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: 16 March 2023
Originally Released: 21 March 1995
Developer: HAL Laboratory
MobyGames Score: 7.7
Also Available For: Game Boy, Nintendo 3DS (Virtual Console), Nintendo Switch 2 (Online), and Nintendo Wii
Quick Facts:
HAL Laboratory made their name thanks to nineteen-year-old Masahiro Sakurai and his pink puffball, Kirby, with Kirby’s Dream Land (HAL Laboratory, 1992) being their most successful title at the time and Kirby’s Adventure (ibid, 1993) being a highly praised NES classic that forever changed Kirby’s gameplay by allowing him to copy enemy abilities. Following Kirby’s Adventure’s success, Kirby returned to the Game Boy for a much bigger portable adventure featuring three animal friends and noticeably expanded gameplay. Kirby’s Dream Land 2 sold over a million units and is largely praised as a fun portable adventure.
Gameplay and Power-Ups:
Although Kirby’s Dream Land 2 is essentially a bigger, better version of Kirby’s Dream Land, sharing the same controls, reusing many sprites, and featuring very similar gameplay, I was happy to see that it was bigger and better. Players guide Kirby across seven levels, represented by a rudimentary world map and containing anywhere from three to seven stage doors to challenge. Clearing each stage unlocks the next until you inevitably tackle a boss and Warp Star to the next level, with players able to replay previous stages to hunt down any Rainbow Drops they missed or tackle a “Bonus Chance” sub-game. Kirby plays and controls exactly as in Kirby’s Dream Land, jumping with A, inhaling and spitting out enemies with B or X, and inflating to fly indefinitely by tapping up on the directional pad (D-pad). Kirby can also crouch and drop through certain platforms by pressing down on the D-pad and attack enemies with a waterspout (much like his air gun projectile) by pressing B or X underwater. Kirby can suck up and spit out enemies and blocks, or spit whatever he’s got in his mouth to destroy these same blocks to progress or find shortcuts and goodies. Kirby’s pretty durable but still a big target, but luckily you can still find Pep Brew and Maxim Tomatoes to partially or fully restore health. 1-ups can also still be found, and special Stars are scattered throughout every level. Collect seven and you get an extra life, and you get a bunch when taking on the “Goal Game” at the end of every level. These are similar to the bonus stages in Kirby’s Adventure and see Kirby flinging himself up past cloud platforms, automatically destroying any enemies and snagging power-ups as he goes, and reaching greater heights if accompanied by one of his new animal friends.
Before that, I must obviously mention that Kirby can absorb the abilities of certain enemies, just like he could in Kirby’s Adventure. After inhaling an enemy, press down on the D-pad to swallow it and see if it gifts a new ability, which you trigger with B or X. When using an ability, Kirby loses his inhale mechanic, but you can press – to dump your current ability (or animal friend) to try a new one. There are eight copy abilities in Kirby’s Dream Land 2, seven return from Kirby’s Adventure and one (the Rainbow Sword) only appears when you collect every Rainbow Drop. Burning sees Kirby attack with a flaming charge, both on the ground and in mid-air, to destroy enemies and melt ice blocks. Cutter tosses a boomerang-like projectile for a ranged attack, Ice freezes enemies into ice blocks you can then hit into other enemies, and Needle transforms Kirby’s lower half into spikes. Parasol allows him to float (somewhat redundant considering his natural flying abilities) and swipe enemies and blocks with a melee attack, Spark sees Kirby unleash an electrical discharge, and Stone transforms him into a heavy rock to crush anything beneath him (including certain blocks). While each are beneficial, I found Cutter the most useful (though it seemed to have weaker attack power). These abilities are expanded whenever Kirby’s joined by an animal friend, allowing Rick the Hamster to spit fireballs or fire an electrical whip, Coo the Owl to throw ringed boomerangs and perform a tornado attack, and Kine the Sunfish to effectively become invincible when you have Stone or surround himself with a snow storm (though this eventually freezes Kine). These animal friends are super cute and helpful; Kine makes swimming and passing through water streams a breeze but is effectively useless on land. Coo offers flying mechanics like the autoscrolling flying sections in Kirby’s Dream Land and Rick laughs at spikes and slippery ice. Sadly, there is no invincibility power-up or screen-clearing microphone here and the points you acquire for defeating enemies again seem for show, but Kirby’s expanded abilities from the NES and his new animal friends certainly spice up the gameplay.
While many gameplay mechanics from Kirby’s Dream Land return, they’re spread across many more levels and presented in a way that feels more complete and challenging, making the first game more like a proof of concept. Things start simple in “Grass Land”, a very flat and easily traversed environment that introduces platforming, bottomless pits, and underwater areas. “Big Forest” puts more emphasis on vertical traversal, with you hopping to leaf platforms in the treetops as much as trunks and avoiding the many enemies patrolling the upper canopy. “Ripple Field” is essentially an expanded version of the tropical setting briefly seen in “Float Island”, though mostly underwater, with you pushed along or fighting against water streams from pipes. Kine is your best option for full control, though he flounders when platforming on dry land. Unsurprisingly, “Iceberg” features slippery platforms, falling icicles, and a raging snowstorm autoscroller (though Coo cuts through the wind with ease). Autoscrolling sections are much more common in Kirby’s Dream Land 2, with you being forced to make split second jumps to avoid a plummet or being crushed against walls. You’ll often need various copy abilities to bypass these sections faster as they’re littered with enemies, blocks, and the ever-annoying spikes. “Iceberg” is also where you see more doors on the world maps and these only increase from then on. “Red Canyon” features more maze-like rock tunnels, single-use doors to either goodies or a slew of enemies, bottomless pits (it is a canyon, after all), and introduces narrow, treacherous vertical scrolling sections. “Cloudy Park” sees you riding vertical wind currents, hopping to temporary cloud platforms, and being buffeted about by gusts of wind. Finally, “Dark Castle” recycles basically every previous gimmick, forcing you to pick between copy abilities and animal friends by taking certain doors or inhaling enemies hiding in cells, and challenging you to platform your way to the left (sometimes against the wind). You’ll also encounter crumbling platforms (sometimes hiding spikes), narrow shafts filled with spikes or enemies, and dark areas that you can light up with Spark.
Presentation:
At first glance, Kirby’s Dream Land 2 is virtually indistinguishable from his first Game Boy outing. Kirby is exactly the same sprite, with all the same basic animations and quirks, many environments are very similar, and all the regular enemies are recycled from Kirby’s Dream Land. Aside from some impressive sprite art showcasing the new animal friends, the title screen is virtually the same (though with only one dancing Kirby this time). Kirby still has no idle animations, though continues to bust out the dance moves upon completing levels, and has the same adorable falling and pained animations. He showcases additional personality in the new, expanded pre-level animations and by floating between areas on the world map, and through his returning copy abilities. These expand his animation frames and change his sprite, gifting him a rock-like form, enflaming his body, and seeing him carry a cute little parasol. Kirby’s three new animal friends are delightfully cute and take up a lot of screen space, but are carried between levels and give the gameplay a little spice. Best of all, these large sprites don’t slow the game down and neither do Kirby’s returning abilities. In fact, Kirby’s Dream Land 2 performs remarkably well compared to his first Game Boy outing, filling the screen with respawning enemies with little to no slowdown or sprite flicker, which was very impressive. The soundtrack is just as catchy as ever, with some themes returning or being slightly remixed and new themes adding to the fantastical whimsy of this dream-like world. Unfortunately, Kirby’s Dream Land 2 features less cutscenes than its predecessor, but it does boast different endings depending on if you collected all the Rainbow Drops.
Kirby’s Dream Land 2 also impresses with its expanded world. Sure, levels are short bursts of fun, but there are way more of them, a world map, and more mini bosses and reasons to explore thanks to the Rainbow Drops and Kirby’s returning copy abilities. “Grass Land” and “Big Forest” may be a little too similar to each other and “Green Greens”, but they’re perfect introductory levels. They also showcase how much better Kirby’s Dream Land 2 is at utilising the limitations of the Game Boy, showcasing the more detailed and varied backgrounds that help this game surpass the original. I especially liked the thick forest canopy, log platforms, and tree trunks in “Big Forest”. “Ripple Field” takes the tropical island aesthetic from “Float Island” (including falling coconuts and flailing fish enemies) and expands it with a vast underwater cavern full of jet streams and Gordos. “Iceberg” was one of the most visually impressive and varied areas thanks to its slippery platforms, snowstorm gimmick, meltable ice blocks, frigid caves, and tricky platforming sections. “Red Canyon” combines precarious jumping with claustrophobic tunnels and, while platforming is a breeze thanks to Kirby’s floating and Coo, it’s tough to outrun the screen when it’s pushing you along and giving you little time to react. I really enjoyed “Cloudy Park”, too, though it was a shame it didn’t do more with its volcano setting (like incorporating lava or fireball hazards). The wind currents were a fun gimmick, and the level significantly ups the difficulty by filling narrow, autoscrolling corridors with enemies. “Dark Castle” sadly doesn’t really utilise its medieval castle setting until the finale, preferring to recycle gimmicks and areas in an expanded version of the final stage obstacle courses seen in “Mt. Dedede”. These see you playing against type and heading left, picking different doors for different pros and cons, and battling every mini boss again (though at the end of each level, rather than in a gauntlet).
Enemies and Bosses:
Kirby’s Dream Land 2 features an assortment of recognisable enemies recycled from the previous games. Kirby’s most recognisable foe, Waddle Dee, is back, sadly reduced to just wandering around or floating on a parasol rather than attacking with an eye beam. Bronto Bird, Broom Hatter, the mushroom-like Cappy, all return on land while floundering Blippers, squid-like Squishiess, and bubble-firing Glunks patrol the seas. Cannons blast from destructible blocks or floating platforms, indestructible spiky Gordos are everywhere, mummy-like Mumbies pass through the foreground, and Kabu stone heads teleport about and try to crush you. Poppy Bros. Jr. still ride apples and bombs, and five enemies from Kirby’s Adventure bestow copy abilities. Blade Knights toss their boomerangs from afar, Flamers roll around platforms, Pengys freeze you into ice blocks, Rockys try to squish you, and Sparkys emit a shocking attack up close. There are also a few new enemies, like the spring-loaded Bouncy Ty, Crack Tweets (cute chicks who hatch from eggs), Elieels that pop from pipes, and anthropomorphic parasols. Spiteful Propeller Bombs home in on you if you approach with an animal friend and leave a lingering explosion when defeated, the toad-like Slippy (not that one) hops about, and hedgehog-like Spikeys skewer you with their spines or grant you the Needle ability. Lil’Krackos and Tincells appear during boss battles and you’ll also battle three knight-like robots who look tough and certainly stand out and are even positioned as pseudo-mini bosses but are just as weak as other enemies. Sadly, you can’t gain Blade’s sword (which he uses to defend against attacks and even your inhale), Butch’s axe (which he tosses when you get close), or Masher’s ball-and-chain weapon as these three cannot be inhaled.
As you explore each level, you’ll inevitably wander into enclosed areas and battle a mini boss to rescue an animal friend. There are seven of these to contend with, with each recycled throughout and one (Mister Frosty) returning from Kirby’s Adventure. The first you’ll encounter is the strange, hedgehog-like Efreeti who hops about and charges at you with a flaming attack that burns on contact. If you don’t have a copy ability, you can trick him into colliding with the wall and spit the stars that fly out from him like in the final battle against King Dedede in Kirby’s Dream Land. You next fight the aggressive sentient umbrella Jumper Shoot, who spins around above and tosses its wooden sandal for you to inhale and spit back, if required. Its rapid spin can be difficult to avoid but abilities like Cutter make short work of it. The massive jellyfish Master Green was next, with him leaping about the arena and unleashing a Sparky-like electrical attack. Flamer isn’t bad for this fight, though you must time the attack just right or you’ll end up being hit by Master Green’s massive hit box. Blocky tries to crush you from above in “Iceberg”, his jumping stomp producing rocks on impact that either hurt you or can be inhaled. Captain Stitch is essentially an enlarged Gordo, being a black sphere that tries to skewer you with is blades or flings them at you, leaving its core briefly vulnerable for a Cutter attack. You’ll also battle Waiu, a ninja-like enemy who teleports, tosses kunai, runs up walls, performs a somersault kick, and executes a diving attack, making him perhaps the most versatile mini boss. Finally, Mr. Frosty returns from Kirby’s Adventure, charging at you and tossing blocks of ice from across the screen.
Each level ends with a boss bottle, with three returning from the previous games. Whispy Woods now sports a bandage from previous battles and summons spiked roots from the floor alongside raining apples. Mister Shine and Mister Bright also return from Kirby’s Adventure, again fought in tandem and with separate health bars. You must again avoid the stars they fire, shield against Mr. Bright’s explosive attack by hiding in Mr. Shine’s light cone, and dodge their fireballs and spin attacks. Kracko also returns, again starting as a floating eye before regenerating its health and reforming into a cloud to rain fire. Nruff and Nelly are fought in “Big Forest” and attack from tunnels like Lololo and Lalala from Kirby’s Dream Land, firing cannonballs and tossing minions for you to spit back. Sweet Stuff is an angler fish fought in an underwater tunnel. Flanked by Tincells and Squishies, this monster charges at you and fires arrow-like projectiles so it’s advised to use Kine to even the odds. The Ice Dragon freezes you with its breath, fires an icy projectile across the slippery floor, and performs a stomp to rain icicles so you might want Rick and Flamer for this one. The final battle against King Dedede is fought atop his ominous castle and closely mirrors the finale of Kirby’s Dream Land, with the penguin king sliding at you, swinging his mallet, inhaling you, and performing a ground pound. Oddly, King Dedede often falls asleep mid-battle, but he also flies into a rage and tosses explosive mallets as the fight progresses. If you defeat him with all seven Rainbow Drops, you’ll gain the Rainbow Sword ability and battle the true final boss, Dark Matter, in a challenging two-phase finale. In the first, you attack Dark Matter directly or deal big damage by reflecting its energy orbs. In the second, you must attack its flailing appendages while avoiding its charge, circling beams, and piercing laser beams. You must be quick, though, as you’re in freefall and will slowly take damage as Kirby re-enters the atmosphere.
Additional Features:
There are seven Rainbow Drops in Kirby’s Dream Land 2, one in each level, and you’ll need different copy abilities and animal friends to reach them. I managed to find three without much difficulty, but you might need a guide to track down the others as they can be hidden behind doors or blocks or tricky areas that you need specific abilities to reach. You get three save files that track your completion percentage, though there are no other difficulty settings or extra modes. You can return to any area and level to hunt down the Rainbow Drops, but you can’t battle the bosses again. Instead, the boss door takes you to the “Bonus Chance” mini game where you must collect fourteen Stars while dodging enemies and other hazards. You can bring copy abilities and animal friends to help, but you’ll instantly fail if you take a hit. Completing all of these unlocks the “Bonus” game from the main menu, where you’re challenged to collect more Stars across a marathon of levels. Achieving 100% overall completion also unlocks the “Boss Endurance” mode, which pits you against every boss with no breaks or recovery between each. Naturally, when playing the Nintendo Switch Online version, you can utilise save states and the rewind feature to make Kirby’s Dream Land 2 a breeze but, back in the day, you could play the game in vivid colour by plugging it into the Super Game Boy.
Final Thoughts:
Now this is much more like it! Just as Super Mario Land 2: Six Golden Coins (Nintendo R&D1, 1992) improved everything about its ridiculously basic original, better utilising the Game Boy’s limited hardware and incorporating elements from the home console videogames, so too does Kirby’s Dream Land 2 improve upon everything that held the first portable game back. Not only does the game look and sound just as good, if not better, it expands the world considerably, adding a fun little world map, multiple and ever-increasing levels, and presenting a much more well-rounded and complete game compared to the first. Kirby felt naked without his copy ability so it’s much appreciated to see that mechanic incorporated here to make him a more versatile character. Sure, it’s disappointing that his copy abilities are recycled from Kirby’s Adventure, but they’re incorporated very well, giving you new options to explore and hunt down those elusive Rainbow drops. I also really enjoyed how they powered-up Kirby’s new animal friends, adding new attacks to their arsenal, and the inclusion of these buddies helped the game stand out even more, even if they don’t live up to their full potential at times. I loved the constant challenge presented by the many mini bosses, how the main bosses could be made harder without a copy ability, and that the game offered an incentive to explore with its tough true final boss and unlockable modes. I was very impressed with Kirby’s Dream Land 2. It took everything that made the first game so adorable and refined it, incorporating elements from the NES title and offering a wealth of bite-sized levels, enemies, and abilities without any slowdown. I might even go as far as to say that newcomers to the franchise should skip straight to this title, but it’s hard to rate it higher than the 16-bit games and the previous titles are still enjoyable… this is just far superior.
My Rating:
Great Stuff
Did you own Kirby’s Dream Land 2 back in the day? Were you happy to see his copy abilities carried over from the NES? Which of the three animal friends was your favourite and do you think they lived up to their potential? Do you agree that this is a vast improvement over the first Game Boy title? Did you ever collect all the Rainbow Drops and defeat Dark Matter? Which Kirby videogame is your favourite? Whatever you think about Kirby, drop a note in the comments and be sure to support me on Ko-Fi if you liked this review.



























































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