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Masahiro Sakurai doodles Kirby for Nintendo Dream magazine

A bunch of different game developers worked on special sketches and drawings for Nintendo Dream magazine back during Christmas 2018. Masahiro Sakurai was included in the lineup, and he offered a quick sketch of Kirby. It may look like a simple drawing, but it's about a billion times better than I could do!

Sakurai explains discusses why he left HAL, and how Smash Bros. allows him to create new things

Many know Masahiro Sakurai as the creator of Smash Bros. Ultimate, but he is also the creator of Kirby. Over the years, some have come to believe that Sakurai left his position at HAL because he grew tired of the expectations of creating sequels for Kirby time and time again. In an interview with EDGE, Sakurai clears the air about his departure from HAL and working on Kirby. He also touches on how working on the Smash Bros. series allows him to create new things.

“There’s been some kind of misunderstanding about that. I never said that I didn’t want to make Kirby games. I think what I talked about in the past, about it being difficult to create a new game if I just stayed at HAL has been twisted somehow. I wouldn’t mind working anywhere as long as I get to create new things. I’m making Smash Bros. because Nintendo has asked me to, and because I feel it’s a project that I should prioritize above all else if I’m asked to do it. If I create a new game, that may be one more great, fun game people can play – but by making Smash Bros. I can create something with more value and wide-reaching effects. However, I definitely don’t feel like I am stuck in a rut doing similar things. Every time I add lots of new things, and I feel that it’s a job I always enjoy.”

Yoiko x Super Smash Bros. Ultimate - Ep. 3

Yoiko are at it again, checking out more of Smash Bros. Ultimate. They're also joined by Masahiro Sakurai for a second time!

Sakurai explains the meaning behind the Smash Bros. logo

The Yoiko x Super Smash Bros. Ultimate episode we recently shared had a special guest. If you didn't watch, you missed a special appearance by Masahiro Sakurai! During his time on the episode, Sakurai talked about a number of things, including the meanings behind the Smash Bros. logo. According to Sakurai, there are two meanings.

- the intersecting lines are meant to represent the crossover nature of the series
- the four sections of the logo represent 4 person multiplayer

Sakurai discusses Smash Bros. Ultimate's World of Light inspiration, says he's unsure he can ever top Smash Bros. Ultimate

Our friends at Source Gaming have poured through another Weekly Famitsu feature from Masahiro Sakurai. Not surprisingly, Sakurai is focusing completely on the launch of Smash Bros. Ultimate. There's a wealth of knowledge over at the full feature, but we've pull these two tidbits for you to check out.

World of Light

- inspired by a sequence towards the end of Brawl’s Subspace Emissary
- this scene shows all the characters vanishing
- Sakurai thought that it would be more impactful to start with a great disaster

Smash Bros. Ultimate's successor

- if Nintendo requests a successor, Sakurai will make it a priority
- he doesn’t know for sure that Nintendo will ask him to create another installment in the future
- Sakurai figures that when the next Nintendo hardware comes about, a request for another Smash will be made
- Sakurai doesn’t know how he will top Smash Bros. Ultimate
- “everyone is here” coming together was a miracle, and will probably only happen this one time
- there’s no guarantee of everyone coming together again as there are many moving parts and approvals that need to happen

Sakurai explains the process of securing/adding a third party character to Smash Bros. Ultimate

Working on the Smash Bros. series must be an absolute nightmare. The amount of approvals and checks that have to take place for some content has to be mind-boggling. I'm not sure how Sakurai manages to stay on top of it all! In an interview with EDGE, Sakurai opens up about the process of bringing third party characters into the mix, explaining the steps necessary to make those additions happen.

“There are cases where I will meet with the original creators myself once or twice, but in general communication is carried out through Nintendo. In addition, it wouldn’t necessarily be the original creator I would meet – rather like how I was directly involved with the Kirby series, but don’t know about other projects now. We’ve made various changes so that both cartoonish and realistic characters can appear on the same screen together with it seeming natural, and the characters still looking cool. Character movements are also developed with a Smash Bros. style first. The end result from this is then passed on for review by the other companies, so they can point out any problems for us to fix. Though there might be differences in what is regarded as acceptable in terms of Smash Bros. and in terms of the original series, in the end we try to find something that both sides will be happy with. What I’ve always thought throughout my time working on this series is that if what I make is of good quality, more people will support it. I can feel the expectations coming from both inside and outside the company that Smash Bros. Ultimate will be able to do it right.”

Did You Know Gaming - Masahiro Sakurai: From Kirby to Super Smash Bros Ultimate

In this episode, Did You Know Gaming takes a look at some facts, secrets, and history of one of gaming's biggest figures, Masahiro Sakurai. In this video we cover everything in Sakurai's carrier, from his beginning at HAL and the creation of Kirby, through his development of Nintendo's Super Smash Bros series including Super Smash Bros Melee, Super Smash Bros Brawl, Super Smash Bros on Wii U and 3DS, and of course Super Smash Bros Ultimate for the Nintendo Switch.

Sakurai says Kid Icarus: Uprising was close to being his most difficult project ever, explains lack of Circle Pad Pro support, and says he thinks a port isn't possible

Kid Icarus: Uprising is definitely one of the most impressive games on the 3DS. It has all the attention and detail that Sakurai games usually present, and so much more. The one sticking point for a lot of people was the controls, as they weren't exactly comfortable. Many felt the game would have worked much better with Circle Pad Pro support, or better yet, a port to another platform. In an interview with EDGE, Sakurai opens up about his difficulties with the game, the lack of Circle Pad Pro support, and more.

“I could say that this was close to becoming the most difficult project in my entire career, both in terms of the team and the hardware. The team I had gathered differed greatly in culture and ways of thinking, so there was always confrontation. In addition, back when we were developing the game, we still couldn’t make full use of the power of Nintendo 3DS. Some improvements in aspects such as the middleware were made later on, but since the game was being made in the initial stages of Nintendo 3DS development, we had a really hard time doing what we wanted to. For example, I only found out that the Circle Pad Pro was going to be coming out when it was announced to the public by Nintendo. I wanted to make the game support this properly if I could, but this was impossible due to performance-related reasons. As a game in general, it’s rich in content and enjoyable, and people have even asked for a modern port. However, I don’t think this will be possible.”

Smash Bros. Ultimate news - French advert, special message from Sakurai, Nintendo Labo Piano tribute, and EU unboxing

Smash Bros. Ultimate video advert in France

- spotted at a train station in Paris, France



Smash Bros. Ultimate theme played using the Nintendo Labo Piano Toy-Con

Sakurai shares a special message on Twitter

- Sakurai shared the following message with his fans on Twitter

Oh wow, Smash Ultimate is going on sale tomorrow. I think it will be great if a lot of people can enjoy the game …I’ve been playing Smash Ultimate every day.

Smash Bros. Ultimate EU unboxing

Fan-Art: This custom Masahiro Sakurai amiibo is a thing of beauty

This could be the most impressive custom amiibo yet. Smash Bros. creator Masahiro Sakurai is directly responsible for a number of characters getting amiibo releases, thanks to their inclusion in Smash Bros. Ultimate. It's only fitting that the man himself got the amiibo treatment!

This fan-made amiibo comes from Digital Sculpter and Engineer George Crudo, 3D printer Jake Kemper, and 2D concept artist, Sean Hicks. If you want to see the full creation of this amiibo, check out a gallery of the entire process here!