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Masahiro Sakurai

Last week, Super Smash Bros. Ultimate director Masahiro Sakurai published one of his regular columns in Famitsu. This time around though, it wasn’t really Smash Bros.-related. Sakurai took on a few fan questions, but there was really only one part of the column that was noteworthy.

When initially going into Smash Bros. Ultimate’s Classic Mode and selecting the intensity, players are treated to a gorgeous mural showing off the game’s large roster. One fan asked Sakurai about how that art was created.

Nintendo Dream published a large interview with Super Smash Bros. Ultimate director Masahiro Sakurai about a month ago. The Japanese magazine was back at it again for its latest issue, catching up with the developer once more about various aspects concerning the Switch game. The two sides chatted in-depth about Sakurai’s health, how bosses and Spirits were chosen in Smash Bros. Ultimate, the new stages, and much more. 

We’ve prepared a complete translation of the new interview, which you can find below. And if you missed it, you can catch up on the first part from last month’s issue here.

Super Smash Bros. director Masahiro Sakurai published a new column in this week’s issue of Famitsu. The series recently celebrated its 20th anniversary, so Sakurai had a few words to share such as how it wasn’t always a sure thing that the franchise would continue. He gets pretty reflective here as well as later in the piece when he starts thinking about what lies ahead for his future as a developer. Outside of that, we also get to see a bit of talk about Piranha Plant in Super Smash Bros. Ultimate.

We’ve prepared a full translation of Sakurai’s column. Continue on below to read it in full.

After a week off, Masahiro Sakurai published his latest column in Famitsu this week. His piece was again dedicated entirely to Super Smash Bros. Ultimate, and this one was particularly interesting.

Sakurai managed to receive permission from Nintendo in sharing some data about online play in Smash Bros. Ultimate. His column was only in reference to a specific week, but he went over victory rates, character usage, and more. 

Here’s our full translation:

In this month’s issue of Nintendo Dream, a lengthy interview was published with Masahiro Sakurai. The magazine has several pages touching on a wide variety of topics with the Super Smash Bros. Ultimate director. Sakurai weighed in on the lack of certain playable characters like representatives from Xenoblade Chronicles 2 and ARMS, explained why Incineroar was chosen over Decidueye, spoke about Piranha Plant, talked about specific character changes such as giving Ganondorf a sword, online play, and more.

We’ve prepared a complete translate of Sakurai’s interview with Nintendo Dream. You can read it in full below.

Super Smash Bros. Ultimate director Masahiro Sakurai published a new column in this week’s issue of Famitsu. While there was some talk about the Switch game, Sakurai touched on a few other interesting topics as well.

In his piece, Sakurai started out by writing about a couple of games he’s been playing. He also discussed his own personal way of playing Smash Bros. Ultimate at the moment, and thanked fans for their support having sold 5 million copies in its first week. The piece also brings up creating entertainment, regrets, and the Japanese games industry.

Joker from Persona 5 will be the first paid DLC character to be added to Super Smash Bros. Ultimate. To promote this occasion, Masahiro Sakurai recently visited the office of Atlus for an interview, which you can see in the video below:

We now have a full translation of the latest column Super Smash Bros. Ultimate director Masahiro Sakurai published in this week’s issue of Famitsu. In it, he discusses Joker’s reveal at The Game Awards, plans for a bit of rest, reducing the team size for the development of DLC, and a brief comment on online play.

Here’s our full translation:

Update: We’ve now prepared a full translation of the column here.


Original: In early excerpts from this week’s Masahiro Sakurai column in Famitsu, the Super Smash Bros. Ultimate Director has shared some new insight on the development of Joker as a playable character, the logistics of his reveal, and briefly addresses online play.

Thanks to user BlackKite on Twitter, translations of this information has been made known. The tidbits are included below.

In last week’s issue of Famitsu, the Japanese magazine shared a lengthy interview with Super Smash Bros. Ultimate director Masahiro Sakurai. A slightly longer version was then issued on the publication’s website.

During the interview, Sakurai commented on most major aspects of the game. This includes when development itself actually started, Spirits (including World of Light), the new fighters, online play and eSports, and what lies ahead for the future. We’ve prepared a full translation of the discussion below.