feature-image
feature-image

Masahiro Sakurai is back with a new video on game development. And this video is a 100 episodes milestone video. He has been regularly uploading videos in the past, helping out game developers. In the video, Sakurai has also promised fans that there will be plenty more videos to come in the future.

Watch What’s Trending Now!

This video contains a presentation Sakurai did at the 2017 concert held in honor of Kirby’s 25th anniversary. Recently, he also talked about the golden-age consoles that first featured Kirby, Famicom, and NES. Furthermore, fans would be excited to know the hidden gems Sakurai has shared about the challenges of creating Kirby.

ADVERTISEMENT

Masahiro Sakurai shares his experience developing Kirby

First appearing in 1992, Kirby had unique powers to inhale enemies and spit them. The first ever game was developed by Sakurai when he was 19, and it had a short gameplay of around 20 minutes.

ADVERTISEMENT

article-image

ADVERTISEMENT

Sakurai had memory limitations when he was creating the first title. He had to fit the whole game preferably in 512KB. And to reduce the size, he had to think of innovative ideas. One such trick was he built the enemy art in such a way that they could be reused. Waddle Dee and Waddle Doo both had similar designs with changes just in the face of both. Gordo was only half-drawn with Sakurai flipping the image back and forth to make it appear full.

Read More: Super Smash Bros. Director Talks About Understanding the Psychology of Players in Video Games

ADVERTISEMENT

Although he reused enemy art, he wanted his bosses to appear big. Big bosses give beginner players a sense of achievement when they keep constantly hitting the enemy. Whispy Woods and Kracko were built keeping this in mind.

Secrets of movements in Kirby

ADVERTISEMENT

Many enemies like Waddle Dee and Coner fell off the cliff if they kept walking straight. This was not a feature but a by-product of enemies not having collision set to the terrain. Sakurai coded the movement of enemies himself, and when applied with the background placed, they looked like they were moving on the ground and falling off.

ADVERTISEMENT

He also took inspiration from Kirby to add a feature in Smash Bros. In this game, if a player is knocked off-screen, they lose.

ADVERTISEMENT

In conclusion, Sakurai shared that as Kirby was his first-ever game, he had made plenty of mistakes developing it. His advice to developers in a similar situation is “Embrace the mystery!”

Watch Story: Video Game Franchises Returning to Console

ADVERTISEMENT

What are your thoughts on the development of Kirby? Let us know in the comment section below.

Share this with a friend:

Link Copied!

ADVERTISEMENT

ADVERTISEMENT

Written by

author-image

Ajitesh Rawat

1,222 Articles

Ajitesh Rawat is a WNBA and College Basketball Writer at EssentiallySports, where he leads the outlet’s Strategy Desk. With a research-driven approach and a reader-first mindset shaped during his stint as a Content Analyst, he covers the mechanics of the game with depth and precision. From injury reports and roster depth charts to player trades and transfer portal moves, Ajitesh brings clarity to the decisions that shape outcomes. Known for highlighting under-covered talent across the women’s game, his reporting has also earned him a spot in ES’ Journalistic Excellence Program. Beyond basketball, Ajitesh’s versatility has seen him spearhead LPGA and LIV Golf coverage while contributing to esports and FPS gaming guides, a reflection of his background as both a game developer and digital strategist. That unique blend of technical expertise and editorial instinct allows him to navigate fast-moving sports landscapes while connecting fans to the tactical and cultural undercurrents driving the games they love.

Know more

Edited by

editor-image

Jito Tenson

ADVERTISEMENT