Tag Archives: Smash DLC

Do Not Expect a Ton of DLC Characters

I’ve seen a lot of people believe that Sakurai and his team are going to pump out a ton of DLC characters. This is not the case. Today, I’m going to break down our translation, and why we decided to include “only several”. Sites like Siliconera have slightly altered the meaning, thus raising fan expectations to a much higher level.

Translation is incredibly tricky, especially when translating Japanese to English. This is because Japanese can be very ambiguous and is very relevant on context. For example, Japanese is one of the languages where pronouns are regularly dropped.

As of right now, we have seven translators working on translations. The benefit of having so many translators is that we discuss the translations before we post them on Source Gaming, thus raising the probability that our translations will be accurate. It creates considerable more work for us to check each other’s translations, but it is worth it to provide the fans with accurate, unbiased translations.

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A Short F.A.Q. for the last few D.A.Y.S.

There’s been an influx of new information over the past few days. In particular, Sakurai has released two new books, and Sakurai’s latest Famitsu article: Ryu, Roy and Lucas join the Battle! which was translated by Soma.  With this, I’ve seen some misinformation about both of these topics, so I figured I would address them head on. Also, this will give some insight in how Source Gaming operates, so it’s well worth the read.

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Ryu, Roy, and Lucas join the battle! Sakurai’s Famitsu column, Vol. 481

Note: Do not repost the full translation. Please use the first two paragraphs and link to this translation. For additional information, please read this post.

Sakurai’s Famitsu column, Vol. 481

Ryu, Roy, and Lucas join the battle!

On June 15th, we launched an update for Super Smash Bros. for Wii U and 3DS.

But the main attractions are the new fighters. Roy from Fire Emblem: Binding Blade, Lucas from MOTHER 3, and Ryu from the Street Fighter series were all made available to play at the same time.

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The Life of Sakurai, part I

A short post here —

The very dedicated PushDustIn has been working on a detailed timeline of Masahiro Sakurai’s life and achievements (so far!).   Collaborating with him, I have put together an abbreviated, image version of it that is seen below.  The full timeline will be posted soon in part II.

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Why Every Veteran Could Return as DLC

Melee Veterans

*(Please note: those Pichu and Young Link trophies above are fanmade)

Polygon: Masahiro Sakurai Character Selection

“Whether it’s a minor character or a character that is one of the most highly skilled and most played, if that character is removed from the game, the people who live for that character in Smash Bros. are going to have their feelings hurt.” – Masahiro Sakurai

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Does Lucas DESERVE to get into Smash?

I was listening to the GameChap’s discussion on Lucas, “Super Smash Bros LUCAS DLC – Does He DESERVE a Slot? (Wii U)” and decided to post my own thoughts on the matter. I have some issues with GameChap and Bertie’s argument that I would like to explore. I’ll skip over the fact that they called Ike a clone, because that’s way too easy.

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Thank Iwata for Smash

Thank Iwata for Smash

SmashBros2

Satoru Iwata has had a significant impact on the Smash series as a whole. So much so, that I personally consider him the, ‘second father’ of the series. While Masahiro Sakurai deserves all the credit for the creation and implementation of the idea of Smash Brothers, Iwata was instrumental in ensuring that the series made it into a reality. Today, I would like to briefly discuss Iwata’s involvement with the series.

Short biography:

Most gamers now know Satoru Iwata as the president of Nintendo. However, some fans may be unaware that Iwata actually has a strong history in not only management but with programming. Born in the cold Sapporo, Japan on December 12th, 1959; Iwata started programming games from a young age. When he was 19 years old he joined Hal Laboratory as part-time, where he started his professional career as a programming. After graduating, he was hired full time. Four years later, he would begin his career as a video game producer Hal. At this time, is credited with programming and producing such successful games like Balloon Fight, Golf, and Earthbound (Mother 2 in Japan).

Note: Most of the information here came from this site.

Super Smash Bros:

Even though Iwata was Masahiro Sakurai’s supervisor at Hal, they enjoyed a close working relationship and respected each other. Iwata produced two of Sakurai’s Kirby games. Later, when Sakurai came up with a way to revolutionize the fighting game genre, he approached Iwata to help program the prototype.

However, Iwata’s involvement did not stop there. Iwata helped Sakurai receive permission from Shigeru Miyamoto in order to use Nintendo characters in their new fighting game. Originally, Miyamoto turned down Iwata’s idea. Despite this, Iwata convinced Sakurai to demonstrate the idea to Miyamoto while withholding the fact that Miyamoto has already said ‘no’. This demonstration by Sakurai got Miyamoto’s approval, and thus Nintendo All Stars: Super Smash Brothers was officially born.

Melee:

During Melee’s development, Iwata moved from his position in Hal took the position of General Manager of Corporate Planning at Nintendo. Despite his managerial position, he actually helped out with debugging and some programming in Melee. Because of Iwata’s efforts, Melee was able to release on time. Iwata is credited with a “Special Thanks” in the credits. After Melee’s release, Iwata would be promoted to the CEO of Nintendo, succeeding Hiroshi Yamauchi in 2002.

After Melee and Kirby’s Air Ride was released, Sakurai decided to leave Hal Laboratory. Before leaving, he consulted Iwata on a number of topics. To Sakurai’s surprise, a sequel to Super Smash Brothers was brought up. Iwata promised Sakurai that if a sequel were to be made, Nintendo would consult Sakurai. This is because, Iwata believed that only Sakurai possessed the tact and vision to ensure that Smash Brothers was true to its’ source material, while being enjoyable and successful.

Brawl

When the Nintendo Revolution was announced, Iwata had confirmed that a Smash Brothers game that made use of the Nintendo WiFi connection would be released alongside the console– much to Sakurai’s surprise.

Shortly after that announcement, Iwata and Sakurai met in a private hotel room. Iwata reaffirmed his promise to Sakurai. If, and only if Sakurai did not sign on to making a new Smash Brothers game, then Iwata would have staff remake Super Smash Brothers Melee with online capabilities for Nintendo’s new system. Iwata told Sakurai that he would probably not change anything else. No extra stages, no extra fighters. Sakurai was initially unsure whether or not to sign on to this project, but felt that a full re-release was unfair to the fans of the series. Eventually, Sakurai would sign on and make Super Smash Brothers: Brawl. For additional information about this, stay tune for a full translation of Sakurai’s Famitsu column about Brawl.

“Smash for”

There isn’t any clear information about Iwata’s role in “Smash for”. It is important to note that after Brawl was released, Sakurai expressed interest in making a handheld version of Smash for the DS  and might consider a new Smash for the next Nintendo system (Japanese). Sakurai ended up doing both with the 3DS and Wii U.

I do believe that Iwata has had a huge influence in Sakurai’s decision to work on Smash for Dlc. During the announcement of additional Dlc, Iwata stated that he approached Sakurai with the idea of a fighter ballot. From a business perspective making some DLC makes perfect sense, and the way that Sakurai is doing it does not contradict his earlier statements about DLC.

Conclusion

All in all, Iwata has played a huge role in Super Smash Brothers from it’s inception. Please take a moment…and please understand.

Yesterday, I wrote about Sakurai’s cat, Fukura. Tomorrow, I will finish either the Brawl translation piece, or write about Michiko Sakurai. I haven’t decided yet.

Sakurai on DLC: “It’s All About Making Players Happy”

Hey there! Masked Man here, bringing you a full translation of Based Sakurai’s latest article in this month’s Famitsu. He talks about DLC in Sm4sh, offering a little insight into how it came to be and what he and the team intend for the future. Enjoy!

Note: In the original article, red is used for emphasis. It was changed to blue to improve readability on the blog.


Famitsu, Vol. 477
“The Creator’s Hands Are Alive and Well!”

In the Users’ Eye section of this magazine, “Sm4sh for 3DS” was the top scoring game of 2014 with an average of 9.58! Personally, I’ve never seen such high marks before, and I would like to thank you for your incredible support.

As I have mentioned in this column, Smash is made up of the incredible hard work and sacrifice of myself and others. I, too, acknowledge, that developing the Smash games is the best way to satisfy the most players worldwide.

And that is precisely why we decided not only to distribute Mewtwo, but to also reintroduce Lucas, the protagonist of Mother 3, as a playable character. In other words, we plan to release premium DLC (downloadable content) for Sm4sh.

These days, the “DLC scam” has become quite the epidemic, charging customers extra money to complete what was essentially an unfinished product. I completely understand how aggravated players must feel. After all, a game should be 100% done at the time of release, and I would be livid if it were split up and sold in pieces.

Why, then, do you think so many titles provide premium DLC on or shortly following a game’s release? It’s because that’s the easiest way to make money.

After all, if you wait too long after a game’s release to distribute additional content, players will already move on to the next title. Even long tail titles–that is, ones that perform consistently well over an extended period of time–make more money the earlier they come out.

The same goes for Sm4sh. We could have easily reserved a few characters on the current roster and later sold them as premium DLC. A considerable amount of work went into development, and the game would have already featured a ton of content. Plus, if you were looking to make a profit, DLC would be the way to go. Development is more costly than ever, yet the price of games has remained the same, so more income would help offset that imbalance.

However, the DLC we are releasing for Sm4sh is authentic, developed only after we finished working on the main game. Of course, said content will come to you at a premium as compensation for the work put into developing additional content post-production. Nintendo has the final say on the price, but given the number of man-hours spent on the creation of this DLC, I’d say it’s a great deal.

We originally decided to create Mewtwo on the premise that we would distribute him as a special thanks to users who bought both versions of Sm4sh, but we realized a flaw in our logic. For example, in a family with several children, each child might have their own 3DS but share the same Wii U. If we were to only distribute Mewtwo to those who purchased both versions of the game, only one of the children could play with this new character on his or her 3DS. Thus, we decided to offer Mewtwo as premium content for other users as well.

Moreover, we decided to release other characters as well because part of the fun of Smash is the anticipation: “Which character will join the fray next!?” If we keep distributing content, we can maintain that excitement, and I think that’s a really great thing.

Our team may have shrunk in size, but I’m still just as excited as ever to be pouring my heart and soul into my work every day. Given the different types of content we’re producing, it wouldn’t be surprising for the planning of one item to coincide with the development, balancing, and finalization of several others. We also have version updates, online features, and additional modes to worry about. It can be quite overwhelming, but it’s all about making players happy.

Fighters take an incredible amount of work to develop, so I don’t think we’ll be able to produce that many. Part of me would also love to finish up the project and finally enjoy some rest and relaxation. That said, we’ve already begun development, so I would like to provide as much additional fun and excitement as possible from here on out. We’ll continue working for a little while longer, so please stay tuned!

BOTTOM TEXT:

Super Smash Bros. for Nintendo 3DS/Wii U
On the morning of April 2nd, 2015, we announced our plans to release premium downloadable content for Sm4sh. We will be accepting suggestions for future fighters via the Super Smash Bros. official home page until October 3rd, 2015.

Lucas
The once-timid protagonist of Mother 3 first joined the fray in “Super Smash Bros. Brawl” for the Wii, and now returns braver than ever in Sm4sh! Like Ness, Lucas commands a wide array of PSI abilities like PK Fire and PK Thunder. His trusty friend Rope Snake also returns to lend a hand–er, tail–in a pinch!

JP Text:
本誌のユーザーズアイで「スマブラfor 3DS」が2014年におけるトップスコアをとったとのこと。なんと、平均点は9.58点!!そんな数字、個人的には見たことがないですよ。おおくの支持をいただき、ありがとうございます。

「スマブラ」はとんでもない苦労をしてつくられていることは、このコラムでもお伝えしている通りです。私も、世界中でもっとも多くのお客さんを喜ばせるには、「スマブラ」を作ることがいちばんの手法であると自覚しています。

そんな折。「スマブラ for」の追加ファイターとしてミュウツーを配信するとともに「MOTHER3」の主人公”リュカ”を配信すると発表しました。つまりDLC(ダウンロードコンテンツ)を制作、追加販売するということです。

”DLC商法”なんて言葉が蔓延していますね。後からお金を払わなければならない収まりの悪さ。そのお客さんの気持ちはよーくわかるのですよ。本来は全部揃って100%のものを、切り売りされたらまらないですからね。

発売日や近い時期にDLCがある作品も多いですがばぜだと思いますか?それは、そうすうことがいちばん売れる手段だからです。

ゲーム発売後に時期を置いてから配信する場合、そのあいだにもお客さんはどんどんつぎのゲームに移っているわけです。ロングテール、つまり長き期間をかけて売れるものだって、最初から出ているほうが商機はより長いわけです。

「スマブラfor」だって、製品に入っているいくらのキャラクターを最初に出さず、DLCで販売することはできました。かかったコスト的にも内容的にも十分なものを備えていると思いますし、利潤を求めたらそうするに限る。いまの作品はコストがすごくかかるのに値段が据え置かれているので、メーカーとしても助かります。

しかし、「スマブラ」のDLCは正真正銘、本編開発終了から制作を開始しています。全力を注いでソフトを完成させた後、制作力、運営力を維持するために対価をいただくことになります。価格は任天堂で決められますが、かかったコストの割にはお得だと思います。

ミュウツーはもともと”両機種買った人へのサービス”を前提に制作を決定しました。ただ、これだと問題があります。例えばWii Uは家庭に1台で、3DSは兄弟でそれぞれ持っていることがあります。両機種へのサービスのみだと、Wii Uに1体、3DSに1体しかミュウツーを配れなくなり、兄弟で個別に遊べませんよね。なので、ふつうに購入もできるようにしました。

そして、以降のキャラクターを追加する理由ですが「スマブラ」はやはり何のキャラクターが参戦するのか、その思いを馳せるのが楽しいゲームなのですよね。配信があることで、その楽しみを持ち続けていられるのは、とてもよいことだと思います。

チームは縮小しているものの、わたしもテンションを落とさず、日々力を注いでいます。各コンテンツの完成時期の違いから、新しい企画と、制作や調整とマスターアップが同時にやってきます。パッチやオンライン系、追加モードもあるのでたいへんですが、これも世界のお客さんが喜ぶため。

ファイターの制作は非常に手がかかるので、そんなに多くは量産出来ないと思います。わたしも、ポロジュクトを終えてスッキリしたいと思いますし。しかし、一度取り組むと決めた以上、なるべく多くの楽しみを提供していきたいと思います。今後しばらく、がんばりますのでご期待ください!

大乱闘スマッシュブラザーズfor Nintendo 3DS/WiiU」のDLCに関する発表
去る4月2日早朝、任天堂による新作紹介放送、Nintendo Direct 2015.4.2にて世界同時に発表された。新たに追加参戦してほしいファイターについては、「スマブラ」公式サイトのて2015年10月3日まで募集している。

リュカ
ちょっびり気弱な「MOTHER3」の主人公。シリーズの前作にあたえう「大乱闘スマッシュブラザーズX」で新登場した。PKファイヤーやPKサンダーといった、PSI(超能力)とヒモヘビを駆使してたくましく戦う。

Famitsu Vol. 477

Smash 4 DLC: The Case for the Prince of Persia

That logo is definitely in the background.  What’s he trying to jump over here?

Character Background: The Prince of Persia is not a single character, but rather a group of eponymous princes that players take control of in order to navigate through a magical world inspired by Middle Eastern folklore.  Every iteration of the Prince is known for his fluid motion, extreme agility, and penchant for swordplay.  Perhaps the most famous version of the Prince, the one that made his debut in 2003’s The Sands of Time, is also known for his ability to control the flow of time itself through the use of a mystical dagger.

The Prince of Persia franchise, debuting in 1989, consists of over a dozen titles that have sold over 20 million copies combined.  Originally developed by Brøderbund, the rights to the game were acquired by Ubisoft in 2001. The 2D entries into the series pioneered a genre known as “cinematic platformers.”  Games in this genre are characterized by the realistic movements of their protagonists (often through the use of rotoscoping techniques.)  Other well known cinematic platformers include Oddworld, Blackthorne, and Flashback.


Nothing quite like wall running and precision platforming while using that GameCube Analogue stick.

Reasons for inclusion: As mentioned in the Rayman article, Ubisoft and Nintendo have a long history as collaborators.  Ubisoft is arguably Nintendo’s strongest source of Western third party support, and the Prince himself has a strong Nintendo legacy of his own.  The first game in the series, simply titled Prince of Persia, was originally released on the Amiiga but quickly found its way onto both the NES and SNES.   Every main line entry into the franchise since then, with the exception of 2010’s Prince of Persia reboot and 1999’s Prince of Persia 3D, has appeared on a Nintendo home console.  In addition to this, the franchise has also released several games as hardware exclusives on Nintendo handhelds.

As a brand, Prince of Persia is a very well known commodity.  The game series was adapted into a major motion picture by Walt Disney Pictures in 2010.  The film set out to be the “next Pirates of the Caribbean,” but unfortunately fell far short of that lofty goal.  The film was a critical failure (it currently sits at a 36% “rotten” rating on RottenTomatos.com,) but it did manage to earn a worldwide gross of $335,154,643.  That number is enough to make the Prince of Persia the highest grossing video game adaptation of all time.  The commercial success of the movie, as well as the wide variety of movie merchandise and tie-ins created for it, give the Prince a notoriety far beyond that of most video game characters.

You know who doesn’t have his own Lego set?  Sonic.  +1 to the Prince.

Reasons for exclusion:  Many of the general issues that affect Rayman’s chances also adversely affect the Prince.  Chief among them is the somewhat strained relationship between Ubisoft and Nintendo.  Still, the two companies remain on friendly terms and there is no reason to think that a deal could not be worked out if the demand is there.  The other main point is that the Prince is a character created by a Western game studio.  The only character of this type to make it into Smash as of yet is Diddy Kong.


16-Bit Prince looks like Toad.  If that doesn’t make Nintendo fans want him, I don’t know what will.

The Prince himself is also known to use realistic weaponry, such as daggers and swords, in his game.  This is likely not a huge issue.  Many of the characters that are already playable in the Smash Bros. series are sword users, and his daggers are far removed from most real world knives due to their ornate design.

The series has largely been supplanted by Assassin’s Creed in recent years, another game that focuses on an agile protagonist with many Middle Eastern themes.  These games are still quite different from the Prince’s games, though, and Ubisoft has expressed interest in revisiting the Prince of Persia franchise in the future.

Music

What is Smash Bros. without music? Here are a few tracks you can look forward to if the Prince of Persia makes it in.

Miiverse Translations 4/3-4/9

Decided to translate the Miiverse pictures that BluePikmin11,  picked out. Check out his thread over at SmashBoards.  I included some cultural explanations for some of the pictures. If you would like to request some translations, please post in the comments below (with the picture link), or let me know on Twitter.
4/3- 4/9
Entrance Ceremony
Mabura Middle School
Villager: Hey it’s Roy (Fire Emblem)!
Ness: Roy! (Fire Emblem)
Ness: How are you Roy? You look good
Villager: You should join the battle, Roy (Fire Emblem)
Roy: (What’s with the way) they are calling me…
(note, the Pac-Man chart is actually similar to how Japanese conduct eye exams. They don’t do letters)
Pokemon Trainer: You’ll get used to it.
Note: This is a parody of a (god awful)  movie, Thermae Romae. It’s Japanese comedy move where a Roman goes into modern day Japan and checks out all the public baths. He marvels at how amazing they are, and then goes back to Ancient Rome and tries to recreate them. I’m not joking.
Kirby: How about putting your arm in front of you?

(Holy cow, this is so creepy)

Text Box: You got Falchion. Worth: 3250000G. (Call back to Great Cave Offensive)

Robo Hiroshi joins the battle. (From a Crayon-Shin Chan Movie)

Kirby and others.

Gather 2: Hopping Strikes Back.
The Whispy Wood Tree turns into the Great Deku Tree when getting a Smash ball.

Waddle Dee: Newcomer? (Literally: New Flour) Waddle Dee
Wolf: Let’s play together
Part-Timer (Badge Shop): I will join the battle in Smash!
Dixie Kong: (Monkey Sounds). Dixie Kong!
Snake: I kept you waiting….again.
Chrom: Let’s change his Smash Brothers lucl
Splatoon:  It’s early, but shouldn’t they get in? (Uses a pun between Squid and shouldn’t they?)
Roy(Fire Emblem): It’s this okay??
Cat Peach:  Vote for me, meow!
Pichu: Mr. Sakurai…(where’s my) invitation….
Villager: I don’t speak English….
Ness: I don’t speak Japanese
Village + Nessr: What?
Villager: What was that?
Ness: Hey you!
(Remember to right right to left)
Zelda?: I am the princess of this kingdom…
Zelda?: Zelda.
Sakurai?: I have to work on Lucas too. (On his way to work)
Stray Wolf: Please give me a home (Not sure on the first character).
Sakurai?: …
*I went with Stray Wolf because this is how they refer to Stray Cats in Japanese. Literally, thrown away cats.
Luigi’s Scream.
King K. Rool: Hey you over there! Make sure you vote for me!
What? (You voted for) Dixie?  You must be joking!!!
Put us out as DLC, meow. Please! Hino and Iwakki.
(These are two of the most popular Yokkai Watch characters. Not sure on their actual English names but the left is Whisper, and the right is Jibyanyan)

Happiness Miracle (It’s a pun)
Happy Stomach are the characters they used, but when you pronounce it, it’s Happiness Miracle.

Sandbag: It’s been awhile…Ganondorf….
Sandbag joins the fight.

Smash Brothers’ Fighter Ballot
Open until October 3rd, 2015!
(Just the Pokemon battle screen)

Kirby: Hey everyone! Vote for Bandanna Waddle Dee in the Fighters Ballot!

I was in Hyrule Warriors and in Majoras Mask….how about Smash Brothers?
Waddle Dee Joins the Battle…I hope.