This week sees the launch of Super Smash Bros. for Nintendo 3DS, the first portable iteration of the famous fighting game franchise. As you'll already know if you're a seasoned reader of Nintendo Life, we've delivered our critical verdict of the game and found it to be something of a smash hit, and in order to celebrate this momentous release we were lucky enough to speak to Game Designer and Sora Ltd. founder Masahiro Sakurai, the man behind the series and one of the most notable Japanese developers of the modern era.
Nintendo Life: Can you explain how you pick the third-party characters? The new game has Capcom, Sega and Bandai Namco characters such as Mega Man and Pac-Man. Can you explain the process for picking these characters and reaching agreement with their IP holders?
Sakurai-san: First off, I think about which third-party characters would make suitable guests for the game before beginning any negotiations. It goes without saying that Mega Man is a guest who could fit Smash Bros. with his range of moves and attacks, but PAC-MAN as a guest fighter needed some careful consideration. With Bandai Namco Games being the developer for this title, it was definitely one of the reasons I wanted to include him, but I also knew that in order to make this round ball of a character into a proper fighter I would need a lot of good ideas and a strong feel for what kind of moves would fit him.
In the end, I decided to embody classic Namco, and I think it really worked out well. I’ve heard that Bandai Namco had also thought about using the older style PAC-MAN before, but they just weren’t able to find something that worked well. Some of the staff have even said how surprised or thrilled they were that we were able to represent the classic PAC-MAN so well in the modern day.
This is the largest roster yet in a Smash Bros. game — was it a tough decision to go with such a sizeable line-up, or did you always plan to work on this number of characters?
My priority is to provide the best experience possible to consumers and so I want to make as much as I possibly can for them. The number of characters (not counting alternative versions) was more or less decided from the beginning, however, I worked with the understanding that we might need to cut some characters if the development was progressing too slowly. Fortunately, we were able to finish just about everything.
In actual fact, since the development team is different for this game as compared to previous iterations, even the veteran characters were remade from scratch. Although this meant an increase in costs, it is precisely because of this and - in no small part - thanks to the efforts of the development team, that we were able to put so much content into the game.
We could always have reduced the number of characters and played it safe, so to speak, but I believe that having all these characters is an important part of what makes the Smash Bros. series special.
You've spent a lot of time with this game - do you have a favourite character you always use, and can you explain why that is the case?
There’s no single character I use more than the others, I have to use them all equally.
Roughly how much time goes into designing and balancing each character? What do you need to be mindful of when creating a character in a fighting game of this type?
I get the planning for each character done remarkably quickly. For example, after learning about Greninja and its abilities one evening, by late night I had already completed the design for that character’s moves and features.
The process, however, of actually creating a character often takes well over a year, where we are constantly working on the model, the animations, the audio and the balancing. For the game balance we have a testing team playing almost every day and we make adjustments based on their results. I was working from morning to night with my responsibilities as director, so I was only able to spend Wednesday evenings and weekends on the balance.
One of the important things for me was having a large difference between the characters, which I call their “dynamic range”. In a typical fighting game where you just square off against an opponent, other things like the environment have less of an impact, so even small differences between characters can be very noticeable. With Smash Bros., however, I want to bring out the individuality in the characters and I think it’s rare to see a game with such a wide dynamic range as this.
So although it may end up that some characters are stronger than others due to way the game works, we have focused on allowing a lot of “accidents” to happen in a party game sort of way – resulting in things that make players laugh – so the emphasis is on variety rather than making Smash Bros. into a sport.
What was the main reason for bringing the Smash Bros. series on to a handheld device as opposed to keeping it solely on the home consoles, where it has traditionally been?
With each iteration of Smash Bros. we have tried to push beyond the limits of what content we can put into each one. This is inevitable as long as we are developing for home consoles, with the push for even more characters, or better graphics. I felt we needed to a way to break out of this cycle, and look at new ways to play instead.
In particular, I really liked the idea of being able to provide new ways to play due to the game being on a handheld too.
Also, a major reason for developing the handheld and home console versions simultaneously is that since I don’t have my own development company and I’m working freelance, for each project I’m working with different staff, so once a team is disbanded, that’s it. It takes a lot of work to have new people take over a project, therefore developing both versions at the same time was a way for me to finally release a Smash Bros. game on both home console and handheld platforms.
Where did the idea for the Smash Run mode come from?
It’s based on an idea we had back when we were developing Kirby Air Ride on GameCube. The idea was that introducing changes to competitive games makes them richer, and this can be satisfied through allowing power ups change various stats. I felt like this idea would be a good match for Smash Bros. too. It allows for a completely different experience from just a normal battle and the more you play, the more you get out of it.
How have you taken advantage of the portability of the 3DS, and its connectivity options, such as StreetPass? How will the portable element of the game change the way we play Smash?
I personally think people should be able to play games in a way that fits with their lifestyle. So I didn’t want to impose any rule that people would have to play this handheld version of Smash Bros. in any specific way. I think what’s important is that users now have more options, and more choice.
The fans have been very vocal about which aspects they enjoy about each game in the Smash Bros. series and which ones they don’t enjoy as much as others - has the collective voice of the fans been an influence on decisions made in regards to the game?
I know that some sequels focus on fixing problems with the last game, but if we had taken that approach then we would have had less than half as many new characters, and the game wouldn’t have felt so different from the last one.
I believe that Smash Bros. games need to offer something that can also be enjoyed by a wide range of people, such as those who might just be getting into gaming when they are released. To do this we need to listen not just to the biggest fans, but to a whole range of different users to give everyone an experience that is fun.
Having said that, there are lots of things I want to improve on from the last game and I’m fixing those on my own initiative.
We'd like to thank Sakurai-san for taking the time to speak with us, and also Nintendo UK for arranging this interview.
Comments 90
He's got a hidden love for ganon, don't tell no one it's a secret
We all know that Sakurai likes Pac-Man... he just won't admit it.
"My priority is to provide the best experience possible to consumers and so I want to make as much as I possibly can for them."
I just a shiver of Ridley down my spine.
Why include Dark Pit? Did consumers really want him?
Ugh.
You were in the presence of a god! We shall bow down to Sakurai-san.
Nice interview, can't believe he planned Greninja in a night O.O;
Can't wait to try it out for see if Sakurai just rushed it or he's a pure genius
(yeah, we already know the answear XD; ).
And very glad about a portable Smash; Sakurai is the savior of my daily-boring train trips ^o^
Bless you, Sakurai.
I guess there wasnt enough developing time for both games to fully be the experience everyone wanted.
Still, im happy with how the game is, and thankfully the game didnt took a lot to release, like brawl.
I have a strong feeling that Miyamoto will someday make Sakurai take over Nintendo Entertainment Analysis and Development as the manager.
2 days... :u We'll all get to experience a chunk of his hard work
@LUIGITORNADO Even after reading how much the guy worked his behind off to get you this nearly perfect game, you still whine about stuff like that ?
And for your interest, yes, Dark Pit WAS a fan favorite in Uprising.
Still kinda wished the few clones got some differences, was hoping Dr. and Lucina got something new. :c
People should be more upset over the Mario Kart 8 throw away characters. The roster for smash is incredible compared to MK8.
I'm thankful for all the hard work Sakurai puts into these games, and the love and attention he gives to polishing them. It always shows. That said, when he mentioned the thing about always wanting more options for the player, I couldn't help but think about the lack of options to customize Smash Run, and the lack of Special Smashes, and the lack of setting item frequency.
This is a man who is very good at what he does. I hope the best for him.
Sakurai's our savior
Hail Sakurai!
I like the aproach he has in these games, he'd rather make a very different sequel than just play it safe and "fix" the past game. That causes that everyone has a different favorite game, like Zelda, wich is awesome. Having more choices is always better.
@LUIGITORNADO Given how versatile Pit's arsenal is in Uprising, I could see it as a way of covering all the moves and set options that Sakurai wanted to.
Great article N-Life. I am alway curious with how Sakurai and the team work.
I have enjoyed to balancing of the demo. I didn't think that one character stood out better than the rest. I wonder how well the full game is balanced. Not long to wait now
@sagen Dark Pit only has two different weapons from his base (and one of those is his final Smash!). He does do the usual "clone has different move properties" thing but he's still VERY similar to the base character. Even Dr. Mario is more visually distinct from Mario, for example.
And I dunno, I find it really difficult to believe the characters were made from scratch. A lot of the animations and some of the models are identical to Brawl, for example. This isn't exactly a bad thing, cause it saves time and lets them focus on game balance...but it doesn't look like this applies to every character. Most of them do appear different from previous games, at least.
"I felt we needed to a way to break out of this cycle, and look at new ways to play instead."
This is a wonderful way of thinking except that Smash on handheld is only holding back the console version. But imagine if GameFreak thought this way instead then we would finally have a traditional Pokemon RPG on a console where the game would not be held back by handheld limitations.
Thanks for the interview, guys. Lots of interesting tidbits here.
@Einherjar It's a fair question. My answer would be that fan demand didn't play such a role with Dark Pit since clones take minimal effort to add. I don't think we'd have seen him if he required a wholly unique moveset.
@Dr_Corndog To be honest, his "Ugh" at the end got rid of any "fair quality".
But yes, characters like this are quick afterthoughts, probably included for symetry on the character select screen.
He planned Greninja in a single night!? Wow. I knew Sakurai was good, but I didn't know he was that good. I hope he takes a little vacation after the Wii U version comes out. He's REALLY earned it.
I've always been impressed by his huge cranium and small frame.
People were probably waiting for you to ask him of anything he had to cut. Guess that's up to the hackers
"I know that some sequels focus on fixing problems with the last game, but if we had taken that approach then we would have had less than half as many new characters, and the game wouldn’t have felt so different from the last one."
It already feels like Brawl. It's a nigh carbon copy except that everyone is more colorful.
I get what he's saying, but you HAVE to fix problems, and it's the aesthetics and roster that will compare it to the prior game. Technical aspects are important, but that's all for not if the baseline game isn't enjoyable or different enough. Pressing Start at the title screen and hearing Brawl's confirmation sound effect alone is a bad sign.
Why did he develop the 3ds version? Because, well, iwata fell flat on his face introducing the wii u at e3 and said "oh by the way, smash bros" to at least get some hands together.
I have a feeling he got paid very well for doing this. I do think he earned it though, and I hope he'll continue to godfather the series for as long as possible because, quite frankly, he's one of the best game designers out there.
He's quite amazing. The way he plans and directs everything (and that is a LOT of planning and directing) and then puts out such a polished product is incredible. Since he worked so hard at developing both versions at the same time, I sure hope he takes a nice vacation.
Thanks for the review, NL! I really enjoyed it.
"creating a character often takes well over a year"
You heard it first here guys, Smash Bros. 3DS has been 49 years in the making
@LUIGITORNADO
He didn't say he'll add characters on fan demands alone.
@AlexOlney
For 1 or a group of persons.
Sakurai~ Great interview NL. I would say that Sakurai is the best game director for Smash.
@HyperSonicEXE You make no sense at all. Plus, I can't take anyone seriously who says "It already feels like Brawl. It's a nigh carbon copy except that everyone is more colorful.".
@SockoMario
Played the demo yet?
Because except for looking better and the characters falling slightly faster, it's the same thing. The mechanics are the same, the platforms, the Blast Zones still being far too far away, the insane recoveries, everything is there.
Thank you Sakurai for the interview!
Wrong - I downloaded Balanced Brawl so all characters had a shot. Project M is nice and all, but just one flavor of Smash. 64 is even its own flavor.
Brawl and 4 are incredibly similar, however. Yeah, great that they tweaked the small stuff (more or less fixing Brawl's glaring errors), but it's not white-knuckle by any means.
Now I do like that there are so many Items that K.O., that's good, but the fighters need that knockout power, too.
Sakurai seems to be getting younger. it's crazy.
I'm so glad Sakurai doesn't listen to competitve players. That would be the WORST entry ever. This guy knows what he's doing. Thank you so much Sakurai.
i have to say, i just bought a 3ds ( the red super smash one, not really on purpose) and i downloaded the super smash bros demo it is really fun and it feels easier to play and less difficult than Brawl. Unfortunately, i had already made the dicision to wait on the 3ds version of smash because i like playing it on consoles, so i will be getting the wii u version first. i will probably be getting the 3ds version around christmas time.
@LUIGITORNADO he was put in because he wanted to make a version of pit that was fun for people who like a different style of play
From what I've noticed about all the Dark Pit hate, both online and in my own circle of friends, a lot of these people have not played Kid Icarus: Uprising and have no personal attachments to good ole Pittoo. I felt the same about Marth/Roy back in the Melee days before I played any Fire Emblem games. So I can understand where they're coming from. The only solution is to appreciate the subtle differences in the characters or play KI:U.
Also, if Dark Pit weren't in the game there would likely be another cloned character in his place, not another unique fighter.
Come on, Sakurai. "It was about time" isn't too much of a difficult sentence to say, why all the talk about lifestyle and pushing content to a console's limit?
@AlexOlney
Thank you for causing me to snort out whatever I was drinking a moment ago.
People are nasty about Dark Pit, Lucina and Dr. Mario... but they are NOT occupying no one else's place. If they weren't in the game, they wouldn't be in the game. It's not like Ridley, Birdo and King K Rool would appear there in their places. End of story.
You've spent a lot of time with this game - do you have a favourite character you always use, and can you explain why that is the case?
There’s no single character I use more than the others, I have to use them all equally.
Shouldn't the answer be Kirby?
@Retro_on_theGo Wow, really? He should to us competitive players an extent. Btw, I'm a competitive player.
"That would be the WORST entry ever."
You must REALLY hate people who play Smash at a seriously level.
I honestly don't get the hate for the 3ds version :/
I don't really think it held back development of the Wii U version at all(Except for Ice Climbers, oh well)
It's a blessing for people like me who can't afford a Wii U. The only real gripe I have about it is that it can be hard to see everything on a standard 3ds. Luckily, I have an XL.
I think we should all appreciate what we've got, not what we wanted. Everything can't be exactly to our expectations.
@SockoMario I don't hate anyone for playing smash seriously. I'm trying to get into it with this entry myself and I'm really looking forward to going to tournaments! I'm a fan of Hungrybox too.
Its just that after frequenting the smash reddit and smash boards it seems if Sakurai reached out to them we would just get a soulless Melee 2.
@Retro_on_theGo Oh, my bad. But like I said, he should listen to us competitive players to an extent. Like, the blast lines in this game are ridiculous, and Sakurai should listen to us and fix it (mostly competitive players are complaining about the blast lines.)
Sakurai a man that killed himself with hardwork making this game great and a wonderful experience for everyone .And people still complain? Wow.
@midnafanboy You can't please everyone.
@MetalK9 Ridley, where are you? DX
@Retro_on_theGo What is "for glory" and other TEKKEN stuff doing in then?
@SockoMario Blast lines?
Problems with your statements Sakurai:
1.The models for zelda, ganondorf, and several others, plus their attacks and animations look very similar to brawl. Plus about half the stages are repeats. I don't believe it was built from scratch, I believe they remade a lot more than they are letting on. Plus lots of the music is the same as previous games.
2. The "dynamic range" comment is spot on. The joy and hook of super smash is the wide and varied move sets of each character. Each is unique, personal and fun to play with because they are so different in style of play. Clones are the antithesis to this idea. For that reason everybody hates clones.
3. Very little "innovate" gameplay has been derived from the unique opportunity for each player to have their own screen. What about a level where the platforms are placed in different areas on each person's screens and are invisible to other players? What about the camera zooming and focusing on just you instead, since the screen isn't being shared you don't need to always show the far edge of the screen. Touch screen controls? Second screen level?
An amazing game, that I and many will love and play for hundreds of hours, its just always a shame to see masters miss the obvious when they noses are buried in their work. There is always hope for patches, and I for one will be playing the Wii U version more simply due to controls, screen size, and less lag in online mode.
@SamirMalik
It's where characters get KO'd at the edge of the screen. I'm guessing the complaint is that characters have to be knocked further in order to get KO'd. I thought the same thing, as well, but I didn't really think of it as being an issue.
I think character % has to be higher than past games before being more easily KO'd, too, which is probably part of balancing 49 characters.
@SamirMalik If a character touches the blast lines, they die. You know... the point to Smash Bros. is knocking your character off screen. Those are where the blast lines are at.
@SCAR392 The problem is that the blast lines were pushed out further making it take longer to KO. This is made worst by the fact that most moves knockback were nerfed. Also DI was replaced by VI, something much easier and much more effective.
So the survivability in this game is ridiculous. Competitives are even considering going to 2 stock matches even less than the "slow, defensive" Brawl's 3 stocks.
However this isn't really a problem but a change. These changes encourage crazy off stage play (strengthened more by everyone's buffed recoveries). So anyone who calls Smash 4 Brawl 2.0 is either a casual (casuals love Brawl so shouldn't they be happy about that) or they don't understand Smash Bros.
@luckybreak Invisible platforms? Touch controls? Those are terrible ideas for Smash. And I don't even know what you mean by "second screen level".
@SCAR392 I'm fine with it as well. Just gotta aim for that black lightning.
@rp17 It's a mix of Brawl and Melee...without wavedashing and jump cancelling. There is turndashing though.
Despite the anti competitive undertone (or more) Sakurai always has had since Melee, most competitive players like Smash 4. And despite his claim that they didn't try "fixing problems with the last game" many competitive players are calling Smash 4 "fixed Brawl" or "what Brawl should have been", as well as the characters being the most balanced they've ever been, at the very least there doesn't seem to be the immediately noticeably terrible characters that always existed in past Smash games like Melee Kirby or past versions of Zelda and Bowser.
Sakurai, you are awesome.
From CT's videos, Sheik seems dominant so far. But given this is pre-release I believe people will find Sheik counters in time.
Some people seem to equate higher percent to KO (mhmm I'd say it seems like 140% is the average rating when characters get KOd in Smash 4 3DS) equates to a "slower" paced game.
Recently CT seems to have gone with 2 stock fights... but I think that's a good move so it'll feel like the 3 stocks provided to Brawl or even Project M. That said, as more combos are discovered while the game develops, tournament organizes might bump it up to 3 stocks in the future.
@luckybreak
Zooming out to the edge of the screen is important considering that's where you are KO-ing characters.
@Olaf Sheik and Shulk are my mains xD
@SamirMalik Most people would probably call that Pivot Canceling but yeah... I feel like it is like Project M (without wavedashing and l-canceling) or, as most pros say, that is most like 64. However, the ledge mechanics alone make it so drastically different that it is unfair to compare it to any other game.
I almost feel bad for how Sakurai treats competitive players. They care so much about his game, and he's just like "nope."
@Xiao_Pai As far as Dr. Mario, Dark Pit, and Lucina are concerned, they were either going to clone-like characters, alternate costumes, or not playable at all. In this very interview he just confirmed once again that these alternate versions don't count towards the number of playable characters planned to be in the game.
I don't like him being solely in charge of who makes in the game, his character choices are awful.
@OmegaStar
What, really? Japan has terrible taste then. Dark Pit IS a palate swap of Pit...even in the PLOT of his ACTUAL game...making him a separate character was a huge waste of roster space. It's like saying: clone characters in my mediocre game (KI:U) are more deserving than awesome original characters from other devs games!!!1
It makes me sick to say this, but I might actually take Waluigi or Geno over Dark Pit...and I hate both those characters. Heck, I'd even take Goku post his defeat by Superman (the shoe) over Dark Pit.
@Senario Did i just hear a competitive player talk about smash? Hmm let's find him and burn him to ashes with the fire of the holy hell cause he's one of them and he has this brought upon himself.Or something like that who know's lol.
When reading about Pac-Man, I remember the E3 reveal of the character and the cheer it got from the room. I love Nintendo Direct as a medium but that kind of reaction from the gaming press and players is lost.
@AugustusOxy At least they have amazing movesets...
This was a nice interview. The answer regarding third party characters was the most interesting in my opinion.
@R_Champ He always used the same weapons when you fought him. Don't you remember that the weapons have difference properties to make you feel different when using them?
@SamirMalik Well, there is a reason why they didn't subtitle this entry...sounds like a indirect reboot.
@Sforzando
That's not what he is doing! He appreciates the competitive player base but is not going to customize the game to their desires at the expense of the other 95% of the people who will get this game. He is in charge of making what is likely to be the biggest selling Nintendo game of the year, possibly even the console generation.
@rp17 I don't understand why the boundaries are an issue. If recovery is a big deal then can't you just up the damage ratio to 1.2 or something to compensate?
@SockoMario what says he didn't listen to competitive players? Did he specifically say: "I ignored all but the noobs..." No. Did y'all not get your beloved gamecube controller? (Have no idea how that will make you a better player, but to each his own) have you played the game to see if it was unacceptable by your competitive standards? C'mon guys, enough with the "pre-hate", wait for the game release, play it, then make a judgement. This site has slowly devolved into the "I hate everything I don't have yet" site. Give games their fair chance in your console of choice. Thanks kids!
Man...now I'm really considering buying Smash Bros. earlier...
I have a bit of extra cash...maybe I'll bite down on the 3DS version right now instead of waiting until Christmas like I planned...
@midnafanboy Sakurai could have used black magic and the souls of his unborn children to make this game and folks will still complain.
@AJWolfTill No, not really. Competitve players like low knockback moves. These are the moves that set up for combos. They then use these combos until the opponent is at a high enough percent to KO. The boundaries being out farther means they need to get the opponents percent even higher to get high enough to KO. Furthermore this is the first Smash game you can influence how far you are knocked back with the control stick. This all means that matches take longer. (Ironic because the movement is much faster but it just takes forever for someone to die.)
And as I said before this is not a problem. It is just something different. It just means that you need to be very aggressive off-stage to get early kills. (And maybe the rule will change to less stocks to ensure a shorter match... tournaments can only last so long...)
@Senario I think Sakurai did a pretty good job at this game. He provided some interested mechanic changes for the competitives, while at surface level keeping things close to Brawl for the casuals. This seems to be the best game at balancing casual and competitive playstyles. It is much more approachable for newbies than Melee, but much more interesting and challenging than Brawl. Of course the game isn't out yet so I could be wrong.
I never understood competitive hate. I think most casuals don't understand is that competitves love Smash even more than they do. I am not trying to undermine how much some casuals love Smash, but competitives just love it that much more, to the point that some have literally dedicated their lives to it. Smash may be some casuals favorite game ever, but Smash is often competitves favorite thing in the world. And it is just sad to be mocked for something you are so passionate about.
@CrazyMetroid Typical "smash fan"
"I like every game equally"
"stop acting entitled"
I have seen this in every argument ever made.
@rp17 IMO Melee had physics that suited the needs of both playstyles. Heck, it probably turned casuals into competitive players
@potatomage7 People: Wii U is too expensive!!!
Then how did you get your other video game consoles? Wii U is the cheapest console this generation.
@Senario if there was a like button, I would press it
@Pokepen
How did you get "too expensive" out of "can't afford"? There are reasonable explanations for it ya know, like being a 'broke' student.
Do I even wanna know about your response to CrazyMetroid? His posts kinda went in the opposite direction.
By the way, you know you don't need to make separate posts for each comment, right? Just a friendly fyi, seeing as you have a nice quadruple post going on there.
You know, now that I've played as Dark Pit (I call him "Pittoo"), he feels completely different from Pit. I never felt that much distinction between Fox and Falco.
Tap here to load 90 comments
Leave A Comment
Hold on there, you need to login to post a comment...