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Masahiro Sakurai

Following some of the excerpts that made it online yesterday, we now have the full column from Super Smash Bros. Ultimate director Masahiro Sakurai that was published in this week’s issue of Famitsu. We did cover quite a bit of this last night, but there are a few extra statements with Sakurai discussing how Incineroar was chosen for the game and more.

Here’s our full translation:

Super Smash Bros. Ultimate director Masahiro Sakurai has published his latest column in Famitsu. The magazine doesn’t come out officially until tomorrow, but some of the comments have been shared online early.

Here’s the roundup:

Masahiro Sakurai returns to Famitsu this week with a new column. The Super Smash Bros. Ultimate director says Nintendo will be slowing down on the reveal of new characters, talks about Isabelle’s inclusion (such as how she differs from Villager, her design), and more.

Here’s our full translation:

Super Smash Bros. Ultimate director Masahiro Sakurai published a new column in the latest issue of Famitsu. This week, Sakurai talks all about game music, and what the process is like of choosing and including songs.

Here’s our full translation:

Smash Bros. Ultimate director Masahiro Sakurai returns to Famitsu this week with his latest column. In it, he goes over information revealed during the Nintendo Direct earlier this month.

Sakurai wrote about the inclusion of Simon, Richter, Chrom, Dark Samus, and King K. Rool, going a bit into why they were added. He also covers modes plus the huge amount of stages and music.

In this week’s of Famitsu, Masahiro Sakurai has published a new column, which again appears to be focused on Super Smash Bros. Ultimate. The magazine hasn’t released officially just yet, but an early leak covers some of the tidbits.

Here’s the rundown:

The Guardian published a new feature this week with Smash Bros. director Masahiro Sakurai. Sakurai weighed in on the importance of remembering the beginner crowd, said that he’ll continue working on the series as long as there’s demand, and more.

Below are the highlights:

Super Smash Bros. director Masahiro Sakurai has posted a new column in this week’s issue of Famitsu. Sakurai goes in-depth on the topic of presentations, and discusses how he went about the (roughly) 20-minute reveal of Super Smash Bros. Ultimate at E3.

He shares some tidbits as well, including the fact that Digital Frontier worked on CG. The design document for Smash Bros. Ultimate is also 200 pages long.

Smash Bros. Ultimate director Masahiro Sakurai is back this week with one of his regular columns in Famitsu. This was the first piece he shared after seeing the reaction to the game’s announcement at E3.

Aside from speaking about the response, Sakurai also spoke about keeping Ultimate and reveal itself a secret, and addressed the series’ future again. There’s even a bit of talk about his health as well.

Today, Nintendo published a new interview with Smash Bros. Ultimate director Masahiro Sakurai via Switch news. If you’re subscribed to the official channel, you’ll receive the discussion in five parts.

We have the full transcript from the interview below. In it, Sakurai discusses the increased tempo, why items are in the series, changes and additions, how he chooses taunts to be in the game, the additions of Inkling and Ridley, and much more.

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