Video summary

Why Smash 6 Is Almost Impossible

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Summary of the video’s main arguments and coverage

The video argues that Super Smash Bros. became “almost impossible” to make after Masahiro Sakurai’s success because Nintendo repeatedly leveraged his unique ability—then trapped him (and later anyone else) with the expectations created by his previous work. It frames Smash’s development history as a cycle:

  • Nintendo pushes Sakurai into crunch and expansion.
  • Sakurai delivers—and the resulting “standard” makes the next game harder to justify or replace.

1) Sakurai is pulled back by Nintendo’s need (and by a threat)

  • Sakurai learns about Smash 3 (and online play plans) after leaving HAL Laboratory.
  • Nintendo’s president Satoru Iwata publicly announces online plans, but Nintendo allegedly doesn’t tell Sakurai that his decision to leave would be overridden.
  • The video depicts a coercive ultimatum: if Sakurai refuses, Nintendo would effectively continue Smash by adding online to Melee and shipping without him.
  • Sakurai agrees, and the core theme emerges: each time Nintendo uses him to solve a problem, the solution makes the series bigger and harder for anyone else to carry.

2) Smash’s “anti-combo” design philosophy: intuitive fun for everyone

The video explains why the original Smash worked:

  • Sakurai disliked traditional fighting-game emphasis on memorization/combo lockouts.
  • In Smash 64, mechanics like the damage percentage “anti-combo” system and simple directional/button inputs make fights understandable quickly.
  • The roster choice is presented as deliberate: Smash uses beloved Nintendo characters (Mario, Link, Pikachu, Samus) so new players care immediately.

3) Melee: a rushed but massive technical and content leap that created a new benchmark

  • After Smash’s success, Nintendo needs another Smash for GameCube launch momentum.
  • The sequel (Melee) is described as a “ceiling raising” project—expanding everything while keeping pick-up-and-understand simplicity.
  • Key expansions include more fighters, stages, and a huge roster of modes (adventure/event-heavy content).
  • Development conditions are depicted as extreme: about 13 months with little/no real downtime, plus late-stage debugging help to ship on time.
  • The video credits Melee with accidentally creating a competitive ecosystem: it’s immediately playable but takes years to master.
  • It also claims Melee raised expectations so high that future games would be judged against it.

4) Brawl: Sakurai tries to make a slower, Wii-friendly “own identity,” causing competitive splits

  • Nintendo asks for a third game that works on Wii hardware and appeals to broader audiences.
  • Sakurai changes pacing and controls to reduce the dominance of Melee’s high-skill execution gap.
  • The video highlights removals like “l-canceling” and shifts toward a more character-identity approach.
  • The large narrative mode, Subspace Emissary, is framed as Sakurai trying to create suspense across many franchises without relying on character dialogue.
  • Brawl is portrayed as divisive—especially due to random “tripping”, symbolizing the shift from precision control toward chaos/less predictability.
  • Competitive communities diverge:
    • Melee fans don’t fully transfer.
    • Later “rebuild” efforts like Project M emerge to restore lost speed/control.

5) Sakurai’s health and the recurring “only Sakurai can do it” problem

  • Across Smash 4 and its development, the video emphasizes the personal cost: Sakurai’s right arm deteriorates severely during production.
  • Even when teams help (including playtesting), the final creative responsibility and parameter tuning remain heavily centered on him.
  • The video argues this deepens the “unreplaceability” problem: Nintendo’s structure depends on one person’s taste and judgment, and that person is not sustainable as the sole bottleneck.

6) Ultimate: “total inclusion” and the engineering nightmare of bringing back everyone

  • After Smash 4, Sakurai works toward what the video calls his “last mission”: Super Smash Bros. Ultimate on Switch.
  • Ultimate’s defining goal is presented as “everyone comes back”—Ice Climbers, Wolf, and even difficult third-party licensing wins.
  • The roster expansion includes large crossovers (examples mentioned: Snake, Ryu, Bayonetta, Pac-Man, Cloud), with additional additions later (examples later include Banjo and Steve).
  • The video emphasizes Ultimate can’t just copy fighters; it required massive rework, including:
    • New character physics and stage systems.
    • Special challenges for Steve/Minecraft, requiring a grid/placeable-block implementation.
  • Where some characters can’t be playable due to licensing/constraints, Ultimate uses Spirits as an inclusion workaround.

7) The “trap” becomes explicit: Ultimate sets a standard that sequel expectations would likely break

  • The video asks whether Ultimate can even be followed.
  • It claims Sakurai believes another Smash would almost certainly require taking things away (fighters, stages, modes), which would disappoint fans.
  • As a result, the series becomes a one-way escalation:
    • Each game raises the cost of the next, while fans expect maximum retention.

8) Replacement is the real theme—and Sakurai’s solution is knowledge-sharing

  • The video concludes that no one else has been able to direct Smash at the same level, and Sakurai has even tried to hand off responsibility before.
  • After Ultimate, Sakurai launches a YouTube channel sharing design lessons.
  • This is positioned as the only way to “replace” his impact:
    • not by copying his role directly,
    • but by passing on design thinking so future designers can create their own “Smash-like” breakthroughs.

Presenters / contributors (as named in the subtitles)

  • Masahiro Sakurai
  • Satoru Iwata (spelled “Sattoru Iada/Iwatada” in subtitles; clearly referring to Iwata)
  • Satoru Iwata is also referenced as “Aada” / “Auada” (subtitles’ inconsistent spelling)
  • Shigeru Miyamoto (Miyamoto introduces Sakurai to Game Arts)
  • Tetsuya Mizuguchi (creator/producer behind MedEios idea)
  • Nintendo executives/sources referenced via descriptions (e.g., “Nintendo President” and “Iwatada”)
  • Zachariah (appears to be a subtitle error/unclear reference; context suggests another named person involved, but the exact identity is not reliable)
  • Sakurai’s DK/Dr. Mario/Falco/Fox team members are mentioned indirectly, but no additional real names besides the above are clearly identifiable from the subtitle text

Original video