Kirbys Dream Course Art Dissection Kirbys Dream Course Game Design Analysis
From WiKirby, your independent source of Kirby knowledge.
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Kirby'south Dream Course is a spinoff game released on the Super Nintendo Entertainment System. It was kickoff released in Japan in 1994 and saw an overseas release a year later, in 1995. It is the 4th game released in the Kirby series and is the showtime to be released on a sixteen-bit panel.
The game does not feature traditional Kirby gameplay simply instead casts the pinkish hero as the brawl in a golf or miniature golf simulation with numerous Kirby elements and themes. This makes information technology the second game to focus on utilizing Kirby as a brawl, the start being its immediate predecessor, Kirby's Pinball Land.
In 2007, Kirby'due south Dream Form was ported to the Wii's Virtual Console at a price of 800 Wii Points. In 2013, the game was ported on the Wii U's Virtual Console, and in 2016, the game was ported as a Virtual Console title for New Nintendo 3DS units. Kirby'southward Dream Course is priced at $7.99 (USD) on both the Wii U and New 3DS eShops. It is also included as 1 of the games on the Super Nintendo Amusement System Classic Edition and tin be accessed through the Nintendo Switch Online Super Nintendo Entertainment Organisation emulator.
Story [edit]
" | One night, the inhabitants (of Dream Land) said to i some other, "Allow's gaze at the star-lit heaven and accept wonderful dreams tonight." Yet, when they gazed up into the sky they noticed something was different. The sky was blackness. There wasn't a single star in sight! | " | —Kirby'southward Dream Class Instruction Booklet (North American print), page 3 |
The story of Kirby's Dream Course is contained entirely within the instruction booklet, where the premise is set for Kirby to go on his latest journey. This is non the case in the Japanese version, where the plot is described in-game.
Some fourth dimension afterward the events of Kirby'due south Risk (referred to every bit the "Dream Spring incident" in the booklet), the inhabitants of Dream Land decide to gaze up into the night heaven to admire the stars that decorate it. All the same, they soon realize that all of the stars take gone missing. Night after night, they look again in hopes the stars volition render, but they do non, causing the Dream Landers to sink into a deep depression. Soon, suspicions are raised that King Dedede is once once again responsible for stealing all of Dream Land's stars and hoarding them in his floating castle. Kirby, one time more arriving with the jump breeze, comes in to save Dream Country by retrieving its stolen stars from Rex Dedede.
Gameplay [edit]
Kirby's Dream Course is a miniature golf-like game fix in an isometric two.five-dimensional environment. Kirby serves every bit the ball, and the goal of the game is to get him into the cup at the terminate of each hole in as few strokes as possible. Unlike in traditional golf game, the cup is not initially on the field, every bit it simply appears in place of the last enemy remaining once all the others have been defeated, calculation an extra level of strategy to each pigsty. Every bit such, Kirby must defeat all but one standard enemy on the hole before he can terminate, which is done by bumping into them during shots. To complicate this task, most of the courses are littered with various hazards and other obstacles which can exist overcome with deft apply of Kirby'southward controls and/or the 10 Re-create Abilities which tin can be obtained from sure enemies.
Instead of in that location being a specific par for each grade, Kirby operates on an energy meter which depletes every time he makes a shot and replenishes whenever he defeats an enemy or makes information technology into a cup. His meter is represented by up to iv "Energy Tomatoes"[1], and if he runs out during a course, he will lose a life. Running out of lives results in a Game Over, and the class will have to exist replayed from the get-go hole. The simply manner to gain more lives is to score a pigsty-in-i on a course or reach a new course with less than 2 actress lives (at which the lives volition exist reset to two).
Basic controls [edit]
As the ball, Kirby has many unlike options for motility along the holes that a normal golf game brawl would not take admission to. As might be expected, he does not "cheat" by walking around the course, but he does accept other ways of altering his trajectory while being shot. The following table goes over each of his basic motion options and how they are executed (details on Copy Abilities tin be institute in the "Copy Abilities" section):
Movement | Button execution | Description | Notes |
---|---|---|---|
Direction | ← / → | Kirby can adapt the direction that he will move in when he is shot. | Pressing L or R will arrange the direction by 45 degree increments. |
Change Guide | ↓ / ↑ | Allows the player to select betwixt the standard Grounder shot or a Wing shot. Also used to alter between the short and long guide for the grounder shots. | Choosing the short or long guide will not affect the launch power. For fly and curved shots, Kirby volition just follow the guide if he is hitting at max power. |
Shot Panel | A | The Shot Panel opens. This can be closed by pressing B. Some other meter representing Kirby's spin direction will move and tin can be set if preparing a fly shot. | |
Ability Meter | A during Shot Console | The power meter begins to movement. The shot can no longer be canceled once this begins. | Dissimilar other meters, this one will non loop once information technology has moved up and down once, instead forcing Kirby to shoot at low power if no choice is made. |
Shot | A during Power Meter | After lining upwardly the desired shot force, Kirby is launched on his called trajectory. This action costs one tomato. | |
Spin Panel | Concur B | Opens upward a unlike panel where the player can set which direction Kirby should curve during grounder shots using the Control Pad. | This panel tin besides be used to ready a guide bar for Kirby's spin bounciness direction during Fly shots. |
Spin | A during Shot Console (wing shots) | While preparing a fly shot, the histrion tin can set Kirby's spin direction using the vertical meter before moving on to the Power Meter. Setting information technology high will cause Kirby to bounce forward when he lands after his first bounce, and setting it low causes him to bounce backward. | |
Bounce | A during a Shot | While in motion, Kirby can bounce himself to gain a footling extra height or distance if A is pressed upon hitting the basis or a pond during wing shots. This can too exist used when hitting a bumper to bounce a little harder. | Holding the A push button while rolling volition cause Kirby to move a petty further than usual. |
Ability | B during a Shot | While in move, Kirby tin can use a Copy Ability if he has one to activate its power. Each ability can only be used once per shot, but collecting a new ability during a shot will permit Kirby to use it, even if he's already used some other one that turn. | |
Curl | Hold Y + a direction | Allows the histrion to roll the camera away from Kirby to run across the residual of the map. Handy for planning moves. |
2P Game [edit]
Kirby'southward Dream Form likewise features an extensive ii-role player competitive game (the starting time game in the Kirby series to feature Multiplayer), where the goal is to earn more points than the other player past claiming as many of the Signal Stars on the board as possible. Player 1 controls Kirby, while histrion 2 controls a yellow Kirby (officially named Keeby), and the ii play in turns on 1 of the four courses built specifically for the 2P Game. Before starting the course, players can set handicaps for their characters, including how far shots will travel, how long the guide line is while preparing shots, and how quickly the meters curlicue. The society in which the players go depends on a die ringlet prior to game start for the first hole, and thereafter is determined by whoever gets into the cup on the preceding board.
While on a board, Kirby and Keeby enter sequentially to take their turns, starting each grade with 6 HP. This HP is not replenished between holes, however. HP tin be lost or regained in the following ways:
- Loss
- Taking a shot costs 1 HP
- Colliding with Gordo, Kracko's lightning, or a Danger Zone costs 1 HP
- Being hitting past the opponent costs 1 HP (and also forces a bandy of Copy Abilities if applicable)
- Being hit by an opponent using a Re-create Power attack costs two HP, and results in no ability swap
- Falling OB costs two HP
- Running into the opponent while he has Needle activated costs iv HP
- Gain
- Defeating an enemy restores 1 HP
- After taking a plough to nap at 0 HP, iv HP is restored for the next round
- Entering the cup restores ii HP
Once HP drops to 0, the contestant in question is forced to take a nap and skip the next turn. Taking farther damage during this nap will non stop HP from recovering the next round, even if the napping contestant is knocked OB or frozen.
In order to win the 2P Game, one histrion has to score more points than the other. Unlike in the 1P Game, score is non related at all to how many shots were needed to finish the course. Instead, points are gained by claiming Point Stars that emerge from defeated enemies. Each enemy releases 1 star upon defeat, and when the cup emerges, 2 more stars appear in orbit above information technology. To claim the stars, a contestant simply has to roll over them, and the stars will prefer the color of that contestant. Stars tin and then be taken by the other contestant when they affect it, and when one of the two enters the loving cup, all stars are then counted and added to the total. Every bit such, the typical strategy to win is to enter the cup (or strength the opponent to) with the majority share of the stars. Once all eight holes of a course are complete, all the points are added up, with the winner being the one who collected the near. It is also possible to draw at the end.
A few more gameplay notes can be made regarding the 2P Game, equally follows:
- When running out of HP, contestants practise not lose their Re-create Abilities if they had them. Instead, they tin only lose the ability if it is taken by the opponent, or the contestant goes OB.
- When going OB, contestants will exist placed back where they were before making the shot that sent them out on the following turn.
- While napping at 0 HP, contestants volition dream of a slice of candy, a slice of shortcake, or an ice cream cone.
- While one contestant is moving, the other will turn to proceed eyes on him.
- The Stone and Needle abilities, if activated, will be held during the opponent'south plough.
- Using Freeze on the opponent turns him into a solid block of ice, forcing him to lose a turn in order to defrost (this plough skip does not work on a napping opponent, despite still existence frozen).
Levels and stages [edit]
Single-player [edit]
The single-role player manner consists of eight courses, each with eight holes, for a total of sixty-iv holes in addition to the stage for the final boss, Robo Dedede. If all the courses are cleared with a silver medal or meliorate, the Actress Game is unlocked, which has separate score tracking and places enemies and other objects in dissimilar locations. If courses are all cleared with gilded medals in a given mode (Main or Extra game), the player volition unlock the option to freely select any hole in any course for that mode:
Class | Medal thresholds | Actress Game Medal thresholds |
---|---|---|
| Gilt = 14 or lower Silverish = 15-19 Bronze = 20-26 | Gold = 13 or lower Silverish = xiv-eighteen Bronze = xix-25 |
| Gold = 14 or lower Silver = 15-19 Statuary = xx-26 | Gilded = 15 or lower Argent = 16-xx Bronze = 21-27 |
| Gold = 17 or lower Silverish = 18-22 Bronze = 23-29 | Gilded = 17 or lower Silver = 18-22 Bronze = 23-29 |
| Gilded = 17 or lower Silverish = eighteen-22 Bronze = 23-29 | Gilded = 17 or lower Argent = 18-22 Bronze = 23-29 |
| Gilt = eighteen or lower Silver = xix-23 Bronze = 24-30 | Aureate = 15 or lower Silver = 16-xx Statuary = 21-27 |
| Gilt = 16 or lower Silver = 17-21 Bronze = 22-28 | Gold = 16 or lower Silver = 17-21 Bronze = 22-28 |
| Gold = fourteen or lower Silver = 15-nineteen Statuary = 20-26 | Gold = 16 or lower Silver = 17-21 Bronze = 22-28 |
| Gold = eighteen or lower Silverish = 19-23 Bronze = 24-thirty | Gold = 15 or lower Silver = sixteen-xx Bronze = 21-27 |
| N/A | N/A |
Two-actor [edit]
The two-player mode has four themed courses with viii holes each, for a total of thirty-ii holes. These courses are named after their chief enemy, which prevails throughout much of the level. As with the single-histrion mode, Extra Game versions of each of these courses are as well available, unlocked when a bronze medal or amend is attained on all single-role player courses in the principal game:
Course Name | Image | Enemy Image |
---|---|---|
Whispy Woods Class |
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Mr. Shine & Mr. Bright Course |
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Kracko Course |
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Gordo Course |
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Copy Abilities [edit]
Kirby can obtain various Copy Abilities (known as Special Powers in this game) by colliding with (and thus defeating) certain enemies. These powers can be used once per shot — starting with the same shot during which they are acquired — by activating them with the B button. If Kirby has already used an ability and collides with an enemy that provides the ability he has, he can utilise his power again. In ii-player mode, Kirby and Keeby volition swap abilities if they collide with each other.
Kirby keeps his ability until he loses a life, falls off the class (in 2-thespian manner), completes the course, or replaces information technology with a dissimilar ability; this means that abilities can (and sometimes need to) exist carried from 1 hole to the next.
Name | Appearance | Icon | Acquired from | Clarification |
---|---|---|---|---|
Fireball | Flamer | Transforms Kirby into a living fireball, making him rocket forward at a high speed for a short fourth dimension and ignore gravity. He may keep his increased speed for a limited time even after the transformation ends. | ||
Freeze | Chilly | Surrounds Kirby with a freezing aureola when activated, enabling him to turn water into ice and slide across information technology instead of falling in. This ability as well causes him to not bounciness off of the ground. | ||
Howdy-Bound | Starman | Kirby makes a spontaneous jump in a tall arc. This can also be washed in mid-air. | ||
Needle | Togezo | Causes Kirby to stop moving if he is touching the ground, even while on a slope, as spikes grow from his body. | ||
Parasol | Waddle Doo | Slows down Kirby'southward fall and makes him decelerate faster when activated, as well every bit letting the actor straight influence his movements with the D-pad while he is falling. | ||
Spark | Sparky | Surrounds Kirby with electricity until he stops moving, which lets him destroy Whispy Woods and Krackos in his path and makes him immune to Kracko's lightning. | ||
Stone | Rocky | Kirby assumes the shape of a rock and spontaneously grinds to a halt, even in the air, but may still slide downward slopes. | ||
Tornado | Twister | For a limited time, Kirby becomes a fast whirlwind that moves in a usually straight line. Holding right or left on the D-pad causes his path to bend clockwise or counter-clockwise, respectively. Moving downwards slopes slightly refreshes the duration. | ||
UFO | UFO | Kirby turns into a U.F.O. for ten seconds or until he collides with a bumper. In this form, Kirby can movement freely in any horizontal direction for up to 10 seconds; pushing right or left on the D-pad turns him clockwise or counter-clockwise by 90 degrees, respectively. Pressing the B button again promptly cancels the transformation. | ||
Wheel | Wheelie | Transforms Kirby into a wheel, causing him to nuance into the direction he currently traveling in at a high speed, traveling over h2o and stopping simply when he collides with an obstacle. |
Enemies [edit]
Unlike in other Kirby games, near enemies in Kirby's Dream Grade cannot harm Kirby, instead, they human action equally stationary targets that must be eliminated simply by making the pink hero affect them. Some enemies may grant Kirby a Re-create Ability when he defeats them; this happens automatically and overrides his current power. One time all but one of the enemies that must be destroyed are gone, the sole remaining one is replaced by a pigsty in the ground that Kirby has to autumn into in social club to stop the Hole.
Name | Appearance | Must exist destroyed? | Notes |
---|---|---|---|
Broomhatter[2] | ane | - | |
Chilly | 1 | Yields Freeze. | |
Flamer | 1 | Yields Fireball. | |
Gaspar | 1 | Floats loftier above the ground. | |
Gordo | 3 | Moves on a ready path, sometimes floating, and harms Kirby on touch, making him lose a tomato. Indestructible. | |
Kabu | i | - | |
Kracko | 1 | Floats at medium superlative and is harmful to impact. Periodically sends lightning downwards, which can likewise injure Kirby. Can be destroyed with the Spark ability. | |
Mr. P. Umpkin | 1 | Floats at medium height. | |
Rocky | ane | Yields Stone. | |
Sparky | i | Yields Spark. | |
Squishy | 1 | - | |
Starman | 1 | Yields Hello-Jump. | |
Togezo | 1 | Yields Needle. | |
Transformer | ane | Triggers an ability roulette, which grants Kirby the power it is stopped on. Tin just be found in 2-player manner. | |
Twister | 1 | Yields Tornado. | |
UFO | 1 | Floats above the ground and yields U.F.O. | |
Waddle Dee | i | - | |
Parasol Waddle Doo | 1 | Yields Parasol. | |
Wheelie | ane | Yields Bicycle. | |
Whispy Forest | 3 | Stationary obstacle. Can be destroyed with the Spark ability. |
Obstacles [edit]
In improver to enemies, at that place are other course obstacles, objects, and hazards that must be contended with. They are as follows (all names are taken from the Kirby's Dream Course instruction booklet (North American print) unless otherwise noted):
Obstacle | Effect | Notes |
---|---|---|
| A field of air currents that causes Kirby to ascent into the air when he passes over it. | |
| A wall consisting of a thin green line. Kirby will bounce off of this if he hits it, potentially increasing his momentum if timing a bounce correctly. | |
| A sand bunker that will severely reduce Kirby's momentum if he falls into it. | |
| A panel that moves Kirby along in a given direction if he enters it, which can carry him up hills. | |
| The goal of each pigsty. The last standard enemy on a given hole will transform into this, and Kirby must then fall into information technology to complete the pigsty. | This name is taken from in-game. |
| A bed of spikes that volition cause Kirby to lose a tomato and be kicked out if he falls into it. | |
| A panel that causes Kirby to quickly proceeds velocity in the direction the panel points. | |
| Pressing this switch changes the time of day on the class, and causes P1 and P2 to swap stars for that hole. This can merely exist used 3 times per hole. | Simply appears in the 2P Game. |
| This console causes Kirby to ringlet in the direction shown, regardless of where he enters it from. | |
| A field of grass with arrows on it which cause Kirby to turn in that direction if he enters it, but does not affect his momentum. | |
OB | Anywhere off a board is considered "OB" (out of bounds). If Kirby falls in, he will immediately lose a life and reappear wherever he was last shot from. In the 2P Game, entering OB costs two HP and forces a loss of Copy Abilities. | This name is taken from in-game. |
| Pools of h2o on the class that are hard to shoot out of if Kirby sinks in. Kirby can skip across the surface of these with the right kinds of shots. These can be frozen solid using the Freeze power or ridden over using Bike. There are two different types of switches that cause the h2o to vanish and appear respectively. | |
| A console that allows Kirby to bounce college if he lands on it during a fly shot. | |
| A rotating piece of flooring that will alter Kirby'south trajectory if he rolls over it. Two dissimilar switches are available that affect these: 1 makes the turntables activate, and the other makes them terminate. | |
| This panel will cause Kirby to be teleported to a unlike Warp Console on the hole, maintaining his momentum when entering. There are two types: one is marked with an arrow on one side and will crusade Kirby to move in that direction when he exits, and the other has no arrow, causing Kirby to maintain any direction he had before. |
Staff [edit]
The post-obit is a list of staff who have worked on Kirby's Dream Course:
Staff of Kirby's Dream Class | ||
---|---|---|
Position | Programmer(s) | |
Director | Takashi Saito | |
Programmer | Tetsuya Abe Teruyuki Gunji Seiji Otoguro Yoshimi Takahashi Makoto Kanai Satoshi Mitsuhara Kei Nakajima | |
Map Cad Programmer | Hiroaki Suga Takumi Kawagoe | |
C. G. Designers | Shigeru Hashiguchi Tadashi Hashikura Kazuya Miura | |
Map Designer | Shinichi Shimomura Kensuke Tanabe Hideki Fujii | |
Music Composer | Hirokazu Ando | |
Originally Designed By | Tatsuya Hishida Shinya Takahashi | |
Special Thanks | Satoshi Ishida Chieko Obikane Hironobu Kakui Shigeki Yamashiro Takaaki Kazuno Senji Hirose Masaya Akiyama Shane C Allala Jim Wornell Dan Owsen | |
Producer | Shigeru Miyamoto Satoru Iwata | |
Co-Producer | Yasuhiro Sakai Takao Shimizu | |
Executive Producer | Hiroshi Yamauchi |
Trivia [edit]
- A working championship for the game was Kirby's Tee Shot .[3] Furthermore, the game started equally an unrelated title, Special Tee Shot, which was under development in 1992.[4]
- This game marked the first external appearance of Kirby's dome-shaped business firm (in the manual and the Japanese-exclusive intro cutscene), which would reappear in several subsequent games in the serial more-or-less unchanged (equally well as the anime).
- Kirby's House has been seen previously in the transmission of Kirby's Hazard, but only from the within.
- The transmission mentions that Kirby "comes in with the spring cakewalk and saves Dream Country in times of crisis"[v] in reference to the Japanese manual of Kirby'south Dream Land, which is also where the proper noun of the Bound Cakewalk section of Kirby Super Star originates.
- The instruction booklet reuses a large amount of artwork from Kirby's Dream Country and Kirby's Adventure, sometimes with slight alterations or used in conjunction with other artwork to illustrate specific situations.
- The Kirby's 20th Anniversary Celebration Book claims that information technology is possible to get a pigsty-in-one on every hole in Kirby's Dream Grade, instructing the reader to "play very strategically".[vi]. Then far, this has non been documented to exist achievable in exercise, with a theoretically-perfect tool-assisted speedrun requiring more than ane shot on some holes in Course 3 and Course 5 (in the principal game).
Gallery [edit]
Logos [edit]
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English logo
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Japanese logo
Artwork [edit]
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American/European grouping artwork
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Japanese group artwork
Screenshots [edit]
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Title screen
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New member name entry screen
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Scoring a pigsty-in-1 on a course
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Completing a course
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The starry transition effect seen afterward completing a form
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Using Parasol to gently float downwards from a cliff
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Skipping by hazards on the course
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Using a trampoline to bounciness from one platform to the side by side
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Using the UFO ability to cantankerous a chasm
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A depict in 2-player mode
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The finish of the credits sequence
Backgrounds [edit]
Names in other languages [edit]
Language | Name | Meaning |
---|---|---|
Japanese | カービィボウル Kābī Bouru | Kirby Ball Written every bit such in the official Japanese guidebook. Can alternatively be translated as "Kirby Bowl". |
External links [edit]
- Kirby's Dream Course on Kirby Informer
- English manual (official archive)
- Japanese manual (external archive)
References
- ↑ Proper noun taken from Kirby's Dream Course educational activity booklet (North American print), page 45
- ↑ Kirby'southward Dream Course instruction manual (page 47)
- ↑ Nintendo Products Source Book (1994) (image)
- ↑ "Special Tee Shot". SNES Central. Published June 13, 2019.
- ↑ Kirby's Dream Course didactics manual (page 5)
- ↑ "Did you know that information technology'due south actually possible to become a hole in one on every hole? You've just got to play very strategically!" –Kirby's 20th Anniversary Commemoration Book (North American print, Nintendo), pg. 24
Games in the Kirby serial | |
---|---|
Main series | |
Kirby'south Dream Country • Kirby's Hazard (Kirby: Nightmare in Dream State) • Kirby'southward Dream Land 2 • Kirby Super Star (Kirby Super Star Ultra) • Kirby's Dream Land 3 • Kirby 64: The Crystal Shards • Kirby & The Amazing Mirror • Kirby: Squeak Squad • Kirby's Return to Dream State • Kirby: Triple Deluxe • Kirby: Planet Robobot • Kirby Star Allies • Kirby and the Forgotten Land | |
Core spin-offs | |
Kirby's Pinball Land • Kirby's Dream Form • Kirby'due south Barrage • Kirby's Block Ball • Kirby'south Star Stacker (Game Boy) • Kirby'southward Star Stacker (SNES) (Japan only) • Kirby Tilt 'n' Tumble • Kirby Air Ride • Kirby: Sheet Curse • Kirby'southward Epic Yarn (Kirby'due south Extra Ballsy Yarn) • Kirby Mass Attack • Kirby Fighters Deluxe • Dedede's Pulsate Dash Deluxe • Kirby and the Rainbow Expletive • Team Kirby Clash Deluxe • Kirby's Blowout Blast • Kirby Boxing Royale • Super Kirby Disharmonism • Kirby Fighters 2 | |
Other games | |
Kirby'south Toy Box • Kirby Slide • Kirby: Sparkling Medal Land • Kirby: Magical Tower of Medal Land • Kirby'southward Dream Collection Special Edition | |
Canceled games | |
Kid Kirby • Kirby Ball 64 • Kirby's Air Ride (Nintendo 64) • Kirby Family • Kirby Tilt 'n' Tumble two • Kirby for Nintendo GameCube |
Kirby'due south Dream Course | |
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Characters | Kirby • Keeby • Rex Dedede |
Single-Player Courses and Holes | Grade 1 Hole 1 • Pigsty 2 • Hole 3 • Hole 4 • Hole 5 • Hole 6 • Hole vii • Pigsty 8 Grade 2 Course 3 Class 4 Form 5 Course six Course 7 Course eight Class Dedede |
Two-Actor Courses and Holes | Whispy Woods Course Hole 1 • Pigsty two • Hole iii • Hole iv • Hole v • Hole half dozen • Hole 7 • Hole 8 Mr. Shine & Mr. Bright Course Kracko Course Gordo Course Hole 1 • Hole 2 • Pigsty three • Hole 4 • Hole v • Hole 6 • Pigsty seven • Hole 8 |
Copy Abilities | Fireball • Freeze • Hi-Leap • Needle • Parasol • Spark • Rock • Tornado • UFO • Wheel |
Enemies | Broomhatter • Chilly • Flamer • Gaspar • Gordo • Kabu • Kracko • Mr. P. Umpkin • Parasol Waddle Doo • Rocky • Sparky • Squishy • Starman • Togezo • Transformer • Twister • UFO • Waddle Dee • Wheelie • Whispy Woods |
Course Obstacles | Air Curtain • Bunker • Conveyor Belt • Danger Zone • Dash Console • Twenty-four hour period and Night Switch • Kick Panel • Backyard • Swimming • Trampoline • Turntable • Warp Panel |
Extra | Bronto Burt • Extra Fashion • Flapper • Glitches • Medal • Mr. Shine & Mr. Brilliant • Signal Star • Sound Room |
Music in Kirby'due south Dream Course | |
---|---|
Main themes | Title • Tutorial • Fellow member select • 2P Game • World hub • Courses 1 & iii theme • Bladder Islands • Mountain Stage • Course 4 theme • Course 5 theme • Alternate Class 5 theme • Course 6 theme • Iceberg Ocean • Pigsty 8 theme • Vs. Robo-Dedede • Vs. Robo-Dedede (Pinch) • Ending |
Special themes | Cut-scene • Miss • Game Over • Continue? • Finish • Kirby Trip the light fantastic • Actress |
Source: https://wikirby.com/wiki/Kirby%27s_Dream_Course
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