Masahiro Sakurai, best known for his role as the director of Super Smash Bros., wrote about his history with Smash Bros., time as a developer, and thoughts on Piranha Plant. The translation of this Famitsu column was provided by Nico Thaxton on behalf of Nintendo Everything. You can read the entirety of the translated column at Nintendo Everything.

Super Smash Bros. itself is celebrating 20 years of existence as the first title was released on the Nintendo 64 in 1999. Sakurai discusses the challenges that come with developing the series, but ultimately thanks everyone who has been a part of the journey.

The first Super Smash Bros. game was released on January 21st, 1999 – in other words, the series recently celebrated its 20th anniversary!

Given the amount of licensing agreements, the fact that I left the original development company, and the sheer volume of the games, I really was on thin ice with regard to continuing the series. Thanks to the team and all associated people, the owners to the rights for series, and – above all else, of course – the fans that have supported the games, I was able to make it this far. Once again, I offer my deepest thanks.

Translation by provided by Nico Thaxton on behalf of Nintendo Everything

Sakurai discusses his history of being a developer for more than 30 years. From developing Kirby’s Dream Land to Super Smash Bros. Ultimate, he reflects on his time in the industry and how long he has left as a developer.

That being said, the child I’ve raised up over the years is 20 now – and extraordinarily big! I hear a lot of stories about how people that played Smash Bros. when they were kids are now playing it with children of their own! Since Kirby’s DreamLand was first released on April 27th, 1992, this year marks that series’ 27th anniversary. Due to development periods, I’ve been making games for roughly 30 years now – that’s amazing!

I’ll just say it – I’m old!! I have more wrinkles and my eyes have gotten worse, and I feel like my ability to remember things and my conversations have weakened a bit, too. I’m still at the forefront and play an active role in development, but how many more years can I keep that up, and how many more things can I handle making? I’ve been thinking pretty hard about all of that.

Translation by provided by Nico Thaxton on behalf of Nintendo Everything

Sakurai concludes his column by providing some thoughts on Piranha Plant and mentioning some new Classic Mode routes he’s working on.

Piranha Plant has a lot of skills that are unique to it, particularly its specials: spitting up an iron ball, using its leaves to fly, creating a damage zone by spitting out a poisonous fog, stretching out its neck to unleash a devastating bite… These are all skills that’d simply be impossible for more human characters. I think it’ll take a little ingenuity to learn how to really use it well. I feel like it’s hard to know the true value of fighters like Piranha Plant, so please keep him in mind in the long-run. At the moment I’m working on new Classic Mode routes and scripted events that I think you’ll enjoy!

Translation by provided by Nico Thaxton on behalf of Nintendo Everything

You can read the entirety of the translated column at Nintendo Everything.

We would like to take a moment to thank Sakurai and his development teams for all of their hard work in providing us with endless of hours of entertainment and joy.

For all things Nintendo, stay tuned to NinMobileNews!

About Gabriel Videa
Editor

Proud cat parent and video game enthusiast with a knack for writing excessively. Writer for NinMobileNews and ACPocketNews. Nintendo Crossing cofounder and co-host.

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