Kirby's Dream Course
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A sport-like game that combined features of miniature golf with classic Kirby trademarks. Kirby can roll, bounce, and use abilities to land a hole-in-one. The game featured several challenging courses to navigate along with separate, two-player courses to compete in.
Contents |
Story
The pride of Dream Land, their sparkling stars, have gone missing. Without their shining light, the residents have lost their cheerful spirits, will to eat, or even dream. The source of the wrong doing is placed upon King Dedede, who snatched up the beautiful stars for himself. Kirby sets off to recover the stars, each held by one of the king's servants, to get them back.
Game Play
The game is centralized around basic putting and aiming across an isometric landscape. Kirby rolls into a ball shape and is guided through levels, stroke by stroke. Any contact with an enemy results in their defeat and reclaims one of the stolen stars. Larger foes, such as Kracko or Whispy Woods do not hold stars and cannot be defeated with just a regular hit. The last enemy on the field is transformed into the cup.
Each stroke consists of three parts. Initially, the path and stroke type is decided. A guide line is laid out for a short distance to show where Kirby will go at full strength. The shot can be made into a fly shot and will display Kirby's trajectory for the first three bounces. At this point, the shot can be changed to include spin. Lateral spin will curve Kirby's path to the side. If a fly shot is selected, top and back spin can be added to move Kirby further forward or backwards.
After the shot is planned out, the Shot Panel appears. A marker travels up a scale to determine how much spin is applied to the shot. Ground shots ignore this step. Then, the power of the shot is determined. The Power Meter rises and falls after hitting maximum power. If no power level is selected by the player, a short burst is performed instead.
The final phase of a shot occurs while the ball, Kirby, is in motion. Pressing the A button performs a Boost which causes Kirby to swell up. Using it on the ground can speed up Kirby's rolling or rebound him further from a wall or surface. With a fly shot, hitting Boost at the right moment gives extra bounce off the ground. It also allows Kirby to skim over water if timed appropriately.
Once per stroke, Kirby can activate a Copy Ability with the B button. Striking an enemy with an ability instantly gives Kirby that power. If another enemy is hit that possesses an ability, even the same one, it can be used in the same stroke. Chaining together abilities is key to earning many holes in one.
Every stroke reduces Kirby's vitality by one point, represented by tomatoes. He starts with four in single player mode. Striking an enemy or landing in the cup restore one tomato while hazards reduce the number by one. Falling out of bounds cost one spare ball. If Kirby loses all his vitality, he also loses a spare ball. If any remain, he resumes play with full tomatoes.
Levels
Single player play includes eight different courses with eight holes each. Every course can have a medal earned for it, either Gold, Silver, or Bronze. At the end of the eight courses, a battle is had against King Dedede.
Two Player Play
Two player mode pits Kirby against Keeby in one of four two player specific courses, each themed after an enemy. The game play is basically the same, but there are a few differences. Lack of strokes is not the goal, but getting the highest point count is. Collecting stars accomplishes this.
Landing in the cup replenishes two tomatoes as well as two stars while out of bounds drops health by two. If a player loses all his vitality, he must rest for a turn, giving the other player the advantage. The sleep returns only four tomatoes, but the players each start with six.
Players can attack one another by bumping into each other, which drops the off player's tomato count by one. Hitting one another also switches the held copy ability. Using a copy ability against an opponent keeps the power in the hands of the original holder and offers various extra effects. Certain abilities offer protection, such as Stone and Needle, during the other player's turn.
Some features only appear in this line of play. Yellow stars, rather than pink, are left when the second player hits an enemy. If the player of the other color rolls through these stars, the score is taken. The Day and Night Switch and the enemy Transformer are exclusive to two player play.
Related Info
Trivia
- The game was originally developed as a non-Kirby related game, Special Tee Shot, but received aspects from the Kirby series before its release.
- The original printed title, prior to its release, was Kirby's Tee Shot because of this fact.
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