The Kirby Lands:
The History of a Game that Nobody Played
A Commentary by FnrrfYgmSchnish
For those of you who don't remember it (which is probably a lot of
you), The Kirby Lands
was pretty much my "newbie game." It had bad graphics and lots of music
ripped from Final Fantasy
games (mainly 3 and 6, but also a few songs from 4 and 5 here and
there.) The mapping was really terrible, the maptiles themselves (most
of which are way too dark, for some reason) were even worse, and the
battles were seriously unbalanced... mainly because I had gone back in
a few years after uploading the finished version and added in some new
features like poison and stun (without really knowing how they worked),
resulting in situations like the supposed-to-be-super-easy first boss
Grande Snail suddenly becoming near-unbeatable if he uses Regenerate
more than once. There were way too many playable characters, including
nonsensical cameo appearances from people like Sailor Jupiter who
really had no reason to be in the game's world. Also, the custom font I
made for it is really horrible.
All that said, it was still a complete game, and even now it's the only
game I've ever finished all the way to the end aside from mediocre
48-hour contest entries (Frankfurter's
Quest for Soap) and
really-freakin'-horrible 48-hour contest entries (Xutt's
Tournament.)
Why'd I decide to write an article about it? Well, besides being my
first and (so far) only complete game, it's also gotten next-to-no
attention from... well, anybody. Apparently it did have some fans back
in the early days, as it somehow managed to end up around the middle on
one of Reasonably Septaweekly's Top 30 lists (though, since I didn't
follow the OHR magazines back then, I didn't find out until years
later.) That's pretty much it, though--the game doesn't even have a
single review, despite sitting on Castle Paradox's gamelist for almost
seven years. But now, it's time to take a trip back in time (and
through the Num Warps) and return to the Kirby Lands! Watch your step,
and try not to do anything that might make Killer Kirby angry.
The
Very Beginning
When did The Kirby Lands
begin? Some might guess 2003, as that's when I uploaded the game to
Castle Paradox. Others might go back as far as early 2000, when I
uploaded a very incomplete version to my own website and visited the
OHRRPGCE Help Me board for plotscripting advice. A rare few might even
say it started in 1998 or 1999, when I attempted to make an early
version of the game (which never got anywhere) during my first try with
the OHRRPGCE. Actually, all three of these guesses would be incorrect,
as the true origins of The Kirby Lands are in the distant past, in a
time when "OHRRPGCE" was nothing more than an unpronouncable string of
letters and everyone still used Windows 3.1.
Yep, the beginning of The
Kirby Lands can be traced back
as far as the early '90s. The fall of 1994, if you want to be really
specific. I was in the third grade, and I had recently made up a
creature known as the "Numnum." Numnums were white, pointy-nosed,
oval-shaped things with enormous mouths (full of sharp teeth) and two
big, round eyes on top. They were basically an updated version of some
creatures I made up during the previous year (known as "Yum-Yums"), but
with a design more similar to a different character I had come up with
more recently, "Mr. Numnum." Mr. Numnum levitated a few feet off of the
ground at all times, but other than that he looked pretty much the same
as a regular Numnum (and he was the very first character to use Num
Power, though I had called it "Numnum Power" at the time.)
At first, I had the Numnums fighting against the Alligator Teacher and
various other monsters that I had made up earlier (such as Beefoes,
walking slabs of beef with knives and guns), but since the Alligator
Teacher was based on Earth and Numnums lived on another planet, I
decided that I needed to come up with a new enemy for them.
For some strange reason, I was inspired by the game Kirby's
Dream Land and basically ripped
off the design for Kirby, keeping most of his skin white (because at
the time, the only full-color picture of him I had seen was the box art
for Kirby's Dream Land,
and I didn't know he was really supposed to be pink) but giving him red
feet instead of white ones. My species of "Kirbys" (and no, that's not
a typo; I've always disliked when people pluralized Kirby as "Kirbies"
for some reason) started out as the rivals of the Numnums, a bunch of
barbarians with spears and swords and such that were always trying to
take over the Numnums' land and eat all of their food. And they ate
with forks and knives, by the way--I didn't give them the "vacuum"
ability that Nintendo's Kirby had, since I figured that was just his
special power and not something that every member of his species had.
Later that year, I also created a second species of round,
white-skinned, funny-looking critters which I called "Blurbys." I'm not
entirely sure where the idea for the Blurbys came from, though
originally they formed a sort of "rock-paper-scissors" triangle with
Numnums and Kirbys--Numnums could eat Kirbys, and Blurbys could beat up
Numnums. It wasn't exactly a perfect rock-paper-scissors triangle,
though, since Kirbys couldn't really do much against Blurbys at the
time. Before too long, I completely threw out that concept and had them
on a roughly equal level, though Kirbys were still usually the weakest
of the three.
As you can see here, the designs of the Numnums, Kirbys (now known as
K'hyurbhis), and Blurbys have changed a bit over the years:
Sometime later that year, I got tired of just having nameless armies of
Numnums and Kirbys fighting while the Blurbys watched from the
sidelines, and decided to make some big-name heroes for each side.
Probably the first of these guys to show up in the things I wrote and
drew at the time was Nummy, a Numnum chef who inexplicably had
human-like legs and arms despite the fact that all other Numnums didn't
even have legs yet. A picture of him (which is the oldest Numnum
picture I could find; it's from way back in 1994) is included above, so
you can see just how ridiculous this looked... as well as a look at
Kow, one of my even-older characters who still hasn't found his way
into a game. Though he did cook a mean Kirbymeat ravioli, Nummy never
showed up in The Kirby Lands,
so I'll talk about the other two major characters from this time period
instead--Supernum and Killer Kirby.
Supernum
vs. Killer Kirby
Supernum was basically like something out of Mighty
Morphin' Power Rangers, except
Numnum-themed--he was actually a human, but when he used the power of
the Num Coin, he transformed into a 6-foot, 220-pound armored warrior
with the head of a Numnum and a snazzy orange cape. Originally, he had
a ridiculous variety of different weapons and gadgets that he could
use--the two most consistent being the Num Gun and the Numnum Sword,
though there were also oddities like the "Computer Nummer" (which was
capable of cracking passwords and bypassing other forms of security,
and could plug into any computer), the "Super Big Num" (a giant robot
in the shape of an enormous Numnum with clawed, bird-like legs), a
spaceship, and even "Num Land Mines." I came up with dozens of
different powers for this guy, such as the ability to grow to massive
size in order to fight huge guys like Killer Kirby face-to-face, though
there was always one specific power that Supernum didn't
have: flight. But really, who needs to fly when you can just open up a
portal through space and get somewhere in a fraction of a second
instead? As time went on, Supernum himself became more powerful,
drawing on more and more of the "Num Power" contained within the Num
Coin. As a result, he didn't need to rely so much on the gadgets
anymore (though he still used the Numnum Sword pretty often, and
occasionally whipped out the Num Gun in certain circumstances) and
instead switched to blasting his enemies with explosions of orange
energy.
It's probably not a coincidence that he became less gadget-based and
more power-based right around the time I started watching Sailor
Moon in addition to Power
Rangers. This kind of thing
happened a lot back then--I never made fan-characters for the the
things I watched and read, but there was always some sort of influence
from them slipping into my own characters. And, oddly, Supernum seemed
to be the one that got most of it. When I really got into Star
Wars around 5th grade, Supernum
added--what else?--a spaceship to his arsenal. He never did have
lightspeed, however; instead, his ship moved over great distances by
creating portals in space known as "Num Warps." Funnily enough, it
turns out that in real life, using "wormholes" is probably a much more
realistic method of crossing long distances in space than traveling at
the speed of light, since the only problem with them is figuring out
how the hell to create one (as opposed to all the time-warping and
dying horribly that might be involved when you try to move something at
the speed of light.) Of course, I didn't know that back then--I just
thought the idea of Num Warps was a lot cooler than just going really,
really fast.
Of course, if it was just Supernum against the Kirby armies alone, the
Kirbys were utterly screwed. Though Supernum did fight earlier villains
like the Alligator Teacher, he had already beaten her down and sent her
off to jail (presumably some kind of high-power Numnum jail, since it
would be kind of ridiculous to think someone like her could be confined
by a puny human prison) after only two fights; there needed to be
someone more powerful on the bad guys' side to balance him out. I went
back and found an old picture of something I had called "the killer
Kirby," which was an enormous Kirby-looking monster with strange lines
on its face and a giant fork-like weapon known as a "Shicker," and
expanded that into a whole new character.
At the time, I described him as being "20 feet tall and 20 feet
fat"--this guy was big,
and he had strength that matched (and far exceeded) what you'd expect
from a guy with that kind of weight behind him. Now the Kirbys had a
real leader, though I never did come up with a better name for the guy
than "Killer Kirby"... I figure it's just something he calls himself to
sound more dangerous, rather than his given name. Whether it's his real
name or not, he certainly lived up to his reputation--the guy just
couldn't be stopped.
The thing I've always liked most about Killer Kirby is that even though
he was never supposed to be one of those "hardcore" or "ultra-serious"
characters, he was still a very powerful enemy and he was always a very
real threat to the heroes. One of the things I really hate about people
on the Internet is their tendency to assume that a silly or cartoonish
character must
be weaker than someone who's from a game with tons of gore or a more
serious storyline. These are the kind of people who think that Mario
would lose in a fight against any generic FPS hero, just because the
generic FPS hero... has a gun. No superpowers, no abilities beyond the
level of a normal human, just... a gun. And usually it's not even some
high-tech future gun that makes the guns we have now look like Super
Soakers in comparison. A normal gun isn't really impressive when you
consider that Mario has enough arm strength to effortlessly shatter
bricks with his bare hands, enough leg strength to jump several times
his own height without even needing a running start, and enough speed
to outrun cannon shells... and that's without
any power-ups. Once things like fireballs, flight, and super-size are
involved, the FPS guy might as well just give up before Mario even
shows up for the fight--a regular guy with a gun, no matter how
skilled, is simply no match for a freakin' superhero. Even Batman,
whose only power is the ability to be taken seriously despite the fact
that he's dressed up as a small furry animal, wastes these kinds of
guys by the roomful with little effort. Just because Mario's a silly
character from a kid-friendly series doesn't mean he's not capable of
stomping any old "dude with a gun" character just like yet another
wimpy, slow-moving, dim-witted Goomba.
But even though Killer Kirby wasn't the type of villain that was
surrounded by a cloud of violent, angsty seriousness, he never
degenerated into the "Bowser" type villain, either. He could crack
jokes, or even become the butt of a joke every now and then, but even
at his goofiest moments Killer Kirby was never just some annoying punk
that the good guys could quickly trounce and send on his way. If one of
the good guys assumed he was incompetent just because he made a fart
joke or clumsily knocked something over, they were in for a world of
hurt. And when he did
get serious about something, he could pull off some major
world-conquering plans without seeming really unrealistic--another
difference between Killer Kirby and the Bowser-type villains. There
wasn't any Super Mario Galaxy-style
"there is no freaking way that incompetent ol' Bowser
could ever pull that off" suspension-of-disbelief breaking when Killer
Kirby was around, because Killer Kirby was actually big enough and bad
enough to believably pull it off no matter how far his evil plan
reached. Whenever the good guys became more powerful, Killer Kirby was
still a couple steps ahead of them, and it wasn't because of some
magical item he found or some random unexplained power boost--he was
just that far ahead of 'em to begin with. There was never a point in my
early storylines when Killer Kirby was the lesser of two threats. When
Killer Kirby was around, there were
no other threats. The other guys only made their move when Killer Kirby
was momentarily incapacitated or busy rebuilding his empire.
All the
other bad guys--whether they were an entire planet's worth of
conquering hive-mind aliens, a retired teacher-turned-sorceress who
somehow managed to absorb all magic that existed in an entire world, or
ancient sealed evils from several million years in the past with the
power to destroy entire continents--knew
not to mess with him. When the good guys managed to get him to back off
for the time being, they didn't chase him down and try to kill him,
because they knew that even with his plans ruined and his strength
lessened by the previous fight, he was still stronger than they were.
Trying to go after him when they, too, were still weakened from the
last fight would be a suicide mission, so they just let him go until
the next time. The only time in my early storylines that he was ever
truly defeated in battle was when fighting the equivalent of two
Supernums simultaneously, and even then he didn't die--he faked his
death and escaped, returning one year later, stronger than ever, with
robotics replacing the parts of his body that were too badly damaged.
He also ended up blowing up a Pizza Hut restaurant during the course of
the battle. The guy just could not be stopped, at least not for long.
Supernum:
The RPG
Somewhere around mid-1995, when I was in the 4th grade, I became
completely fascinated with the original NES Final
Fantasy. Just as Power
Rangers led to me creating
Supernum and various other TV shows and movies led to shifts in his
powers, Final Fantasy
caused the video game ideas that I would draw out to change
drastically. Up until this point, I had never planned out anything even
vaguely resembling an RPG; my ideas for games starring Supernum, the
Numnums, and other characters were always either arcade-style
quartermunchers or action-adventure games along the lines of Super
Mario Bros. 3, Metroid,
or Zelda 2.
But in 1995, I was looking through my NES games and rediscovered that
little poster that came with Final
Fantasy, showing every monster
in the game along with its stats, weaknesses, and special attacks. I
filled up almost an entire notebook with "stat sheet" type things for
all sorts of enemies--random encounters like evil Numnums and flying
butts, minion-type bosses like Barney, and more, all the way up to the
major bosses like the Alligator Teacher, Ex-Teacher, Killer Kirby's
head scientist Dr. X, and (of course) Killer Kirby himself. This
notebook, filled with stats and small, crudely-drawn pictures of
hundreds of enemies, is what I really consider to be the beginning of The
Kirby Lands.
Of course, in 1995 there was no such thing as the OHRRPGCE. If I
remember right, the OHRRPGCE hadn't even been thought of at the time.
The only RPG-creation program out there back then--as far as I know,
anyway--was RPG Maker 95, and I didn't even find out about that one
until around 1999 (it probably wouldn't have run on that old 486 laptop
we had back then, anyway.) So for years, the plans for a Supernum RPG
were confined to the pages of that old notebook, with its sketchy
black-and-white ink pen drawings and Final Fantasy-esque enemy stat
blocks.
The
(Unfinished) Kirby Lands
Fast-forward to several years later, in THE
FUTURE (also known as the summer
of 1998.) For years, I have not drawn or written about Supernum, my
creativity instead focusing on a trio of magical mushrooms (who fought
against those invading aliens that I mentioned earlier) and a turtle
that made fart sounds using his tongue (he made a cameo appearance in The
Kirby Lands.) But when I
discovered the OHRRPGCE, the very first idea I had for a game was one
based on my old Supernum game ideas.
...well, actually, no. The very first idea I had for a game was some
poorly-thought-out thing starring various Pokémon (a Dratini
and a Magikarp, as well as some others; I can't remember the rest) that
literally went nowhere. Seriously, I didn't even get any graphics drawn
for it before I lost interest. But the first idea that I ever actually
started on was a game titled The
Kirby Lands. This was definitely
not the same TKL
that can be downloaded on Castle Paradox or Slime Salad now,
however--the characters included Supernum (in his human form, named
Eddie; he wouldn't actually get to transform into Supernum until near
the end of the game), his sister Julia, a young Kirby named Kirber, a
random Yoshi who had absolutely no reason to be in the game, and Viney
the Great Victreebel, who looked like a regular Victreebel but was
actually more powerful than any Pokémon, up to and including
Mewtwo. I had also planned for Nummy to show up in the game (joining
the party later after Viney left to... do some sort of important
Victreebel stuff, I guess), though if I remember right I never did
actually make the graphics for him. In addition to the differences in
playable characters, the random enemies that showed up were... well,
random. The first enemies you'd encounter were little blue jellyfish
creatures (this was on land, by the way) and Jigglypuffs, which
attacked you with the fumes from their toxic markers. Though the
characters and enemies were very different, the basic plot (that Killer
Kirby had set up a new castle in a small region known as the Kirby
Lands, and was trying to conquer it) was pretty much there already.
Though this version of The
Kirby Lands was destroyed in a
hard drive crash and never finished, it did contribute one big thing to
TKL
as we know it--its setting. Until this point, all my plans for Supernum
games had focused on Nummorro, the homeworld of the Numnums (originally
called "Numnum Land" back in my early-'90s stuff.) With the creation of
the Kirby Lands, I had a new setting for a game that didn't need to go
by the rules and established locations that I had set up for Nummorro
over the years. And on top of that, it wasn't nearly as big as
Nummorro, meaning that I could make a game set there without needing to
make a ludicrously huge world map that took ages to cross. Of course, I
ended up doing that anyway--anyone who thinks Okédoké
or Puckamon
have needlessly huge maps should check out the maps in The
Kirby Lands... but make sure you
have some kind of emergency heart-attack medication nearby first, just
in case. Anyway... since the Kirby Lands were just a single large
island trapped within the Num Warps and cut off from the rest of the
universe, rather than an entire massive planet, mapping became much
easier.
The
Other Unfinished Supernum Game
The next thing I came up with after getting a new hard drive was, yet
again, a Supernum game. Two of them, in fact. First there was Supernum:
The Prophecy of the Numnums, a
game I attempted to make using RPG Maker 95 using basically the same
storyline as the old version of The
Kirby Lands but set on Nummorro.
However, that one nonsensically included a bunch of characters based on
people I knew from a certain AOL Pokémon forum (which no
longer exists) and it's probably better if I don't mention much about
it. Instead, I'll talk about the one that actually would've been worth
playing if it were ever finished, Supernum
and the Eight Orbs of Power.
This was the first OHRRPGCE game I made that actually got somewhere.
And, strangely, it had much better graphics than The
Kirby Lands despite being made
almost a year before I even started on that game. I'm not sure how it
happened, but Supernum and the
Eight Orbs of Power looked more
like a poor man's Wandering
Hamster and less like a horrible
MS Paint-scribble newbie game. I did have a bit of a problem with the
"transparent-color is not black even though it looks like it" thing, so
some of my hero graphics looked a little off... but on the whole, this
game somehow had much better graphics than anything else I made for
years. There were actual walls in the dungeons, for example, rather
than the strange-looking "walls and outlines smashed into the same
tile" thing I did in The Kirby
Lands. I'm not sure if TKL's
graphics were just horribly rushed, or I didn't put much effort into
them, or what... but regardless, somehow my pixel-drawing ability
dropped about a dozen levels in the year between Supernum
and The Kirby Lands.
Anyway, Supernum and the Eight
Orbs of Power almost got
finished. Just a few more months of work, and I could show the world
Supernum's quest to restore power to the Num Power Orb so that he could
regain his powers and be strong enough to defeat Killer Kirby the next
time he attacked. Everyone would be shocked to find out that the
mysterious girl with the pink cat on her shoulder, who claimed to be a
guardian of the Orbs that was trying to put them all back in their
rightful place so that power would stop draining out of them, was
actually the villain all along--her plan being to restore the orbs,
then absorb the power of all eight and mutate into some horrible
monster with enough strength to dominate Nummorro even though Killer
Kirby was almost fully recovered from his last battle. The girl's plan
was actually going to succeed in the end, and as she ran off to her
tower to absorb all of the Orbs, the player would think that Nummorro
was doomed... but then, the Num Power Orb, having bonded with Supernum,
would reject Kayana's will and instead strengthen the heroes to the
point where they could fight her off.
But then, in the summer of 1999, a terrible thing happened. My dad was
installing a new solar power system to act as a backup in case the main
power went out, and in order to test it... he turned off the main
power. The computer, of course, had not yet been configured to run on
this new solar backup... but nobody had bothered to tell me that. I had
custom.exe open at the time, toiling away making the graphics for the
final dungeon of Supernum,
when suddenly the screen went black. When the power was back on again,
I opened up supernum.rpg and found that it had been corrupted beyond
repair. My most recent backup was three months old, and was back at the
very beginning--the first town was mostly done, and you could travel
north to the Altar of the Orbs to begin your quest, but that was just
about it. I had lost two entire continents, plus several small islands,
a buttload of graphics, several dungeons, and a handful of boss battles
that were somehow pretty well balanced (better than the ones in TKL,
anyway) considering my inexperience with the OHRRPGCE. Supernum
and the Eight Orbs of Power was
dead, and there would be no way I'd ever be able to finish it after
losing that much. For months afterward, I pretty much gave up on the
OHRRPGCE.
Click here for the second half
of the article.