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Super Smash Bros. for Wii U/3DS

Pac-Man in Super Smash Bros. for Wii U/3DS

Super Smash Bros. director Masahiro Sakurai returns in Famitsu this week with his regular column. Once again, Sakurai addressed questions fans may have about the new Wii U and 3DS games.

One topic Sakurai discussed: “How are characters selected [to be in Smash Bros.]?” His response was a bit lengthy, though the process ultimately comes down to polls, research, and the team’s decisions.

Here’s what Sakurai wrote:

A Wii U screenshot today! Sakurai gives us a look at the Wii U trophy shop:

Today’s screenshot contains an interesting tidbit from one of the new stages:

Today Sakurai explains how Amiibos will function in the Wii U version:

 


He continues:

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Once you do, the trophy of your amiibo character transforms into a Figure Player (FP)!! FPs fight and develop on their own.

No new information in today’s screenshot, but Sakurai has a friendly reminder for us about Conquest mode:

The day is finally upon us! Unfortunately that means the daily screenshots will serve a different purpose from here on out, but I think that’s a pretty reasonable trade don’t you?

Yesterday, we posted a few comments from Super Smash Bros. director Masahiro Sakurai regarding concerns fans may have when it comes to playing online with the 3DS game. Kotaku now has the full blurb from Sakurai’s latest Famitsu column.

Below are his entire comments:

“Connectivity can depend heavily on location so I really don’t know what to say. At the very least, we’ve confirmed that smooth play is possible under various conditions of external networks. During multi-player, you’re connected with another player and sending light amounts of data back and forth, so if the game feels laggy, it’s due to the connection speed. If you play when it’s laggy, then the person you’re playing with will experience the same lag, so it’s best to play when the connection is clear. During development, there were cases where we had too many people and the connection became sluggish, so we turned off our cell phones and the connection would clear up. It’s best to avoid playing while streaming something or by a tethered connection. Free wi-fi spots are probably not very good either.”

One more quote from Sakurai as well. On the topic of his favorite character, he had this to say: “I don’t have one. However, for this game, I tend to like the heavier fighters.”

Source

Today Sakurai gives us a look at a very retro assist trophy:

Nintendo Life has published a new interview with Super Smash Bros. director Masahiro Sakurai. Topics include third-party characters, the roster in general, the meticulous process of creating the different characters, and how much fans influence decisions.

Head past the break for some interview excerpts. The full interview can be found here.

Super Smash Bros. for Wii U/3DS marks the first time in which there are no character transformations. Zelda, for instance, transformed into Sheik in previous games.

In his latest Famitsu column, Super Smash Bros. director Masahiro Sakurai explains that the change came about due to limitations with the 3DS hardware.

He said:

“It’s basically due to the 3DS’ limitations. It was impossible to have both characters exist together [as one] on 3DS.”

“However, reaching that limit can sometimes lead in good directions. Transforming characters had the drawback of ambiguous tactics and such, and I believe that they have become more fresh now.”


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