HAL Laboratory — Enjoy Game Japan Museum illustration

developer

HAL Laboratory

株式会社ハル研究所

Japan

About

HAL Laboratory, Inc. is a Japanese video game developer established in 1980. It is best known for developing the Kirby and Super Smash Bros. series. Super Smash Bros. Melee (2001) was developed by HAL Laboratory under the direction of Masahiro Sakurai and became the best-selling title on the Nintendo GameCube.

History

HAL Laboratory's story begins on February 21, 1980, in the Kanda district of Chiyoda, Tokyo — born not from a corporate boardroom, but from a chance encounter at a Seibu Department Store computer corner in Ikebukuro. A store clerk noticed a group of university students who kept coming back to tinker with the machines on display, and that spark of mutual recognition led to the founding of a company. Backed by Iwasaki Technical Engineering, the nascent studio launched with a single full-time employee and six part-time workers from a single room in an Akihabara apartment building. The company's name, 'HAL,' was chosen with deliberate ambition: shift each letter of 'IBM' one step back in the alphabet, and you get H, A, L — a quiet declaration that HAL intended to be one step ahead of the industry giant. The name also echoed HAL 9000, the iconic computer from Stanley Kubrick's 2001: A Space Odyssey, lending the young studio an air of technological mystique.

Among those early volunteers was Satoru Iwata, then a student at the Tokyo Institute of Technology, who joined as a part-time programmer. After graduating in 1982, he became HAL's fifth full-time employee — a fact that would prove consequential for the entire history of Japanese game development. HAL's initial work was largely contract programming, building software for early personal computers at a time when the Japanese games industry was still finding its footing. The studio's first breakthrough came through a connection to Nintendo: via its relationship with Iwasaki Technical Engineering, HAL was engaged to assist with development on first-party Famicom titles including Pinball and Golf, giving the young company its first taste of console game production and its first sustained relationship with the company that would define its future.

Through the second half of the 1980s, HAL grew steadily, building a reputation as a technically capable studio willing to push hardware boundaries. The company's headcount climbed, ambitions expanded, and in 1989 a young new hire named Masahiro Sakurai walked through the door. Sakurai was nineteen years old and brimming with ideas; he would go on to conceive and design two of the most beloved franchises in Nintendo history. The late 1980s also saw HAL contributing to an increasingly wide range of projects, deepening its ties with Nintendo while simultaneously developing its own creative voice. It was a period of optimism — perhaps too much optimism.

The early 1990s brought expansion and disaster in almost equal measure. By 1990, HAL's staff had grown to roughly ninety people, and in April 1991 the company completed construction of a dedicated development center in Yamanashi Prefecture, largely financed through bank loans. That same year, HAL released Metal Slader Glory on the Famicom — a four-years-in-the-making, eight-megabit visual novel that represented the largest Famicom cartridge ever produced at that point. The timing could not have been worse. The Super Famicom had already begun reshaping the market, and consumers had little appetite for the aging hardware. The game could not even recoup its advertising costs, and a second production run was out of the question. The debt service on the Yamanashi facility compounded the losses. On June 22, 1992, HAL Laboratory filed for wagi — a form of civil rehabilitation — with total liabilities of approximately five billion yen. It was the first bankruptcy among Nintendo's third-party development partners.

Nintendo's president Hiroshi Yamauchi agreed to support HAL's recovery, but his terms were precise: Satoru Iwata must become president. Iwata was thirty-three years old. He accepted the condition without hesitation, took the chair in March 1993, drew up a six-year repayment plan, and then got to work. His approach to the crisis was characteristically direct: he imposed a strict internal policy that HAL would only develop titles expected to reach one million units in sales — no passion projects, no experimental detours until the books were clean. The discipline was severe, but it produced results. HAL's salvation came, in part, from a pink sphere. Kirby's Dream Land, which Sakurai had conceived at the age of nineteen and completed by the time of its April 1992 Game Boy launch, — just weeks before the bankruptcy filing. Its sequel, Kirby's Adventure for the Famicom, arrived in 1993 and sold more than 1.75 million copies worldwide, becoming exactly the kind of commercial anchor the company needed. Iwata kept his promise: the debt was fully repaid in 1999, on schedule.

The years between the bankruptcy and the debt's repayment were also the years in which HAL reached genuine creative maturity. Iwata and Sakurai collaborated on MOTHER 2: Giygas Strikes Back (released internationally as EarthBound) in 1994, co-developed with Ape Inc. — a project where Iwata famously stepped in to rescue a foundering codebase and rebuilt critical sections of the program in a matter of months. Then, in 1998, the two men embarked on perhaps their most audacious project: working nights and weekends, entirely in secret, they built a prototype fighting game using no Nintendo IP at all, calling it Dragon King: The Fighting Game. When they finally showed it to Nintendo management, the response was immediate. With Nintendo characters added to the roster, the game became Super Smash Bros., released in Japan on January 21, 1999 — a million-seller at home and the beginning of one of gaming's most enduring franchises.

By the turn of the millennium, HAL's two defining figures had both moved on from the studio, carrying its legacy into new institutions. Satoru Iwata transferred to Nintendo in 2000 as head of corporate planning, and in May 2002 he became the company's fourth president — the first person outside the Yamauchi family to hold the position. Masahiro Sakurai departed HAL in August 2003, unwilling to spend the rest of his career producing sequels on demand, and eventually established his own company, Sora Ltd., in September 2005. The losses were immense in terms of talent, but HAL had by this point built something durable: a pipeline of franchises, a skilled second generation of creators, and a relationship with Nintendo that had grown from contractor to trusted creative partner. Super Smash Bros. Melee, released for the GameCube in 2001 and the last Smash title developed directly by HAL, sold more than seven million copies — the highest-selling GameCube software of all time.

In the decades since, HAL has continued to define its identity through the Kirby franchise above all others. Shinya Kumazaki, who joined the company in 2002 and became a director in 2021, has led the series into bold new territory: Kirby and the Forgotten Land (2022) marked the franchise's first fully three-dimensional adventure and sold approximately eight million copies, the best-performing entry in the series' history. HAL also participates in the broader Nintendo ecosystem through its joint venture Warpstar, Inc. — established in July 2001 to manage Kirby's global merchandising — though in April 2025 Nintendo acquired HAL's fifty-percent stake to make Warpstar a wholly owned subsidiary, subsequently renamed Nintendo Stars Inc. in August 2025. Today, operating from its Yamanashi development center and from within Nintendo's Tokyo building, HAL Laboratory employs around 242 people. The studio that nearly vanished under a mountain of debt in 1992 has become one of the most stable and beloved creative institutions in Japanese game development — a testament to the choices made by the people who refused to let it die.

Timeline & Works

Corporate milestones and all 19 games in the museum this studio developed — in the order they happened.

  1. 1980 02

    HAL Laboratory Founded

    HAL Laboratory is established on February 21 in Kanda, Chiyoda, Tokyo, with backing from Iwasaki Technical Engineering. Operations begin from a single apartment room in Akihabara with one full-time employee and six part-time staff.

    founding
  2. 1982

    Satoru Iwata Joins as Fifth Full-Time Employee

    Satoru Iwata, having joined as a part-time programmer while studying at the Tokyo Institute of Technology, graduates and joins HAL as its fifth full-time employee.

    leadership
  3. 1984

    Partnership with Nintendo Begins

    Through its connection with Iwasaki Technical Engineering, HAL begins working with Nintendo on Famicom first-party titles including Pinball and Golf, forging the relationship that will define the studio's future.

    collaboration
  4. 1986
    Gall Force: Eternal Story

    Family Computer Disk System

  5. 1987
    Eggerland

    Family Computer Disk System

  6. 1987
    Famicom Grand Prix: F-1 Race

    Family Computer Disk System

  7. 1988
    Famicom Grand Prix II: 3D Hot Rally

    Family Computer Disk System

  8. 1989

    Masahiro Sakurai Joins HAL Laboratory

    Masahiro Sakurai joins HAL Laboratory at the age of nineteen, beginning a tenure that will see him conceive and design both the Kirby franchise and the original Super Smash Bros.

    leadership
  9. 1991 04

    Yamanashi Development Center Opens

    HAL completes construction of a dedicated development center in Yamanashi Prefecture, largely financed through bank loans — a capital investment that will contribute to the financial crisis that follows.

    corporate
  10. 1991 08

    Metal Slader Glory Released — commercial failure

    Metal Slader Glory launches on the Famicom on August 30, a four-year project using the largest Famicom cartridge ever produced at the time. Released during the Super Famicom transition era, it fails to recoup even its advertising costs.

    product
  11. 1992 04

    Kirby's Dream Land Released on Game Boy

    Kirby's Dream Land launches on the Game Boy on April 27. Masahiro Sakurai had conceived the character at nineteen and completed the game by the time of its release, aged twenty. Built around the principle that games should be accessible to beginners, it introduces a character who will sustain the studio for decades.

    product
  12. 1992 06

    HAL Files for Civil Rehabilitation — ¥5 billion in debt

    On June 22, HAL Laboratory files for wagi (civil rehabilitation) with total liabilities of approximately five billion yen — the first Nintendo third-party developer to go bankrupt. Nintendo's president Hiroshi Yamauchi agrees to support the company's recovery under the condition that Satoru Iwata becomes president.

    corporate
  13. 1992
  14. 1993

    Kirby's Adventure Sells 1.75 Million Copies Worldwide

    Kirby's Adventure (Hoshi no Kirby: Yume no Izumi no Monogatari) launches on the Famicom and sells more than 1.75 million copies worldwide, becoming a cornerstone of HAL's financial recovery and introducing the series' iconic Copy Ability for the first time.

    product
  15. 1993 03

    Satoru Iwata Becomes President at Age 33

    Satoru Iwata assumes the presidency of HAL Laboratory in March at the age of thirty-three. He immediately sets a six-year debt repayment plan and institutes a policy of only developing titles projected to sell one million copies.

    leadership
  16. 1993
    Kirby's Adventure

    Family Computer (Famicom) / NES

  17. 1993
  18. 1994

    MOTHER 2 Co-Developed with Ape Inc.

    MOTHER 2: Giygas Strikes Back is released for the Super Famicom, co-developed by HAL and Ape Inc. with Satoru Iwata as producer. Iwata is credited with rescuing the project by rebuilding critical sections of the codebase in a matter of months when development had stalled.

    product
  19. 1994
    Kirby's Dream Course

    Super Famicom / SNES

  20. 1995
  21. 1995
  22. 1996
    Kirby Super Star

    Super Famicom / SNES

  23. 1997
    Kirby's Dream Land 3

    Super Famicom / SNES

  24. 1997
  25. 1998

    Smash Bros. Prototype Created in Secret

    Working nights and weekends outside of their regular duties, Masahiro Sakurai and Satoru Iwata secretly build a prototype fighting game using no Nintendo IP, internally titled Dragon King: The Fighting Game. When shown to Nintendo management, the project is greenlit with Nintendo characters added to the roster.

    product
  26. 1999

    HAL Fully Repays Its Debts — on schedule

    Satoru Iwata fulfills his six-year repayment plan, clearing all debts from the 1992 crisis on schedule.

    corporate
  27. 1999 01

    Super Smash Bros. Released in Japan

    Super Smash Bros. launches in Japan on January 21, developed by HAL Laboratory. It becomes a million-seller domestically and launches one of gaming's most enduring franchises.

    product
  28. 1999
    Pokémon Snap

    Nintendo 64

  29. 1999
    Super Smash Bros.

    Nintendo 64

  30. 1999
    Super Smash Bros.

    Nintendo 64

  31. 2000
  32. 2001

    Super Smash Bros. Melee Released; Warpstar Inc. Founded

    Super Smash Bros. Melee launches for the GameCube, becoming the console's best-selling software with over seven million copies — the last Smash title developed directly by HAL. In July 2001, HAL and Nintendo co-found Warpstar, Inc. as a 50/50 joint venture to manage Kirby's global merchandising.

    product
  33. 2001
    Super Smash Bros. Melee

    Nintendo GameCube

  34. 2002 05

    Satoru Iwata Becomes Nintendo's Fourth President

    Satoru Iwata, who transferred to Nintendo in 2000 as head of corporate planning, is named the company's fourth president — the first person outside the Yamauchi family to hold the position.

    leadership
  35. 2003 08

    Masahiro Sakurai Leaves HAL Laboratory

    Masahiro Sakurai departs HAL Laboratory on August 5, citing the pressure to perpetually produce sequels. He later establishes his own independent studio, Sora Ltd., in September 2005.

    leadership
  36. 2003
    Kirby Air Ride

    Nintendo GameCube

  37. 2022

    Kirby and the Forgotten Land — series-best 8 million copies

    Kirby and the Forgotten Land launches as the series' first fully three-dimensional adventure, selling approximately eight million copies — the best-performing entry in Kirby series history.

    product
  38. 2025 04

    Nintendo Acquires Warpstar; Renamed Nintendo Stars Inc.

    Nintendo acquires HAL's fifty-percent stake in Warpstar, Inc. in April 2025, making it a wholly owned subsidiary. The company is renamed Nintendo Stars Inc. (任天堂スターズ株式会社) on August 27, 2025.

    corporate

Connections

  • parent nintendo (1993–present)

    Nintendo provided financial support during HAL's 1992 bankruptcy crisis under the condition that Satoru Iwata become president, establishing a deep operational relationship that has defined HAL's creative and business direction ever since.

  • collaborated with nintendo-ead (1984–present)

    HAL collaborated closely with Nintendo EAD on Famicom first-party titles in the mid-1980s and maintained ongoing creative cooperation across Kirby and Smash Bros. development in the following decades.

Stories featuring HAL Laboratory

Rooms their games live in

Sources

  1. HAL Laboratory Official Company History
  2. HAL Laboratory — Wikipedia (English)
  3. ハル研究所 — Wikipedia(日本語版)
  4. The Famicom Failure That Almost Bankrupted HAL but Shaped Nintendo's Future
  5. Metal Slader Glory — Wikipedia
  6. Satoru Iwata — Wikipedia
  7. Masahiro Sakurai — Wikipedia
  8. Super Smash Bros. (series) — Wikipedia
  9. Super Smash Bros. Developer Interview (1999)
  10. Shinya Kumazaki — Wikipedia
  11. Mother (video game series) — Wikipedia
  12. Kirby Series Sales Data — VGSales Fandom Wiki
  13. Kirby and the Forgotten Land — Wikipedia
  14. Warpstar, Inc. — NintendoWiki (Niwa Network)
  15. Nintendo Stars Inc. Establishment Announcement