Sakurai Reveals How Smash Bros. Ultimate Bosses Were Made, Choosing A Stage From Splatoon, And More
During the third Nintendo Dream interview with Super Smash Bros. Ultimate director Masahiro Sakurai, the director shared new details on the development of bosses, assist trophies, stages, and more.
First, Sakurai revealed how boss battles were developed. The development team looked at the original work first, and then figured out how that fight would evolve. Then they would adapt the boss battle to the limitations of Super Smash Bros.
Kirby series Marx was supposed to appear scarier than his final form in Super Smash Bros. Ultimate. Sakurai wanted Marx to be a “bizarre being”. Thankfully, it didn’t happen so he looks like this now:
Next, Sakurai revealed how Assist Trophies and fighters were chosen. Sakurai said all franchises were considered for Smash, but if they had more installments, they would see higher levels of representation in Assist Trophies and fighters. Characters from niche series were also pulled into the mix.
Sakurai mentioned it was difficult to choose a stage to represent Splatoon, but in the end they decided on Moray Towers due to its ramps as a stage like this has never been seen in Smash Bros. history.
Last but not least, Sakurai heard the non-vocal version of Super Mario Odyssey’s Jump Up, Super Star! very often during development, so he decided to include both the vocal and non-vocal tracks in the game. He also checked in a lot on Odyssey’s development while making the New Donk City stage.
When deciding how the boss fights would work in Smash Ultimate, Sakurai looked at the original work and thought how that fight would evolve. He also had to adapt it to the limitations of Smash. pic.twitter.com/JHLhXVChRP
— Will (PushDustIn) (@PushDustIn) February 20, 2019
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