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Masahiro Sakurai

Masahiro Sakurai GameCube scroll wheel

Masahiro Sakurai posted his latest YouTube video today, and includes an interesting tidbit of information that he wanted a scroll wheel on the GameCube controller when the hardware was being developed.

Sakurai said he was allowed to give input – which makes sense given his close relationship with the company thanks to the Super Smash Bros. series. As explained in his proposal for Melee, the scroll wheel – or jog dial – “is a knob that you can turn either up or down, and it also functions as a switch if you press it in.” The idea here is that players would more quickly make menu selections and it’d allow for smooth camera movement.

Smash Bros Ultimate bugs

Have you ever wondered about the kinds of bugs that were most common during the development of Super Smash Bros. Ultimate? Director Masahiro Sakurai provided new insight as part of his latest YouTube video today.

First up are grabs and throws, “as actions that forcefully control another fighter can easily cause processing contradictions.” This includes grabbing a fighter in the middle of a special move. The same also tends to happen for Final Smashes. Sakurai pointed out that scene changes in particular require restraining and releasing fighters and you need to ensure that nothing else enters the scene. Also brought up is terrain, especially in Stage Builder, and V-shaped terrain can cause a lot of issues. Lastly, the Spirits system can cause problems as well.

Smash Bros Wii U 3DS development

Masahiro Sakurai uploaded his latest video on YouTube a short while ago, and this time around, we get to hear about the making of Super Smash Bros. for 3DS and Wii U.

Late Nintendo president Satoru Iwata asked Sakurai to handle development, and he was certainly up to the task of developing two versions at the same time. Smash hadn’t been released on a portable system previously which would be unique, but its power would put a bit of a limit on the game. Meanwhile, Wii U’s power and HD output would be the main appeal. Thankfully, some of the work was made easier since the two versions could share mechanics, animation, and game balance.

Super Smash Bros. future Masahiro Sakurai

Super Smash Bros. creator Masahiro Sakurai has shared his thoughts in the future of the series, including his involvement.

In a new video published to YouTube today, he mentioned that he “can’t really imagine a Smash Bros. title without me.” Sakurai added that, currently, there isn’t someone that could “take the reigns” from him.

Kid Icarus Uprising controls

Masahiro Sakurai published a new video on his YouTube channel today about Kid Icarus: Uprising, which goes over the game’s development and he touches on aspects such as the controls. Additionally, he once again expressed interest in seeing a re-release, though that would be “difficult”.

Sakurai starts out by going over the initial history, with late president Satoru Iwata asking him to provide input about the 3DS’ specs and create a game for the hardware. He wanted to develop something for the core audience and ended up going with a third-person shooter. Kid Icarus was chosen due to demand for a new title and Pit’s appearance in Super Smash Bros. Brawl.

Smash Bros online Masahiro Sakurai

In a new video posted today, Smash Bros. director Masahiro Sakurai shared more of his thoughts on why he feels the series isn’t the best fit with online play.

Sakurai was addressing the topic while speaking about the creation of Super Smash Bros. Brawl, which was the first entry in the franchise to support the feature. We previously heard him talking about this a bit in a column a couple of years ago.

Masahiro Sakurai Meteos origins

Masahiro Sakurai is famous for his work on Smash Bros., but he’s working on a variety of other titles throughout his career – including Meteos. In the latest video for his YouTube channel, he delved into the game’s origins and even shared a proposal he made to help explain things a bit more easily.

During his days of supervising and consulting work, Tetsuya Mizuguchi – who was at SEGA before co-founding Q Games – asked Sakurai to make a falling-block puzzle game. Interestingly, Sakurai said he’s not really good at these types of titles. He wanted to do more than the risk and reward gameplay they offer (like creating a high stack in Tetris which is a risk, and then knocking them down into a big reward at once). 

Kirby Air Ride Masahiro Sakurai

In a new video on YouTube, Masahiro Sakurai discussed the making of Kirby Air Ride and why he decided to create a racing game based on the franchise. He acted as the project’s director and a designer.

Sakurai first pointed out how more games were needed to coincide with the Kirby: Right Back at Ya anime. With a racing game, it would be quicker to develop than a traditional action game. Other titles for were also already planned, including a mainline entry for GameCube that ended up getting cancelled.

Masahiro Sakurai semi retired

Super Smash Bros. director Masahiro Sakurai recently spoke with Denfaminicogamer in an interview, and mentioned that he’s “semi-retired.”

Sakurai was participating in the interview largely to speak about his recent YouTube channel. However, he also took a few moments to reflect on his past and future.

Kid Icarus Uprising home console port Masahiro Sakurai

Masahiro Sakurai has given a small glimmer of hope that Kid Icarus: Uprising could one day appear on a home console.

Sakurai published yet another video on his YouTube channel, this time discussing game difficultly. Kid Icarus: Uprising was the focus here because of its unique Fiend’s Cauldron mechanic. Players can choose the “Intensity” before starting a stage. It’s a risk and reward system since a higher Intensity means the game will be more difficult, but you’ll earn better rewards.


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