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Masahiro Sakurai

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.

Masahiro Sakurai

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.

Masahiro Sakurai

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.

The Washington Post caught up with Smash Bros. director Masahiro Sakurai around E3 time. He shared some interesting comments about competitive gaming, among other things.

One noteworthy topic addressed is Smash Bros. Melee. In Sakurai’s view, he believes many players gave up on the game “because it’s too technical, because they can’t keep up with it.”

Last week, Super Smash Bros. Ultimate director Masahiro Sakurai published his first column about the game in Famitsu following the game’s proper unveiling at E3. He followed up this week with a second piece.

Sakurai’s latest column addresses the development and production of Smash Bros. Ultimate, some general talk about the future, and more. We have a full translation below.

Masahiro Sakurai

Following the reveal of Super Smash Bros. Ultimate last week, director Masahiro Sakurai wrote a new article for this week’s issue of Famitsu. This is one of his first columns about the new game included in the magazine.

In it, Sakurai talks about how the first proposal came about in late 2015, the game’s faster tempo, and much more. He also touched on how it was decided to build off of past mechanics, which in turn allowed for a larger roster.

We’ve prepared a full translation of the column below.

To kick off Nintendo’s Treehouse coverage, Smash Bros. director Masahiro Sakurai stopped by to show off Smash Bros. Ultimate. There’s one comment in particular that’s been making the rounds.

Here’s what Sakurai said:

Masahiro Sakurai

A week from today, the Nintendo Direct: E3 2018 presentation will be held. Among other titles, we can expect a full blowout of the new Smash Bros. game for Switch.

Longtime Smash Bros. developer Masahiro Sakurai tweeted about the presentation earlier today. He mentioned that he’ll have something to show, and that it’s been a long time. In other words, it sounds like Sakurai will be appearing during the Nintendo Direct, though he didn’t say so explicitly.

Sakurai was often present during past Smash Bros. presentations. The last time we saw him was for the final Smash Bros. Wii U / 3DS presentation in December 2015.

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Masahiro Sakurai

Masahiro Sakurai has confirmed that he will have some involvement in the newest Smash Bros in a tweet. The team is hard at work on the game everyday, nothing too specific though is stated.

Nintendo closed out its series of interviews for the Super NES Classic Edition with a bang. Masahiro Sakurai spoke about Kirby Super Star in depth, which is a game he directed 25 years ago.

One notable part of the interview touches on how a request from Shigeru Miyamoto led to the inclusion of two-player co-op. Sakurai also goes over how Donkey Kong Country’s visuals influenced Kirby Super Star, a planned game that was cut, and the development name.

You can read about these topics and more below from the full interview with Sakurai.


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