“Right now, we’re devoting all our manpower to working on Kid Icarus. We’ve got no plans whatsoever — we’ve got two new games out in the open when there’s no extra time to work with them at all. It makes me cringe, and I’m not sure it’s the smartest thing to make gamers wait for several years, but the early announcement was made chiefly in order to attract new team members.http://nintendoeverything.com/68115/
Project Sora had intended to make a 3DS Smash Bros. once it had finished up a game on the system and had gotten used to the hardware’s feature set. With the advent of the Wii U, though, we had a choice to make. Iwata asked us if wanted to make the next Smash Bros. on the Wii U or 3DS, and my thought was that we had to go on both platforms.
If we went solely for the Wii U, the HD graphics would really bump up the visual effects, but then we’d be stuck in another arms race. If we made this game another extension over previous one, we’d have to cut out the new things we could possibly do on the 3DS hardware and compete with ourselves again over the size of the character roster and the amount of gameplay we can put it. It wouldn’t be a fruitful competition, but doing something completely new would be difficult for many reasons, not least of which that the gamers may not be satisfied with it. That’s why we decided to think about ways to link the personal connection one has with his portable system to the gather-around-and-play aspect of console systems.
The hardest part about game development is the burdens it places upon me. With previous projects I had a game design document in place before forming a team, but with this I don’t have the time for that. I won’t be able to look at every aspect of the game and balance out all the characters by myself this time. I’m trying to think about how this is going to work out, but probably I’ll have to discuss it with my future development team. The future of this project really depends on the people I can get involved with it.”
Nintendo's Super Smash Bros. series has grown astronomically since it first debuted over a decade ago. Now considered one of the publisher's flagship franchises, the manic fighting series has more than quadrupled its playable roster, introduced characters from third party companies, featured a stage editor and even a robust, story-driven single-player campaign. Its latest installment, Super Smash Bros. Brawl is figuratively bursting at the seams with content. What, then, could franchise creator Masahiro Sakurai possibly do with the Wii U and 3DS versions?http://uk.wii.ign.com/articles/122/1223770p1.html
I'm really just getting started on this so it's going to take time.
"As you noted, there is a certain dead end we come to if we just expand the volume of the game," Sakurai told me in a recent e-mail interview, clearly recognizing that simply adding more characters, items and stages wouldn't be enough. The Smash Bros. franchise, though repeatedly earning high praise from critics over its three entries, has effectively followed the same formula since its inception, evolving its style of play without shaking things up too much. So if merely expanding the idea isn't the only thing on Sakurai's mind... what is?
"I intend to change direction a little as we go," Sakurai said, indicating his desire to possbily find a new mechanic or idea to drive two new entries in the series. "The key to that's going to be its dual support for 3DS/Wii U."
Sakurai, as well as Nintendo global president Satoru Iwata, had previously acknowledged his interest in linking the 3DS and Wii U versions of the game, which were announced simultaneously at E3 2011. "I'm really just getting started on this so it's going to take time, but I'll come up with something that uses that link as the game's central axis, so I hope you're looking forward to it."
Coś ci się popieprzyło POK :DA rzeczywiście. To New, tam Bros i człowiekowi się je**e ;)
Masahiro Sakurai(http://www.nintendo.com/images/nintendodirect/archive/06212012/dev_2.jpg)
Hello, I'm Masahiro Sakurai, the director of the Super Smash Bros. series.
It's my personal belief that the only time a creative product really resonates is in that first moment when it's actually in front of you.
With that said, I've realized that if we keep the new Super Smash Bros. title's development structure secret, it'll only create more and more speculation, and I won't be able to develop the game with any freedom. That's why I've decided to announce this news right now, even though it's still very early on.
I would love to provide more information, but for now, I'm going to stay quiet until I have something solid to show you.
The project has just gotten started. Bear in mind that not only are we developing two titles simultaneously, but we announced the project before we even started actual development, so I'm afraid we will likely have to keep you waiting for quite a while. Please be patient.
Currently, the prototype prepared by NAMCO BANDAI Games and NAMCO BANDAI Studios' special team looks pretty good, and it's working great. In order to take advantage of the fact that there will be versions for two different systems, and to maximize and offer fun new gameplay elements, the entire team is going to work hard together. Thank you.
Masaya Kobayashihttp://www.nintendo.com/nintendo-direct/archive/06-21-2012/message
Hello, everyone. I'm Masaya Kobayashi of NAMCO BANDAI Studios. I'm so honored to be able to join the Smash Bros. team--that globally popular series of which Japan is particularly proud—and to work alongside of Mr. Sakurai.
In order to make Mr. Sakurai proud, we will take on this project with NAMCO BANDAI's best staff! Yoshito Higuchi, the producer and the director of the "Tales" series, Tetsuya Akatsuka, producer and director of "Mobile Suit Gundam: Extreme Vs.," the art director/sound director of the "SoulCalibur" series, the main development team staff from the "TEKKEN" series…and that's just for starters. All the top creators from NAMCO BANDAI are gathered here to create a never-before-seen dream team for this project. We will fully utilize our experience and knowledge in action/fighting game development, technical capability, and organizational strength, and we hereby promise you that we will develop the best and most powerful "Super Smash Bros." title ever! Don't miss it!
Representative works:
Masaya Kobayashi
"Ridge Racer" series
"We Ski" (Wii) series
"Go Vacation" (Wii)
Yoshito Higuchi
"SoulCalibur" series
"Tales of the Abyss"
"Tales of Vesperia"
- Super Smash Bros. Wii U/3DS screens at E3 this year. Development on trackhttp://gonintendo.com/?mode=viewstory&id=194711
Today during its pre-E3 2013 Nintendo Direct, Nintendo revealed that gaming icon Mega Man would be joining the Super Smash Bros. franchise, which is due to debut on Wii U and 3DS in 2014. Debuting during a lengthy CG and gameplay trailer, Mega Man appeared in his classic "Blue Bomber" iteration, complete with Mega Buster, numerous Robot Master abilities and his trusty dog, Rush.http://uk.ign.com/articles/2013/06/11/e3-2013-mega-man-joins-super-smash-bros
Mega Man wasn't the only new character revealed during the Direct. An opening trailer highlighted "The Villager" from Animal Crossing, who not only can dig pits to trap his enemies, but chop down trees to damage them. Both Mega Man and The Villager will be accompanied by stages from their respective franchises.
Nintendo also confirmed, by debuting gameplay footage, the return of several classic characters, including Mario, Samus Aran, Fox McCloud, Donkey Kong, Pikachu, Pit, Bowser and Princess Peach. Stages revealed included the classic Battlefield location, a level set on the train from The Legend of Zelda: Spirit Tracks, Mega Man's Dr. Wily Stage, an Animal Crossing location, Skyloft from Skyward Sword, a stage that appeared to be set in Kakariko Village from Twilight Princess, a Nintendogs level, and more.
Poza tym to chyba nie są minimalne różnice:
(http://nintendoeverything.com/wp-content/gallery/smash-bros-comparisons/smash_bros_comparison-5.jpg)
SSB do tej pory wyszły tylko 3 (ten będzie czwarty). Jeden na każdą generację od N64 (podobnie było z Mario Kart*, tyle że w przypadku MK należy doliczyć jeszcze edycje przenośne). Nie jest to jakoś super dużo.
Nie ma jednak co ukrywać faktu, że Nintendo jedzie na znanych seriach. Jeśli komuś to przeszkadza, to może zagłosować portfelem i olać zupełnie konsolę. Ja lubię czasem zagrać w tego typu gry i cholernie chętnie zagram w nowego Mario Karta i SSB. (obydwie gry ominęły mnie na Wii). Przynajmniej wiem, że można liczyć na wysoką jakość.
* zapomniałem, że pierwsze MK wyszło na SNESa.
(http://images.nintendolife.com/news/2013/12/feature_a_week_of_super_smash_bros_wii_u_and_3ds_screens_issue_fifteen/attachment/8/original.jpg)
Pic of the day. Here's a new Assist Trophy--the Skull Kid! I repeat, it's an Assist Trophy, not a new fighter. The characters announced on the website are the fighters!http://www.nintendolife.com/news/2013/12/majoras_mask_appears_again_this_time_as_a_new_smash_bros_assist_trophy
(http://images.nintendolife.com/news/2013/12/feature_a_week_of_super_smash_bros_wii_u_and_3ds_screens_issue_seventeen/attachment/5/630x.jpg)je**ć pugi :/
Stacjonarny DS.Ireneusz alert.
“Now that Sunday’s day off is past, I’m currently working on the character adjustment for Super Smash Bros. for Nintendo 3DS and Wii U. At the moment, Bowser is very strong. He’s really strong. Fans of Smash Bros. probably never saw him as too much of a strong character, but this time, his ability to knock others out is very strong!”http://nintendoeverything.com/masahiro-sakurai-talks-all-about-game-balance-in-the-new-smash-bros-games/#more-146443
- Bowser’s Smash attacks, special attacks, and aerial attacks now have quite the ability to send opponents flying through the air
- The best part about this is that it feels great
- This great feeling is what Sakurai would like to focus on for the upcoming Smash Bros. games
- He’s putting more care into that part of the game than ever
- Sakurai says having strong attacks are also something that must be carefully balanced
- This is because it may feel unfair to opponents if they’re too overpowered
- In order to meet the right standards, Sakurai and the rest of the development team have been spending a lot of time adjusting stronger attacks to see what works best
“Doing things like simply ‘lowering the performance’ can make games lose its fun. Additionally, making a strong attack weaker can take away from the ‘good feeling’. By making adjustments that get rid of all advantages and disadvantages, it can turn a game into a mediocre one without any challenge.”
- According to Sakurai, this is something you can feel while playing other competitive games
- He compares it to the depth of working on an RPG title, where there’s a lot of things that are taken into consideration like obstacles and what players need to do in order to clear certain areas
- You can’t solve the problem by simply making enemies stronger
“Rather than directly weakening an attack’s advantageous parts, we’re putting effort into keeping them strong, while adding other weaknesses to them. Like giving the attacks punishable openings, or weakening the character’s mobility or recovery rate. We’re making comprehensive adjustments to characters, even for parts that might seem completely irrelevant.”
- Sakurai also talks about the difficulty in adjusting balances for things such as four player free-for-alls and 1-on-1 fights
- For these fights, their circumstances are completely different
- This can’t be helped at times, he says
- Ex: some attacks such as Captain Falcon’s “Falcon Punch” might work well when there’s more players, but might not ever hit during a 1-on-1 fight.
“The game balance of Super Smash Bros. Brawl started six years before its release, and it most likely goes back even further during its time of development, and it’s never been reformed even through the updates afterwards. We’re at a stage where we’d like to release the new title as soon as possible, and offer something more enjoyable than ever.”
Mam nadzieję, że będzie można synchronizować obie wersje, żeby mieć komplet.Raczej wątpię w taką możliwość. Na WiiU i 3DSie będą inne modele i ich wykonanie będzie inne, bo dostosowane do każdej z konsol. Pamiętajmy jeszcze, że Smash na WiiU i 3DSie będzie miał też inne areny. Może nawet tryby gry będą inne? Na pewno zestaw postaci będzie ten sam.
Sakurai-san has promised that there'll be some form of single player campaign, so what would you like it to be?http://www.nintendolife.com/news/2014/01/sakurai_reiterates_that_therell_be_no_subspace_emissary_style_story_in_super_smash_bros
Nintendo confirming that this global broadcast will arrive on 8th April at 3pm Pacific / 6pm Eastern / 11pm UK / midnight (9th April) in mainland Europe and 8am AEST (9th April) in Australia.http://www.nintendolife.com/news/2014/04/super_smash_bros_direct_will_bring_the_hype_on_8th_april
Sheik and Zero Suit Samus now individual characters with full move sets!http://www.nintendolife.com/news/2014/04/yoshi_sheik_and_zero_suit_samus_confirmed_as_challengers_in_super_smash_bros
There are five playable characters to master, with newcomers Mega Man and Animal Crossing's Villager standing alongside Smash veterans Mario, Link and Pikachu in this temporary roster.http://www.nintendolife.com/news/2014/09/video_watch_us_crack_some_skulls_in_the_3ds_super_smash_bros_demo
Demo matches are fixed at two minutes in length on just a single stage, so it's a testament to the game's impeccable design that even with these restrictions in place the Super Smash Bros. 3DS teaser is a lot of fun, and we're sure many Japanese 3DS owners will be playing nothing else for the rest of the week.
Users in Japan, you can now download the demo for Super Smash Bros. for Nintendo 3DS! You can pick among 5 fighters with which to play. The stage is Battlefield, and the rules are fixed. There will be a few items and assist trophies available too. You can battle via local wireless, so have fun battling with your friends. For users outside of Japan, stay tuned for more news about the demo for Super Smash Bros. for Nintendo 3DS.http://mynintendonews.com/2014/09/10/sakurai-teases-smash-bros-demo-for-western-audiences-plus-demo-footage/
Nintendo ogłosiło, że sprzedano już milion egzemplarzy Super Smash Bros. 3DS. W ciągu tygodnia, w samej Japonii, co jest rewelacyjnym wynikiem – dotychczas na 3DS-ie udało się to tylko Monster Hunter 4, Pokemon X/Y oraz Yokai Watch 2. Łoł.http://d-serious.pl/newsy/3ds/milion-egzemplarzy-super-smash-bros-3ds-w-tydzien-od-premiery/
Napisz czy gra daje radę :)Na razie miałem czas zagrać tylko chwilę, ale pierwsze wrażenia bardzo pozytywne. Gra wygląda naprawdę ładnie i rusza się jak złoto. Trochę ciężko mi ogarnąć granie w Smasha na handheldzie, bo lata przyzwyczajenia do pada od GCN robią swoje, ale myślę, że się w końcu przyzwyczaję.
Demko Smasha już dostępne dla wszystkich.:P
A "board game mode", toohttp://www.nintendolife.com/news/2014/10/super_smash_bros_for_wii_u_amazon_listing_says_a_stage_creator_is_coming
Nintendo has confirmed that Super Smash Bros. for Wii U will run in native 1080p resolution at 60fps.http://playeressence.com/super-smash-bros-for-wii-u-runs-in-native-1080p-resolution/
2. Resolution — In a humorous early segment the resolution difference between 3DS (400x240) and Wii U (1920x1080) was highlighted. The latter means 1080p, of course; we would add that, if we're going to be nitpicky and technical, Smash Bros. will likely (as per other major first-party Wii U games) be at a native 720p and upscaled to 1080p — that still looks lovely, of course, and we may be proven wrong.
Pierwsza partia Amiibo wystartuje jednak wraz z premierą Smasha (dziwne gdyby było inaczej), czyli 28 listopada.To na odwrót jest. Smash jednak wystartuje z premierą pierwszej partii amiibo (to premiera gry została przyspieszona) ;)
Mewtwo is the first up, and will be available for download on April 28th for $3.99. You can download the character on both 3DS and Wii U for $4.99. As a little reward for loyal customers, those who registered the game before March 31st will get a free download code for MewTwo on April 15th.(http://images.nintendolife.com/news/2015/04/mewtwo_and_lucas_confirmed_as_super_smash_bros_dlc_characters/attachment/0/original.jpg)
While Mewtwo was perhaps expected given previous hints, Lucas came out of the blue. The character is taken from the Mother (Earthbound) series and was featured in Super Smash Bros. Brawl. Lucas will be available for download this June.
That wasn't all the Smash Bros. news on offer, though. Update 1.0.6 is also on the way and will feature new sharing options and rebalanced characters. There will also be a series of crossover costumes for your Mii Fighter, including Zelda, Xenoblade and Mega Man. These packs will retail for a very reasonable $0.75 each, or $1.15 for both the Wii U and 3DS versions, and will launch on April 15th. In addition, new features such as stage sharing will also be included in version 1.0.6.