Submit a news tip

Masahiro Sakurai

After a week off, Masahiro Sakurai published his latest column in Famitsu this week. His piece was again dedicated entirely to Super Smash Bros. Ultimate, and this one was particularly interesting.

Sakurai managed to receive permission from Nintendo in sharing some data about online play in Smash Bros. Ultimate. His column was only in reference to a specific week, but he went over victory rates, character usage, and more. 

Here’s our full translation:

In this month’s issue of Nintendo Dream, a lengthy interview was published with Masahiro Sakurai. The magazine has several pages touching on a wide variety of topics with the Super Smash Bros. Ultimate director. Sakurai weighed in on the lack of certain playable characters like representatives from Xenoblade Chronicles 2 and ARMS, explained why Incineroar was chosen over Decidueye, spoke about Piranha Plant, talked about specific character changes such as giving Ganondorf a sword, online play, and more.

We’ve prepared a complete translate of Sakurai’s interview with Nintendo Dream. You can read it in full below.

Super Smash Bros. Ultimate director Masahiro Sakurai published a new column in this week’s issue of Famitsu. While there was some talk about the Switch game, Sakurai touched on a few other interesting topics as well.

In his piece, Sakurai started out by writing about a couple of games he’s been playing. He also discussed his own personal way of playing Smash Bros. Ultimate at the moment, and thanked fans for their support having sold 5 million copies in its first week. The piece also brings up creating entertainment, regrets, and the Japanese games industry.

Joker from Persona 5 will be the first paid DLC character to be added to Super Smash Bros. Ultimate. To promote this occasion, Masahiro Sakurai recently visited the office of Atlus for an interview, which you can see in the video below:

We now have a full translation of the latest column Super Smash Bros. Ultimate director Masahiro Sakurai published in this week’s issue of Famitsu. In it, he discusses Joker’s reveal at The Game Awards, plans for a bit of rest, reducing the team size for the development of DLC, and a brief comment on online play.

Here’s our full translation:

Update: We’ve now prepared a full translation of the column here.

Original: In early excerpts from this week’s Masahiro Sakurai column in Famitsu, the Super Smash Bros. Ultimate Director has shared some new insight on the development of Joker as a playable character, the logistics of his reveal, and briefly addresses online play.

Thanks to user BlackKite on Twitter, translations of this information has been made known. The tidbits are included below.

In last week’s issue of Famitsu, the Japanese magazine shared a lengthy interview with Super Smash Bros. Ultimate director Masahiro Sakurai. A slightly longer version was then issued on the publication’s website.

During the interview, Sakurai commented on most major aspects of the game. This includes when development itself actually started, Spirits (including World of Light), the new fighters, online play and eSports, and what lies ahead for the future. We’ve prepared a full translation of the discussion below.

DenFamiNicoGamer was recently given the opportunity to speak with Super Smash Bros. Ultimate director Masahiro Sakurai. At one point of the discussion, Sakurai revealed that he wasn’t directly involved with character balancing for this game.

Siliconera translated the relevant portion of the interview. Here’s what Sakurai said on the subject:

Masahiro Sakurai started out at HAL Laboratory where he directed several Kirby games. About a decade later, he left the company and now operates on more of a freelance basis.

Sakurai spoke with EDGE this month about a variety of topics, including why he left HAL. He noted that it had nothing to do with losing interest in creating Kirby games. As far as Smash Bros. goes, he says it lets him make “something with more value and wide-reaching effects.” Sakurai added that he doesn’t feel like he’s “stuck in a rut doing similar things.”

Have you ever wondered what the Smash Bros. logo represents? During the latest episode of the Yoiko x Super Smash Bros. Ultimate video series, director Masahiro Sakurai commented on that very subject.

According to Sakurai, the intersecting lines are meant to show the “crossover” nature of the series. The circle divided into four sections represents 4-person multiplayer.

Though it’s in Japanese, you can watch the new Yoiko x Super Smash Bros. Ultimate video here.