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Kid Kirby
This article is a short summary of Kid Kirby. WiKirby features a more in-depth article. |
Kid Kirby | ||||||||||||||
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Kid Kirby was a cancelled Kirby series game for Super Nintendo Entertainment System. It was developed by DMA Design Ltd., a Scotland-based game development company that eventually became Rockstar North. The game was designed primarily around the use of the SNES Mouse.
Contents
History
The earliest mention of Kid Kirby in development dates back as early as 1994 to 1995, around the same time Lemmings 3 was developed by DMA Design. Prolonged development times, poor sales of the SNES Mouse and the general inability to play with a regular SNES controller were cited as some of the main reasons that led to Kid Kirby's eventual cancellation.[1][2]
Several assets from the game's development were revealed by ex-DMA Design developer "Mike Dailly" on Flickr, including official artworks for King Dedede (who was known as "Prince Dedede" in-game) and Bronto Burt, as well as new enemy designs like a walking fire enemy and a giant octopus-like creature. Some partially complete stage maps were also revealed on the same website, which included themes based on a forest, castle, and even a laboratory.[3] More assets revealed by ex-DMA Steve Hammond also showed concept artwork for a control scheme and Kirby's "kidspeak language", as well as a storyline similar to Kirby's Adventure where the Dream Spring was dried up (with additional anecdotes from James Watson detailing a "wand" being stolen).[4][5]
Gameplay
Ex-DMA Design developer James Watson (also known as "DudleySoft") revealed more information about gameplay through an interview on the video game news website "GiantBomb". The gameplay would have revolved around using the SNES Mouse to drag and launch Kirby in a set trajectory, as well as slapping him upwards or downwards mid-air. Powerups would have gave Kirby transformations like a paper airplane or a rock. Each stage requires getting Kirby to the goal hoop, which will mark it as complete. A 2-player split screen race mode was planned for the game as well, where two players would've competed to see who can reach the end of the stage first.[5]
There were 120 stages designed for Kid Kirby, with half of them being "hidden stages" which could be accessed by using a hidden door (which was "inside a bell" according to Watson). A method of 100% completion was also planned, with 1% being added with each stage complete, which can result in 120% if done for all stages.[5]
External links
- Nintendo Database
- "Mike Dailly"'s assets reveal on Flickr (archived)
- Kid Kirby on Unseen64
- Kid Kirby on Kirbytraum (German fansite)
- Intro storyline concept for Kid Kirby (PDF), shared by Steve Hammond
References
- ↑ Twitter PM with "Mike Dailly" (@mdf200) by WiKirby editor Meeper12346, on Imgur (1) (2)
- ↑ "Playing Catch Up: GTA/Lemmings' Dave Jones" on Gamasutra (Archived)
- ↑ "Mike Dailly"'s Kid Kirby assets reveal on Flickr (archived)
- ↑ "Kid Kirby Archive" (@KidKirbyArchive) on Twitter detailing assets posted by Steve Hammond]
- ↑ 5.0 5.1 5.2 Article from GiantBomb on Kid Kirby by main programmer James Watson, under the name "DudleySoft"