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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