|
First you draw a circle, then you dot the eyes. Add a great big smile
and presto, it's Kirby! Those are the detailed instructions at the
beginning of Kirby's Adventure, the full color sequel to Kirby's Dreamland
for the Gameboy, and they couldn't be more accurate. Simple you say?
That's because Kirby is simplicity itself: a little pink creampuff
eating things and kicking ass.
|
In Kirby's
Adventure, you take on the role of brave Kirby, the fluffy little
balloony guy entrusted with the task of once again saving Dream
Land from the rule of the evil King Dedede. Dedede has put a
crab in everyone's jammies by screwing with the Dream Spring.
That's the thingamajig that supplies the inhabitants of Dream
Land with their pleasant dreams of shoe endorsements and buxom
happy-faced orb chicks. Dedede yoinked the Star Rod that powers
the Dream Spring, broke it into seven pieces and gave them to
a few of his nefarious friends. Kirby's gotta retrieve the pieces
and, presumably, put the sucker back together and get folks
fantasizing again. That's pretty much all I know about the plot
and I had to look that up in the manual. It's not that important,
really. You're not here for complexity. You're here for the
enemy gulpin' action.
|
Dainty!
|
Wait, "a crab
in everyone's jammies"? That's not a phrase... That's sick.

"Flame on!"
*"Flame
on!" (C), TM, and (R) Marvel
Enterprises, Inc. All rights reserved.
|
Anyway,
good ol' Kirby is one role model who ain't afraid to admit he
inhales. The K man can suck in any enemy in the game. But unlike
his Gameboy debut, this title perfects the formula by allowing
Kirby to assume the special abilities of any enemy he consumes.
According to the manual, Kirb's got more than twenty to choose
from. Off the top of my head, there's fire, flame, needle, spark,
high jump, freeze, ice, ball, blast, wheel, fireball, throw,
laser, rock, hammer, sword, cutter, tornado, microphone, and
the oddest of them all, UFO. That adds up to a hell of a lot
of variety and a damn fun little game.
The control
scheme is a variation on the intuitive scheme of its handheld
predecessor. The B button inhales. Once you've got an enemy
in your maw, you can swallow the sucker by pressing down, or
spit him out as a star-shaped projectile by pressing B again.
Down and A performs a slide kick that'll blow up certain blocks
as well as destroying your opponents. And up allows you to inhale
air and float around to cause some airborne mischief.
|
Levels are standard
platformer fare. You've got your pits, your tunnels, your hidden doors,
your tomato-shaped power ups, your jungle level, your desert level,
your spooky castle level, your airship level. It's all here and done
right. Admittedly, pits don't matter so much when you can fly, which
is why they're few and far between. This takes a bite out of the challenge
level, but it's really not an issue. Kirby never touts itself as anymore
than light silly fun with just the right amount of difficulty to keep
you interested. There's even a bit of strategy involved when it comes
to deciding which powers to give up and which bad guys to eat to best
face your next challenge.
|
Adding
more variety to the experience are three types of bonus levels,
usually unlocked by hidden in-game switches. In Crane Fever,
you guide a vending machine claw in an attempt to grab a Kirby.
Little ones give you an extra life, big ones give you two. In
Egg Catcher, King Dedede tosses both bombs and eggs your way.
The more eggs you eat, the more extra lives, but eat a bomb
and that's that. Finally, there's my favorite game, Quick Draw
Kirby, wherein cute li'l Kirby in his cute li'l cowboy hat tries
to outgun several of Dedede's friends. Additionally, there is
the Museum, a room with a few docile bad guys Kirby can eat
to easily acquire a special ability, and the Arena where our
hero must fight one of the previous level baddies to win the
chance to steal his power.
|
The good
stuff's always wedged in the back.
|
Graphically, Kirby's
Adventure rocks. It should, it was one of the last NES games produced.
The SNES was already in full swing by the time Kirby's Adventure reared
its cute li'l head, but considering the NES's limitations, this game
really shines. Worlds are vibrant and fairly detailed, enemies look
both vicious and precious, and Kirby's wide assortment of attack animations
are spot on. The sound's equally solid. All the effects are cute and
the tunes are bouncy and catchy.
Though Mario and
his ilk had already kick-started the genre, Kirby all but defines
what a platformer should be. Happy-go-lucky hero saves his entire
world from certain doom and visits every videogame convention along
the way. It's an easy play for most gamers, but there's enough fun
here to keep you occupied and entertained for the duration. If you
have any affection for the platformer genre, do yourself a favor and
get Kirby.
-reviewed 8/10/03 - game copyright 1993 Nintendo

Graphic blob-creature
sex... no, wait, it's just a really fun little adventure that platformers
old and new can aspire to.

Seasoned players
will coast right through, but this is hardly an issue.

 |
9
- Kirbidelic |
 |
8
- Kirbaphonic |
 |
8
- Kirbitronic |
 |
8
- Kirbtastic |
 |
90% |

Kirby's Adventure on MobyGames
Gameplay video at NESGuide
"I didn't
have any dreams during my lunch nap!" --Kirby
|