Kirbys Dream Course Art Dissection Kirbys Dream Course Game Design Analysis

From WiKirby, your independent source of Kirby knowledge.

Kirby'south Dream Course

KDC Cover.jpg

Kirby Dream Course Japan box art.jpg

Box art of Kirby'due south Dream Class in various regions.

Details
Developer(s) HAL Laboratory
Publisher(s) Nintendo
Release date(s) Super Nintendo Entertainment System:
Japan September 21, 1994
NA February 1, 1995
Europe August 24, 1995
Australia Baronial 24, 1995

Virtual Console (Wii):
Japan April 24, 2007
Europe June 29, 2007
Australia June 29, 2007
NA July 23, 2007
South Korea February 23, 2009

Virtual Console (Wii U):
Japan May 8, 2013
NA May 23, 2013
Europe May 23, 2013

Virtual Console (New 3DS):
Japan June vii, 2016
Europe June ix, 2016
Australia June 9, 2016
NA July 28, 2016

SNES: Nintendo Switch Online:
Japan September 5, 2019
NA September five, 2019
Europe September five, 2019
Australia September 5, 2019

Platform(s) Super Nintendo Amusement System,
Virtual Panel (Wii, Wii U, New 3DS),
Super Nintendo Amusement System Classic Edition, Nintendo Switch (SNES: Nintendo Switch Online)
Rating(s) ESRB: ESRB E rating.svg - Everyone
PEGI: PEGI 3 rating.jpg - iii+
CERO: CERO A rating.svg - All ages
Game chronology
Kirby'due south Pinball Country Kirby's Barrage
On partnered sites
Switcher.gg Find Kirby'south Dream Course friends online
StrategyWiki Walkthrough
This box: viewtalkedit

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]

KDCArtStory.png

Male monarch Dedede stealing the stars, as depicted in the education booklet.

" 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 Class revolves around guiding Kirby through hazardous golf-similar stages to defeat enemies, using Re-create Abilities to aid traverse the terrain.

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]

Players curlicue dice to decide the starting gild so select handicaps before starting the 2P Game.

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

KDC Course 1 select.png
Course 1

Gilt = 14 or lower
Silverish = 15-19
Bronze = 20-26
Gold = 13 or lower
Silverish = xiv-eighteen
Bronze = xix-25

KDC Course 2 select.png
Course two

Gold = 14 or lower
Silver = 15-19
Statuary = xx-26
Gilded = 15 or lower
Argent = 16-xx
Bronze = 21-27

KDC Course 3 select.png
Course three

Gold = 17 or lower
Silverish = 18-22
Bronze = 23-29
Gilded = 17 or lower
Silver = 18-22
Bronze = 23-29

KDC Course 4 select.png
Course iv

Gilded = 17 or lower
Silverish = eighteen-22
Bronze = 23-29
Gilded = 17 or lower
Argent = 18-22
Bronze = 23-29

KDC Course 5 select.png
Form 5

Gilt = eighteen or lower
Silver = xix-23
Bronze = 24-30
Aureate = 15 or lower
Silver = 16-xx
Statuary = 21-27

KDC Course 6 select.png
Course 6

Gilt = 16 or lower
Silver = 17-21
Bronze = 22-28
Gold = 16 or lower
Silver = 17-21
Bronze = 22-28

KDC Course 7 select.png
Form seven

Gold = fourteen or lower
Silver = 15-nineteen
Statuary = 20-26
Gold = 16 or lower
Silver = 17-21
Bronze = 22-28

KDC Course 8 select.png
Course viii

Gold = eighteen or lower
Silverish = 19-23
Bronze = 24-thirty
Gold = 15 or lower
Silver = sixteen-xx
Bronze = 21-27

KDC Course Dedede select.png
Dedede

N/A N/A

Two-actor [edit]

The grade card for 2P Game.

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

KDC Whispy Woods Course intro.png

KDC Whispy Woods Course icon.png

Mr. Shine & Mr. Bright Course

KDC Shine and Bright Course intro.png

KDC Shine and Bright Course icon.png

Kracko Course

KDC Kracko Course intro.png

KDC Kracko Course icon.png

Gordo Course

KDC Gordo Course intro.png

KDC Gordo Course icon.png

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 KDCFireballKirby.png KDCFireballIcon.png 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 KDCFreezeKirby.png KDCFreezeIcon.png 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 KDCHiJumpKirby.png KDCHiJumpIcon.png Starman Kirby makes a spontaneous jump in a tall arc. This can also be washed in mid-air.
Needle KDCNeedleKirby.png KDCNeedleIcon.png Togezo Causes Kirby to stop moving if he is touching the ground, even while on a slope, as spikes grow from his body.
Parasol KDCParasolKirby.png KDCParasolIcon.png 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 KDCSparkKirby.png KDCSparkIcon.png 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 KDCStoneKirby.png KDCStoneIcon.png 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 KDCTornadoKirby.png KDCTornadoIcon.png 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 KDCUFOKirby.png KDCUFOIcon.png 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 KDCWheelKirby.png KDCWheelIcon.png 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] KDCBroomhatter.png ane Yes -
Chilly KDCChilly.png 1 Yes Yields Freeze.
Flamer KDC Flamer sprite.png 1 Yes Yields Fireball.
Gaspar KDCGaspar.png 1 Yes Floats loftier above the ground.
Gordo KDCGordo.png 3 No Moves on a ready path, sometimes floating, and harms Kirby on touch, making him lose a tomato. Indestructible.
Kabu KDCKabu.png i Yes -
Kracko KDCKracko.png 1 No 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 KDCMrPUmpkin.png 1 Yes Floats at medium height.
Rocky KDCRocky.png ane Yes Yields Stone.
Sparky KDCSparky.png i Yes Yields Spark.
Squishy KDCSquishy.png 1 Yes -
Starman KDCStarman.png 1 Yes Yields Hello-Jump.
Togezo KDCTogezo.png 1 Yes Yields Needle.
Transformer KDCTransformer.png ane Yes Triggers an ability roulette, which grants Kirby the power it is stopped on. Tin just be found in 2-player manner.
Twister KDCTwister.png 1 Yes Yields Tornado.
UFO KDC UFO sprite.png 1 Yes Floats above the ground and yields U.F.O.
Waddle Dee KDCWaddleDee.png i Yes -
Parasol Waddle Doo KDCWaddleDoo.png 1 Yes Yields Parasol.
Wheelie KDCWheelie.png ane Yes Yields Bicycle.
Whispy Forest KDCWhispyWoods.png 3 No 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

KDC Air Curtain sprite.png
Air Drapery

A field of air currents that causes Kirby to ascent into the air when he passes over it.

KDC Bumper sprite.png
Bumper

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.

KDC Bunker sprite.png
Bunker

A sand bunker that will severely reduce Kirby's momentum if he falls into it.

KDC Conveyor Belt sprite.png
Conveyor Belt

A panel that moves Kirby along in a given direction if he enters it, which can carry him up hills.

KDC Cup sprite.png
Cup

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.

KDC Danger Zone sprite.png
Danger Zone

A bed of spikes that volition cause Kirby to lose a tomato and be kicked out if he falls into it.

KDC Dash Panel sprite.png
Dash Panel

A panel that causes Kirby to quickly proceeds velocity in the direction the panel points.

KDC Day Switch sprite.png KDC Night Switch sprite.png
Solar day and Nighttime Switch

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.

KDC Kick Panel sprite.png
Kick Panel

This console causes Kirby to ringlet in the direction shown, regardless of where he enters it from.

KDC Lawn sprite.png
Lawn

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.

KDC Pond sprite.png
KDC Pond Drain Switch sprite.png KDC Pond Fill Switch sprite.png
Pond

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.

KDC Trampoline sprite.png
Trampoline

A console that allows Kirby to bounce college if he lands on it during a fly shot.

KDC Turntable sprite.png
KDC Turntable On Switch sprite.png KDC Turntable Stop Switch sprite.png
Turntable

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.

KDC Warp Panel sprite 1.png KDC Warp Panel sprite 2.png
Warp Panel

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]

Artwork [edit]

Screenshots [edit]

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

  1. Proper noun taken from Kirby's Dream Course educational activity booklet (North American print), page 45
  2. Kirby'southward Dream Course instruction manual (page 47)
  3. Nintendo Products Source Book (1994) (image)
  4. "Special Tee Shot". SNES Central. Published June 13, 2019.
  5. Kirby's Dream Course didactics manual (page 5)
  6. "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

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Source: https://wikirby.com/wiki/Kirby%27s_Dream_Course

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