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Masahiro Sakurai

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.

Masahiro Sakurai

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.

Source

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.


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