Mf thinks life is all sunshine and rainbows

Despite my fondness for the Kirby series and the pink ball’s equally adorable friends, it’s kind of surprising how I haven’t played many of this cute eldritch horror’s older adventures. Case and point, it was only relatively recently that I finally played Kirby’s Dream Land,  and while it was certainly a simple and fun enough adventure —and a necessary stepping stone all things considered—, it didn’t quite click with me the same it does for others. It has its moments and highlights, like the shoot ‘em up boss fight, and as a short, easy-to-access platformer, it does a good job, but I find it reaaaaally hard to get invested in its not-so great levels, and Adventure’s existence and how fun and complete that game feels while also accomplishing everything Dream Land does doesn’t exactly help things.

All this to say I had no  clue what to expect from the sequel; I knew I had to play this, this is the first outing in Shinichi Shimomura’s less action oriented take on Kirby compared with what Sakurai would end up pursuing in Super Star and that fact alone made it far more interesting, and I also knew some other things here and there, like the fact it features copy abilities and what-not, but overall… Yeah, I didn’t know much about aside from ‘’this is the direct continuation to Dream Land’’. I wasn’t expecting anything bad, hell, I don’t even consider the original game a bad work at all, but I would lie if I said I had high expectations going in…

… so what if I told you I kinda really jammed with this game?

I… Wow, if we see this and the two previous games and some sort of original trilogy, then the evolution is clear as day; as I said, I knew this game lifted some elements from Adventure like the copy abilities, but I never expected to see so many translated so well to the charming brick that is the Game Boy. Levels once again have the adorable introductory cutscenes, but instead of being limited to one-stage run-throughs, there are actual defined hub-worlds, and while there’s less optional stuff than in Adventure (by less, I mean none), the hub areas themselves feel much more compacted and representative of the world they are set in, and it’s hard to describe how, but these areas and the game as a whole manage to feel very lively despite normally featuring no color at all.

And on the levels themselves… You can play as a hamster, so I think that says more than enough. The original Dream Land attempted things such as vertical challenges and annoying mazes, and while those are very much present here, they are accompanied by far more interesting overall lay-outs; the game is still easy, but beating the stages feel like an accomplishment either way thanks to the more varied and fitting challenges, mini-bosses that are actually super fun,  and a but more of a puzzle-like feeling thanks to the collectables and the varying paths.

There are still 1ups here and there, but the existence of star bits and being rewarded with a life after collecting enough is a incredibly simple change that goes a long way in encouraging you to approach the stages in a slower-paced, different way, and that’s not even getting into the main collectables that give you the real ending.

Most of the stuff in or added to Dream Land 2 seems like the most basic shit imaginable, and maybe it is, but it’s all done with such care and intent that it’s hard to not be profoundly enthralled by simply getting a new power-up or uncovering a secret. The design, the animations, so reminiscent of both games that came before yet even more adorable, and charming, even the music for crying out loud! Most are rather short loops, sure, but what they lack in length, they deliver in quality, have you even heard Coo’s theme? You know this bird is the real deal when this starts playing.

Oh, that reminds me of the friend animals, actually… Nah, just kidding, I could never forget Rick and his incredibly silly dance, I smiled so much when I saw the lil’ guy go… Rick, Coo, and Kine are so much more than what they seem at first; they aren’t only  funny fellas that give new ways to move around, they are also broken as hell in every sense of the word! Each power-up acts different depending if you are accompanied by them or not, and they are pretty much the key to finding the game’s more hidden secrets, and… I don’t know man, they are just so much fun to play as and make you view levels in a completely different way.

Out of the bunch, Kine is probably the least useful: his land movement is ass and pretty frustrating, and it’s not like it makes swimming easier than it already is, and getting him without the possibility of getting rid of it can make certain sections into a nightmare. Other than that, they are genius additions that not only seem like an inspiration for the sections in Kirby 64 alongside other friends of Kirby and even the ability combination mechanic, but also feel like a sort of preview for the far more complex move-sets Super Star would give us.

It's a super charming and fun experience that only has two big problems, those being The Iceberg and the Dark Castle; the former is an ice world, and even tho that alone doesn’t have to mean anything negative, it sadly has some of the most annoying, stressful, and frustrating levels in the entire game, with a vertical sections that is either the easiest thing ever or the most bullshit platformer challenge I’ve ever tried depending on if you have an animal pal or not. And the latter is relying solely in drawn out sections that aren’t that fun to begin with and content to see in other worlds, which is a huge shame considering how cool the whole setting is. Two whole worlds that drag down what’s otherwise a fun and wonderfully simple platformer, it's still Kirby after all, but what intrigues me is how it manages to be Kirby, if that makes sense.

It's clear to me now how much this game not only would highly influence both Dream Land 3 and 64, but after also the Kirby series in general: other playable characters aside of the main puffball, puzzle-like elements  and collectables that would return at full force in the modern 2D games, the long running tradition of Dedede getting possessed, and the beginning of the whole Kirby background story as we know it. What surprises me is not so much that it introduces these elements, but just how well they work right here, right now.

It's true that it has two worlds that feel like a bit of a chore, it’s true that most of the puzzle can be summarized as ‘’you need x ability to break x block’’, it’s true that it borrows a ton from Adventure, and all of that matters, but it also matters just how much of a fun and well-thought out adventure this is. I’ve used the word ‘’charm’’ a couple of times, but it’s the word that defines it best….

Also, if the three animal fellas don’t appear in the next 3D Kirby game (If there is one) I will RIOT, I NEED MORE OF THESE ADORABLE MACHINES OF DESTRUCTION AND THEIR SILLY DANCES, DAMMIT!

Reviewed on May 09, 2024


5 Comments


13 days ago

Buena review, pero por que añadiste breaks extra a cada párrafo? Decisión estilística o tema de formateo

13 days ago

hostia, y ahora no están, sería un bug?
@LordDarias No no, fue fallo de formato mío, tuve que arreglarlo manualmente, ya me fijé al momento de publicarla XD. Pero gracias por avisar de todas formas!

12 days ago

Have you considered trying the romhack Kirby's Dreamland 2 DX? It's a patch that essentially colorizes the entire game and it REALLY makes a difference
@VoltageVO Now that I'm looking at images of it, I'll probably try it out when I decide to re visit the game! Thank you so much for sharing this! :D