User:TheJoebro64/drafts/Kirby64

Kirby 64: The Crystal Shards is a 2000 platform game developed by HAL Laboratory and published by Nintendo for the Nintendo 64 (N64). It is the first Kirby game to feature 3D computer graphics and follows Kirby as he attempts to reassemble a sacred crystal that Dark Matter shattered. Gameplay is viewed from a 2.5D perspective and is similar to previous Kirby titles; the player traverses levels and obtains powers by eating enemies. Kirby 64 introduces Power Combos, the ability to mix powers to create more powerful ones. In a multiplayer mode, up to four players can compete in three minigames.

Development began in September 1997. The game was intended for the N64's 64DD add-on, but became a N64 Game Pak after the add-on failed. HAL initially planned to use the N64 controller's analog stick for Kirby 64, but switched to the D-pad about a year before release. The game received mostly positive reviews, with praise directed at its colorful visuals and classic style of gameplay. For some critics, the game's low difficulty and short length left them feeling underwhelmed. It was rereleased for the Virtual Console on the Wii and Wii U in 2008 and 2015, and was included in the Wii compilation Kirby's Dream Collection (2012). Kirby 64 was the last traditional home console Kirby game until Return to Dream Land (2011).

Gameplay
Kirby 64: The Crystal Shards is a side-scrolling platformer similar to previous games in the Kirby series. Its story begins when Dark Matter invades Ripple Star, a planet populated by fairies. The fairy Ribbon flees with a sacred crystal, but Dark Matter shatters it and spreads it across the galaxy. Ribbon lands on Pop Star and meets Kirby, who agrees to help retrieve the shards and defeat Dark Matter. Along the way, they enlist the help of artist Adeleine, King Dedede, and Dedede's minion Waddle Dee.

Similar to contemporary platformers such as Pandemonium! (1996) and Klonoa: Door to Phantomile (1997), Kirby 64 is a 2.5D platformer; although environments and characters are rendered in 3D computer graphics, gameplay is restricted to a 2D plane. Players control Kirby, the primary player character, using the Nintendo 64 controller's D-pad. Like earlier Kirby games, Kirby can walk or run, crouch, jump, and inhale enemies or objects to spit them out as bullets. He can fly for a limited time by inflating himself; while flying, Kirby cannot attack or use his other abilities, though he can release a weak puff of air. By eating certain enemies, Kirby can gain copy abilities, allowing him to take on the properties the enemy possessed. King Dedede is also playable at certain points, and can use his hammer to break objects Kirby cannot.

Kirby 64 introduces Power Combos, the option to combine Kirby's copy abilities. Power Combos can be created by inhaling two enemies at once, by throwing one ability at another, or by spitting an enemy at another. The latter two methods create a colored star that can be collected to obtain the Power Combo. There are 28 possible combinations, which are stronger than normal copy abilities or have added effects. For instance, by combining the "Fire" and "Needle" abilities, Kirby can shoot fire arrows. Players can also mix two of the same abilities, which will increase their power.

The game takes place across six worlds, which are split into several levels. After the player selects a level, they must navigate it while avoiding enemies and obstacles. If the player character touches an enemy or hazard, he loses health. Health can be replenished by eating food scattered across levels. If all health is lost or the character falls off the bottom of the screen, the player loses a life. Losing all lives results in a game over. Players can earn lives by collecting stars or 1-ups. Shards of the crystal are scattered about levels, and while Power Combos are optional, they are required to collect the shards and reach the game's ending. At the end of each level, players play a bonus game to collect food, stars, or information about enemies. Certain levels feature bosses that the player must defeat to proceed.

Outside the single-player platforming, a multiplayer game mode can be accessed from the main menu. Here, up to four players can compete in three minigames: 100-Yard Hop, a race to the finish line; Bumper Crop Bump, a competition to collect food; and Checkerboard Chase, a last man standing game. Players can adjust the difficulty level and control Kirby, King Dedede, Adeleine, or Waddle Dee.

Development


Kirby 64 was developed by HAL Laboratory as the first game in its Kirby series to feature 3D graphics. Development began in September 1997, shortly before Kirby's Dream Land 3 was released. At the time, 3D graphics were becoming common, so HAL wanted to create a 3D Kirby game. According to project manager Takashi Saito, keeping the project on schedule was challenging due to HAL's close attention to detail, so he had to balance creating a quality game with releasing it on time. The development team had to be careful transitioning the series' art style to 3D as they did not want to disappoint Kirby devotees. The game was initially developed for the 64DD, a disk-drive add-on for the Nintendo 64 (N64), but became a standard N64 Game Pak after the add-on failed commercially.

By October 1997, HAL had created a prototype to experiment with Kirby in 3D. The studio worked this prototype, which used the N64 controller's analog stick to control Kirby, until about a year before release. Saito said the prototype was nearly finished and "was pretty good," but the team felt they could do better. HAL changed the control configuration from the analog stick to the D-pad because the game was played on a 2.5D plane rather than a 3D one. At Space World in 1999, the developers observed children play with the original setup. They noticed the children would leave the N64 controller on the promotional stand when using the analog stick, and had trouble using the Z shoulder button that was essential in the configuration. Coming up with a new control scheme led to debate since HAL used the Z button prominently in Super Smash Bros. (1999). The team chose the final setup after a successful test with elementary school students.

Power Combos were created to enhance Kirby's abilities and experiment what would happen if copy abilities were mixed. Saito noted the game is designed for all ages and either easy or hard depending on playstyle. If the player relies on Power Combos too much, the game becomes challenging, but is easier if they do not. Originally, there were going to be several playable characters (including Waddle Dee, whose gameplay focused on picking up objects ), but only Kirby and King Dedede remained playable in the final game. Ribbon the fairy was initially called Kawashima and conceived as a means to switch the player's character. The N64's technology also made four-player minigames possible. Kirby creator Masahiro Sakurai had little involvement with Kirby 64 and avoided playing it during development; he feared any comments he made would conflict with HAL's vision and cause trouble.

Publisher Nintendo announced the game at E3 1999. According to IGN, Kirby representation on the N64 was "long-awaited", as an earlier series game for the system had been canceled. Kirby 64 was released in Japan on March 24, 2000, in North America on June 26, 2000, and in Europe on June 22, 2001. GameSpot noted that unlike other Kirby games, Kirby 64 saw release before support for its system ended. Saito commented that he wanted to release the game earlier, but more development time meant more polish. It was the last traditional Kirby home console game until Return to Dream Land (2011).

Nintendo rereleased Kirby 64 for the Virtual Console on the Wii and Wii U in 2008 and 2015, respectively. The game was also included in Kirby's Dream Collection (2012), a 20th anniversary compilation of Kirby titles for the Wii.

Reception
Kirby 64 received "generally favorable reviews", according to the review aggregator Metacritic. Critics likened it to other 2.5D platformers on the N64 including Goemon's Great Adventure (1998) and Yoshi's Story (1997),  Some felt its gameplay and visuals were reminiscent of older platform games for the Nintendo Entertainment System and Super NES. Edge viewed this as a detriment, writing that the game suffered from a lack of innovation in the midst of other Nintendo franchises establishing themselves within the growing 3D game market. They explained, writing: "There is simply not enough originality or longevity on offer for Kirby 64 to stand out among the wealth of inventive platformers already on the N64." GameFan wrote that while it was a nice break from 3D games, Kirby 64 's graphics resembled Super NES games and it would soon appear antiquated.

Critics believed Kirby 64 lacked in longevity and difficulty. N64 Magazine felt the early levels were enjoyable but that later stages became stale, and opined that the game would have benefited from more complex level design. They believed Kirby 64 had wasted potential and described it as "short-lived and repetitive." Electronic Gaming Monthly wrote that "the game's slower pace and low difficulty made it hard to stay interested after a while." Both magazines agreed that attempting to find all the shards added some challenge, but GameSpot wrote that even this content could be completed within a three day rental period. IGN and Hyper also recommended the game as a rental to older gamers, and only as a purchase for children. The game's "cute" graphics and story elements also influenced critics to recommend the game for children. The minigames were also criticized for adding little to the game's longevity, though they did draw some positive comparisons to Mario Party.

Although the graphics were criticized for their simplicity and cuteness, they also received significant praise. N64 Magazine called the graphics the best aspect of the game and praised the scenery and environments. Electronic Gaming Monthly called the colors "bright" and "clean", and Hyper wrote that it looked like a picture book with its pastel-like shading. Nintendo Power compared the game's cute and colorful look to Yoshi's Story. IGN wrote that Kirby 64 was "Simple. Cartoony. Colorful. [...] It's a Kirby game, and it looks exactly as you'd expect it would." Several critics commended the character animations. GameSpot wrote that the characters were lifelike, and Hyper felt there was personality in all the characters and enemies.

Among retrospective reviews, Nintendo Life commented that the game's visuals held up because of their stylized shading and colors, and felt the environments gave a sense of grandeur that other Kirby titles rarely capture. Eurogamer wrote that it "doesn't do as much with the N64 as it could have done, and remains a perennial second-stringer in the Nintendo pantheon for that very reason, but that's no excuse to dismiss something this engaging and polished." GamesRadar listed Kirby 64 as the sixth best Kirby game (in 2012) and the 23rd best N64 game. USgamer ranked it as the 13th best traditional Kirby game out of 16 in 2017, calling it "uninspired."

Notes on sources

 * http://web.archive.org/web/20030610004527/http://www.nintendo.com/games/gamepage/developerinfo.jsp?gameId=312 (Original JP version: http://web.archive.org/web/20190307034514/http://www.nintendo.co.jp/nom/0003/index.html)
 * Takashi Saito (project manager)
 * Saito was involved in designing, but was primarily responsible for keeping the project on schedule. This was challenging due to HAL's close attention to detail, so he had to balance creating a quality game with releasing it on time. He wanted to release Kirby 64 a little earlier, but more development time meant more polish.
 * Development began in September 1997 (aside: this was right before Dream Land 3 was released, might be worth mentioning). By October, HAL had created a prototype to experiment with Kirby in 3D. HAL worked on this prototype, which used the N64 controller's analog stick, until about a year before release. Saito said that while it "was pretty good," the development team felt they could do better.
 * HAL chose to change the control configuration from the analog stick to the D-pad because the game is played on a 2.5D plane rather than a 3D one. At Space World in (?)1999, the developers observed children play with the original setup. They noticed the children would leave the N64 controller on the promotional stand when using the analog stick, and had trouble using the Z shoulder button that was essential in the configuration. Coming up with a new control scheme led to debate since HAL used the Z button prominently in Super Smash Bros. They chose the final setup after a successful test with elementary school students.
 * The game is designed for all ages and either easy or hard depending on playstyle.
 * Masahiro Sakurai (Kirby creator)
 * Sakurai wasn't involved with Kirby 64 and avoided playing it. He felt any comments he made would conflict with HAL's vision and cause trouble.
 * Kirby's Dream Collection 20th anniversary booklet (pages 26 and 27 are about Kirby 64)
 * First Kirby game in 3D, although gameplay is 2.5D.
 * At the time, 3D graphics were becoming common. HAL wanted to create a 3D Kirby game, so this game was produced.
 * HAL had to be careful when transitioning the series' art style to 3D, as it didn't want to disappoint Kirby devotees.
 * Power Combos were created to enhance Kirby's abilities and experiment what would happen if copy abilities were mixed. HAL came up with 28 combinations.
 * The N64 technology made four-player minigames a possibility.
 * Waddle Dee was supposed to be playable, and his gameplay focused on picking up objects.
 * There was going to be a music minigame.
 * https://web.archive.org/web/20020307221651/http://gamespot.com:80/gamespot/stories/news/0,10870,2581661,00.html
 * https://www.vg247.com/2015/07/30/eshop-update-kirby-just-dance-2016-splatoon/
 * https://www.gamespot.com/articles/n64-dd-titles-become-cartridges/1100-2451150/
 * All IGN articles on Kirby 64
 * https://www.gamespot.com/articles/kirbys-dreamland-64-preview/1100-2544603/
 * https://www.gamespot.com/articles/shippin-out-february-25-29-frontlines-turning-point/1100-6186667/
 * https://www.gamespot.com/articles/7-kirby-facts-you-might-have-missed-over-the-years/1100-6419579/
 * Anthony has scans:
 * Anthony has scans:
 * Anthony has scans:
 * Anthony has scans:
 * Credits per Japanese N64 manual
 * Director: Shinichi Shimomura
 * Chief Programmer: Teruyuki Gunji
 * Composers: Jun Ishikawa, Hirokazu Ando
 * Producers: Masayoshi Tanimura, Hiroaki Suga, Kenji Miki
 * Supervisors (for what it's worth): Satoru Iwata, Shigeru Miyamoto
 * Kirby 20th Anniversary artbook (all in Japanese): https://imgur.com/a/OwoS4
 * Pages 60-63 are about Kirby 64. My machine translator is having trouble with the first paragraph on 61 (which looks like it might be dev info), but the second paragraph is just the synopsis from the manual.
 * 122-123 have concept art. Some stuff I can see is a different stage select with a world map, Adeleine as a playable character, and the return of Coo from Dream Land 2.
 * The first paragraph on 61 looks to be an overall of the game like "Kirby's first adventure in 3D...It plays in 2D but displays in 3D with polygons...Now you can mix copy abilities...there's a four player mode...etc..." Concept art pages look more interesting and those pink blocks look like they may have good info, I'll translate them.
 * https://www.eurogamer.net/articles/kirby-64-hits-pal-virtual-console
 * Page 76 has a preview, and a screenshot of N64 Kirby racing game at the top of the page: https://retrocdn.net/images/b/bf/EGM_US_131.pdf
 * More previews
 * TCRF
 * More previews
 * TCRF

Contemporary Reviews

 * Review collection
 * https://retrocdn.net/images/0/0f/Edge_UK_085.pdf
 * 5/10
 * Kirby has stayed 2D while Mario, Link, Donkey Kong have gone into 3D well. No good.
 * Given where platform games have evolved to on the N64, and incoming new hardware, this is underwhelming.
 * Cute plot and appearance will appeal to kids
 * Some variation in gameplay and environments
 * Game is too short
 * "There is simply not enough originality or longevity on offer for Kirby 64 to stand out among the wealth of inventive platformers already on the N64."
 * https://retrocdn.net/images/f/fd/EGM_US_134.pdf
 * No overall score
 * Fun to combine powers and find best combinations for different scenarios
 * Looks cute but don't fool yourself, finding all crystals is a challenge
 * Mini games are fun, like Mario Party
 * Simplistic look :/
 * Bright clean colors
 * "there just isn't enough new or exciting, and the game's slower pace and low difficulty made it hard to stay interested after a while."
 * Good variety in levels, secrets, bosses
 * 32/40
 * Included in review collection
 * 90%
 * 2.5D like Goemon's Great Adventure and Yoshi's Story
 * Visually resembles SNES game, may disappoint those looking for nice graphics. Looks basic, will soon become anceient
 * Combining powers is fun and addictive
 * Lack of challenge
 * Slow pace
 * Harkens back to the glory days of 16-bit gaming
 * nice escape from boring/uninspired realm of 3D
 * https://retrocdn.net/images/1/16/GamePro_US_142.pdf
 * No overall score
 * Graphics look bright and cartoony
 * Simple controls, but can do a lot with it, "strike the perfect balance between simplicity and precision"
 * Has cutesy elements, not for everyone
 * must have for people that enjoy platformers
 * Great visual detail, smooth animation
 * Auto-save makes the game a little too easy
 * Included in review collection
 * 8.1/10
 * 2.5D like Disney's Tarzan
 * cute and colorful look like YOshi's story
 * Mini games feel like Mario Party
 * Kirby's special abilities add variety
 * Included in review collection
 * 85%
 * Harkens back to 2D platforming
 * Fun to combine different power-ups and discover all variations
 * Nice pretty simple pastel shades, looks like picture book
 * Great level design
 * Great character design, lots of animations, lots of personality in each enemy and character
 * The mini-games feel tacked on as last minute effort to increase longevity, won't hold attention for long
 * Overall, well executed 2D platformer, a genre that hasn't been explored in a while.
 * Main issue is that it's easy.
 * Maybe too cutesy for some
 * Pretty short, and not a lot to bring you back.
 * Great for young gamers, or a rental for others.
 * Included in review collection
 * 72%
 * Fantastic animation in cutscenes
 * Great presentation and controls, but game is dull
 * Aimed at younger audience :/
 * Early levels are fun but it gets stale / generic platforming
 * nostalgic brand of 2D platforming
 * Nice scenery and environments
 * Wish there was more complex paths like Goemon Great Adventure
 * The ability mixing is forced into a back seat in later levels as enemies are lacking and underwater rules, restricting you to simple moves. Attempt to make up with set pieces and obstacles, but not exciting or challenging.
 * Too easy, but some challenge if you plan on collecting everything
 * Not much longevity overall
 * Mario Party mini games don't add much longevity
 * Graphics are best thing in the game
 * Compared to Goemon 2
 * "short-lived and repetitive"
 * Lots of wasted potential
 * 6.9/10
 * Great for whole family
 * Lots of variety to moves
 * Smooth graphical look
 * well modeled, great animation, lifelike characters
 * Colorful
 * Too short, can be completed within 3 day rental period even trying to collect all shards
 * Youthful look may initially put off some, but depth of combo system adds variety to otherwise average platformer
 * 7.9/10
 * Feels like NES game
 * The ability combos are a lot of fun
 * Would have been nice to have analog option
 * Minigames are alright
 * 3D perspective like Goemon's Great Adventure
 * Great animations
 * "Simple. Cartoony. Colorful. "2 1/2D." It's a Kirby game, and it looks exactly as you'd expect it would."
 * Short and not much to come back to, Rental should be enough
 * Good for kids, for everyone else rent because it's so short
 * 7.9/10
 * Feels like NES game
 * The ability combos are a lot of fun
 * Would have been nice to have analog option
 * Minigames are alright
 * 3D perspective like Goemon's Great Adventure
 * Great animations
 * "Simple. Cartoony. Colorful. "2 1/2D." It's a Kirby game, and it looks exactly as you'd expect it would."
 * Short and not much to come back to, Rental should be enough
 * Good for kids, for everyone else rent because it's so short

Not gonna use

 * http://www.jeuxvideo.com/articles/0000/00001467_test.htm
 * 7.5/10
 * http://www.jeuxvideo.com/articles/0000/00001467_test.htm
 * 7.5/10
 * 7.5/10
 * 7.5/10

Retrospective Reviews

 * "Kirby 64 clearly doesn't do as much with the N64 as it could have done, and remains a perennial second-stringer in the Nintendo pantheon for that very reason, but that's no excuse to dismiss something this engaging and polished."
 * http://www.nintendolife.com/reviews/wiiu-eshop/kirby_64_the_crystal_shards_n64
 * http://www.nintendolife.com/reviews/n64/kirby_64_the_crystal_shards
 * Review discarded, originally published on a different website
 * Review discarded, originally published on a different website

Legacy stuff

 * https://www.gamesradar.com/best-kirby-games/
 * https://www.gamesradar.com/best-n64-games-all-time/
 * https://www.usgamer.net/articles/all-of-the-kirby-games-ranked-from-worst-to-best

Discussion
Not sure if you're familiar with http://www.oldgamemags.com/ (used to be called Kiwi's World). They have tons of scans of older magazines. You just have to make a one time donation then you get unlimited access. Lots of EU/AUS magazines available that aren't anywhere else. TarkusAB talk / contrib 00:21, 6 August 2019 (UTC)
 * Neat, I'll check it out this week. JOE BRO  64  20:08, 6 August 2019 (UTC)

I think I'm happy with the reception section. The game doesn't have much of a legacy so I think just Reception is OK. Not sure what to do with that one link you put under Legacy. TarkusAB talk / contrib 04:21, 10 August 2019 (UTC)

Translations
Page 122 Page 123
 * 各ワールドの前後に入るムービー. ポリゴンになったことでキャラクターを大きく見せることができ、絵コンテの自由度も増している. 実際のムービーでは、お腹をすかせたカービィはデデデ大王たちが食べ物に見えるなどのアレンジがある.
 * "There's a cutscene before each world. Polygons allowed for the characters to look bigger and a greater degree of freedom with the storyboarding. In practice for example, there's a scene where a hungry Kirby is looking at King Dedede and he looks like food."
 * スティックを倒す方向やボタンの押し方で、カービィがどう動くのかがまとめられた資料. 何気なくカービィを動かすのにも、動作の設定は細かく決められていることはわかる.
 * "A document that shows what happens to Kirby when you operate the stick and buttons. The movement of Kirby was finely decided upon even for his more casual movements." Note, you can see sketches of the analog stick here, and the caption mentions the stick. This proves that the analog stick was considered for movement at some point.
 * 操作キャラクターの選択と切りかえの役目を担うていた妖精. 企画段階ではなぜか「川島」と呼ばれている. キャラクター切りかえはなくなったが、大きなリボンが特徴の妖精「リボン」として登場することになる.
 * "This is a fairy who played the role of selecting and switching between playable characters. During development, she was called Kawashima. Character switching was removed from the game, but the character remained and was called ribbon because of her large ribbon."
 * ケーキを取り合うミニゲーム. 取るのはフルーツになったものの、「とるとるバトル」として収録されている.
 * "A mini game where you compete for cake. The cake was changed to fruit, and called Torutoru Battle"
 * ゲーム中、仲間と行う仕掛けのアイディアがおおまかに描かれたスケッチ. ワドルディはサポートするリフトや、デデデ大王におぶさる姿などを、実際にゲームの中で見ることができる.
 * A sketch that shows how devices may be operated with a friend during the game. The way in which Waddledee supports the lift and Kirby rides on King Dedede's shoulders can be seen in the game."