Minister of Economy,Trade and Industry Award|
Games of the Year Division| Future Division| Amateur Division
Games of the Year Division| Future Division| Amateur Division
Grand Award / Award for excellence
Super Smash Bros. for Nintendo 3DS
General Description
Title | Super Smash Bros. for Nintendo 3DS |
---|---|
Release | Sep 13, 2014 |
Price | 5,616yen(tax included) |
Platform | Nintendo 3DS and 3DS LL |
Distributor | Nintendo Co., Ltd. |
Publisher | Nintendo Co., Ltd. |
Developer |
Nintendo Co., Ltd. Sora Ltd. BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Studios Inc. |
URL | http://www.smashbros.com/jp/ |
Copyright |
© 2014 Nintendo Original Game: © Nintendo / HAL Laboratory, Inc. Characters: © Nintendo / HAL Laboratory, Inc. / Pokémon. / Creatures Inc. /GAME FREAK inc. / SHIGESATO ITOI / APE inc. / INTELLIGENT SYSTEMS / SEGA / CAPCOM CO., LTD. / BANDAI NAMCO Games Inc. / MONOLITHSOFT |
Reason for the Award for Excellence
The Wii U version features high-quality graphics and operability and wonderfully reproduces fresh battles by popular characters as a work for the portable game player.
Players admire its new joy provided only by 3DS.
This work is awarded, meeting expectations from many fans with flying colors and getting backing by people of all ages, who say "Finally, we can enjoy the Smash Bros. anytime, anywhere, alone or with remote friends."
Players admire its new joy provided only by 3DS.
This work is awarded, meeting expectations from many fans with flying colors and getting backing by people of all ages, who say "Finally, we can enjoy the Smash Bros. anytime, anywhere, alone or with remote friends."
Work Introdution
Fifty (50) fighters including guest characters such as Rockman and Pac-Man in addition to Mario and Link, familiar characters.
Fifty (50) is the largest number of fighters in the series.
For the first time in the series, two types of platforms are offered: stationary game console and mobile.
The Nintendo 3DS version features "Field Smash," a battle game involving exploration and utilizing a feature of the portable game player, which enables anyone to play anytime, anywhere.
Players can enjoy easier character customization.
After the start of sales, we continuously update the work, add fighters and stages, and supports amiibo.
Comment of the game producer
In Japan, mobile type sells well while overseas such as North America, portable type.
Thinking of the particularity of the establishment of the team, we could not help but develop them simultaneously.
It is pretty amazing to enjoy the "Smash Bros." on the portable game player in 3DS (60fps) and play it online.
The design of this work is unreasonable, and we once thought we should created it in 2D.
We expected customers will not understand such functions and difficulties.
However, reading "Reason for Voting," many voters pointed out the smooth operation of Smash Bros. on a portable game player and the achievements to satisfy the factors above.
We did our best not to reduce characters and items lest the 3DS version should look like a reduced-size version of the Wii U version, which was simultaneously produced.
We repeated minute adjustments just like going through the eye of a needle, paid attention to the space of the stage and the visibility of characters.
This work was filled with as much as possible for a number of reasons. I am grateful to staffs, who achieved such tasks.
Masahiro Sakurai, Director
Thinking of the particularity of the establishment of the team, we could not help but develop them simultaneously.
It is pretty amazing to enjoy the "Smash Bros." on the portable game player in 3DS (60fps) and play it online.
The design of this work is unreasonable, and we once thought we should created it in 2D.
We expected customers will not understand such functions and difficulties.
However, reading "Reason for Voting," many voters pointed out the smooth operation of Smash Bros. on a portable game player and the achievements to satisfy the factors above.
We did our best not to reduce characters and items lest the 3DS version should look like a reduced-size version of the Wii U version, which was simultaneously produced.
We repeated minute adjustments just like going through the eye of a needle, paid attention to the space of the stage and the visibility of characters.
This work was filled with as much as possible for a number of reasons. I am grateful to staffs, who achieved such tasks.
Masahiro Sakurai, Director