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'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that w
'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that w
'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that w
'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that w
'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that w
'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that w
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Masahiro Sakurai:
A game's concept is one of its most important assets. I feel that we must aim to satisfy both beginMasahiro Sakurai:
If 'Smash Bros.' were set up to appeal to experts too much and became something like a modern fightMasahiro Sakurai:
Providing accurate portrayals of characters is something I want to pay ample attention to.Masahiro Sakurai:
I work from mornings to late nights, even on weekends and holidays. I hardly have any free time, leMasahiro Sakurai:
I don't think I've ever made something that I'm totally satisfied with. That feeling of doubt, or wMasahiro Sakurai:
I used to work at HAL, where I made 'Kirby' and 'Smash Bros.' After that, I became an independent dMasahiro Sakurai:
It was a pleasure working with Q Entertainment. I don't focus on working with one company but ratheMasahiro Sakurai:
In the past, I worked for HAL, and when working there, I had limitations and had restrictions on whMasahiro Sakurai:
Before there was even an official naming of the 3DS, or before it was even decided that there wouldMasahiro Sakurai:
I've never made a game for a high-definition platform. That's definitely something I'm interested i