Kirby Super Star
Kirby Super Star
March 21, 1996
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Attachment In an interview conducted by Nintendo to promote the release of the Super NES Classic Edition, Kirby Super Star director Masahiro Sakurai revealed that celebrity copywriter and EarthBound series creator Shigesato Itoi came up with the game's Japanese title, Kirby of the Stars Super Deluxe. Itoi also came up with the idea for the Japanese box art, which is designed after Paulownia wood boxes traditionally used to package luxury alcohol and tableware in Japan. Itoi believed that both the title and the artwork would "convey how rich [the game] is in content."
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Spring Breeze was originally not going to have the copy ability system at all, presumably to emulate the difficulty of the original Kirby's Dream Land that it was based on, but this idea was abandoned. Masahiro Sakurai, though, wished that every player would at least try the game once without copy abilities just for a unique challenge.
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The "5 Games in one!" feature of the game came from Masahiro Sakurai's need to keep the player's attention and interest in this SNES game, as he believed that massive games that were on the market at the time might overwhelm players or bore them with their consistent and continuous gameplay.

Sakurai also revealed a scrapped 6th game that was going to be available in the pack: "Kagero Mansion". This game would have featured Kirby's mouth "sealed shut". The pink hero would then have to utilize different items that represented copy abilities to get by.
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The two-player aspect of the game came as a request from Shigeru Miyamoto, who thought multiplayer would fit Kirby even better than Mario due to the Kirby games' slower pace. Masahiro Sakurai, however, struggled a bit with implementing it due to multiplayer in other games awkwardly affecting things like the camera. Sakurai and his team eventually found workarounds to this dilemma in the form of the Space Jump mechanic, and what he described as a "Lead Player and Supporting Player" system.
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Attachment Kirby Super Star, despite being intended for a SNES release from the get-go, actually began development on the original NES. This unreleased prototype was used for internal purposes only, as a way of finalizing all the ideas that would go into the final product. This can be seen with the NES sprites for the Yo-Yo and Cutter abilities, which were released to the public over 20 years later in an issue of Famitsu: the sprites shown look nearly identical to their counterparts in the finished product, with the main exception being the lack of Super Star's signature ability hats. Director Masahiro Sakurai stated that this type of development style is beneficial to him, as the starting step of finalizing all of a game's ideas via an internal prototype makes the rest of development significantly easier.
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The very first room of Peanut Plains in Kirby Super Star is an indirect reference to Super Mario Bros. 2. Kirby starts in midair and falls down as he gets below several blocky hills that are in a similar arrangement to the ones in the very first room of Super Mario Bros. 2. To add to that, the door is at the right and the lone Sir Kibble found in the area is very close, if not directly on, the spot where one of the first Shy Guys in Super Mario Bros. 2 is found. In Kirby Super Star, the grass is pinkish, but in Kirby Super Star Ultra, the grass is green, further increasing the similarity.
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Attachment Along with many other small unused text and graphics, one of the main ones that didn't make it in the final game were Meta Knight's bats, which were originally going to be used as projectiles by Meta Knight, either when you battle him face to face or when you're escaping the Halberd.
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Attachment A locked icon of the Great Cave Offensive can be found in the game's data, suggesting that the player would originally have to unlock the Great Cave Offensive. However, it is already unlocked when the game starts in the final release.
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If the player uses the copy ability on Scarfy, Kirby can obtain the Crash ability. It's only possible to get Crash from Scarfy with this method.
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There are a few glitches that were fixed when the game was localized overseas, mostly involving pressing opposite directions simultaneously.
•When using Jet Kirby and doing a semi-charged or fully-charged boost in midair, pressing up and down while flying sends Kirby flying diagonally. If Kirby bumps into a wall after a semi-charged boost while holding up and down, Kirby will bounce upwards very fast.
•When using Fire Kirby while doing a running boost in midair, pressing up and down will cause Kirby to shoot down very fast, passing through floors.
•When using Plasma Kirby while holding left and right and pressing up will charge Kirby's plasma beam to the maximum immediately, allowing you to fire fully-charged shots right away.
•When using Yo-Yo Kirby, pressing up, down and Y in midair will cause Kirby to disappear from the screen. If this is done with a helper, the game will act as if the helper doesn't exist.
•Pressing up and down on a ladder causes the game to crash, or could possibly send you to the credits of Milky Way Wishes.
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Attachment When Kirby Super Star was presented at E3 1996, a few things were seen that were changed when the game was released.

When choosing one of the eight games in the menu, a cartoony bounce sound effect can be heard when changing the selection, and while playing in any of the games the top-right corner of the screen shows stars, but it's unknown what they were going to be used for.
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Attachment In the Japanese release there are weeds in the foreground of the "Samurai Kirby" mini game. They were removed in the international versions, possibly to make room for the translation text. The weeds were later revised in Kirby Super Star Ultra.
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Attachment After completing a round of Gourmet Race, the time on the very bottom of the screen will say "clear time" in the Japanese version. This was changed to just "time" in the International versions.
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Attachment At the very end of the credits in the Japanese version, two words will pop up that says "and more". In the International versions, it says "There's more".
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Attachment The credits for Milky Way Wishes has a maido sign on one of the Kirby graphics in the Japanese version. The maido sign was removed in the international versions due to Nintendo of America's regulations on Japanese culture.
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Meta Knight's ship is named the Halberd. The "Hal" in Halberd could possibly be a reference to the developers of the game, HAL Labratories, as well as the real-life weapon.
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Attachment The game was released in Europe under the name "Kirby's Fun Pak". However, when the game was released on the Wii U Virtual Console in Europe, the game kept the name Kirby Super Star.
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Attachment Although the colors of the buttons on the SNES controller were changed from purple to red, yellow, green, and blue in the pal release, the text was never altered in the game's tutorial, and so it still refers to the controller having purple buttons.
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Attachment In the Japanese version, a Shoshinsha mark (a Japanese symbol that new drivers must display on their car for a year after obtaining their driving licence) appears in the background of menu asking whether the player wants to view the game's tutorial. When the game was localized to the West, the Shoshinsha mark was replaced by a picture of Kirby.
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It is actually possible to defeat the Heavy Lobster during its first encounter in the Revenge of Meta Knight sub-game before the main engine blows Kirby off the ship. However, despite disappearing after being defeated, parts of the Heavy Lobster still appear in the engine blast alongside with Kirby.
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