Editing Masahiro Sakurai

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==Biography==
==Biography==
===Early game development career===
Some time between 1987 and 1988, [[Sega]] partnered with a Japanese magazine named "Beep!" on a "Story Recruitment Campaign" for the then-upcoming ''Phantasy Star II'', allowing the general population to submit ideas to be considered for the game (contrary to the contest name, any idea was fair game, and not just story concepts). Over 2000 submissions were made, and Sega awarded 29 winners with individually numbered "Associate Planner" certificates and the opportunity to meet with the ''Phantasy Star II'' development team at a planning meeting at their headquarters - one of whom was a 17-year-old Masahiro Sakurai. Sakurai specifically won the "Game System Award" (with his certificate being numbered 004) for what he described as a battle system concept that was "something like the action-focused Active Time Battle system seen in JRPGs." Sakurai attended the planning meeting and would later use his award to advance his professional image, eventually leading to HAL Laboratory hiring him at the age of 18 once he graduated from high school.<ref>https://www.vgfacts.com/game/phantasystarii/trivia-18988</ref>
===At Nintendo and HAL Laboratory===
===At Nintendo and HAL Laboratory===
At HAL Laboratory, Sakurai created the character [[Kirby]] at the age of 19. He would soon direct his first title, ''[[Kirby's Dream Land]]'' in 1992, followed by ''[[Kirby's Adventure]]'' in 1993 and ''[[Kirby Super Star]]'' in 1996.
One of Sakurai's earliest experiences in the video game industry began when he worked for HAL Laboratory, Inc. It is there that he created the character [[Kirby]] at the age of 19. He would soon direct his first title, ''[[Kirby's Dream Land]]''.


Sakurai first devised the concept for ''Smash'' in 1998, working on a prototype then known as [[Dragon King: The Fighting Game]]. At the time, the project featured no existing Nintendo properties, and Sakurai was focused on creating unique platform fighter mechanics to differentiate the title from traditional fighting games. However, Sakurai decided that the inclusion of Nintendo characters would provide the game with more atmosphere, giving it a unique selling-point to set it apart from a sea of fighting games with generic characters. The final product, ''[[Super Smash Bros.]]'', was released in January 1999 (in Japan) and  became an unexpected hit, eventually becoming one of the best-selling Nintendo 64 games.
Sakurai first devised the concept for ''Smash'' in 1998, working on a prototype then known as [[Dragon King: The Fighting Game]]. At the time, the project featured no existing Nintendo properties, and Sakurai was focused on creating unique platform fighter mechanics to differentiate the title from traditional fighting games. However, Sakurai decided that the inclusion of Nintendo characters would provide the game with more atmosphere, giving it a unique selling-point to set it apart from a sea of fighting games with generic characters. The final product, ''[[Super Smash Bros.]]'', was released in January 1999 (in Japan) and  became an unexpected hit, eventually becoming one of the best-selling Nintendo 64 games.
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==''Masahiro Sakurai on Creating Games''==
==''Masahiro Sakurai on Creating Games''==
On August 23, 2022, Sakurai launched his own [[YouTube]] channel on game design for aspiring game creators.<ref>{{cite web|url=https://twitter.com/Sora_Sakurai/status/1562273496960380928|title=Sakurai announces the creation of his YouTube channel''}}</ref> On this channel, Sakurai uploads 2-5 minute videos on various game design tips and mechanics, such as [[hitstop]]. To better help illustrate his points, Sakurai uses real gameplay footage from other games, among those games being the ''Super Smash Bros.'' series. With the approval of Nintendo, Sakurai will also use behind the scenes material like older builds and design documents from ''Super Smash Bros. Ultimate''. On January 9, 2024, he announced in a YouTube community post he was planning to wrap up Masahiro Sakurai on Creating Games sometime in 2024.<ref>{{cite web|url=https://www.youtube.com/post/UgkxUMxRmMfZn7mDYoSb9Tgsu1ku4WirzbuT|title=I'm planning to wrap up Masahiro Sakurai on Creating Games sometime this year.}}</ref> On June 15, 2024, he announced on Twitter he recorded the final episode of the channel, though it would not be released yet.<ref>{{cite web|url=https://x.com/Sora_Sakurai/status/1801981078774960416|title=桜井 政博 / Masahiro Sakurai on Twitter|date=June 15, 2024|publisher=Twitter}}</ref> The final episode will be uploaded on October 15 of the same year, along with a "special final video" concluding the channel.<ref>{{cite web|url=https://x.com/Sora_Sakurai/status/1841424958184095985|title=桜井 政博 / Masahiro Sakurai on Twitter|date=October 2, 2024|accessdate=October 2, 2024|publisher=Twitter}}</ref>
On August 23, 2022, Sakurai launched his own [[YouTube]] channel on game design for aspiring game creators.<ref>{{cite web|url=https://twitter.com/Sora_Sakurai/status/1562273496960380928|title=Sakurai announces the creation of his YouTube channel''}}</ref> On this channel, Sakurai uploads 2-5 minute videos on various game design tips and mechanics, such as [[hitstop]]. To better help illustrate his points, Sakurai uses real gameplay footage from other games, among those games being the ''Super Smash Bros.'' series. With the approval of Nintendo, Sakurai will also use behind the scenes material like older builds and design documents from ''Super Smash Bros. Ultimate''. On January 9, 2024, he announced in a YouTube community post he was planning to wrap up Masahiro Sakurai on Creating Games sometime in 2024.<ref>{{cite web|url=https://www.youtube.com/post/UgkxUMxRmMfZn7mDYoSb9Tgsu1ku4WirzbuT|title=I'm planning to wrap up Masahiro Sakurai on Creating Games sometime this year.}}</ref> On June 15, 2024, he announced on Twitter he recorded the final episode of the channel, though it would not be released yet.<ref>{{cite web|url=https://x.com/Sora_Sakurai/status/1801981078774960416|title=Sakurai's tweet}}</ref>


There are two versions of the channel, one in Japanese and another in English.
There are two versions of the channel, one in Japanese and another in English.

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