1989–2024

The One Who Kept Making It

Masahiro Sakurai — The director who walked away from security to serve the player, again and again.

August 2003 — Tokyo, HAL Laboratory

The One Who Kept Making It — Enjoy Game Japan Museum illustration

In August 2003, Masahiro Sakurai left HAL Laboratory. He was thirty-two years old. He had spent fourteen years at the company — more than a third of his life. He had created Kirby at nineteen and saved a company from bankruptcy. He had directed Super Smash Bros. Melee, the best-selling GameCube title, under conditions that left him unable to use his hands without pain. He could have stayed. The company would have welcomed it. The industry would have rewarded it. He left anyway.

He did not leave because of anger or failure. He left because he wanted the ability to say no. HAL Laboratory was part of Nintendo's ecosystem, and that ecosystem ran on sequels. A successful game meant another game, and another after that. Sakurai had spent years making what the market demanded. He wanted to make what the player needed. The difference between those two things is subtle, but it is not small.

2005年、ソラ有限会社設立——2人だけの会社が、自由への扉を開いた
2005年、ソラ有限会社設立——2人だけの会社が、自由への扉を開いた

In 2005, he founded Sora Ltd. with his wife, Michiko Sakurai, who had also worked at HAL. The company employed two people. It developed nothing on its own. It existed so that Sakurai could contract his services while retaining creative control. He directed Super Smash Bros. Brawl in 2008, not as an employee, but as a freelance director. He worked the same brutal hours. He poured the same obsessive care into frame data and character balance. But when the game shipped, he could walk away. And then Nintendo asked him to make another one.

He made four more Smash Bros. games over the next sixteen years. Each time, he told himself it would be the last. Each time, he returned. It was not obligation that brought him back — he had structured his life to avoid obligation. It was something closer to duty. The players wanted it. He knew how to make it better than anyone else. So he made it.

「最後だ」と言いながら、何度でも戻ってきた——義務ではなく、誠実さが呼んだ
「最後だ」と言いながら、何度でも戻ってきた——義務ではなく、誠実さが呼んだ

Between Smash titles, he directed other games. Meteos, a puzzle game, in 2005. Kid Icarus: Uprising in 2012, a game built around controls so unconventional that some players hated them and others called it one of the best games on the 3DS. Sakurai has said publicly that he does not particularly enjoy puzzle games. He made Meteos anyway. A designer serves the player, not their own preferences.

In late 2021, Sakurai had a gap in his schedule — the first sustained break in years. He used it to write 256 video scripts totaling 300,000 words. In August 2022, he launched a YouTube channel titled Masahiro Sakurai on Creating Games. Over the next two years, he uploaded 260 videos in Japanese and English. The channel was never monetized. Production costs reached approximately 90 million yen. He funded it himself. The purpose, he explained, was to raise the quality of games worldwide, even by a small margin.

9000万円、260本の動画——見返りのない教育は、最後のギフトだった
9000万円、260本の動画——見返りのない教育は、最後のギフトだった

The videos covered everything from camera angles to difficulty curves to the design philosophy behind air-dodging in Smash Bros. He demonstrated techniques using footage from his own games and from competitors' games with equal respect. He spoke in the plain, methodical tone of someone who had spent thirty years solving problems and wanted to hand the tools to the next generation before the knowledge disappeared. In October 2024, the channel concluded. It had amassed over 62 million views in Japanese and over 20 million in English.

Sakurai once said that making games is like stacking small stones one at a time — exhausting, painstaking, and fragile. One mistake and the pile collapses. But if it means more people can enjoy the result, he would weather any hardship. That is not a metaphor. That is how he has lived. He left the security of a steady job to retain the freedom to serve players on his own terms. He made sequels he swore he would never make because the alternative was letting someone else make them worse. He spent 90 million yen of his own money teaching strangers how to design games, knowing he would never see a return.

The story of Masahiro Sakurai is not about talent or ambition. It is about choosing, over and over, to do the thing that serves the player — even when it costs more than it should, even when no one asked, even when walking away would have been easier. He could have stopped after Melee. He could have stopped after Brawl. He could have stopped after Ultimate. He did not stop. He kept making it. That is the only story that matters.

作り続けること自由と奉仕の矛盾プレイヤーへの忠誠

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Sources

  1. 桜井政博 — Wikipedia 日本語版 — accessed 2026-06-09
  2. Masahiro Sakurai — Wikipedia (English) — accessed 2026-06-09
  3. 桜井政博氏が語る、初代『星のカービィ』開発秘話 — ファミ通.com — accessed 2026-06-09
  4. HAL研究所、桜井政博氏が退社 — インサイド — accessed 2026-06-09
  5. Masahiro Sakurai Famitsu Column Started Because of Final Fantasy XI — Siliconera — accessed 2026-06-09
  6. Timeline of Masahiro Sakurai's Life — Source Gaming — accessed 2026-06-09