Kirby’s Dream Course Review

*Review based on Kirby’s Dream Course’s release as part of the SNES Classic*

Good ol’ Kirby. Nintendo’s most underappreciated of workhorses has never truly got the recognition he deserves, often held down in the shadows of Nintendo’s more prominent franchises like Mario, The Legend of Zelda, and Metroid. Sure, he may not have a title quite as heralded as Super Mario World or Ocarina of Time to his name, but Kirby has also never had any atrocious edutainment titles or CDi games under his belt, either. Nor does his series house a game anywhere near as bad as Metroid: Other M. When a series’ worst entry is still a game as charming and creative as Kirby Air Ride, I’d say it’s doing alright for itself.

Kirby is usually known for his 2D platforming adventures, which are easier and friendlier than Mario or Donkey Kong’s journey’s in the same genre. Kirby is a gloriously overpowered character, being able to eat enemies, copy their abilities, and even fly over hazards. But the series has never not been fun, and that remains true even for Kirby’s spinoff titles. Perhaps one of the most under-the-radar Kirby titles – and the out-of-left-field entry in the SNES Classic Edition – is Kirby’s Dream Course, which combines the colorful world of Dreamland with miniature golf.

This 1994 SNES title sees Kirby transported to isometric golf courses, where the goal is to defeat all enemies – save for one – on a course. Once these enemies are defeated, the final foe becomes a hole which serves as the stage’s goal. Get Kirby into the hole within a set number of turns, and you can move on to the next stage.

Kirby is controlled here like a golf ball, with players able to adjust the power, angle and spin of Kirby’s movements. As in golf, the player receives a better score if they can get Kirby into the hole in the least amount of turns, but being a video game, Kirby loses a life if too many turns are taken. Players can gain extra turns when Kirby defeats an enemy and makes it into a goal, but will lose turns when hit by an enemy attack, and will immediately lose an entire life if he falls off a stage.

It’s a simple setup, but the core gameplay is a lot of fun. Better still is that Kirby’s copy abilities have found their way into the mix, with Kirby gaining an ability when he defeats a foe that happens to possess one. The powers can then be activated by a press of the B button once Kirby is on the move. The wheel power, for example, will boost Kirby’s speed so he can glide on water and move easily through tough terrain, while the stone ability will bring Kirby to an immediate halt, which can be a lifesaver on more elaborate courses.

If there’s any notable complaint to be had with the gameplay, it’s that – for a game with a pretty unique setup – Kirby’s Dream Course doesn’t exactly do the best job at giving the player a decent learning curve. The simple act of ‘striking’ Kirby can be a little confusing if you jump right into things, and although there’s a tutorial available to help out with that, it fails to explain some of the finer details of the experience (such as giving Kirby light boosts with the A button). The same applies to the aforementioned copy abilities, with the game more or less leaving you to guess how their individual physics will affect those already present in the game. It’s not overly cryptic, but for a Kirby game to be cryptic at all seems strange.

Visually, the game is another impressive showcase of the timeless colors and charms of the SNES, and the sound effects and music are delightful remixes of classic Kirby tunes. And while the single player adventure may feel a little repetitive at times, a two-player competitive mode gives the game some nice replay value, with players taking turns to see who can best a course the quickest.

Kirby’s Dream Course may not be one of the most remembered Kirby games, but it is another testament to the pink hero’s often-overlooked versatility. While Mario frequently reaps praise for his chameleon-like ability to blend into any genre, Kirby has been doing the same thing for nearly as long, but to much littler fanfare. And though Mario’s offshoots usually deserve their praise, when it comes to golf, Kirby has the former-plumber beat. The later Mario Golf on Nintendo 64 looked and felt like a typical golf game, but with Mario characters attached. Kirby’s Dream Course, on the other hand, actually feels like what golf might be like in Kirby’s whimsical world.

7

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Author: themancalledscott

Born of cold and winter air and mountain rain combining, the man called Scott is an ancient sorcerer from a long-forgotten realm. He’s more machine now than man, twisted and evil. Or, you know, he could just be some guy who loves video games, animations and cinema who just wanted to write about such things.

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