

#KIRBY PHOTO DOJO SERIES#
Perhaps Dream Land 3’s biggest contribution to the series is that – while it is an easy adventure that makes for a nice, relaxing experience for one or two players – there is an added sense of difficulty brought into the mix for completionists. Gooey can even be summoned when playing solo, but it isn’t recommended, as he may take out enemies before you get the chance to take their powers. Co-op still returns, however, with the introduction of the character Gooey, a peculiar blob with the same copy ability as Kirby, though he prefers to use his prehensile tongue over inhaling foes. Pitch can, however, run faster than any of the other friends on the ground, making him handy both on land and in the air.Īnother deviation from Super Star is that Kirby can no longer turn his powers into allies for a second player. Pitch is able to fly as well, albeit his short stature makes it harder for him to carry Kirby’s weight, making him less graceful than Coo. Nago is able to triple jump, and Chuchu can float for a short time, as well as cling on to ceilings. Additionally, along with Coo being able to fly with ease and Kine being a fast swimmer, Rick now gains the ability to wall jump, and each of the new animal friends come with their own abilities for travel. Like in Dream Land 2, combining the different copy abilities with each animal friend produces a new power, which greatly expands the uses of both the powers and the animal friends. The first – and most obvious – gameplay addition is that Dream Land 2’s animal friends (Rick the Hamster, Coo the Owl, and Kine the Sunfish) are joined by three additional friends: Chuchu the Octopus (who looks more like a female Kirby), Pitch the Bird, and Nago the Cat. But Dream Land 3 has a few tricks up its sleeve to not only give these copy abilities a sense of variety, but also in giving them a greater sense of purpose in the overall adventure. By simple description, it’s easy to see why many would think this is a step back from what Super star accomplished just one year prior.

Like Dream Land 2 and Adventure, each ability consisted of a single move. This is a crying shame, because in many ways, Kirby’s Dream Land 3 feels like the series’ definitive entry, and ended the Super Nintendo’s run on a major high note.Īs stated, Kirby’s Dream Land 3 left behind most of the abilities introduced in Kirby Super Star, instead adopting the seven ‘traditional’ Kirby powers (burning, ice, spike, cutter, parasol, rock and spark), as well as one additional new ability, cleaning, which takes the form of a broom. Kirby’s Dream Land 3 was the last Nintendo-published game released on the SNES, and due to the N64 being well established by this point – as well as ignoring many of Super Star’s changes to the series in favor of a direct continuation of Dream Land 2’s formula – Kirby’s Dream Land 3 was far from a best-seller in its time, and even had a mixed reception upon release.

But Kirby was to perform double duty for Nintendo’s 16-bit console, and saw a second adventure hit the SNES in 1997. The Nintendo 64 had launched in 1996, with Kirby Super Star and a handful of other classic titles insuring the 16-bit system went out in style (it wouldn’t be inaccurate to claim the SNES had a better ’96 than the N64 did). Kirby’s Adventure was the last great NES game, and Hal’s pink, spherical hero once again closed out a Nintendo console with the SNES.
