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{{ArticleIcons|series=y}} | {{ArticleIcons|series=y}} | ||
{{Infobox Person | {{Infobox Person | ||
|name | |name = Masahiro Sakurai | ||
|image | 桜井政博 | ||
|caption | |image = [[https://cdn.discordapp.com/attachments/412103570435866626/707597994136043610/images_33.png]] | ||
| | |caption = Masahiro Sakurai in Nintendo's E3 2018 presentation. | ||
| | |image size = | ||
| | |date of birth = {{DoB|1970|8|3}} | ||
| | |place of birth = {{Flag|Japan}} Tokyo, Japan | ||
|occupation | |date of death = | ||
|spouse | |place of death = | ||
|parents | |occupation = Video game director, game designer, founder of Sora Ltd. | ||
|children | |spouse = Michiko Sakurai | ||
|parents = | |||
|children = | |||
}} | }} | ||
'''Masahiro Sakurai''' ({{ja|桜井政博|Sakurai Masahiro}}), born August 3, 1970, is a Japanese game developer, creator, writer, and voice actor. His most notable creations as a game developer include the | '''Masahiro Sakurai''' ({{ja|桜井政博|Sakurai Masahiro}}), born August 3, 1970, is a Japanese game developer, creator, writer, and voice actor. His most notable creations as a game developer include the [[Kirby (universe)|''Kirby'']] and [[Super Smash Bros. (series)|''Super Smash Bros.'']] series, both of which he created and developed during his tenure with [[HAL Laboratory]], a Nintendo subsidiary. He has since continued his work as director of the ''Super Smash Bros.'' series through his own company [[Sora Ltd.]], which he founded in 2005 after his 2003 departure from HAL Laboratory. | ||
==Biography== | ==Biography== | ||
===At Nintendo and HAL Laboratory=== | ===At Nintendo and HAL Laboratory=== | ||
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 | 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. | ||
As the [[Nintendo GameCube]] neared release, Sakurai was named head of production for the development of ''[[Super Smash Bros. Melee]]'', once again developed at HAL Laboratory. He recalls living a "destructive lifestyle" during the game's development period, with short weekends and no time off in 13 months of work.<ref name=sharpest>{{cite web|last=George|first=Richard|title=Super Smash Bros Creator: "Melee The Sharpest"|url=http://uk.ign.com/articles/2010/12/09/super-smash-bros-creator-melee-the-sharpest|publisher=IGN}}</ref> The game was unveiled at | As the [[Nintendo GameCube]] neared release, Sakurai was named head of production for the development of ''[[Super Smash Bros. Melee]]'', once again developed at HAL Laboratory. He recalls living a "destructive lifestyle" during the game's development period, with short weekends and no time off in 13 months of work.<ref name=sharpest>{{cite web|last=George|first=Richard|title=Super Smash Bros Creator: "Melee The Sharpest"|url=http://uk.ign.com/articles/2010/12/09/super-smash-bros-creator-melee-the-sharpest|publisher=IGN}}</ref> The game was unveiled at [[Electronic Entertainment Expo#E3 2001|E3 2001]] and released shortly after in November 2001. ''Melee'' surpassed the popularity of its predecessor and eventually became the GameCube's highest-selling game of all time. Critical reception of the game was also positive, with some publications naming it among HAL Laboratory's finest works. | ||
===Resignation from HAL Laboratory=== | ===Resignation from HAL Laboratory=== | ||
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===Sora Ltd. and ''Super Smash Bros. Brawl''=== | ===Sora Ltd. and ''Super Smash Bros. Brawl''=== | ||
On September 30, 2005, Sakurai announced that he had formed his own company, [[Sora Ltd]]. Despite the departure of Sakurai from HAL, former HAL Laboratory President and former President of [[Nintendo]] [[Satoru Iwata]] stated at | On September 30, 2005, Sakurai announced that he had formed his own company, [[Sora Ltd]]. Despite the departure of Sakurai from HAL, former HAL Laboratory President and former President of [[Nintendo]] [[Satoru Iwata]] stated at [[Electronic Entertainment Expo#E3 2005|E3 2005]] that the ''Super Smash Bros.'' series would continue on Nintendo's newest console, the [[Wii]], supporting online play. It was only after this announcement that Sakurai received an offer from Iwata to return to direct the new ''Smash'', which he accepted. Sakurai revealed that he would be serving as director and designer for the game in issue #885 of ''Famitsu Weekly''. Sora Ltd. officially began development of ''[[Super Smash Bros. Brawl]]'' in collaboration with [[Game Arts]] staff in late 2005, and the game was released in January 2008. It became one of the Wii's highest-selling games and received highly positive critical reception. | ||
===''Kid Icarus: Uprising'' and ''Super Smash Bros. 4''=== | ===''Kid Icarus: Uprising'' and ''Super Smash Bros. 4''=== | ||
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At E3 2011, Iwata announced that once his team was finished with the development of ''Kid Icarus: Uprising'', Sakurai would begin working on two versions of the new ''Smash'' game, later titled {{for3ds}} and {{forwiiu}} and collectively known as ''[[Super Smash Bros. 4]]''. | At E3 2011, Iwata announced that once his team was finished with the development of ''Kid Icarus: Uprising'', Sakurai would begin working on two versions of the new ''Smash'' game, later titled {{for3ds}} and {{forwiiu}} and collectively known as ''[[Super Smash Bros. 4]]''. | ||
After ''Uprising'' was released and the team at Project Sora disbanded, Sakurai and Sora Ltd. began collaborating with [[Bandai Namco]] to develop<ref>http://www.cubed3.com/news/16506 | After ''Uprising'' was released and the team at Project Sora disbanded, Sakurai and Sora Ltd. began collaborating with [[Bandai Namco]] to develop<ref>http://www.cubed3.com/news/16506?</ref> the new Smash games in February 2012. He announced that he wanted the 3DS version to be more of an "individual" and "customizable" experience and described connectivity features between the two versions where, hypothetically, the player could take a customized character from the 3DS version and transfer it to the Wii U version.<ref>{{cite web|author=Gantayat, Anoop|url=http://andriasang.com/comw97/iwata_asks_smash_bros/|title=Iwata Asks About Smash Bros.|publisher=Andriasang|date=2012-06-09|accessdate=2012-06-10}}</ref> The games were unveiled in Nintendo's video presentation during [[Electronic Entertainment Expo#E3 2013|E3 2013]]. | ||
During and after the reveal, Sakurai took an active role in the public presence of the games, appearing in many E3, Nintendo Direct, and Super Smash Bros. Direct presentations, detailing new and returning characters, explaining game mechanics, and giving insights into the development of the series. Among other in-person appearances, Sakurai spoke and presented the winner's trophy at the | During and after the reveal, Sakurai took an active role in the public presence of the games, appearing in many E3, Nintendo Direct, and Super Smash Bros. Direct presentations, detailing new and returning characters, explaining game mechanics, and giving insights into the development of the series. Among other in-person appearances, Sakurai spoke and presented the winner's trophy at the [[Tournament:Super Smash Bros. Invitational|Super Smash Bros. Invitational]] at [[Electronic Entertainment Expo#E3 2014|E3 2014]]. | ||
Sakurai developed {{s|wikipedia|calcific tendonitis}} near his right shoulder in February of 2013, which causes pain during arm movement. Sakurai mentioned that this could substantially slow down his current work, as he does game testing himself.<ref>{{cite web|last=Gifford|first=Kevin|title=Why Masahiro Sakurai's bum right arm is hindering work on the new Smash Bros.|url=http://www.polygon.com/2013/2/27/4035046/why-masahiro-sakurais-bum-right-arm-is-hindering-work-on-the-new|work=Polygon.com|accessdate=2013-04-19}}</ref> | Sakurai developed {{s|wikipedia|calcific tendonitis}} near his right shoulder in February of 2013, which causes pain during arm movement. Sakurai mentioned that this could substantially slow down his current work, as he does game testing himself.<ref>{{cite web|last=Gifford|first=Kevin|title=Why Masahiro Sakurai's bum right arm is hindering work on the new Smash Bros.|url=http://www.polygon.com/2013/2/27/4035046/why-masahiro-sakurais-bum-right-arm-is-hindering-work-on-the-new|work=Polygon.com|accessdate=2013-04-19}}</ref> | ||
After the September and November 2014 releases of ''for 3DS'' and ''for Wii U'', respectively, Sakurai stayed on with a smaller development team at Bandai Namco for the creation of [[downloadable content|DLC]]. The sixth and final wave of downloadable content was released on February 3rd, 2016, whereupon Sakurai announced that development of ''for 3DS'' and ''for Wii U'' had officially ended. He also noted that although he had already decided on his next project, he wanted to first take a long vacation. However, in an interview, he stated that after finishing with ''Smash 4'', he went straight into the next game without break. <ref>{{ | After the September and November 2014 releases of ''for 3DS'' and ''for Wii U'', respectively, Sakurai stayed on with a smaller development team at Bandai Namco for the creation of [[downloadable content|DLC]]. The sixth and final wave of downloadable content was released on February 3rd, 2016, whereupon Sakurai announced that development of ''for 3DS'' and ''for Wii U'' had officially ended. He also noted that although he had already decided on his next project, he wanted to first take a long vacation. However, in an interview, he stated that after finishing with ''Smash 4'', he went straight into the next game without break. <ref>{{citeweb|url=https://twitter.com/PushDustIn/status/1171812740328869889|title=PushDustin Sakurai Interview}}</ref> | ||
===''Super Smash Bros. Ultimate''=== | ===''Super Smash Bros. Ultimate''=== | ||
Some time later, Sakurai began work on ''[[Super Smash Bros. Ultimate]]'' with the team at Bandai Namco. This was one of the final assignments the late [[Satoru Iwata]] assigned to Sakurai to work on.<ref>https://twitter.com/PushDustIn/status/1172306041070964738</ref> The game was announced on March 8th, 2018 via a [[Nintendo Direct]] under the working title ''Super Smash Bros.'' Shortly after, Sakurai confirmed that he had been working on the game "in silence day after day".<ref>{{ | Some time later, Sakurai began work on ''[[Super Smash Bros. Ultimate]]'' with the team at Bandai Namco. This was one of the final assignments the late [[Satoru Iwata]] assigned to Sakurai to work on.<ref>https://twitter.com/PushDustIn/status/1172306041070964738?s=19https://twitter.com/PushDustIn/status/1172306041070964738?s=19</ref> The game was announced on March 8th, 2018 via a [[Nintendo Direct]] under the working title ''Super Smash Bros.'' Shortly after, Sakurai confirmed that he had been working on the game "in silence day after day".<ref>{{citeweb|url=https://twitter.com/Sora_Sakurai/status/971885028245307392|title=Sakurai announces that he has been working on ''Smash for Switch''}}</ref><ref>{{citeweb|url=https://twitter.com/AllSourceGaming/status/971901365826940928|title=Translation of Sakurai's Smash for Switch tweet}}</ref> The game and its title were formally revealed during Nintendo's [[Electronic Entertainment Expo#E3 2018|E3 2018]] Direct, where Sakurai again presented in video format, talking about the new game and its roster of fighters. The [[Tournament:Super Smash Bros. Invitational 2018|Super Smash Bros. Invitational 2018]] at E3 also featured an appearance by Sakurai, and he has continued to appear in Nintendo Direct presentations which feature ''Ultimate''. During the Nintendo Live [[Super Smash Bros. Ultimate Premium Fight|''Super Smash Bros. Ultimate'' Premium Fight]] tournament in Tokyo, Sakurai served as the color commentator. | ||
Sakurai also supervised the lyrics for ''Ultimate'''s theme song, "[[Lifelight]]". | Sakurai also supervised the lyrics for ''Ultimate'''s theme song, "[[Lifelight]]". | ||
On September 13th, 2019, Sakurai won 4 Tokyo Game Show awards and confirmed that ''Ultimate'' will only have content from video games. | On September 13th, 2019, Sakurai won 4 Tokyo Game Show awards and confirmed that ''Ultimate'' will only have content from video games.[https://m.youtube.com/watch?v=_J1yGa3SY-Y] | ||
==''Super Smash Bros.'' Websites== | ==''Super Smash Bros.'' Websites== | ||
Starting in 1999, Sakurai wrote and maintained [[Smabura-Ken|Sumabura-Ken]], a website which in its various incarnations detailed the content and gameplay of ''Smash 64'', ''Melee'', and ''Brawl''. The ''Brawl'' website was the first to have Sakurai's updates translated from Japanese to other languages; the English version was known as the | Starting in 1999, Sakurai wrote and maintained [[Smabura-Ken|Sumabura-Ken]], a website which in its various incarnations detailed the content and gameplay of ''Smash 64'', ''Melee'', and ''Brawl''. The ''Brawl'' website was the first to have Sakurai's updates translated from Japanese to other languages; the English version was known as the [[Smash Bros. DOJO!! (SSBB)|Smash Bros. DOJO!!]] Though a separate [[Super Smash Bros. 4 Official Site|official website]] was created for ''Smash 4'', Sakurai posted daily updates about the games' development to the [[List of Director's Room Miiverse posts|Director's Room]] [[Miiverse (social network)|Miiverse]] community throughout 2013 and 2014, and the current Miiverse "pic of the day" also appeared on the official site. The [[Super Smash Bros. Ultimate Official Site|official website]] for ''Ultimate'' also featured daily updates from Sakurai up until the game's release date, which are also available through a [[Nintendo Switch]] News Channel. | ||
==Trivia== | ==Trivia== | ||
*Sakurai provided voice acting for [[King Dedede]] in ''{{s|wikirby|Kirby 64: The Crystal Shards}}'', ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]''.<ref name="Dedede">{{cite web |url=http://www.smashbros.com/wii/en_us/gamemode/various/various38.html |title=Smash Bros. DOJO!!: Smash Trivia |accessdate=2010-11-17 |date=2008-04-14 |publisher=Nintendo |quote=Brawl’s director, Masahiro Sakurai, provided the voice for King Dedede.}}</ref> | *Sakurai provided voice acting for [[King Dedede]] in ''{{s|wikirby|Kirby 64: The Crystal Shards}}'', ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]''.<ref name="Dedede">{{cite web |url=http://www.smashbros.com/wii/en_us/gamemode/various/various38.html |title=Smash Bros. DOJO!!: Smash Trivia |accessdate=2010-11-17 |date=2008-04-14 |publisher=Nintendo |quote=Brawl’s director, Masahiro Sakurai, provided the voice for King Dedede.}}</ref>. | ||
*Sakurai's wife, Michiko Sakurai (née Takahashi), worked on the user interface for many of his games, including ''Meteos'', ''Kid Icarus: Uprising'', and the ''Super Smash Bros.'' series | *Sakurai's wife, Michiko Sakurai (née Michiko Takahashi), worked on the user interface for many of his games, including ''Kirby 64: The Crystal Shards'', ''Meteos'', ''Kid Icarus: Uprising'', and the ''Super Smash Bros.'' series<ref>http://kyoto-report.wikidot.com/michiko-sakurai</ref>. In the original ''Super Smash Bros.'', she additionally designed the [[Title screen|title]] and [[Character selection screen|character selection]] screens, as well as the [[Peach's Castle]], {{SSB|Mushroom Kingdom}}, and {{SSB|Yoshi's Island}} stages<ref>http://themushroomkingdom.net/ssb_credits-full.shtml</ref>. | ||
==See also== | ==See also== | ||
*[[Smabura-Ken]] | *[[Smabura-Ken]] | ||
* | *[[Smash Bros. DOJO!! (SSBB)|Smash Bros. DOJO!!]] | ||
*[[List of Director's Room Miiverse posts]] | *[[List of Director's Room Miiverse posts]] | ||
*[[Super Smash Bros. 4 Official Site]] | *[[Super Smash Bros. 4 Official Site]] | ||
*[[Super Smash Bros. Ultimate Official Site]] | *[[Super Smash Bros. Ultimate Official Site]] | ||
==External links== | ==External links== | ||
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*[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/index.html Smabura-Ken] | *[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/index.html Smabura-Ken] | ||
*[http://www.smashbros.com/wii Smash Bros. DOJO!!] | *[http://www.smashbros.com/wii Smash Bros. DOJO!!] | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
[[Category:Game developers]] | [[Category:Game developers]] | ||
[[Category:Nintendo people]] | [[Category:Nintendo people]] | ||
[[Category:Voice | [[Category:Voice Actors]] | ||
[[Category:Kirby universe]] | [[Category:Kirby universe]] | ||
[[Category:Super Smash Bros. universe]] | [[Category:Super Smash Bros. universe]] | ||
[[Category:Super Smash Bros. series]] | [[Category:Super Smash Bros. series]] |