Sakurai reveals how he positions new fighters in Smash Ultimate trailers - Dexerto
Smash

Sakurai reveals how he positions new fighters in Smash Ultimate trailers

Published: 29/Jul/2020 18:43 Updated: 29/Jul/2020 18:49

by Michael Gwilliam

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Super Smash Bros creator Masahiro Sakurai has explained the importance of direction when deciding how to position fighters in Smash Ultimate trailers.

In a new Famitsu column translated by industry specialists PushDustIn and Robert Sephazon, Sakurai revealed how position matters when crafting new fighters such as ARMS’ Min Min.

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For example, in ARMS, players use A to control Min Min’s left arm and B for her right, but it’s reversed in Smash Ultimate. However, when the fighter was first being designed, the control scheme matched up.

According to Sakurai, the team changed it because many fighters are right-handed and in boxing or other combat sports, it’s natural to have the left foot forward.

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“For Min Min, when she’s in her idle pose, her left foot is in front, as well as her left arm,” PushDustIn translated for the game director. “Since the initial design plan, Min Min was able to change her arm using her special attack (B button). Therefore, she would’ve swapped the ARM that was originally in front.”

Just like with boxing, it didn’t make much sense to have the more powerful punch be from her left hand, so it was reversed.

The direction is something Sakurai always takes into consideration when designing new Challenger Approaching trailers, stage position and how the characters are first shown to the audience.

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For Sakurai, these are all “major elements to be considered.” One example the 49-year-old gave was for Final Fantasy 7’s Cloud Strife and how he would be added to Smash. In the game, the former 1st Class SOLDIER faced the right side, towards the audience.

After imagining how Cloud would stand if his stance was flipped, Sakurai spoke with Square Enix’s Tetsuya Nomura and informed him of his vision and got the green light to go ahead and make the change.

“There is a variety of body movements when considering fighting techniques,” Sephazon translated. Interestingly, there is no set rule for characters holding two items at a time.

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According to Sakurai, his reason for this is to explain the “reason” behind fighters’ movements and positions.

One thing seems to be very clear: a lot of effort goes into making sure something as simple as a battle pose gets the proper treatment from game developers before being implemented in Smash.

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With five more DLC characters still to come in Fighters Pass Volume 2, it will be interesting to see if any of them break the traditional mold and standard Sakurai has set.

Smash

Iconic Smash Bros Hyrule Temple stage recreated in Tony Hawk Pro Skater

Published: 7/Oct/2020 17:21

by Michael Gwilliam

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Super Smash Bros Melee introduced many playable fan-favorite stages such as Final Destination and Battlefield, though none may be more infamous than Hyrule Temple. Now, a fan has recreated the Zelda stage within Tony Hawk’s Pro Skater 1 + 2.

Hyrule Temple is an absolute blast to play in a casual setting as it’s one of the largest stages in the game and has five sections for players to battle in – three on the upper area, and two on the lower.

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Due to the stage’s layout and Smash’s casual scene consisting of items and multi-player brawls, it’s really the perfect battleground for chaos to ensue.

As it turns out, Hyrule Temple isn’t just a good Zelda-inspired Smash stage. It also makes for a pretty unique map in Tony Hawk’s Pro Skater.

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Link on Hyrule Temple
Nintendo
Hyrule Temple has appeared in other Smash games since Melee.

Redditor Skramblez took to the popular site to share their recreation with the world. In a post titled “I recreated Hyrule Temple in Tony Hawk’s Pro Skater 1+2,” the gamer showed off the map in a video accompanied by Zelda music.

As you can see in the video, the stage’s sections are split into their own variants of a skate park. Some of the smaller paths are replaced by rails for skaters to grind on, and there’s plenty of gaps to clear.

The edges of the stage are replaced with ramps, so you shouldn’t be flying off the stage like you’ve still taken a Ganondorf F-Smash at a high percentage.

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As a nice touch, and sticking with the Zelda lore, Skramblez even made the character look a bit like Link – at least the most Link-like the skateboarding game could allow for.

Instead of a green tunic, the player has a green hoodie. Instead of the green cap, it’s a beanie. However, the character does have long blonde hair, just like the Hero of Time.

Triforce in Tony Hawk Pro Skater
YouTube/David R
Don’t miss the Triforce hidden in the map.

According to Skramblez, it took fifteen hours to make the map. “The park editor’s not the most intuitive, but you can do a lot once you get used to it,” they explained.

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If you want to try it out for yourself, just search “Hyrule Temple” in custom parks on Tony Hawk’s Pro Skater 1 + 2 on PC.