We do various kinds of research during the planning stage. We consider the inclusion of characters that feature in games being developed at the same time, are highly requested by users, and are popular within their series. We then think about how they could be unique if they were to appear in 'Super Smash Bros.'
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Masahiro Sakurai:
'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that wMasahiro 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 would