivered all he could in the well-received Nintendo 3DS and Wii U versions of the game and is not sure how he could improve on them. Here’s what he had to say.
“I can’t positively declare there won’t be [another Smash Bros. game]. With both Melee and Brawl, I made those games with the thought that there wouldn’t be any more sequels. Thus, I really can’t deny the chance for another.
“However, as for myself, I don’t think there will be.”
“Our intention [with Super Smash Bros. for Wii U] was to provide extra merits to the game which go far beyond the sale price,” he said. “In terms of scope, and in terms of sheer number of characters, we went beyond our limits long ago.
“And yet, if we cut the number of fighters or modes in a future game, I’m sure there would be complaints.”
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.”
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.”
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.