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  • Interview Kirby Mouse Attack, pt. 2


    18/06/2007

    Click here to read the first part of this interview.

    The story behind Kirby's cute appearance

    NOM: "How did you end up with a character as cute as Kirby?"

    Kakuta: "When we were developing the very first Kirby title, side-scrolling platform games were still mainly the preserve of boys. We wanted to create something which would have a broad enough appeal to get girls to play it too. But HAL Laboratory didn't develop the game because we had come up with this cute, round character. Actually, we had already established the design of the game, and the shape of the character which the game demanded happened to be that of Kirby."

    NOM: "I see So it was a cuteness which you can justify rationally."

    Kakuta: "On the Game Boy, the number of pixels required to draw a single character sprite is approximately 16 X 16. We needed a character who could swallow his enemies and inflate himself in order to fly, while at the same time fitting comfortably within these size constraints. Knowing from the start these preconditions, we already had a basic idea of what kind of face the character would have. All of the different elements we needed were put together and Kirby was born!"

    Ueda: "That reminds me of something. I was still a student when the very first Kirby title was released on the Game Boy, but I remember hearing someone say that Kirby wasn't originally pink."

    Kakuta: "As the Game Boy had a monochrome screen, no-one actually knew what colour Kirby was supposed to be until we came to think about the design of the packaging! (laughter) Well, apparently the original creator of Kirby had always envisaged him as being pink. But among the developers, we had people saying: "He's white!" Others would then say: "No, he's yellow!" Interestingly enough, on the packaging for the US version that was released at that time, Kirby was white."

    NOM: "What principles have you considered most important over the years that you have been working on the Kirby series?"

    Yamamoto: "When people picture Kirby, we want that image to be accompanied by happy memories. Whether in the game or the animated series, that is what we have always strived for."

    Kakuta: "I couldn't have put it better myself! (laughter) As game developers, we have a duty to deliver a product that brings pleasure to the player. The hardware might become more advanced and the medium through which we present Kirby may change, but there are core elements that we must always preserve for the fans of the series."

    Ueda: "This seems like a good opportunity to take a look at how the packaging of the Kirby titles has changed over the years."

    Yamamoto: "Kirby's design has gone through subtle changes over the years, hasn't it?"

    NOM: "From the very first game, the packaging has been predominantly pink. I think that was quite a bold move at the time."

    Ueda: "Once we get to the packaging for the Nintendo 64 version, we are much closer to Kirby as he is today."

    Kakuta: "I suppose the biggest change is the appearance of those rounded accenting lines on Kirby's cheeks. It just won't work if the line is horizontal because it ends up looking too much like a moustache. The actual pixellated drawing hasn't really changed all that much. Interestingly enough, in the Game Boy era there used to be a rule as to how you should draw Kirby within the 16 X 16 pixel limitation. There should be a gap of only one pixel between his eyes. Leave two pixels and you end up with a different face entirely."

    Yamamoto: "Another change is that in recent years Kirby has had a little blue added to his eyes. Skilful use of colouration can do wonders."

    Ueda: "Going into a bit more detail, depending on the action during the game, the end of Kirby's arms will sometimes be a bit more rounded or the tips of his toes will grow a lot longer."

    Yamamoto: "Looking at it once more, it seems to be a universal, adaptable design. As Kirby is round, he can adopt many different shapes. Since this ability to take new shapes is Kirby's most distinctive feature, when we first got the designers to work on him we asked them to focus on giving him a quality of unadorned simplicity."

    NOM: "Kirby Mouse Attack sees the introduction of some new foes for Kirby, going by the name of the Squeak Squad. But these are not your average bad guys"

    Yamamoto: "That's right. This is something that is true not only of video games: in all really good entertainment, the bad guys have to be cool too. They aren't simply performing acts of evil for their own sake; they are acting to achieve their goals. It's only when it is looked at from a different perspective that they appear evil."

    NOM: "I see. The character of King Dedede is also an interesting one"

    Kakuta: "He is a great character who has come out of the series. He seems like the kind of guy it would be fun to have a drink and a chat with!" (laughter)

    NOM: "I think I know what you mean" (laughter)

    The very best feature in the game is

    NOM: "The mini-games work perfectly with the stylus and Touch Screen. They add moments to the game which really get your heart racing."

    Kakuta: "Well, as the main part of the game is controlled in a conventional manner, the mini-games have been designed to utilise the DS Touch Screen. The simplicity of the mini-games and the direct control possible thanks to the Touch Screen fit together even better than we had hoped."

    Ueda: "With Wireless Multiplayer, up to 4 players can take each other on. When you are up against another person, it adds a whole new dimension to the fun."

    NOM: "There's certainly a lot to explore in this game, isn't there?"

    Kakuta: "As well as including a large number of stages, we have packed each one with lots of different elements and ideas to enhance the player's enjoyment. Even after the player has successfully collected all the treasure chests in the game, there is still something very special waiting for the player to uncover!"

    Yamamoto: "I think players will be able to get all the way to the regular ending of the game without too much trouble. But like a bone that a dog wants to keep gnawing on, it's fun to come back to the game again and again. Oh, and there is also that secret surprise waiting" (laughter)

    Ueda: "Wait, which surprise are you talking about? (whispering) Oh, that! Am I allowed to mention it? I can still remember the impact that had on me when I saw it for the first time! For anyone who has ever enjoyed a Kirby game, this will be something they have always wanted to try!"

    Kakuta: "As for what this hidden feature is Well, I think you could make an entire game based on it alone!" (laughter)

    NOM: "Now I'm really intrigued! Are you sure you can't reveal what it is?"

    Kakuta: "If I were to give a hint, it would be something to do with medals"

    Ueda: "There are hidden treasure chests in each level, and because you know how many there are from the start, you shouldn't stop till you've found every last one!"

    Yamamoto: "I would really love to tell you, but you'll just have to find it out for yourself!"

    NOM: "I can see that you're not going to put me out of my misery! (laughter) What do you have in mind for the next instalment of Kirby's adventures?"

    Kakuta: "This time round we've focussed on developing the potential of the copy abilities Kirby uses while bringing out all the fun of the very best in the platform genre. But during the course of getting back to the basics of the platform game, we have had a chance to think a lot about Kirby's copy abilities and how they fit in with the action of the game. I think next time we will try to come up with a game where the player has to make more decisions in real time, which will be even more enjoyable to play."

    Yamamoto: "In the future, I want to release a game where the characters besides Kirby, such as the Squeak Squad or Meta Knight, become the central focus of the game. I would like these characters to be developed and to become more recognised. This is something I want to work towards, through discussion within the development team."

    Ueda: "This is my own completely personal ambition. I am a keen golfer and I would really like to use the Wii Remote to hit Kirby like a golf ball! Hmmm Everyone seems to be giving me funny looks" (laughter)

    NOM: "Finally, would you like to each say something to everyone who is looking forward to playing Kirby Mouse Attack?"

    Ueda: "If you leave Kirby standing still, he will do all sorts of interesting things. Try this while using different copy abilities in various places. When you've run up against something tricky in the game and can't seem to make progress, watching Kirby is just what you need to calm you down!"

    Yamamoto: "Have fun with the Squeak Squad! Even while you are using Kirby to bash them, I hope you will also develop a fondness for them! Also, with the secret maps you can collect you'll be able to venture behind certain doors... What you'll find there will make your head spin!" (laughter)

    Kakuta: "I think that players can come up with their own rules for playing, and enjoy the game in their own way. For example, you can try to get to the end of the game using only the first copy ability you find. We have filled the game with all sorts of tricks and traps, and I want players to enjoy trying to complete the levels in every way possible."

    NOM: "All this talk of Kirby's charm has made my head spin! Thank you all very much for taking the time to speak with me today."

    Kirby Mouse Attack will be in shops June 22, only on Nintendo DS.