Created by Masahiro Sakurai, the disgustingly cute, ever-ravenous Kirby is one of Nintendo’s most popular characters. Accordingly, I’m dedicating most of July to celebrating the pink puff-ball.
Released: 20 May 2022
Originally Released: 24 March 2000
Developer: HAL Laboratory
Metacritic Scores: 77 / 8.2
Also Available For: Nintendo 64, Nintendo Switch 2 (Online), Nintendo Wii, Nintendo Wii U (Virtual Console)
Quick Facts:
Kirby’s first solo foray into 3D initially started as a title for the ill-fated 64DD before shifting to the standard Nintendo 64 with a promising prototype. After feedback from Space World 1999, the team reduced the playable characters, included fun four-player minigames, and encouraged player experimentation with the “Power Combo” system. Compared favourably to its contemporaries and seen as a natural evolution of the 2D titles, Kirby 64: The Crystal Shards impressed with its colourful and simple gameplay.
Gameplay and Power-Ups:
Kirby 64: The Crystal Shards is a 2.5D platformer that takes Kirby’s basic formula and translates it into a very linear and fairly restrictive quasi-3D space. Unlike his peers, whose 3D debuts were more open-world adventures (or 3D sandboxes), Kirby is mostly stuck on a straightforward path, with few exceptions, and although Kirby 64 does include the very basic elements of a “collectathon”, they’re the same way as his 2D games (i.e. you must collect 100% Crystal Shards to unlock the game’s final area). Kirby 64 offers three save files and an optional tutorial to go through the simplistic controls, which largely mirror Kirby’s 2D adventures. You make Kirby jump with A, tapping it to inflate and fly higher and over obstacles and enemies. However, Kirby tires after a time, so stay clear of any pits or spikes. Kirby dashes if you double tap the directional pad, slides beneath projectiles with down and A, and fires an air puff with B when inflated. Kirby still inhales blocks and enemies by holding B and you can then spit them as projectiles or press down to swallow them, transforming Kirby and gaining variations of enemy abilities. These stay until you either take enough damage or you ditch it with the right stick or Left or Right triggers. Pressing B lets you toss your ability at another enemy to combine them into a “Power Combo”, which you can devour to gain a stronger attack (the main gimmick of the game). Kirby replenishes his health by collecting food scattered around (mainly sweet treats, though the Maxim Tomato also reappears) and gains extra lives from either 1-Ups or collecting Point Stars as in previous games (though you need a lot more to get an extra try here). Occasionally, Kirby eats an Invincibility Candy to briefly turn invincible and each level ends with a cute little minigame where Kirby sits at a picnic blanket with all his friends and you must time presses of A to hop to 1-Ups, Maximum Tomatoes, and other coloured Point Stars for bonuses.

Although Kirby 64 doesn’t feature any new copy abilities, the seven included are some of Kirby’s most recognisable. You’ll toss bombs, become a fireball-like projectile, sprout spikes or fire a needle-like growth, freeze enemies, and zap them with electricity. While these are decent, you can combine them in various fun ways using the new Power Combo gimmick. Some simply power-up the regular abilities, turning Kirby into a flaming lance, or allowing him to stomp around in an invulnerable (but heavy) rock form, or toss a bigger boomerang projectile that travels further. Spark Spark surrounds Kirby with a protective electrical field that zaps nearby enemies, Bomb Bomb fires homing missiles, Ice Ice turns Kirby into a giant, explosive snowball, and Needle Needle sprouts multiple appendages like a Swiss Army knife. However, you can mix and match the seven copy abilities into twenty-eight fun combinations, like Ice Spark (which turns Kirby into a fridge that fires health-restoring food), Burning Cutter (which sees him heft around a giant flaming sword), and Stone Bomb (which sees Kirby don a hardhat and toss dynamite!) Spark Cutter sees Kirby deftly swing a double bladed, lightsaber-like weapon, Burning Ice encases him in an ice cube and damages enemies with steam, Needle Cutter transforms him into a bear trap, and Stone Spark has him fling a boulder about using an electrical tether. It’s fun experimenting with Kirby’s different forms, like bursting into fireworks or becoming a bow and firing flaming arrows or freezing enemies as a giant snowflake, though I generally stuck to Power Combos like Bomb Cutter that give you a projectile attack. I had little use for the various Stone abilities, Burning Burning often landed me in trouble once Kirby’s flaming dash wore off, and I generally found the Needle abilities too restrictive, especially against certain bosses where you must keep your distance. Unlike most Kirby titles, Kirby inhales enemies and can use all abilities underwater and many of them hinder rather than boost his flying ability.
Kirby gains allies after freeing them from Dark Matter’s influence. Adeleine’s pictures spawn 1-Ups and Maxim Tomatoes or help solve puzzles, Waddle Dee gives Kirby a ride in rafts, mine carts, and toboggans, and you often hop onto King Dedede’s back to smash through walls and enemies alike with his giant hammer. Sadly, these sections don’t appear very often and, inside, Kirby 64 stays very true to its roots. Thanks to Kirby’s limited airtime, there’s a greater emphasis and risk involved in platforming, especially over bottomless pits or hazards. Enemies constantly respawn to give you additional “ammo”, but health pick-ups get quite rare as the game progresses. You must also avoid spikes, Shotzo cannons, and enemies like Maws and Snippers who pop from holes to take a bite out of you. Green blobs fire you to new areas, you’ll venture through doors and narrow corridors and flooded caverns, hop to swinging tree log platforms, ride gondolas, jump to small, moving, or temporary platforms, and clamber up chains (occasionally avoiding electrical sparks). Each planet has a different theme mirroring many tropes from previous Kirby games, such as Aqua Star having underwater caverns and water currents that push you about and Shiver Star being frozen and snowy. Alongside watching for pits and crushing hazards, you also avoid or out run insta-death traps like the wave of lava that chases you in Neo Star and Shiver Star’s hazardous factory that features crushing hammers, a giant press that sees you frantically racing to safe areas, and Robot Toys that chase you through narrow corridors. You must avoid falling rocks and missiles, run past falling pillars and bookcases, hit explosive blocks to open new paths, fall down (or frantically fly up) shafts, light up dark areas with Bomb Spark, and avoid being roasted by magma when the ground shifts in Neo Star.
Presentation:
Although Kirby 64 nicely translates Kirby’s colourful, whimsical style and his simplistic adventures into adorable 3D worlds and models, things do seem very safe. The story is told through simple pantomime-like sequences that get across the gist of what’s happening, with Kirby recruiting new friends and frenemies to combat Dark Matter and visit each world, though the narrative is even simpler than some of Kirby’s previous games. While the game’s tunes are fun and fitting, I didn’t find them very memorable and the locations largely stick to the pre-defined themes of previous games, such as Pop Star and Aqua Star essentially being 3D recreations of “Green Greens” and “Float Islands”. On the plus side, Kirby looks fantastic in 3D. He’s more expressive than ever, clamping his eyes shut when he’s running, expressing happiness and disappointment in cutscenes, and even showing fatigue when low on health. Rather than simply donning outfits that resemble his enemies, Kirby largely transforms his entire form when using copy abilities and especially Power Combos. He tosses his face when using Cutter, becomes an explosive snowman, a walking lightbulb, and a sentient fridge, and transforms his arm into a drill! Kirby becomes a miniature volcano, a curling stone, tosses flaming shuriken, and transforms into some recognisable friends with Stone Cutter, each with comparable abilities. Kirby also occasionally changes colour depending on what abilities he has and, best of all, final has idle poses! However, Kirby is a bit clunky to control. His hit box is a little janky at times and the odd, almost isometric angle can make it difficult to judge jumps. This is only compounded by Kirby’s limited airtime, which is difficult to adjust to if you’re coming off any of his previous games and significantly increases the game’s difficulty at times, though the game runs pretty smoothly otherwise.
I do wonder, however, if Kirby 64 might’ve been better served by being a true 2.5D title, perhaps having only the character and enemy models being 3D and the backgrounds being traditional 2D environments (or vice versa) as Kirby does feel a bit shafted by being limited to a linear path. Similarly, you’re dropped into very familiar environments, which is disappointing (though it’s fun seeing recognisable locations brought to life in 3D). You start in the familiar green fields of Pop Star, dashing past butterflies and flower spores, crossing bridges, hopping to tree trunks in an autumnal forest, and venturing into King Dedede’s stronghold. Rock Star is more of an arid desert, with cacti plants, stone ruins, and fallen stars littered across the background, which leads to ancient ruins and long forgotten caves, where one of the few simple puzzles awaits. As mentioned, Aqua Star is essentially a 3D “Float islands”, featuring a tropical theme, coral caves, sandy beaches, and murky underwater areas. Neo Star begins in a thick, overgrown jungle with vines and plants obscuring obstacles, and ends with you traversing an active volcano, dodging flaming hazards and crashing through walls with King Dedede. Shiver Star is allegedly a post-apocalyptic Earth suffering from a new Ice Age or nuclear winter, and fittingly features lots of snow and ice. You must dip under frozen lakes, climb ladders up mountains, and dodge boulders all while snow falls around you. After a brief spell in the crystalline clouds, Kirby ends up in a hazardous mall and toy factory, hopping to conveyor belts or up escalators, fighting past abandoned displays, and venturing into the dangerous inner factory, where robots buzz in the background and giant hammers look to crush you. Riddle Star is essentially a surreal, dream like staging area for a series of enemy gauntlets, though these are fought in distinctly Arabian locations and the final areas are psychedelic voids.
Enemies and Bosses:
Since Waddle Dee acts as Kirby’s ally, the closest you get to fighting one is the returning Bronto Burts, who flitter about in the air. Sir Kibble still tosses boomerang-like projectiles, however, Poppy Bros. Jr. still throws bombs, and Scarfy still aggressive chases on sight. Rockys are often perched on star blocks, gel-like Sparkys hop along emitting electrical sparks, and Chillys blast you with their frosty breath. Blowfish explode when you approach underwater, bat-like Boneheads flutter, Ghost Knights block most weak projectiles and jab with a lance, and sentient hatchets try to hack at you. Spiked logs roll at you, Putts push boulders at you, invincible, ghost-like Noos toss fireballs, sentient stones hop up and down, maraca-shaking Chacas deflect most projectiles, and flaming or frozen birds pass overhead dropping rocks. You also encounter crabs, a cute little witch, spider-like enemies, and fire-breathing dino babies. Fifteen of the regular enemies also appear as enlarged “Room Guarders”, mini bosses who yield a Crystal Shard upon defeat (though you may need a specific copy ability for this) and are accompanied by small variants you can use as projectiles. These are generally fought in an enclosed arena to make things a bit trickier but can be made extremely easy if you have the right Power Combos. Often, these enlarged enemies barely move or simply go back and forth in predictable patterns, though Big Sawyer can be difficult to avoid as it buzzes across the floor, Big Kacti’s minions can cause troubles as they have erratic patterns, and Big Galbo breathes flames that cook you if you’re too close. Big Blowfish swims in a counterclockwise pattern, Big Mopoo pops out from the clouds, and Big Burnie is fought over a lava pit. Each takes around for to six hits to defeat and you’ll also face swarms of regular enemies in various rooms in Ripple Star, also battling two at a time, as a final gauntlet before the penultimate boss.
Before Waddle Dee, Adeleine, and King Dedede become Kirby’s allies, they must first be freed of Dark Matter’s influence. Waddle Dee runs at you, tripping every so often and producing stars you can spit back at him if need be; Adeleine’s paintings become 2D recreations of regular enemies, the Ice Dragon, and Dark Matter; and King Dedede features two phases. First, he attacks with his signature hammer and body slam; then, he recovers and flies about spitting black orbs you can fire back if necessary. Once these three are defeated, you battle Whispy Woods on a circular platform with him rooted in the middle. You must run around swallowing apples to take out his minions and damage his spiked roots, which is a nice change of pace from the usual fights with him. The circular platform format returns for the fight against Pix, three coloured octahedrons fought within a spaceship on Rock Star. At first, you must survive as the elevator rises and the octahedrons fire coloured lasers either directly at you, that rotate, or which go up and down. Once at the top, they transform into blades to attack and hover around dropping bombs that you must spit back at them, firing each coloured bomb at the corresponding octahedron to win. Acro reappears on Aqua Star and is fought in two stages. The first is an underwater autoscroller where you spit back the various objects he coughs up (anchors, skulls, etc) while avoiding spiked Gordos, his spinning slam, and his charge. After enough hits, you must frantically swim up a collapsing cavern. Acro pursues from below, charging up the shaft and firing missiles, and you must attack him as he passes, avoiding his large hit box and taking too much damage from the enemies lining the shaft.
For Neo Star’s Magman, you’re initially limited to three precarious rock platforms floating on lava and must attack Magman’s tentacles and avoid being forced into the flaming ceiling and his fireballs. Once on solid ground, you fight Magman in an enclosed tunnel, dodging falling rocks, his flaming minions, his fire breath, and the large lava puddle he becomes. Shiver Star ends with you battling the giant, multi-form robot HR-H against a cityscape. HR-H attacks from the background to begin, raining missiles and sweeping your platform with a laser blast. You can only damage it when it tries to grab you or sweeps its claw-like arms, which can be difficult due to HR-H’s massive hit box. Next, HR-H transforms into a jet-like form and chases you across a crumbling platform, raining small missiles, firing a larger missile, and attacking with pincer-like claws. After besting Ripple Star’s gauntlet, you battle Miracle Matter, a bizarre sentient icosahedron whose different forms corresponds to a copy ability and yields a consumable you must either use as a projectile, though the window to attack is very small. In its Bomb form, Miracle Matter becomes a black blob and fills the screen with smaller blobs; when in Burning form, it spews columns of fire; Cutter turns it into a Fishbone-like form that travels around the screen and charges you; Ice sees it float around while ice shards spin around it; Needle fires spikes in all directions; Spark shoots ricocheting light blasts; and Stone tries to crush and roll into you. I found these final forms difficult as the Spark projectiles can be hard to avoid and your projectiles are often blocked by Stone’s smaller parts. Once you collect all 74 Crystal Shards, Kirby travels to Dark Star to battle the true final boss, the angelic 02, alongside Ribbon. 02 fires exploding energy balls and can only be stunned by attacking its central eye thirty times! When stunned, Kirby must target its halo and then its bandage to expose its true weak spot: a green, thorny tail. 02 emits harmful green gas, though players can destroy its wings to limit its mobility and press L or R to dodge its projectiles.
Additional Features:
As mentioned, there are 74 Crystal Shards to collect, with around three being found in each level. Sometimes they’re simply floating in the open, one is always awarded for defeating a Room Guardian and boss, and others require a bit more effort to collect. This may mean using a specific copy ability to free or reach the Crystal Shard or solve simple puzzles, like pushing down coloured pegs. You need all 74 to reach Dark Star, battle 02, and see the game’s true ending, and to also hit 100% completion. When playing the picnic jumping game at the end of each level, you can collect Info Cards to learn about each enemy and boss and what abilities, if any, they provide. As you play through the main game, you’ll also unlock cutscenes to view at your leisure and you can also alter the heads-up display in the game’s settings. Kirby 64 also offers three mini games where up to four players can compete in a 100-yard hop, catching fruit and jewels in their baskets, or changing checkerboard blocks into colours. Each game has different difficulty levels and is the only time you can play as other characters, with as Kirby, King Dedede, Waddle Dee, and Adeleine all being selectable. Naturally, playing Kirby 64 through Nintendo Switch Online also allows you to produce save states to mitigate some of the tricker sections.
Final Thoughts:
I’ve been wanting to play Kirby 64: The Crystal Shards for a long time. I bought it off the Wii Virtual Console years ago, played a bit of the first level, and never came back to it despite really meaning to. Sadly, however, I’m not sure it was really worth the wait. It’s an underrated and rarely talked about entry in the franchise, sure, but it’s severely lacking compared to other 3D titles at the time. There’s definitely something to be said for simplicity but Kirby 64 plays things far too safe and is essentially a 3D remake of Kirby’s Dream Land 3 (HAL Laboratory, 1997) in many ways. Ironically, Kirby’s Dream Land 3 might’ve had more in it than Kirby 64 as Kirby’s allies are far less useful here, popping up for pre-scripted moments, leaving players relying on the Power Combo mechanic. This is fun enough but I quickly stuck to reliable Power Combos and rarely experimented with others, meaning it’s not as interesting as the buddy mechanic from Kirby Super Star (ibid, 1996). As adorable as Kirby is, especially when transformed, I struggled with his controls, especially with his limited flight and the odd camera angle. I definitely think sticking to a 2D plane would’ve benefitted the game, as would making the formula less derivative of the 2D titles. It’s a decent enough kid’s game, I guess, but surprisingly difficult at times as your health isn’t restored between levels and some of the bosses have massive hit boxes. Although I think Kirby 64 deserves a bit more time in the spotlight, it didn’t progress the franchise in any meaningful way and is simply a 3D retread of everything that’s been done before, bar a couple of semi-unique features that don’t help it stand out from Kirby’s superior 2D adventures, so you’re not missing much if you skip this one.
My Rating:
Pretty Good
Was Kirby 64: The Crystal Shards a staple of your Nintendo 64 library back in the day? Were you also disappointed that it didn’t do more with the 3D graphics or did you like that it kept things simple? Which of the Power Combos was your favourite and did you enjoy riding King Dedede? Did you ever find all the Crystal Shards and battle 02? Did you manage to collect all the Info Cards? Which of Kirby’s 3D adventures is your favourite? Let me know what you thought of Kirby 64 in the comments and donate to my Ko-Fi to recommend other Kirby videogames for me to review.











































































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