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Super Smash Bros.

It’s summertime again (at least in the US), and around the time that Nintendo partakes in their sporadic tradition of creating renders of their characters in summer scenes. These are most commonly used for promotional images and can vary from individual renders of characters in a void space (such as this image of Peach with ice cream) or detailed scenes of characters in a natural environment (such as Mario lounging on the beach with sailboats in the background).

However, regardless of the content and the intended use of these images, they almost always cause speculation on upcoming game releases. An example of this comes from 2019 when this artwork of Mario eating a watermelon had people swearing that Super Mario Sunshine was coming to Switch. Since these theories never seem to bear any fruit (Super Mario Sunshine did eventually come to Switch, but there was no relation to the watermelon render), we figured instead of analyzing past renders that Nintendo has released, it might be fun to make our own.

The Mario movie is coming out next year and while very little is known about it, its delay in April hasn’t given Nintendo fans a lot of confidence in the production. Of course, it’s too early to tell if it will be a good movie or not, but what is interesting to discuss is what other Nintendo properties would be good movies.

When we consider this, it’s fair to ask – what makes a “good” movie? Is it the plot, memorable characters, an amazing soundtrack, or lots of Morbin’? I would say all that helps (especially the Morbin’), but when it comes to conceptualizing a movie from a video game, there’s a greater thing to consider: how does the core premise fits into a cinematic wrapper?

Smash Bros. movie

Cinematic universes and connecting characters is a big part of the movie industry, but we’ve seen to see Nintendo tackle the idea with something like Super Smash Bros., which is a gaming franchise famous for its crossovers. However, there is at least one notable director out there with experience who would like to give it a shot.

Jeff Fowler is just coming off the Sonic the Hedgehog 2 film which he directed. In an interview with Comicbook, he was asked about giving Smash Bros. the movie treatment. Here’s what he said in response:

Marvel Ultimate Alliance 3: The Black Order

Fans have many dream characters they’d like to see in Super Smash Bros. across all sorts of franchises and mediums. Now that Marvel is getting heavily involved with gaming and even has an exclusive Switch title coming out in the very near future, could we see one of their characters in Nintendo’s fighter?

Game Informer posed that question to Marvel Games’ VP and creative director​​​​​​​ Bill Rosemann in its podcast last week. Rosemann seemed somewhat interested in idea, but was quick to note that such a decision would not fall in his hands.

Smash 64

Shmuplations has translated an interview with Super Smash Bros. director Masahiro Sakurai. But rather than a recently-published interview, the site went back into the archives of Nice Games magazine from 1999, in which Sakurai discussed the original N64 game and more.

There are a few interesting comments here, such as talk about the original prototypes for Smash Bros. and how it could have been an action-adventure game. Sakurai also talked about having to overcome the perception that it would be “cheap”, and being upset with some of the overseas reviews.

Super Smash Bros. is celebrating a big milestone today. As it’s already January 21 in Japan, the series is now twenty years old.

Masahiro Sakurai has been at the helm since the beginning, and had a few words to say about the occasion on Twitter. He passed along the following message:

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

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.

The official Japanese Nintendo Twitter account has tweeted out that after E3, users in Japan will be able to try out the latest Super Smash Bros for Switch at three real-world tournaments on the following dates:

  • Rage 2018 Summer on June 17 at the Makuhari Messe in Chiba
  • Jisedai World Hobby Fair 2018 Summer from June 23 to 24 at the Makuhari Messe in Chiba
  • Jump Victory Carnival 2018 Tokyo on July 16 at the Makuhari Messe in Chiba
  • Jump Victory Carnival 2018 Osaka on July 22 at Intex Osaka
  • Special thanks to Twitter user @serkantoto for the translation.

    Source

    Super Smash Bros. - Nintendo Switch

    Tiago Sonobe worked at Bandai Namco between April 2014 and August 2016 as a software engineer and graphics programmer. That same month, he moved over to Nintendo – also as a software engineer.

    Sonobe’s work history is notable due to an apparent tweet which has now been deleted (and his account as well). In his message, Sonobe mentions that he left Bandai Namco before the production on Smash Bros. Switch started. However, he further says he created the rendering engine it’s built on.


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