Kirby Wiki
Advertisement

In this game, players were introduced to Kirby's famous Copy Abilities. Kirby could get 24 different Copy Abilities in this game, including Sword, Cutter, Hammer, Spark, Stone, and Parasol. This gave players a wide range of new moves to play with and made it possible to play each stage in many ways. Kirby's Adventure was also the first game in the Kirby series to include minigames!
— Summary • Kirby's Dream Collection Special Edition

Kirby's Adventure is a platformer Kirby game developed by HAL Laboratory and published by Nintendo for the Nintendo Entertainment System. It was originally released in Japan on March 23, 1993, in North America on May 1, 1993, in Europe on September 12, 1993, and in Australia on January 1, 1994. The second main installment in the Kirby series, it is best known for being the first game in the series to feature Copy Abilities, which are now synonymous with Kirby and the Kirby franchise, making this game at the very least as influential as Kirby's Dream Land in shaping successive games in the decades to come.

The game was remade in 2002 as Kirby: Nightmare in Dream Land for the Game Boy Advance, and the original was re-released in 2007 for the Wii Virtual Console. A second remake titled 3D Classics: Kirby's Adventure was released for the Nintendo 3DS, being one of six games given similar treatment by Arika. The game was also re-released on the Wii U Virtual Console and is one of the 30 games packaged with the NES Classic Edition console. It was also added to the Nintendo Switch via the Nintendo Entertainment System Classic Games service for Nintendo Switch Online.

Story[]

Light years away, on a tiny star not visible from Earth, is the magical, peaceful place known as Dream Land. The beings that inhabit this wonderful place live a blissful existence that centers on eating, sleeping, and playing. An example of their care-free customs include the traditional after-lunch feast nap. After they awaken from their nap, the Dream Landers discuss their dreams and fervently hope that each other's fondest wishes come true.

One day, a young Dream Lander named Kirby awoke from his after-lunch nap feeling terrible. "What happened?" he wondered to himself. "I didn't have any dreams during my lunch nap!" This lack of dreams left Kirby feeling very uneasy. After talking to some of his friends, he found that the problem was much more serious than he had thought, for they had not experienced any dreams either! "Something must have happened to the Dream Spring!" they exclaimed in unison.
The Dream Spring is a magical well that is a reservoir for all the dreams of the inhabitants of Dream Land. Dreams also flow out of the Dream Spring and envelop Dream Land, granting all sleeping beings enjoyable dreams.
Legends told that the Dream Spring was created by a magical artifact known as the Star Rod. The sparkling star on the tip of this scepter was an actual fragment of a star that had landed in Dream Land in the distant past. The Star Rod now provided energy to the Dream Spring and served as the very symbol of Dream Land.
The lack of dreams made everyone in Dream Land feel restless and irritable. The joyful laughter that had once resounded throughout Dream Land could no longer be heard at all. Things were bleak. Kirby, the roly-poly hero of Dream Land, boldly announced his intention to investigate the Dream Spring and find the cause of all the trouble.
Upon reaching the Dream Spring, who did he find but King Dedede, bathing in its magical waters! In the past (see Kirby's Dream Land™ for Game Boy®), King Dedede had caused mischief in Dream Land by stealing all the Dream Landers' food and Sparkling Stars. Now, in the middle of the Dream Spring, in place of the Star Rod, sat Dedede, covered with bubble bath.
"So you're up to your old tricks again, eh, Dedede?!" accused Kirby.
"What are you talking about, young pudge ball?" Dedede looked surprised. "I thought I'd do everyone a favor by..."
"No, no no!" Kirby shook his head. "I won't listen to your tricks! What have you done with the Star Rod?!"
"Oh, that old thing," Dedede said nonchalantly. "I broke it into seven pieces and gave each piece to one of my friends..."

"What was Dedede thinking?!" Kirby wondered. Before hearing any more of what Dedede had to say, Kirby set off on the long trek to gather the pieces of the Star Rod and return them to the Dream Spring. Hopefully, he could return the sparkle to the Dream Spring so that the people of Dream Land could again enjoy their happy midday naps.
— A Crisis in Dream Land! • Kirby's Adventure Instruction Booklet
One day, the peaceful life of Dream Land was shattered by a mysterious crisis! The inhabitants didn't dream! On the edge of Dream Land, dreams and hope once gushed forth from the Dream Spring, fueled by the Star Rod. Investigating the Dream Spring, Kirby found naughty King Dedede swimming in its magical waters! Dedede had broken the Star Rod and given the pieces to his friends, who are now hiding in Dream Land! To bring back the lost dreams, Kirby sought the Star Rod!
— Intro • Kirby's Adventure

The game starts with Kirby taking a nap, but something is wrong. Kirby has had no dreams, a truly unusual event in Dream Land. Kirby decides to visit the Fountain of Dreams, where all dreams spring from, to see if anything bad has happened to it. Upon his arrival, he finds King Dedede bathing in its waters. He finds that Dedede has broken the Star Rod, the power source of the fountain, into seven pieces, giving six pieces to his friends and keeping one himself. Kirby decides to track down the fragments to restore peaceful sleep and order to Dream Land.

Kirby gets harassed by enemies and the Meta-Knights along the way, but manages to find King Dedede at the Fountain of Dreams. After Dedede is defeated, the king grabs Kirby and begs him not to place the Star Rod back atop the Fountain of Dreams. Kirby bats him aside and does so anyway, accidentally releasing Nightmare. Nightmare absorbs the powers from the Fountain and flies into the sky while the two panic. King Dedede then inhales Kirby and sends him after Nightmare, where they battle on Planet Popstar's moon. Kirby manages to defeat Nightmare, and the explosion ends up making a large circular hole in the moon, making it crescent-shaped. Kirby returns to the Fountain of Dreams and places the Star Rod back in there, and everything returns to normal with the dreams back in Dream Land. Dedede's prior actions were then revealed to be part of his plan to protect the Fountain from Nightmare, and Kirby and Dedede reconcile.

Gameplay[]

Kirby's Adventure’s story is linear. Each stage is a side-scrolling platformer, with various enemies scattered around it, and each stage finishing with a Goal Game. When one stage is cleared, the door to the next stage appears in the level's lobby. What makes the game lobby unique from most other games is that it is part of the actual game. The game lobby is played like the side-scrolling stages.

The entire game is made of seven individual lobbies each with five to seven stages. Every last stage is a boss battle for a piece of the Star Rod, and after a boss is defeated, the boss room becomes the entrance to the next level.

There are also sub-games in each lobby. Each level has one to three different sub-game rooms. Depending on the player's progress through the sub-games, they may earn bonus points or extra lives. A common one of these is the Museum, in which Kirby can swallow one or two different enemies for a free Copy Ability (the enemies cannot hurt him in this room). There is also the Arena, in which Kirby can fight a mid-boss to earn a Maxim Tomato and the mid-boss' ability, as well the Warp Star Station, in which Kirby may take a Warp Star directly to another level. Sometimes, these bonus rooms must be unlocked through the use of secret switches in various stages.

Beating the game unlocks a V.S. Boss! mode on the main menu in which the player can face every boss in a row, and a Bonus Games mode in which the player can play each of the sub-games separately. Pressing all of the switches in the stages to unlock all of the sub-games in the levels will bring the game to 100% completion on the main menu and unlock the Extra Game. Beating the Extra Game will unlock the ability to Listen to Sounds for the game.

Modes[]

Main Games[]

Sub-games[]

Goal Game[]

After each stage, the player plays a Goal Game where Kirby jumps on a spring platform. The goal is to press the A button when the platform is at its lowest--this sends Kirby to the top level and nets a 1UP. Otherwise, the player scores between 5,000 to 100 points if Kirby reaches any of the lower 6 platforms, depending on how close the timing is to perfect.

Controls[]

Move Controls Description
Walk Directional Pad Left Right Kirby walks in the intended direction.
Run Directional Pad Left Right × 2 Kirby runs in the intended direction.
Squat Directional Pad Down Kirby crouches down. This allows him to swallow enemies he inhaled, avoid some enemy attacks, or drop through thin floors.
Jump A Kirby jumps up into the air.
Slide Directional Pad Down + A or B Kirby slides on the ground, knocking any enemies he collides with.
Go Up/Go Down Directional Pad Up Down Kirby climbs up or down a ladder.
Enter Doors Directional Pad Up Kirby enters a door.
Hover Directional Pad Up Kirby inhales air, then flies upward. Kirby remains in this form until B is pressed.
Air Pellets B while hovering Kirby exhales the air that he inhaled, damaging enemies in the process. Kirby then falls to the ground shortly after.
Inhale B Kirby inhales in front of him to try to suck in nearby objects. If Kirby has something in his mouth already, he spits it out as a star projectile.
Puff Out B Kirby spits the inhaled object out as a star projectile.
Swallow Directional Pad Down Kirby swallows the inhaled object. If the object in question grants a Copy Ability, Kirby gets said ability.
Swim A Kirby swims underwater at a faster speed than moving with Directional Pad.
Water Gun B Kirby shoots a waterspout to attack enemies or destroy certain blocks.

Move Controls Description
Walk Directional Pad Left Right Kirby walks in the intended direction.
Run Directional Pad Left Right × 2 Kirby runs in the intended direction.
Squat Directional Pad Down Kirby crouches down. This allows him to swallow enemies he inhaled, avoid some enemy attacks, or drop through thin floors.
Jump 2 Kirby jumps up into the air.
Slide Directional Pad Down + 2 or 1 Kirby slides on the ground, knocking any enemies he collides with.
Go Up/Go Down Directional Pad Up Down Kirby climbs up or down a ladder.
Enter Doors Directional Pad Up Kirby enters a door.
Hover Directional Pad Up Kirby inhales air, then flies upward. Kirby remains in this form until 1 is pressed.
Air Pellets 1 while hovering Kirby exhales the air that he inhaled, damaging enemies in the process. Kirby then falls to the ground shortly after.
Inhale 1 Kirby inhales in front of him to try to suck in nearby objects. If Kirby has something in his mouth already, he spits it out as a star projectile.
Puff Out 1 Kirby spits the inhaled object out as a star projectile.
Swallow Directional Pad Down Kirby swallows the inhaled object. If the object in question grants a Copy Ability, Kirby gets said ability.
Swim 2 Kirby swims underwater at a faster speed than moving with Directional Pad.
Water Gun 1 Kirby shoots a waterspout to attack enemies or destroy certain blocks.

Move Controls Description
Walk Left Stick Left Right Kirby walks in the intended direction.
Run Left Stick Left Right × 2 Kirby runs in the intended direction.
Squat Left Stick Down Kirby crouches down. This allows him to swallow enemies he inhaled, avoid some enemy attacks, or drop through thin floors.
Jump Right Button Kirby jumps up into the air.
Slide Left Stick Down + Right Button or Down Button Kirby slides on the ground, knocking any enemies he collides with.
Go Up/Go Down Left Stick Up Down Kirby climbs up or down a ladder.
Enter Doors Left Stick Up Kirby enters a door.
Hover Left Stick Up Kirby inhales air, then flies upward. Kirby remains in this form until Down Button is pressed.
Air Pellets Down Button while hovering Kirby exhales the air that he inhaled, damaging enemies in the process. Kirby then falls to the ground shortly after.
Inhale Down Button Kirby inhales in front of him to try to suck in nearby objects. If Kirby has something in his mouth already, he spits it out as a star projectile.
Puff Out Down Button Kirby spits the inhaled object out as a star projectile.
Swallow Left Stick Down Kirby swallows the inhaled object. If the object in question grants a Copy Ability, Kirby gets said ability.
Swim Right Button Kirby swims underwater at a faster speed than moving with Left Stick.
Water Gun Down Button Kirby shoots a waterspout to attack enemies or destroy certain blocks.

Like its predecessor, Kirby's Dream Land, Kirby can crouch, walk, jump, hover, Air Gun, inhale, spit, and swallow. Introduced in this game, Kirby can now run, slide, properly swim, attack underwater with Water Gun, and copy certain enemies' abilities by inhaling and swallowing them.

Characters[]

Playable Characters[]

Db The following section contains transcluded content from the Database. Source: (viewedit • help)

Enemies[]

Blade Knight | Blipper | Bomber | Bounder | Bronto Burt | Broom Hatter | Bubbles | Bugzzy Jr. | Cappy | Chilly | Coner | Cool Spook | Drill Ball | Explosive Coconut | Flamer | Glunk | Gordo | Hot Head | Kabu | Laser Ball | Noddy | Parasol | Parasol Waddle Dee | Pengy | Poppy Bros. Jr. | Rocky | Rolling Turtle Jr. | Scarfy | Shotzo | Sir Kibble | Slippy | Sparky | Squishy | Starman | Sword Knight | Togezo | Twister | Twizzy | UFO | Waddle Dee | Waddle Doo | Walky | Wheelie

Mid-Bosses[]

Bonkers | Bugzzy | Fire Lion | Grand Wheelie | Meta-Knights (Axe Knight / Javelin Knight / Mace Knight / Trident Knight) | Mr. Frosty | Mr. Tick Tock | Rolling Turtle | Poppy Bros. Sr.

Bosses[]

  1. Whispy Woods (Vegetable Valley)
  2. Paint Roller (Ice Cream Island)
  3. Mr. Shine & Mr. Bright (Butter Building)
  4. Kracko (Grape Garden)
  5. Heavy Mole (Yogurt Yard)
  6. Meta Knight (Orange Ocean)
  7. King Dedede (Rainbow Resort)
  8. Nightmare (Fountain of Dreams)

Copy Abilities[]

Copy Abilities are first introduced in Kirby's Adventure, alongside Mix.

Adv backdrop
Backdrop
BalliconKA
Ball
Adv beam
Beam
Adv crash
Crash
Adv cutter
Cutter
Adv fire
Fire
Adv fireball
Fireball
Adv freeze
Freeze
Adv hammer
Hammer
Adv hi-jump
Hi-Jump
Adv ice
Ice
Adv laser
Laser
Adv light
Light
Adv mike
Mike
Adv needle
Needle
Adv parasol
Parasol
Adv sleep
Sleep
Adv spark
Spark
StarrodiconKA
Star Rod
Adv stone
Stone
Adv sword
Sword
ThrowiconKA
Throw
Adv tornado
Tornado
UfoiconKA
UFO
Adv wheel
Wheel

Items and Objects[]

Db The following section contains transcluded content from the Database. Source: (viewedit • help)

Star RodWarp Star

Levels[]

KA Vegetable Valley intro KA Ice Cream Island intro KA Butter Building intro KA Grape Garden intro
Vegetable Valley Ice Cream Island Butter Building Grape Garden
KA Yogurt Yard intro KA Orange Ocean intro KA Rainbow Resort intro KA Fountain of Dreams intro
Yogurt Yard Orange Ocean Rainbow Resort The Fountain of Dreams

Development[]

SakuraiSketches1

Some of Masahiro Sakurai's concept sketches for Kirby's Adventure, including an early form of Mini.

After the release of Kirby's Dream Land, HAL Laboratory had become financially insolvent and close to bankruptcy as a result of poor sales of their 1991 Famicom game Metal Slader Glory, which had an expensive development lasting more than 4 years. The company's situation was dire enough that some of their computer hardware was seized as compensation. (These problems would be alleviated when HAL was bought by Nintendo in 1993.) In an urgent attempt to increase revenue, director Masahiro Sakurai was assigned the task of leading development for a Famicom/NES] port of his successful Game Boy game Kirby's Dream Land, and the project began in 1992.

According to Sakurai, although the Super Famicom/SNES had already been released (and HAL had shipped other games for it, such as HyperZone), HAL wanted a game that could be developed and sold as quickly as possible. This would not have been feasible if it had been made for Nintendo's more advanced 16-bit system, which would have required a greater investment in both time and money. Given their difficult circumstances, the company chose to return to the well-established and familiar 8-bit Famicom instead, and Sakurai's team followed suit.[6]

While the company likely expected the developers to produce a straightforward home console conversion of Kirby's Dream Land, Sakurai decided to take the project in a new direction, feeling that most of the remaining audience for 8-bit Famicom games would be more experienced than the beginners that Kirby's Dream Land had been aimed at. Under Sakurai's guidance, what had started as a port ended up becoming an entirely new game, and the Kirby series' first sequel.

Sakurai sought to design a game that both beginners and experienced gamers could be equally satisfied by, which presented a unique challenge to development. The solution that he arrived at was the invention of Copy Abilities, to expand Kirby's moveset far beyond inhaling and spitting, allowing players to dig deeper into the game mechanics and experiment with different play styles. However, he did not enforce or require the use of Copy Abilities, meaning that the game could still be completed with only Kirby's most basic actions if players wished. To further ensure that players would not have to be confused by complex controls, all of the newly added minigames (also optional) would only use a single button. (Sakurai would return to the idea of single-button controls in Kirby Air Ride, and in a special mode of Super Smash Bros. Melee.)

SakuraiSketches2

More concepts sketched by Masahiro Sakurai. The wall-sticking idea would later be incorporated into Needle and Ninja. It appears that Crash was originally imagined as an undesirable "trap" ability like Sleep.

The development team submitted over 40 proposed ideas for Copy Abilities, before this number was finally reduced to 25. Sakurai considered removing Kirby's flight ability to prevent players from bypassing too many hazards. He eventually decided to leave it in, with some tweaks to its flight speed. An unused concept for a fourth minigame involved mashing a button more times than an opponent within a certain time.

The ornate information panel at the bottom of the screen was deliberately made large. This was to restrict the vertical space of level designs, to allow space for the Copy Ability icons, and to make Kirby and other characters appear bigger, since Kirby's size had not changed from the smaller screen resolution of the handheld Game Boy. Unlike in Kirby's Dream Land, the level background graphics were drawn traditionally before a different artist reworked and mapped them into digital tiles that could be represented within the game engine, which allowed for a higher level of artistry.[7]

3D Classics[]

The 3D Classics version for Nintendo 3DS of Kirby's Adventure is much more faithful to the original game than the previous remake, Kirby: Nightmare in Dream Land. At first glance, it appears to be a direct port, but there are plenty of differences between this edition and the NES game. As with all of the 3D Classics re-releases, it was developed by Arika.

The most noticeable (and advertised) difference is the optional pop-up book-styled screen. There is also a different audio filter, meaning that sound effects usually don't "cancel" out. All of the game's slowdown was removed (noticeable with Spark). There are also slight touch-ups to the graphics such as flash effects (i.e. Crash), redesigned menus, slightly enhanced animation, water translucency, gradient skies and light peering through most obvious doors, as well as a few minor timing alterations (mostly in Goal Game and the sub-games). Many of the glitches removed in the French version and the first remake are also fixed in this edition. Other minor gameplay changes include customizable controls, the fact that Kirby will no longer waste any time in performing his victory dance, and Kirby will always be able to run across block-wide gaps (which was a point of frustration in the original game).

Though the game does generally have more polish, there are some exclusive oversights - for example, Kirby's Vitality refreshes after the Heavy Mole fight (resulting in easier difficulty in V.S. Boss!), the game's total score is not saved during Extra Mode, and King Dedede can actually act as a Maxim Tomato using an exploit.

NES Remix 2[]

MetaKnightNESRemix2

A Kirby's Adventure challenge in NES Remix 2.

Challenges based around Kirby's Adventure are included in this game.

Music[]

KRtDLDX Maxim Tomato Main article: Kirby's Adventure/Music

Glitches[]

KRtDLDX Maxim Tomato Main article: Glitch#Kirby's Adventure

Reception[]

KPR Waddle Dee 2 This article is currently under construction (Edit | Similar)
It is not complete by community standards, but you can help by adding information and images.

Transcript[]

KRtDLDX Maxim Tomato Main article: Kirby's Adventure and Kirby: Nightmare in Dream Land/Transcript

Staff[]

KRtDLDX Maxim Tomato Main articles: List of Kirby's Adventure Staff and List of 3D Classics: Kirby's Adventure Staff

Related Quotes[]

What would Dream Land be without dreams? A Nightmare! The Dream Spring, source of all dreams, has dried up, taking with it all the blissful dreams of Dream Land. It's up to Kirby, the bombastic blimp, to return happy naps to the inhabitants of Dream Land!

Kirby's appetite for adventure is big as ever as he eats his way through a feast of all new enemies! In this adventure, he can also steal the abilities of the bad guys he scarfs down! With his new power, Kirby can perform 20 new tricks that will help him make his way through the nightmare infested Dream Land!

Kirby's Adventure features brand new worlds to explore with the same fun, action packed feel that made Kirby's Dream Land™ for Game Boy© a hit!
— Box Art • Kirby's Adventure
This magic wand holds 16 star shots and sends foes flying at a low angle when thrown. It's most powerful when Captain Falcon or Sheik performs a Smash Attack while holding it. In Kirby's Adventure, the Star Rod is the secret power behind the Fountain of Dreams. King Dedede steals the Star Rod in order to seal away the nasty Cloaked Nightmare.
— Star Rod trophy description • Super Smash Bros. Melee
When Kirby swallows a ball enemy, he turns into a ball and can bounce off of floors and walls. It's tough to control, but well worth it for the strong attack power it gives Kirby. After his debut in Kirby's Adventure, Ball Kirby has popped up in several more Kirby games, such as Kirby's Pinball Land and Kirby's Block Ball.
— Ball Kirby trophy description • Super Smash Bros. Melee
Swung normally, this item will deal a regular physical attack. But if you charge up the blow, it becomes a magic wand that launches stars! The Star Rod is the source of power for the Fountain of Dreams in Kirby's Adventure. Using the rod, Kirby was able to defeat Nightmare.
— Star Rod trophy • Super Smash Bros. for Nintendo 3DS and Wii U
Unlocked a demo of the classic title Kirby's Adventure! Play it in Masterpieces!
— Milestones • Super Smash Bros. for Wii U
Kirby hasn't always been able to copy the abilities of the enemies he inhaled. That power debuted in his second title, Kirby's Adventure.
— Kirby's Copy Abilities Tip • Super Smash Bros. for Wii U
Meta Knight debuted in Kirby's Adventure on the NES as a mysterious figure who stood in Kirby's way as a boss but also sometimes helped him.
— Meta Knight's Origin's Tip • Super Smash Bros. for Wii U

Trivia[]

  • Kirby's Adventure is the first Kirby game to have the first letter of each level create an acronym. The level names form the acronym "VIBGYOR," which is "ROYGBIV" backwards; the letters stand for the colors of the rainbow (red, orange, yellow, green, blue, indigo, and violet).
    • The colors of the introductions sequences' frame of each level also match the color in the acronym (i.e. Butter Building's introduction is surrounded by blue, and Yogurt Yard's is surrounded by yellow). Additionally, the enemies appear in various colors throughout the game.
  • Completing the Goal Game with results in order from 7 to 1 will result in Kirby receiving 30 1UPs.
  • In the title screen theme, the riff that plays at the beginning is known as the "Minsky Pickup." It presumably originated in vaudeville during the late 19th or early 20th century.[8]
  • King Dedede's name is spelled two different ways in the end credits sequence: DeDeDe and Dedede.
  • With a size of 768 kilobytes (6 megabits), Kirby's Adventure has the most storage of any officially manufactured Nintendo Entertainment System Game Pak.[9] It is only the second-largest Famicom title however, with the biggest being Metal Slader Glory at 1 megabyte (8 megabits). Metal Slader Glory was also developed by HAL Laboratory.
  • The Japanese commercial for this game has Kirby and all other characters made of yarn. Kirby's Epic Yarn also does this, however, Kirby's Epic Yarn was the final product of a completely separate game that was being developed by Good-Feel.
  • The opening animation of Kirby being drawn is a recreation of a scene from the Japanese commercial for Kirby's Dream Land, right down to the song that plays during it.[10]
  • According to the Kirby's 20th Anniversary Celebration Book, a few ideas were cut from the game. These include the power to dig holes, turn invisible, multiply, and even transform into a puddle of water.
    • In an interview, Masahiro Sakurai, Satoru Iwata, and Shigeru Miyamoto revealed several scrapped Copy Ability ideas. These include an ability that creates Blocks, an ability that shrinks Kirby (which would later be repurposed for Kirby & The Amazing Mirror), an ability that had Kirby ride a rocket, and an ability that seems to be an early version of Animal.[11] Graphic data of the shrinking ability still exists in the game's code.[12]
    • Additionally, a commercial for Kirby's Adventure shows Kirby wearing a cowboy hat, belt, and boots wielding a gun. This may just be a representation of the Quick Draw sub-game.
  • In the Music Room in Kirby and the Rainbow Curse, Kirby's Adventure is represented by an image of the Star Rod atop its pedestal on the Fountain of Dreams.
  • When playing amiibo tap: Nintendo's Greatest Bits, if the player taps an amiibo product to the Wii U GamePad, there is a chance that he/she will unlock a demo of Kirby's Adventure.
  • One of the game's music tracks, "Title Screen / Demo", was featured at the beginning of Revenge of the Creature Catcher, an episode of the 2009 television series, Casper's Scare School[13].
  • A remixed version of the title theme from Kirby's Dream Land can be found in Listen to Sounds. Other than this, it is not used anywhere else in Kirby's Adventure.
  • The artstyle of the 25th Anniversary Twitter & website may be inspired by the box art in Japan.
  • Kirby's Adventure appears as Masterpieces in Super Smash Bros. Brawl and Super Smash Bros. for Wii U where players can play a short demo for a limited time, two minutes and three minutes respectively. Super Smash Bros. Brawl’s version of Kirby's Adventure is a starter Masterpiece that starts off in Vegetable Valley. Super Smash Bros. for Wii U’s version of Kirby's Adventure must be unlocked by clearing Solo Classic with Kirby on intensity 5.5 or higher and has two save files: one that starts off at the beginning of the game, and the other beginning at the fight with King Dedede.
  • The Japanese commercial for this game has a glitched Parasol Waddle Dee using the Scarfy tileset in its gameplay behind the game logo, which implies that an unfinished build was used for the commercial.
  • A version of Kirby's Adventure was released as an unauthorized bootleg cartridge for the Game Boy Advance, based on an early version of the PocketNES emulator. It was entitled "Kirby Red Diamond" in an attempt to deceive potential buyers into thinking it was an original game.[14]
  • 3D Classics: Kirby's Adventure and Kirby's Extra Epic Yarn are the only Kirby games for the Nintendo 3DS that did not have Miiverse communities. The former was released over a year before Miiverse was launched on November 18, 2012; the latter was released after Miiverse's worldwide discontinuation on November 7, 2017.
    • Kirby Battle Royale also did not have a Miiverse community in North America or Japan, but did in Europe and Australia, due to the timing of the game's release in these regions.
  • Kirby's Adventure is the only main series Kirby game to only feature one boss theme for "regular" bosses (that are not the final boss, Nightmare in this case).

Artwork[]

Box Art[]

Media[]

[]

Concept Artwork[]

Gallery[]

References[]

External Links[]

Advertisement