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{{ArticleIcons|series=y}}
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{{Infobox Person
{{Infobox Person
|name           = Masahiro Sakurai<br>桜井政博
|name = Masahiro Sakurai
|image         = [[File:MasahiroSakurai.png|250px]]
桜井政博
|caption       = Masahiro Sakurai in Nintendo's E3 2018 presentation.
|image = [[File:MasahiroSakurai.png|250px]]
|date_of_birth =  {{DoB|1970|8|3}}
|caption = Masahiro Sakurai in Nintendo's E3 2018 presentation.
|place_of_birth = {{Flag|Japan}} Tokyo, Japan
|image size =
|date_of_death =  
|date of birth =  {{DoB|1970|8|3}}
|place_of_death =  
|place of birth = {{Flag|Japan}} Tokyo, Japan
|occupation     = Video game director, game designer, founder of Sora Ltd.
|date of death =  
|spouse         = Michiko Sakurai
|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 {{uv|Kirby}} and ''{{b|Super Smash Bros.|series}}'' series, both of which he created and developed during his tenure with [[HAL Laboratory]], a second-party developer for Nintendo. 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.
'''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 {{uv|Kirby}} and ''{{b|Super Smash Bros.|series}}'' series, both of which he created and developed during his tenure with [[HAL Laboratory]], a second-party developer for Nintendo. 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==
===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.


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 {{h2|Electronic Entertainment Expo|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.
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 {{h2|Electronic Entertainment Expo|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.
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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/16506/1/sakurai-begins-work-on-new-smash-bros-for-wii-u-and-3ds.html</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=2011-06-09|accessdate=2013-05-06|archiveurl=https://web.archive.org/web/20111222110934/http://andriasang.com/comw97/iwata_asks_smash_bros/|archivedate=2011-12-22}}</ref> The games were unveiled in Nintendo's video presentation during {{h2|Electronic Entertainment Expo|E3 2013}}.
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 {{h2|Electronic Entertainment Expo|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 {{Trn|Super Smash Bros. Invitational}} at {{h2|Electronic Entertainment Expo|E3 2014}}.
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 {{Trn|Super Smash Bros. Invitational}} at {{h2|Electronic Entertainment Expo|E3 2014}}.
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===''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>{{cite web|url=https://twitter.com/Sora_Sakurai/status/971885028245307392|title=Sakurai announces that he has been working on ''Smash for Switch''}}</ref><ref>{{cite web|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 {{h2|Electronic Entertainment Expo|E3 2018}} Direct, where Sakurai again presented in video format, talking about the new game and its roster of fighters. The {{Trn|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.
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>{{cite web|url=https://twitter.com/Sora_Sakurai/status/971885028245307392|title=Sakurai announces that he has been working on ''Smash for Switch''}}</ref><ref>{{cite web|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 {{h2|Electronic Entertainment Expo|E3 2018}} Direct, where Sakurai again presented in video format, talking about the new game and its roster of fighters. The {{Trn|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.<ref>https://youtube.com/watch?v=_J1yGa3SY-Y</ref>  
On September 13th, 2019, Sakurai won 4 Tokyo Game Show awards and confirmed that ''Ultimate'' will only have content from video games.<ref>https://youtube.com/watch?v=_J1yGa3SY-Y</ref>


Starting from December 27th, 2019, Sakurai began posting screenshots from the development version of ''Ultimate'' daily to his [[Twitter]] account, in similar vein to ''Smash 4'''s "Pic of the Day".<ref>{{cite web|url=https://twitter.com/Sora_Sakurai/status/1210396156049518592|title=Sakurai begins sharing dev screenshots from ''Ultimate''}}</ref><ref>{{cite web|url=https://twitter.com/PushDustIn/status/1210398709571129344|title=Translation of the Sakurai's dev screenshots tweet}}</ref> This concluded on August 23rd, 2022.
Starting from December 27th, 2019, Sakurai began posting screenshots from the development version of ''Ultimate'' daily to his Twitter account, in similar vein to ''Smash 4'''s "Pic of the Day".<ref>{{cite web|url=https://twitter.com/Sora_Sakurai/status/1210396156049518592|title=Sakurai begins sharing dev screenshots from ''Ultimate''}}</ref><ref>{{cite web|url=https://twitter.com/PushDustIn/status/1210398709571129344|title=Translation of the Sakurai's dev screenshots tweet}}</ref>


==''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 {{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]] {{b|Miiverse|social network}} 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.
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 {{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]] {{b|Miiverse|social network}} 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.
==''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 was uploaded on October 15 of the same year, along with a "special final video" concluding the channel on October 22. Additionally, Sakurai revealed in that same video, that he is working on a new unknown game.<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>. His second-to-last video was dedicated to Satoru Iwata.<ref>{{cite web|url=https://x.com/Sora_Sakurai/status/1844695310091841666|title=桜井 政博 / Masahiro Sakurai on Twitter|date=October 12, 2024|accessdate=October 12, 2024|publisher=Twitter}}</ref>
There are two versions of the channel, one in Japanese and another in English.


==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, as well as other HAL Laboratory projects such as ''Kirby 64: The Crystal Shards''<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>.
*Sakurai's wife, Michiko Sakurai (née Michiko Takahashi), worked on the user interface for many of his games, including ''Meteos'', ''Kid Icarus: Uprising'', and the ''Super Smash Bros.'' series, as well as other HAL Laboratory projects such as ''Kirby 64: The Crystal Shards''<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==
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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!!]
*[https://www.youtube.com/c/sora_sakurai_en Masahiro Sakurai on Creating Games], [https://www.youtube.com/c/sora_sakurai_jp Japanese channel]


==References==
==References==
{{reflist}}
{{reflist}}
{{Important persons}}


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