Sakurai describes Super Smash Bros. Ultimate as his "final mission" from Iwata, in new interview

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The passing of Nintendo's former president, Satoru Iwata was a sudden and tragic event that still remains in the minds of many to this day, even nearly five years after the fact. This is highlighted especially by last year's release of the Japanese book "Iwata-San", which chronicles multiple "Iwata Asks" excerpts and comments from his friends, such as Shigeru Miyamoto. The publisher behind the book, Hobonichi, is led by another one of Iwata's colleagues, Shigesato Itoi, who recently posted an interview regarding the late CEO. In it, Super Smash Bros. director Masahiro Sakurai discusses how he felt when Iwata passed away, and how completing development on Super Smash Bros. Ultimate was "the final mission given to [him] by Iwata". You can see a few highlights from the interview, translated courtesy of Siliconera.

Do you remember how you processed his passing?

Masahiro Sakurai, director: “Before I took the phone call, I felt sluggish for some reason. Like my body felt heavy…

When my grandfather and grandmother passed, I had the same feeling. Like ‘I feel sluggish today’, and then finding out they passed away. Something like that happened, and for some reason, a similar thing occurred. Although I’m not one to talk about spiritual things. I wonder if I had a feeling…

But I decided that either way, I’d finish the Smash Bros. project. That was the best way I could make it up to Iwata-san, I felt.”

Ahh, I see.

Sakurai: “So Super Smash Bros. Ultimate released, right? In fact, that was the final mission given to me by Iwata-san. That game sold that much not just in Japan but overseas as well, and became the highest-selling title in 2018 in Japan. People all around enjoyed the game, and it brought around the best results, and I feel thankful for this.”

So you were talking with Iwata-san up to the Switch version of Smash Bros., I see.

Sakurai: “When I was making Super Smash Bros. for, the topic of making a Switch version of Smash Bros. naturally came up. We’d bring along the same development team, and create a definitive Smash Bros. game that took the best points of the handheld and console titles.”

And so, for your mission after this, will you be deciding that for yourself, Sakurai-san?

Sakurai: “Only god knows. (laughs) The current DLC we’re developing right now already falls outside the mission.”

At the end of the interview, Sakurai is questioned on what his next mission will be, once the upcoming DLC plans for Super Smash Bros. Ultimate are complete, to which Sakurai jokingly replies, "God only knows".

:arrow: Source
 

gaga941021

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I second this.


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You've done quite well Masahiro Sakurai. I can see you really enjoy your work, and remember to take some rest. A well-rested person does much more than someone who doesn't get enough sleep or rest.

I say this because one tends to keep up working straight for days (no sleep) but the lack of sleep toll can affect your life.
in your 20s or maybe mid 30s it doesn't matter, but after that the body takes longer to recover!

Remember that!
Yes, he will read your post.
 

JavaScribe

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If there's one major flaw with the 3DS line, it's gotta be the Circle Pads. They break easily.
I get that, but I haven't had any break on me. It's just that I have such a hard time moving them just enough to input, but not enough to do a smash attack. Most infuriating part might be that it could probably be fixed in software. And apparently, a lot of people have had that problem since Brawl, including in Ultimate- tilt attacks are ridiculously inconsistent with the left input stick.

And on the N3DS, we have a c-stick for smash attacks. You can't set it to tilt. There's an option to press A+B for smash attacks, if for whatever reason you have trouble with smash attacks. No such thing for tilts. There's also no remapping for the redundant ZL+ZR buttons on the N3DS. I understand the default bindings, but it's not like they didn't release any updates for SSB4 after the N3DS was released. And they aren't fixed- the ZR button is grab, unless you set R to grab. The ZL button is shield, unless you set L to shield. If you set the L+R buttons to, say, jump, then ZL and ZR are still shield and grab, respectively.

Not like the N3DS c-stick is usually usable, anyways. You need your hands to be dry, but not too dry, to actually use it (and pressing down is still difficult then), and my hands usually get sweaty when I play.
 
D

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GameCube controllers, though...never really liked them. Firstly, on the official early-2000s GameCube controllers, the C-stick is too nubby and stiff - no idea if this was fixed in any official or unofficial remakes, though. The design itself; unaligned analog sticks are uncomfortable, I can never remember where X and Y are in relation to each other, and the L and R buttons require deep presses to fully press them - that could've been halved and still work just fine.

The Power A Gamecube controller for Switch is the one I want. While most of the face design remains the same, there are now 4 shoulder buttons as Switch games cannot differentiate Soft Press and Hard Press, which is what you where mentioning. Some Gamecube games actually did have multiple functions for those L/R depending on how you pressed them.

My only real complaint about the Gamecube controller is the D-Pad, it's way to small to actually serve a useful purpose. But other then that, it was a great controller for Platformers.

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