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The development of ''Kirby's Adventure'' was a turbulent one, shaped by many extenuating factors. Much of the information about it comes first-hand from [[Masahiro Sakurai]], and in particular he summarizes the circumstances and high-level decisions he and his team made in [https://www.youtube.com/watch?v=khJa2vIW0xY a video he published about the game] on his personal YouTube channel.
The development of ''Kirby's Adventure'' was a turbulent one, shaped by many extenuating factors. Much of the information about it comes first-hand from [[Masahiro Sakurai]], and in particular he summarizes the circumstances and high-level decisions he and his team made in [https://www.youtube.com/watch?v=khJa2vIW0xY a video he published about the game] on his personal YouTube channel.


At the time development started, [[HAL Laboratory]] was on the verge of bankruptcy, and was hoping for a quick surge of profits to help salvage the situation. They turned to Sakurai, who had just completed ''Kirby's Dream Land'', to make a port of the game for the NES. Sakurai explains that the choice of the NES over the [[Super Nintendo Entertainment System|SNES]] was to hasten development time. He explains: "With the SNES, it would have taken too long to set up the dev environment, let alone actually make the game".<ref name="Sakuraivideo">[https://www.youtube.com/watch?v=khJa2vIW0xY ''Kirby's Adventure'', published by the channel Masahiro Sakurai on Creating Games on 9/9/22]</ref>
At the time development started, [[HAL Laboratory]] was on the verge of bankruptcy, and was hoping for a quick surge of profits to help salvage the situation. They turned to Sakurai, who had just completed ''Kirby's Dream Land'', to make a port of the game for the NES. Sakurai explains that the choice of the NES over the [[Super Nintendo Entertainment System|SNES]] was to hasten development time. He explains: "With the SNES, it would have taken too long to set up the dev environment, let alone actually make the game".<ref name="Sakuraivideo">[https://www.youtube.com/watch?v=khJa2vIW0xY ''Kirby's Adventure'', published by the channel Masahiro Sakurai on Making Games on 9/9/22]</ref>


At the time, Sakurai was concerned that the NES was already well known for having games catered to more seasoned veteran players, and would have preferred the relatively new audience of the SNES, so he decided to make a game that would attempt to cater to both new and veteran players alike. This was the main inspiration for the development of the Copy Ability mechanic, which would broaden the options available to players to choose how they wanted to play the game, as well as create the opportunity for optional challenges and expand the idea of "using enemies" to one's advantage which was already present in ''Kirby's Dream Land''. To help differentiate between when Kirby does and doesn't have a copy ability, his sprites were adjusted to take advantage of the NES's higher-quality graphics compared to the Game Boy, recoloring Kirby's skin peach (save for [[Ice]] and [[Freeze]], which turn him blue) and making his sprite wider compared to when he has no ability. In the video, Sakurai shares a number of concept drawings he made of abilities and mechanics for the game, including several that did not make the cut, such as [[Fighter|"Kick"]], [[Mini|"Shrink"]], "Make Blocks", and "Self-Destruct (Trap)", among others. According to an interview published around the time the game was originally released, 40 Copy Abilities were conceptualized, which were eventually whittled down to the final 25. This interview also mentions a scrapped "[[Animal]]" ability, and one where Kirby could ride on a rocket.<ref name="shmuplations">[https://shmuplations.com/kirbysadventure/ Kirby’s Adventure – 1993 Developer Interview] (translated by Shmuplations)</ref> The concept art also shows [[rope]] platforms that can be cut, a concept that did not formally appear until ''[[Kirby Super Star]]''.
At the time, Sakurai was concerned that the NES was already well known for having games catered to more seasoned veteran players, and would have preferred the relatively new audience of the SNES, so he decided to make a game that would attempt to cater to both new and veteran players alike. This was the main inspiration for the development of the Copy Ability mechanic, which would broaden the options available to players to choose how they wanted to play the game, as well as create the opportunity for optional challenges and expand the idea of "using enemies" to one's advantage which was already present in ''Kirby's Dream Land''. To help differentiate between when Kirby does and doesn't have a copy ability, his sprites were adjusted to take advantage of the NES's higher-quality graphics compared to the Game Boy, recoloring Kirby's skin peach (save for [[Ice]] and [[Freeze]], which turn him blue) and making his sprite wider compared to when he has no ability. In the video, Sakurai shares a number of concept drawings he made of abilities and mechanics for the game, including several that did not make the cut, such as [[Fighter|"Kick"]], [[Mini|"Shrink"]], "Make Blocks", and "Self-Destruct (Trap)", among others. According to an interview published around the time the game was originally released, 40 Copy Abilities were conceptualized, which were eventually whittled down to the final 25. This interview also mentions a scrapped "[[Animal]]" ability, and one where Kirby could ride on a rocket.<ref name="shmuplations">[https://shmuplations.com/kirbysadventure/ Kirby’s Adventure – 1993 Developer Interview] (translated by Shmuplations)</ref> The concept art also shows [[rope]] platforms that can be cut, a concept that did not formally appear until ''[[Kirby Super Star]]''.
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