To the person from overseas. 12:13 Here he says “Bourbon”, it means a Japanese confectionery company. This is because a cookie called Chocoliere sold by that company resembles that mysterious object.
Now if only we could get an official name for those weird, patterned stacks in the backgrounds in the Mario games. I believe it was in Paper Mario where they were referred to as 'candy canes'?
Oh interesting! We have biscuits named the same in the UK that are different, but as it's not alcohol I didn't think it out of the ordinary in the video haha
@@Mind_Crimes candy canes / candy pops are specific to the paper mario games, actually, and they presumably get the name from the stripes only seen on them i think the general "genus" of those things is just ... well, stylized hills and mountains. that's basically how they're used in smb3 and smw's overworlds, with smw in particular versions without eyes as tiny bumps on the overworld and _massive_ structures in one of the level backgrounds. the latter is even a similar set of blues to the candy pops, though they're erratically spotted instead of striped plus, there's the whole cutscene after you beat ludwig, where the castle is sent rocketing away and ends up crashing into a massive one of these things in the background, leaving behind a bandaged boo-boo that even gets reflected in the overworld. overall, i'd say that they're just an evolution of the maybe-eyed hills that appeared in smb1, which had their hillier shape rounded out to add a bit of whimsy to the world
The fact that Sakurai MANUALLY programmed the movement paths for every single enemy in the game really was one of the more shocking bits, that's crazy lmao. It is a short game, but still. Also super cool to see that "Twin Famicom" devkit and the prototype NES sprites for Super Star, I love being able to see stuff like that.
First Kirby developed entirely with a mouse, without a keyboard, with a clever editor ... Carefully crafting every sprite, every path ... Amazing story
The fact the main concept for smash came from what was supposed to be in the first Kirby game is mind blowing. It feels like learning about a timeline that never happened that’s completely different from the one you live in
Kinda wonder how a smash bros damage type kirby game would feel like. It wouldn't really fit with the forgotten land style, or the ring shaped arenas in the 3ds games, but otherwise, I think it'd be interesting.
I can't believe that Sakurai talked about those things that are usually stuck in the ground in Dream Land. They are so much of a mystery that Sakurai doesn't even know who came up with them. Those bourbons things will never stop surprising me, big fan of them.
Then again, this is pretty much true for most games back in the day. They all had to workaround the hardware limitations of the time. Some simply did it better (and more creatively) than others!
@@zigslotheonhanna barbera characters and their collars/necklaces were there so they can reuse the body and just change the head instead of drawing the body every time.
Funny how Sakurai designed kirby's world to not make sense and be full of mystery without answers, while modern-day kirby's main focus is explaining absolutely everything about kirby's world and characters connecting every little thing together.
I love how he still sounds like a child proud of himself when he shows this stuff. As a game developer, I do that to and want to continue being like that as I get more experience.
I have so much respect for Mr. Sakurai's discipline, notes-taking, development skills, animation skills, and all. You might be one of the most truly well rounded developers of all time.
You're saying it like Kirby is the only one to have stuff like that. Any established game property from the 80s and 90s has hardware limitations built into its universe. For example, Mario wears overalls so his arms wouldn't blend with his torso when animated.
@@OhKayEl True, lots of classic game series have their staples come from hardware limitations (e.g., the very structure of SM64 came from the inability to make standard hardware levels). But this video was about Kirby, and it’s a very enlightening one about my favorite series.
I've got such admiration for Kirby's Dream Land. Each new limitation or obstruction might have encouraged another developer to take easier solutions, but HAL were able to stuff the game with creative, appealing and lovable presentation and gameplay. I still think it's the perfect title to introduce someone to games through. I'm really thankful Sakurai is willing to go through his old work and help his audience understand what his original intentions were in their design.
I remember hearing about this presentation online back when Sakurai first presented it, through paraphrased fan-translations and such that missed a lot of the little details. There was a great line that was not repeated in this version that's stuck with me to this day, about how using a videogame console to make a videogame was "like using a lunchbox to make lunch". Which is to say, a bit awkward!
I think it is fascinating seeing how these old character designs came about from technical limitations, but still get used today. Reminds me of another Game Boy game, Metroid 2, for how technical limitations ended up making an iconic design that has stayed in the games ever since.
AS A HUGE KIRBY FAN, THIS IS EXCITING!!! NOW THIS IS THE "KIRBY LORE" I'M INTO. Amazing development information. Loved seeing the early animations for moves from KSS, the way sprites were handled, and how even the original game influenced later big works!! AMAZING.
I love so much that such a large official developer is reaching out making enjoyable content for the gamers. It’s juts goes to show that while he did develop the games, he enjoys and shares the experiences we do with them.
Working on some GameBoy stuff myself, keeping your limitations in check is important. Not just cartridge space, but you can only have so many tiles for sprites and backgrounds loaded at once. The Waddle Dee/Doo, the Gordo flip, and Whispy being almost all background are the kinds of things you gotta do to meet your limits. It ain't easy!
The behind the scenes development info for Nintendo games are far too often made completely inaccessible for the general public, forever locked away and never to be seen... Which makes these videos which disclose these things so candidly such an amazing opportunity!! ありがとうございました桜井さん!! 💙💙
Oh wow... multiple 15+ minute videos... Sakurai truly is becoming a TH-camr... Of course, I embrace this completely. This is the only channel where I have notifications turned on. I will wake myself up in the middle of sleeping whenever one of these is uploaded. It's quite funny timing, actually... I've been working on a fan project related to the original Kirby's Dream Land for a few months now, including going in and observing the original game and its sprites, so this feels perfectly in line with that. I'm glad to know what "bourbons" are after searching for a name for them. I was just thinking about how the original game uses a "star" pattern in the water to easily define where it is on the Game Boy screen. Speaking of water, you can tell that Coner is the first design Sakurai-san drew, since he's facing directly to the side, while most other characters face diagonally and partially toward the camera, like actors in a play or like the characters in Smash Ultimate.
I feel the quality of his videos goes beyond what a normal TH-camr would put out. Its a history, course and entertainment all in one. I wouldn't be surprised if he has the highest like to view ratio of all youtubers over 100K subscribers.
Mad respect to nintendo in 1990 for hiring this 19 year old lad who singlehandedly made them kirby. I guess no "must have 5 years prior experience in game development and several diplomas" policy back then really paid off.
I loved the bit about mystery. I guess the limitations of the game which the devs embraced inspired them to make wierd details that would add mystique to the character. Also that absolutely metal setup with the Twin Famicom development environment. I'm curious how they developed just that, but I'm assuming it was some other development team that specialized in middleware. Fascinating.
12:07 “Bourbon” is the name of a confectionery called Chocoliere made by the Japanese confectionery maker Bourbon. It is so called because of its similar shape.
I was already aware of some of the details you gave back then, but to hear them in full detail after so long is a great feeling. It's super sweet to know that you still care so much about your pink creation, even after having left HAL roughly two decades ago. And, of course, I will be continuing to make memories with Kirby for years to come! What a way to celebrate the 31st Anniversary of the Kirby series!
Congrats on your 100th video, Sakurai! That was definitely a treat just seeing the process of making the first Kirby game. And the Twin Famicom dev kit looked awesome, and it's just insane bananas that you manage to work on it with the trackball! That just goes to show how legendary you are as a game developer!
Kirby's Dream Land was one of the first games I ever played, and I loved it as a kid. I played it over and over. It still holds a special place in my heart to this day. Thank you, Sakurai!
I love how proud he sounds when mentioning how he came up with the Smash damage and being sent flying concept all the way back during the development of the first Kirby game.
I feel like limitations force broader expressions of creativity and generate things that otherwise wouldn't have happened modern day. This video was incredible
@@coreyferreyra I remember breezing through Normal Mode on my very first playthrough through Kirby’s Dream Collection on the Wii, then Game Overing A LOT in Extra Mode. Managed to beat it a few years later, though.
I always knew that the design philosophy for Kirby played a large role in creating what Smash Bros is today, but the fact that the game's core ruleset was conceptualized in Kirby's very first design docs was still mind-blowing. I still remember Dream Land fondly. I was born years after it was released, but it still ended up being one of, if not _the_ very first game I ever played on my very first gaming system. I wouldn't end up playing another Kirby game until Epic Yarn on the Wii, as I didn't have the money to afford any of the major Nintendo systems (that and I grew up with a PS2, which was the main system I played up until that point), but the memories of playing Dream Land stuck with me, and still do. Kirby continues to be one of my favorite franchises, because even when I know the games are easy, the amount of charm and content they have keeps me coming back, even with the newest entries. Thank you and your team for making such an amazing series, Sakurai.
Amazing Development Secrets about Kirby’s Dream Land!😆👍 I was actually a bit shocked about that, Kirby flying off-screen, losing a life, was actually originally gonna be in Kirby’s Dream Land before being a thing in Super Smash Bros games. And the fact that Meta Knight actually have three Mask designs from different Kirby games, including Smash Bros. from Brawl to Ultimate.
Seeing Sakurai's presentation with his developmental progress and all of the things he did to save on ROM space is mind blowing! Thanks for putting your presentation on the internet, it was super interesting to watch!
Sakurai is truly smart and passionate about his son. Publishing this deep-dive-in analysis about the development of Kirby's Dream Land on its anniversary, also with Kirby's birthday and its 100th video of this channel. Poyo love! 0ᴗ0
There is just something cool about getting to see a first hand look at the original development tools used to create Game Boy and NES games back in the day
I'm always fascinated by the genius of people who have little to work with and manage to get it done in a creative way. So many things in history were made when the creator was constrained by space or cost or availability. Sakurai is amazing and smart!
The consistency is unreal. Congratulations Sakurai-San & thank you for this amazing behind the scenes look at creating Kirby & what eventually turned into the mechanics for smash bros. He forgot💀. Legendary stuff right here.
there's something very cute about the Kirby Super Star Tutorial Music playing as he's explaining the clever boss designs. I could listen to Mr. Sakurai explain games all day! He's an incredible presenter.
Congratulations on one hundred marvellous episodes! This is one of the most fascinating and useful channels on the platform! It's also great seeing people explain Bourbon biscuits in the comments. They're all over the place in Europe, does the US not have them?
Wow... making prototype Kirby sprites for the then-unreleased Super Famicom system... and that Kirby game became so large and ambitious with so many things added to it, the game eventually became one of the final games for that console generation. Also it's hilarious to learn even Sakurai-san himself completely forgot, yet also subconsciously remembered, Kirby's original damage/defeat mechanic to be used in Super Smash Bros nearly 10 years later.
Just seeing how creative and that many corrners he had to cut to fit all in a 2mb space it's amazing, it really shows that with limitations the devs really had to push their creativity and make some awesome things.
yes! yes! even as a child, i always thought it was incredible how the text on stage 5 scrolls as kirby descends on the warp star! it was a sudden surprise that really accentuated the motion, and helped it to jump out at the player, which only makes sense. it gives the impression of kirby being more determined than ever, speeding towards the finale!
One thing I've always loved about Kirby that was there from the start (though heavily refined in later games, of course) is that while the games are very approachable and forgiving, getting legitimately good at them and moving through stages with confidence and precision is faster and also feels really good. It grows with the player in a very natural way.
That is so true when you say games need some sort of mystery in them. I would like to have the release of the original Kirby in these days, I bet it would be appreciated as much as back in the days. Kirby inspired me to dive deeper into gaming...
Seeing Super Star Kirby on the Famicom is pretty interesting. I'm kind of curious what the whole game would look like if done like that. And that Smash factoid is wild.
This game has a special place in my heart! I replayed it over and over (of course, I was like 12, and you didn't get games very often), and it was always fun to me!
Thanks so much for showing the dev tool! I know games didn’t have engines that were easy to download so seeing the tool is cool to see how similar and different the workflow looks to the way it still is today!
that part about enemies in _Kirby's Adventure_ not having collision detection got me flashbacks from when i failed to program enemies' ledge detection in _Magic Forest: Adventure of Wizard_ so i thought the only way was to add invisible enemy turning points in the world itself. you probably don't know what _Magic Forest: Adventure of Wizard_ is: it's one of the first games i made, a bad game that i force finished in 1 month because i knew i couldn't make it good reguardless of effort because the code architecture is busted and i needed to make more games before i knew how to do it right. surprisingly, my very next game _First Shit_ was 100× better, just because i switched from Unity to Godot and i found Godot 100× easier to understand.
Great presentation Sakurai, having a little knowledge and experience making games myself makes these sprite sheets and collision detection elements all the more interesting! And you coded it on a Famicom... with a trackball... nuts!!
Thank you so much for all these behind the screen details. Kirby's Adventure is still one of my top 10 favorites games of all time, I'd love an updated video like this for that game too!
I still think this is the greatest video Sakurai and his team has made. It teaches you important dev skills while showing a very, very interesting behind the scenes look at the development behind Kirby’s Dream Land (and Super Star, in a way). It’s awesome!
Green Greens is my ringtone, I wish I Sakurai could know how much his work means to me. These videos have been incredible, there's no getting around it
To the person from overseas.
12:13
Here he says “Bourbon”, it means a Japanese confectionery company. This is because a cookie called Chocoliere sold by that company resembles that mysterious object.
Thank you for that context! It's very helpful!
Now if only we could get an official name for those weird, patterned stacks in the backgrounds in the Mario games. I believe it was in Paper Mario where they were referred to as 'candy canes'?
Oh interesting! We have biscuits named the same in the UK that are different, but as it's not alcohol I didn't think it out of the ordinary in the video haha
That makes much more sense. Thank you!
@@Mind_Crimes candy canes / candy pops are specific to the paper mario games, actually, and they presumably get the name from the stripes only seen on them
i think the general "genus" of those things is just ... well, stylized hills and mountains. that's basically how they're used in smb3 and smw's overworlds, with smw in particular versions without eyes as tiny bumps on the overworld and _massive_ structures in one of the level backgrounds. the latter is even a similar set of blues to the candy pops, though they're erratically spotted instead of striped
plus, there's the whole cutscene after you beat ludwig, where the castle is sent rocketing away and ends up crashing into a massive one of these things in the background, leaving behind a bandaged boo-boo that even gets reflected in the overworld. overall, i'd say that they're just an evolution of the maybe-eyed hills that appeared in smb1, which had their hillier shape rounded out to add a bit of whimsy to the world
“It doesn’t have to make sense. Don’t think! Just feel! Embrace the mystery!” What a legend.
This explains Kirby lore
Kingdom Hearts lore be like:
@@jaredf6205 thinking about the lore is what makes it fun
I love Kirby lore and it's so fucking funny to me how it feels like a lighthearted jab at how deep the lore's gotten
“It doesn’t have to make sense, it just has to blow your mind in the most awesome way possible.”
The1stChubasa was right.
Showing actual sakurai dev stuff is amazing
And only took 100 god damn videos :D
@@saxifun4796 he showed dev stuff in other videos
@@saxifun4796 You have not watched the other 99 videos
The fact that Sakurai MANUALLY programmed the movement paths for every single enemy in the game really was one of the more shocking bits, that's crazy lmao. It is a short game, but still.
Also super cool to see that "Twin Famicom" devkit and the prototype NES sprites for Super Star, I love being able to see stuff like that.
not every enemy since some of them programmatically chase the player, but certainly most of them
@@sileopatronus yeah it actually makes sense there's no collision when you consider those enemies actually. As they go wherever they want.
Also his sprite drawing!
@@MentaAzulthe fact that he drew and programmed it all on such a rudimentary interface truly blows my mind. A testament to his creativity.
And the pay is that they don't lag the Game Boy like a SHMUP game would do with high entity presence.
First Kirby developed entirely with a mouse, without a keyboard, with a clever editor ... Carefully crafting every sprite, every path ... Amazing story
A trackball is pretty different from a mouse.
With only black, white and 2 shades of grey, might I add.
At 19 years old
That'd dual famicom would be so awesome to have
Entering hex values by mouse seems pretty tedious. I'm sure the programming was done with a keyboard though.
The fact the main concept for smash came from what was supposed to be in the first Kirby game is mind blowing. It feels like learning about a timeline that never happened that’s completely different from the one you live in
Kinda wonder how a smash bros damage type kirby game would feel like. It wouldn't really fit with the forgotten land style, or the ring shaped arenas in the 3ds games, but otherwise, I think it'd be interesting.
@@Rogeryoo Subspace gives an idea
When he showed Kirby's NES sprites for Super Star I was almost sure he was going to say that "Kirby Fighters" was thought of at that time.
Other things like holding down to pass through platforms, dashing without a run button, and attack inputs have also been lifted from Kirby games.
11:23 He even thought of crouch cancelling? What a prophet!
I can't believe that Sakurai talked about those things that are usually stuck in the ground in Dream Land. They are so much of a mystery that Sakurai doesn't even know who came up with them.
Those bourbons things will never stop surprising me, big fan of them.
Sakurai telling us to continue enjoying kirby games is very sweet
basically giving the current team his blessings
Makes me remember all the "beef" he supposedly has with recent games, according to some people. Lmao
@s07195 those people are clowns 🤡 People online like to make up nonsense and act aggrieved
Bless Sakurai for putting the equivalent of a GDC talk as just a regular upload on his TH-cam 🥰👌
You can just tell that Sakurai is very experienced with giving clear and succinct presentations just from this video alone. Facinating stuff.
I love that He gives each segment a respectable amount of time, not too short, nor too long.
His number one job as director of Smash Bros. was to articulate exactly what he wanted to see out of the games. Communication is a big deal.
You say succinct but cant spell fcasicanitaitginging
"Don't overthink, just feel it" is such a good advice. People should do it more
HAL: "We can't make Kirby Super Star without the new dev kit."
Sakurai: "What's wrong with the old one?"
It's cool to learn that most of the iconic stuff in the Kirby games are the way they are to save on memory!
It goes back to mario having a hat because it saved the developers from having to animate hair.
@@vaiyt and what used to be shortcuts became iconic features for the characters/franchises.
Like Bugs and Mickey with their gloves saving the animators of old from having to draw hands and they just stuck.
Then again, this is pretty much true for most games back in the day. They all had to workaround the hardware limitations of the time. Some simply did it better (and more creatively) than others!
@@zigslotheonhanna barbera characters and their collars/necklaces were there so they can reuse the body and just change the head instead of drawing the body every time.
Also Sakurai is such a legend. Developing this masterpiece at only 19?!
Also his sprite drawing!
Geez when I was 19 I was...frick what WAS I even doing? I was in college but other than that...
Funny how Sakurai designed kirby's world to not make sense and be full of mystery without answers, while modern-day kirby's main focus is explaining absolutely everything about kirby's world and characters connecting every little thing together.
I love how he still sounds like a child proud of himself when he shows this stuff. As a game developer, I do that to and want to continue being like that as I get more experience.
"It doesn't have to make sense. Don't think! Just feel! Embrace the mystery!"
I adore this man.
I have so much respect for Mr. Sakurai's discipline, notes-taking, development skills, animation skills, and all.
You might be one of the most truly well rounded developers of all time.
It’s incredibly surreal just how many Kirby staples came about from hardware limitations. It’s actually pretty inspiring, in a way.
You're saying it like Kirby is the only one to have stuff like that. Any established game property from the 80s and 90s has hardware limitations built into its universe. For example, Mario wears overalls so his arms wouldn't blend with his torso when animated.
@@OhKayEl True, lots of classic game series have their staples come from hardware limitations (e.g., the very structure of SM64 came from the inability to make standard hardware levels).
But this video was about Kirby, and it’s a very enlightening one about my favorite series.
Congrats on your 100th video! We're very fortunate to have you and we hope for the best in your future!
I've got such admiration for Kirby's Dream Land. Each new limitation or obstruction might have encouraged another developer to take easier solutions, but HAL were able to stuff the game with creative, appealing and lovable presentation and gameplay. I still think it's the perfect title to introduce someone to games through. I'm really thankful Sakurai is willing to go through his old work and help his audience understand what his original intentions were in their design.
This is the very first video game I played. I'm more into Pokémon but Kirby's Dream Land is still a game that I still love.
I remember hearing about this presentation online back when Sakurai first presented it, through paraphrased fan-translations and such that missed a lot of the little details. There was a great line that was not repeated in this version that's stuck with me to this day, about how using a videogame console to make a videogame was "like using a lunchbox to make lunch". Which is to say, a bit awkward!
"Mouthful-Mode" was a term even back in the first Kirby game. Wow.
I think it is fascinating seeing how these old character designs came about from technical limitations, but still get used today. Reminds me of another Game Boy game, Metroid 2, for how technical limitations ended up making an iconic design that has stayed in the games ever since.
Limitations breed creativity
I love when Sakurai talks about his son
AS A HUGE KIRBY FAN, THIS IS EXCITING!!! NOW THIS IS THE "KIRBY LORE" I'M INTO. Amazing development information. Loved seeing the early animations for moves from KSS, the way sprites were handled, and how even the original game influenced later big works!! AMAZING.
I love so much that such a large official developer is reaching out making enjoyable content for the gamers. It’s juts goes to show that while he did develop the games, he enjoys and shares the experiences we do with them.
"Because I forgot".
Whoa, he's being honest for real with us.
Sakurai forgor💀
Working on some GameBoy stuff myself, keeping your limitations in check is important. Not just cartridge space, but you can only have so many tiles for sprites and backgrounds loaded at once. The Waddle Dee/Doo, the Gordo flip, and Whispy being almost all background are the kinds of things you gotta do to meet your limits. It ain't easy!
Thank you for this insight Sakurai!
The behind the scenes development info for Nintendo games are far too often made completely inaccessible for the general public, forever locked away and never to be seen... Which makes these videos which disclose these things so candidly such an amazing opportunity!! ありがとうございました桜井さん!! 💙💙
You will never be a real woman
Oh wow... multiple 15+ minute videos... Sakurai truly is becoming a TH-camr...
Of course, I embrace this completely. This is the only channel where I have notifications turned on. I will wake myself up in the middle of sleeping whenever one of these is uploaded.
It's quite funny timing, actually... I've been working on a fan project related to the original Kirby's Dream Land for a few months now, including going in and observing the original game and its sprites, so this feels perfectly in line with that. I'm glad to know what "bourbons" are after searching for a name for them. I was just thinking about how the original game uses a "star" pattern in the water to easily define where it is on the Game Boy screen. Speaking of water, you can tell that Coner is the first design Sakurai-san drew, since he's facing directly to the side, while most other characters face diagonally and partially toward the camera, like actors in a play or like the characters in Smash Ultimate.
That’s a great pickup about Coner, the “characters in a play” thing seems to be another subconscious Sakurai-ism!
shut up
I feel the quality of his videos goes beyond what a normal TH-camr would put out. Its a history, course and entertainment all in one. I wouldn't be surprised if he has the highest like to view ratio of all youtubers over 100K subscribers.
From the creators of "Araki forgot", coming soon:
"Sakurai Forgot"
Mad respect to nintendo in 1990 for hiring this 19 year old lad who singlehandedly made them kirby.
I guess no "must have 5 years prior experience in game development and several diplomas" policy back then really paid off.
This is by _far_ Sakurai's best video yet, and that's really saying something
I loved the bit about mystery. I guess the limitations of the game which the devs embraced inspired them to make wierd details that would add mystique to the character.
Also that absolutely metal setup with the Twin Famicom development environment. I'm curious how they developed just that, but I'm assuming it was some other development team that specialized in middleware. Fascinating.
I can’t believe the level of ingenuity on display, and how such an iconic game was developed with such a restrictive tool set
12:07
“Bourbon” is the name of a confectionery called Chocoliere made by the Japanese confectionery maker Bourbon. It is so called because of its similar shape.
That Kirby Super Star (NES) prototype sneak peek was fascinating, thank you so much for sharing this.
I was already aware of some of the details you gave back then, but to hear them in full detail after so long is a great feeling. It's super sweet to know that you still care so much about your pink creation, even after having left HAL roughly two decades ago.
And, of course, I will be continuing to make memories with Kirby for years to come! What a way to celebrate the 31st Anniversary of the Kirby series!
This is why a Kirby maker game would be cool
Congrats on your 100th video, Sakurai! That was definitely a treat just seeing the process of making the first Kirby game. And the Twin Famicom dev kit looked awesome, and it's just insane bananas that you manage to work on it with the trackball! That just goes to show how legendary you are as a game developer!
Kirby's Dream Land was one of the first games I ever played, and I loved it as a kid. I played it over and over. It still holds a special place in my heart to this day. Thank you, Sakurai!
I love how proud he sounds when mentioning how he came up with the Smash damage and being sent flying concept all the way back during the development of the first Kirby game.
I feel like limitations force broader expressions of creativity and generate things that otherwise wouldn't have happened modern day. This video was incredible
“The game is quite short, and experienced players can finish it in 20 minutes”
**laughs in Extra Mode**
I mean... you _could_ finish it in 20 minutes if you're experienced enough, considering the faster speedruns are around 11 minutes.
@@coreyferreyra I remember breezing through Normal Mode on my very first playthrough through Kirby’s Dream Collection on the Wii, then Game Overing A LOT in Extra Mode. Managed to beat it a few years later, though.
The size comparison between Kirby's Dream Land & Super Smash Bros. made me laugh. Well done, Sakurai!
Please keep going if you feel lile it !! This channel is a gold mine !
いつもありがとうございます!
I always knew that the design philosophy for Kirby played a large role in creating what Smash Bros is today, but the fact that the game's core ruleset was conceptualized in Kirby's very first design docs was still mind-blowing.
I still remember Dream Land fondly. I was born years after it was released, but it still ended up being one of, if not _the_ very first game I ever played on my very first gaming system. I wouldn't end up playing another Kirby game until Epic Yarn on the Wii, as I didn't have the money to afford any of the major Nintendo systems (that and I grew up with a PS2, which was the main system I played up until that point), but the memories of playing Dream Land stuck with me, and still do. Kirby continues to be one of my favorite franchises, because even when I know the games are easy, the amount of charm and content they have keeps me coming back, even with the newest entries.
Thank you and your team for making such an amazing series, Sakurai.
I wonder how he feels about Kirby today. He’s probably proud
16:51 optimal creative mindset
Amazing Development Secrets about Kirby’s Dream Land!😆👍 I was actually a bit shocked about that, Kirby flying off-screen, losing a life, was actually originally gonna be in Kirby’s Dream Land before being a thing in Super Smash Bros games. And the fact that Meta Knight actually have three Mask designs from different Kirby games, including Smash Bros. from Brawl to Ultimate.
It never ceases to amaze me how much developers could get out of hardware despite limitations back then.
Seeing Sakurai's presentation with his developmental progress and all of the things he did to save on ROM space is mind blowing! Thanks for putting your presentation on the internet, it was super interesting to watch!
Sakurai is truly smart and passionate about his son. Publishing this deep-dive-in analysis about the development of Kirby's Dream Land on its anniversary, also with Kirby's birthday and its 100th video of this channel. Poyo love! 0ᴗ0
There is just something cool about getting to see a first hand look at the original development tools used to create Game Boy and NES games back in the day
I'm always fascinated by the genius of people who have little to work with and manage to get it done in a creative way. So many things in history were made when the creator was constrained by space or cost or availability. Sakurai is amazing and smart!
Congratulations on 100 videos!
The NES dev kit with the trackball is amazing.
The consistency is unreal. Congratulations Sakurai-San & thank you for this amazing behind the scenes look at creating Kirby & what eventually turned into the mechanics for smash bros. He forgot💀. Legendary stuff right here.
there's something very cute about the Kirby Super Star Tutorial Music playing as he's explaining the clever boss designs. I could listen to Mr. Sakurai explain games all day! He's an incredible presenter.
Congratulations on one hundred marvellous episodes! This is one of the most fascinating and useful channels on the platform!
It's also great seeing people explain Bourbon biscuits in the comments. They're all over the place in Europe, does the US not have them?
Wow... making prototype Kirby sprites for the then-unreleased Super Famicom system... and that Kirby game became so large and ambitious with so many things added to it, the game eventually became one of the final games for that console generation.
Also it's hilarious to learn even Sakurai-san himself completely forgot, yet also subconsciously remembered, Kirby's original damage/defeat mechanic to be used in Super Smash Bros nearly 10 years later.
It was fascinating to see the actual dev kit…
Just seeing how creative and that many corrners he had to cut to fit all in a 2mb space it's amazing, it really shows that with limitations the devs really had to push their creativity and make some awesome things.
Kirby is the franchise that got my 5 year old to play games with me, so thank you for developing these games that we are able to play together.
4:11 the way he says their names is sooo adorable I can't!!!!
yes! yes! even as a child, i always thought it was incredible how the text on stage 5 scrolls as kirby descends on the warp star! it was a sudden surprise that really accentuated the motion, and helped it to jump out at the player, which only makes sense. it gives the impression of kirby being more determined than ever, speeding towards the finale!
One thing I've always loved about Kirby that was there from the start (though heavily refined in later games, of course) is that while the games are very approachable and forgiving, getting legitimately good at them and moving through stages with confidence and precision is faster and also feels really good. It grows with the player in a very natural way.
I am 32 and have been obsessed with Kirby since I was 3! Thank you so much for your contribution to my childhood!
Very interesting! Thank you, Mr. Sakurai!
That is so true when you say games need some sort of mystery in them. I would like to have the release of the original Kirby in these days, I bet it would be appreciated as much as back in the days.
Kirby inspired me to dive deeper into gaming...
This is wonderful. Showed it to our 10 year old daughter who is a huge Kirby fan. Thank you!
I love it when you talk about kirby development, I hope you'll do more videos on this in the future!
You can tell he went hardcore on the optimization when technical requirements led to 8 pixels being wasted and him being clearly annoyed at that.
For anyone wondering that may not quite remember, Meta Knight has the v-shaped visor from Revenge of Meta Knight through the GBA games, as well.
I can't believe I never noticed the health knockback bit, I've played Dream Land a million times! I gotta go test it out
Seeing Super Star Kirby on the Famicom is pretty interesting. I'm kind of curious what the whole game would look like if done like that. And that Smash factoid is wild.
I feel impress with these new behind the scenes info on the first game in the Kirby series
100 videos! Happy to be here. Kirby’s one of my favorite games!
This game has a special place in my heart! I replayed it over and over (of course, I was like 12, and you didn't get games very often), and it was always fun to me!
Thanks so much for showing the dev tool!
I know games didn’t have engines that were easy to download so seeing the tool is cool to see how similar and different the workflow looks to the way it still is today!
We are so glad for this- we really miss not having much artbooks or any ways to learn about the development of all these interesting games
Their limitations really bred creativity. Modern day creators could stand to take a few lessons from this
I truly feel like this TH-cam channel is amazing history happening right now
Truly, this is some of the coolest game design information available online. Sakurai just walking people through his process is invaluable.
it's really cool seeing the development process of games like this in-depth, straight from the director no less
Wow, that's amazing!
It definitely would've gotten a reaction from a live crowd!
"WOW! INCREDIBLE!" Happy you got this far Mr. Sakurai! Here's to more videos, always enjoy when you upload stuff!❤
always love learning new things about the origins of kirby
definitely one of my all time favorite games
that part about enemies in _Kirby's Adventure_ not having collision detection got me flashbacks from
when i failed to program enemies' ledge detection in _Magic Forest: Adventure of Wizard_ so i thought the only way was to add invisible enemy turning points in the world itself.
you probably don't know what _Magic Forest: Adventure of Wizard_ is: it's one of the first games i made, a bad game that i force finished in 1 month because i knew i couldn't make it good reguardless of effort because the code architecture is busted and i needed to make more games before i knew how to do it right.
surprisingly, my very next game _First Shit_ was 100× better, just because i switched from Unity to Godot and i found Godot 100× easier to understand.
Wow what an eye opener! Glad I no longer need to lose sleep trying to figure out why Kirby is the way it is 😂 love this stuff!
Thank you Sakurai-sensei. My wife has loved Kirby since childhood and this presentation made her day!
Memory conservation has created a fascinating characters.
Remember that you are living on such a coincidental necessity.
Thank you for this in-depth video that makes the hardcore fans happy. We appreciate it very much!
Great presentation Sakurai, having a little knowledge and experience making games myself makes these sprite sheets and collision detection elements all the more interesting! And you coded it on a Famicom... with a trackball... nuts!!
Thank you!! That's really interesting!
Thank you so much for all these behind the screen details. Kirby's Adventure is still one of my top 10 favorites games of all time, I'd love an updated video like this for that game too!
I still think this is the greatest video Sakurai and his team has made. It teaches you important dev skills while showing a very, very interesting behind the scenes look at the development behind Kirby’s Dream Land (and Super Star, in a way). It’s awesome!
Green Greens is my ringtone, I wish I Sakurai could know how much his work means to me.
These videos have been incredible, there's no getting around it