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Dimensional rift C Bsn 8VwAIzPgw.jpg large transparent "Kirby Bowl" redirects here. For the unreleased game for the Nintendo 64, see Kirby Bowl 64.

This golf-inspired game pitted one to two players against eight outlandish courses. To complete a hole, players had to defeat every enemy on the field and drop ball-shaped Kirby into the cup. Fewer shots meant a higher score. On top of planning each shot's power and trajectory, players had to make smart use of Kirby's 10 Copy Abilities.
— Summary • Kirby's Dream Collection Special Edition

Kirby's Dream Course is a golf-themed Kirby game developed by HAL Laboratory and Nintendo EAD[4] and published by Nintendo for the Super Nintendo Entertainment System as the first Kirby game for the system. It was released in Japan on September 21, 1994, in North America on February 1, 1995, and in Europe on August 24, 1995.

Kirby's Dream Course was re-released on the Wii, Wii U, and New Nintendo 3DS Virtual Consoles. Additionally, it is one of the 21 games packaged with the Super NES Classic Edition system. It was also included in the initial lineup of SNES games for the Nintendo Switch Online service; a special version with all of the modes unlocked was added to the service on June 9, 2022.

Story[]

The plot of Kirby's Dream Course varies depending on the version. In the Japanese version, a short cutscene establishes the story if the player waits on the title screen. This cutscene was removed altogether in the North American localization. Instead, the North American instruction manual describes roughly the same story but with more details and slightly different events. A number of elements were added to justify or explain why certain things occur in the game, such as enemies dropping stars when Kirby defeats them.

Instruction manual North America[]

Dream Course Concept Art

Kirby's Dream Course illustration

After the Fountain of Dreams was returned to normal, the inhabitants of Dream Land continue their peaceful lives. They grow attached to the beautiful stars in Planet Popstar's night sky. One night, they all look up into the sky to gaze at them. To their dismay, they discover that the thousands of stars have all vanished. Though some inhabitants try to remain optimistic, their hope fades over the following nights as the stars do not return. Deeply saddened, their distress grows rapidly. Eventually they stop eating delicious meals, having pleasant dreams, laughing, and smiling.

In the midst of the turmoil, a rumor spreads that King Dedede is the one responsible for the stars' disappearance, having stolen them to keep their beauty all to himself. Kirby sets out to recover Dream Land's stars and teach Dedede a lesson. The hero heads to the king's floating castle, which is rigged with traps and secured by servants, each of which holds a missing star.[5]

Cutscene Japan[]

After a lazy day, Kirby hopes to have a good dream in the starlight. He notices that all the stars in the sky are gone, save for one. All the following nights were the same way. Worried, Kirby takes a telescope and gaze into the night sky. As he does, he finds King Dedede floating by in the distance, pulling the last star behind him. Dedede realizes the pink puff is watching and speeds off, dropping the star. It lands on the ground near Kirby. The hero promptly jumps on the star and pursues the king at his floating castle.[6]

Gameplay[]

Although the graphics are entirely 2D, Kirby's Dream Course is notable for being the very first Kirby game with 3D gameplay and physics. It is a golf-style game with Copy Ability and enemies on each course. As suggested by its Japanese title, the game can also be said to contain elements of bowling, with the enemies serving as "pins".

The player uses Kirby as a ball. Kirby must hit all of the enemies on the course, the last enemy becoming a cup that Kirby must drop into. There is an energy gauge represented by tomatoes; these are lost each time Kirby makes a shot or takes damage from Gordo, Kracko, or danger zones. They can be gained by defeating enemies or dropping into a cup. If the player runs out of tomatoes, Kirby loses a life; after losing all lives, the player is sent to repeat the failed course from the beginning. Copy Abilities can be gained by hitting certain enemies that possess them. These abilities can be used to achieve the goal more effectively depending on the situation of the player. The Demo Play option explains 20 different aspects of the game, including the Copy Abilities.

The controls for "putting" and "chipping" Kirby like a golf ball are versatile, yet fairly simplified and intuitive. Left and right on the +Control Pad rotates the direction he faces. Pressing up readies a Fly shot. By default, Kirby will aim straight, however, holding the B button before taking a shot and pressing left or right will apply a horizontal spin to his shot by gradual increments represented on a meter known as the Spin Panel. If the shot is a Fly shot, top spin or back spin can also be applied to Kirby in a similar manner on the Spin Panel, except the marker will bounce up and down on the Shot Panel and must be stopped with good timing.

For determining the strength of a shot, a two-press Power Meter is used; the player presses once to start the meter and again to stop it. If the meter is stopped at exactly 100%, it will turn pink, and the shot will be at its most powerful, perfectly following the guideline if no other alterations occur. The player can extend the roll guideline by pressing down on the +Control Pad, though it will sometimes not fully appear if the calculations involved in predicting the shot's physics are too much for the hardware and game engine to handle.

More advanced techniques use the Booster Button (the A Button) to extend Kirby's distance from a Roll shot on the ground or increase his height and distance from bouncing from a Fly shot. Kirby can also bounce on water with a Roll shot of significant speed or with a top-spinning Fly shot; these can also be enhanced by using the Booster Button.

SingeplayerscreenshotKDC

1Play Game

The levels can have objects like Bunkers, Turntables that can spin Kirby off course, and Danger Zones (spike pits), as well as special enemies like Whispy Woods, Kracko, and Gordo who are resistant to damage, but do not need to be defeated (although the first two can be destroyed with Spark). Some levels have switches that, if passed over by Kirby, will toggle certain hazards off or on.

Other objects can help Kirby greatly if used effectively, such as Dash and Kick Panels for gaining speed and changing direction, and Warps for covering great amounts of distance instantaneously. Trampolines can be useful for navigating over obstacles. However, these objects are likely to send Kirby flying out of bounds if not used with careful planning and strategy. Water can also help or hinder Kirby, either slowing him down greatly (while preventing the use of Copy Abilities) or providing a convenient method of travel with the Freeze ability. Bumpers, appearing as thin green lines that are stretched around the outer edges of courses, are an especially common feature; they will ricochet Kirby away from them when touched, and are often the only thing protecting him from falling out of bounds. Mastering the skill of performing trick shots with bumper ricochets, and knowing the special ways in which certain Copy Abilities react to bumpers, is invaluable for attaining good scores.

Each course has a different par total number of strokes for awarding bronze, silver and gold medals, which are represented as leaderboard records set by different Kirby enemies. There are special unlockables in the game once a player gets enough medals, including a Sound Room, map select menu, Kirby Dance animation viewer, and Extra variants of each course for both the 1P and 2P modes that are more challenging with altered enemy placements.

The game features twelve courses with eight holes each, not counting the lone boss stage. Eight of these courses are only playable solo, and four of them are exclusive to the 2Play Game, a versus mode. In 1Play Game, the player eventually meets and battles a robotic version of King Dedede in a special course with no holes.

Multiplayer[]

MultiplayerscreenshotKDC

2Play Game

CourseselectKDC

The Course Selection Screen in 2Play Game

In 2Play Game, the second player uses Keeby as a ball. Both players can play on one of four different multiplayer-specific courses, each having a more difficult Extra variation that can be unlocked. The four courses are each represented with different main enemies: Whispy Woods, Mr. Shine & Mr. Bright, Kracko, and Gordo. In this mode, the players are set against one another in a competition to see who can get more stars. These can be obtained by defeating enemies and passing through or sinking into the hole; players can also steal each others' stars by passing through them. Stars obtained by player one (Kirby) will be colored pink, while the stars obtained by player two (Keeby) will be colored yellow. The player who gets the most stars after clearing all levels of the respective course is the winner. An enemy drops one star, a hole grants two.

The Transformer enemy appears exclusively in this mode, and since the Copy Ability that it drops is random, the selection of abilities available at any given time is less restricted than in single-player. As a result of this, the multi-player maps are generally not designed with the use of specific abilities in mind, which could also be to ensure greater fairness between the players.

The energy meter is not represented by tomatoes in this mode; instead, they are changed into pink and yellow colored bars, respective to each player. If a player runs out of health, their respective character will get dizzy and fall asleep dreaming of food, losing a turn; after the turn has passed, the character will wake up and automatically get their health replenished by 4 bars. Colliding with the other player will bounce them away and drain one of their health bars.

Although players cannot be permanently KO'd in this mode, attacking the other player is a viable strategy to gain stars, especially to knock them into a pit or remove them from the vicinity of a hole. Copy Abilities gain a new utility in multiplayer for their potential to disrupt and damage an opponent. For instance, Needle can be used to create a harmful stationary obstacle anywhere on the map, which the other player must avoid during their turn, and Tornado can be steered towards a foe to send them flying. However, a player who successfully bumps into and damages a player that possesses a Copy Ability will steal that ability for themselves. If both players have Copy Abilities, bump damage will exchange them.

There is a switch that only appears on this game mode: the Day & Night Switch. When hit for the first time, Mr. Shine will appear onscreen and switch the level's background to nighttime while simultaneously switching the number of stars acquired by one player with the other. If the switch is hit for a second time, Mr. Bright will appear onscreen and can effectively revert all effects. This switch can only be hit three times per hole, after which it turns gray and stops working. Being a highly desirable switch for the player with fewer stars, it usually is located in hard-to-reach and dangerous spots.

Characters[]

Playable Characters[]

Allies[]

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Bronto BurtFlapperKeebyMr. Shine & Mr. Bright

Enemies[]

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Broom HatterChibi DededeChillyFlamerGasparGordoKabuKrackoMr. P. UmpkinRockySparkySquishyStarmanTogezoTransformerTwisterUFOWaddle DeeWaddle DooWheelieWhispy Woods

Bosses[]

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King Dedede (Robo Dedede)


Copy Abilities[]

There are 10 Copy Abilities in Kirby's Dream Course.

KDC Burning Icon sprite
Burning
KDC Freeze Icon sprite
Freeze
KDC Hi-Jump Icon sprite
Hi-Jump
KDC Needle Icon sprite
Needle
KDC Parasol Icon sprite
Parasol
KDC Spark Icon sprite
Spark
KDC Stone Icon sprite
Stone
KDC Tornado Icon sprite
Tornado
KDC UFO Icon sprite
UFO
KDC Wheel Icon sprite
Wheel

Levels (Courses)[]

KPR Waddle Dee 2 This section is currently under construction

  • Course 1
  • Course 2
  • Course 3
  • Course 4
  • Course 5
  • Course 6
  • Course 7
  • Course 8

Special Tee Shot[]

KRtDLDX Maxim Tomato Main article: Kirby's Dream Course/Special Tee Shot

Kirby's Dream Course was based on the gameplay and engine of Special Tee Shot, an originally unreleased SNES game made by Nintendo EAD. Before its planned release, it was decided that the game would be redesigned into a spin-off of the Kirby series, and HAL Laboratory was entrusted with the project. (HAL Laboratory already had extensive experience with golf games through their long-running Hole in One series, which may have influenced Nintendo's selection of them.) A revised and completed version of Special Tee Shot would eventually be released for download via the Satellaview peripheral in Japan only.[7] A prototype version that predated Kirby's Dream Course was leaked online in 2019, with many differences from the Satellaview release.

Anti-Piracy[]

Kirby's Dream Course is the first Kirby game to contain multi-level anti-piracy measures. In this case, should the game be detected as a copy (checking for an unusual amount of SRAM that would indicate the use of a cartridge copier), it will hang the game at a warning screen. It also hangs the game if a copy of the NTSC versions is played on a PAL console, stating that it is not compatible.

Should that be bypassed, it will cause game behavior to change and make the game itself harder. In 1Play Mode, Kirby cannot recover health from defeating enemies and does not earn a 1UP from getting a hole in one. If Kirby manages to complete a course, the game crashes and deletes all save data. If Kirby runs out of lives, the Continue option is barred, and selecting the Game End option deletes all save data. In two-player mode, recovering from sleep causes Kirby or Keeby to regain only one point of health rather than four.[8] These changes were likely designed to fool software pirates into thinking that they had bypassed the game's copy protection, while rendering any illegitimate copies they may have made nearly unplayable. This behavior is similar to Earthbound's anti piracy behavior.

Music[]

KRtDLDX Maxim Tomato Main article: Kirby's Dream Course/Music

Reception[]

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Transcript[]

KRtDLDX Maxim Tomato Main article: Kirby's Dream Course/Transcript

Staff[]

KRtDLDX Maxim Tomato Main article: List of Kirby's Dream Course Staff
KPR Waddle Dee 2 This section is currently under construction

Trivia[]

  • This game contains many sound effects from EarthBound/Mother 2 as both games were being developed side by side at HAL Laboratory.
  • Remnants from Special Tee Shot can be found unused in the Japanese version of Kirby's Dream Course.[9] Though not normally accessible, they were removed for international releases.
  • It is possible to rename a save file using a code. The player must go to the Member screen and highlight the desired file, then hold L, R, and A to enter the name change screen.[10]
  • This was the first game in the Kirby series to have any kind of age rating. The ESRB rating scale didn't exist when the first three games were released.
  • This is the first game to feature an in-game depiction of Kirby's house, though only in the Japanese version.
  • In the Music Room in Kirby and the Rainbow Curse, Kirby's Dream Course is represented by an image of a hole.
  • When playing amiibo tap: Nintendo's Greatest Bits, if the player taps an amiibo product to the Wii U GamePad, there is a chance to unlock a demo of Kirby's Dream Course.
  • In two-player mode, if a player falls off the course while in nighttime, a Flapper will pick up the player instead of a Bronto Burt, as it normally happens.
  • The Bronto Burt in this game appears to be a sprite edit of the yellow ball character from Special Tee Shot.
  • If the player falls off the stage, Kirby/Keeby will lose two health bars in multiplayer.
  • It's possible to fall in the hole in Two-Player Mode, but not get the two stars that appear above the hole; this can only happen when the other player is at the edge of the hole.
  • If a Kirby rolls on an edge with inclines descending on both sides, Kirby will eventually fall to the right instead of staying on the edge.
  • The commercial for this game was only aired in Japan, and the advertisement was referencing Galileo Galilei, and his famous experiment on gravity. In this experiment, Galileo used two spheres of different weight and dropped them from The Leaning Tower of Pisa. In the commercial however, instead of using two spheres, he used a sphere and Kirby. When Kirby was falling to the earth's surface, he pulled out a parasol, allowing him to slowly fall towards the ground. This event adds some humor to the commercial because according to the results of this experiment, both spheres hit the ground at the same time.
  • The game has a very unique save system in 1Play Game where the player can draw a low-resolution, black-and-white picture with the D-pad to personalize their save file and represent themselves in the score rankings. A pencil and eraser tool are present, as well as a number of Kirby-themed stamps that can be applied to the drawing, such as a Maxim Tomato. This drawing system was originally present in Special Tee Shot.
  • For a brief time during the development transition, Kirby's Dream Course was known as Kirby's Tee Shot.
  • The removal of the story in the English release was likely done in order to put the game on a cartridge with less memory. The Japanese original is 1.5 MB in size, while the other releases are only 1 MB.
  • In the Kirby's 20th Anniversary Celebration Book, it claims that it's possible to get a hole-in-one in all courses. However, this is not true, as some require more than one shot in Course 3 Hole 1, Course 5, Hole 3 and Hole 4, Extra Course 3 Hole 1 and Hole 5.

Artwork[]

Box Art[]

Media[]

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External links[]

References[]

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