Dedede's Drum Dash Deluxe
|“||A subgame from Kirby: Triple Deluxe with newly added features! Control King Dedede as he moves with the rhythm, using different kinds of jumps to aim for the goal.||”|
— Other Games section in Super Kirby Clash, Kirby Fighters 2 and Kirby and the Forgotten Land
Much like the original Sub-Game, the player plays as King Dedede, and bounces along each stage on drum platforms to the beat of various musical pieces from the Kirby series. The goal is to reach the end of the stage with the highest score possible, by completing the stage as quickly, with as few mistakes, as many backbeats, and as many coins as possible. At the same time, Dedede must contend with various obstacles on his path, including spikes, enemies, breakable drums, and more. If he runs out of health, the stage ends early with no stage clear bonuses. Getting a higher score can increase the Trophy rank to one of four different types. The player can also unlock masks for King Dedede to wear; however, some of them can only be unlocked by having data for Kirby: Triple Deluxe on the same system.
Dedede's Drum Dash Deluxe involves King Dedede hopping along a series of big drums which make up the topography of each stage. There are essentially only two ways to control Dedede as he moves across the stage, as follows:
- Pressing ← or → moves King Dedede in those directions. The higher he jumps, the quicker he can move laterally.
- Pressing A when King Dedede lands on a drum will allow him to bounce higher, with three total jump heights possible. Not pressing A resets him to the lowest jump height. These three different jump heights are referred to as (in ascending order of height): "normal jump", "High Jump", and "Super Jump".
- Pressing A while in the air will cause King Dedede to play a cymbal which - if played at the mid-point between jumps - will count as a Backbeat, adding more points.
To move forward, King Dedede has to jump across the drums and head toward the right, with the player needing to make the decision of how high King Dedede ought to jump and where he will land afterward in order to collect coins and avoid danger, such as colliding with enemies and hazards or falling into the bottomless pit between the drums. Normal jumps will keep King Dedede in the bottom screen of the 3DS, while High and Super Jumps launch him into the higher screen, so the player will need to keep eyes on both screens while playing. The pace of each stage is dictated by the tempo of the music playing in the background, with each subsequent stage being faster than the previous.
King Dedede has a bar of health, which can be depleted if he runs into a harmful hazard, such as an enemy or a hazard like a spikeflip drum. If King Dedede's health runs out, he will be defeated. This bar of health is smaller in the secret versions of each stage.
The following enemies appear in Dedede's Drum Dash Deluxe, and must generally be avoided:
- Beetley - New to Dedede's Drum Dash Deluxe, this enemy flies in and out of King Dedede's plane and will swipe at him with its horn.
- Bouncy - Bounces in place on a drum at varying heights.
- Bronto Burt - Holds position or moves back and forth at a fixed height. May move to the beat of the music. New to this game, Bronto Burts may be seen carrying blindfold banners.
- Clown Acrobot - New to Dedede's Drum Dash Deluxe, this enemy bounces on drums and can use its hoop to float momentarily in the air.
- Como - New to Dedede's Drum Dash Deluxe, this enemy hangs from a string at certain positions, and will drop if its string is cut (by having Dedede pass over it). This makes Como the only enemy in the game that can be defeated without colliding with it.
- Gordo - Holds position in the air in various places. Can come in various sizes.
- Scarfy - Holds position in the air at various places. Turns angry if collided with.
- Soarar - Flies back and forth between the foreground and background at regular intervals.
- Sodory - Swipes around at various points in the air, in rhythm with the music.
- Waddle Dee - New to Dedede's Drum Dash Deluxe, this enemy weakly bounces on drums and claps in rhythm with the backbeat.
Objects and hazards
The following are notable objects and hazards that need to be contended with:
- Regular drums come in two sizes. Smaller drums have less room for error when landing on them. Drums in general will not bounce King Dedede if he lands on their edges.
- Winged drums can appear which move back and forth, or in and out of the background. These also come in two different sizes.
- Fragile drums will break after being used more than once. Some come pre-damaged, and will break after a single use.
- Clouds can be seen floating in various places which obscure the view. They dissipate when collided with.
- In early stages, bumpers appear on the course which resemble Gordos but without spikes and will knock Dedede away if he collides with them.
- Placed high up in certain places are gongs that - when hit using a backbeat - will make more coins appear.
- In various places are recovery rings which will replenish some of King Dedede's health if he passes through them.
- At certain points in stages, enemies will carry blindfold banners which come in various sizes and obscure the player's view of the stage.
- In later stages, spikeflip drums can be found which flip over on every beat unless bounced on. They will harm King Dedede if he lands on their spiky sides.
- Propeller drums will move along a set track once King Dedede starts bouncing on them, and can help him cross wider gaps. These come in two different sizes.
- Spiked hoops can appear which require King Dedede to pass laterally through them or else he will take damage.
- In later stages, prickly pencils can shoot out from the top or bottom and create walls which need to be avoided.
The objective of Dedede's Drum Dash Deluxe is to earn as high a score as possible on each stage, which naturally includes reaching the end of the stage in order to earn the stage clear bonus. Points are earned in the following manner:
- Bouncing on a drum is worth 10 points (the first drum is not counted, nor is the first bounce after fumbling counted).
- Collecting musical coins: Bronze coins are worth 50 points, silver are worth 200, and gold are worth 500.
- New to Dedede's Drum Dash Deluxe are number coins which need to be collected in order. Blue number coins are worth 100 points and the last purple one is worth 800.
- Hitting backbeats between each jump: "Good" backbeats are worth 30 points each, "Great!" backbeats are worth 50 each, and a combo is tracked throughout the stage, with certain milestones being worth a certain number of points. Milestones are as follows:
- 5 - 50 points
- 10 - 50 points
- 15 - 50 points
- 20 - 50 points
- 30 - 100 points
- 50 - 100 points
- Every extra second at the end of a stage is worth 150 points (fractions of a second are divided accordingly).
At the end of each stage, there are four bonus objectives that, if met, will provide an extra 1000 points each. They are as follows:
- Time Bonus - Stage is complete with at least 30 seconds remaining.
- No Damage - Dedede reaches the end without taking a hit.
- All Coins - Dedede collects every musical coin in the stage.
- Backbeat Perfect - Every Backbeat is hit at the right time during the stage.
The only way points can be lost during a stage is if King Dedede takes damage, incurring a 100 point deduction.
Differences from Dedede's Drum Dash
- There are now seven stages plus seven secret versions of those stages with increased difficulty.
- More varieties of enemies and course elements (detailed in the section above).
- Bottomless pits are no longer immediately fatal to King Dedede. Instead, falling into a pit subtracts some of Dedede's health and, if he has any left, puts him back on the drum he last bounced from.
- An overall score calculated from the sum of the stage scores which is represented by a trophy. There are two separate trophies; one for the normal stages and another for the secret ones.
- There are now collectable masks that Dedede can wear in-game.
- The game displays extra messages for certain actions, such as bouncing off a drum, reaching a 5000 point threshold, and reaching the half-way point of a stage.
- Kirby is in the game, though only as pop-up art, represented on the goal drum and platinum trophy, and as hidden keychains.
- Hidden keychains can be found in the background in stages.
- Magolor makes a small cameo in the secret version of Stage 7, holding up a blindfold banner.
The following is a list of staff who have worked on Dedede's Drum Dash Deluxe:
|Staff of Dedede's Drum Dash Deluxe|
|Lead Level Design||Yuki Endo|
|Programming Director||Hiroshi Ohnishi|
|Design Director||Yumi Todo|
|Lead Character Design||Kenichiro Kita|
|Level Design Support||Tatsuya Kamiyama|
|Voice||Makiko Ohmoto (Kirby)|
|Concept Planning||Kunio Watanabe|
|Team Support||Satoshi Mitsuhara|
|Public Relations||Satoshi Ishida|
|Manual Editing||Takeo Nishida|
|Localization Management||Kimiko Nakamichi|
|Localization Coordination||Jonghoon Park|
|NOK Localization Management||Hyokjin Jung|
|NOK Localization||Dongyeon Kim|
|NOK Artwork||Kwania Lim|
HAL Debug Team
|NOK Testing||Eodo Lee|
NOK Quality Control Sect.
|Technical Support||Tomokazu Tsuruoka|
|NOA Localization Management||Leslie Swan|
|NOA Localization||Hélène Bisson-Pelland|
|NOA Product Testing|
|NOE Localisation Management||Olga Kuznetsova|
|NOE Translation||Araceli Mazón Figueroa|
Alexander van de Bergh
Pedro Moreno Villar
José Manuel Malagón
|NOE Quality Assurance||Naiara Ordorika|
Laura Soto Toral
María Gay Moreno
|Special Thanks||Yuki Nishimura|
|Managing Director||Kenta Nakanishi|
|Project Management||Nobuyuki Okada|
|General Producer||Masayoshi Tanimura|
|Executive Producer||Satoru Iwata|
|HAL Laboratory, Inc.|
HAL Laboratory, Inc. and Nintendo are the authors of this software for the purpose of copyright. All rights reserved.
©2014 HAL Laboratory, Inc. / Nintendo
- Dedede's Drum Dash Deluxe is the only standalone game in the Kirby series which does not feature Kirby as a playable character, though there is a Kirby mask that Dedede can wear.
- Likewise, it is the only game in the Kirby series which does not have Kirby's name in the title. According to a Miiverse post by the developers, a working title considered for the game was "Sorry, No Kirby! Dedede's Drum Dash".
- This game and Kirby Fighters Deluxe are the only two Kirby games that came out on the same day in the same year.
- The title can be abbreviated as "Dedede's DDD" or "DDD DDD", which was most likely intentional. Shinya Kumazaki commented on the number of "D"s in the title on a Miiverse post, joking that it may have more than any other game.
- The Japanese name, however, has more "D"s in it, with 9 "D"s in its title compared to the English name's 6 and the Korean name's 4.
- The game takes place in a theme park constructed by Magolor. Magolor himself appears in the secret final stage, cheekily holding a blindfold banner.
Screenshot from Boarding the Halberd
Screenshot from Reflected Laughter
Screenshot from Floral Fields
Names in other languages
Dedede daiō no dedede de den Z
|King Dedede's Drumming Z|
でんでん (Denden) describes the sound of something being pounded, as in a drum.
|Chinese||Dedede's Drum Dash Deluxe
|Dutch||Dedede's Drum Dash Deluxe||-|
|French||Dedede's Drum Dash Deluxe||-|
|German||Dedede's Drum Dash Deluxe||-|
|Italian||Dedede's Drum Dash Deluxe||-|
|Korean||대왕 디디디로 쿵쿵 Z
Daewang Dididiro Kungkung Z
|Boom-boom with King Dedede Z|
쿵 (Kung) describes the sound of a heavy landing, like "boom" or "thud".
|Spanish||Dedede's Drum Dash Deluxe||-|