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Smash Development History - Updated 3/22

Xigger

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鉄腕
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I'm not the only one who can't see this private video, am I?
I guess the owner has marked it private now. Oh well.

And why can't I get away with normal posts deemed "unproductive"...
1. You assume that I don't know the topic of my own thread.
2. We love Vegito. ididn'tfeellikehandingoutatrollingwarning ;)
 

Xigger

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I feel like this information could be useful organized in a Q&A basis. We have the information, but it's not in a presentable format for discussion, most users vaguely recall or distort information or don't know how to source it. Would a thread like that be locked?
 

mario123007

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This is it guys! Just nearly one more day until coro coro manga magazine shows us cool stuff that we have know so far about the Super Smash Bros for Nintendo 3DS, although there might not be some big news to reveal but we are looking to know more about the game.
 

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鉄腕
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鉄腕
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xxEliteAlicexx

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I've been wanting to save this until the actual release of the console version of Smash, but I'll just go ahead and say it now. Thanks for taking your time for making this thread and yes indeed it has served its purpose. I enjoyed coming here looking up the new for Smash and you always provided the right sorces. I glad that we were all able to be apart of this thrill of a ride, because once this game release for the Wii U it'll sure be a fun experience! Thank you!
 

the8thark

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This thread probably doesn't have much longer but hopefully it's served it's purpose.
It's purpose will still exist after the 29th. The history of Smash Bros will not go away and some people might want to read up on it.

Looking for a certain interview where Sakurai says you won't need both games for the complete experience. Anybody have a clue?
If Sakurai said that and Mewtwo is only available if you own both games, then Sakurai lied.
 
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鉄腕
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PushDustIn

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First two pages of Sakurai's recent interview, translated.

FIRST BLACK HEADER:
This first part talks about how Sakurai has done interviews for Nintendo Dream in their 100 and 200th issues. The interviewer jokingly asks Sakurai if he will be interviewed for the 300th issue to which Sakurai says, “Only if I’m working on a game!”. Sakurai also talks about signing a ton of copies of Smash for 3DS on the day of the Japanese release (which happened to be the same day as PRESS START).

SECOND BLACK HEADER: A ton of content! Developing two versions at the same time!
This section is related to developing Smash for Wii U and Smash for 3DS simultaneously while providing a lot of content. In particular, how Smash for 3DS is the first portable Smash game (Sakurai wanted to create one for the DS).

Interviewer: I was surprised by how much content the 3DS version has.

Sakurai: Truthfully, I thought about having less characters in the 3DS version. But, I didn’t want there to be a superior version. On top of making each version satisfactory, we developed each version to have the same number of characters and play the same way. It was important to not have an inferior version.

Interviewer: What was the reason to delay the Wii U version?

Sakurai: I felt like it was a shame that the 3DS version was released first without the Wii U version. I thought that if there was only the portable version of Smash it wouldn’t satisfy the people who want to play Smash on a big screen, or host tournaments. Plus we had prepared the fighter intro movies. That being said, the game balance is essentially the same for both versions. I think that even though we had to remake the fighter models and the stages for both versions, the fact the game balance remains the same is a big positive.

Interviewer: I see. What version did you develop first?

Sakurai: Neither of them were developed first. We developed them at the same time. If we did one over the other, then we might have failed. It would have been difficult to finish a version, and then start the process all over again. I work as a freelance employee so once this game is finished I will leave Bandai Namco. If the games were developed separately, then they wouldn’t have been sold in the same time period. Because we developed the games at the same time, there is also cross-functionality between the Wii U and the 3DS version of the game. **I had this section explained to me by a native speaker. It’s not a direct translation.

Interviewer: What was the first thing you wrote in the project plan; what did you want to see?

Sakurai: The concept was individual and group play. The 3DS version would be targeted towards individual play. Everyone would have their own screen. The Wii U version would be geared towards group play as everyone shared a screen. Players would sit around the Wii U, but take the 3DS with them. Of course, you could only play the 3DS version. In the project plan, I wrote “like an isolated house and a stadium”. I didn’t think anyone wanted the basic foundation of Smash to be changed. We were very diligent in ensuring that [it still felt like Smash] while changing some things up since it was on a portable device.

THIRD BLACK HEADER: Customizing Characters the Way you Like

Customizing characters is a big feature this time around.





Sakurai: From the very beginning, customizing characters was going to have a deep connection to Smash Run and Smash Tour. The basis of the system was to allow fighters to perform differently. The customization system is essentially a mechanism that allows players to make small changes. It’s similar to Brawl’s sticker feature. I think it is important that this time you can add merits and demerits at the same time allowing players to really customize the fighters in the way they want.

Interviewer: When I looked at the customization in the 3DS version, I got dizzy when I began thinking about all the possibilities.

Sakurai: That’s foolish I think.

(Both laugh)

Sakurai: When I was making the game, I thought about the need to have a reward. I wanted a system that If you tried your best, you would get that reward. However, just getting stronger and stronger equipment doesn’t really fit with Smash Brothers. So, the customization system was made to change the fighter’s ability instead. If the fighters were like amiibos, and could be leveled up, then once reaching level 50, players would only fight with that characters. I didn’t want to put Smash Brothers in a direction of discouraging the use of other characters. Smash Brothers is a game where you try a variety of things.

FIRST BLACK HEADER: Choosing the future place of development

Interviewer: Can you give details on how Bandai Namco was chosen to work with you on this game?

Sakurai: When developing Kid Icarus Uprising, I brought in a variety of people to develop the game. From that experience, there were some issues, and things I wanted to improve. It took a lot of time and trouble as I had to interview people and work on matters related to personnel. It was difficult to collaborate as every person had different ways of doing things and experiences. So I asked Bandai Namco, who has produced games like Tekken in order to alleviate these issues. I feel that there is only one company in Japan that makes large scaled fighting games. It would be difficult [to produce Smash] at a different company.

Interviewer: Did the development process go smoothly?

Sakurai: It was like waiting to go to the toilet. But from your seat, the bathroom is pretty far (laughs).

Interviewer: Well go! Actuallly, you had some health issues. I heard that you can’t really move your right hand…

Sakurai: My carpal tunnel is not getting better. I work by moving a track ball with my left hand. Developing Smash is always difficult. I also get sick often. Now more than ever, I’m taking care of my health and did my best.

SECOND BLACK HEADER: At any rate, continuing work.


Here's a summary of this section:

Briefly talking about the public debut, long working long hours.

Sakurai decided on the general outline of the game, but he had help with other project planners. He talks about how he would check the plan, change it slightly, then check it again, and change it slightly. Sakurai talks about how many models each characters has–not only for the Wii U and the 3DS but multiple models in each game to ensure the game runs properly. He mentions the higher quality models in the 3DS version that are used when the game is paused.

He then talks about how for 8 Player Smash, a lot of things were tweaked, some barely noticable. One change he mentions is the Wii Fit Trainer’s thumb is angled differently in their victory thumbs up pose for regular 4 player Smash and 8 player Smash (I confirmed this on my own game. It’s bothering me now.).

I'm interesting in learning more about Smash's development. If there are any other interviews that aren't translated, please let me know.
 

PushDustIn

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I'm looking at the Wii U and 3DS versions. @TheNerdyOne_ is helping me with the Wii U version now. If you guys need anything translated from Japanese/ expanded upon, please let me know. Eventually, I hope to make a map of Smash 4's development based on the data dumps and interviews, so more information is always welcomed.
 

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鉄腕
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Mostly stuff we already know about the development of Smash 4, but it's a great summary and has a couple fun community related references.
 

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鉄腕
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~ @ PushDustIn PushDustIn

I have a lot more information about the interview on my blog.

Sakurai made a surprise appearance on a Nico Nico show that talks about video game music and sound effects. The episode centers around Smash Brothers, and Sakurai crashes the party around the 1 hour 15 minute mark. In it, they discuss the music in Smash Brothers, and composers of the game. The guy on the left is Kenji Ito, who composed some songs for Brawl and Sm4sh (Space Armada and a couple of other pieces). Sakurai mentions how the composers can put unique spins on music tracks. For example, Masato Kouda, who worked on the Monster Hunter series made the Vs. Ridley track.

Afterwards, they discuss character selections. Sakurai notes some absurd requests for characters such as Spongebob or Goku. When Tomokazu Sugita (the guy in the middle. He’s the voice actor of Chrom and Takamaru) starts mentioning other absurd characters (Like Segeta Sanshiro), Sakurai says, “There’s always Mii Fighters”.



Then Tomokazu Sugita makes a comment about how happy he was to see Takamaru. Sakurai reveals that Takamaru was briefly considered for a playable character. However, since his popularity was too low, Sakurai felt it was impossible to add him.

In the final part of the video, Sakurai states that Mewtwo is almost finished. He then states that Mewtwo will be released very soon.
 
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