Kirby’s Toy Box and the Challenges of Game Preservation

Kirby has been around for 30 years now, and international audiences have always been a focus. The first game in the series was originally going to be known as Twinkle Popo—there was even box art made up saying as much—before Nintendo intervened and asked HAL Laboratory to rename it to something North Americans might buy instead. Even with this history, though, not every title in the franchise has made its way out of Japan. Kirby no Kirakira Kizzu, or Kirby’s Super Star Stacker, released in Japan after Nintendo of America had already stopped publishing SNES titles. That game was just a console remake/enhanced port of the internationally released Game Boy title, Kirby’s Star Stacker, however, and if you really want to play it legally in the present, you can create a Japanese Switch account, and sign up for that region’s version of Nintendo Switch Online.
Which means the only Kirby title to never have any presence at all outside of Japan is Kirby no Omocha Hako, translated to Kirby’s Toy Box, and that’s because the hardware that it played on never left Japan, either.
The Satellaview was a Super Famicom peripheral that, as the name implies, utilized a satellite system. Released in 1995 in Japan, it would temporarily distribute games that were broadcast over this network, and you could either save them to the Satellaview memory itself, or to 8-megabit memory cards. It was a space for well-known series or popular games to release smaller spin-off titles, or do a bit of experimentation. Squaresoft developed and published the link between Chrono Trigger and the eventual Chrono Cross on Satellaview, a visual novel adventure called Radical Dreamers. Harvest Moon received an episodic gaiden across a few weeks in September of 1996. Falcom put a version of Dragon Slayer: The Legend of Heroes on the service in 1995. Nintendo was plenty busy, too, with an episodic Fire Emblem prequel, a Famicom Detective Club spin-off, and a remake of the original The Legend of Zelda where you played as the Satellaview’s software avatars dressed as Link, where an orchestral soundtrack played due to the SoundLink broadcast technology the satellite system could utilize.
Yes, software avatars and satellite broadcasting that made for enhanced audio—assuming you played the game at the time that those SoundLink broadcasts were happening, anyway. Games weren’t the only thing on the service, either: there were demos, digital magazines, and tournaments for specific games, with prizes for the winners. Nintendo was able to pull this off by purchasing around one-fifth of satellite music broadcaster St.GIGA, and dedicating blocks of their day specifically to the Satellaview service. It was all wildly ambitious for the time.
There were many ways that Satellaview was ahead of its time, but it was also the wrong one: the Super Famicom kept releasing new games throughout nearly the entirety of the Nintendo 64’s lifespan, but Nintendo’s overall hold on the market dwindled at this time. Thanks to Sony’s introduction of the Playstation, the release of the Sega Saturn—which is seen as a commercial failure, but did sell 5.75 million of its 9.26 million units in Japan, more than the previous-gen Mega Drive had managed in the country—and Nintendo’s own new system, the N64, there just wasn’t room in the living room for the Satellaview, too. An expensive peripheral on a previous-gen system, even one that was still supported, wasn’t likely to gather enough consumer support to be a hit, even if it did have third-party publisher support. There were simply too many limitations in place, and the partnership between Nintendo and St. GIGA ended in 1998 when the two couldn’t come to an agreement on how to proceed. The former no longer provided new games or content to the service after this point, even though the latter kept it running until the summer of 2000.
While Satellaview was still up and running, Kirby got its chance to shine on the service. In February of 1996, a series of sub-games, collectively titled Kirby’s Toy Box, were broadcast on Satellaview. It actually predated the spring 1996 Japanese release of Kirby Super Star, and two of the included titles were trial versions of the sub-games included in that game to promote it: Megaton Punch and Samurai Kirby. The rest, though, only exist in their Satellaview broadcast form, and until just the last few years, they might not even have existed at all anymore. More on that momentarily.
Included within Kirby’s Toy Box were eight different, exclusive sub-games, effectively all Kirby versions of existing videogames or arcade games—like, games found in an arcade, not “arcade cabinet” games. There’s a version of pachinko, of course, as well as baseball, where Kirby is the ball and the goal is to hit him with paddles into holes found around the diamond, avoiding the ones that are outs. There’s a pinball game, and a Breakout-style title, Star Breaker. Cannonball is a riff on Worms, Ball Rally is an obstacle course, and Round and Round Ball has you firing Kirby at different speeds, trying to land him into specific holes on a course to score more points. Arrange Ball has you trying to launch Kirby, pinball style, to arrange him into a series of holes found in another pachinko-like setup. None of these are earth-shattering titles full of innovation, but they are definitely enjoyable to play: HAL Laboratory has made quite a few sub-games over the years, and done a pretty great job of it, even. The difference here is mostly that few people have had a chance to play them.
If you care to play the eight sub-games exclusive to Kirby’s Toy Box, though, you now can, thanks to the efforts of preservationists like Matthew Callis. Callis, who runs superfamicom.org, was in the spotlight back in 2016 when four of these eight games appeared at auction. A call was put out by Callis and other preservationists like Frank Cifaldi (now director of the Video Game History Foundation) to raise money to win the auction, so that the games could be, well, preserved. Remember earlier, when it was mentioned that Satellaview games were written onto rewritable 8MB memory cards? The only way to still have a copy of a Kirby’s Toy Box game at that point was to somehow have one of those cards with the game saved on it. And it had to be in working order, too. It’s no wonder these four games alone sold to Callis for over $800.
As Callis tells it, “Almost all of the most interesting dumps are from cartridges listed as ‘empty’ or ‘blank,’ due to how the limited number of plays or live-streaming nature of the game works, they stop showing up in the menu. So you are basically blindly buying memory packs hoping that there is anything on them.” Which means someone having half of Kirby’s Toy Box in one place, and knowing what it was they were auctioning off, was “extremely exciting and very rare!”
And he would know how rare it is, too: finding Satellaview games is something Callis focuses quite a bit of energy on. His goal is to “preserve whatever is still available, this isn’t strictly limited to Satellaview or Super Famicom or even games,” and he enjoys “the marketing materials and old documents related to gaming,” as well. “I tend to [search] more in the evening now, sit back and get high and go through literally 1000s of auction listings seeing if anything is hidden out there. I would say it is like fishing.”