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** When Waluigi was reconfirmed for an assist trophy [[BrawlinTheFamily despite his cult following]], he had this to say on the matter:
-->Once again, Waluigi's Assist Trophy joins the collection!! …Which also means he's not a playable character. Just because you try hard doesn't mean you'll make it into the battle, rubbing salt in the wound.
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** Amongst rumored leaks of playable Palutena, Sakurai posted an image from the 3DS version of the Kid Icarus Uprising stage... with Viridi in the background.
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** To celebrate the 100th daily screenshot, he posted a picture of... Luigi adjusting his nose.
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Amazing mirror was by Capcom


** TeasingCreator: before the matter [[http://www.nintendolife.com/news/2013/07/masahiro_sakurai_did_consider_smash_bros_for_previous_handhelds was officially addressed]][[note]](after the fourth game was revealed to mark the series' handheld debut)[[/note]], Sakurai often sort-of trolled fans who wanted a handheld ''Smash'' game. Four examples come to mind: Master Hand's appearance in ''VideoGame/KirbyAndTheAmazingMirror'' [[note]] (complete with a "Smash" transformation for Kirby)[[/note]], the [=PictoChat=] arena in ''Brawl'' [[note]] (with the NintendoDS logo as its own, to boot)[[/note]], the main menu in ''VideoGame/KidIcarusUprising'' being nearly identical to the one seen in ''Brawl'', and a dialogue between Pit and Palutena referencing the ''SSB'' series in the same game.

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** TeasingCreator: before the matter [[http://www.nintendolife.com/news/2013/07/masahiro_sakurai_did_consider_smash_bros_for_previous_handhelds was officially addressed]][[note]](after the fourth game was revealed to mark the series' handheld debut)[[/note]], Sakurai often sort-of trolled fans who wanted a handheld ''Smash'' game. Four Three examples come to mind: Master Hand's appearance in ''VideoGame/KirbyAndTheAmazingMirror'' [[note]] (complete with a "Smash" transformation for Kirby)[[/note]], the [=PictoChat=] arena in ''Brawl'' [[note]] (with the NintendoDS logo as its own, to boot)[[/note]], the main menu in ''VideoGame/KidIcarusUprising'' being nearly identical to the one seen in ''Brawl'', and a dialogue between Pit and Palutena referencing the ''SSB'' series in the same game.

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** To promote Smash Bros. for Wii U/3DS, he began posting daily screenshots to Miiverse. One day, [[http://i.imgur.com/c1pxee4.jpg he posted a screenshot of an empty hallway that can't be seen during normal gameplay.]]

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** To promote Smash ''Smash Bros. for Wii U/3DS, U/3DS'', he began posting daily screenshots to Miiverse. One day, [[http://i.imgur.com/c1pxee4.jpg he posted a screenshot of an empty hallway that can't be seen during normal gameplay.]]gameplay]] (in case you're wondering, it's the hole Ridley makes when escaping the Pyrosphere in ''VideoGame/MetroidOtherM'').



-->I don't like it when a tweet or whatever leads to needless speculation getting spread around. For example, when I tweet about playing some game, some people immediately get the idea that that character is in the new Smash Bros. Then people fan the flames on it, people start to think it's really true, people get angry about it. Nobody benefits.

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-->I don't like it when a tweet or whatever leads to needless speculation getting spread around. For example, when I tweet about playing some game, some people immediately get the idea that that character is in the new Smash Bros. Then people fan the flames on it, people start to think it's really true, people get angry about it. Nobody benefits.benefits.
----
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Hottip cleanup.


** TeasingCreator: before the matter [[http://www.nintendolife.com/news/2013/07/masahiro_sakurai_did_consider_smash_bros_for_previous_handhelds was officially addressed]][[hottip:*:(after the fourth game was revealed to mark the series' handheld debut)]], Sakurai often sort-of trolled fans who wanted a handheld ''Smash'' game. Four examples come to mind: Master Hand's appearance in ''VideoGame/KirbyAndTheAmazingMirror'' [[hottip:*: (complete with a "Smash" transformation for Kirby)]], the [=PictoChat=] arena in ''Brawl'' [[hottip:*: (with the NintendoDS logo as its own, to boot)]], the main menu in ''VideoGame/KidIcarusUprising'' being nearly identical to the one seen in ''Brawl'', and a dialogue between Pit and Palutena referencing the ''SSB'' series in the same game.

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** TeasingCreator: before the matter [[http://www.nintendolife.com/news/2013/07/masahiro_sakurai_did_consider_smash_bros_for_previous_handhelds was officially addressed]][[hottip:*:(after addressed]][[note]](after the fourth game was revealed to mark the series' handheld debut)]], debut)[[/note]], Sakurai often sort-of trolled fans who wanted a handheld ''Smash'' game. Four examples come to mind: Master Hand's appearance in ''VideoGame/KirbyAndTheAmazingMirror'' [[hottip:*: [[note]] (complete with a "Smash" transformation for Kirby)]], Kirby)[[/note]], the [=PictoChat=] arena in ''Brawl'' [[hottip:*: [[note]] (with the NintendoDS logo as its own, to boot)]], boot)[[/note]], the main menu in ''VideoGame/KidIcarusUprising'' being nearly identical to the one seen in ''Brawl'', and a dialogue between Pit and Palutena referencing the ''SSB'' series in the same game.
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** To promote Smash Bros. for Wii U/3DS, he began posting daily screenshots to Miiverse. One day, [[http://i.imgur.com/c1pxee4.jpg he posted a screenshot of an empty hallway that can't be seen during normal gameplay.]]
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** This has evidently been the case for some years now; he describes his lifestyle during ''Melee's'' development as "destructive," taking no vacations and shortened weekends.
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Added four examples detailing Sakurai\'s trolling.

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** TeasingCreator: before the matter [[http://www.nintendolife.com/news/2013/07/masahiro_sakurai_did_consider_smash_bros_for_previous_handhelds was officially addressed]][[hottip:*:(after the fourth game was revealed to mark the series' handheld debut)]], Sakurai often sort-of trolled fans who wanted a handheld ''Smash'' game. Four examples come to mind: Master Hand's appearance in ''VideoGame/KirbyAndTheAmazingMirror'' [[hottip:*: (complete with a "Smash" transformation for Kirby)]], the [=PictoChat=] arena in ''Brawl'' [[hottip:*: (with the NintendoDS logo as its own, to boot)]], the main menu in ''VideoGame/KidIcarusUprising'' being nearly identical to the one seen in ''Brawl'', and a dialogue between Pit and Palutena referencing the ''SSB'' series in the same game.
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During 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their were 2 versions of this, one made ArgonautGames and the other made by HAL Labs with Sakurai in charge) and was later renamed to ''Kakuto-Gemu Ryuo''[[note]]Dragon King: The Fighting Game[[/note]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland. However, [[ExecutiveMeddling Satoru Iwata and Hiroshi Yamauchi told Sakurai to add in characters from various Nintendo franchises in there]] [[MoneyDearBoy to rank in more money]], 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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''VideoGame/SuperSmashBros Brawl''. 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 fan's most memorable times.

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During 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their (there were 2 versions of this, one made ArgonautGames by Creator/ArgonautSoftware and the other made by HAL Labs with Sakurai in charge) and was later renamed to ''Kakuto-Gemu Ryuo''[[note]]Dragon King: The Fighting Game[[/note]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland. However, [[ExecutiveMeddling Satoru Iwata and Hiroshi Yamauchi told Sakurai to add in characters from various Nintendo franchises in there]] [[MoneyDearBoy to rank in more money]], 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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''VideoGame/SuperSmashBros Brawl''. 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 fan's most memorable times.
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* ''VideoGame/SuperSmashBros'' (Started out on The SuperNES using the Super [=FX2=] chip, ended up on the {{Nintendo64}})

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* ''VideoGame/SuperSmashBros'' (Started out on The SuperNES using the Super [=FX2=] chip, ended up on the {{Nintendo64}}){{Nintendo 64}})
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Minor edits.


** Unnamed fourth ''Super Smash. Bros'' titles (WiiU and Nintendo3DS, might be his last games he will work on due to hand injuries)

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** Unnamed fourth ''Super Smash. Bros'' titles (WiiU Smash Bros. for WiiU and Nintendo3DS, Nintendo3DS'' (which might be his last games he will work on due to hand injuries)
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* TrollingCreator: Almost as bad as Kojima. For instance, he put the WiiFit Trainer in the new ''Super Smash Bros.'' games ''just because no one would have expected her''.
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* DualWielding: He does this with various controllers often while play testing.
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During 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their were 2 versions of this, one made ArgonautGames and the other made by HAL Labs with Sakurai in charge) and was later renamed to ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland. However, [[ExecutiveMeddling Satoru Iwata and Hiroshi Yamauchi told Sakurai to add in characters from various Nintendo franchises in there]] [[MoneyDearBoy to rank in more money]], 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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''VideoGame/SuperSmashBros Brawl''. 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 fan's most memorable times.

to:

During 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their were 2 versions of this, one made ArgonautGames and the other made by HAL Labs with Sakurai in charge) and was later renamed to ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon Ryuo''[[note]]Dragon King: The Fighting Game]] Game[[/note]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland. However, [[ExecutiveMeddling Satoru Iwata and Hiroshi Yamauchi told Sakurai to add in characters from various Nintendo franchises in there]] [[MoneyDearBoy to rank in more money]], 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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''VideoGame/SuperSmashBros Brawl''. 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 fan's most memorable times.



At E3 2011 it was announced that Sakurai would be developing two new ''Super Smash Bros.'' games, one for the WiiU and one for the 3DS. Although he was uncomfortable with announcing a game before development had ''even started''[[hottip:*:he said he wouldn't start on the games until his work on ''Uprising'' was finished, which was around February 2012]], 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 NamcoBandai.

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At E3 2011 it was announced that Sakurai would be developing two new ''Super Smash Bros.'' games, one for the WiiU and one for the 3DS. Although he was uncomfortable with announcing a game before development had ''even started''[[hottip:*:he started''[[note]]he said he wouldn't start on the games until his work on ''Uprising'' was finished, which was around February 2012]], 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 NamcoBandai.
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-->'''Enraged fans''', usually after [[ScrappyMechanic tripping]] in ''[[SuperSmashBros Brawl]]''

Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' and ''SuperSmashBros'' series. He created Kirby under HAL Laboratory 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 ''Kirby's Dream Land'' 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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. He worked closely with the staff for the series' anime, ''KirbyOfTheStars'', and he also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

During 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their were 2 versions of this, one made ArgonautGames and the other made by HAL Labs with Sakurai in charge) and was later renamed to ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland. However, [[ExecutiveMeddling Satoru Iwata and Hiroshi Yamauchi told Sakurai to add in characters from various Nintendo franchises in there]] [[MoneyDearBoy to rank in more money]], and the game was released as ''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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''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 fan's most memorable times.

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

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-->'''Enraged fans''', usually after [[ScrappyMechanic tripping]] in ''[[SuperSmashBros ''[[VideoGame/SuperSmashBros Brawl]]''

Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' ''VideoGame/{{Kirby}}'' and ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' series. He created Kirby under HAL Laboratory 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 ''Kirby's Dream Land'' ''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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. ''VideoGame/Kirby64TheCrystalShards''. He worked closely with the staff for the series' anime, ''KirbyOfTheStars'', ''Anime/KirbyOfTheStars'', and he also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

During 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their were 2 versions of this, one made ArgonautGames and the other made by HAL Labs with Sakurai in charge) and was later renamed to ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland. However, [[ExecutiveMeddling Satoru Iwata and Hiroshi Yamauchi told Sakurai to add in characters from various Nintendo franchises in there]] [[MoneyDearBoy to rank in more money]], and the game was released as ''SuperSmashBros'' ''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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''SuperSmashBrosBrawl''.''VideoGame/SuperSmashBros Brawl''. 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 fan's most memorable times.

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



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]] ''[[SuperSmashBros Super Smash Bros.]]'' title.

to:

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]] ''[[SuperSmashBros Super Smash Bros.]]'' ''VideoGame/SuperSmashBros'' title.



* ''KidIcarusUprising'' (Nintendo3DS)
* ''{{Kirby}}''

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* ''KidIcarusUprising'' ''VideoGame/KidIcarusUprising'' (Nintendo3DS)
* ''{{Kirby}}''''VideoGame/{{Kirby}}''



* ''SuperSmashBros'' (Started out on The SuperNES using the Super [=FX2=] chip, ended up on the {{Nintendo64}})

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* ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' (Started out on The SuperNES using the Super [=FX2=] chip, ended up on the {{Nintendo64}})



* BossRush: ''Kirby'' games, ''KidIcarusUprising'', and the ''SuperSmashBros'' series all have the exact same kind of BossRush, in which the player fights several bosses with breaks in between with limited opportunities to heal.

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* BossRush: ''Kirby'' games, ''KidIcarusUprising'', ''VideoGame/KidIcarusUprising'', and the ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' series all have the exact same kind of BossRush, in which the player fights several bosses with breaks in between with limited opportunities to heal.
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* CreatorWorship: Due to the high amount of quality games he's put out, it was inevitable.
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During 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their were 2 versions of this, one made ArgonautGames and the other made by HAL Labs with Sakurai in charge) later renamed ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland. However, [[ExecutiveMeddling Satoru Iwata and Hiroshi Yamauchi told Sakurai to add in characters from various Nintendo franchises in there]] [[MoneyDearBoy to rank in more money]], and the game was released as ''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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''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 fan's most memorable times.

to:

During 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their were 2 versions of this, one made ArgonautGames and the other made by HAL Labs with Sakurai in charge) and was later renamed to ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland. However, [[ExecutiveMeddling Satoru Iwata and Hiroshi Yamauchi told Sakurai to add in characters from various Nintendo franchises in there]] [[MoneyDearBoy to rank in more money]], and the game was released as ''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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''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 fan's most memorable times.

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Smash Bros started back in 1994 for The Super NES\'s Super FX Chip, info from 2ch and other sites.


Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' and ''SuperSmashBros'' series. He created Kirby under HAL Laboratory 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 ''Kirby's Dream Land'' 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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. He worked closely with the staff for the series' anime, ''[[KirbyOfTheStars HoshiNoKaabii]]'', and he also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

During 1999, Sakurai wanted to make a fighting game, 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 ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]], he felt it was somewhat bland and needed a way to make it more unique. Thus, he added characters from various Nintendo franchises in, and the game was released as ''SuperSmashBros''. 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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''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 [[ImageBoards a certain video games board]] and remains one of the board's most memorable times.

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Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' and ''SuperSmashBros'' series. He created Kirby under HAL Laboratory 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 ''Kirby's Dream Land'' 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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. He worked closely with the staff for the series' anime, ''[[KirbyOfTheStars HoshiNoKaabii]]'', ''KirbyOfTheStars'', and he also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

During 1999, 1994 for the SuperNES's Super [=FX2=] chip, Sakurai wanted to make a fighting game, 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 ''FX Fighters'' (their were 2 versions of this, one made ArgonautGames and the other made by HAL Labs with Sakurai in charge) later renamed ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]], Game]] once HAL's SuperNES version got canceled and moved to the N64 and for legal reasons as [[http://en.wikipedia.org/wiki/FX_Fighter Argonaut's version did came out for PC]], he felt it was somewhat bland bland. However, [[ExecutiveMeddling Satoru Iwata and needed a way Hiroshi Yamauchi told Sakurai to make it more unique. Thus, he added add in characters from various Nintendo franchises in, in there]] [[MoneyDearBoy to rank in more money]], and the game was released as ''SuperSmashBros''.''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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''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 [[ImageBoards a certain video games board]] fans and remains one of the board's many fan's most memorable times.



* ''KidIcarusUprising''

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* ''KidIcarusUprising''''KidIcarusUprising'' (Nintendo3DS)



** ''KirbyOfTheStars''
* ''Meteos''
* ''SuperSmashBros''
** ''Super Smash Bros. Melee''
** ''Super Smash Bros. Brawl''
** Unnamed fourth ''Super Smash. Bros'' titles

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** ''KirbyOfTheStars''
''VideoGame/KirbysDreamLand'' (GameBoy)
** ''VideoGame/KirbysAdventure'' ({{NES}})
** ''VideoGame/KirbySuperStar'' (SuperNES)
** ''VideoGame/KirbyAirRide'' (Started on the {{Nintendo64}}, later moved to the GameCube)
** ''Anime/KirbyOfTheStars'' (Anime)
* ''Meteos''
''Meteos'' (NintendoDS)
* ''SuperSmashBros''
''SuperSmashBros'' (Started out on The SuperNES using the Super [=FX2=] chip, ended up on the {{Nintendo64}})
** ''Super Smash Bros. Melee''
Melee'' (GameCube)
** ''Super Smash Bros. Brawl''
Brawl'' ({{Wii}})
** Unnamed fourth ''Super Smash. Bros'' titles
titles (WiiU and Nintendo3DS, might be his last games he will work on due to hand injuries)
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** Even after his condition worsened to the point where ''his muscles are tearing'', he still says he's still capable of working.


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** He wrote in his ''Famitsu'' column that his condition was worse than he thought.
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* NamesTheSame: He shares his name with a character from ''SoulHackers''.

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* FountainOfYouth: Sakurai appears to have undergone a form of '''[[http://imgur.com/hceIVIr reverse-aging]]'''.

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* {{Determinator}}: Even after his HeroicRROD mentioned below, he didn't slow down in his work; he simply changed methods of issuing orders and communication.
* FountainOfYouth: Sakurai appears to have undergone a form of '''[[http://imgur.com/hceIVIr reverse-aging]]'''. Popular theory is he feeds on the emotions of the fans.
* HeroicRROD: [[http://www.siliconera.com/2013/01/30/super-smash-bros-creator-suffering-from-repetitive-strain-injury/ Is suffering from repetitive strain injury]], likely as a result of pushing himself to create a trailer of the new ''Super Smash Bros.'' games for E3 2013.
* TenMinuteRetirement: Sakurai announced he would stop tweeting as often and focus on developing the new ''Super Smash Bros.'' games...and a few months later went back to tweeting every other day.
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* BossRush: ''Kirby'' games, ''KidIcarusUprising'', and the ''SuperSmashBros'' series all have the exact same kind of BossRush, in which the player fights several bosses with breaks in between with limited opportunities to heal.
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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]] ''[[SuperSmashBros Super Smash Bros.'']] title.

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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]] ''[[SuperSmashBros Super Smash Bros.'']] ]]'' title.
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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]] ''[[SuperSmashBros Super Smash Bros. title]].

to:

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]] ''[[SuperSmashBros Super Smash Bros. title]].\n'']] title.
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** Unnamed fourth ''Super Smash. Bros'' titles

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** Unnamed fourth ''Super Smash. Bros'' titlestitles

----
!! Tropes associated with Masahiro Sakurai:

* CreatorWorship: Due to the high amount of quality games he's put out, it was inevitable.
* FountainOfYouth: Sakurai appears to have undergone a form of '''[[http://imgur.com/hceIVIr reverse-aging]]'''.
* WhyFandomCantHaveNiceThings: One of the reasons he stopped tweeting as frequently.
-->I don't like it when a tweet or whatever leads to needless speculation getting spread around. For example, when I tweet about playing some game, some people immediately get the idea that that character is in the new Smash Bros. Then people fan the flames on it, people start to think it's really true, people get angry about it. Nobody benefits.
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Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' and ''SuperSmashBros'' series. He created Kirby under HAL Laboratory 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 ''Kirby's Dream Land'' 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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. He also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

to:

Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' and ''SuperSmashBros'' series. He created Kirby under HAL Laboratory 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 ''Kirby's Dream Land'' 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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. He worked closely with the staff for the series' anime, ''[[KirbyOfTheStars HoshiNoKaabii]]'', and he also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.



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]] ''[[SuperSmashBros Super Smash Bros. title]].

to:

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]] ''[[SuperSmashBros Super Smash Bros. title]].title]].

----
!!Works Sakurai has been involved in:

* ''KidIcarusUprising''
*''{{Kirby}}''
** ''KirbyOfTheStars''
* ''Meteos''
* ''SuperSmashBros''
** ''Super Smash Bros. Melee''
** ''Super Smash Bros. Brawl''
** Unnamed fourth ''Super Smash. Bros'' titles

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Changed: 1107

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Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' and ''SuperSmashBros'' series. He created Kirby 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 ''Kirby's Dream Land'' 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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. He also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

During 1999, Sakurai wanted to make a fighting game, different from the others; not with combo based combat, and with simultaneous four player gameplay. Originally ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]], he felt it was somewhat bland and needed a way to make it more unique. Thus, he added characters from various Nintendo franchises in, and the game was released as ''SuperSmashBros''.

to:

Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' and ''SuperSmashBros'' series. He created Kirby under HAL Laboratory 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 ''Kirby's Dream Land'' 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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. He also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

During 1999, Sakurai wanted to make a fighting game, 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 ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]], he felt it was somewhat bland and needed a way to make it more unique. Thus, he added characters from various Nintendo franchises in, and the game was released as ''SuperSmashBros''. 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 ''Meteos'', until he was approached by his good friend and president of Nintendo, Satoru Iwata, who persuaded him to make his MagnumOpus, ''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 [[ImageBoards a certain video games board]] and remains one of the board's most memorable times.

From there, Iwata and Sakurai wanted to work on an original game with both land and air combat for the Nintendo3DS, but they realized that the KidIcarus series would be a perfect fit, with its protagonist Pit and the goddess Palutena already having been given redesigns in ''Brawl''. ''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 WiiU and one for the 3DS. Although he was uncomfortable with announcing a game before development had ''even started''[[hottip:*:he said he wouldn't start on the games until his work on ''Uprising'' was finished, which was around February 2012]], 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 NamcoBandai.

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]] ''[[SuperSmashBros Super Smash Bros. title]].
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[[quoteright:325:http://static.tvtropes.org/pmwiki/pub/images/Sakurai_745.jpg]]
[[caption-width-right:325:Please be patient.]]

->''"[[SayMyName SAKURAIIIIIII]]"''
-->'''Enraged fans''', usually after [[ScrappyMechanic tripping]] in ''[[SuperSmashBros Brawl]]''

Masahiro Sakurai (August 3, 1970), head of Sora Ltd., and creator of both the ''{{Kirby}}'' and ''SuperSmashBros'' series. He created Kirby 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 ''Kirby's Dream Land'' 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 [[CreatorCameo simply voicing King Dedede]] in ''Kirby64TheCrystalShards''. He also worked as the designer on ''Kirby Air Ride'', which was his final game in the series.

During 1999, Sakurai wanted to make a fighting game, different from the others; not with combo based combat, and with simultaneous four player gameplay. Originally ''Kakuto-Gemu Ryuo'' [[hottip:*:Dragon King: The Fighting Game]], he felt it was somewhat bland and needed a way to make it more unique. Thus, he added characters from various Nintendo franchises in, and the game was released as ''SuperSmashBros''.

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