page_title: Kirby 64: The Crystal Shards
section_title: Development
hierarchical_section_title: Kirby 64: The Crystal Shards / Development
caption_attribution_description: English: An N64 controller shown in hand, in its most common playing position.
context_page_description: Kirby 64: The Crystal Shards is a 2000 platform game developed by HAL Laboratory and published by Nintendo for the Nintendo 64. It is the first Kirby game to feature 3D computer graphics and follows Kirby as he attempts to reassemble a sacred crystal shattered by Dark Matter. 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 standard N64 title 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.
context_section_description: 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 settled on the D-pad configuration after a successful test with elementary school students.
  The Power Combo game mechanic was conceived 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.
  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—Kirby Bowl 64—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 re-released 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.
caption: Kirby 64 was designed to use the N64 controller's analog stick as pictured, but this was changed to the D-pad during development.
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