On the table flipping note. . . and since someone asked for sources here, Sakurai's own words:
"Melee fans who played deep into the game without any problems might have trouble understanding this, but Melee was just too difficult."
"If we want new people from this generation of gamers to come in, then we need it accessible, simple, and playable by anyone. You can't let yourself get preoccupied with nothing but gameplay and balance details.
Source:
http://www.eurogamer.net/articles/2010-12-08-smash-bros-melee-was-too-difficult?
Sakurai's main focus is accecibility. Game play and balance are very low on his list of priorities in this game. The main reason being he doesnt want the game to become "too dificult"
“When planning the development of a new game, I always take a lot of care to discuss the concept and try to define it as best I can. For example, I like to think of Smash as a four-player battle royal action game. You’ll notice that’s a lot longer than saying it’s a fighting game, because ‘fighting game’ is a completely different label."
Source:
http://www.vg247.com/2013/06/20/smash-bros-sakurai-wants-to-target-silent-brawl-loving-community/
He is defining it as a 4 man battle royal, and whatever balance he implements will be geared towards that, not a 1v1 fighter.
"If tournament popularity was the most important consideration, then I think we would create a Smash Bros. game that included a multitude of fast moves with complicated controls. However, I believe this is actually the greatest shortcoming of fighting games at present, and that is the reason why I don’t do it."
"While there’s a lot of enthusiasm for tournaments on the one hand, there are also users who just give up on these sorts of games because they can’t handle the complexity and speed. While other fighting games continue to work on honing this tournament aspect, I think that we need to move in a direction where there is more of a focus on inexperienced gamers."
"There are so many other games out there which are geared to tournaments. It is important for us, however, to maintain the game’s status as a kind of ‘rough’ party game in which anyone can play without feeling too much pressure over winning or losing.
He is flat out admiting he does not want competitive play to be the focus of this game to avoid being like other fighting games.
Source:
http://nintendoeverything.com/sakur...-smash-bros-more-interesting-than-the-others/
In response to Melee
"However, he has one particularly deep regret: the game's accessibility level. "I had created Smash Bros. to be my response to how hardcore-exclusive the fighting game genre had become over the years"
He wanted smash to be a fun party type fighting game and not like all the other hardcore fighting games of the time.
Source:
http://smashboards.com/threads/smash-bros-melee-was-too-difficult-new-sakurai-interview.293080/
that thread has a lot of sakurai's other views regarding competitive smash.
And Finally, when asked if he takes feedback on balancing the game from high level competitive players, he responded:
"Mostly I don't incorporate feedback like that. Basically, Smash Bros. is designed to be sort of targeted at the center, intermediate players, and if you think of sort of a skill graph or something where if you're targeting just the peak of that performance level, you're targeting a very small group of people. We wanna avoid a situation where it becomes a game sort of like other competitive fighting games, where it's only apreciated by a very small, passionate group of sort of maniac players. We definitely don't want that sort of situation. It's supposed to be a fun game for a wide variety of people."
Apparently Sakurai views the competitive scene as a group of maniacs, isn't that reassuring. . .
Source:
http://kotaku.com/an-in-depth-chat-with-the-genius-behind-super-smash-bro-530744390
Granted, he doesnt hate competitive play, he is against smash having its main focus around competitive play, gameplay, and balance. balance we receive will generally be geared towards 4 man ffa. Not that there will be 0 balance for competitive play, but if you want balance geared towards the competitive scene, I wouldn't hold your breath to get it from Nintendo.
On a final note, this is the truth behind Namco bandai's actual part in the balancing of the game.
"In all previous Smash Bros. games, I've entered in all the data for fighter skills and hitboxes by myself, and it's quite nearly that way with this game too. I've thought about leaving this work to others and I've actually tried it once or twice, but it hasn't worked out. I don't want to release an incomplete game, and I want everything to be as successful as possible, but it results in a massive amount of work for me. It's a big problem, but there are reasons for doing it this way." — Masahiro Sakurai
"...we have to work to keep things dynamic and not over-fine-tune the balance. If we aim for complete fairness, there won't be any personality to it." — Masahiro Sakurai
Source: http://www.gamnesia.com/news/sakurai-is-balancing-the-new-smash-bros-games-by-himself