Masahiro Sakurai recently cited the birth of Super Smash Bros. as an example to illustrate the importance of originality in game planning. He believes that if the series' first installment had followed the one-on-one fighting rules common in the 1990s, it might not have even had the chance to be officially released.
Sakurai stated that even if such a game had been released, it might have been viewed merely as a novelty item borrowing Nintendo characters, potentially ending the series' history right there. The actual game chose the then-uncommon platform fighter direction, differentiating itself from traditional fighting games through fast-paced, chaotic multiplayer battles featuring items, later expanding to support up to eight players.
He also recalled that during the development of the original Kirby's Dream Land, he similarly considered how to make the side-scrolling gameplay distinct enough from Super Mario Bros., preventing players from dismissing the new title due to the existence of similar games.
Regarding generative AI, Sakurai predicts that AI will increase game output, but most of these titles may fail to turn a profit. He believes that low-quality mass-produced content often merely replicates systems already used in other games, making it difficult to establish truly original core concepts. The above statements reflect Sakurai's personal opinions on game development and the market, and do not represent new projects or financial forecasts announced by Nintendo.

