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Masahiro Sakurai

European Smashers, the wait is finally over! It’s been a long week but the release has finally come. In addition to rejoicing that fact, Sakurai talks a bit about the Wrecking Crew stage, exclusive to Wii U:

 


he continues:

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You might get stuck inside a metal barrel that falls from above. Players can attack you while you’re stuck, so get yourself out by mashing buttons.

With both Smash Wii U / 3DS now out in both Europe and North America, this will be our last ever daily screenshot post! If you want to keep up with the remainder of Sakurai’s posts you can do so on the Miiverse page here. It’s definitely been a fun ride up to launch but now all that’s left to do is enjoy the games!

Today Sakurai shares with us some gameplay tips for Smash Tour:


He continues:

If you look reaaally closely, you’ll see that by rolling a 5, you can pass through the center of the map to the other end. This means that you’ll have an advantage if you keep rolling 5s!! Trophies like Ashley’s that slow down the roulette wheel may help you out here.

Super Smash Bros. for Wii U has three different release dates around the world. The game arrived in North America last Friday, but the European launch is taking place this Friday. Japan will be getting the game on December 6.

Super Smash Bros. director Masahiro Sakurai decided to tackle the topic of the Wii U title’s different regional release dates in his latest Famitsu column. Here’s a translation of what was shared:

Today Sakurai shares some more tidbits on the Gamer stage. Have you noticed them in-game yet?


He continues:

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Mom even appears out of the TV. Sometimes she jumps out of it and walks around. It gets a little crazy. The guy in the far window is Grandpa, who acts as Mom’s decoy. His wig is swaying.

Today Sakurai talks a little bit more about The Orbital Gate, which appeared in yesterday’s screenshot:


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…By the way, this model is actually a trophy. Diorama style. The Orbital Gate Assault stage actually took a whole year to complete.

Mewtwo will be available to Super Smash Bros. players on Wii U and 3DS next spring so long as they have both versions. Additionally, the character will be sold as paid DLC at some point in the future.

Super Smash Bros. director Masahiro Sakurai said earlier this week that there are no plans currently to release DLC other than Mewtwo. Nintendo is now echoing similar comments.

A representative told GameSpot:

“Mewtwo will be made available to purchase as add-on content in the future, and is also available as part of the Super Smash Bros. Club Nintendo promotion, which offers consumers different ways to obtain this content. There are no other plans regarding paid add-on content at this stage.”

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Not a whole lot to say today, it’s launch day… Well, if you’re in the Americas at least (as Sakurai points out):


He continues with some information on control schemes:

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Here’s a look at the controls screen for the Wii U Pro Controller. We needed to match the default settings for all controllers for buttons such as L and R, but there must be players out there that want to use the ZL and ZR Buttons for shielding. You can set the controls closer to the GameCube controller if you set the B Button for standard attacks and Y for special moves. Set up your controls however you like in Controls.

Super Smash Bros. director Masahiro Sakurai has once again commented on some of the clone characters in the new Wii U and 3DS games. He was asked to touch on the difference between clone characters like Marth and Lucina versus alternative costumes such as the Koopalings for Bowser Jr.

Below are his full comments on the matter:

“With regards to Bowser Jr., the Koopalings, Marth vs. Lucina, there are reasons for each. Lucina was the first to be split-off, this is because we made Marth’s moves more standard so he could be easy to handle by novice players.”

“However, any character which gained some uniqueness through their balancing needed to be separated so their results and statistics could be counted properly. It wouldn’t have been fair to have the results counted together even though their strengths differ between the variations. In the end, what was needed for each of these changes was to reduce the work required to balance the game.”

“Hence all these characters were adjusted relative to their clone. For example, Marth and Lucina would only be tested against each other, until they were roughly equal and in balance.”

We knew that there’d be some connectivity between the Wii U and 3DS version of Smash and today Sakurai talks a little bit about how that will work:


He continues from the perspective of the 3DS:

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This is what the screen looks like on the 3DS version when you link it with the Wii U version. We included this hoping that it might work as a remedy when you don’t have enough controllers.

Ridley is in Super Smash Bros. for Wii U, but he isn’t playable. The well-known Metroid villain only appears in the Pyrosphere stage.

Super Smash Bros. director Masahiro Sakurai was recently asked by IGN why Ridley isn’t playable in the new Smash Bros. Here’s his explanation:

“I definitely know that Ridley’s a much-anticipated name for fans, but if we made Ridley as a fighter, it wouldn’t be Ridley any longer. It’d have to be shrunk down, or its wings reduced in size, or be unable to fly around freely.”

“Providing accurate portrayals of characters is something I want to pay ample attention to. If I don’t stick to that thought, then we’d have to lower the quality or break the balance of the game. Something that goes way off spec could break the entire game.”

Sakurai continued by noting Ridley’s presence in the Pyrosphere stage, which he felt would be more appropriate.

“Instead of going through a lot of very convoluted hocus-pocus to make Ridley a fighter, I figured it’d be better to keep Ridley as it currently is, the correct way, and have it feel like a truly threatening presence. There are other icons, too, like Metal Face and the Yellow Devil, which help effectively portray each of their world settings. They go a long way toward deepening the game world, and I think it’s been fun to experiment with.”

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