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HAL Laboratory

HAL Laboratory, Inc. (: ハル研究所, Hepburn: Haru Kenkyūjo) is a and software house headquartered in , specializing in the research and development of digital entertainment products and game production systems. Founded on February 21, 1980, in Chiyoda-ku, , with an initial capital of 80 million yen, the company derives its name from the fictional AI featured in the 1968 film 2001: A Space Odyssey. Established by Mitsuhiro Ikeda as its first president, HAL Laboratory initially focused on creating software for early personal computers such as the and , releasing simple titles like ports and adventure games in the . By the mid-1980s, under president Tsuyoshi Ikeda, the company expanded into console development and established a development center in in 1991. Its close affiliation with began in the early 1990s, solidified when invested 600 million yen in 1992 to rescue HAL from financial difficulties, transforming it into a key second-party developer for platforms. HAL Laboratory gained prominence in the 1990s with landmark titles including (1992), the debut of its flagship Kirby franchise—a series of platformers starring the pink puffball character, with intellectual property rights managed by through its subsidiary Nintendo Stars Inc. (formerly Warpstar Inc., following HAL's sale of its stake in 2025)—and (1994, originally Mother 2 in Japan), an influential . The company further cemented its reputation by developing the first two Super Smash Bros. games (Super Smash Bros. in 1999 and in 2001 for and , respectively), which popularized the crossover fighting genre. Under the leadership of , a key programmer since the 1980s who became president in 1993 and later 's president in 2002, HAL emphasized innovative gameplay and efficient development processes. In the 2000s and 2010s, HAL Laboratory continued to innovate with puzzle series like revivals, (2010), and the BOXBOY! trilogy (2015–2017), alongside ongoing Kirby entries such as (2011) and (2016). The company contributed to later titles, including (2018), while maintaining its Nintendo-exclusive focus. As of 2025, under president and CEO Shigefumi Kawase, HAL Laboratory remains active, with recent releases including (2022) and an enhanced edition for released in August 2025, upholding its philosophy of creation that fosters joy for customers and employees alike.

History

Founding and early years

HAL Laboratory was founded on February 21, 1980, in Kanda, Chiyoda Ward, , , by Mitsuhiro Ikeda as a company initially focused on s. The company, named after the fictional computer from 2001: , began operations during the burgeoning Japanese market of the early 1980s, where systems like the and imported Western machines gained popularity among hobbyists and early adopters. Under Ikeda's leadership, the initial team concentrated on creating accessible software, including ports of titles, to capitalize on the growing demand for home computing entertainment in . In its early years, HAL Laboratory produced games for platforms such as the and , marking its entry into the video game industry with simple yet engaging titles. Notable early releases included ports like for the in 1981, which faithfully adapted the arcade hit for home use, and original adventure games that showcased the company's growing expertise in programming for limited hardware. By 1984, HAL had expanded to the Famicom with , a racing simulation published by , signaling an early shift toward console development amid the rising popularity of dedicated gaming systems in . The company also developed titles for the 64, further diversifying its portfolio during the mid-1980s PC boom. These efforts helped establish HAL's reputation for reliable ports and innovative adaptations suited to the era's 8-bit architectures. The Eggerland series emerged as a cornerstone of HAL Laboratory's early success, debuting with Eggerland Mystery in 1985 for the and pioneering puzzle mechanics involving block-pushing and enemy avoidance in labyrinthine levels. Developed by Ikeda and a small core team, the series drew on contemporary puzzle trends to create addictive, logic-based that emphasized strategic navigation over action, influencing later titles in the genre. Subsequent Eggerland entries, such as Eggerland: Meikyuu no Fukkatsu for the Famicom in 1988, refined these mechanics while expanding to hardware, reflecting HAL's growing alignment with console markets. By 1989, this evolution culminated in of Lolo for the , an international release that adapted the Eggerland formula with the character Lolo, solidifying HAL's transition from PC-centric development to prominent console contributions.

Financial crisis and Nintendo acquisition

In the early 1990s, HAL Laboratory faced mounting financial pressures from ambitious projects that exceeded budgets and underperformed commercially, including the protracted development of the Famicom title (1991), which took over three years to complete and sold poorly, failing to recoup even its advertising costs. Efforts to expand its operations, such as establishing a development center in in 1991, along with international publishing ventures like porting and distributing third-party games such as for the NES in 1987, also strained resources without sufficient returns, exacerbating the company's vulnerabilities amid a competitive market. These issues culminated in June 1992 when HAL formally entered bankruptcy proceedings with approximately ¥5 billion in liabilities, threatening its survival. Nintendo intervened to prevent HAL's collapse, providing financial backing in 1992 to cover debts, on the condition that restructuring leadership occur. In March 1993, at the insistence of Nintendo president , —a longtime HAL programmer who had previously forged ties with through software development—was appointed president to oversee recovery efforts. Under Iwata's leadership, HAL implemented aggressive cost-cutting measures, including reducing staff and streamlining operations to prioritize high-quality development over volume production, shifting focus from independent publishing to collaborative Nintendo projects. This strategy facilitated a turnaround, highlighted by the release of in April 1992—which, though predating Iwata's presidency, benefited from his earlier programming contributions and marked HAL's pivot to accessible, successful platformers—and the critically acclaimed (1994), co-developed with Ape Inc., which helped stabilize finances and solidified HAL's role as a key Nintendo partner. As part of its post-crisis reorganization, restructured in 1992 by separating its publishing arm into the independent HAL Corporation, while the core development division emphasized software innovation, eventually formalizing as Laboratory Inc. in 1997 to reflect this specialized focus. By the late , these changes had paid off, with fully repaying its debts by and establishing a stable, exclusive partnership with .

Modern era and recent milestones

Following Satoru Iwata's leadership as president until 1999, HAL Laboratory experienced continued growth as a prominent Nintendo second-party developer during the and console eras. The studio played a key role in the 's launch lineup with Super Smash Bros. Melee in 2001, a that sold over 7 million units and established the series as a flagship franchise. Under subsequent leadership, HAL focused on innovative titles that leveraged 's hardware advancements, solidifying its reputation for accessible yet deep gameplay experiences. In the 2010s, HAL Laboratory shifted emphasis toward Nintendo's portable and hybrid systems, adapting to the rise of the Nintendo DS and 3DS. The studio introduced the BoxBoy! series in 2015, a critically acclaimed puzzle-platformer on Nintendo 3DS featuring minimalist design and creative mechanics centered on a box-shaped protagonist. This era also included Kirby: Planet Robobot in 2016, a 3DS entry that innovated the Kirby series with robotic suit mechanics allowing environmental manipulation and boss battles. The 2020s brought further evolution with HAL's exploration of mobile and hybrid platforms amid the Nintendo Switch's dominance. Part-Time UFO, released in 2020 for , , and Switch, offered a charming physics-based puzzle game where players stack objects as a UFO worker, though its mobile versions were delisted on , 2024, ending online services. A landmark achievement came with in 2022, the series' first full 3D , which introduced open-ended exploration in a post-apocalyptic world and sold millions, praised for its vibrant visuals and co-op features. 2025 marked HAL Laboratory's 45th anniversary since its founding in 1980, celebrated with reflections on its contributions to gaming innovation and collaborations. The milestone year featured the release of - Nintendo Switch 2 Edition + Star-Crossed World on August 28, an upgraded port with enhanced graphics, performance optimizations for the 2, and a new story expansion involving a meteor mystery and additional worlds. HAL Laboratory maintains its headquarters in Chiyoda-ku, Tokyo, with approximately 215 employees as of 2023. The company upholds an exclusive second-party partnership with Nintendo, focusing solely on its platforms without a full acquisition.

Video games

Kirby series

The Kirby series, HAL Laboratory's flagship franchise, originated with Kirby's Dream Land in 1992 for the Game Boy, a simple action-platformer designed as a quick development project to help the studio recover from financial difficulties. The titular character, a round pink puffball, was created by 19-year-old designer Masahiro Sakurai, who envisioned Kirby as a cute, approachable hero capable of floating with inhaled air to navigate levels and defeat enemies by spitting them out. This debut title emphasized accessibility and brevity, with short levels and forgiving mechanics tailored for handheld play, establishing Kirby's world of Dream Land as a whimsical, pastel-colored realm threatened by invaders like King Dedede. Core to the series' identity is Kirby's signature ability to inhale enemies and objects, introduced in the 1993 sequel for the NES, allowing him to copy their powers for combat and puzzle-solving, such as breathing fire or wielding a sword. This mechanic evolved across titles, expanding to include animal friends in (1995, ) for cooperative abilities and multi-character modes in later entries, fostering replayability through diverse power combinations. The gameplay shifted from traditional side-scrolling platforming to innovative formats, like golf-simulation in (1994, SNES), while maintaining Kirby's emphasis on exploration, boss battles, and lighthearted humor. The franchise transitioned to 3D in (2022, ), introducing open-ended "Mouthful Mode" where Kirby inhabits larger objects like cars for environmental interaction, blending platforming with adventure elements in a post-apocalyptic setting. HAL Laboratory developed several landmark titles in the series, advancing its mechanics and scope:
  • (1996, SNES), a genre-defining with multiple sub-games, including arena fighters and racing modes, that popularized copy abilities through remixable scenarios.
  • Kirby 64: The Crystal Shards (2000, ), featuring visuals in a format and power-mixing, where combined abilities like fire + ice created steam blasts.
  • (2011, ), the first multi-player focused entry with four-player co-op and the introduction of the Super Ability system for massive attacks.
  • (2016, ), incorporating mecha suits for robotic transformations and meta-commentary on technology invading Dream Land.
  • (2018, ), emphasizing friendship mechanics where recruited enemies form teams with shared abilities, updated post-launch with free content expansions.
  • (2022, ), marking the series' full debut with mouth-based powers and co-op play.
  • Kirby's Return to Dream Land Deluxe (2023, ), an enhanced remake adding new story chapters and Epilogue mode.
  • Kirby and the Forgotten Land – Nintendo Switch 2 Edition + Star-Crossed World (2025, Nintendo Switch 2), featuring graphical upgrades, improved performance, and a new expansion with interstellar exploration levels.
The series reached its 30th anniversary in 2022, celebrated with the Kirby 30th Anniversary Music Festival organized by HAL Laboratory, featuring orchestral performances of iconic tracks and a live stream viewed globally. By 2025, the franchise had sold over 50 million units worldwide, underscoring its enduring popularity among family audiences. Spin-offs like (2010, ), though developed in collaboration with Good-Feel, extended the series' creative experimentation with yarn-based physics and artistic visuals. HAL Laboratory's development approach for Kirby emphasizes iterative refinement, drawing from past titles to balance innovation with core appeal, as seen in the two-decade effort to realize a full entry through prototypes and feedback loops. Close collaborations with provide technical support and publishing oversight, allowing HAL to prioritize player-friendly design—such as adjustable difficulty and vibrant aesthetics—while incorporating hardware-specific features like motion controls in recent Switch titles. This partnership has enabled ports, remakes, and expansions, ensuring the series' evolution across generations of consoles.

Other major Nintendo titles

HAL Laboratory contributed significantly to Nintendo's RPG genre through its development of EarthBound (known as Mother 2 in Japan), released for the Super Nintendo Entertainment System in 1994. The game introduced innovative elements such as a modern-day setting, satirical humor, and psychic abilities for characters, blending traditional RPG mechanics with accessible, quirky storytelling that influenced subsequent titles in the genre. Programmers at HAL, including a young , handled core development alongside Ape Inc., focusing on the game's unique battle system and narrative depth. In the fighting game space, HAL Laboratory served as the primary developer for the inaugural Super Smash Bros. (1999, ) and its sequel (2001, ), establishing the franchise's core mechanics of platform-based battles featuring Nintendo characters. The studio's expertise in character animations, physics, and multiplayer dynamics was pivotal, with director leading efforts to create fluid, accessible combat that prioritized fun over traditional complexity. These titles sold millions and set the template for the series' evolution, emphasizing HAL's role in cross-franchise collaborations. HAL also excelled in puzzle game design, beginning with the Adventures of Lolo series (1989–1994) for the and , where players navigated block-pushing and enemy-avoidance challenges as the blue ball-like protagonist Lolo. These games refined the puzzle formula with inventive level design and cooperative modes, earning praise for their logical yet engaging progression. More recently, the BoxBoy! trilogy (2015–2017, ), comprising BoxBoy!, BoxBoxBoy!, and Bye-Bye BoxBoy!, showcased HAL's continued innovation through protagonist Qbby's ability to spawn boxes for platforming and puzzle-solving, integrating rhythmic music and elements in a minimalist aesthetic. Beyond these, HAL developed original titles like HAL's Golf (1991, Game Boy), a portable golf simulator emphasizing realistic swing mechanics and course variety for on-the-go play. In 2020, the studio released Part-Time UFO for Nintendo Switch, iOS, and Android, a physics-based casual game where players control a UFO performing odd jobs like stacking food or building towers, blending arcade action with light simulation elements for short, rewarding sessions.

Early and non-Nintendo platforms

HAL Laboratory's early centered on platforms in the , with a primary focus on the Japanese system and North American machines such as the and Commodore 64. Founded in 1980, the company produced ports of arcade-style games and original titles that emphasized simple mechanics suited to the hardware limitations of the era. These efforts laid the groundwork for HAL's expertise in puzzle and action genres, though commercial impact was mostly confined to due to the fragmented market. On the platform, HAL released a series of puzzle-oriented games that highlighted innovative level design and logical problem-solving. Mystery, launched in 1985, introduced players to a block-pushing adventure where the protagonist navigates mazes to rescue a companion, establishing core mechanics that defined HAL's puzzle legacy. This was followed by 2: Meikyuu no Shinwa in 1986 for the enhanced 2, which expanded on the formula with more complex environments and over 100 stages, showcasing improved graphics and sound capabilities. Other titles included Cue Star (1985), a billiards blending strategy and physics, and Tango (1985), an arcade-style swimmer navigating obstacles. Earlier works like Super Billiards (1983) demonstrated HAL's interest in sports simulations, adapting real-world rules to digital play. variants, such as ports and adaptations, also appeared, reflecting the popularity of traditional games in , though specific titles like were handled through licensing arrangements starting around 1986. For Commodore systems, HAL contributed to the launch library of the Commodore 64 with action and racing titles that prioritized fast-paced gameplay. LeMans (1982) was a top-down racing game using paddle controllers for precise control, capturing the thrill of endurance racing on early hardware. Jupiter Lander (1982), available on both VIC-20 and Commodore 64, challenged players to safely land a spacecraft on variable terrain while managing fuel and gravity, drawing from arcade influences. Money Wars (1982) for Commodore 64 offered a defensive shooter experience, where users repelled waves of enemy ships in a strategic territorial battle. These ports and originals helped HAL build programming proficiency but faced stiff competition from established Western developers, limiting widespread adoption outside enthusiast circles. Into the late 1980s and early 1990s, HAL ventured into more advanced home computing with MSX2 expansions like advanced adventure-puzzle hybrids, though the company's focus increasingly shifted toward console development. By the mid-1990s, select casual puzzle titles reached Windows PCs, including Eggerland for Windows 95 (1996), which updated the classic series for broader accessibility with mouse controls and additional levels. Overall, these non-Nintendo projects solidified HAL's reputation for genre innovation in puzzles and simulations, despite modest sales abroad, paving the way for their later console successes.

Cancelled projects

HAL Laboratory has been involved in several unreleased projects throughout its history, often due to technical challenges, shifting development priorities, or hardware limitations. One notable early cancellation was for the , developed in the late 1990s as an open-world racing prototype featuring Kirby and other characters navigating expansive environments on airboards. The project faced repeated delays and was ultimately scrapped because its ambitious scope exceeded the 's capabilities, leading to the reuse of core racing mechanics in the later release Kirby Air Ride in 2003. Another significant cancelled effort was EarthBound 64, a sequel to EarthBound planned for the Nintendo 64 and its 64DD peripheral add-on, with development spanning the late 1990s into 2000 under HAL Laboratory's involvement alongside Creatures Inc. and Ape Inc. Plagued by prolonged "development hell," including financial strains at HAL and technical hurdles with the aging N64 platform, the project—about 60% complete at the time—was officially terminated in August 2000, as confirmed by series director Shigesato Itoi. Some assets, particularly music tracks, were repurposed for the Game Boy Advance title Mother 3 (2006), which retooled the story for a 2D format. In the early 2000s, HAL Laboratory pursued motion-controlled gameplay with Kirby Tilt 'n' Tumble 2 for the , a sequel to the 2001 title that aimed to expand tilt-based puzzle-action mechanics using a specialized "Tilt Board" peripheral for intuitive character control. Development stalled due to technical difficulties in implementing reliable and integration with the peripheral, resulting in cancellation around 2002; the project was briefly reworked without Kirby as Roll-o-Rama but met the same fate following partner studio Rare's acquisition by . HAL also ventured into original non-Kirby titles for handheld systems during this period, including the Game Boy Advance strategy game Battland, previewed at 2001 as a real-time tactics experience similar to Fire Emblem with unit battles on grid-based maps. Similarly, Luna Blaze, an for the same platform, was announced around 2002 with turn-based combat and character progression in a fantasy setting. Both projects were cancelled shortly after their debuts for undisclosed reasons, likely tied to HAL's refocus on core franchises amid post-financial recovery priorities under president , though no direct assets from these appear to have carried over to released games. The legacy of these cancellations underscores HAL Laboratory's adaptability, as scrapped concepts often informed subsequent successes; for instance, the vehicular racing elements from the N64 Kirby's Air Ride prototype contributed to the refined multiplayer modes in the iteration, demonstrating how hardware constraints redirected innovative ideas toward more feasible implementations.

Other contributions

Computer animation

HAL Laboratory's involvement in computer animation began with early experiments in the 1980s and , where the company incorporated animated cutscenes into video games using sprite-based techniques, such as the expressive character animations in (1994), co-developed with Ape Inc.. These efforts laid the groundwork for more advanced computer-generated (CG) work beyond gaming. In the late , HAL Laboratory expanded into standalone CG projects, producing promotional demos and shorts while collaborating with Japanese studios on tool development. A notable example is their contribution to (1999), where HAL provided CG tool development and animated key elements, including the villain's high-tech collector ship, marking one of their earliest forays into feature-film . The company's most prominent non-game animation work came with the anime series Kirby: Right Back at Ya! (2001–2003), produced through the joint venture Warpstar Inc. (established by HAL Laboratory and ). HAL supplied proprietary synthesis technology originally developed for video game graphics, enabling efficient cel-shading and motion effects that blended anime styles with computer-assisted rendering for dynamic scenes like Kirby's ability transformations. This collaboration supported animation production by Studio Sign, enhancing visual fluidity without full overhauls. Internally, HAL Laboratory developed specialized tools for and during the Wii and eras, facilitating sprite-to-3D conversions for character rigging in Kirby titles. These tools evolved to support more sophisticated , such as the seamless, physics-based enemy movements in (2022), where deformable models allowed for expressive, fluid designs like stretching foes and environmental interactions. Post-2000, HAL Laboratory has not pursued major standalone releases, focusing instead on integrating advanced techniques within their game development pipeline.

Company name and branding

HAL Laboratory's name originates from the fictional supercomputer featured in the 1968 2001: A Space Odyssey, directed by and based on Arthur C. Clarke's novel, where HAL stands for "Heuristically programmed ALgorithmic computer." The company, founded on February 21, 1980, by Mitsuhiro Ikeda in , adopted this name to evoke a sense of futuristic innovation and technological advancement in the emerging . , who later became HAL's president and Nintendo's CEO, confirmed this sci-fi inspiration during his 2005 Game Developers Conference keynote, noting the name's alignment with the company's aspirations to pioneer in computing and game development. The company's branding evolved alongside its growth. In the 1980s, HAL used a simple text-based logo featuring "HAL" in a segmented pink font above "Laboratory" in purple, reflecting its early focus on personal computer software. During the early to mid-1990s, it briefly operated under the trade name HALKEN—derived from the Japanese "Haru Kenkyūjo" (HAL Research Institute)—for several projects, including North American releases via its subsidiary HAL America. By 1997, HAL reverted to its full original name, HAL Laboratory, Inc., to underscore its emphasis on research and development rather than just commercial production. In 1998, a significant rebranding occurred with the introduction of the Inutamago logo, designed by copywriter Shigesato Itoi at the request of then-president Iwata; it depicts a dog gently incubating eggs in a nest, symbolizing unexpected bonds that nurture new ideas and growth, and has been used since Super Smash Bros. for Nintendo 64. Refinements in the 2000s aligned the branding more closely with Nintendo's clean, approachable aesthetics, including subtle circuit-like patterns in some variants to nod to the company's tech roots. HAL's branding maintains strong ties to science fiction through its name, with occasional Easter eggs in its games reinforcing this heritage—for instance, hidden "HAL Rooms" in the Kirby series, where Star Blocks spell out the company name, first appearing in Kirby's Adventure (1992) and continuing in titles like Kirby and the Forgotten Land (2022). As of 2025, the Inutamago logo remains central to HAL's minimalist corporate identity, prominently featured in materials celebrating the company's 45th anniversary on February 21. HAL Laboratory holds trademarks for its name and Inutamago logo in Japan and internationally, with no major subsidiaries following the April 2025 sale of its 50% stake in the joint venture Warpstar Inc. to Nintendo, which rebranded the entity as Nintendo Stars Inc. for expanded IP management.

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