RETRO REBOOT - Kirby's Dream Course (SNES)

When I write these Retro Reboots, I try to offer as much of an impartial take, along with my own thoughts based on my philosophy for how I think games work (or don't). Some games really hit me in the nostalgia, and Kirby's Dream Course is one that harbors a lot of memories. It became a rental many weekends in our house, until we eventually bought it.

A creation of HAL Laboratory, Kirby saw a rise in success on the NES. Coinciding with Super Mario Bros., Kirby's line of action platform games were more stress relieving, not particularly hard, but offered a lot of fascinating gameplay mechanics through the use of his various powers, which he could duplicate by engulfing certain enemies. So how does a golf based Kirby game work?

It is a little bit of an odd game in terms of concept. Kirby's Dream Course uses a 3/4 isometric view and the titular character acts as the ball that is shot across various courses themed after familiar worlds and boss characters seen in previous Kirby worlds. Originally released in Japan in 1994, Kirby's Dream Course would make its way to the States in 1995, several years since the pink marshmallow's debut on the Gameboy. 

Kirby'sDream Course originally began as a project HAL Laboratory was working on titled "Special Tee Shot" for an the Super Famicom add-on called the Satellaview. The Satellaview, a very curious piece of history, was a satellite-based modem that was capable of hosting a broadcast for quizzes and gameshows. There's no details that I could find as to why Special Tee Shot was rebranded as a Kirby title, but perhaps the branding of a increasingly popular character like Kirby would broaden its appeal.

The game functions pretty simple, and allows for some very intuitive controls and gameplay elements. Kirby's height, pitch, backspin, forward spin, torque, and trajectory can be tweaked before launching a shot, many features that can be found in almost any given golf game. What's so fascinating about applying this to Kirby's Dream Course is the terrain opens itself up to a lot of imagination and takes some creative liberties. Sure, there's sand traps and bunkers (not really water hazards), but there's also enemies like Krako and Whispy who get in Kirby's way. Getting hit by Krako's lightning can deplete Kirby's stamina and reduces an opportunity for a shot. By clearing all of the enemies and turning them into stars, an exit portal appears as a goal. Shoot Kirby in, and you clear the stage. Some of Kirby's signature powers are present and can be acquired as powerups, providing aid to get through some of the trickier hazards that present themselves. A few of these powers can be very effective, like the rock, which halts your momentum. Same with the umbrella, these can lead to some very creative goals. Then there's the fireball blast and the tire, which if ill-timed, will send you flying off the map. A lot of trial and error with these abilities, but they're never a bore to use, and it's entertaining to figure out how to get their quirks to work in your advantage.

Kirby's Dream Course I think shines best as a two-player Vs. game, there have been times where hours were eaten up in efforts to cheat someone out of stars and total goals, aiming for domination. The human element is much desirable than going up against the static CPU. The degree of challenge isn't very high, and it's too bad there aren't more courses in the game, or some kind of small scale editing feature. Dream Course would be the perfect game for HAL to revive and expand upon what's been established. 

If I made a top 20 SNES list, I don't think Kirby's Dream Course would make it on there, but the replay value alone makes it one of my most played Super Nintendo games of all time. It's a very unique take on a gold title, and I get Sonic Spinball levels of enjoyment out of it. I'd say it's worth giving a try if you've never played it before. technically nothing special by today's standards, yet cute nonetheless.

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