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Sakurai discusses development challenges with Smash Bros. Ultimate, talks dev team size, compression tech, and more

As is always the case, Masahiro Sakurai has a new feature in this week's issue of Famitsu. While we don't have all the details, we do know some of the discussion that was shared. As you might have guessed, Sakurai is talking about Smash Bros. Ultimate. Here's a handful of tidbits, as translated by NintendoEverything.

- there are 34 Castlevania music tracks
- some stages took upwards of a year to develop
- Omega/Final Destination and Battlefield versions of each stage were especially difficult
- Manpower was strained because they cut the primary development team off at 100 people
- Compression technology is better, so while the sound quality is the same, the music takes up 1/4 the space it did in Smash Wii U
- the Final Smash charge is optional, and is turned off by default

Comments

Top Rated Comment

Nope not proof at all.

How many people were involved in creating the Wii U game? Keeping in mind that team were creating two games for two different platforms.

In other news, you can’t compare apples to oranges.

Can I offer you any more straws to clutch?

jingleboy
Wed Aug 22 18 04:19am
(Updated 1 time)

On a tangent, does anyone know if there exists any online archives of old Famitsu issues? Would be cool to see what Sakurai has published over the years.

If it's just his commentary that you want, Source Gaming has translations of all (?) of his articles.

- Manpower was strained because they cut the primary development team off at 100 people

More proof, if proof were needed, that this is an upgraded port. They don't need anywhere near as big a team to work on this when the base game is the Wii U version and they're largely bringing back content from previous Smash Bros games.

- Compression technology is better, so while the sound quality is the same, the music takes up 1/4 the space it did in Smash Wii U

That explains a lot. I thought they'd struggle to fit the game on a 16GB cartridge and in order to get around this that they might release some characters and stages as DLC. I think they'll still possibly do this, put as much as they can on the cartridge, with the rest as separate DLC. Nintendo on their Japanese website said it would be at least 16GB. It's good news that they could compress the music as it usually takes up a large amount of space and is a large constituent of Smash Bros. IDK though, that much compression, some sound quality is surely lost.

Nope not proof at all.

How many people were involved in creating the Wii U game? Keeping in mind that team were creating two games for two different platforms.

In other news, you can’t compare apples to oranges.

Can I offer you any more straws to clutch?

gloop
Wed Aug 22 18 09:16am
Rating: 5

If that's proof that it's a port then there is a TON of evidence arguing that it's not.

New character models, new animations, new gameplay mechanics , new ways to play the base game, 10 new characters (yes that IS counting veterans that weren't in smash 4 and not Echoes), several new items/assists/pokemon, 27 new stages (excluding both 3ds and WiiU). We have all of that and we still haven't seen the full game yet.

Oh my god could you please stop it with this whole "Smash Ultimate is just a Sm4sh port" thing already? It has gotten old very fast.

toupee43
Wed Aug 22 18 10:17am
Rating: 1

What kind of reality do you live in? Must be sad. I wish you'd stop it with the port crap already.

medisti
Wed Aug 22 18 02:35pm
Rating: 2

How many ports have 100 people on their primary development team?

Compression technology is better

I KNEW IT
They do know the ”magic” of compression better than other

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