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User:Wiz/Sandbox

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An editing space for all my experimenting. Article content, template tests or random trivia, all work-in-progress until they find better place. Direct use of the content from this page isn't advised. Might be changed frequently. ⁠–⁠Wiz (talk · edits) 22:13, 13 April 2021 (UTC)

Empty section[edit]

Resources[edit]

Kirby 64.com's shortened translation of Japanese N.O.M. 19 interviews[edit]

Copied from an archived timeline.swf Flash file for posterity, might be useful improving full translations.

An Interview with Kirby's creators[edit]

Kirby64.com is proud to present an exclusive interview with the masterminds responsible for bringing everyone's favorite pink puffball to life. This interview was conducted before Kirby 64 was released in Japan, and was originally posted on Nintendo Co. Ltd's website.

We would like to thank Nintendo Co. Ltd. for allowing us to translate this in-depth interview for Kirby's English-speaking fans to enjoy.

Part one of our interview is with Mr. Takashi Saito, the Project Manager of Kirby 64 from HAL Laboratories. In the second half of the interview we introduce you to Mr. Masahiro Sakurai, the man who created Kirby. Mr. Sakurai is also famous for his role as Game Director of Super Smash Bros. Without further ado, let's find out what it takes to make Kirby tick.

Kirby's creators: Interview with Mr. Takashi Saito, Project Manager of Kirby 64[edit]

What were your responsibilities as Project Manager for Kirby 64?[edit]

I was heavily involved in the game design, but my primary responsibility was to organize a schedule for the development process. Basically, I tried to find a balance between producing a quality product and completing the game before its release date. The whole Kirby 64 team was extremely dedicated to refining every detail, so it was a challenge to keep this project on schedule. Honestly, I would have preferred to release Kirby 64 earlier, but the extra development time has really given us the opportunity to polish the game. The final version is almost complete, but we're still fine-tuning the details. This is really a never-ending procedure. We'll probably be adding little touches here and there up to the very last minute.

When did you start working on Kirby 64?[edit]

We started working on this project in September of 1997. Let me show you something interesting [picks up a Game Pak]. Here is a version of Kirby 64 labeled 10/97. The title screen reads, "Kirby 64 Keroyon." This is actually a prototype game which we created to simulate the original Kirby game in a 3D environment. We programmed it to use the Control Stick, but in the final version of Kirby 64 we've decided to go with the Control Pad. We continued to work on this prototype version of the game until it was nearly complete, which was about a year ago. The game was pretty good, but not nearly as fun as the Kirby 64 we have now. I think the average gamer would have taken one look at that game and said, "This is great. Why don't you release it?" We decided not to release that version of the game because we knew we could do better. That's the way we work at HAL.

Why did you decide to change the Controller configuration from the Control Stick to the Control Pad?[edit]

The decision had a lot to do with the fact that the gameplay environment is 2 1/2 D, not truly 3D. The background graphics provide the illusion of depth, but Kirby can only move in one direction. We found that the Control Pad gave players finer control of Kirby's actions. We learned a lot about the gameplay mechanics last year at Space World, where we were able to watch young kids playing the game. We found that when kids used the Control Stick to move Kirby, they would keepthe Controller on the stand instead of holding it in their hands. That version of the game also used the Z Button a lot, which obviously wasn't working for young children. This made us think about the Controller configuration, and that is how we came up with the current set-up. We actually debated this issue a lot, since we used the Z Button so heavily in Super Smash Bros. After testing the new configuration with a group of elementary school students, we found that it worked really well.

In your opinion, what are the most appealing elements of Kirby 64: The Crystal Shards?[edit]

I hope that players will have a lot of fun mixing the Special Powers that Kirby earns from swallowing enemies. For example, if Kirby combines the Fire Special Power with the Needle Special Power, he'll be able to use a Fire Arrow Combo. There are 28 different combinations for players to discover. If Kirby mixes Ice and Cutter, he'll be able to ice skate. Mixing the Rock and Ice Special Powers allows Kirby to try his hand at curling. Finding and using these Power Combos adds a puzzle element to the game. Of course, Kirby can also mix two of the same Special Powers as well. If you mix two Needle Special Powers, Kirby can transform into a crazy tool stocked with sharp items like cacti and corkscrews. My favorite Power Combo is when Kirby shoots fireworks by mixing fire and Bomb Special Powers. It produces beautiful special effects and also eliminates a wide range of enemies.

Is there anything in particular you'd like to say to Kirby's fans?[edit]

I think it's important to note that Kirby 64 has something to offer for players of all ages. Depending on how you play, it can either be challenging or simple. We provided a wide variety of Power Combos, which can actually make the game more difficult if you rely on them too heavily. In fact, it's easier to play the game through with just the "swallow and shoot" strategy in some stages. To find all of the Crystal Shards, though, players will have to use Kirby's Power Combos a lot. This makes the game quite difficult. The only way to see the real ending to the game is to find all of the Shards, which I believe is very tough. Enjoy the game!

Now to the interview with the man that created Kirby!

Kirby's creators: Interview with Mr. Masahiro Sakurai, the man who created Kirby[edit]

Kirby is one of the most unique characters in the video game industry. How did you come up with the idea to create a pink puffball that inhales everything in sight?[edit]

Well, I was in the process of creating a new Game Boy game, and I needed a dummy character to represent what the real character would be doing in the game. I just put a Kirby-shaped blob in my presentation as a place-holder, but everyone liked it so much we decided to keep it in the game without any major changes. The only major difference between that Kirby and the modern Kirby is that now Kirby is drawn with rosy cheeks. That feature first appeared in Kirby's Adventure for the NES, but I wasn't responsible for that.

How did you come up with Kirby's name?[edit]

We called Kirby "Popopo" when we were developing the original game. There are a couple rumors going around about where we got the name. One is that we took the name from a brand name vacuum cleaner, and another is that we named him after one of Nintendo's attorneys. Honestly, I can't remember.

Are you the person who decided to give Kirby his famous pink hue?[edit]

Yes, I chose to color Kirby pink. Mr. Miyamoto, on the other hand, envisioned Kirby as yellow. Since Kirby's first game was on Game Boy, no one knew what Kirby's true color was unless we told them. Kirby was actually white on the package of his first Game Boy game. People realized that Kirby was pink when they saw his NES game, and then the package designers had to go back and change Kirby's color [laughs].

Tell us a bit about the evolution of Kirby games.[edit]

The very first Kirby game [Kirby's Dreamland for Game Boy] was designed to be a game for beginners. In the NES days, it seemed like most action games were too difficult for beginning players to complete. We developed the first Kirby game so that any player could make it through the game and watch the ending. I think advanced players could probably play through that game in about an hour.

For the second game [Kirby's Adventure for NES], we wanted to produce a game which would appeal to advanced gamers as well as beginners. That is how we came up with Kirby's power to copy enemy abilities. With this system, beginners could run through the game by swallowing and shooting, while experienced players could choose to use more advanced techniques. Then, we began producing Kirby games for the Super NES. Mr. Miyamoto asked us to produce a side-scrolling game that two people could play simultaneously. He did not think that the two-player concept would work well in a Mario game because players would be constantly kicking shells into each other. That's why he asked us to try this type of game with Kirby's Dream Land III.

Have you seen Kirby 64: The Crystal Shards yet?[edit]

I haven't played it yet. Actually, I've been trying to avoid even taking a peek at Kirby 64. I'm afraid I'd start making comments which might conflict with the vision of the development team and create confusion.

Do you plan to develop another Kirby game by yourself?[edit]

Yes, I want to make a new Kirby game. If it's for N64, I'd like to find a way to make the analog Control Stick work well in a Kirby game. If it's for Game Boy Color, I'd enjoy the challenge of working with only the A and B Buttons. In a previous Kirby Game Boy game, I developed a minigame which only required players to press one button to play. I'm not sure if I'll be in charge of the next Kirby game, but if I am then you can expect an interesting experience.

What does Kirby represent for you?[edit]

For some reason, most people seem to think that Kirby games are mainly for kids. I've never intentionally tried to make Kirby appealing to kids. To me, the Kirby series is designed as a gateway for beginning gamers. That's why Kirby games are easy to play, but they also hold greater challenges for players who want to experience a tougher game. There is more than one way to play Kirby games, and I think kids noticed that first. I think that's why Kirby has become so popular among young gamers.

Articles[edit]

Some of these articles might be too short and not much relevant-to-Kirby info can be written about them. The infoboxes are commented out.

Glitches in Kirby: Nightmare in Dream Land[edit]

Flagship[edit]

Flagship Co., Ltd. was a Japanese video game development company funded by Capcom, Nintendo and Sega. The company developed, designed and created scenarios for several Game Boy Color, Game Boy Advance and Nintendo DS games for Nintendo, including two Kirby and three Zelda series games. Initially independent, the company was quickly aquired by Capcom by the end of the 1997-98 financial year and operated as a subsidiary until it was fully merged in 2007.

Preserved templates[edit]

Social media userboxes[edit]

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NIWA wikis[edit]

User:Wiz/Sandbox on other NIWA wikis:

Collapsible Template:Mature[edit]

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Warning: The following section contains official content that may be interpreted as unsuitable for a younger audience.
Please skip to the next heading if you wish to avoid such material.
  • In the last room, the star blocks form a crude shape depicting a happy face, followed by what appear to be the breasts, navel, and groin of an adult woman, which cannot fit a single screen. It is unclear why this formation exists in the stage, and has never been officially acknowledged by HAL Laboratory or by Nintendo, although it was shown in the Nintendo Official Guidebook for the game.