https://noahsbarks.com/reviews/kirbys-dream-land-3/
Think of a forgotten Kirby game. Kirby's Block Ball? Kirby's Pinball Land? In all likelihood, it was one of the creampuff's many esoteric spinoffs. The platformers have generally secured a legacy, even among their less financially successful entries. Out of these, if one could be said to be the blackest of all the sheep, it's probably Kirby's Dream Land 3 (KDL3). To remember that it's a follow-up to what's often considered one of the greatest games ever made, Kirby Super Star (KSS), and on the same damn platform, it's nigh unthinkable the mild acknowledgment it has received.
Consider a few other factors, however, and things start to fall into place. For starters, it was Nintendo's final SNES game published in North America - the Nintendo 64 had been out for over a year at this point. Naturally, many potential customers would have already moved on. To make matters worse, the game was completely denied a stake in the PAL region due to technical difficulties preventing its release, slicing the potential audience even further. Another factor, and arguably the most important one, is that the game isn't that great.
To be frank, Kirby's Dream Land 3 makes a questionable first impression. Yes, the visuals are gorgeous and uniquely stylized, but so were Kirby Super Star's. For the sake of argument, if we're to consider the graphics a lateral move, the game starts off on awkward footing by removing KSS's central gimmick. Whereas KSS opened with the promise of multiple game modes and even more to discover, KDL3 returns to a traditional level-by-level structure established by its sub-series namesake. You might consider such a judgment unfair, as it's only meeting the standards set by its true predecessors, but therein lies the rub. The first two entries of Kirby's Dream Land were Game Boy games. KDL3 was not. It was a game charging players the same price as Super Star, while decreasing the scope. Consider that, along with the natural expectation that the progression of time should result in superior games, and KDL3 finds itself up a river without a paddle.
But let's be fair to the lil' puff. Time has passed, and we all know we're pirating these games now anyway, so who cares about cost? And in some ways, history has already vindicated KDL3. Its style and some of its concepts would go on to inspire Kirby 64: The Crystal Shards (K64), a game that also released near the end of its console's lifespan and didn't sell that much. Wait, what point was I making? Anyway, though KDL3 came and went, its DNA found a place in the greater Kirby genealogy. Kirby 64 might even be my personal favorite of the franchise, so it stands to reason I should find something to appreciate about KDL3.
The closest thing tying these two grotesque incestual siblings together is their power combination mechanic. Though they're contextualized differently, they share the same fundamentals. K64 allowed the player to absorb one of a handful of basic powers, then combine it with one more of the same or a different type to wield dozens of amusing, highly unorthodox abilities. KDL3 only allows the player to hold one power, but the other influence is Kirby's accompanying animal buddy, if any. A mechanic carried over from KDL2, Kirby can encounter one of many animal friends and choose to team up with one at a time. Doing so changes Kirby's basic controls and physics, but also provides a new power depending on which animal is teamed up with and which power Kirby is carrying. This, in theory, makes up for the smaller amount of basic powers in the game. Taking advantage of your partners' innate traversal abilities and the potential powers they offer when considering a level's enemy line-up appears to be the bread and butter of KDL3's game design.
One of the few mechanics brought back from KSS is your ability to create an ally. Pressing the A button causes Kirby to asexually produce a horrible creature called Gooey. This appropriately-named slime ball will follow Kirby and assist him in defeating enemies. Like KSS, a player can control Gooey with the second controller input, or the AI can be allowed to take the reigns. Unlike KSS, Gooey's AI isn't completely horrible. Gooey's bloodlust will have him naturally pursue enemies on screen rather than ones close to Kirby, and he'll make full use of his ability to inhale and spit enemies. Naturally, he's also able to copy abilities like Kirby. While Gooey can only use the basic powers due to being unable to ride a partner, he is able to freely choose which power he has - a marked upgrade from KSS. Gooey's services don't come cheap, however. He possesses his own health bar, which is represented by splitting Kirby's in half. Ouch! Another (annoying) aspect of Gooey that bears mentioning is that he shares camera priority with Kirby. Even when AI-controlled, Gooey can influence how the screen scrolls. It's not a huge problem, but it's an odd design decision that could have been exclusive to 2-player co-op.
Last of KDL3's gimmicks is that each level offers a unique character and an associated puzzle or task. Completing this side objective rewards you with a Heart Star (stick to one shape, please), and collecting all of these is required to fight the true final boss and get the best ending. While a cute idea, its contribution to the game ends up feeling minimal at best and obtrusive at worst. On occasion, the minigame is fun enough diversion. One enjoyable one is where a character will toss an object behind a wall with a brief opening in the middle. You need to use that split second of clarity to determine which is the correct object when asked to distinguish between it and a bunch of similar sprites. It's short, requires a different but not entirely unique skill to the main game, and it makes you feel smart when you solve something meant for literal toddlers.
Get one of those three questions wrong, however... and eat shit. You're donezo. You don't get a Heart Star, and the universe is doomed to eternal darkness and suffering. Of course, you can always try again - by repeating the entire damn level. While this is tedious on its own, you still need to remember that we're discussing one of the skill-based side missions. You technically have some measure of control in those, and failure is your fault. These losses are likely to compose your minority. The bulk of the objectives are "puzzle" based, and I use that word generously. If you're a long-time Kirby fan, you can predict exactly what I'm going to talk about. It's a design trend that's long been a thorn in the franchise's side, and while HAL has gotten much better at executing it, its shadow looms large.
Environmental puzzles that require bringing a specific power to part of the stage. Yes, in many of KDL3's stages, you are required to bring the right combination of power and/or partner to do some such bullshit so a crying porcupine or something can give you a Heart Star. There are a few ways to go about this, and most are unintuitive. The better ones provide some kind of hint in the design of the NPC providing the quest, which is visible on the stage select screen. A running theme is one of your partners' lover or family will be waiting later in the level, and because they're the same species and look similar, you can reasonably assume who you need to bring to that point. Simple deductive reasoning, and what remains turns the challenge into a skill-based test, as you can't lose your partner during the level. It's not amazing, but it's eloquent and works.
The rest, though? Man. Get to some arbitrary point of the level, make an educated guess about what you need only after seeing the objective where it's already too late to enter with the right power, and then replay the level only to learn the fire power you brought was wrong. Only the fire power when combined with Rick the hamster is good enough for some reason. And that adds on another replay. Sure, you could play with a guide, which is what I strongly recommend. But even doing that adds a layer to the game that's simply less fun than you could have been having were they simply willing to abandon this side quest concept. It's a chore, and it's made worse by the fact you can't simply exit an already completed level after fulfilling the objective - you are only rewarded the Heart Star right before the goal. And to be clear, levels can get surprisingly long.
So, padding to add replay value. A gaming tale as old as time. While annoying, replaying a stage now and then wouldn't be so bad if not for one thing: KDL3 is... kind of difficult? This realization struck me suddenly in the middle of my playthrough. It occurred to me that I had been dying at the same part repeatedly, which is definitely not something I'm used to from Kirby. It's fairly well-known Kirby began on the premise of being a platformer that anyone of any skill level would be able to complete. Ever since, the franchise has generally felt like it has stuck to that ethos, only occasionally pivoting for extra challenges in the main games, or going ballistic in spinoffs (if you want to lose all pride in yourself as a gamer, try Kirby's Dream Course.) To see that pattern broken as part of the sub-series containing that original game is unexpected, to say the least.
I had to pay extra attention to why KDL3 was giving me, a veteran of the franchise, such a hard time. Relatively speaking, of course. I'm not going to say this is a particularly difficult platformer in the grand scheme of things, but just an outlier among its peers. Is it that I'm bad at video games? No, of course not. I'm fucking amazing at video games, and you should never suggest otherwise. After analyzing the game from countless angles and running tests in my laboratory, I've identified two contributing factors. One is enemy density. There is a lot of shit trying to kill you on some of these screens. Enemies can populate screen real estate like it's fucking Mardi Gras. This naturally increases the possibility of being hit, even if it's simple contact damage. Increasing that possibility further is that Kirby's sprite naturally becomes larger when attached to an animal partner. But what really seals the deal is its combination with the second factor. And that is...
Your powers suck. They blow. And not in the Kirby way. Quantity over quality with regards to the combination mechanic made this an inevitability to some extent, but the persistent issue isn't simply that powers are esoteric or niche, rather many are just downright impractical to play the game with. If I had to generalize the issue, it's that very few powers provide a hitbox while moving. So many abilities force Kirby to stop in his tracks, forcing him to aim or otherwise be vulnerable due to a long start-up animation, often all for the process of defeating a single enemy.
Think of some basic Kirby powers from throughout the series, and you'll probably notice that a great many of them put an active hitbox around Kirby's sprite, effectively protecting you from contact damage while also defeating enemies. Some powers, such as Burning, also provide forward momentum, meaning progressing to the goal is never in conflict with engaging baddies. Powers that do this are at an absolute premium in KDL3. Kirby moves at one of his most sluggish paces to begin with in this game, and the cumbersome controls of many powers exacerbate this weakness. Attempting to move at a decent clip in this game without one of the few powers that allow for it is a good way to pile on damage fast. If you want to retain your sanity, I would recommend seeking out powers that let you move while attacking. ChuChu + Umbrella is one, as is ChuChu + Broom. There are other examples, but these make the game so much more playable that the bulk of the powers feel wasted. In contrast, Kirby 64 certainly has powers that are less useful than others, but you'd be much harder pressed to find ones that outright kill your pacing.
And that's what I've been trying to build to this entire review. KDL3 is just kind of... boring. Without the variable move sets provided by KSS powers, the novelty of many of these powers wears off quickly. Keep in mind that your power pool is limited by which animal partners you have access to, and levels typically only contain around two partners each. In K64, because your powers are combined from basic abilities provided by enemies, you can reliably have access to most of the game's powers in a single level. If you're not having a good time with a power in KDL3, it's not necessarily trivial to switch to something decent. Add to the fact that Heart Star missions often require you to lose your power to carry a specific one, and you have a recipe for frustration. Before I jump ship from the topic of difficulty, my notes mention the second to last level as being a particular gauntlet. I don't recall the details anymore, but this will have to do as an example.
I may as well use this as a jumping off point for another criticism of the powers: redundancy. To be fair, this was a problem with many Kirby games for a long time. It doesn't take a genius to realize Spark and Needle in classic games were exactly the same. However, in a context where the animals ought to provide some creative options, it stings a little more when you realize this veritable playground repeats some of the attractions. To wit, Kine's Cutter power is exactly the same as his Fire power, with the only change being the visuals. To make matters worse, there are many instances where a power combined with a certain partner is functionally the same as Kirby's solo power.
One of the more interesting meta aspects of this game is how much Kirby 64 feels like a reboot in hindsight. In what's perhaps an attempt to salvage assets many players missed out on, KDL3 features the debut of many enemies and locales that would go on to populate K64. A certain one blew me away personally. In World 2 of K64, there's a stage where you begin in a desert and end up boarding a spaceship that you travel through for the remainder of the level. Said stage is probably my favorite in the entire game. World 3 of KDL3 has a level with the same progression. Said stage is probably my least favorite in the entire game. Crazy how much execution and context can make a difference. Reusing some concepts isn't necessarily bad, but it hurts KDL3's relevance in retrospect for so much of its ideas to exist in a superior game. To drive the nail in further, many bosses from Dream Land 2 reappear. While it's nice to see them in beautiful 16-bit glory, it's not that exciting in lieu of new characters.
As I wrap up this review, I would like to leave off on some positives. KDL3 is an absolutely gorgeous game. The entire game is stylized to look as if it were drawn by crayon, with rough textures and bright tones that pop owing to a visual effect that constantly animates solid colors by alternating frames of similar shades. It's an approach that defines "vibrant," and competes with the best of the best when it comes to beautiful platformers such as its contemporary, Super Mario World 2: Yoshi's Island. I have nothing but praise for the visuals, and I would like to extend that enthusiasm to the soundtrack. This game has potentially my favorite music out of the entire franchise, which is no small feat. It was a warm, nostalgic delight playing through this game and discovering many melodies that had been stuck in my head from other sources. Anyone ever play that old flash game, Panda Golf? Then you might know what I'm talking about. Soothing, peaceful melodies that still have enough pep in their step to not undercut the action of the game.
In its totality, would I recommend Kirby's Dream Land 3? Ehh, yeah. Probably. Do you love Kirby? Are you really into platformers? Would you be willing to play a game just for its aesthetics? Your answers to these questions should make this decision pretty obvious. It's kind of an irritating game because there's such a harsh dichotomy between its good and bad qualities. It bears mentioning that this isn't as much of a wash as it might seem. For instance, the difficulty isn't simply annoying, but it undermines the fundamental idea of Kirby being a playground to mess around with a variety of abilities. It can feel actively punishing to engage fully with what is otherwise one of the franchise's greatest strengths. Oh, well. I want to move on. Did I mention there are three more in-depth minigames that can be played from the main menu? Those are fun, I like them. Also, I want to make a shout out to the three form final boss that has way too much health. Ironically, it wasn't that bad - because you could move while attacking.