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Super Smash Bros. for Wii U/3DS

In this month’s issue of Nintendo Dream, Smash Bros. director Masahiro Sakurai discussed the process of choosing characters for the game’s roster.

Sakurai confirmed that he looked into featuring characters from unreleased new games at the very beginning of development. By the time the project proposal finished – which was May 2012 – “all characters were already decided.” As production continues, the team decides which characters to cut from the proposal given their priority.

Speaking of cut characters, Sakurai revealed that there was one newcomer who was almost cut. We won’t reveal who it was just to be safe with spoilers, though most of you should know who the character is at this point.

Head past the break for the character in question plus the full excerpt from Nintendo Dream.

Super Smash Bros. for Wii U/3DS marks the first time that Bandai Namco worked on new entries in Nintendo’s well-known series.

As for why Bandai Namco was chosen to handle development, director Masahiro Sakurai told Nintendo Dream in the magazine’s latest issue that having a single company create the games was thought to be the best option. And since Bandai Namco has the capability to create “a large-scale fighting-game, there was only this one company.” Sakurai feels that it would have been a difficult challenge for other developers to attempt.

Here are Sakurai’s full words:

Nintendo released a new 3DS puzzle in Japan today. As of now, system owners can get their hands on a puzzle based on Super Smash Bros. for Wii U/3DS.

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The online experience in Super Smash Bros. for Wii U/3DS will continue to be improved. However, director Masahiro Sakurai has indicated that there will not be any additional balance patches.

Sakurai told Famitsu in this week’s issue:

—In the future, do you plan on adjusting or balancing the game further through a patch?

Sakurai: We don’t have any such plans, but at the very least we will be working on a few things connected to the online play experience, bit by bit.

If we were to do something like tweak characters’ customized special moves, then there’d be no end to it. But with that said, if there are any glaring issues, we may address them.

—That’s because with customized special moves or items, you can only play with them enabled online with players who are in your friends list, isn’t that right?

Sakurai: When playing with your personal friends, I think it’s probably more interesting that you can almost cheat a little through customizing your character. *Laughs*

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Update: There’s been some confusion about the situation. It actually looks like you need to have your console registered in five days rather than the digital copy. Since Nintendo encourages people to link their Club Nintendo accounts early on, most users shouldn’t encounter any issues.


Those who register Super Smash Bros. for Wii U and 3DS on Club Nintendo will receive two bonuses next year. Nintendo intends to hand out a soundtrack CD as well as free Mewtwo DLC.

If you’ve purchased Smash Bros. digitally, make sure that you have the games registered within five days of purchase by linking your system to Club Nintendo. You won’t be eligible for the promotion otherwise.

A Nintendo customer service representative recently told one fan:

Super Smash Bros. for Wii U launched in Japan last week. As such, Japanese magazine Famitsu sat down with director Masahiro Sakurai for a chat about the latest entry in Nintendo’s successful series. Some very interesting tidbits were shared, to say the least.

One of the topics Famitsu brings up is the inclusion of Duck Hunt. “The original Duck Hunt is a quite major game,” Sakurai said. He notes that the titleĀ could be the best-selling shooter game in the world since it was included with the NES in America.

Digital Foundry’s latest technical analysis is dedicated to Super Smash Bros. for Wii U/3DS. The site put together a comparison of the two games as well as some frame rate tests – all of which can be found below.

Digital Foundry ultimately concludes, “the fourth entry in the Smash Bros. series is a true technical milestone for both of the Kyoto giant’s leading platforms.” The Wii U version manages to provide a consistent 60 frames per second experience in 1080p, while the 3DS version also takes advantage of its hardware and almost never falters, even when 3D is enabled.

We stopped posting Masahiro Sakurai’s Smash Bros. “Pic of the Day” from Miiverse when the Wii U title launched in Europe. However, Sakurai continued for just a little while longer.

Now that Smash Wii U is out in its final major region – Japan – posts have now officially come to a close. In honor of that, we’ll share Sakurai’s last message.

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Game Informer published the “Smash Bros. Diaries” from director Masahiro Sakurai in its previous two issues. Most of what has been shared thus far is rehash from Sakurai’s Famitsu columns, but this month’s entry does have some very noteworthy quotes.

One of the questions Sakurai addresses: “You’ve talked about how you select characters, but why does the roster continue to expand with each release?”

Sakurai starts out by stating how when he works on Smash Bros. – or any other project for that matter – he puts in his full effort. “I throw my body and soul into every project with the mindset that this is the last one,” he says. This has led to a huge amount of characters and features “where it’s almost an impossible quantity to work with.”

Characters are remade in each Smash Bros. release since there are different development studios working on the games. There is also a higher development cost per character “since it takes work to give characters a wide dynamic range while still sticking to their backstories”.

All in all, Sakurai calls the entire process “relentless.”

If you’re interested in checking out Sakurai’s full comments, head past the break.


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