- "KA" redirects here. For information about the other game that can be abbreviated as "KA", see Kirby's Avalanche.
- This article is about the Nintendo Entertainment System game. For the Wii game known as Kirby's Adventure Wii in European languages, see Kirby's Return to Dream Land.
Kirby's Adventure is a video game serving as the second title of the Kirby series and the first and only Nintendo Entertainment System game in the series. The game expands greatly on concepts developed in Kirby's Dream Land, as it features a broader visual style (including color) and more extensive gameplay than its predecessor. The game marks the introduction of Kirby's trademark Copy Abilities and introduces many characters which are now standard to the series, including enemies like Hot Head, Sparky, and UFO, mid-bosses like Bonkers, Mr. Frosty, and Bugzzy, and bosses like Paint Roller, Mr. Shine & Mr. Bright, and Meta Knight. This game was also the first to establish the notion of having levels broken up into distinct stages, finding Big Switches to unlock extra content, playing Sub-Games and Goal Games, using a special weapon to fight the final boss, and having progress tracked toward 100% completion.
A remake of the game, known as Kirby: Nightmare in Dream Land, was released for the Game Boy Advance in 2002. A demo of Kirby's Adventure later appeared as one of the Masterpieces in Super Smash Bros. Brawl and Super Smash Bros. for Wii U. The original game was ported as a Virtual Console game for Wii and Wii U, featured as part of Kirby's Dream Collection, released as a 3D Classic on the Nintendo 3DS eShop, and included as a playable game for the NES Classic Edition and the Nintendo Switch Online service.
|“||One day, the peaceful life of Dream Land was shattered by a mysterious crisis! The inhabitants didn't dream!||”|
— In-game backstory text from Kirby's Adventure
One day in Dream Land, Kirby wakes up from a nap, realizing he has not had a pleasant dream all night. He heads to the Dream Spring - the source of all restful and pleasant dreams in the kingdom - to figure out what went wrong. Once there, he finds out that King Dedede has stolen the Star Rod, the source of the spring's power. Dedede has broken the Rod into seven pieces, giving one to each of his six assistants, and keeping the seventh for himself (his assistants being the first six level bosses). Kirby adventures through Dream Land to retrieve the seven Star Rod pieces and return it to the Dream Spring.
After Kirby retrieves all seven Star Rod pieces and unites them, he places the Star Rod atop the Dream Spring despite King Dedede's desperate efforts to dissuade him. Suddenly, an eerie malevolent being named Nightmare emerges from the spring and flies into the starry space, shrouding Dream Land in darkness. King Dedede evidently had known that Nightmare infected the spring, and had hidden the Star Rod to seal Nightmare within the inert spring. With his efforts undone by Kirby, the King then launches the pink puffball into the sky so that he can personally defeat Nightmare with the completed Star Rod. When Kirby finally defeats Nightmare (and a huge hole is blown in the moon), he returns to Dream Land and reconciles with King Dedede. Kirby is then finally free to return the Star Rod to its rightful place atop the Dream Spring without further incident, allowing good dreams to return to the people of Dream Land.
The gameplay of Kirby's Adventure builds upon the concepts introduced in Kirby's Dream Land. As well as being able to Hover, Inhale and swallow enemies, and use the Air Bullet, this title sees the debut of Kirby's Copy Ability. When Kirby inhales certain enemy types that have particular abilities and swallows them, Kirby will gain the use of that ability himself. However, if he takes damage, he will lose the ability, and will quickly need to swallow the Ability Star that appears to regain it before the star shatters or is otherwise lost. In addition, this title introduces Kirby's ability to Dash, Slide, and use the Water Gun.
Kirby's Adventure also introduces many new gameplay mechanics and level structure that would carry through to much of the future games in the Kirby series. For instance, this was the first title to feature stage devices like the cannon and fuse, poundable stakes, Bomb Blocks, and Big Switches. It also introduces the concept of Sub-Games and the Goal Game, the ability to unlock extra content on the level hub, and the ability to return to previously-completed stages to stock up on 1-Ups or grab a desired ability, among other things.
|Walk||← or →|
|Run||← or → (press twice)|
|Slide||↓ + A or B|
|Drop ability||Select or take damage|
Introduced in this title are 24 different Copy Abilities, as well as an additional special ability at the end of the game. Kirby can inhale certain foes to get these abilities, making him extremely versatile. If Kirby swallows two or more ability-yielding enemies at the same time, he can get a Mix, which will start a roulette and give him any one of the standard abilities:
|Backdrop||Bugzzy||Allows Kirby to grab standard foes and objects, and then slam them into the ground in four different ways to defeat them.|
|Ball||Bubbles||When activated, turns Kirby into a ball, allowing him to bounce very high and defeat foes by collision.|
|Beam||Waddle Doo||Kirby can fire a beam whip from his hand which covers a decent area in front of him.|
|Crash||Bomber, Poppy Bros. Sr.||When activated, Kirby explodes in a fury, defeating all foes on-screen. This can only be done once before Kirby loses the ability.|
|Cutter||Sir Kibble||Kirby can throw sharp blades that will return to him after being thrown. If the blade misses Kirby on its return, it will continue traveling in a straight line until it leaves the screen or hits something.|
|Fire||Hot Head||Kirby can breathe fire which can be used to light Fuses and defeat enemies.|
|Fireball||Flamer, Fire Lion||Kirby combusts and flies forward, harming enemies and breaking through metal blocks. He rebounds if he hits a wall. Can light fuses.|
|Freeze||Chilly, Mr. Frosty||Kirby can freeze foes all around himself, and then kick them into other enemies.|
|Hammer||Bonkers, Heavy Mole's yellow missiles||Kirby swings a powerful mallet, which deals a lot of damage and can pound stakes and break metal blocks. Can be used underwater.|
|Hi-Jump||Starman||Kirby can leap a great distance from the ground, damaging enemies during his ascent.|
|Ice||Pengy||Kirby breathes a cone of frost which freezes enemies on contact.|
|Laser||Laser Ball||Kirby fires a laser beam from his hand which can bounce off of slopes and light Fuses.|
|Light||Cool Spook||When activated, Kirby sends out a spark that can light up dark rooms. Can only be used once in dark areas.|
|Mike||Walky, Mr. Tick-Tock||Kirby can shout at opponents to defeat them. Very powerful, but can only be used three times.|
|Needle||Togezo||Kirby flares up with spikes and stays in place. Enemies who get close will be defeated.|
|Parasol||Parasol||Kirby gains a parasol, which he can swing at enemies or use to gently glide down from high places. Can also be used to defend from hazards above Kirby's head.|
|Sleep||Noddy, Heavy Mole's red missiles||Kirby immediately falls asleep and cannot do anything for a few moments until he wakes up or is attacked.|
|Spark||Sparky||Kirby emits a continuous electric field around himself which defeats enemies on contact.|
|Stone||Rocky||When activated, turns Kirby into a heavy stone which immediately falls to the ground and cannot move. Defeats enemies it falls on and renders Kirby impervious to attack until he reverts. Can be used to pound stakes.|
|Sword||Blade Knight, Sword Knight, Meta Knight||Kirby gains a sword which he can swing to defeat foes. He can also do a spinning strike in mid-air. Can be used underwater.|
|Throw||Rolling Turtle||Kirby can grab foes and objects, and then toss them straight or at an angle. The thrown object passes through enemies and can break metal blocks.|
|Tornado||Twister||Kirby can turn into a whirlwind, moving very quickly and haphazardly and defeating any foe he touches. He can rise a little while spinning if the player mashes B.|
|UFO||UFO||Kirby becomes a flying saucer and can shoot four different kinds of projectiles. Once he finishes the stage, he loses this ability. Can be used underwater and can break metal blocks.|
|Wheel||Wheelie, Grand Wheelie||Kirby can transform into a wheel and move very quickly, defeating any foes he comes into contact with, but will still take damage from hazards and will rebound if he hits a wall.|
|Star Rod||King Dedede||Kirby uses this powerful rod to battle Nightmare at the end of the game. He can fire star bullets and can also attack with a spinning jump.|
Additional status effects
Sharing the Copy Ability portrait area are the following additional statuses and notices:
|Normal||Kirby has no ability.||Kirby in his default condition. When in this form, he can inhale objects and enemies and spit them out or swallow them.|
|Nothing||Kirby does not gain an ability.||This displays when Kirby swallows something that does not grant him a Copy Ability.|
|Damage||Kirby is hit non-lethally.||This briefly displays when Kirby takes damage that is not fatal. Under normal conditions, he will drop whatever ability he may have on him.|
|Defeated||Kirby runs out of health||This displays when Kirby is defeated. The game freezes and Kirby spins off of the screen with his iconic defeat jingle.|
|Hyper||Kirby picks up an Invincible Candy.||Kirby is invincible while this displays and can defeat enemies by touching them. He can still be defeated by bottomless pits and crushing hazards though.|
|Mix||Kirby is about to start an Ability Mix.||This displays when Kirby inhales two ability-yielding enemies. Swallowing them enables Kirby to pick a random ability from the Mix roulette.|
|Cannon||Appears randomly during a Mix roulette.||This icon was meant to appear when Kirby hops into a Fuse Cannon but went unused for most versions of the game. It can only be seen very briefly (for 1 frame, to be exact) during a Mix roulette. If the player manages to press A while this icon is showing (easier on emulators due to their frame advance feature), the game skips to the next ability and grants Kirby that instead.|
|Warp Star||Kirby touches a Warp Star.||This displays while Kirby is riding a Warp Star. He is taken to a new area in a flashy cutscene.|
|Goal||Kirby reaches the end of a normal stage.||This displays while Kirby is playing the Goal Game at the end of regular stages.|
|Clear||Kirby gets a piece of the Star Rod.||This displays after Kirby picks up a piece of the Star Rod from a boss and finishes a level.|
|Bye-Bye||The game is completed.||This displays in the final screen of the game after the credits have rolled.|
There are eight levels in Kirby's Adventure. Excepting the first, each level is accessed by defeating the Boss of the prior level. Level stages are visited sequentially, with other doors leading to bonus areas such as Museums, Arenas, Sub-Games, and other utility rooms.
The following table lists each level in Kirby's Adventure:
|Whispy Woods||No Big Switches are present in this level.|
|Paint Roller||No Big Switches are present in this level.|
|Mr. Shine & Mr. Bright|
|Kracko Jr. & Kracko|
|Meta Knight||Every regular stage has a Big Switch.|
|N/A||Nightmare||This level has no hub, instead, it is accessed by defeating King Dedede. It consists only of the final boss fight with Nightmare.|
Kirby's Adventure features a distinct color code regarding its main seven levels. The first letters of each level's name spell out "ROYGBIV" in reverse order when combined sequentially into a single word, which is the abbreviation of the rainbow's seven primary colors. Additionally, the opening cutscenes for each level and their Warp Star Stations showcase the color of the respective letter:
- Vegetable Valley: Violet
- Ice Cream Island: Indigo
- Butter Building: Blue
- Grape Garden: Green
- Yogurt Yard: Yellow
- Orange Ocean: Orange
- Rainbow Resort: Red
Several later titles in the series also spell out a specific word with their levels' first letters, though these only occasionally have anything to do with color.
These enemies provide nothing if Kirby swallows them. Most enemies can be defeated upon contact with water, but some can survive in water (and may be more suited to it).
|Blipper||Blippers are common underwater enemies. They may swim freely or pursue Kirby. They can also jump out of the water. If they are on land, they flop.|
|Bounder||Bounders, are usually seen clinging on walls, but they can be on the ground as well. They can climb walls and drop stars that can hurt Kirby.|
|Bronto Burt||Bronto Burts are flying enemies. They can fly in a wave-like motion or attempt to fly into Kirby. Sometimes, they appear by flying into the screen and performing a few loops.|
|Broom Hatter||Broom Hatters move by sweeping the ground, making swaying motions. Their motion can periodically change between fast and slow due to their sweeping motions.|
|Cappy||Cappys move slowly from left to right. If Kirby attempts to inhale one, Kirby swallows the Cappy's mushroom cap, revealing the Cappy's face, but not defeating the Cappy. If Kirby uses any other attack, however, Cappys can be defeated in one blow.|
|Coconut||Coconuts are stationary objects situated on palm trees. If Kirby gets too close, they may fall and explode. The Mid-Boss Bonkers uses Coconuts as projectiles.|
|Coner||Coners are enemies found both on land and underwater. They make scuttling movements on land, but they sink when they are underwater. If they tuck inside their shell, Kirby cannot inhale them.|
|Glunk||Glunks are stationary enemies found usually underwater. Glunks periodically shoot three air projectiles up to hit Kirby.|
|Gordo||Gordos are indestructible enemies. They are found usually stationary or moving in a straight line.|
|Kabu||Kabus are constantly spinning. They can be stationary or moving rapidly across the ground. Some can hover while others can teleport. Usually after they teleport, however, they may self-destruct.|
|Poppy Bros. Jr.||Poppy Bros. Jr. can be found moving slowly. They can also be seen strolling on apples and Maxim Tomatoes. If Kirby attempts to inhale them, they leave behind the fruit. If they leave behind the Maxim Tomato, the Maxim Tomato can be taken. If Kirby uses any other attack, the fruit is destroyed and Kirby must attack the Poppy Bros. Jr. to defeat it.|
|Scarfy||If Kirby attempts to inhale these hovering enemies, Scarfys transform into monster-like forms and attempt to pursue Kirby. If they run into Kirby or Kirby's attacks, they explode. Once transformed, Scarfys explode after a few seconds if they do not catch Kirby first.|
|Shotzo||Shotzos are stationary indestructible enemies that shoot cannonballs. They can aim at Kirby, shooting one cannonball at a time, or aim in one direction, shooting multiple cannonballs periodically.|
|Slippy||This enemy can be found both land and underwater. In the land, it hops around, attempting to hit Kirby. Underwater, it swims in a bobbing motion.|
|Squishy||These enemies can be found in both land and underwater. In the land, they move slowly. In the water, they move up after sinking. They can also jump out of the water.|
|Twizzy||These enemies act similarly to Bronto Burts. They fly in wave-like motions or pursue Kirby.|
|Waddle Dee||Waddle Dees are the basic enemies of the Kirby games. They simply walk, but sometimes, they can run and jump. Waddle Dees can either turn around at a ledge or walk off it.|
With a Copy Ability
These enemies provide Kirby with a Copy Ability if he swallows them. Unlike normal enemies, these enemies can appear in different colors. None of these enemies can survive in water.
|Blade Knight||Sword||Blade Knights move back and forth. They can do a single or double slash at Kirby.|
|Bomber||Crash||These enemies usually move slowly. If they fall off a ledge and land, they can create a large blast radius that can hurt Kirby.|
|Bubbles||Ball||This enemy moves primarily by bouncing off walls.|
|Chilly||Freeze||Chillys are mostly stationary enemies. If Kirby gets close, they may use a freezing attack on him.|
|Cool Spook||Light||Cool Spooks are relatively rare enemies that appear usually in dark rooms. The only action they do is hovering and glowing.|
|Flamer||Fireball||These enemies move along a wall. If Kirby gets close, they jump and catch fire. From there, they hover about for a moment before attempting to charge into Kirby.|
|Hot Head||Fire||Hot Heads can attack Kirby by breathing flying fireballs or breathing a stream of fire.|
|Laser Ball||Laser||Laser Balls are floating enemies. When they spot Kirby, they can shoot one or several laser beams. After that, they retreat.|
|Noddy||Sleep||Noddy is a small round creature who wears a night cap and is normally found sleeping. Otherwise, it may walk about slowly or stand still.|
|Parasol||Parasol||This enemy is often attached to Waddle Dees or Waddle Doos. If detached, they may fly away or home on Kirby.|
|Parasol Waddle Dee||Parasol||This is a Waddle Dee with a parasol. If Kirby destroys the parasol, it becomes a regular Waddle Dee.|
|Parasol Waddle Doo||Parasol||Waddle Doos equipped with a parasol act in a similar manner to Parasol Waddle Dees. If the parasol is destroyed, it becomes a regular Waddle Doo.|
|Pengy||Ice||Pengys move by sliding. They attack by emitting an ice breath, similar to how Hot Heads breathe a stream of fire.|
|Rocky||Stone||These slow-moving enemies attack primarily by leaping and slamming down into Kirby. If they are midair, they can fall quickly.|
|Sir Kibble||Cutter||These enemies throw blades at Kirby. They can attack Kirby if they are facing away from him by jumping over their blades.|
|Sparky||Spark||Sparky is a blob-like foe who hops around and defends itself by discharging a spark barrier around its body.|
|Starman||Hi-Jump||These enemies can walk, but they can also perform jumps. They can also be found flying.|
|Sword Knight||Sword||These enemies act in a similar manner to Blade Knights. They can do a single or double slash at Kirby while moving back and forth.|
|Togezo||Needle||Togezos can attack Kirby by rolling into a ball and dashing.|
|Twister||Tornado||Twisters are stationary enemies. If Kirby is close, though, they can attack by spinning and transforming into a nearly-invincible tornado.|
|UFO||UFO||UFOs are rare flying enemies. They can fly erratically, ramming into Kirby, or they can shoot a few laser beams at him. If Kirby leaves them alone long enough, they may fly away.|
|Waddle Doo||Beam||Waddle Doos can walk and jump. They can emit a beam, but they must stop and charge first.|
|Wheelie||Wheel||Wheelies are fast-moving enemies. If they crash into a wall, they bounce up.|
Meta-Knights are different from normal enemies. They appear in groups at Meta Knight's command and ambush Kirby in designated areas. Unlike normal enemies, they can take more than one hit to defeat. If one is defeated, part of a total health bar is depleted and another Meta-Knight is spawned. Meta-Knights do not give any copy abilities when swallowed.
|Axe Knight||This skull-headed foe can attack either by swiping its axe forward or by tossing it like a Cutter.|
|Javelin Knight||This robot-like enemy sweeps the arena and can either toss its javelin or spin it around itself. This is the only one of the knights that can jump.|
|Mace Knight||This burly knight wields a giant ball-and-chain that it can spin around its head or toss forward a good distance. The mace can block many of Kirby's attacks.|
|Trident Knight||This crescent-tipped knight wields a trident that it can toss in an arc, zapping Kirby if it connects.|
These enemies appear at various points in stages and can also be fought repeatedly in arenas. They cannot be inhaled for an ability until their health is depleted and they are knocked down. They are also immune to Air Bullets and Slide attacks. Like standard enemies, they can appear in different colors. Some Mid-Bosses are the only providers of their respective abilities, which makes these abilities comparatively rarer.
|Bonkers||Hammer||This armored simian attacks Kirby by swinging his giant hammer, which resembles King Dedede's hammer. He can also toss Coconuts for added spiciness.|
|Bugzzy||Backdrop||A large bipedal beetle that can grab Kirby and slam him into the ground. He sends out smaller ladybugs at Kirby which can be inhaled.|
|Fire Lion||Fireball||This sleek cat can attack Kirby by pouncing or by using a fireball tackle. If Kirby is grabbed, he will be held in place and scratched before being released.|
|Grand Wheelie||Wheel||A big version of Wheelie that rolls around and shoots small Wheelies. These smaller Wheelies do not yield an ability, despite looking the same as ordinary Wheelies.|
|Mr. Frosty||Freeze||A bipedal walrus that wears overalls. He throws blocks of ice and tackles.|
|Mr. Tick-Tock||Mike||A walking alarm clock that uses musical notes and sound waves to attack.|
|Poppy Bros. Sr.||Crash||A large version of Poppy Bros. Jr. that hops around and throws bombs.|
|Rolling Turtle||Throw||A bipedal round turtle with buck teeth that rolls about and tries to grab Kirby. It occasionally tosses out shells. This is the only Mid-Boss that was replaced in the remake of the game, Kirby: Nightmare in Dream Land.|
These enemies are fought at the end of levels in their own special stages. They are all considerably more durable than standard enemies and mid-bosses and take several hits to defeat. Some can only be harmed by striking specific weak points. Defeating these bosses clears the levels they appear in. Unlike most other games, almost all the bosses (excluding the final ones) cannot be re-fought in the Main Game after defeat.
|Whispy Woods||Vegetable Valley||This sentient tree attacks by dropping Apples and shooting Air Bullets from his mouth. He cannot move, making him very weak against most Copy Abilities.|
|Paint Roller||Ice Cream Island||This rotund fellow skates around the arena on roller skates between four different canvases and paints objects that come to life and attack Kirby. These objects can be inhaled and spat back to defeat this boss.|
|Mr. Shine & Mr. Bright||Butter Building||This tag-team duo of Sun and Moon take turns attacking Kirby, with only the one on the ground being vulnerable. Kirby can use the attacks of the one in the sky to attack the one on the ground. Each has their own separate stamina, and defeating one prevents that one from touching down, but he can still attack from the sky until the other is defeated.|
|Kracko Jr.||Grape Garden||The initial form of Kracko. Cannot be harmed, so Kirby instead has to avoid him while climbing up a series of cloud platforms.|
|Kracko||Grape Garden||Once at the top of the arena, Kracko Jr. transforms into Kracko proper and can be attacked as normal. He attempts to strike Kirby with lightning and beam whips, and will occasionally drop a Starman which can be used against him.|
|Heavy Mole||Yogurt Yard||This robotic contraption continually moves away from Kirby, digging a tunnel while it goes. It can hurt Kirby using its digger arms but mainly attacks by shooting out cycloptic missiles from behind. These missiles can be used as ammunition or can grant Copy Abilities, but the red one will put Kirby to Sleep if he swallows it.|
|Meta Knight||Orange Ocean||This honorable warrior provides Kirby with a Sword, which he must equip before they may fight, and cannot drop during the fight. Meta Knight attacks with various jumps and sword moves, including his famous Down Thrust from the air. He cannot be harmed unless he drops his guard or is hit from behind. Defeating him causes his mask to break, and he is forced to flee out of shame.|
|King Dedede||Rainbow Resort||Kirby's destined rival faces down with his destined rival at the Fountain of Dreams. He fights much as he did in Kirby's Dream Land, with head slides, hammer swipes, inhales, and his famous Super Dedede Jump. He has one new ability, allowing him to puff up and hover like Kirby, which he apparently taught himself to do after his first defeat.|
|Nightmare's Power Orb||The Fountain of Dreams||This orb fires volleys of stars and shockwaves continually at Kirby, and will also attempt to charge. Kirby must fight back using the Star Rod, but if he takes too long, he will crash into the ground and lose.|
|Nightmare Wizard||The Fountain of Dreams||Nightmare's true form can only be harmed by strikes to his vulnerable chest beneath his cape. He will do his best to hide this weakness as he teleports around the stage and weaves in and out, firing projectiles at Kirby whenever he can.|
Kirby's Adventure is the first game in the series to feature Sub-Games, small minigames that are separate from the main story. In the Story Mode, the player may earn points or 1-Ups for completing the sub-games, depending on how well they do, and the door to a sub-game is boarded up and becomes inaccessible after playing.
There are three sub-games in Kirby's Adventure:
Kirby's Adventure is the first game in the series to feature 100% completion. The player earns different titles as the percentage goes higher. For the 100% completion requirements and the list of all titles, see this page.
- In Extra Game, Kirby revisits the Story Mode with only 3 health bars and cannot save his progress. Clearing the Extra Game is required to unlock the Sound Test.
- In V.S. BOSS!, Kirby fights all bosses with no Copy Ability at the start and no recovery provided (except after defeating Heavy Mole in the Japanese version, which fully restores Kirby's stamina).
Subsequent versions and releases
Kirby: Nightmare in Dream Land
- Main article: Kirby: Nightmare in Dream Land
Kirby's Adventure received a full remake on the Game Boy Advance under a new name: Kirby: Nightmare in Dream Land. The main changes to the game are its new gameplay engine, graphics, and sound fidelity. A few enemies are replaced with new versions, and a few areas of stages are also changed. The most stark differences are the new sub-games Kirby's Air Grind and Bomb Rally (which replace Egg Catcher and Crane Fever, respectively), along with the new Extra Game Meta Knightmare, which allows the player to do a time attack run through the game as Meta Knight. Local multiplayer is also supported for the game using a wired connection between Game Boy Advance systems. There are other smaller changes, which are detailed on the game page.
Kirby's Adventure has seen individual release on Virtual Console for the Wii and for the Wii U. These ports use the original game data from the NES version of the game running on an emulator, and thus are not any different other than the original, preserving the original frame loss and rendering issues. The player can suspend the game and return to it at any time.
Kirby's Adventure also appears as a Masterpiece in Super Smash Bros. Brawl and Super Smash Bros. for Wii U, running on the same Virtual Console emulators. The Masterpiece is a timed demo of the game which runs for two minutes in Super Smash Bros. Brawl and three minutes in Super Smash Bros. for Wii U. The latter version of the game comes with two save files pre-loaded as "Kirby 1" and "Kirby 2", which start at the beginning of the game and at the fight with King Dedede, respectively.
3D Classics: Kirby's Adventure is a remake of Kirby's Adventure on the Nintendo 3DS and a part of the 3D Classics series. It was released in North America, Europe and Australia on November 11, 2011 and in Japan on April 25, 2012. The 3D Classics version of the game is a complete recreation, rather than the original game running on an emulator. This version adds 3D visual effects to the original game and improves the visuals and frame rate (e.g. the Spark ability no longer causes frame drops in the 3D Classics version). In addition, a few minor graphical touch-ups are made to the game, mainly in the form of enhanced color and gradients on some backgrounds (notably inside doors and during the Nightmare fight). A few minor text changes are made as well, one example being the text on the sign held up when Kirby lands on the 7th floor of the Goal Game being changed from "Push A" to "Push Button". There is also a revision of this remake that changes all instances of "the Dream Spring" to "the Fountain of Dreams", for consistency with later games.
Kirby's Dream Collection Special Edition
NES Classic Edition
Kirby's Adventure is one of the games available on the NES Classic Edition, again running on an emulator. The player can save up to four suspend points to return to at any time.
Nintendo Switch Online
Kirby's Adventure was added to Nintendo Entertainment System - Nintendo Switch Online in Version 2.2.0. This version functions similarly to the Virtual Console ports, though the emulator now has the ability to rewind the game at any time, allowing segments to be repeated at the player's leisure. Like the NES Classic Edition, the player can save up to four suspend points, as well.
Kirby's Adventure: Now with Extra Game! was added to Nintendo Entertainment System - Nintendo Switch Online in Version 2.3.0. This special version starts with a perfect "Kirby 1" save file, which is already 100% completed with both Extra Game and Sound Test unlocked.
The development of Kirby's Adventure was a turbulent one, shaped by many extenuating factors. Much of the information about it comes first-hand from Masahiro Sakurai, and in particular he summarizes the circumstances and high-level decisions he and his team made in a video he published about the game on his personal YouTube channel.
At the time development started, HAL Laboratory was on the verge of bankruptcy, and was hoping for a quick surge of profits to help salvage the situation. They turned to Sakurai, who had just completed Kirby's Dream Land, to make a port of the game for the NES. Sakurai explains that the choice of the NES over the SNES was to hasten development time. He explains: "With the SNES, it would have taken too long to set up the dev environment, let alone actually make the game".
At the time, Sakurai was concerned that the NES was already well known for having games catered to more seasoned veteran players, and would have preferred the relatively new audience of the SNES, so he decided to make a game that would attempt to cater to both new and veteran players alike. This was the main inspiration for the development of the Copy Ability mechanic, which would broaden the options available to players to choose how they wanted to play the game, as well as create the opportunity for optional challenges and expand the idea of "using enemies" to one's advantage which was already present in Kirby's Dream Land. In the video, Sakurai shares a number of concept drawings he made of abilities and mechanics for the game, including several that did not make the cut, such as "Kick", "Shrink", "Make Blocks", and "Self-Destruct (Trap)", among others. According to an interview published around the time the game was originally released, 40 Copy Abilities were conceptualized, which were eventually whittled down to the final 25. This interview also mentions a scrapped "Animal" ability, and one where Kirby could ride on a rocket. The concept art also shows rope platforms that can be cut, a concept that did not formally appear until Kirby Super Star.
Sakurai also explains the challenges he and his team faced when porting Kirby from a system with a smaller pixel display to a larger one. In the process, Kirby's actual pixel size did not change, making him relatively smaller on the screen in the newer game. As a result, Kirby could fly over all enemies and hazards much more easily due to the greater amount of space. Sakurai initially thought about removing Kirby's flight ability altogether, but instead decided on adding the information panel at the bottom of the screen to balance things out somewhat, which also provided the opportunity to show detailed illustrations of each Copy Ability. This attempt to curb Kirby's flight potential also manifested in reducing his flight speed, and by placing boss and mid-boss fights in enclosed areas where Kirby cannot easily avoid them.
Lastly, Sakurai explains that the addition of the three Sub-Games was another attempt to cater to new players, since the games were designed around the use of a single button, and veteran players could skip them entirely if desired. Sakurai had actually thought of four sub-game concepts: "press the button first", "should you press the button or not?", "press the button with the right timing", and "press the button the most times in a time limit". The last one ended up not being used. Overall, Sakurai explains: "Development was stressful for a lot of reasons, and it really did a number on my stomach, but I think the end product holds its own against the many other titles in the NES library."
- Main article: tcrf:Kirby's Adventure
The following is a list of staff who have worked on Kirby's Adventure:
|Staff of Kirby's Adventure|
|Executive Producer||Hiroshi Yamauchi|
|Director and Game Designer||Masahiro Sakurai|
|Character Designer||Takashi Saito|
|Map Designer||Shinichi Shimomura|
|Chief Programer||Hiroaki Suga|
|Music Composer||Hirokazu Ando|
|Tool Programmer||Satoshi Mitsuhara|
|Special Thanks||Atsushi Kakuta|
Kirby's Adventure has had a vast influence on the rest of the series, having defined many of its standards which persist even to the latest main-series titles. The following lists some of the more major influences:
- Copy Abilities debuted in this title; an aspect of Kirby which would become iconic to his character and would be the main focus of several subsequent games.
- Meta Knight was introduced in this game, and he would later become one of the most iconic characters in the series.
- Many other important characters and enemies were introduced in this game, with some of the more noteworthy ones including the following:
- King Dedede's ability to Hover can be traced back to this game.
- Sub-Games and Goal Games were introduced in this title, which would persist as a concept in almost every subsequent main-series game, along with several of the spin-offs. This also marks the first appearance of an unlockable Boss Endurance mode.
- Kirby's Adventure was the first game to split its levels into distinct stages with a hub area to visit them sequentially, as well as optional side content to unlock using Big Switches. This formula would persist in various forms throughout the remainder of the main series and in several spin-offs.
- Kirby's Adventure introduced the concept of having a separate final level which consists only of the fight with the final boss using a special weapon not seen elsewhere in the game. Most subsequent main-series games would use this idea in various forms. Additionally, this fight established the idea of fighting the final boss in more than one phase or form.
- This game introduced Kirby's pink coloration in international releases. In Kirby's Dream Land, Kirby was shown as pink only on the Japanese boxart and manual, and as white internationally.
- Kirby's Adventure marks the first appearance of the Star Rod and the Fountain of Dreams; both of which are important subjects within the series at large.
- Vegetable Valley - Stage 2 introduced the first HAL Room in the series.
- This title was the first to feature a "twist" near the end of the story, where Kirby defeats the supposed main villain only to realize that the real villain was waiting somewhere beyond. Many subsequent games would feature similar twists in their stories.
- Kirby's Adventure was the first game to use the concept of 100% completion; each save file shows its individual completion percentage and a corresponding title.
- Many musical themes from this game would be reused and modified in subsequent titles.
3D Classics: Kirby's Adventure offers you a chance to explore the world of Dream Land in a whole new way!
The landscape comes to life as Kirby™ crosses land, sea, and sky in his quest to restore the Star Rod! After waking from a dreamless sleep, Kirby goes to investigate the Dream Spring only to find that its source of energy has been stolen by King Dedede! Broken and divided across seven worlds, Kirby will need to use his unique ability of stealing enemies' powers to battle his way and restore the pieces of the Star Rod! Without it, how can a hero fight another day if he can't get a good night's sleep? Embark on this adventure as our beloved pink character tries to save the citizens of Dream Land from a lifetime of terrible nightmares!
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3D Classics: Kirby's Adventure offers you a chance to explore the world of Dream Land in a whole new way. The landscape comes to life as Kirby™ crosses land, sea, and sky in his quest to restore the Star Rod. After waking from a dreamless sleep, Kirby goes to investigate the Dream Spring only to find that its source of energy has been stolen by King Dedede. Broken and divided across seven worlds, Kirby will need to use his unique ability to steal enemies' powers as he battles and to restore the pieces of the Star Rod. Without it, how can a hero fight another day if he can't get a good night's sleep? Embark on this adventure as the beloved pink character tries to save the citizens of Dream Land from a lifetime of terrible nightmares.
Not everything is well in Dream Land. For some mysterious reason, the Dream Spring, a magical well that is the reservoir for all the dreams of the citizens of Dream Land, is no longer working. Everyone is being subjected to their worst nightmares every time they go to sleep. Upon reaching the Dream Spring, Kirby finds out that evil King Dedede has stolen the Star Rod, thus depriving Dream Land of the magical energy that feeds its spring.
Using over 20 unique tricks and your ability to steal your enemies' powers by swallowing them, you'll have to make your way through a horrific land filled with all kinds of nightmares.
Recover the broken pieces of the Star Rod, and everyone in Dream Land will sleep peacefully once again. If you fail, the citizens of Dream Land will be subjected to a lifetime of terrible nightmares.
Special version from Nintendo Switch Online
Now with Extra Game!
Sound test! One, two, one, two...
In this special version of Kirby's Adventure, you can start playing through the difficult Extra Game right away. This mode is usually available only after beating the game once. Aside from that, the Sound Test is available right away too! You can press the B Button to stop a song from playing, but the Kirby soundtrack always has a way of getting stuck in your head, doesn't it?
- The "How to draw Kirby" opening song originated from the Japanese commercial for Kirby's Dream Land.
- In the English manual of Kirby's Adventure, the last panel of "A CRISIS IN THE DREAM LAND!" in the prologue depicts Kirby without his sack unlike the game's actual prologue or the Japanese manual. (See #External links for the manuals.)
- This is the first game in the Kirby series to be officially localized into European French and German.
- Main article: Kirby's Adventure/gallery
Names in other languages
Hoshi no Kābyi Yume no Izumi no Monogatari
|Kirby of the Stars: The Story of the Fountain of Dreams|
|Traditional Chinese||星之卡比 夢之泉物語
xīng zhī kǎ bǐ mèng zhī quán wù yǔ
|Kirby of the Stars: The Story of the Fountain of Dreams|
Directly transliterated from the Japanese title.
|Simplified Chinese||星之卡比 梦之泉物语|
xīng zhī kǎ bǐ mèng zhī quán wù yǔ
|Korean||별의 커비 꿈의 샘 이야기
Byeorui Keobi Kkumui Saem Iyagi
|Kirby of the Stars: The Story of the Fountain of Dreams|
Directly transliterated from the Japanese title.
- Kirby's Adventure on nintendo.co.uk
- Kirby's Adventure on Kirby Informer
- Japanese manual (official digital reproduction of the original printed manual)
- English manual (official digital reproduction of the original printed manual)
- SimonTime on Twitter
- NintendoFan on Twitter
- Kirby's Adventure, published by the channel Masahiro Sakurai on Creating Games on 9/9/22
- Kirby’s Adventure – 1993 Developer Interview (translated by Shmuplations)
- 3D Classics: Kirby's Adventure on the My Nintendo Store
- "自「夢之泉物語」英勇登場！" –Meta Knight - Dream Friend pause flavor text (Kirby Star Allies, Traditional Chinese)
- "在《梦之泉物语》中初次登场！" –Meta Knight - Dream Friend pause flavor text (Kirby Star Allies, Simplified Chinese)