Kirby’s Dream Land

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Kirby's Dream Land is a 1992 platform game created by HAL Laboratory and released by Nintendo for the Game Boy. It is the first game in the Kirby series and introduces the character Kirby. The game established many features that later games in the series would use.

Kirby's Dream Land is a 1992 platform game created by HAL Laboratory and released by Nintendo for the Game Boy. It is the first game in the Kirby series and introduces the character Kirby. The game established many features that later games in the series would use. The story follows Kirby as he completes five levels to recover the Sparkling Stars and food from Dream Land that King Dedede has taken.

Kirby's Dream Land was the first game designed by Masahiro Sakurai. He aimed to make it easy for players who were not familiar with action games to learn and play. For more experienced players, the game included extra challenges, such as a harder difficulty setting and the option to change Kirby's maximum health and starting lives. The game was released again on the Nintendo 3DS through the Virtual Console in 2011. It was also part of the compilation game Kirby's Dream Collection for the Wii, released to mark the series' 20th anniversary. In February 2023, the game was added to the Nintendo Classics service. At the time of its release, Kirby's Dream Land was the best-selling game in the series, with 5,130,000 copies sold. This record was later surpassed 30 years later by Kirby and the Forgotten Land.

Gameplay

Kirby's Dream Land is a side-scrolling action-platformer game. Like many other platformers from the 8-bit and 16-bit video game era, the game takes place on a flat, two-dimensional plane. The main character, Kirby, has six health points and can move left or right, jump, and attack enemies. Kirby's main way to attack is by sucking up enemies and objects into his mouth. After inhaling, the player can choose to swallow the item or spit it out as a star-shaped projectile. In addition to running and jumping, Kirby can fly by inflating his body with air and flapping his arms. Flying can continue as long as Kirby wants, but while flying, his only attack is to release the air puff in his mouth, which stops his flight.

The game has five levels in total. Each level is made up of several large "rooms" connected by doors that lead Kirby to different areas. Unlike the long, single corridors found in other platformers of the time, these rooms are separated by doors. Some doors lead to hidden areas or alternate paths through the level. These doors act as checkpoints, returning the player to the beginning of a "room" if Kirby loses all his health or dies, instead of restarting the entire level. The goal of the game is to defeat the boss at the end of each level. If Kirby touches a harmful enemy or obstacle, he loses one or more health points. The player starts with a number of lives, which are lost if Kirby runs out of health or falls into a bottomless pit. Kirby can regain health by eating food found throughout the level. If the player loses all their lives, the game ends, but they can continue from the start of the current level by selecting "Continue."

Unlike later games where Kirby gains copy abilities, Kirby's Dream Land features traditional power-ups that give Kirby temporary abilities when collected. These power-ups often appear as food items, such as Spicy Curry, which gives Kirby fire breath, or a Mint Leaf (called Sweet Potato in the Japanese version), which allows Kirby to fire air puffs rapidly without losing flight. At the end of each level, Kirby must fight a boss to earn one of the Sparkling Stars. Most bosses are defeated by sucking up small objects or projectiles from their attacks and spitting them back. The third boss, Kaboola, is fought using an unlimited version of the Mint Leaf item, which includes elements from shoot 'em up games. Before the final boss, there is a boss rush level where Kirby fights all the game's bosses again in a short area based on each boss's home level. Mini-bosses also appear throughout the levels.

Like many 1980s-era platformers, players can earn points by defeating enemies and collecting items. An extra life is given when the player reaches a certain point total. However, because Kirby's Dream Land does not have a save function, scores are not saved. There are no save files, so the player must restart the game from the beginning if the Game Boy is turned off, if they return to the title screen after a game over, or if they reset the game. After completing the game, players are given a code to play an optional extra game with increased difficulty. Completing this extra game provides a second code that allows players to adjust life and vitality settings for an easier or harder game and to freely listen to music and sound effects.

Plot

Kirby's Dream Land is located in a fictional country called Dream Land, which is on a small, star-shaped planet far from Earth, named "Planet Popstar" in later games. The people of Dream Land, called Dream Landers, are peaceful and enjoy using magical objects called Sparkling Stars to grow food and work in the sky. One night, King Dedede, a greedy ruler, and his followers fly down from his castle on Mt. Dedede and take all the food and Sparkling Stars from Dream Land. King Dedede gives the stolen items to his helpers. Without the Sparkling Stars, the Dream Landers cannot grow food, and they begin to starve. While the people talk about solutions, a small, energetic boy named Kirby arrives on a gentle breeze and offers to fight King Dedede and recover the stolen food and Stars. After succeeding, Kirby uses the magic of the Sparkling Stars to turn into a hot air balloon and return the food to the Dream Landers.

Development

Kirby's Dream Land was created by Masahiro Sakurai from HAL Laboratory. A lot of the coding was done using a Twin Famicom, a Nintendo-approved console made by Sharp Corporation that combined a Famicom and a Famicom Disk System into one device. Because the Twin Famicom did not support keyboards, a trackball was used with an on-screen keyboard to enter information. Sakurai described the process, which he believed was the standard method at the time, as similar to "using a lunchbox to make lunch."

Kirby was originally a placeholder character that the developers used until they could create a more detailed design. However, the team grew to like Kirby so much that they decided to keep him instead of using a more complex character. At first, Kirby was to be named Popopo, and the game was called Popopo of the Spring Breeze. Later, the title was changed to Twinkle Popo, which remained in use until near the end of development, when box art and advertisements were created with this name.

Initially, HAL Laboratory planned to release the game on its own. However, because there were few pre-orders, the release was delayed, and HAL asked Nintendo to publish the game. Under Nintendo's guidance, the game received a large marketing campaign, and its title was changed again. To make the character more appealing globally, the developers asked Nintendo of America for suggestions and eventually chose the name Kirby. The final Japanese title of the game became Hoshi no Kirby, or Kirby of the Stars, which later became the name of the larger franchise.

During the development of the game, which was initially called Twinkle Popo, there was confusion about Kirby's color. Sakurai always intended for Kirby to be pink, and early artwork shows this. However, the game itself did not feature a pink Kirby because the Game Boy had a black-and-white screen. Some members of the team were unaware of Kirby's intended color; for example, Shigeru Miyamoto initially thought Kirby was yellow. Although pink remains Kirby's main color, later games used a yellow version of Kirby, nicknamed "Keeby," to represent the second player in multiplayer games starting with Kirby's Dream Course (1994). When Kirby of the Stars was released in Japan, the box art showed a pink Kirby. However, Nintendo of America designed the North American box art and advertisements with a white Kirby based on the game's black-and-white visuals.

The music and sound effects were created by Jun Ishikawa, who has worked on many Kirby games over the years. Ishikawa was chosen for this task because of his experience composing music for Nintendo Entertainment System games. He intentionally wrote simple melodies and chords for the game because he believed complex chords did not sound good on the Game Boy's limited sound system. Ishikawa's work on Kirby's Dream Land influenced the sound design of later Kirby games.

Reception

Kirby's Dream Land received mostly good reviews when it was released. Nintendo Power editors George and Bob both praised the game. George said it was fun because of its smooth controls and creative ideas. Bob noted that the game looked simple but had challenges for more experienced players. In Weekly Famicom Tsūshin, three reviewers described it as a typical action game, with one saying it was easy to start and stop. Two reviewers mentioned that Kirby’s ability to copy enemies was unique, while one said it was inspired by Yoshi from Super Mario World (1990). Reviewers liked Kirby’s character, with one saying they enjoyed watching his animations. Stephan Englhart of Video Games [de] praised the game’s graphics, calling Kirby “sprite of the month.” However, he only recommended it for beginners, as other aspects like level design and difficulty were average. GamePro praised the graphics and gameplay but said the sound was only okay. Olivier Carali of Joystick called it a “gem in the platform genre,” noting its cute and endearing music, animation, and graphics. He mentioned the game was too simple for older players. A review in Aktueller Software Markt highlighted Kirby’s unique abilities, such as floating and swallowing enemies, but criticized the lack of level-select or password features. Knut Gollert of Power Play [de] praised the game’s originality but said poor level design and low difficulty limited its success.

Kirby's Dream Land was the top-selling game on the Japanese Famitsu charts from May 1992 to June 1992. In the United States, it topped Babbage's Game Boy sales chart in October 1992. It sold over 1 million copies worldwide by March 1993 and reached 4.6 million units by 1997. By 2010, it had sold more than 5 million copies globally. Gamasutra credited its new gameplay style for its success. At the time, it was HAL Laboratory’s most successful game. Osamu Inoue of Gamasutra said Satoru Iwata, a former HAL employee, played a key role in its success due to his passion for game creation.

Looking back, Kirby's Dream Land has an average score of 62% on GameRankings, making it the 17th best Game Boy game. Game Informer’s Ben Reeves ranked it 14th, calling it relaxing. Wendy Despain used its story as an example of early platform games, where the hero must confront a villain to fix a problem. Jonathan Wahlgren of Humongous Life called it a strong game but said it was too basic. Brett Elston of GamesRadar praised the final boss music, saying it was the only track that felt challenging. Nadia Oxford of 1UP.com highlighted its unique gameplay, calling it the start of a “gluttonous legend.” Joshua Crystal of Allgame said it was great for beginners and those who enjoy short, fun experiences.

In an article about Kirby games, IGN said it was a decent platformer but simpler than later titles. Lucas M. Thomas and Craig Harris of IGN included it in their list of games they would want on a hypothetical 3DS Virtual Console, noting nostalgia rather than innovation as the reason. They also said Kirby, as an original character, stood out on the Game Boy compared to established characters like Mario or Link. In a “History of the Game Boy” article, they praised Kirby’s cheerful and friendly personality and the game’s easy, fun style. Gerald Villoria, Brian Altano, and Ryan Scott of GameSpy called it basic compared to later Kirby games, saying Kirby’s ability to fly made the game feel less dangerous. GamesRadar listed Kirby's Dream Land and its sequel as games they would like to see on the 3DS Virtual Console.

Sequels

Kirby's Dream Land led to many follow-up games on various video game systems. The first direct follow-up, Kirby's Adventure, released on the Nintendo Entertainment System, introduced the ability for Kirby to copy powers from enemies, a feature that became common in later games. The series includes several spin-offs in different genres, such as the racing game Kirby Air Ride, the pinball game Kirby's Pinball Land, and the action-golf hybrid Kirby's Dream Course. A Game Boy sequel titled Kirby's Dream Land 2 was released in 1995 and included the copy mechanic from Kirby's Adventure.

Kirby and King Dedede are playable characters in the fighting game series Super Smash Bros. Both characters have alternate costumes that look black and white, similar to the Game Boy's display. The "Green Greens" stage, first introduced in Super Smash Bros. Melee, is based on the first level of Kirby's Dream Land. The "Dream Land GB" stage, added in Super Smash Bros. for Nintendo 3DS, shows multiple locations from Kirby's Dream Land through a black-and-white Game Boy screen.

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