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Shinya Kumazaki

Earlier today, the second “Kirby: Planet Robobot Ask-a-thon” was hosted on Miiverse. Just like last time, director Shinya Kumazaki took on several fan questions.


This week’s discussion has a lot of talk about Meta Knight and some story elements. There’s also a little bit on music, but that will be saved mostly for the next ask-a-thon.

You can read all of Kumazaki’s comments below.

Over on Miiverse, the first “Kirby: Planet Robobot Ask-a-thon” was hosted yesterday. Fans were able to ask director Shinya Kumazaki several questions about the game.


In the new Q&A, Kumazaki talked about the game’s name, how long it took to develop, a scrapped idea involving the story, and more. Head past the break for all of Kumazaki’s comments.

Kirby: Planet Robobot launched in North America and Europe on Friday. To celebrate, director Shinya Kumazaki posted a message on Miiverse.

Kumazaki talked about Planet Robobot itself before moving on to Kirby in general. He mentioned the series’ 25th anniversary coming up next year and HAL’s plans “to keep taking the Kirby series to new heights for years to come”.

We’ve posted the full message below.


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Last month’s issue of Nintendo Dream contained a noteworthy interview with Kirby: Planet Robobot director Shinya Kumazaki. It was very insightful, with Kumazaki discussing topics like the story, characters, Robobot Armor, and abilities. He also delves a bit into the game’s origins and reveals that Planet Robobot was originally intended to be more along the lines of “Kirby Triple Deluxe 2”. On top of that, we have an interesting image at the end of the post.

We’ve rounded up a bunch of the questions and answers from Nintendo Dream’s interview. Head past the break to read our translation full.

As the first Kirby game shipped in 1992, the character (and the franchise overall) is celebrating its 23rd birthday this year. Developer HAL Laboratory decided to post a special message on Miiverse in honor of the occasion. Head past the break for the full note from Kirby Triple Deluxe director Shinya Kumazaki.

Kirby Triple Deluxe celebrated its first anniversary on May 2. Intelligent Systems celebrated the occasion with a special post on Miiverse, and director Shinya Kumazaki explained how the game’s name came about.

Here’s what was shared:


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GameSpot has a new interview up with the developers behind Kirby and the Rainbow Curse. Supervisor Kazuhiro Yoshikawa, art director Teruhiko Suzuki, director Kazushige Masuda, and HAL Laboratory’s Shinya Kumazaki participated in the discussion.

Read on below for some comments from the various developers. You can also find GameSpot’s full feature here.

VG247 has published a new interview with Kirby Triple Deluxe director Shinya Kumazaki, HAL Laboratory managing director Yurie Hattori, and the team’s public relations staff Satoshi Ishida. One of the more interesting responses came about when Kumazaki and Hattori were asked about potential interest in making a fully 3D Kirby game somewhat like Super Mario Galaxy.

Both of the Kirby devs expressed significant interest in creating such a title, with Kumazaki stating that he believes “there are also more than a few users who’d appreciate being able to freely run around a sprawling map, fighting with copy abilities.” He also said, “I hope that one of our next challenges will be to produce a Kirby game in full 3D that still maintains the same depth of play our fans have come to expect.”

Check out Kumazaki and Hattori’s complete comments below.

CVG has put up a new interview with Kirby Triple Deluxe director Shinya Kumazaki and Nintendo director Yurie Hattori. As you would expect, most of the discussion pertains to the upcoming 3DS game, but there’s also some interesting comments about HAL’s relationship with Nintendo.

For Shinya and Kumazki’s full comments, head past the break.

Kirby tends to look “angry” more often than when shown on North American boxarts. Wondering why this is so?

Kirby Triple Deluxe director Shinya Kumazaki explained to GameSpot:

“For the Japanese versions we are, at [Kirby series developer] HAL, involved in everything throughout development, including the package design. The most powerful image of Kirby is that cute image, we think that’s the one that appeals to the widest audience.

“While it does start cute, we know there is a serious side to Kirby as well, and throughout the gameplay we see more and more of that, and the games themselves have quite a bit of depth. That being said, we recognise that Kirby’s cuteness is his biggest draw in [the Japanese] market.”

Kumazaki added that Nintendo of America handles things in North America, and provides HAL with “feedback and insight” into the market.

“What we have heard is that strong, tough Kirby that’s really battling hard is a more appealing sign of Kirby, so that’s what we feature in the US.”

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