Kirby Super Star: Difference between revisions

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== Development ==
== Development ==
Development of ''Kirby Super Star'' began soon after the completion of ''[[Kirby's Adventure]]'', as soon as the team at HAL Laboratory had a suitable SNES development environment. [[Masahiro Sakurai]] has shared many details about the game's development over the years, much of which can be found in [https://www.youtube.com/watch?v=PkeETXCSn5M this video released on his official YouTube channel]. In this video, Sakurai explains that there were two primary prerogatives behind designing ''Kirby Super Star'': the first was the emphasis on two-player co-op, and the second was the "omnibus" format. The emphasis on multiplayer was given to Sakurai and his team by [[Nwiki:Shigeru Miyamoto|Shigeru Miyamoto]], who'd had trouble implementing such a system for the ''Super Mario'' games because he felt the fast-paced gameplay got in the way, and hoped that it could be done in a "slower" game like ''Kirby''. Sakurai described this request as a "tall order", as he understood that it was not that simple, particularly given the fact that Kirby's Copy Ability could radically change the "speed" of the gameplay. Noting that traditional two-player co-op games which place equal emphasis on both players often resulted in them pulling on each-other too much, and that this might get in the way of a platformer experience, Sakurai ended up creating the Helper system, which places the main emphasis on player 1, and pulls player 2 back via a [[Space Jump]] if they wander off-camera. Notably, in the original draft for this concept, the P2 character would gradually lose [[health]] if they wandered off-screen, similar to how damage can accumulate on characters in the [[Super Smash Bros. (series)|''Super Smash Bros'' games]] if they are off-screen.<ref>[https://www.youtube.com/watch?v=PkeETXCSn5M ''Kirby Super Star'' video on "Masahiro Sakurai on Creating Games", document shown at 2:12]</ref> This general concept would then be tied into the Copy Ability system by allowing Kirby to create allied versions of enemy characters by using an [[Ability Item|item]] associated with the ability. From here, Sakurai explains that this was how he came up with the idea of giving Kirby his ability hats, which he proclaims greatly increased Kirby's character appeal. In relation to this addition, as well as due to Kirby's expanded Copy Ability movesets, Sakurai and his team decided to beef up the HP of regular enemies so that they would not just be defeated in one hit by most attacks, adding versatility to Kirby's moves.
Development of ''Kirby Super Star'' began soon after the completion of ''[[Kirby's Adventure]]'', as soon as the team at HAL Laboratory had a suitable SNES development environment. [[Masahiro Sakurai]] has shared many details about the game's development over the years, much of which can be found in [https://www.youtube.com/watch?v=PkeETXCSn5M this video released on his official YouTube channel]. In this video, Sakurai explains that there were two primary prerogatives behind designing ''Kirby Super Star'': the first was the emphasis on two-player co-op, and the second was the "omnibus" format.  
 
The emphasis on multiplayer was given to Sakurai and his team by [[Nwiki:Shigeru Miyamoto|Shigeru Miyamoto]], who'd had trouble implementing such a system for the ''Super Mario'' games because he felt the fast-paced gameplay got in the way, and hoped that it could be done in a "slower" game like ''Kirby''. Sakurai described this request as a "tall order", as he understood that it was not that simple, particularly given the fact that Kirby's Copy Ability could radically change the "speed" of the gameplay. Noting that traditional two-player co-op games which place equal emphasis on both players often resulted in them pulling on each-other too much, and that this might get in the way of a platformer experience, Sakurai ended up creating the Helper system, which places the main emphasis on player 1, and pulls player 2 back via a [[Space Jump]] if they wander off-camera. Notably, in the original draft for this concept, the P2 character would gradually lose [[health]] if they wandered off-screen, similar to how damage can accumulate on characters in the [[Super Smash Bros. (series)|''Super Smash Bros'' games]] if they are off-screen.<ref>[https://www.youtube.com/watch?v=PkeETXCSn5M ''Kirby Super Star'' video on "Masahiro Sakurai on Creating Games", document shown at 2:12]</ref> This general concept would then be tied into the Copy Ability system by allowing Kirby to create allied versions of enemy characters by using an [[Ability Item|item]] associated with the ability. From here, Sakurai explains that this was how he came up with the idea of giving Kirby his ability hats, which he proclaims greatly increased Kirby's character appeal. In relation to this addition, as well as due to Kirby's expanded Copy Ability movesets, Sakurai and his team decided to beef up the HP of regular enemies so that they would not just be defeated in one hit by most attacks, adding versatility to Kirby's moves.


The second prerogative, that of the "omnibus" format, was driven by Sakurai's desire to create a more approachable game that would not take too long to complete, as he felt there were too many games out at the time with big time demands placed on their players. To that end, he conceived the cork-board system of having several smaller games with differing themes, stories, and gameplay styles all together in one package. He also touched upon a scrapped concept for an additional horror-themed game was planned to be included, which he had before mentioned in an interview for the [[SNES Classic Edition]]. In this game, Kirby chases a butterfly into a spooky forest and there finds a magical wall clock that belonged to a wizard who perished centuries ago. The wall clock curses Kirby by sealing his mouth shut, leaving him unable to inhale, hover, or eat food. To break the curse, Kirby would then have to venture into a haunted mansion in the forest that belonged to the late wizard.<ref>[https://www.youtube.com/watch?v=PkeETXCSn5M ''Kirby Super Star'' video on "Masahiro Sakurai on Creating Games", document shown at 6:00]</ref> Instead of Copy Abilities, Kirby would have used items to emulate their effects; for example, a candle would give him the [[Fire]] ability. The game was titled "Heat Haze Mansion" (Kagero Mansion in the interview's official translation). No work was done on this game, as it needed to be deprioritized due to time and game memory constraints.
The second prerogative, that of the "omnibus" format, was driven by Sakurai's desire to create a more approachable game that would not take too long to complete, as he felt there were too many games out at the time with big time demands placed on their players. To that end, he conceived the cork-board system of having several smaller games with differing themes, stories, and gameplay styles all together in one package. He also touched upon a scrapped concept for an additional horror-themed game was planned to be included, which he had before mentioned in an interview for the [[SNES Classic Edition]]. In this game, Kirby chases a butterfly into a spooky forest and there finds a magical wall clock that belonged to a wizard who perished centuries ago. The wall clock curses Kirby by sealing his mouth shut, leaving him unable to inhale, hover, or eat food. To break the curse, Kirby would then have to venture into a haunted mansion in the forest that belonged to the late wizard.<ref>[https://www.youtube.com/watch?v=PkeETXCSn5M ''Kirby Super Star'' video on "Masahiro Sakurai on Creating Games", document shown at 6:00]</ref> Instead of Copy Abilities, Kirby would have used items to emulate their effects; for example, a candle would give him the [[Fire]] ability. The game was titled "Heat Haze Mansion" (Kagero Mansion in the interview's official translation). No work was done on this game, as it needed to be deprioritized due to time and game memory constraints.
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