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** In [[VideoGame/FinalFantasyVII Sephiroth]]'s presentation, Sakurai talks about how Sephiroth's forward and back air attacks work. He then starts to harp on the technical details of the moves... before hanging on a second and throwing a huge jab at the UsefulNotes/FightingGameCommunity.

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** In [[VideoGame/FinalFantasyVII Sephiroth]]'s presentation, Sakurai talks about how Sephiroth's forward and back air attacks work. He then starts to harp on the technical details of the moves... before hanging on a second and throwing a huge jab at the UsefulNotes/FightingGameCommunity.MediaNotes/FightingGameCommunity.
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From there, Iwata and Sakurai wanted to work on an original game with both land and air combat for the UsefulNotes/Nintendo3DS, but they realized that the ''VideoGame/KidIcarus'' series would be a perfect fit, with its protagonist Pit and the goddess Palutena already having been given redesigns in ''Brawl''. The end result, ''VideoGame/KidIcarusUprising'', has been generally praised as a must-have for the system, becoming its KillerApp in early 2012.

At E3 2011, it was announced that Sakurai would be developing two new ''Super Smash Bros.'' games, one for the UsefulNotes/WiiU and one for the 3DS. Although he was uncomfortable with announcing a game before development had ''even started''[[note]]he said he wouldn't start on the games until his work on ''Uprising'' was finished, which was around February 2012[[/note]], but it allowed staff to be recruited. Around summer 2012, it was announced the game would be [[http://www.siliconera.com/2012/06/21/super-smash-bros-3ds-and-wii-u-being-developed-by-tales-soulcalibur-tekken-staff/ produced by a joint effort between]] Sora Ltd. and Creator/BandaiNamcoEntertainment. Even after the previous ''Super Smash Bros.'' games, Sakurai -- at the behest of Satoru Iwata -- would go on to create [[VideoGame/SuperSmashBrosUltimate a new game for the Switch]] as a culmination of all that came before, and then some.

to:

From there, Iwata and Sakurai wanted to work on an original game with both land and air combat for the UsefulNotes/Nintendo3DS, Platform/Nintendo3DS, but they realized that the ''VideoGame/KidIcarus'' series would be a perfect fit, with its protagonist Pit and the goddess Palutena already having been given redesigns in ''Brawl''. The end result, ''VideoGame/KidIcarusUprising'', has been generally praised as a must-have for the system, becoming its KillerApp in early 2012.

At E3 2011, it was announced that Sakurai would be developing two new ''Super Smash Bros.'' games, one for the UsefulNotes/WiiU Platform/WiiU and one for the 3DS. Although he was uncomfortable with announcing a game before development had ''even started''[[note]]he said he wouldn't start on the games until his work on ''Uprising'' was finished, which was around February 2012[[/note]], but it allowed staff to be recruited. Around summer 2012, it was announced the game would be [[http://www.siliconera.com/2012/06/21/super-smash-bros-3ds-and-wii-u-being-developed-by-tales-soulcalibur-tekken-staff/ produced by a joint effort between]] Sora Ltd. and Creator/BandaiNamcoEntertainment. Even after the previous ''Super Smash Bros.'' games, Sakurai -- at the behest of Satoru Iwata -- would go on to create [[VideoGame/SuperSmashBrosUltimate a new game for the Switch]] as a culmination of all that came before, and then some.



* ''VideoGame/KidIcarusUprising'' (UsefulNotes/Nintendo3DS)

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* ''VideoGame/KidIcarusUprising'' (UsefulNotes/Nintendo3DS)(Platform/Nintendo3DS)



** ''VideoGame/KirbysDreamLand'' (UsefulNotes/GameBoy)
** ''VideoGame/KirbysAdventure'' (UsefulNotes/NintendoEntertainmentSystem) and its remake, ''Kirby: Nightmare in Dream Land'' (UsefulNotes/GameBoyAdvance)
** ''VideoGame/KirbySuperStar'' (UsefulNotes/SuperNintendoEntertainmentSystem)
** ''VideoGame/KirbyAirRide'' (started on the UsefulNotes/{{Nintendo 64}}, later moved to the UsefulNotes/NintendoGameCube)
** ''VideoGame/KirbyAndTheAmazingMirror'' (UsefulNotes/GameBoyAdvance) (Special Advisor)

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** ''VideoGame/KirbysDreamLand'' (UsefulNotes/GameBoy)
(Platform/GameBoy)
** ''VideoGame/KirbysAdventure'' (UsefulNotes/NintendoEntertainmentSystem) (Platform/NintendoEntertainmentSystem) and its remake, ''Kirby: Nightmare in Dream Land'' (UsefulNotes/GameBoyAdvance)
(Platform/GameBoyAdvance)
** ''VideoGame/KirbySuperStar'' (UsefulNotes/SuperNintendoEntertainmentSystem)
(Platform/SuperNintendoEntertainmentSystem)
** ''VideoGame/KirbyAirRide'' (started on the UsefulNotes/{{Nintendo Platform/{{Nintendo 64}}, later moved to the UsefulNotes/NintendoGameCube)
Platform/NintendoGameCube)
** ''VideoGame/KirbyAndTheAmazingMirror'' (UsefulNotes/GameBoyAdvance) (Platform/GameBoyAdvance) (Special Advisor)



* ''VideoGame/{{Meteos}}'' (UsefulNotes/NintendoDS)

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* ''VideoGame/{{Meteos}}'' (UsefulNotes/NintendoDS)(Platform/NintendoDS)



** ''VideoGame/SuperSmashBrosBrawl'' (UsefulNotes/{{Wii}})
** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' (UsefulNotes/Nintendo3DS and UsefulNotes/WiiU)
** ''VideoGame/SuperSmashBrosUltimate'' (UsefulNotes/NintendoSwitch)

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** ''VideoGame/SuperSmashBrosBrawl'' (UsefulNotes/{{Wii}})
(Platform/{{Wii}})
** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' (UsefulNotes/Nintendo3DS (Platform/Nintendo3DS and UsefulNotes/WiiU)
Platform/WiiU)
** ''VideoGame/SuperSmashBrosUltimate'' (UsefulNotes/NintendoSwitch)(Platform/NintendoSwitch)
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* ''VideoGame/KouchuuOujaMushiking'' (self-contained LCD VirtualPet)
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Moving to the trivia page for the work


* DoingItForTheArt: He emphasizes on the first episode of ''WebVideo/MasahiroSakuraiOnCreatingGames'' that the series is completely non-profit, and that he's actually losing money as a result of it due to having to pay translators and editors, but it doesn't faze him since the purpose of the series is to educate both fans of games and aspiring game developers, and he wants to reach a wider audience than just a small conference room.
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doesn't need a second full stop


* StartMyOwn: After squaring off against a couple during a round of ''VideoGame/TheKingOfFighters95'' and noticing their struggles with playing, this gave him the idea to pursue his own fighting game that anyone could play without much difficulty, which would later become ''Super Smash Bros.''.

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* StartMyOwn: After squaring off against a couple during a round of ''VideoGame/TheKingOfFighters95'' and noticing their struggles with playing, this gave him the idea to pursue his own fighting game that anyone could play without much difficulty, which would later become ''Super Smash Bros.''.''



** Special mention goes to ''VideoGame/SuperSmashBrosUltimate'', where the character he chose for early-adopter bonus DLC wasn't a highly-anticipated big-name hero nor a highly-requested fighter, but Piranha Plant from ''Super Mario Bros.''.

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** Special mention goes to ''VideoGame/SuperSmashBrosUltimate'', where the character he chose for early-adopter bonus DLC wasn't a highly-anticipated big-name hero nor a highly-requested fighter, but Piranha Plant from ''Super Mario Bros.''.''
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Sometime after the development of ''VideoGame/KirbySuperStar'', Sakurai wanted to make a fighting game. It was developed again by HAL Laboratory, but during their spare time and with a [[NoBudget shockingly small budget]]. He wanted to make it different from the others: not with combo-based combat, and with simultaneous four-player gameplay. Originally called ''Kakuto-Gemu Ryuo''[[note]]Dragon King: The Fighting Game[[/note]], he felt it was somewhat bland. To remedy this, he added in characters from various Nintendo franchises, and the game was released as ''VideoGame/SuperSmashBros'' in 1999. The game was a SleeperHit, and although it was originally intended [[NoExportForYou not to even leave Japan's shores]], it was localized, where it also did well.

to:

Sometime after the development of ''VideoGame/KirbySuperStar'', Sakurai wanted to make a fighting game. It was developed again by HAL Laboratory, but during their spare time and with a [[NoBudget shockingly small budget]]. He wanted to make it different from the others: not with combo-based combat, and with simultaneous four-player gameplay. Originally called ''Kakuto-Gemu Ryuo''[[note]]Dragon King: The Fighting Game[[/note]], he felt it was somewhat bland. To remedy this, he added in characters from various Nintendo franchises, and the game was released as ''VideoGame/SuperSmashBros'' ''VideoGame/SuperSmashBros64'' in 1999. The game was a SleeperHit, and although it was originally intended [[NoExportForYou not to even leave Japan's shores]], it was localized, where it also did well.

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Masahiro Sakurai (born August 3, 1970) is a Japanese video game developer. He is the head of Sora Ltd. and creator of both the ''Franchise/{{Kirby}}'' and ''VideoGame/SuperSmashBros'' series, creating the former series' namesake character under Creator/HALLaboratory when he was only 19 years old.

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Masahiro Sakurai (born August 3, 1970) is a Japanese video game developer. He is developer best known as the head of Sora Ltd. and creator of both the ''Franchise/{{Kirby}}'' and ''VideoGame/SuperSmashBros'' series, creating the former series' namesake character under Creator/HALLaboratory when he was only 19 years old.
old. He has also served as the head of Sora Ltd. since 2005.



Sometime after the development of ''VideoGame/KirbySuperStar'', Sakurai wanted to make a fighting game. It was developed again by HAL Laboratory, but during their spare time and with a [[NoBudget shockingly small budget]]. He wanted to make it different from the others: not with combo-based combat, and with simultaneous four player gameplay. Originally called ''Kakuto-Gemu Ryuo''[[note]]Dragon King: The Fighting Game[[/note]], he felt it was somewhat bland. To remedy this, he added in characters from various Nintendo franchises, and the game was released as ''VideoGame/SuperSmashBros'' in 1999. The game was a SleeperHit, and the game intended [[NoExportForYou not to even leave Japan's shores]] was localized, where it also did well.

Over the following few years, Sakurai made ''Super Smash Bros. Melee'' before his resignation, which he stated was due to [[{{Sequelitis}} HAL Laboratory continually making sequels]]. It looked as though he wouldn't make another game in the series, as he formed his own company, Sora Ltd., and worked on original titles such as ''VideoGame/{{Meteos}}''. However, he was approached by a good friend of his, then-president of Nintendo Creator/SatoruIwata, who persuaded him to make ''VideoGame/SuperSmashBrosBrawl''. During development, characters, items, and stages were posted on [[http://www.smashbros.com/en_us/index.html the official website]], leading to fans eagerly awaiting possible character reveals. The event was dubbed "Japan Time" by fans and remains a memorable era in ''Smash'' history among fans.

From there, Iwata and Sakurai wanted to work on an original game with both land and air combat for the UsefulNotes/Nintendo3DS, but they realized that the ''VideoGame/KidIcarus'' series would be a perfect fit, with its protagonist Pit and the goddess Palutena already having been given redesigns in ''Brawl''. ''VideoGame/KidIcarusUprising'' has been generally praised as a must have for the system, becoming its KillerApp for early 2012.

At E3 2011, it was announced that Sakurai would be developing two new ''Super Smash Bros.'' games, one for the UsefulNotes/WiiU and one for the 3DS. Although he was uncomfortable with announcing a game before development had ''even started''[[note]]he said he wouldn't start on the games until his work on ''Uprising'' was finished, which was around February 2012[[/note]], but it allowed staff to be recruited. Around summer 2012, it was announced the game would be [[http://www.siliconera.com/2012/06/21/super-smash-bros-3ds-and-wii-u-being-developed-by-tales-soulcalibur-tekken-staff/ produced by a joint effort between]] Sora Ltd. and Creator/BandaiNamcoEntertainment.

He has also [[http://www.nintendolife.com/news/2012/12/masahiro_sakurai_the_wait_for_smash_bros_will_be_worth_it stopped tweeting as frequently]] in order to focus more on the games' development, [[WhyFandomCantHaveNiceThings and also because he grew tired of posting a game and fans instantly thinking the characters would be in the next]] ''VideoGame/SuperSmashBros'' title.

Even after the previous Super Smash Bros games, Sakurai - at the behest of Satoru Iwata - would go on to create [[VideoGame/SuperSmashBrosUltimate a new game for the Switch]], as a culmination of all that came before, and then some.

to:

Sometime after the development of ''VideoGame/KirbySuperStar'', Sakurai wanted to make a fighting game. It was developed again by HAL Laboratory, but during their spare time and with a [[NoBudget shockingly small budget]]. He wanted to make it different from the others: not with combo-based combat, and with simultaneous four player four-player gameplay. Originally called ''Kakuto-Gemu Ryuo''[[note]]Dragon King: The Fighting Game[[/note]], he felt it was somewhat bland. To remedy this, he added in characters from various Nintendo franchises, and the game was released as ''VideoGame/SuperSmashBros'' in 1999. The game was a SleeperHit, and the game although it was originally intended [[NoExportForYou not to even leave Japan's shores]] shores]], it was localized, where it also did well.

Over the following few years, Sakurai made ''Super Smash Bros. Melee'' ''VideoGame/SuperSmashBrosMelee'' before his resignation, which he stated was due to [[{{Sequelitis}} HAL Laboratory continually making sequels]]. It looked as though he wouldn't make another game in the series, as he formed his own company, Sora Ltd., and worked on original titles such as ''VideoGame/{{Meteos}}''. However, he was approached by a good friend of his, then-president of Nintendo Creator/SatoruIwata, who persuaded him to make ''VideoGame/SuperSmashBrosBrawl''. During development, characters, items, and stages were posted on [[http://www.smashbros.com/en_us/index.html the official website]], leading to fans eagerly awaiting possible character reveals. The event was dubbed "Japan Time" by fans and remains a memorable era in ''Smash'' history among fans.

history.

From there, Iwata and Sakurai wanted to work on an original game with both land and air combat for the UsefulNotes/Nintendo3DS, but they realized that the ''VideoGame/KidIcarus'' series would be a perfect fit, with its protagonist Pit and the goddess Palutena already having been given redesigns in ''Brawl''. ''VideoGame/KidIcarusUprising'' The end result, ''VideoGame/KidIcarusUprising'', has been generally praised as a must have must-have for the system, becoming its KillerApp for in early 2012.

At E3 2011, it was announced that Sakurai would be developing two new ''Super Smash Bros.'' games, one for the UsefulNotes/WiiU and one for the 3DS. Although he was uncomfortable with announcing a game before development had ''even started''[[note]]he said he wouldn't start on the games until his work on ''Uprising'' was finished, which was around February 2012[[/note]], but it allowed staff to be recruited. Around summer 2012, it was announced the game would be [[http://www.siliconera.com/2012/06/21/super-smash-bros-3ds-and-wii-u-being-developed-by-tales-soulcalibur-tekken-staff/ produced by a joint effort between]] Sora Ltd. and Creator/BandaiNamcoEntertainment.

He
Creator/BandaiNamcoEntertainment. Even after the previous ''Super Smash Bros.'' games, Sakurai -- at the behest of Satoru Iwata -- would go on to create [[VideoGame/SuperSmashBrosUltimate a new game for the Switch]] as a culmination of all that came before, and then some.

Sakurai
has also [[http://www.nintendolife.com/news/2012/12/masahiro_sakurai_the_wait_for_smash_bros_will_be_worth_it stopped tweeting as frequently]] in order to focus more on the games' development, [[WhyFandomCantHaveNiceThings and also because he grew tired of posting a game and fans instantly thinking the characters would be in the next]] ''VideoGame/SuperSmashBros'' title.

Even after the previous Super Smash Bros games, Sakurai - at the behest of Satoru Iwata - would go on to create [[VideoGame/SuperSmashBrosUltimate a new game for the Switch]], as a culmination of all that came before, and then some.
title.
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An Axe To Grind is no longer a trope; getting rid of chained sinkholes


** During the reveal trailer for [[VideoGame/FireEmblemThreeHouses Byleth]], Sothis [[LampshadeHanging lampshades]] the popular argument of ''too many swordsmen'' (to which their solution was to become a swords''[[GenderBender woman]]'' and get the [[BladeOnAStick three]] [[AnAxeToGrind Sacred]] [[BowAndSwordInAccord Weapons]]) and the perceived over-representation of the ''Fire Emblem'' series in Smash. Following the reveal trailer, the Mr. Sakurai presentation would cut back to Sakurai taping a poster of both Byleths, before [[https://twitter.com/theSirToasty/status/1217827022304694272 turning towards the camera]] to deliver a [[SmugSmiler smug grin]].

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** During the reveal trailer for [[VideoGame/FireEmblemThreeHouses Byleth]], Sothis [[LampshadeHanging lampshades]] the popular argument of ''too many swordsmen'' (to which their solution was to become a swords''[[GenderBender woman]]'' and get the [[BladeOnAStick three]] [[AnAxeToGrind Sacred]] [[BowAndSwordInAccord Weapons]]) three Sacred Weapons) and the perceived over-representation of the ''Fire Emblem'' series in Smash. Following the reveal trailer, the Mr. Sakurai presentation would cut back to Sakurai taping a poster of both Byleths, before [[https://twitter.com/theSirToasty/status/1217827022304694272 turning towards the camera]] to deliver a [[SmugSmiler smug grin]].
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* DoingItForTheArt: He emphasizes on the first episode of "Masahiro Sakurai on Creating Games" that the series is completely non-profit, and that he's actually losing money as a result of it due to having to pay translators and editors, but it doesn't faze him since the purpose of the series is to educate both fans of games and aspiring game developers, and he wants to reach a wider audience than just a small conference room.

to:

* DoingItForTheArt: He emphasizes on the first episode of "Masahiro Sakurai on Creating Games" ''WebVideo/MasahiroSakuraiOnCreatingGames'' that the series is completely non-profit, and that he's actually losing money as a result of it due to having to pay translators and editors, but it doesn't faze him since the purpose of the series is to educate both fans of games and aspiring game developers, and he wants to reach a wider audience than just a small conference room.
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Even after the previous Super Smash Bros games, Sakurai - at the behest of Satoru Iwata - would go on to create [[VideoGame/SuperSmashBrosUltimate a new game for the Switch]], as a culmination of all that came before, and then some.
Is there an issue? Send a MessageReason:
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In 2022, Sakurai created a Website/YouTube channel titled "[[https://www.youtube.com/channel/UCv1DvRY5PyHHt3KN9ghunuw Masahiro Sakurai on Creating Games]]", in which he would provide insight to viewers on his work in the game industry, and various easy-to-understand advice about game development, with the goal of "to try and help make games around the world a little more fun".

to:

In 2022, Sakurai created a Website/YouTube channel titled "[[https://www.youtube.com/channel/UCv1DvRY5PyHHt3KN9ghunuw Masahiro Sakurai on Creating Games]]", ''WebVideo/MasahiroSakuraiOnCreatingGames'', in which he would provide insight to viewers on his work in the game industry, and various easy-to-understand advice about game development, with the goal of "to try and help make games around the world a little more fun".
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* ''VideoGame/{{Kirby}}''

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* ''VideoGame/{{Kirby}}''''Franchise/{{Kirby}}''



* FiveSecondForeshadowing: During the final video presentation for VideoGame/SuperSmashBrosForNintendo3DSAndWiiU, Sakurai says it's "finally the climax" of DLC fighter releases. And sure enough, {{VideoGame/Bayonetta}} was revealed just seconds later.

to:

* FiveSecondForeshadowing: During the final video presentation for VideoGame/SuperSmashBrosForNintendo3DSAndWiiU, ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', Sakurai says it's "finally the climax" of DLC fighter releases. And sure enough, {{VideoGame/Bayonetta}} VideoGame/{{Bayonetta}} was revealed just seconds later.



** Running commentary done by characters, during gameplay. This started in ''[[VideoGame/KirbySuperStar Revenge of Meta Knight]]'''s Halberd stages, and was later used in the ''Super Smash Bros.'' series, in the form of the secret [[VideoGame/StarFox Star Fox transmissions]] and [[VideoGame/MetalGearSolid codecs]] by using the taunt button. This became fully expanded for the entirety of ''VideoGame/KidIcarusUprising'', with ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' introducing Palutena's Guidance with some of the game's cast as tutors.

to:

** Running commentary done by characters, during gameplay. This started in ''[[VideoGame/KirbySuperStar Revenge of Meta Knight]]'''s Halberd stages, and was later used in the ''Super Smash Bros.'' series, in the form of the secret [[VideoGame/StarFox [[Franchise/StarFox Star Fox transmissions]] and [[VideoGame/MetalGearSolid codecs]] by using the taunt button. This became fully expanded for the entirety of ''VideoGame/KidIcarusUprising'', with ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' introducing Palutena's Guidance with some of the game's cast as tutors.



* TrademarkFavoriteFood: Coke Zero. In an interview with VideoGame/{{Tekken}} series director Katsuhiro Harada, Sakurai admitted to drinking Coke Zero more than water. To the point where at Nintendo meetings, they would have the stuff prepared just for Sakurai.

to:

* TrademarkFavoriteFood: Coke Zero. In an interview with VideoGame/{{Tekken}} ''Franchise/{{Tekken}}'' series director Katsuhiro Harada, Sakurai admitted to drinking Coke Zero more than water. To the point where at Nintendo meetings, they would have the stuff prepared just for Sakurai.



** The [[https://www.youtube.com/watch?v=ANutje9nHAE reveal trailer]] for the long-anticipated announcement of [[VideoGame/DonkeyKongCountry King K. Rool]] started with a silhouette of the character... only to be revealed as [[VideoGame/{{Kirby}} King Dedede]] trolling the Kongs. Doubly notable as King Dedede is often associated as the AuthorAvatar for Sakurai, due to him voicing the character.

to:

** The [[https://www.youtube.com/watch?v=ANutje9nHAE reveal trailer]] for the long-anticipated announcement of [[VideoGame/DonkeyKongCountry King K. Rool]] started with a silhouette of the character... only to be revealed as [[VideoGame/{{Kirby}} [[Franchise/{{Kirby}} King Dedede]] trolling the Kongs. Doubly notable as King Dedede is often associated as the AuthorAvatar for Sakurai, due to him voicing the character.
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In 2022, Sakurai created a Youtube channel titled "[[https://www.youtube.com/channel/UCv1DvRY5PyHHt3KN9ghunuw Masahiro Sakurai on Creating Games]]", in which he would provide insight to viewers on his work in the game industry, and various easy-to-understand advice about game development, with the goal of " To try and help make games around the world a little more fun".

to:

In 2022, Sakurai created a Youtube Website/YouTube channel titled "[[https://www.youtube.com/channel/UCv1DvRY5PyHHt3KN9ghunuw Masahiro Sakurai on Creating Games]]", in which he would provide insight to viewers on his work in the game industry, and various easy-to-understand advice about game development, with the goal of " To "to try and help make games around the world a little more fun".
Is there an issue? Send a MessageReason:
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* NotMeThisTime: The vast majority of the fighters in the first Fighter Pass for ''VideoGame/SuperSmashBrosUltimate'' being related to franchises that he likes led to fans assuming he picked them (especially once Byleth was revealed). However, [[https://twitter.com/bk2128/status/1225086628772765701 he specified that this is not the case]], as Nintendo was ultimately responsible for choosing fighters meant for Fighter Pass DLC. (More specifically, Nintendo gave him a list of potential characters, and Sakurai was allowed to choose which ones he wanted to add to the game.)

to:

* NotMeThisTime: The vast majority of the fighters in the first Fighter Pass for ''VideoGame/SuperSmashBrosUltimate'' being related to franchises that he likes led to fans assuming he picked them (especially once Byleth was revealed). However, [[https://twitter.com/bk2128/status/1225086628772765701 he specified that this is not the case]], as Nintendo was ultimately responsible for choosing fighters meant for Fighter Pass DLC. (More specifically, Nintendo gave him a list of potential characters, and Sakurai was allowed to choose which ones he wanted to add to the game.)game)
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* DoingItForTheArt: He emphasizes on the first episode of "Masahiro Sakurai on Creating Games" that the series is completely non-profit, and that he's actually losing money as a result of it due to having to play translators and editors, but it doesn't faze him since the purpose of the series is to educate both fans of games and aspiring game developers, and he wants to reach a wider audience than just a small conference room.

to:

* DoingItForTheArt: He emphasizes on the first episode of "Masahiro Sakurai on Creating Games" that the series is completely non-profit, and that he's actually losing money as a result of it due to having to play pay translators and editors, but it doesn't faze him since the purpose of the series is to educate both fans of games and aspiring game developers, and he wants to reach a wider audience than just a small conference room.



** AchievementSystem: A grid of achievements, some more significant than others, such that [[DoubleUnlock you cannot see what the other achievements are until you have completed achievements that border them.]] A few {{Effortless Achievement}}s are thrown into the mix to get you started, and [[AntiFrustrationFeatures limited-supply items that automatically claim an achievement]] are often included - [[NoFairCheating but often can't be used on certain goals!]]

to:

** AchievementSystem: A grid of achievements, some more significant than others, such that [[DoubleUnlock you cannot see what the other achievements are until you have completed achievements that border them.]] A few {{Effortless Achievement}}s are thrown into the mix to get you started, and [[AntiFrustrationFeatures limited-supply items that automatically claim an achievement]] are often included - -- [[NoFairCheating but often can't be used on certain goals!]]



** In Hero's presentation, he mentioned that it would be a shame if they could include only two songs from ''Franchise/DragonQuest'' - a very obvious jab at Creator/SquareEnix, the franchise's owner, who previously only allowed two songs from the [[RunningGag eye-blindingly popular]] ''Franchise/FinalFantasy'' games in ''Smash'' (until Sephiroth's inclusion), in comparison to Creator/{{Konami}} allowing thirty-four songs from ''Castlevania'', Creator/{{Capcom}} allowing over thirty songs from ''Franchise/MegaMan'' and ''Franchise/StreetFighter'' each, Creator/{{Sega}} allowing seventeen from for ''Franchise/SonicTheHedgehog'' and 8 from the first ''VideoGame/{{Bayonetta}}'', and later on, Creator/{{SNK}} allowing fifty tracks from their entire library of songs.

to:

** In Hero's presentation, he mentioned that it would be a shame if they could include only two songs from ''Franchise/DragonQuest'' - -- a very obvious jab at Creator/SquareEnix, the franchise's owner, who previously only allowed two songs from the [[RunningGag eye-blindingly popular]] ''Franchise/FinalFantasy'' games in ''Smash'' (until Sephiroth's inclusion), in comparison to Creator/{{Konami}} allowing thirty-four songs from ''Castlevania'', Creator/{{Capcom}} allowing over thirty songs from ''Franchise/MegaMan'' and ''Franchise/StreetFighter'' each, Creator/{{Sega}} allowing seventeen from for ''Franchise/SonicTheHedgehog'' and 8 from the first ''VideoGame/{{Bayonetta}}'', and later on, Creator/{{SNK}} allowing fifty tracks from their entire library of songs.



** Objectively, [[https://www.sourcegaming.info/2016/01/06/is-sakurai-a-liar/ Sakurai has almost never been outright deceptive]]. The Zero Suit Samus quote above was the only time he's stated something false to get a reaction - and even then, he came clean seconds later. Despite Sakurai's reputation as a troll, he's usually more coy than outright manipulative.

to:

** Objectively, [[https://www.sourcegaming.info/2016/01/06/is-sakurai-a-liar/ Sakurai has almost never been outright deceptive]]. The Zero Suit Samus quote above was the only time he's stated something false to get a reaction - -- and even then, he came clean seconds later. Despite Sakurai's reputation as a troll, he's usually more coy than outright manipulative.
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Added DiffLines:

* DoingItForTheArt: He emphasizes on the first episode of "Masahiro Sakurai on Creating Games" that the series is completely non-profit, and that he's actually losing money as a result of it due to having to play translators and editors, but it doesn't faze him since the purpose of the series is to educate both fans of games and aspiring game developers, and he wants to reach a wider audience than just a small conference room.
Is there an issue? Send a MessageReason:
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In 2022, Sakurai created a Youtube channel titled "[[https://www.youtube.com/channel/UCv1DvRY5PyHHt3KN9ghunuw Masahiro Sakurai on Creating Games]]", in which he would provide insight to viewers on his work in the game industry, and various easy-to-understand advice about game development, with the goal of " To try and help make games around the world a little more fun".

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Masahiro Sakurai (born August 3, 1970) is a Japanese video game developer. He is the head of Sora Ltd., and creator of both the ''Franchise/{{Kirby}}'' and ''VideoGame/SuperSmashBros'' series. He created Kirby under Creator/HALLaboratory when he was only 19 years old. Seeing how it was the nineties, and most of Nintendo's games [[NintendoHard were infamous for their difficulty]], Sakurai designed the original ''VideoGame/KirbysDreamLand'' to be relatively easy so players wouldn't be alienated by the game being too hard. He directed a number of ''Kirby'' titles from there, playing a smaller and smaller role in development as time went on, culminating in him [[DescendedCreator simply voicing King Dedede]] in ''VideoGame/Kirby64TheCrystalShards''. He worked closely with the staff for the series' anime, ''Anime/KirbyRightBackAtYa'', and he also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

Sometime after the development of ''VideoGame/KirbySuperStar'', Sakurai wanted to make a fighting game. It was developed again by HAL Laboratory, but during their spare time, with a [[NoBudget shockingly small budget]]. He wanted to make it different from the others; not with combo based combat, and with simultaneous four player gameplay. Originally called ''Kakuto-Gemu Ryuo''[[note]]Dragon King: The Fighting Game[[/note]], he felt it was somewhat bland. However, he added in characters from various Nintendo franchises, and the game was released as ''VideoGame/SuperSmashBros'' in 1999. The game was a SleeperHit, and the game intended [[NoExportForYou not to even leave Japan's shores]] was localized, where it also did well. Over the following few years, Sakurai made ''Super Smash Bros. Melee'' before his resignation, which he stated was due to [[{{Sequelitis}} HAL Laboratory continually making sequels]]. It looked as though he wouldn't make another game in the series, forming his own company, Sora Ltd., and working on original titles, such as ''VideoGame/{{Meteos}}'', until he was approached by his good friend and president of Nintendo, Creator/SatoruIwata, who persuaded him to make ''VideoGame/SuperSmashBrosBrawl''. During development, characters, items, and stages were posted on [[http://www.smashbros.com/en_us/index.html the official website,]] leading to fans eagerly awaiting possible character reveals. The event was dubbed "Japan Time" by fans and remains one of many fans' most memorable times.

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Masahiro Sakurai (born August 3, 1970) is a Japanese video game developer. He is the head of Sora Ltd., and creator of both the ''Franchise/{{Kirby}}'' and ''VideoGame/SuperSmashBros'' series. He created Kirby series, creating the former series' namesake character under Creator/HALLaboratory when he was only 19 years old. old.

Seeing how it was the nineties, '90s, and most of Nintendo's games [[NintendoHard were infamous for their difficulty]], Sakurai designed the original ''VideoGame/KirbysDreamLand'' to be relatively easy so players wouldn't be alienated by the game being too hard. He directed a number of ''Kirby'' titles from there, playing a smaller and smaller role in development as time went on, culminating in him [[DescendedCreator simply voicing King Dedede]] in ''VideoGame/Kirby64TheCrystalShards''. He worked closely with the staff for the series' anime, ''Anime/KirbyRightBackAtYa'', and he also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

Sometime after the development of ''VideoGame/KirbySuperStar'', Sakurai wanted to make a fighting game. It was developed again by HAL Laboratory, but during their spare time, time and with a [[NoBudget shockingly small budget]]. He wanted to make it different from the others; others: not with combo based combo-based combat, and with simultaneous four player gameplay. Originally called ''Kakuto-Gemu Ryuo''[[note]]Dragon King: The Fighting Game[[/note]], he felt it was somewhat bland. However, To remedy this, he added in characters from various Nintendo franchises, and the game was released as ''VideoGame/SuperSmashBros'' in 1999. The game was a SleeperHit, and the game intended [[NoExportForYou not to even leave Japan's shores]] was localized, where it also did well. well.

Over the following few years, Sakurai made ''Super Smash Bros. Melee'' before his resignation, which he stated was due to [[{{Sequelitis}} HAL Laboratory continually making sequels]]. It looked as though he wouldn't make another game in the series, forming as he formed his own company, Sora Ltd., and working worked on original titles, titles such as ''VideoGame/{{Meteos}}'', until ''VideoGame/{{Meteos}}''. However, he was approached by his a good friend and president of Nintendo, his, then-president of Nintendo Creator/SatoruIwata, who persuaded him to make ''VideoGame/SuperSmashBrosBrawl''. During development, characters, items, and stages were posted on [[http://www.smashbros.com/en_us/index.html the official website,]] website]], leading to fans eagerly awaiting possible character reveals. The event was dubbed "Japan Time" by fans and remains one of many fans' most a memorable times.
era in ''Smash'' history among fans.



He also has [[http://www.nintendolife.com/news/2012/12/masahiro_sakurai_the_wait_for_smash_bros_will_be_worth_it stopped tweeting as frequently]] in order to focus more on the games' development, [[WhyFandomCantHaveNiceThings and also because he grew tired of posting a game and fans instantly thinking the characters would be in the next]] ''VideoGame/SuperSmashBros'' title.

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He has also has [[http://www.nintendolife.com/news/2012/12/masahiro_sakurai_the_wait_for_smash_bros_will_be_worth_it stopped tweeting as frequently]] in order to focus more on the games' development, [[WhyFandomCantHaveNiceThings and also because he grew tired of posting a game and fans instantly thinking the characters would be in the next]] ''VideoGame/SuperSmashBros'' title.
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-->-- '''Masahiro Sakurai''', WebVideo/NintendoDirect for ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' (Apr. 8th 2014)[[note]]Said right after saying that [[VideoGame/MetroidZeroMission Zero Suit Samus]] wouldn't be returning to the battle[[/note]]

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-->-- '''Masahiro Sakurai''', '''Sakurai''', WebVideo/NintendoDirect for ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' (Apr. 8th 8, 2014)[[note]]Said right after saying that [[VideoGame/MetroidZeroMission Zero Suit Samus]] wouldn't be returning to the battle[[/note]]
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[[caption-width-right:350:''"Yes, I'm still alive."'']]
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Crosswicking new trope

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* BorrowingFromTheSisterSeries: He has brought gameplay features wholesale from the other games he's worked on to the ''VideoGame/SuperSmashBros'' series:
** ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'': The Challenges section is derived from ''VideoGame/KirbyAirRide''[='s=] Checklist system, where each unlockable is hidden behind a square and unlocked squares show the unlock conditions of adjacent squares.
** ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 3DS/Wii U]]'' changed the difficulty setting in Classic Mode to use Intensity point, where raising (or lowering) the difficulty also increases the amount of Gold used to play the game, while also making rewards scale with Intensity, and using continues lowers the Intensity. This system is identical to the Fiend's Cauldron in ''VideoGame/KidIcarusUprising''.
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** Special mention goes to ''VideoGame/SuperSmashBrosUltimate'', where the character he chose for early-adopter bonus DLC wasn't a highly-anticipated big-name hero nor a highly-requested fighter, but Piranha Plant from ''Super Mario Bros.''

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** Special mention goes to ''VideoGame/SuperSmashBrosUltimate'', where the character he chose for early-adopter bonus DLC wasn't a highly-anticipated big-name hero nor a highly-requested fighter, but Piranha Plant from ''Super Mario Bros.''''.



* {{Workaholic}}: Development for the ''Super Smash Bros.'' series alone has him burning the midnight oil. He and his team developed the first game as a side project while doing other full-time work, which required them to come in on evenings and weekends to get it done. Even after the game was a success and got a sequel with a proper budget and development schedule, he still rushed to develop ''Melee'' in just over a year to release it close to the [=GameCube's=] launch. He worked diligently on ''Smash 4'' despite developing tendonitis in his right arm that made it difficult and painful for him to do his work. He's also returned to direct each new game in the series so far despite saying multiple times that the current game he's working on would be his last due to the heavy workload. He even [[LampshadeHanging lampshades]] this in the [[https://youtu.be/fccgHnBQ0YM?t=1899 11.1.2018 Smash Direct video.]]
--> "Now that we've finally confirmed the development of this DLC, please note that we'll be working really hard on it. ''({{beat}})'' [[SelfDeprecation I wonder if I'll ever get to take a break!]]"

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* {{Workaholic}}: Development for the ''Super Smash Bros.'' series alone has him burning the midnight oil. He and his team developed the first game as a side project while doing other full-time work, which required them to come in on evenings and weekends to get it done. Even after the game was a success and got a sequel with a proper budget and development schedule, he still rushed to develop ''Melee'' in just over a year to release it close to the [=GameCube's=] launch. He worked diligently on ''Smash 4'' despite developing tendonitis in his right arm that made it difficult and painful for him to do his work. He's also returned to direct each new game in the series so far despite saying multiple times that the current game he's working on would be his last due to the heavy workload. He even [[LampshadeHanging lampshades]] this in the [[https://youtu.be/fccgHnBQ0YM?t=1899 11.1.2018 Smash Direct video.]]
--> "Now
video]].
-->"Now
that we've finally confirmed the development of this DLC, please note that we'll be working really hard on it. ''({{beat}})'' [[SelfDeprecation I wonder if I'll ever get to take a break!]]"

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