By Justin ‘AdaptiveTrigger’ Gordon
During the development cycle for Super Smash Bros. Melee, Masahiro Sakurai would end up in the hospital due to overworking himself. One might think that Sakurai would have a negative impression of that game as a result of this event, but this doesn’t appear to be case as evident by his latest video where he talks about Super Smash Bros. Melee as a game concept.
As stated in the video, Sakurai typically sets out to solve a specific problem with the creation of a game. However, Sakurai notes that Melee was conceptually quite simple. With Melee, Sakurai set out to improve upon what was done with Super Smash Bros. 64 “by leaps and bounds.”
According to Sakurai, fans can clearly see how this goal took shape by comparing Melee to the original Smash 64. Indeed, the sequel expanded upon and improved the fighters, stages, graphics, effects, animations, sounds, content, play feel, items, and bonus features.
Sakurai notes that, while this was the first game he developed for optical disc media, developing for the GameCube proved to be easier compared to developing for the Nintendo 64. This was mostly as a result of the Nintendo 64’s limitations and how the GameCube’s specs were vastly superior.
It’s also mentioned how this was Sakurai’s first game that included a CG movie. Of course, this took up a lot of time and ultimately required Sakurai to spend his New Year’s holiday drawing up the storyboards.
The trophies were included since the team could only develop a limited number of fighters for the game. This effectively provided a way for the developers to “bring together other characters from across Nintendo’s history, and give players some bonus background info about each.”
Check out the video to hear everything Sakurai had to say about the second entry of the Super Smash Bros. series:
Source: Event Hubs