Super Mario Galaxy Turns 15!

Fifteen years ago today, on November 12th 2007, Super Mario Galaxy was released on the Nintendo Wii in North America!

Of course, Super Mario Galaxy was first released in Japan, and in that case, its fifteenth anniversary was on November 1st. But since I only kind of mentioned that on a post the day after the fact, and because I’m American so the US release is more personal to me, let’s celebrate Super Mario Galaxy now!

Goodness gracious, where does the time go? I remember the buildup to Super Mario Galaxy more than most games: that 2006 demo that looked pretty different from the final game, checking the Japanese website for updates, hearing the Gusty Garden Galaxy theme for the first time from a making of video showing an orchestral recording session… I even remember when the game was at Wii kiosks at GameStop, I’d actually take a few minutes to nab a star or two (though the same star or two every time. Didn’t want to spoil too much of the game ahead of time).

Super Mario Galaxy was the third 3D Mario game, but it felt more like the proper successor to Super Mario 64 than Sunshine ever did. Like 64, Galaxy felt like the next evolution of the Mario series, combining elements of its 3D predecessors as well as elements from the 2D Super Mario titles, and using the idea of outer space to add its own bag of tricks into the proceedings, like spherical planetoids and gravity (it seems odd in retrospect that it took Nintendo that long to combine a series that so heavily features jumping with gravity).

Galaxy even expanded on Mario norms in fun and meaningful ways. After being toned down in 64 and entirely absent in Sunshine, Galaxy marked the proper return for power-ups in the Mario series. Not only did the Fire Flower make a long-overdue comeback (and for the first time in 3D!), but new power-ups such as the Bee Suit, Boo Suit and comical Spring Suit left an impression (I’m still wondering why the original version of Ice Mario seen in Galaxy hasn’t returned, being replaced by the less creative New Super Mario Bros. version thereafter). Super Mario Galaxy even brought back Luigi, after years of being sidelined from the main Mario series post-SNES. We even got a new addition to the Mario canon in the form of Rosalina, who has become a Mario mainstay ever since.

“Super Mario Galaxy even had a (relatively) stronger emphasis on story than other Mario games, including a genuinely touching sub-plot about the character Rosalina’s backstory.”

Combine all of these elements together with some absolutely stellar level design, pitch perfect gameplay, and one of gaming’s greatest soundtracks, and Galaxy proved to be one hell of a Mario game.

And what a game it was! Super Mario Galaxy not only succeeded where Sunshine fell short, it set the bar for the Wii, and was something of a new benchmark for not only the Mario series, but for Nintendo itself. It was one of the most fun and imaginative games of its day, and fifteen years later, age hasn’t effected it at all.

I also feel like Galaxy started something of a renaissance for the Mario series. Although the Paper Mario and Mario & Luigi games were great, for the most part, the Mario series hadn’t really seen the same critical heights as it once did after Super Mario 64 (though again, the Mario RPGs really deserved a bigger spotlight). Sure, the Mario Karts, sports games and Mario Parties were fun, but not exactly the defining gaming experiences Mario was once synonymous with. Super Mario Galaxy brought back the pedigree of the Mario series. Galaxy earned a critical reputation that very few games could hope to claim, and rightfully so! And since then, the Super Mario series has seldom looked back, being on perhaps a longer winning streak now than it ever had before. Games like Super Mario Galaxy 2 and Odyssey have continued Mario’s winning ways, and titles such as Super Mario Maker and Mario Kart 8 raised the bar for the spinoffs (it’s just a shame the RPGs seem to be the only aspect of the series that haven’t shared in this renaissance). Even the music of the series remains elevated post-Galaxy (Mario games always had great music, but I feel like now it has the most consistently great soundtracks in gaming).

Okay, so things may have looked like they peaked with Galaxy 2 there for a minute, seeing as 2011 and 2012 were extra safe years for the series, but then Super Mario 3D World was released in 2013 and the world was happy again. So those two off years were just little blips.

In short, Super Mario Galaxy was a special game that took the Mario series to new heights (literally! He was in space!). And even now, fifteen years later, this Wii classic is still one of Mario’s finest hours!

Happy Fifteenth (US) Anniversary, Super Mario Galaxy!

Super Mario Odyssey’s 5th Anniversary!

Yeah, it’s another anniversary celebration blog at the Dojo! And it’s another one involving Mario. It seems the Super Mario series has had a lot of milestone anniversaries this year. Today, we’re celebrating Super Mario Odyssey, which was released five years ago, on October 27th 2017!

That’s right, somehow it’s been half a decade since Super Mario Odyssey was released on the Nintendo Switch. On one hand, that makes me feel old. But on the other hand, Super Mario Odyssey is amazing, so let’s celebrate!

The Nintendo Switch really did have an unprecedented first year (the best of any console in history, if I say so myself). Not only did the system launch with the long-anticipated The Legend of Zelda: Breath of the Wild, but within months you also had games like Splatoon 2, ARMS and Mario + Rabbids: Kingdom Battle (a crossover that shouldn’t have worked but somehow did), to name just a few. But the Switch capped off its first calendar year with the newest release of gaming’s most venerable series, Super Mario Odyssey.

And damn, what a game it was! Super Mario Odyssey is a game of constant invention, bountiful imagination, and non-stop fun!

What set Odyssey apart from other Mario games is that it abandoned Mario’s usual power-ups in favor of focusing on a singular, ever-changing ability: Cappy!

Cappy is a sentient hat who’s also a ghost (it’s Mario, don’t worry about it), with which Mario can “capture” enemies, objects and friendly NPCs, taking control of them and the abilities that come with them. This leads to so many creative ideas, with most of them being enough to carry most other games in their entirety.

Super Mario Odyssey also brought back the more open-level game design of Super Mario 64 and Super Mario Sunshine, after the series had taken an extended hiatus from the format. Though you could also claim that Odyssey’s structure was even closer to Banjo-Kazooie than its own predecessors (making it the closest thing we’ve got to an actual Banjo-Kazooie 3. Sorry Yooka-Laylee. Not so sorry, Nuts & Bolts). Odyssey features some of the best open 3D stages in gaming, while also housing many classic 3D platforming gauntlets in the vein of Super Mario Galaxy and 3D World. Odyssey is a master of all trades.

Interestingly, Odyssey is still the most recent “mainline” Mario game five years on (unless you count Bowser’s Fury. Though seeing as that was a bonus game released alongside a re-release of 3D World, and re-uses 3D World’s assets, I don’t think it does count as a mainline Mario game, even if it was a new game). So unless you do count Bowser’s Fury, this is the longest drought between mainline 3D Mario games since the gap between Sunshine and Galaxy!

Granted, Odyssey was always going to be a tough act to follow, and maybe Nintendo knows that, and is taking their time to figure out where the series goes next. Suffice to say, the hype is real!

It’s hard to believe it’s been five years since Super Mario Odyssey was released. In that time it’s proven itself to be one of gaming’s all-time greats. It’s still the best game on Switch (Sorry, Breath of the Wild). And as much as I absolutely love Elden Ring, it can only claim to be my second favorite game of the past number of years, because Super Mario Odyssey exists.

Super Mario Odyssey has built up quite the reputation in these past five years. It’s one of Mario’s finest adventures, one of Nintendo’s greatest triumphs, and one of the best video games ever made. A modern classic!

Happy fifth anniversary, Super Mario Odyssey!

Nintendo 64 and Super Mario 64’s 26th US Anniversary!

Yeah, it’s another celebratory anniversary post here at the Dojo. I will get back to reviewing movies and games as soon as possible. But I’m in the process of moving so I haven’t had the time to prepare and write something more substantial. Apologies.

Anyway…

Today, September 29th 2022, marks the twenty-sixth anniversary of the release of the Nintendo 64 in North America! And with it, the release of one of the most influential, innovative and revolutionary video games of all time, Super Mario 64!

The Nintendo 64 was Nintendo’s first console capable of polygonal, 3D graphics. And was the first console built around such concepts (the Playstation and Sega Saturn were originally designed as 2D consoles). While on the downside, that did mean many designers had to start over from square one, meaning that a number of N64 titles felt experimental and thus have succumbed to age over time, on the plus side, it opened the door to many kinds of games that just weren’t capable before.

Super Mario 64, despite being a launch title for the N64, is one of the console’s few truly timeless games. For the first time ever, Mario could roam around a 3D environment, had a new set of acrobatic moves, and levels now had a mission-based structure, as opposed to simply getting to the end of a stage. While I’m in the camp that believes some of Mario’s later 3D efforts bettered 64, there is no denying that Super Mario 64 has earned its place as one of history’s best games by being so forward-thinking in its day, that developers are still using its design for inspiration even today. And those opening words of “It’s-a me, Mario” are surely the most famous in gaming history. It’s a true classic.

As an added bonus, today is also (somehow) the fifth anniversary of the Super NES Classic Edition, the “mini retro console” built in the image of the N64’s predecessor that came with twenty-one SNES games built in (though sadly, Donkey Kong Country 2, Chrono Trigger and Kirby’s Dreamland 3 somehow weren’t among them). Though the mini-console craze has died down somewhat in the half-decade since, the SNES Classic Edition can still boast to be the best example of the mini-console trend of the past few years thanks to the classics it had bundled inside. I wouldn’t be mad if Nintendo announced an updated version of it or a mini-N64 or Wii down the road…

Happy 26th (US) anniversary, Nintendo 64 and Super Mario 64 And happy 5th anniversary SNES Classic Edition!

Pokémon Puzzle League Review

Panel de Pon, Nintendo’s reverse falling block puzzle game, is one of the finest products of the genre. Though the original Japanese game had a bit of an underwhelming lineup of characters, as they looked like generic Sailor Moon knockoffs. So, whenever bringing the game outside of Japan, Nintendo has given Panel de Pon (AKA the “Puzzle League” series) a number of facelifts using their more established (and more charming) characters. The SNES received Tetris Attack, which implemented characters, graphics and music from Super Mario World 2: Yoshi’s Island. And when Nintendo decided to release a Nintendo 64 version of the game in 2000, they chose Pokémon to fill the role. Pokémon was still white hot and at the height of its powers in 2000, so it was a fitting way to bring Panel de Pon to the N64. Thus, Pokémon Puzzle League was born! Interestingly, Nintendo chose to use characters, artwork and music specifically from the Pokémon anime, making Puzzle League one of the few Pokémon games to actually be based on the TV show.

The gameplay of the series is as it’s always been. Working as something of an inverted Tetris, the blocks don’t fall from the top of the screen but rise from the bottom. The blocks come in different colors (here representing different Pokémon types, with red being fire, blue being water, and so on), and players can swap two blocks horizontally to try to match them up with three or more blocks of the same color (either horizontally, vertically, or both) to clear the blocks. By chaining together combos, players can send ‘garbage blocks’ to each other, which create an additional obstacle that needs to be removed by matching more blocks adjacent to the garbage blocks. Should the blocks pile up to the top of the screen, it’s game over.

Like the best falling block puzzle games, the gameplay is really easy to explain, but difficult to master and incredibly fun. Pokémon Puzzle League even features additional modes that weren’t present in previous releases. Most notably, there’s a 3D version of the gameplay that takes advantage of the N64’s hardware.

In the 3D mode, the usual flat grid where the gameplay takes place is replaced with a cylinder, with players shuffling through the cylinder to give the gameplay something of a 360-degree perspective. It’s an interesting take on the series’ formula, though I do admit the gameplay of Pokémon Puzzle League is better suited on the 2D playing field, as the cylinder makes it hard to keep track of where things are, thus making it more difficult to strategize your moves.

Other, more traditional modes are present, such as a story mode (which sees Ash Ketchum battling through the original Gym Leaders, his friends and Team Rocket to become the Puzzle League Champion) or an ‘Endless Mode’ where players see how long they can keep the board from filling up as the blocks gradually start rising faster, trying to beat their high score along the way. And of course, there are multiplayer options, with players being able to choose one of fifteen different Pokémon Trainer characters, each one boasting three different Pokémon (which change the background graphics and soundbites, but have no effect on the gameplay itself. That may seem superfluous, but it’s a nice touch as it adds some extra Pokémon flair by being able to select different Pokémon with your trainer). Ash, of course, has Pikachu, Bulbasaur and Squirtle at his disposal.

Besides the characters from the Pokémon TV series, Pokémon Puzzle League also features instrumental remixes of songs from said series (specifically the album 2.B.A Master). I have to say this is an amazing addition to the game, as the dub of the Pokémon anime really went all out in the production of its songs back in the day (cheesy though the songs may be). While I normally try to avoid the “back in my day, everything was better” mentality of my generation, one thing I have to admit really was better back in my day were cartoon theme songs. These days, an American studio wouldn’t put that kind of effort into their own homegrown animated series, much less the dub of an anime. But in the late 90s, the sky was the limit! The music is a reminder that, back then, Pokémon basically ruled the world. My point being, it’s great to hear those early Pokémon songs in some capacity in an actual Pokémon game.

“The game even features a few brief cutscenes that features the original voice actors from the Pokémon dub. Boy, that takes me back.”

The core gameplay introduced in Panel de Pon remains some of the most fun and addictive in the entire falling block puzzle genre, and with the added Pokémon characters and music, it makes Pokémon Puzzle League a really easy game to revisit and get engrossed in. I do have to admit, I still find the Yoshi-centric makeover of Tetris Attack makes that game the definitive entry in the series, but Pokémon Puzzle League is probably a close second place, and a worthy successor. Seeing as the Tetris Attack version may not see a re-release (Nintendo didn’t go through the proper steps to use the Tetris name, creating a bit of a conundrum), Pokémon Puzzle League is probably the most accessible way for westerners to experience one of Nintendo’s unsung classics.

Plus, any game that features remixes of Viridian City and Double Trouble is an easy win.

8

Mario Strikers: Battle League Review

Mario Strikers: Battle League is the third installment in the soccer-like Mario Strikers series, and the first entry to be released in fifteen years! Suffice to say that fans of the series had their patience tested, with a follow-up to Mario Strikers Charged being one of the more requested Mario spinoffs of the past decade and a half. While fans’ pleas for a new entry may have been answered, it comes at the expense of depth, as Mario Strikers: Battle League – while fun – lacks the substance to make a more lasting impression.

The idea of the game is simple enough: like soccer, each round of Battle League sees two teams try to get a ball in their opponent’s goal while defending their own. The team that scores the most goals within the time limit wins the match. Each team consists of four characters, plus an NPC goalie. You can kick the ball, pass it to team members, tackle opponents, dodge, pick up and use items, and perform a ‘hyper strike’ once you’ve grabbed a special orb.

It’s a simple enough setup that makes the game easy to understand, though there are a few cumbersome elements present. Notably, it often gets difficult to keep track of which character you’re currently controlling amid all the chaos of a match. You have the option of automatically switching to whichever character has the ball (you still control whoever had it last if the enemy takes the ball) or being able to manually switch character at your own pace. Although the latter option sounds more ideal on paper, I find that I can’t get used to either option, as they both end up feeling awkward. For a game that otherwise is pretty simple to pick up and play, the clunky switching between characters is a huge drawback.

On the plus side, the gameplay is otherwise entertaining. True to the Mario sports titles of yesteryear, the “Mario-ness” adds a fun and chaotic twist to the sport of soccer. Not only can you perform the aforementioned tackle (which would be an illegal move in any real soccer match) but doing so gives the other team an item box, and vice versa. The items include your usual Mario fare like mushrooms that give you a speed boost, banana peels to trip opponents, green and red shells to knock opponents down (with red shells tracking the nearest target), Bob-bombs that send players flying, and power stars to make your current character invincible for a short time. And should you grab the special orb, each character has their own hyper strike that can be charged up with timed button presses (the more accurate the timing, the more likely it is to score a goal). Goals gained with hyper strikes are worth two points, but if the enemy tackles you while you’re trying to time your shot, you lose the opportunity for the special move altogether.

Elements like this are what make Mario Strikers: Battle League fun to play. Unfortunately, the game is so lacking in other areas that it makes Battle League a game that’s best played in quick bursts, as it quickly becomes repetitive.

An interesting addition to the game is that each team chooses their half of the stadium, choosing from a handful of different themed stadium inspired by the Mario series and its offshoots such as Bowser’s Castle, Luigi’s Mansion, and a jungle out of Donkey Kong Country. It’s an interesting idea, but one that doesn’t amount to much because not only are there only a small handful of choices, but they also have no effect on gameplay. It would be nice if the different stadiums had their own gimmicks and quirks to keep players on their toes. Instead, the only differenced I noticed is that a stadium with two different halves has original music, but if both teams choose the same stadium theme you get a remix of music from the game that inspired the stadium (as a big fan of video game music, it’s a nice touch. But it doesn’t really seem like enough to justify the setup).

You’ll also find that the playable roster seems a bit thin, with ten characters in the base game: Mario, Luigi, Peach, Toad, Yoshi, Bowser, Donkey Kong, Rosalina, Wario and Waluigi. Developer Next Level Games is slowly adding additional characters in free updates, which is fine, but it is difficult to get very excited for an addition like Princess Daisy. It’s also kind of a shame that the ‘sidekick characters’ from the previous Mario Strikers games are no longer present, which takes out a whole element from the series’ gameplay. Battle League also seems to be a victim of Nintendo’s bizarre trend of recent years of not allowing characters from the broader Mario universe (other than Donkey Kong himself) to show up. For example, the goalies in the past Strikers games were Kremlings from Donkey Kong Country. Now they’re Boom Boom from Super Mario Bros. 3. It’s not as egregious as the limitations being forced onto games like Paper Mario, but it is unfortunate to see the Mario sports titles are also falling victim to this questionable trend.

Each character has their own stats, with Mario of course being well-rounded, Bowser is your go-to powerhouse, Toad is quick on his feet, etc. This time around, you can customize the characters further. By playing the game you unlock coins, which can be used to purchase new uniform pieces for each character, which increase different attributes (at the expense of others). It’s another fun little idea that may add a little bit of replay value to the package, but it can also feel like certain uniform combinations give players too much of an advantage. That’s doubly a shame considering that this game emphasizes multiplayer (maybe to a fault), so the players with all the uniforms are given a sometimes unfair advantage. Perhaps this is an instance where the uniforms should have just been cosmetic?

Where Battle League really seems to drop the ball is in its lack of variety when it comes to game modes, particularly single player options. Granted, the online is considerably smoother than most other Switch titles are, but basic matches and tournaments are pretty much your only options. And when it comes to single player, you have basic matches against the computer AI, or a small series of cups. Though both tournaments and cups ultimately just amount to a series of the same standard matches. One reason why Mario Kart endures is because – despite being a racer – it also includes its famous battle modes, which uses the same mechanics as the racing to create a very different experience. It would be nice if Mario Strikers could do something similar and provide some greater gameplay variety with a different mode or two. With the stadiums already providing nothing different between them in regard to gameplay, the lack of variety in play styles is all the more apparent.

On face value, Mario Strikers: Battle League is a lot of fun. It brings the same chaotic energy and fast-paced action that Mario and company often bring to their sport outings, but it’s also a game that’s sorely begging to be more. Perhaps with updates, Battle League will get the depth it so desperately needs. But it’s becoming a concern trend with Mario’s sports titles on the Switch how they keep needing multiple updates just to feel like a complete game. And with how long fans had to wait for Mario Strikers: Battle League to become a reality, it’s all the more a shame that it couldn’t buck that trend and become the new MVP of Mario sports.

6

Super Mario Galaxy 2 Turns 12!

“Why isn’t Lubba a character in Mario Kart yet?”

Well, this makes me feel old. Today, May 23rd 2022, marks the twelfth anniversary of the release of Super Mario Galaxy 2 in North America! May is apparently a fantastic month for Mario, seeing as we already had the anniversary of Super Mario RPG earlier this month. That’s two all-time greats in the same month!

Yes, somehow, it’s been a full twelve years since Super Mario Galaxy 2 was released on the Wii. The first Super Mario Galaxy (released on Wii in 2007) was already one of the most acclaimed video games of all time, and it may seem odd to remember that when Galaxy 2 was announced, the hype was somewhat restrained, with many claiming it looked like more of the same, and that it couldn’t live up to its predecessor.

Boy, were those people wrong! Despite the lofty standard set by the first Super Mario Galaxy, Galaxy 2 managed to meet and even exceed expectations, becoming every bit as acclaimed and heralded as its predecessor. And to call it more of the same couldn’t be further from the truth. Similar to how Majora’s Mask would create an identity of its own while using many of Ocarina of Time’s assets, Galaxy 2 is structurally and philosophically its own beast, despite using its predecessor as a backdrop.

“The very first image of Super Mario Galaxy 2 I ever saw.”

It’s also important to note Galaxy 2’s impact because when it was released in 2010, the video game world was all in with the weird “games aren’t art unless they emulate movies” mentality. Unless something was a Mass Effect or a Red Dead Redemption or some “atmospheric” indie darling, it couldn’t be art. I can recall at least one major gaming website once IGNorantly claimed that Limbo was a better platformer than Galaxy 2 because Limbo “had atmosphere.” But who the hell talks about Limbo anymore? Then again, people thought Ken Levine was like gaming’s greatest auteur back then. It was a confused time.

Thankfully, Super Mario Galaxy 2 prevailed in showing that pure, unadulterated game design in itself can be art. Galaxy 2 is a game as perfectly structured as any, comprised of one imaginative idea after another, each one creative enough to be a game in their own right. It’s a game of no wasted energy.

Yes, even though Galaxy 2 went against what was seen as “highbrow gaming” at the time, it has stood tall these twelve years later, and outlasted the games that were “supposed” to be the new artistic standard.

In the years since, the Souls series and Breath of the Wild have reached a similar level of acclaim to the Super Mario Galaxy duo. But with all due respect (particularly to Elden Ring) it’s fitting that Super Mario Odyssey is perhaps the only game since to match the non-stop inventiveness and pitch-perfect execution of Galaxy 2. It’s been a hell of an act to follow.

The first Super Mario Galaxy was pretty much perfect, but Galaxy 2 somehow became something more. Twelve years later, it’s still – quite easily – one of the best video games of all time.

Happy twelfth anniversary, Super Mario Galaxy 2!

“One of Mario’s best-ever power-ups. And one that’s in desperate need of a comeback.”

Now, why wasn’t Galaxy 2 included in Super Mario 3D All-Stars again?

Super Mario RPG Turns 26!

Today, May 13th, 2022, marks the twenty-sixth anniversary of the release of Super Mario RPG: Legend of the Seven Stars on the Super Nintendo in North America (it was released in Japan two months prior). I know, you’re probably thinking “twenty-six is a random anniversary to point out for something like this.” And you may have a point. But last year I (of all people) failed to write about Super Mario RPG’s twenty-fifth anniversary! I wrote a bunch of anniversary posts for other things in 2021, yet failed to acknowledge the anniversary of what is most likely my favorite video game of all time. So consider this my recompence.

Come to think of it, I failed to mention Paper Mario’s twentieth anniversary in 2021 as well (and its twenty-first a few months back)… I’ve become everything I’ve ever hated.

Anyway…

Super Mario RPG: Legend of the Seven Stars was released on the Super NES twenty-six years ago, and instantly became one of the most beloved Mario games and RPGs of all time. Although its release being so late in the SNES’s lifecycle – as well as the release of the Nintendo 64 and Super Mario 64 a few months later – may have affected its sales somewhat at the time, Super Mario RPG would still prove to be a success. And true to its name, it became something of a legend in the video game world, with word of mouth helping its reputation grow over the years.

“The best battle system.”

Sadly, Super Mario RPG seems to be the one Mario game that won’t get a sequel. Although it would inspire the Paper Mario and Mario & Luigi sub-series (and influence many other RPGs outside of the Mario series), Super Mario RPG itself has only continued on through a few cameos and a couple of snippets of music in subsequent Mario games. Despite fans’ persistent yearning to see the characters and elements of Super Mario RPG make a return, their pleas continue to fall on deaf ears.

There is a glimmer of hope, as Chihiro Fujioka, the director of Super Mario RPG, has recently expressed his desire to create a sequel to the SNES classic as his last game before retirement. Fingers crossed that Chihiro Fujioka gets his way.

Even without a sequel, Super Mario RPG: Legend of the Seven Stars has left an indelible mark in Nintendo history and earned its legendary status. It’s the game that gave the Mushroom Kingdom a story, introduced the world to Mallow and Geno, made Bowser the most likable character ever, and made turn-based battles way more fun! A legend? Oh, you better believe it!

“In what other game can Bowser do battle with a giant cake?”

Happy Twenty-sixth anniversary, Super Mario RPG!

Now if you’ll excuse me, I have to go listen to that godly soundtrack again!

Kirby Turns 30!

Today marks the thirtieth anniversary of the release of Kirby’s Dream Land on the Game Boy and, by extension, the thirtieth anniversary of Kirby himself!

Released in Japan on April 27th 1992, Kirby’s Dream Land introduced the world to Kirby, the pink puffball who would go on to become the mascot of developer HAL Laboratory, as well as one of Nintendo’s (and gaming’s) most enduring characters. Not to mention the cutest (sorry, Pikachu and Yoshi)!

With Sonic the Hedgehog being released the year prior, video game characters (particularly platforming mascots) were becoming “cooler” and “edgier” (or trying, at any rate. None of Sonic’s imitators ever actually matched him). So in retrospect, Kirby seems like a beautifully defiant act on Nintendo and HAL’s part. Doubling down on the cuteness of their character while everyone else was aiming for “attitude.”

Hilariously, it seemed because of that, Nintendo’s marketing didn’t know how to advertise Kirby to western audiences at the time, with Kirby’s Dream Land 2’s US commercial depicting Kirby and his Animal Friends as a bunch of mean looking tough guys who beat up a bunch of bikers during poetry night! Don’t believe me?

Or what about this other advertisement for the same game, which literally says not to call Kirby and his friends cute!

It’s like, what is the taboo here? Kirby IS cute! Embrace that and roll with it!

Thankfully, they did that eventually. But it certainly took a while for the marketing to have the profound revelation that people like cute things!

Anyway, Kirby managed to power through such questionable marketing due to the quality of his games. With Kirby’s Adventure (1993), Kirby gained his signature copy abilities, which would become the series’ staple mechanic thereafter. Kirby would go on to star in dozens of games over the decades, both his traditional platforming romps and in more experimental spinoffs, making Kirby second only to Mario as gaming’s most versatile character. The most recent Kirby release, Kirby and the Forgotten Land, is the first 3D platformer in the series, and has quickly been praised as one of Kirby’s best. So the little guy certainly isn’t slowing down.

Kirby even had his own animated series in the early 2000s which lasted 100 episodes, and “Kirby Cafes” which serve Kirby themed foods have become an actual thing in Japan. So even though Kirby may not be as recognizable as Mario, Sonic or Pikachu, he’s had a similar impact.

Thirty years ago, the world was introduced to the cutest of video game heroes. Today, Kirby is still going strong as one of gaming’s best, most consistent (and strangely underrated) series.

Happy 30th birthday, Kirby!

Just don’t beat up any more bikers, okay?

Things Breath of the Wild 2 Should Learn from Elden Ring

The Legend of Zelda: Breath of the Wild was and is a brilliant game. I certainly won’t deny that. But I have to admit, in the five years since its release alongside the Nintendo Switch, I think some of Breath of the Wild’s shortcomings have been magnified with age.

I know, I know. How dare I question Zelda?! But it’s like I said, I think Breath of the Wild is a great game, just not the flawless “best game of all time” that so many people decided it was before it was even released (apparently, we’ve forgotten Super Mario World exists). It’s a wonderful game, but it has plenty of room for improvement.

This point hit home for me the more I dove into Elden Ring. Like Breath of the Wild, Elden Ring took an acclaimed video game series (in this case, From Software’s “Soulsborne” formula) and takes it into an open-world setting. Although there’s plenty of differences between the two games, they do have more than a few things in common, and I think Breath of the Wild’s upcoming sequel could learn a thing or two from Elden Ring.

A lot of people were bummed that Breath of the Wild’s yet-unnamed sequel was delayed (though we shouldn’t be surprised, as such delays are commonplace for Nintendo, and Zelda specifically). But I think Nintendo would be wise to use this delay to take a few notes from Elden Ring, in order to make “Breath of the Wild 2” an even better game than its predecessor.

In particular, there are three aspects of Breath of the Wild that I feel could really be improved on, and that Elden Ring addressed. So instead of taking a full-on deep dive to compare every aspect of Breath of the Wild and Elden Ring, let’s just focus on these three issues that Breath of the Wild 2 should really adapt from Elden Ring.

1: Better Dungeons & Optional Dungeons

I guess we technically have more than three things, because we’re starting things off with a twofer. Simply put, Breath of the Wild needed better dungeons, and it needed some outside of the main plot.

Okay, I know some people would point out that technically all the dungeons in Breath of the Wild were optional except for Hyrule Castle, since you can go straight from the tutorial to the endgame if you want. But if you wanted the full story, you had to beat the other four dungeons (the “Divine Beasts”) before heading for Hyrule Castle.

It’s those four story dungeons that could really use some improvement. All four dungeons were basically built around the same puzzle, they all looked aesthetically identical, and their bosses were all incredibly similar in both appearance and in the battles themselves (I don’t care if they were all different forms of Ganon! Ganon can pull some new tricks out of his hat!).

“Oh boy, another brown dungeon with stone mechanisms and covered with blotches of Ganon goo…”

Compared to the dungeons of previous Zelda games, Breath of the Wild’s story dungeons fell short. Even Skyward Sword – which is otherwise the weakest 3D Zelda game – had some incredible dungeons. When I played Skyward Sword HD last year, I realized how much I missed those traditional Zelda dungeons in Breath of the Wild. It almost felt like Nintendo was so proud of the open-world they created with Breath of the Wild, that they didn’t want the dungeons to outshine it, and were a little skittish when designing them.

Elden Ring has no such issue. Despite the shift to an open-world, Elden Ring makes no sacrifices when it comes to its story dungeons, which are as intricately designed as Dark Souls and Bloodborne’s best. Each story dungeon is distinct from the others, houses their own secrets and unique quirks, and ends in an epic boss encounter. Zelda should definitely take note. Just because the open-world is bigger than anything the series has seen before doesn’t mean those classic dungeons can’t be a part of it.

On top of that, Elden Ring has dozens of optional dungeons that have no bearing on the main quest. While the optional dungeons are certainly smaller and have more in common with each other than the main dungeons, it’s still great to have them. So many times I’ve been exploring in Elden Ring, only to discover a cave or doorway to a whole new dungeon to conquer. It would be so cool if Zelda had that too.

Yes, I know, Breath of the Wild did have the shrines, and I have no complaints with them. But the shrines were pretty different from dungeons, being singular puzzles more akin to a test chamber from Portal (again, a great thing). It would be great if Breath of the Wild 2 could have some dungeons outside of those in the main plot in addition to the shrines. It doesn’t even need as many of them as Elden Ring or anything. Just have some optional dungeons complete with Zelda’s classic puzzles and bosses, and I’m good.

Just imagine how cool it would be for Link to just stumble onto a full-blown dungeon not relating to the main plot. Maybe these bonus dungeons have their own story? Maybe completing them could unlock some secret weapons and items?

And speaking of weapons…

2: Permanent Weapons

As great as Breath of the Wild was, it was a pain in the ass how often your weapons broke. You’d find some legendary weapon one minute, only for it to break after fighting a small group of Bokoblins the next. Yeah, after you got a particular weapon you could then remake it with the right materials, but the fact that you can just remake some legendary weapon you discovered kind of takes away from the weapon itself. Point being, I shouldn’t have to remake it!

It baffles me that some people defend this mechanic to the death: “It makes it more immersive!” “It’s more realistic if the weapons break!” “It encourages you to make more of those weapons!” I’ve heard it all.

I’m going to say something that’s going to annoy a lot of people, but if “immersion” gets in the way of gameplay, it’s a problem. That’s why I get annoyed in Red Dead Redemption 2 (also a great game) when Arthur Morgan has to take the time to personally inspect a fallen foe for loot or skin an animal when acquiring materials (something else Elden Ring improved. You want a material? Press the button and you get it!). It may be more realistic to see Arthur Morgan collecting the materials himself, but after a while, you just want to get on with things.

Anyway, back to Zelda…

The whole weapon breaking thing makes sense with the early game stuff. If you have some rinky-dink sword or you decide to start fighting with a stick you found on the ground, I get it. It isn’t durable. My issue is that none of the weapons in Breath of the Wild were durable. They all broke so quickly you could barely enjoy them after all you went through to get them. I felt like I spent more time obsessively repairing and replacing things I already had than I did exploring new things in Hyrule.

Elden Ring avoids this issue in the simplest of ways: you find a weapon, you have that weapon; unless you sell or discard it, you keep that weapon. Beautiful.

A lot of video games do the whole “breakable weapons” thing these days. Even past Soulsborne games did it. But you know what? It’s more of an annoyance that creates tedium than it is a fun dose of reality in your games. It’s a modern gaming trend that really needs to go away. Thankfully, Elden Ring agreed. Hopefully, Breath of the Wild 2 will as well.

3: Worthwhile Steeds

While I said most of my complaints with Breath of the Wild became more apparent in hindsight, this is one complaint I’ve had with Breath of the Wild since day one: taming horses was pointless!

Yes, it sounded cool that Link could now find wild horses, train them, and eventually turn them into a noble steed. But in the end, it felt like a waste of time for one simple reason: Link was a far more versatile traveler on foot than any of the horses in the game!

Oh sure, the horses were technically faster than Link while running. But they would also stop dead in their tracks and throw Link from his saddle if so much as a pebble stood in their path. This made traversing the often rocky and bumpy terrain of Hyrule a start-and-stop affair when riding a horse. Meanwhile, Link could just climb a mountain with his bare hands, and then glide from its peak to cover far more distance in a much shorter time. So why’d I take the time to train that horse?

Although the player character in Elden Ring is a more versatile traveler than they were in previous Soulsborne games (good lord, they finally added a proper jump!), when you mount your trusted “spirit steed” Torrent, you can traverse the world all the better. Not only is Torrent noticeably faster than the player is on foot, but it also gets a double jump! In other words, riding your horse (or horse equivalent) in Elden Ring feels like an improvement in regard to travel. And you don’t even have to tame him!

I’m fine with the idea of Link taming horses in Breath of the Wild 2, but they really need to make it worth the effort. Give the horses strengths and abilities that Link can’t already better on foot.

Admittedly, I’m a bit skeptical that Breath of the Wild 2 will address this particular issue, seeing as we already know the sequel will allow Link to traverse the skies of Hyrule. If he can already go to the sky, I don’t see horse situation improving. Hopefully I’m wrong.

Maybe just give me Epona from the get-go and make her ‘Super Horse’ or something.

“I want a pony so I can ride it twice, get bored and sell it to make glue!”

I suppose I’ll leave it there, for now. I know it sounds like I’m ragging on one of the most beloved Zelda games of all time. But hey, people ragged on Wind Waker years before it was even released! And in retrospect that’s still probably the best 3D Zelda all-around.

This doesn’t take anything away from my love of Breath of the Wild. I’m merely sharing my criticisms of it that I hope the sequel will address. Seeing as Elden Ring has already improved on those areas, I see no reason why Breath of the Wild 2 can’t do the same. I guess only time will tell.

Top 10 Kirby Games

Believe it or not, Kirby is 30 years old this year! The powerful pink puffball made his debut on the Game Boy in Kirby’s Dream Land in 1992, and has since become one of Nintendo’s, and gaming’s, most enduring characters.

While Kirby could inhale his enemies in Dream Land, it wasn’t until his second game, Kirby’s Adventure, that Kirby gained the ability to copy their powers by doing so. An ability that has defined the series since.

Over the past 30 years, Kirby has branched out to other types of games as well. whether adding new mechanics and innovations to his platforming romps or dipping his toes in other genres entirely, Kirby has proven to be second only to Mario as the most versatile hero in gaming.

Kirby has done so much over the years, that it seems a bit weird that he’s only just now getting his first-ever 3D platformer in the form of Kirby and the Forgotten Land. To celebrate Kirby’s milestone 30th year, as well as the release of Forgotten Land, I figured I’d compile my list of the top 10 Kirby games of all time!

I have to admit, this was a tough list to compile. Though the series may not have the same weight as Mario or Zelda, Kirby is arguably the most consistent of the lot in that he’s never really had a bad game (Kirby Battle Royal comes closest though). While this list is based on personal opinion, I did take into consideration which games were meaningful additions to the series as a whole, which ones were the most innovative, and things like that to help narrow it down.

And for those wondering, I will be counting any remakes as an extension of their original game. So, before you get upset that Kirby Super Star Ultra isn’t on here, it technically is by the fact that Kirby Super Star is (spoiler alert, I guess).

Because this list was so difficult to compile, I didn’t want to leave some of the extra games out entirely. So let’s give a brief shoutout to some honorable mentions before we get to the top 10 proper.


Honorable Mention: Kirby and the Amazing Mirror

A Kirby Metroidvania?! Up to four players?! Hot dog! That sounds, well… amazing!

And in some ways, it is. But Kirby and the Amazing Mirror’s world is less cohesive than other Metroidvanias (the in-game map hardly helps). Also keep in mind that this was 2004 on the Gameboy Advance, so the only way to actually get four players together was to make sure everyone had the game as well as link cables. It was difficult then, even more so now.

Still, you could argue that Amazing Mirror was ahead of its time with its concept. Kirby’s Return to Dreamland and Kirby Star Allies would eventually weave four-person multiplayer into classic Kirby gameplay. Now here’s hoping Hal and Nintendo decide to revisit the Metroidvania concept for the series down the road.

Kirby and the Amazing Mirror is a good game, but doesn’t quite reach the potential heights of its concept. Further point deduction for being the only game in the entire franchise not to feature his exalted greatness, King Dedede.

Honorable Mention: Kirby and the Rainbow Curse

I really struggled deciding whether Kirby Canvas Curse or Rainbow Curse would make the top 10 between the two similar titles. In the end, I went with Canvas Curse (spoilers again). But Rainbow Curse is certainly no slouch.

Kirby is no stranger to unique art styles, and Rainbow Curse’s clay-inspired visuals are among the best of the lot. It’s a gorgeous game! And the touchscreen/stylus focused gameplay remains as unique as it was in Canvas Curse.

On the downside, because the gameplay focused on the Wii U gamepad, you couldn’t always appreciate the visuals in all their glory (the gamepad obviously didn’t have the same quality as what was on the TV screen). And bizarrely, Kirby could no longer copy abilities, even though he could still do that in Canvas Curse. Also the game was released in 2015, that weird time period when Nintendo games had like three bosses that would just recycle over and over (like Captain Toad Treasure Tracker and Yoshi’s Woolly World), a trend that Rainbow Curse sadly fell into.

Still, the charm shines through. And the music is excellent.

Honorable Mention: Kirby’s Return to Dreamland

Controversy time! A lot of people these days seem to look back at Kirby’s Return to Dreamland on the Wii as one of the best games in the series, if not the best! It seems to have become maybe the second most praised entry by fans, after Kirby Super Star. Alas, it didn’t quite crack my top 10.

There’s certainly a lot to love about Return to Dreamland: it was the first traditional Kirby game released on a home console since Kirby 64 eleven years earlier, it featured pick up and play four-person multiplayer (play as either four Kirbies or different characters), and it doubled down on the series’ love of including a ridiculous amount of extra content. Oh, and it introduced the ‘water’ copy ability first seen in the anime into the games!

On the downside, Return to Dreamland is as by-the-books as it gets, adding very little to the Kirby experience that hadn’t been done before. At the time that may not have seemed too bad, given the whole “eleven years since Kirby 64” thing. But in retrospect it’s far more noticeable. It also doesn’t help that this was the early 2010s, when there was no shortage of retro 2D platformers. And the Wii and DS generation gave us much more innovative Kirby games.

A good Kirby game, but a safe one.

Honorable Mention: Kirby’s Pinball Land

Mario, Pokemon, and Metroid have all tried their hand at pinball games, but Kirby (quite logically, given the character) beat them to the punch.

The first-ever Kirby spinoff, Pinball Land saw Kirby play the role of the ball on three different pinball tables. Kirby’s Pinball Land is a very fun pinball video game on the Game Boy, though it is also pretty straightforward in its pinball-ness. Aside from the cute characters and boss fights, it doesn’t really introduce any Kirby themed gimmicks to the proceedings. Maybe some day, Hal Labratory will revisit this idea and find a way to implement Kirby’s copy abilities into the world of pinball.

A fitting “first” for Kirby spinoffs.


Alright, that’s probably enough honorable mentions. With that out of the way, let’s move on to the top 10!


10: Kirby’s Dream Course

Released: 1994

Platform: SNES

Kirby’s Dream Course is one of the earliest Kirby games, being the fourth released overall, following Kirby’s Dreamland, Kirby’s Adventure and Kirby’s Pinball Land. But for such an early entry, it is a wildly innovative deviation from the series norms that is still fun and original to this day.

Dream Course is always touted as a “mini-golf game.” While that’s technically true, the game is far more than just a golf game with a coat of Kirby paint, making it stand out compared to the more straightforward Pinball Land. Kirby even gets to use his copy abilities this time around!

The stages are set up like mini-golf courses, and players have to knock Kirby around like a golf ball, eliminating all (but one) of the enemies on a stage, with the last enemy becoming the hole. Get Kirby in there and it’s on to the next stage! But use up too many turns and it’s game over.

Ten of Kirby’s copy abilities from Adventure make a return and change up Kirby’s physics for how he moves across the courses and takes out enemies. It all sounds so simple, but in execution it’s just so fun and creative. It also happens to be one of the best looking SNES games, with colorful character sprites and surprisingly effective isometric stages. It even has a two-player versus mode!

The only real downside is that, for a game that’s so different, it has very little in-game instructions, making it a little hard to ease into. But once you do, you’ll find one of Kirby’s – and the Super Nintendo’s – unsung classics.

Add this to the pile of “Nintendo games that desperately deserve a sequel.”

9: Kirby Mass Attack

Released: 2011

Platform: Nintendo DS

The 2010s marked something of a reinvigoration for the Kirby series. Gone were the days of fun-but-vanilla entries like Squeak Squad and falling back on remakes of classics. Kirby was once again being used as a blank canvas for the folks at Hal Labratory to experiment with all kinds of crazy ideas, like in the early years of the franchise. And Mass Attack may be the weirdest idea of the bunch!

Kirby purists may lament that this is one of the entries where Kirby can’t copy abilities, but Mass Attack more than makes up for their absence by splitting Kirby into ten mini Kirbies, who have to use their combined numbers to overwhelm enemies, solve puzzles, and collect treasures. It’s basically like Kirby meets Pikmin!

Much like Canvas Curse did six years prior, Kirby Mass Attack is controlled solely by the touchscreen on the DS console. Players tap where they want the Kirbies to go, touch the enemies they want the Kirbies to attack, and can fling the Kirbies upward with a flick of the stylus. It’s another fun and innovative game that brings so much out of the seemingly simple concept.

As a bonus, Kirby Mass Attack includes a host of mini-games and side games, some of which could have been entire games in their own right. So in case the utterly charming main game wasn’t enough, Mass Attack has plenty more to offer.

8: Kirby: Planet Robobot

Released: 2016

Platform: Nintendo 3DS

As stated above, the 2010s saw some great experimental Kirby games. But they also brought us some great traditional Kirby titles as well. Return to Dreamland started things off for this direction for the series, which continued with Triple Deluxe and Planet Robobot on the Nintendo 3DS, and Star Allies on Switch. All three are fun (though similar) additions to the franchise, but I think Robobot marked the peak of this generation of Kirby.

Kirby: Planet Robobot is your traditional Kirby platformer, filled with copy abilities for our overpowered pink hero to utilize. But the game features a fun mechanical motif, with the bad guys trying to convert Kirby’s world into a machine. Though the mechanical theme may not always reach its potential, it does bring a great new addition to the gameplay: Robobot armor!

Taking a page from Mega Man X, there are moments in Planet Robobot where Kirby can pilot Robobot Armor which, yes, combine with copy abilities to open up new gameplay possibilities. It’s similar to the Animal Friends from the Dream Land sequels, but since Hal seems hellbent on never giving us those guys again, the Robobot Armor is a great substitute.

There are also some fun new copy abilities, like Doctor Kirby and Psychic Kirby, the latter of which is one of the best in the series. On the downside, Poison Kirby, which should also be among the best copy abilities, is just a reskinned Water Kirby that deals continuous damage. That’s a missed opportunity. Maybe the series can bring back and alter Poison Kirby down the road and make it its own beast.

Kirby: Planet Robobot may be traditional Kirby through and through (never a bad thing), but the new copy abilities and Robobot Armor – in addition to some fun extra modes – make it the best traditional Kirby in a very long time.

7: Kirby: Canvas Curse

Released: 2005

Platform: Nintendo DS

Given the massive success the Nintendo DS ended up being, it may be hard to remember that it had a rough start. Aside from a mixed bag of a Super Mario 64 remake, it didn’t have much to boast about at launch, or for several months after. The two screens and touch screen were awesome ideas that just weren’t being well utilized.

Then along came Kirby: Canvas Curse. Behold, the first great DS game! Canvas Curse opened the door for DS greatness, and the console never looked back.

Kirby: Canvas Curse made me LOVE the DS! It took advantage of the dual screens and the touch-based gameplay to create a game whose inventiveness still makes me smile just thinking about it.

In Kirby: Canvas Curse, Kirby has been transformed into a ball (well, even more of a ball), and the player has to draw rainbows for Kirby to move across. Tap Kirby when he’s on the rainbow, and he does a little dash attack. Dash into an enemy with a copy ability, and Kirby gains that ability (something which was sorely missed in Rainbow Curse). Players can even track down medals hidden throughout the levels, which unlock all kinds of bonuses like music, extra characters, and even new paint colors!

The action is of course displayed on the DS’s bottom screen, given that everything is touch controlled in Canvas Curse. The top screen displays a map, giving the player a better understanding of the layout of the levels.

Canvas Curse has some critics, namely those who prefer the more traditional Kirby games, since Canvas Curse was the title that started the more experimental branch of Kirby titles. But the series has been better off for it. After all, Kirby’s earliest years tried their hand at some odd ideas (see Dream Course above). Canvas Curse simply brought that creative spark back in a time when Kirby games were beginning to stagnate.

You may have noticed a recurring theme on this list of games that have a simple, fun idea, and bring out the best in said idea. This is an area in which Nintendo (and Kirby specifically) excel, and few have done it better than Kirby: Canvas Curse.

6: Kirby’s Dream Land 2

Released: 1995

Platform: Game Boy

Kirby got his start on the Game Boy in Kirby’s Dream Land. It is only fitting that, after going to home consoles and deviating with spinoffs, Kirby would bounce back with a Game Boy sequel that is arguably the best game on the console to play today.

Although Dream Land 2 may be a small game by today’s standards, and lacks the ludicrous amount of extra content of contemporary Kirby games, the fact that everything Kirby’s Dream Land 2 managed to accomplish on the Game Boy remains so well executed and fun has to be commended. It wasn’t just a great game “for it’s time” or “for the Game Boy,” it’s still a great game despite its limitations.

Even though the title reads Dream Land 2, the game actually feels more like a sequel to Kirby’s Adventure. The copy abilities made their return (albeit condensed into what I like to call the “core seven” copy abilities). And Kirby once again had to face off with some demonic force after King Dedede was defeated (though this time, you had to uncover secret items to unlock that final showdown).

This wasn’t merely Kirby’s Adventure on a handheld, however, as Kirby’s Dream Land 2 introduced one of the series’ very best additions: the Animal Friends!

While Mario had Yoshi, Kirby gained three noble steeds in the forms of Rick the Hamster, Coo the Owl, and Kine the Sunfish. The best part was that each Animal Friend changed up the copy abilities, effectively quadrupling the number of powers at Kirby’s disposal. The fact that Hal has only properly brought back the Animal Friends for one other game is beyond perplexing.

Kirby’s Dream Land 2 may be a small game. But it’s one you can never go wrong with.

5: Kirby 64: The Crystal Shards

Released: 2000

Platform: Nintendo 64 (obviously)

Speaking of Kirby games that had a great gameplay hook that for some reason has never been brought back, it’s Kirby 64!

Kirby 64: The Crystal Shards was the only Kirby game released on the Nintendo 64. Being released in 2000, it was pretty late to the N64 party (late-game additions were a common theme to Kirby back then, as you’ll see further on this list). But Kirby 64 was so good that none of that really mattered. Twenty-two years later(!!), it’s held up as one of the best Nintendo 64 games to play today.

Although the graphics took advantage of the Nintendo 64’s 3D capabilities, Kirby 64: The Crystal Shards was still played from a 2D perspective. But Kirby 64 had some fun with the hardware, with a more dynamic camera that would shift to more cinematic angles during certain moments (a little detail about the game that goes largely unmentioned, but that I love to bring up).

The big new gameplay hook was that Kirby could combine two copy abilities together! The aforementioned “core seven” abilities of the Dream Land series returned, only now when Kirby discarded a power, he could throw it at an enemy to make a brand new one (or just inhale two enemies at once)! It was an awesome feature then, and it remains awesome today. Why Hal Labratory never revisited the idea, I will surely never know (yes, Squeak Squad and Star Allies allowed some abilities to be put together, but to say it was a watered-down version of Kirby 64’s innovation would be an understatement).

While the Animal Friends may not have returned (Grrr!), Kirby did have some allies in the forms of Ribbon the fairy, Waddle Dee, Adeline the painter, and even King Dedede himself. Though only Dedede really changed up the gameplay, and only at certain moments. But these characters were all nice additions at any rate.

The game still looks great for an N64 title, and the soundtrack is one of the most beautiful on the console. The level designs stand out with how they seem to tell their own stories if you pay attention to the visuals. There’s even a trio of fun mini-games to play with friends. But it’s the combined copy abilities that give Kirby 64 some of the best gameplay in the series. I mean, one combination literally gives Kirby a double-sided lightsaber (being released relatively soon after The Phantom Menace, that’s surely no coincidence)! How have they never brought that back?!

4: Kirby’s Adventure

Released: 1993

Platform: NES

If you want the purest Kirby experience, look no further than Kirby’s Adventure. Oh sure, Kirby’s Dream Land may have been the first game in the series, but the fact it lacked copy abilities feels outright bizarre in retrospect, because they’ve become such an important element to the series since their introduction in Kirby’s Adventure.

It didn’t start small, either. Kirby’s Adventure features a whomping twenty-four copy abilities (okay, twenty-three if you don’t count the sleeping ability)! They range from the obvious mainstays like fire and ice, to powers that have become more obscure over time like the high-jump (which may seem superfluous since Kirby can fly, but it’s actually really cool). It even introduced one of Kirby’s rarest (and best) copy abilities right out the gate: UFO Kirby!

For an NES game, this is a staggering amount of gameplay variety. And while Kirby’s Adventure may seem limited by today’s standards, it has lost absolutely none of its fun factor or replay value. In fact, along with Mega Mans 2 and 3, Kirby’s Adventure is one of the few NES games to challenge Super Mario Bros. 3 for its 8-bit crown.

Kirby’s Adventure not only established the copy abilities as Kirby’s key gameplay feature, but also set other series standards as well: It made King Dedede a more misunderstood villain, and featured a greater evil as the final boss (in the form of Nightmare who, for my money, is still the coolest “big bad” in the series). It introduced many of the series’ most iconic tunes. And thanks to those copy abilities, set the tone for the level design for the series going forward, with areas that require certain powers to uncover all the secrets.

Some Kirby games have added to the formula, and others still have tried something entirely different. But for pure, unadulterated Kirby greatness, you just can’t go wrong with Kirby’s Adventure.

3: Kirby Super Star

Released: 1996

Platform: SNES

Everyone else’s favorite Kirby game is number 3 on my list. To be fair, it was also my favorite for a long time, but two others have won me over more in recent years. At any rate, Kirby Super Star is an excellent game, and one of the highlights of the Super Nintendo. And boy, is that saying something!

I remember back in the day, Kirby Super Star was advertised as containing “eight games in one cartridge.” Which was always a bit strange because Super Star features seven platforming games and two mini-games. If they were being honest they would have said “seven games plus two mini-games!” Or if they really wanted to fancy it up for marketing, they should have glossed over the fact that two of them were mini-games and said “nine games.” Whatever.

At any rate, none of the games are full-fledged games on their own. More like pieces of a greater whole, each of which bringing its own twist to the gameplay. But they are all exceptionally fun!

Spring Breeze is a remake of Kirby’s Dream Land, now with copy abilities! Dyna Blade features a Super Mario Bros. 3 style map. Revenge of Meta Knight sees Meta Knight act uncharacteristically evil and has a more cinematic approach. Gourmet Race is, well, a race between Kirby and King Dedede. The Arena is a boss rush mode. And Milky Way Wishes is kind of like the main event, needing to be unlocked and combining elements of the other included games. But the best of the lot is The Great Cave Offensive, which is something of a light Metroidvania in that it’s presented as one big world as opposed to individual levels and features hidden treasures that you may need to return to once you find the right copy ability.

Super Star doesn’t stop with the multitude of games themselves, however. But the core Kirby gameplay received two very important additions.

The first is that Super Star was the first game in the series where the copy abilities have their own movesets, as opposed to a single power. The second is that Kirby Super Star brought two player co-op to Kirby platformers. Kirby could now discard a copy ability by turning it into a friendly version of the enemy he got the power from, whom a second player could then control. At a time when Mario and Luigi still had to take turns, Kirby Super Star allowed two people to play at once! It remains a cool and innovative means for multiplayer, and strangely the feature didn’t return until Star Allies in 2018 (though it was planned to return well before then).

These elements, combined with the colorful visuals and kickass soundtrack, combine to make what is probably the most beloved Kirby game of all time. It may rank in third place here, but I can’t argue against the love Kirby Super Star continues to receive to this day.

2: Kirby’s Epic Yarn

Released: 2010

Platform: Wii

Kirby’s Epic Yarn is perhaps the most “huggable” video game ever created. A simple, sweet, always fun and endlessly charming little romp that’s as unique today as it was in 2010.

Epic Yarn is another entry in the “something entirely different” category of Kirby games. And dare I say it’s the best of the lot!

This is another game where Kirby is stripped of his signature copy abilities, but the gameplay that Epic Yarn introduces is so fun you really won’t miss them. Kirby is transported to a world where everything is made out of yarn (and other fabrics), and Kirby’s new yarn body simply transforms as the situation demands it: Instead of running, Kirby turns into a little car. He stomps on enemies by turning into a weight, swims by becoming a miniature submarine, and floats to the ground by changing into a parachute. There are other, more overt transformations during big moments in the game, like a robot tank and a snowboarding penguin! Kirby also comes equipped with a yarn whip, with which he unravels enemies.

It’s a constant delight to see the many things Yarn Kirby can do. This is a rare instance in which a video game’s art direction actually affects gameplay. Kirby can even interact with the environment, unzipping and unbuttoning parts of the world to uncover secrets. Kirby’s Epic Yarn features one of the most delightful art directions in video game history, and the game is every bit as fun to play as it is to look at.

As an added bonus, Kirby’s Epic Yarn even boasts a two player option, with the second player taking on the role of Prince Fluff, who has all the same yarn abilities as Kirby.

The game did receive some criticisms from – shall we say – “less cultured” gamers, due to its lack of difficulty, seeing as Kirby can’t die in Epic Yarn. But at what point did we decide every game had to be difficult? No one ever complained when Wario couldn’t die in the Wario Land sequels! There’s room for all types of games, and Epic Yarn is proof of that. It isn’t difficult in any traditional sense, but players can lose their hard-earned beads if they aren’t careful. Kirby’s Epic Yarn is a soothing experience, key word there being “experience.” You can either get through the whole game at a leisurely stroll or go the way of the completionist and try to get the best score on each level, unlock all the hidden goodies, and build up Kirby’s apartment to get more tenants. If we can praise games that put cinematics before gameplay, we can certainly find the merit in games that display the beauty in the simple act of playing them.

As the icing on the cake, Kirby’s Epic Yarn includes one of the more underrated greats in terms of video game soundtracks, with a piano-centric score that is as warm and welcoming as the game’s visuals.

Kirby’s Epic Yarn is charm incarnate.

1: Kirby’s Dream Land 3

Released: 1997

Platform: SNES

To date, there is no Kirby game I love more than Kirby’s Dream Land 3.

This may come as a surprise to many, since a number of players see Dream Land 3 as more of an “upper middle tier” entry in the series. But I think such a reception is mostly due to the timing of when Dream Land 3 was released. Kirby Super Star was released late in the Super Nintendo’s life, but by the time Dream Land 3 was released, the Nintendo 64 had already been on store shelves for months! But Kirby has had something of a habit of being late to the party. Kirby’s Adventure was released on the NES after the Super NES had been on the market, Kirby 64 was late to the Nintendo 64, and both Epic Yarn and Return to Dream Land didn’t make it to the Wii until later on. Sadly, because of the emergence of 3D gaming on the N64, Dream Land 3 seems to be the one that was most affected by its late arrival. But to deny Kirby’s Dream Land 3 of the attention it deserves is doing a great injustice to one of Nintendo’s most underrated gems.

You could say that Kirby’s Dream Land 3 is like the missing link between traditional Kirby games and Kirby’s Epic Yarn. Obviously, it follows in the footsteps of Dream Land 2, complete with Animal Friends (their only other proper appearance. Though they’ve been making more frequent cameos in recent years). Like Super Star, it features two-player co-op (this time the second player controls Gooey, a dark blue blob who uses his tongue to eat baddies). And like Epic Yarn, Kirby’s Dream Land 3 features a stunning and unique art style and a gentler tone. It’s like the best pieces of Kirby games that came before, and some that hadn’t even happened yet!

Kirby’s Dream Land 3 featured gameplay similar to its predecessor but, along with the aforementioned second player, brought in some meaningful additions of its own. The “core seven” copy abilities of Dream Land 2 returned (rock, fire, ice, spark, spike, cutter and parasol), along with one brand new one, cleaning, in which Kirby wields a broom (a power that was unique to this game until it reappeared twenty-one years later in Kirby Star Allies). The three Animal Friends from Dream Land 2 all made a comeback, now joined by three new ones: Nago the Cat, Pitch the Bird, and Chu Chu the Octopus (though she looks more like a girl Kirby).

Once again, each Animal Friend combines with the copy abilities in their own way, giving the game immense variety. Pitch often makes for the most fun combinations, but I’d be lying if I said Nago wasn’t my favorite of the bunch (I love that darn cat). Sadly, the Animal Friends here have become even more forgotten than the originals and have only made cameos in Kirby 64 and Star Allies (via the cleaning ability) since. That’s a travesty that needs to be rectified!

Another great twist to the gameplay is how every level in the game features a special “mission” that can be accomplished. You see, in addition to simply completing the stages, there’s a different NPC at the end of each level who needs Kirby and his friends to do a certain action for them. You may have to find a secret room to find a toad’s lost baby or track down the missing pieces of R.O.B. the Robot. Some stages have goals as simple as making sure you have a certain Animal Friend by the end of it. Others are admittedly a little more vague, but in such a way that once you reach the end, you feel more like “oh, THAT’S what I was supposed to do” as opposed to angry at the game for being cryptic or something. It makes you want to try again and do it right. Naturally, accomplishing every mission rewards you with the proper final showdown and ending.

Combine all that with another winning soundtrack and beautiful visuals that took the crayon-inspired graphics of Yoshi’s Island and cranked them to 11, and Kirby’s Dream Land 3 is a Kirby game that at once represents the best of all aspects of the series while also feeling unlike any of its Kirby kin.

Kirby’s Dream Land 3 is simply the very best of all the Kirby games.