Last week’s issue of Famitsu featured a new column from Super Smash Bros. director Masahiro Sakurai. The piece addressed a few questions that fans may have about the new games.

On the topic of deciding enemies for Smash Run in the 3DS version of Smash Bros., Sakurai said that the following ideas were considered in the selection process:

– serves well as a general enemy

– light processing of movement on 3DS (comes down to the system’s hardware)

– it is possible to create uniqueness for that enemy

– maintaining balance between big or small, weak or strong enemies

– reduction of the relative workload that is required

– comes from a series that is possible to choose

Sakurai goes on to say that if the above principles were followed, humanoids/skeletons would be at a disadvantage since they are heavy to process. However, some of them made it in.

There is a somewhat large portion of enemies from Kid Icarus: Uprising in Smash Run. This is because the team had original models that were specifically made for 3DS. They also provided uniqueness, so it was easy to create them. Additionally, these models fitted the above mentioned conditions very well, and if that wasn’t the case, they wouldn’t have been included.

Another question Sakurai addresses: “What was the reason to not have human-sounding voices for some of the characters?”

Characters like Bowser, Donkey Kong, Diddy Kong and Dedede have had human-sounding voices in cartoons. That being said, Sakurai says that when it really comes to it, they have animal sounding voices.

2D fighters and such may have long lines, he noted. That would be possible to implement in this game as well, but if that was the case, it would be tougher to hear each other in four player matches. In Smash Bros., lines for attacks are generally shortened and they don’t feel out of place even in the heat of the action.

Last but not least, we have a somewhat strange tidbit that comes from the section of Sakurai addressing certain characters not being in the new games. Interestingly, he said that it’s difficult to transplant original data from Super Smash Bros. Melee since the game is so old.

That’s not all from Sakurai. A few days ago, we posted other tidbits, in which he addressed Ice Climber’s non-inclusion in the new Smash Bros. and more.

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