Why Nintendo Cancelled Rockstar's Kirby Game

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Did you know? Before making the  critically-acclaimed Grand Theft Auto series,   Rockstar North was developing games for  Nintendo. In the early-90s, Rockstar,   then known as DMA Design, was one of Nintendo’s  top second-party developers, making titles for   the Super Nintendo and Nintendo 64. Among these  games was a top-secret project starring one of   Nintendo’s most recognizable characters.  Intended to release on the SNES in 1995,   Kid Kirby was a spinoff where players  follow Kirby in his first adventure   through Dream Land. The game was intended  for an even younger audience than Kirby,   somehow, and was in production for years,  constantly switching its style and staff.   Although relatively far in development, the game  was cancelled by Nintendo for various reasons,   and DMA moved on to other projects, eventually  parting ways with Nintendo altogether. Despite being part of such an iconic series,  there’s very little documentation on Kid Kirby   online. ROMs of the game have yet to surface, and  the only direct coverage of Kid Kirby in the press   was a tiny blurb in a Mexican magazine. So today,  we’ll be discussing the game in its entirety — how   it got made, why it was scrapped, and how it may  have had an impact on DMA’s future titles. Did   You Know Gaming managed to get ahold of several  ex-DMA developers involved in the project, and   they gave us some valuable insight. Unfortunately  however, none of them kept any form of ROM,   source code, or artwork from the project. So to  help illustrate the game’s visuals, we’re working   with professional game artist Sean Hicks to  recreate what could have been — creating accurate   mockups based on the developer’s descriptions. And  will credit this in the corner so you know what   we commissioned and what’s from the actual game.  Through extensive interviews and hours of internet   sleuthing, here is the story of Kid Kirby — the  lost Nintendo game from the twisted minds of GTA. Before we go any further, we should explain where  Rockstar North, and by extension, DMA Design,   came from. Once you know about their roots,  Rockstar developing a Kirby game isn’t as crazy   as it sounds. DMA Design officially began in 1987  in a two-room office above a baby supplies shop in   Scotland. Founder Dave Jones, a gifted electronics  engineer from the city of Dundee, was interested   in computing since the late-70s. According to  Jones, there was only one computer in his entire   school, and he spent as much time as possible  on it — much to the dismay of his teachers.   By the early-80s, home computers became much more  accessible in Europe with the rise of systems like   the ZX Spectrum and Commodore 64. Jones often  hung out at a Dundee computer club, where he’d   meet three other programmers, Mike Dailly, Steve  Hammond, and Russell Kay. The four became good   friends, and began designing small games for 8-bit  computers. After losing his job at a manufacturing   plant right out of high school, Jones used his  £3,000 severance package -- about $15,000 USD in   today's money -- to buy a state-of-the-art Amiga  computer. He began working on his first big game:   Menace. A fast-paced arcade shooter, Menace was  released by major British publisher Psygnosis in   1988. Before finishing the game, Jones sought  to create an actual studio after realizing   literally none existed in Dundee. The name  he settled on, “DMA Design,” was taken from   Amiga programming manuals, where it stood for  direct memory access. In Jones’ case, it meant   Direct Mind Access. Though, over time, DMA would  eventually come to mean “Doesn’t Mean Anything.” Jones quickly began employing his friends from  the computer club, and DMA’s second title,   a spiritual successor to Menace called Blood  Money, would release in 1989. Money started to   pool into the tiny studio, and Jones dropped out  of university to concentrate on DMA full-time.   DMA’s first major success came not from another  space shooter, but a cutesy puzzle-strategy   game for the Amiga. Lemmings, released in  February 1991, had the player guide a gaggle   of anthropomorphic lemmings through a series of  dangerous caverns. To complete a level, the player   must give each lemming — which are constantly  moving around the stage — a specific task that   will help them avoid any upcoming obstacles. The  lemmings can dig, build a staircase, climb walls,   and if push comes to shove, self-destruct.  Lemmings was a smash hit, selling 55,000   copies on its first day, and opening the gates for  dozens of ports. DMA earned more than £1.5 million   from the game -- about $5 million USD in today's  money. And Jones — then only 25 years old — was   becoming one of the wealthiest game designers in  Europe. The crazy success of Lemmings eventually   caught the eye of Nintendo, who wanted to give  Jones and his company the contract of a lifetime. While the Nintendo 64 -- then codenamed  Project Reality -- was on the horizon,   Nintendo started what was known as  the “Dream Team.” In early 1994,   they signed several developers and publishers  outside of Japan for the 64’s launch in   North America. Some studios attached included  Silicon Graphics, Acclaim, Williams, and Rare.   DMA Design -- now housing about 36 employees  in a swanky upgraded office -- was announced   as part of the Dream Team on May 2nd. Months  prior, DMA went to Nintendo at a trade show,   presenting them with something thought impossible.  Using a clip from Star Wars, the company proved   that full-screen video compression was possible on  the SNES. The demo impressed Nintendo so much that   they invested hugely in DMA, giving them tons  of equipment, like a $34,000 Silicon Graphics   machine. Nintendo was also impressed  with their work on home computers, and   particularly by their creative decisions in game  design. Lemmings, a family-friendly, cartoony,   gameplay- rich title, is exactly the kind of  game Nintendo likes. “We think [Dave] Jones   is one of the very few people in the world that  are in the Spielberg category.” Howard Lincoln,   then-Chairman at Nintendo of America, told the  press, “His software ideas are incredible.” DMA signed a multimillion-pound contract to  develop two games for the Nintendo 64. The studio   also began doing titles for the Super Nintendo.  And because of their newfound relationship,   DMA decided to reskin a rudimentary SNES game  with an original IP into one with a recognizable   Nintendo character. The small Scottish studio  would become the first developer outside of   Japan to work on the Kirby franchise. This was  the beginning of Kid Kirby. In the 80s and 90s,   there was a trend of taking older, established  franchises and “babyfying” the characters for   a younger audience. If you lived during this  time, you might remember things like Tiny Toon   Adventures, Muppet Babies, and Nintendo’s own  Baby Mario in Yoshi's Island. Kid Kirby would not   be dissimilar to these spinoffs. The game’s plot  is told from the perspective of an older Kirby,   who’s re-telling the story of his first adventure.  We open on the DMA logo embossed into the cover of   Kirby’s storybook. The book opens up, revealing  a title card and the opening cutscene. We see   baby Kirby -- prominently featured with a long  curly string of hair on his head -- waking up   from his crib in the middle of the night.  He hears a strange noise outside and goes   to investigate. He discovers that the Star  Rod, the item that keeps Dream Land alive,   has gone missing. So now it’s up to Kirby  to find the magical wand and save the day. Were it to be released, Kid Kirby would've been  one of the unique titles compatible with the SNES   mouse. Bundled initially with Mario Paint,  the mouse was mostly used for puzzle games,   art software, and simulations, so it was rare  for a platformer to have this kind of peripheral   support. In Kid Kirby, the mouse controls a large  cartoon glove, serving as a boost for baby Kirby.   Holding the left button, you can pull back Kirby’s  hair and slingshot him across the level. The   further you pulled back, the further Kirby would  fly. Think of it as an early version of Angry   Birds. While Kirby is mid-air, you can either  “slap” him higher up -- essentially doing a double   jump -- or slam him toward the ground onto the  enemies below. Of course, a Kirby game would not   be complete without copy abilities. Tapping the  right button would activate a power-up obtained   from an enemy you recently killed. The “stone”  power, previously seen in Kirby’s Adventure,   would return in this game, allowing Kirby to turn  into rock and crush enemies with his weight. There   were also plenty of original ideas for power-ups.  Kirby could turn into a paper airplane and glide   across the level. He could even put on a pair of  sticky shoes and stick himself to a wall. Kirby   is similar to the titular creatures in Lemmings,  constantly moving around with a mind of his own.   The player essentially serves as a babysitter -- a  literal helping hand keeping Kirby out of trouble. The goal of Kid Kirby is to collect the lost  stars scattered across each world. Once you   collect them all, you throw Kirby through a  hoop and progress to the next level. There   was also an option for a two-player mode, where  the screen is split in half, and two players race   side-by-side. Kid Kirby consisted of 120 levels  — about 60 of which formed the main body of the   game. The remaining 60 could be accessed via  a hidden door on one of the levels. According   to programmer James Watson, who shared his  memories of the game in a 2008 forum post,   the door was found within a large bell.  Fun Fact: Finishing each level would add   1% to the completion counter; and a perfect  score required you to beat the game by 120%. Most of the classic bosses from the franchise  would return here. Whispy Woods, as always, would   be the first boss. King Dedede, now a mere prince,  would serve as the main antagonist. Enemies   included Waddle Dees, Waddle Doos, and Bronto  Burt. In researching this video, we contacted   one of the many artists who worked at DMA in  the mid-90s. This person -- who chose to remain   anonymous -- was one of the original artists on  Kid Kirby, where they helped design 3D renders   of the enemies and bosses. As well as Whispy  Woods, they modeled a “bucket head boss” and   a “sea anemone boss.” Whether these bosses were  original creations by DMA or pre-existing concepts   sent over from Nintendo is unknown. After talking  to some Kirby experts, we weren’t able to find any   similar bosses, and the artist, unfortunately, has  no memory of what the bosses actual names were. Before working on Kid Kirby, the developers  at DMA had a mixed relationship with the pink   puffball. Some people, like our anonymous  artist, were well aware of the franchise,   being fans of titles like Kirby's Dream Course  and the original Dream Land. Others were the   opposite. Programmer Patrick Kerr, who joined  the project in May 1995, was initially unaware   that Kirby was an existing IP. “I hadn't owned any  Nintendo stuff, because you couldn't program it.   I had come from a home computer background, and  didn't even know what Kirby was when I started!”   Looking to learn more about the franchise, Steve  Hammond, one of the original DMA employees,   contacted Nintendo of America for some  background information. In return,   he received a “monster fax,” which contained  character sheets and manuals from previous   games. This let Hammond develop a massive internal  document called “The Unofficial Kirby Reference   Book (For Westerners!)”. It was a helpful resource  for both himself and other DMA employees. Hammond   was tasked with writing the game’s manual, which  laid out the story in a compelling yet humorous   manner. The manual was littered with Hammond’s  own sketches of Kirby, who spoke in an alien   language that could only be read as pieces  of fruit. This was a reference to classic   Marvel comics, where the writers would translate  indecipherable languages for the reader’s sake. It should be noted that production on Kid  Kirby was happening during a hectic time at   DMA. Numerous projects across different consoles  were concurrently ongoing, and each team consisted   of less than ten core people, often working on  several projects at a time. Jones’ idea was to   try different things, knowing that hits were  rare but highly valuable when achieved. At the   same time as Kirby, the studio was focused on  developing two games for the N64. One of which,   Body Harvest, was originally intended as  a launch title and was a top priority to   Nintendo. Shigeru Miyamoto would often visit  the offices in Dundee to consult on various   projects. Although Body Harvest was his main  concern, Miyamoto always made time for Kirby.   He had witnessed an earlier iteration of  the game and wanted to add more richness   to its playability. Pat Kerr recalls that the  power-ups -- the paper airplane, the rock,   and the sticky shoes -- may have been Miyamoto's  suggestions, though we could not fully confirm   this. Nintendo of America had some input as  well. The original Prince Dedede design was   one of the things faxed over to Steve Hammond,  hence why it looks, uh, different compared to   the other renders. “I don't think any of our  guys would have put out something that ugly.” In an interview with Next Generation magazine,   Jones described DMA’s relationship with  Nintendo. “It's fine. It's hard. It's a   very hard relationship because their  quality is so high, that it's so hard   to match the quality of the products they do.  And they really want you to focus on making   Nintendo products. It's very hard to write  games that you're not writing for yourself,   which is traditionally what I've done. I write  a game because I want to play it. It's a big,   big difference when you try and write a game for  somebody else. It's really, really hard to do.” Kid Kirby was scheduled for release around October  1995, but was in development as far back as 1993.   It should be made clear that the Kirby license  wasn’t always attached. The initial concept   came from Tony Colgan, a freelance programmer  who previously worked for DMA in the late-80s.   Colgan’s original pitch was a golf game — the  idea being that you could pull the mouse back and   strike the ball, shooting through any obstacles  that may exist in a two-dimensional plane. Colgan   presented Jones with a prototype and was quickly  offered a full-time job at the company. It was   decided early on that the golf theme should  be scrapped and replaced with something more   creative — something more “DMA.” The game had  been renamed “Jellies.” This version had the   player control a gelatinous blob with a mind of  its own. The goal was to stretch the jelly out   and ping them off in any direction, forcing them  to land on a series of platforms and escape the   level. Bugaboo (The Flea), a ZX Spectrum game  from 1983, was a major influence in its design.   As part of the early Dream Team negotiations in  February 1994, Jellies got exposed to Nintendo,   who thought the game would be a good addition  to the Kirby franchise. And DMA agreed. The biggest changes afterwards were its visuals.  Early on, the game had a more “flat” aesthetic,   with levels built out of large single-coloured  blocks. Kirby was initially a tiny, 16x16 sprite,   but his size grew as the game progressed. At  a certain point, Kirby — and all the enemies   and bosses — were redesigned with pre-rendered  graphics, and the levels were changed to have   a pseudo-3D feel. This change likely happened  following the release of Donkey Kong Country,   which used pre-rendered graphics on the SNES  in a similar manner. In 2007, Mike Dailly,   another day-one DMA employee, released several  Kid Kirby maps and sprites onto his personal   Flickr account. The post has since been removed,  but is still easily accessible online. The maps   give us a good idea as to what kind of levels  would.ve been in the game. There’s a cavern,   a castle, and a possible boss battle level  at the Fountain of Dreams. There’s also a   factory stage with moving girders, as well  as a snow level where you’d push through ice   blocks to get to the finish. Speaking with  Pat Kerr, we confirmed that most of this   art was used in the earlier 2D iterations  and does not represent the final product. Only two maps, TUBE9 and SEWER9, would’ve been  included in the pseudo-3D versions. These were the   backgrounds we chose to use in our mockups. As the  first people outside of Japan to lead production   on a Kirby game, the developers had a lot of  responsibility. The staff consisted of about   five programmers, three artists, and a single  musician. After going through several changes,   the game was nearly finished by early-1996.  Unfortunately, various complications prevented   the game from hitting store shelves. Due to the  nature of the controls, Kid Kirby ideally would   have been packaged with the SNES mouse. However,  due to the SNES nearing the end of its life cycle,   it was decided the game should be cancelled.  Increasingly poor sales of the mouse meant it’d   be too expensive to consider releasing. Had  the game been completed earlier, it could’ve   seen the light of day. But development went much  slower than intended, repeatedly being delayed. Things like the basic collision system were  far behind schedule, and with so many projects   underway, DMA producers didn’t have much time  to consult. For many people, Kid Kirby was their   first professional project. Some programmers  and artists were right out of university and   lacked the experience that could’ve pushed  the game forward. Tony Colgan, essentially Kid   Kirby’s director, would be let go near the end of  development. This meant it was up to Pat Kerr and   programmer Stuart Hunt to complete any unfinished  business. Still, nothing could be secured. After   years of work, Nintendo eventually got tired of  the lack of progress — as did their QA department   — and decided to scrap the project entirely in  1996. Kid Kirby was no more. “I think the game   actually looked fairly nice, in its way, but it  was just a simple "for the kids" thing. Probably   wasn't taken very seriously by the company, but  I was too young and naive to understand that.” Shortly after, Nintendo cut its ties with  DMA. Various complications with Body Harvest,   the planned-to-be launch title for the  N64, caused Nintendo to drop the project,   leaving DMA to find a new publisher. With one  project cancelled and another not up to snuff,   Nintendo had no reason to pursue more projects  with DMA. There is a happy ending to this story,   though. While some of the projects DMA was  working on in the mid-90s went unreleased,   and others were flops, some did end up being  surprise smash hits. Various members of the   Kid Kirby team — like Pat Kerr, and composer  Colin Anderson, among others — jumped ship to   work on another project: a little game called  Grand Theft Auto. Mike Dailly and Russell Kay   have even named Pat Kerr a crucial figure in  GTA’s success, attributing the game's appeal   to his exceptional vehicle physics, which  gave it the fun it was severely lacking. The original Grand Theft Auto would release on  the PC in November 1997. Its success was a shock   to many employees, who viewed it as a "troubled"  project akin to Kid Kirby. It was the start of a   new era for the company. Take-Two Interactive  acquired BMG, the publisher of GTA and Body   Harvest, in March 1998. As a result, several  Take-Two employees transitioned to a newly   established subsidiary called Rockstar Games.  While key personnel such as Jones, Dailly,   and Hammond departed, the DMA name endured. Under  new management, they continued developing games,   starting with GTA III in October 2001.  Subsequently, in May 2002, the company   underwent a name change to Rockstar North: a  name that has remained unchanged to this day. It wouldn’t be a stretch to say that Kid Kirby  played a noteworthy part in Rockstar’s history,   as its cancellation opened the door for  many of the original staff on Grand Theft   Auto. DMA was going through a chaotic time  in the 90s, and it was through this chaos   that concepts like GTA could get off the  ground. So, next time you’re playing GTA,   running over civilians and gunning down  officers, thank Kirby for making it   possible. More specifically, thank Kid Kirby —  the cutest pink puffball Dream Land never saw. As of the writing of this video, a playable  copy has yet to be discovered. Of all the   people we reached out to for today’s video, none  managed to keep anything from their time at DMA,   as they simply didn't have the means to save  their work then. Mike Dailly claims to have a   demo stored in his archives, but he himself admits  it has since “vanished.” The images from Dailly’s   Flickr account, as well as the rough copies of  Steve Hammond’s manual, are currently all that   survive. But who knows? Maybe one day a prototype  will emerge from the archives of Rockstar North or   be found hidden away in a Nintendo employee's  closet. Considering the high-profile stuff   unearthed in the last few years, it’s  entirely plausible. Only time will tell. Want to know more about Nintendo games  that never saw the light of day? Check   out the video on screen. And if you like this  video, feel free to like and subscribe for   more facts from DidYouKnowGaming. I'm Tony  from Hard4Games, and don't forget to check   out my channel where we preserve lost games  and gaming media. See you next time. Poyo!
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Channel: DidYouKnowGaming
Views: 149,650
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Keywords: kirby, kirby game, kirby games, kid kirby, nintendo, rockstar, lost game, cancelled game, canceled game, lost media, nintendo game, nintendo games, cancelled kirby game, lost kirby game, rockstar north, dma design, dma, hard4games, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming, snes, super nintendo, snes game, snes games, super nintendo game, super nintendo games, cancelled snes games, lost snes games
Id: _NjMXP5g1LY
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Length: 17min 31sec (1051 seconds)
Published: Sat Aug 05 2023
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