Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.





Iwata Asks: Kirby's Epic Yarn

Three Months Designing Kirby

Iwata

Returning to supervising the character, did supervision and determination of the visuals go smoothly, Yamamoto-san?

Yamamoto

For the most part, yes, but at first there were a few times early on when I was like, "The balance between Kirby's eyes and mouth is a little off."

Iwata

When a figure is that simple, a slight difference in the proportions can end up making a completely different impression.

Yamamoto

Right. We spent about three months asking them to try out various things for Kirby's design.

Iwata

Three months? The developers from Good-Feel didn't touch upon it earlier, but I guess they were struggling for about three months.

Yamamoto

After I received the first image of Kirby, I started saying things like, "This is a little wrong," "How about this?" and "It's still a little off."

Iwata

I should ask Good-Feel about this. Sei-san, were those three months a sort of a nightmare?

Sei

Um…no, well, they were fun…I guess. (laughs)

Iwata

(laughs)

Sei

The designers were really doing their best, and I couldn't see a difference. If Yamamoto-san said, "The eyes are wrong," I'd be like, "They are?!" But after some time had passed and I looked back at the earlier versions, I'd think, "Oh, they're completely different!" The chief designer said, "You've finally reached the point where you can tell the difference."

Everyone

(laughs)

Yamamoto

After the design for Kirby came together, they started in on his movement, and of course that also needed to have that special Kirby feeling, so I was worried when I checked on that, but it was spot-on.

They also nailed down the precise characteristics and movements of the other characters as well and faithfully recreated them in a world of yarn. That made me really happy, and I wondered if I'd gotten them to fall for Kirby.

Iwata

During those first three months while you were going back and forth adjusting Kirby's proportions, were you overcoming other challenges as well?

Yamamoto

Yes, we were. After that, I could just leave it in their hands.

Iwata

Sei-san, how were you able to do that? Was it the result of your designers' research?

Sei

Well…I think it was because in the end everyone on the staff had fallen for Kirby and thought he was cute. During our first talks with HAL Laboratory, we had been calling him Kirby-san.

Iwata

Oh, you treated him like a client, adding the honorific "san" to his name. (laughs)

Sei

Well, he was being placed in our care. I don't think it went well while we were calling him Kirby-san. But somewhere along the way we started calling him just plain old Kirby and started saying things amongst ourselves like "Kirby isn't like this," or "He looks cuter this way."

Iwata

Even at Good-Feel, he became like family and you could drop the "san." After they started viewing him that way, I bet the burden on you decreased considerably, Yamamoto-san.

Yamamoto

Yes. Thanks to that, I got to take it easy later on. (laughs)

Iwata

All right, lastly I'd like everyone to say a few words to the players. Can we start with you, Ikegami-san?

Ikegami

Sure. Basically, I just want people to enjoy it. I think it's great how we formed a bond with our collaborators and produced a new Kirby game, so I hope people enjoy it.

Also, HAL Laboratory has been working on another Kirby game aside from Kirby's Epic Yarn, and we'll keep working on that, so I hope everyone will look forward to that as well.

Iwata

You're working hard on it so as not to be outshone by this one.

Ikegami

Uh, yeah. (laughs)

Iwata

Ando-san?

Ando

It's definitely a quality game, so I want people to see all the levels and not set the game aside partway through.

Iwata

I doubt that'll be a problem. I mean, Watanabe-san checked it out every week.

Ando

But it isn't easy to get some screens to appear. I want players to see them all, and I especially want them to enjoy the latter half of the game.

Iwata

You want everyone to hear the songs you played. (laughs)

Ando

Of course! (laughs)

Ishikawa

The graphics and sounds of Kirby's Epic Yarn are both incredibly soft. I'm really glad we were able to bring out in a video game that softness, texture and feeling as if you've got something solid in your hands, so I hope everyone will play it.

Iwata

While we couldn't really touch upon it today, this game really displays some amazing object movement and physics simulation. There are lots of places to give players a feeling they've never had before, so you hope they will experience that, along with the music.

Ishikawa

Yeah. And adding to what Ando-san said about wanting people to play the latter half, I definitely want people to enjoy the last boss battle.

Iwata

Did you make the music for that?

Ishikawa

Yes. I thought about how I could surprise people who had played Kirby's Epic Yarn up to that point, and wrote that song.

Ikegami

The melody suddenly changes.

Iwata

And you did that on purpose?

Ishikawa

Yes. So I want people to play through to the end.

Yamamoto

Kirby's Epic Yarn has lots of good parts, but one I'd like to emphasize is how two people can play. Two people can play together at the same time on one screen, so I hope people around the world will play the game as a family, fathers with their daughters and mothers with their sons.

And another thing. There's a video service called Wii No Ma10 among the Wii Channels. As of early September, 100 episodes of Kirby: Right Back at Ya! are available, so I hope everyone will enjoy those as well.

Iwata

It was broadcast on Saturday mornings, so this is a good opportunity to get caught up for people who overslept and missed some.

Yamamoto

Yeah.

10

Iwata

Thank you. What I want to say more than anything else this time is how a game that didn't begin as a Kirby game became a Kirby game—with good results. And it's not just good because lots of people will pay attention to it, but because Kirby was a perfect fit for the original idea. And because they were such a perfect fit, partway through development, the game's interestingness and enjoyability got a big boost.

We didn't force our guests here today from HAL to work on a new Kirby game, but rather they said it was a pleasure to work on it. After spending three months working with Good-Feel in adjusting the positioning of Kirby's eyes and mouth, they were impressed to see how Good-Feel had proceeded without further instruction to turn out something appropriate to the Kirby series. The two teams worked in separate locations, but moved as one. Just listening to them describe all that, I can tell they worked well as a team, which is reflected in this game.

Another thing I should mention is that while the unique visuals representing this world of yarn and cloth might at a glance seem geared toward younger players, people who have played the Kirby series for almost 20 years now will be able to enjoy the world of the Kirby games in a new way with this installment. I think an important point with regard to this game is that it turned out to be a game that a wide variety of people—as represented by Watanabe-san and Matsumiya-san—can enjoy, so I hope lots of people will try it out. Thanks for coming today, everyone.

Everyone

Thank you.