Super Smash Bros. series

Masahiro Sakurai: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Line 15: Line 15:
| children =
| 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 [[Kirby (universe)|''Kirby'']] and [[Super Smash Bros. (series)|''Super Smash Bros.'']] series, both of which he created and developed in his tenure with [[HAL Laboratory]], a Nintendo subsidiary. He has continued his work on the ''Super Smash Bros.'' series under [[Sora Ltd.]], a company that he formed after his departure from HAL Laboratory in 2003.
'''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==
Line 21: Line 21:
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]]''.
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 unique selling-point that would set it apart amongst a sea of fighting games with generic characters. The end product, ''Super Smash Bros.'', 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 and  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.<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> 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''.
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.
 
''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===
===Resignation from HAL Laboratory===
Sakurai resigned from his position at HAL Laboratory on August 5, 2003, shortly after the release of ''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:
Sakurai resigned from his position at HAL Laboratory on August 5, 2003, shortly after the release of ''Kirby Air Ride''. Sakurai said at the time that he believed it would be difficult for him to continue creating games if he stayed at HAL. He claimed 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."
::"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.  
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 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]].
After his departure from HAL, Sakurai collaborated with Tetsuya Mizuguchi at Q Entertainment to create ''Meteos'', a unique puzzle game released for [[Nintendo DS]] in March 2005.


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


===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]]. 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.
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.
 
Like ''Melee'', Sakurai maintained a site devoted to ''Brawl's'' gameplay developments, called the [[Smash Bros. DOJO!!]]. Unlike Smabura-ken, which was written only in Japanese, the website 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 ''Melee'', its predecessor.


===''Kid Icarus: Uprising'' and ''Super Smash Bros. 4''===
===''Kid Icarus: Uprising'' and ''Super Smash Bros. 4''===
[[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''.]]
[[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 {{s|wikipedia|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''.
Following the release of ''Brawl'', Sakurai and Satoru Iwata formed a Nintendo subsidiary called {{s|wikipedia|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 3D on-rails flying-and-shooting segments as well as third-person action sequences on the ground, a great departure from the 2D platforming gameplay of the first two ''Kid Icarus'' games.


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.
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]]''.
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. From June 11th, 2013 until December 4th, 2014, Sakurai began posting a "Pic of the Day" every weekday in the the new '''[https://miiverse.nintendo.net/titles/14866558073037299863/14866558073037300685 Director's Room]''' community on {{b|Miiverse|social network}}. These photos were additionally posted on the official website and linked to the original Miiverse posts.
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]].


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>
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]].


Following the release of ''[[Super Smash Bros. 4|Super Smash Bros. for 3DS and Wii U]]'', Sakurai began developing [[downloadable content]] with a smaller team at Bandai Namco. The sixth and final wave of downloadable content was released on February 3rd, 2016.
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.


===''Super Smash Bros. Ultimate''===
===''Super Smash Bros. Ultimate''===
''[[Super Smash Bros. Ultimate]]'' 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> In the Nintendo Direct at E3 2018, Sakurai made an appearance and unveiled the roster, official title, and some mechanics for ''Super Smash Bros. Ultimate''.
Some time later, Sakurai began work on ''[[Super Smash Bros. Ultimate]]'' with the team at Bandai Namco. 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''.
 
==''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 [[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 features daily updates from Sakurai, which are also available through a [[Nintendo Switch]] News Channel.


==Trivia==
==Trivia==
Line 66: Line 64:


==See also==
==See also==
*[[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. Ultimate Official Site]]


==External links==
==External links==

Revision as of 17:14, September 11, 2018

Masahiro Sakurai

桜井政博

MasahiroSakurai.png
Masahiro Sakurai
Born (age 54)
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 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

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 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.[1] The game was unveiled at 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

Sakurai resigned from his position at HAL Laboratory on August 5, 2003, shortly after the release of Kirby Air Ride. Sakurai said at the time that he believed it would be difficult for him to continue creating games if he stayed at HAL. He claimed 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 unknown.

After his departure from HAL, Sakurai collaborated with Tetsuya Mizuguchi at Q Entertainment to create Meteos, a unique puzzle game released for Nintendo DS in March 2005.

Sakurai also became the author of a column for Famitsu Weekly, a Japanese gaming magazine.

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 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

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 3D on-rails flying-and-shooting segments as well as third-person action sequences on the ground, a great departure from the 2D platforming gameplay of the first two Kid Icarus games.

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 Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U 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[2] 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.[3] The games were unveiled in Nintendo's video presentation during 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 Super Smash Bros. Invitational at E3 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 game testing himself.[4]

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 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.

Super Smash Bros. Ultimate

Some time later, Sakurai began work on Super Smash Bros. Ultimate with the team at Bandai Namco. 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".[5][6] The game and its title were formally revealed during Nintendo's E3 2018 Direct, where Sakurai again presented in video format, talking about the new game and its roster of fighters. The 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.

Super Smash Bros. Websites

Starting in 1999, Sakurai wrote and maintained 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!! Though a separate official website was created for Smash 4, Sakurai posted daily updates about the games' development to the Director's Room Miiverse community throughout 2013 and 2014, and the current Miiverse "pic of the day" also appeared on the official site. The official website for Ultimate also features daily updates from Sakurai, which are also available through a Nintendo Switch News Channel.

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. ^ Sakurai announces that he has been working on Smash for Switch.
  6. ^ Translation of Sakurai's Smash for Switch tweet.
  7. ^ 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.”
  8. ^ http://kyoto-report.wikidot.com/michiko-sakurai
  9. ^ http://themushroomkingdom.net/ssb_credits-full.shtml