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Masahiro Sakurai

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.

Following his previous videos detailing development on games in the Kirby series, Masahiro Sakurai has released a new video on his channel providing a closer look at Super Smash Bros’ development.

Sakurai mentions that after Kirby Super Star’s launch was wrapped up, he moved onto independent 3D study, and proposed two games for the Nintendo 64: an RC robot adventure game where you would hack into security cameras to progress, and a four player free-for-all fighting game called Dragon King, which would go on to become Super Smash Bros. Sakurai also shares prototype footage of Dragon King in the video.

Following his previous videos detailing development on Kirby’s Dream Land and Kirby’s Adventure, Masahiro Sakurai has released a new video on his channel providing a closer look at Kirby Super Star’s development.

Sakurai mentions that the game was created with two core ideas in mind; two-player simultaneous play, and an “omnibus” collection format. The first of these was actually something requested by Shigeru Miyamoto, who had apparently been wanting to implement two-player simultaneous multiplayer into the Super Mario Bros. series, but couldn’t find a way to make it work with the fast-paced nature of those games.

Smash Bros Katsuhiro Harada Masahiro Sakurai Kazuya

Tekken producer and Bandai Namco Entertainment general manager Katsuhiro Harada has commented on how Sakurai worked to bring Kazuya to Smash Bros. Ultimate, ultimately stating that “he’s probably the only one that could properly make that game.”

Harada thought Sakurai would ask questions to make sure the character was represented properly, but he “already had his own thoughts about what makes Tekken ‘Tekken.'” This is in part due to how familiar Sakurai was with the series. Harada was impressed by how much Sakurai knows about so many different gaming IPs and having them all integrated into Smash Bros. so successfully.

Kirby's Adventure Masahiro Sakurai

Masahiro Sakurai published a video today talking about the development of Kirby’s Adventure. This follows his previous one going over Kirby’s Dream Land.

Sakurai was actually told to make Kirby’s Dream Land for the NES, but he wanted to create something for both veterans and newcomers. That led to the copy abilities and the decision to work on a new game entirely.

Sakurai Kirby's Dream Land

Masahiro Sakurai just opened a new YouTube channel, and one of the first videos he published focuses on Kirby’s Dream Land and its creation. One part of the video provides an excerpt from the original game proposal, pictured above.

Sakurai felt that with the game, “there had to be an easier way to take advantage of the enemies on-screen.” While he initially considered having Kirby use his tongue to grab foes, he ultimately went with what the character is now famous for: inhaling them and spitting them out.

kirby dance

With Kirby having just turned 30, Masahiro Sakurai has spoken about the character’s signature victory dance.

Sakurai is largely known for his work on the Super Smash Bros. series these days. Because of that, it can be easy to forget that he’s the creator of Kirby as well.

masahiro sakurai smash bros ultimate fighter reveals

Nintendo put up another piece on its website with Masahiro Sakurai today, and the Smash Bros. director is now looking back on all of the new fighter reveals for Super Smash Bros. Ultimate. He starts out with the addition of Ridley, going through the announcements for the main roster. All DLC characters are covered as well ending with Sora.

You can read the full piece below.

You can make the case that Super Smash Bros. is Masahiro Sakurai’s baby. He’s been there since the very start with the first entry on the N64, and since then, he’s directed every entry.

Going forward, it sounds like Sakurai would hope to have the development on Smash Bros. centered less around him. Speaking with The Vergehe mentioned that he’s “been doing too much of the work myself” and the series as it is “has too much of my personality poured into it.” For Smash Bros. to continue to succeed, he feels the need for the franchise to be about more than just one person’s vision.

Sakurai’s full words:

smash bros ultimate all dlc

Super Smash Bros. Ultimate director Masahiro Sakurai has spoken about a ton of topics related to the game, including all of the DLC fighters, a scrapped mechanic for air Smash attacks, the future of the series, and more.

The discussion with Sakurai took place in a recent interview with Japanese magazine Famitsu. We’ve translated the full talk, coming in at over 5,000 words.

Here’s our complete translation:

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