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Masahiro Sakurai: Difference between revisions

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===''Kid Icarus: Uprising'' and ''Super Smash Bros. for 3DS and Wii U''===
===''Kid Icarus: Uprising'' and ''Super Smash Bros. for 3DS and Wii U''===
Following the release of ''Brawl'', Sakurai and Satoru Iwata formed a Nintendo subsidiary called Project Sora for the purpose of developing the first new entry in the ''Kid Icarus'' series in 21 years. Titled ''Kid Icarus: Uprising'', the game featured 3-D flying on-rails shooting segments as well as 3rd-person action sequences on the ground, a great departure from the 2-D action the first two Kid Icarus games provided. At E3 2011, Iwata announced that Sakurai would be working on the next installment of ''[[Super Smash Bros. 4|Super Smash Bros.]]'' for the Wii U and 3DS once his team was complete with the development of ''Kid Icarus: Uprising''.
[[File:Olimar Miiverse.png|thumb|250px|Sakurai posting a "pic of the day" on {{b|Miiverse|social network}}. This picture revealed {{SSB4|Olimar}} for ''SSB4''.]]
Following the release of ''Brawl'', Sakurai and Satoru Iwata formed a Nintendo subsidiary called Project Sora for the purpose of developing the first new entry in the ''Kid Icarus'' series in 21 years. Titled ''{{s|icaruspedia|Kid Icarus: Uprising}}'', the game featured 3-D flying on-rails shooting segments as well as 3rd-person action sequences on the ground, a great departure from the 2-D action the first two ''Kid Icarus'' games provided. At E3 2011, Iwata announced that Sakurai would be working on the next installment of ''[[Super Smash Bros. 4|Super Smash Bros.]]'' for the Wii U and 3DS once his team was complete with the development of ''Kid Icarus: Uprising''.


After the team at Project Sora disbanded, Sakurai began development<ref>http://www.cubed3.com/news/16506?</ref> for the new Smash games with [[Bandai Namco]] on February 21, 2012.
After the team at Project Sora disbanded, Sakurai began development<ref>http://www.cubed3.com/news/16506?</ref> for the new Smash games with [[Bandai Namco]] on February 21, 2012.
He announced that wanted the 3DS version to be more of an "individual" and "customizable" experience where, hypothetically, the player could take a customized character and upload 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>
He announced that wanted the 3DS version to be more of an "individual" and "customizable" experience where, hypothetically, the player could take a customized character and upload 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>


Like ''Melee'' and ''Brawl'', Sakurai developed a site devoted to the new game, however information about the game was shown through photos rather than text. Starting June 11th 2013, Sakurai also began posting a 'Pic of the Day' in the the new '''[https://miiverse.nintendo.net/titles/14866558073037299863/14866558073037300685 Director's Room]''' community on [[Miiverse]], as well as on the official site. This ran until December 4th, 2014.
Like ''Melee'' and ''Brawl'', Sakurai developed a site devoted to the new game, however information about the game was shown through photos rather than text. Starting June 11th 2013, Sakurai also began posting a 'Pic of the Day' in the the new '''[https://miiverse.nintendo.net/titles/14866558073037299863/14866558073037300685 Director's Room]''' community on {{b|Miiverse|social network}}, as well as on the official site. This ran until December 4th, 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 some 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 some 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>

Revision as of 16:20, September 14, 2015

Masahiro Sakurai

桜井政博

MasahiroSakurai.png
Masahiro Sakurai
Born August 3, 1970 (age 45)
Japan Tokyo, Japan
Occupation Video game director, game designer, founder of Sora Ltd.
Spouse Michiko Sakurai

Masahiro Sakurai 桜井政博, 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 and Super Smash Bros. series, both of which he created and developed in his tenure with HAL Laboratory, a subsidiary of Nintendo. He has continued to work on the Super Smash Bros. series under Sora Ltd., a company that he formed after his departure from HAL Laboratory in 2003.

Biography

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 came up with the concept for Super Smash Bros. in 1998; the original idea consisted of a fighting game with different mechanics than standard fighters. Known as Dragon King: The Fighting Game, the project was intended for release on the Nintendo 64. However, Sakurai decided that the inclusion of Nintendo characters would give the game a more proper atmosphere compared to before. The end product, Super Smash Bros., became an unexpected hit, eventually becoming one of the best-selling Nintendo 64 games.

With the upcoming release of the Nintendo GameCube, Sakurai was named head of production for the development of Super Smash Bros. Melee, once again with HAL Laboratory. He recalls living a "destructive lifestyle" during the game's 13-month development period, with no holidays and short weekends.[1] In addition to his work in developing the game, Sakurai also wrote and maintained the site Smabura-Ken, a website devoted to revealing the multiple gameplay elements of Melee.

Super Smash Bros. Melee was released in late 2001. It surpassed the popularity of its predecessor, and Melee eventually became the GameCube's highest-selling game of all time; reception to the game was also positive, with some publications even considering it among HAL Laboratory's finest works.

Resignation from HAL Laboratory

Sakurai resigned from his position at HAL Laboratory on August 5, 2003, shortly after the release of the Kirby Air Ride. Sakurai was highly critical of the circumstances surrounding the game, claiming that he had become tired of the gaming industry's growing focuses on sequels:

"It was tough for me to see that every time I made a new game, people automatically assumed that a sequel was coming," said Masahiro Sakurai on August 26, 2003, in an interview with Nintendo Dream, two weeks after his resignation from HAL Laboratory. "Even if it's a sequel, lots of people have to give their all to make a game, but some people think the sequel process happens naturally."

The future of both the Kirby and Super Smash Bros. franchises were in jeopardy following his resignation. Sakurai later stated that he wished for HAL to continue working on the Kirby series, but the future of Super Smash Bros. was still unknown.

After his departure with HAL in August 2003, Sakurai began working with Q Entertainment, along with Tetsuya Mizuguchi. This collaboration resulted in Meteos, a unique puzzle game for the Nintendo DS.

Sakurai also became an author for the weekly columns of Famitsu Weekly, a Japanese gaming-themed magazine.

Sora Ltd. and Super Smash Bros. Brawl

On September 30, 2005, Sakurai announced that he had formed his own company, Sora Ltd. As for the future of the Super Smash Bros. series, former HAL Laboratory President and former President of Nintendo, Satoru Iwata, during the Nintendo E3 2005 press conference, promised an online iteration of the game would come to their latest video game console, the Nintendo Wii. In issue #885 of Famitsu magazine, Sakurai first revealed that he would be serving as a director and game designer on Nintendo's highly anticipated Super Smash Bros. Brawl. Sakurai developed the game alongside personnel borrowed from Game Arts.

Like Melee, Sakurai maintained a site devoted to Brawl's gameplay developments, called the Smash Bros. DOJO!!. Unlike the Japan-exclusive Smabura-ken, the DOJO!! was made available in multiple languages.

Brawl was released in early 2008. It became one of the Wii's highest-selling games and received high critical reception like its predecessor, Melee.

Kid Icarus: Uprising and Super Smash Bros. for 3DS and Wii U

Sakurai posting a "pic of the day" on Miiverse. This picture revealed Olimar for SSB4.

Following the release of Brawl, Sakurai and Satoru Iwata formed a Nintendo subsidiary called Project Sora for the purpose of developing the first new entry in the Kid Icarus series in 21 years. Titled Kid Icarus: Uprising, the game featured 3-D flying on-rails shooting segments as well as 3rd-person action sequences on the ground, a great departure from the 2-D action the first two Kid Icarus games provided. At E3 2011, Iwata announced that Sakurai would be working on the next installment of Super Smash Bros. for the Wii U and 3DS once his team was complete with the development of Kid Icarus: Uprising.

After the team at Project Sora disbanded, Sakurai began development[2] for the new Smash games with Bandai Namco on February 21, 2012. He announced that wanted the 3DS version to be more of an "individual" and "customizable" experience where, hypothetically, the player could take a customized character and upload it to the Wii U version.[3]

Like Melee and Brawl, Sakurai developed a site devoted to the new game, however information about the game was shown through photos rather than text. Starting June 11th 2013, Sakurai also began posting a 'Pic of the Day' in the the new Director's Room community on Miiverse, as well as on the official site. This ran until December 4th, 2014.

Sakurai developed 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 some game testing himself.[4]

Since the release of Super Smash Bros. for 3DS and Wii U, Masahiro Sakurai has currently been developing DLC for the game with a smaller team at Bandai Namco.

Trivia

See also

External links

References

  1. ^ George, Richard. Super Smash Bros Creator: "Melee The Sharpest". IGN.
  2. ^ http://www.cubed3.com/news/16506?
  3. ^ Gantayat, Anoop (2012-06-09). Iwata Asks About Smash Bros.. Andriasang. Retrieved on 2012-06-10.
  4. ^ Gifford, Kevin. Why Masahiro Sakurai's bum right arm is hindering work on the new Smash Bros.. Polygon.com. Retrieved on 2013-04-19.
  5. ^ Smash Bros. DOJO!!: Smash Trivia. Nintendo (2008-04-14). Retrieved on 2010-11-17. “Brawl’s director, Masahiro Sakurai, provided the voice for King Dedede.”