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Masahiro Sakurai

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.”

Source

IGN has another round of quotes from Super Smash Bros. director Masahiro Sakurai, this time focusing on amiibo. Sakurai discussed the origins of amiibo support in Smash Bros., how involved he was with the figure designs, and more.

Head past the break for the full comments.

Mewtwo is coming to Super Smash Bros. on Wii U and 3DS, but the character isn’t paid DLC. So long as players have both versions of the game, they can obtain Mewtwo at no extra cost.

Smash Bros. director Masahiro Sakurai explained to IGN why the character doesn’t require an extra payment:

“As for why Mewtwo isn’t paid content from the start, releasing that character is an experiment meant to act as a foothold in content distribution; thus it’s simply meant as part of the service we’re providing to gamers.”

Sakurai also clarified the following before speaking on Mewtwo specifically:

“Creating a single fighter involves a huge investment, and we’ve already been giving it our all and investing a lot of work in the characters currently available in the game, and I think it’s an incredible package in terms of the sheer amount of content in the game. But it might be that people may not understand and may think that I am not offering enough just by looking at DLC itself.”

Source

Videogamer has posted a new interview with Super Smash Bros. director Masahiro Sakurai. Sakurai fielded questions about paid downloadable content for the Wii U and 3DS games, plus much more. Read on below for the Q&A.

One of the big features in Super Smash Bros. for Wii U is the inclusion of Masterpieces, a look back on what the game’s cast got up to in some of their previous incarnations. Today Sakurai talks a little bit about how that’s all going to work when we get our hands on the game:


He continues:

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Some of the Masterpieces aren’t unlocked at the beginning of the game. It’s impressive that there are even games from the Game Boy. Some games have different starting points, while others come loaded with save data.

Today Sakurai touches on some of the games in Stadium mode which will be receiving a bit of an upgrade from their 3DS incarnation:


He continues:

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The batting order gets determined randomly to make it fair for the poor person that has to go first. Target Blast and Home-run Contest are games that you play over and over again, but you might find unique ways to play when you only have one shot at victory.

The final week is upon us (well… those of you in the North America), we’ll all be creating these moments in-game soon and it’ll be us picking up the slack for Sakurai on Miiverse!

 

 


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