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Masahiro Sakurai

As mentioned yesterday, Super Smash Bros. Ultimate director Masahiro Sakurai was interviewed in this week’s issue of Famitsu. But much to our surprise, there was a column as well. We’ll be posting a translation of the interview soon, but are sharing the column first below.

In his piece, Sakurai addresses Spirits mode in great detail. He explains how it all came to be, why there really isn’t much in the way of story, and a whole lot more. 

Here’s our full translation:

Masahiro Sakurai doesn’t have one of his regular columns in Famitsu this week, but he is featured in the magazine nonetheless. That’s because the Japanese publication is sharing an interview with the Smash Bros. Ultimate director.

We’ll be taking a more in-depth look at the interview soon (technically the latest Famitsu isn’t even out yet), but as usual, some tidbits have leaked out online early. Here’s a brief roundup:

Super Smash Bros. originally started out as a game with Nintendo-only characters. However, over the past few entries, we’ve seen more and more third-party representatives.

Speaking with EDGE this month, Smash Bros. director Masahiro Sakurai gave some insight into the process of working with third-parties and getting their characters into the game. Here’s what he shared on that front:

Masahiro Sakurai is so closely associated with the Smash Bros. series that it can sometimes be easy to forget about his other projects. But back in 2012, he managed to successfully bring back the Kid Icarus series with Kid Icarus: Uprising on 3DS.

Kid Icarus: Uprising earned a great deal of praise, though some players were a bit frustrated by the controls. That’s one of the reasons why fans have been interested in seeing it ported to a new system – like Switch perhaps? However, in a recent interview, Sakurai shot down the idea.

Fans have made all sorts of their own amiibo since Nintendo launched the figure line a few years ago. But how about one based on Super Smash Bros. director Masahiro Sakurai?

Sean Hicks originally created 2D artwork for Sakurai’s pose, which was turned into 3D by artist George Crudo. Crudo then had it 3D-printed and painted.

To kick off the World of Light mode in Super Smash Bros. Ultimate, we see the game’s characters vaporized by mysterious beams. Almost everyone is taken down – except Kirby. Kirby manages to escape, and that’s where the adventure mode really begins.

In a Famitsu column this week, director Masahiro Sakurai addressed Kirby’s initial survival in World of Light. He commented on a few other topics related to the game as well.

In an interview with Game Informer, director Masahiro Sakurai spoke about the miracle that is creating a Super Smash Bros. titles.

Sakurai started out by explaining that these new games can’t be made unless the rights from all I.P. holders are granted. He says that for each installment, “we are walking a fine line.” Sakurai also discussed how the franchise has been able to continue even after he left HAL Laboratory.

Game Informer published a new interview today with Super Smash Bros. Ultimate director Masahiro Sakurai. Sakurai had plenty of interesting comments to share about how decisions are made regarding new characters, the handling of reveal trailers, how and why the Spirits mode was implemented, and more.

You can find a few excerpts from the interview below. Head on over to Game Informer for the full discussion.

Following some of the excerpts that made it online yesterday, we now have the full column from Super Smash Bros. Ultimate director Masahiro Sakurai that was published in this week’s issue of Famitsu. We did cover quite a bit of this last night, but there are a few extra statements with Sakurai discussing how Incineroar was chosen for the game and more.

Here’s our full translation:

Super Smash Bros. Ultimate director Masahiro Sakurai has published his latest column in Famitsu. The magazine doesn’t come out officially until tomorrow, but some of the comments have been shared online early.

Here’s the roundup: