Reviews from

in the past


old kirby games make me happy

One of my childhood games that really didn't age that well. I enjoy it for what it is, but there are way better Kirby games out there.

Sim eu estou meio enviesado nessa nota por causa do que a serie veio a fazer não muitos anos depois, não se segura lá super bem por causa dos controles duros, mas ainda sim tá cheio de elementos muito bons como as fases e inimigos terem muita personalidade, a música der muito boa, e eu ter me divertido na simplicidade dele, e é muito MUITO curto, mas o desafio extra da uma apimentada nas coisas, no geral a série inteira é melhor que esse jogo, mas como ele veio a inspirar kirby super star, ótimo.

67/100

Very short, even with the extra harder mode but I still like this game a lot. Has this beautiful simplicity like Doom (1993)

jogo muito carismático bem divertido pro pouco que dura


kirbys first romp!! eh

i like kirby though :)

I mean there are worse ways to spend 30 minutes of your time. 5 stages and one of them plays the Castle Lololo/Dynablade theme.

No copy ability :( otherwise cool

People always told me that Spring Breeze in Kirby Super Star Ultra was just a slightly shortened version of the original Kirby's Dream Land 1 but I didn't think they meant it THAT literally. I played this on a whim on the NSO and had a nice short time.

For a Gameboy game the controls are very tight (a staple of Masahiro Sakurai's work) and it's all the classic Kirby formula of manuevering around opponents and firing their attacks back at them when they leave themselves open. Not a whole lot to say, standard decent level design and challenge, and I thought it was pretty fun overall. Was cool to see Kirby's beginnings for myself. That said, it really showed me how much most of the fun in Kirby comes from the copy abilities, it does feel really lacking not having them sadly.

Jogo descente pra época que começou minha franquia de jogos favoritos da Nintendo.

This is a good game I guess, nothing special though, and very short. What else do you want me to say?

It took me about 30-40 minutes to beat the game. Definitely a lot shorter than I remember it being, which isn't entirely a bad thing. Just kinda wish there was a little more to it.

Kirby humble beginnings give me a humble amount of fun. Never a bad moment, but dull compared to the rest of the series.

fun and breezy. perhaps I'm just comparing it to future Kirby games but the inhaling and expelling by itself doesn't feel compelling enough by itself.

A fascinatingly quaint start to what would eventually become one of the most iconic mascots in gaming history. Even as early as the Game Boy, the series' trademark charm and attention-to-detail is on full display between the world-transition cutscenes, reaction sprites and generally high unique frame counts on character animation (particularly on Dedede; even on a black and white (or puke green) screen, that lad is larger than LIFE). This, coupled with wonderful character/enemy designs and a legitimately fantastic and instantly memorable soundtrack (with special mention going to Green Greens, Mint Breath and Mt. Dedede in particular) and Dream Land certainly leaves a lasting impression on you in the visual and auditory department.

However, for as much as it does well in those areas, Dream Land has got issues APLENTY. Its gameplay, while not bad by any means, is almost mind-numbingly simple compared to literally every other entry in the series for one simple yet ever-so-crucial reason: the complete absence of Copy Abilities. What made the series into its signature infinitely-customisable action platformer identity is strikingly missing in the beginning, leaving DL as a game lacking the punch of later titles, particularly in the boss fights which end up as ‘wait for this attack’ a heck of a lot more than stuff like Super Star or even Adventure. Another aspect which is perhaps more notorious is Dream Land’s exceptionally tiny length, with a full playthrough taking at most half an hour to accomplish. Sure, Extra Mode is certainly a nice first-time completion bonus that extends play-time to a serviceable degree (even if bosses like Kracko make me want to tear my heart out), but having such a short length makes an already repetitive adventure feel even less impactful by the time the credits roll.


Overall, Kirby’s Dream Land is very much a case of style over substance: what’s here is undoubtedly decent and would lay the groundwork for almost every entry going forward. However, between the excessively simple gameplay and nowadays criminal amount of run-time, there’s little to no reason to play this one when dozens of better alternatives have existed for so many years at this point. Still, for Kirby superfans such as myself, it’s definitely a charming novelty to run through every once in a while to see where the pink puffball got his initial start before blossoming into the adorable destroyer of gods we know him as today.

Really short, very breezy beginner platformer with a lot of charm but not much substance. It's a great way to spend 30 minutes of your time, maybe a bit more to beat the game's Extra Mode with bosses that require some thought to beat, but the Kirby series would only get better from here.

Cute, breezy fun, with tough lil New Game+ that genuinely took me a few hours to beat. Despite lacking the copy abilities from later games, there's a focus and visual fidelity makes it a high tier GB original. Also the OST is wall-to-wall bops.

é um jogo já feito, meio dark sombrio demais pra mim, me da medo

One of the most boring and mind-numbingly easy platformers I have ever played. The level design is flat and uninspired, the bosses all feel more or less the same, and the game isn't long enough to impress you with more ideas. The last level is literally just fighting the four bosses again with no changes, or at least not any I noticed. Kirby's suck mechanic is an interesting idea, but it wouldn't reach it's full potential until Kirby's Adventure, and here it just feels slow. Everything in this game feels slow. Kirby moves slow, he flies slow, and defeating an enemy means sucking them up and spitting them out or swallowing them, a process that becomes incredibly tedious, even over the course of a game that takes an hour to beat. This game would be a 4/10 if not for the pretty good soundtrack and some charm, especially on the character designs for Kirby and Dedede that just barely pushes it up to the 5/10 range. This is the first Kirby game I've played and if this is what they are all like, I am not looking forward to playing the rest of the series.

Modo normal e extra completo. Ótimo jogo para início de franquia!

its a fun enough platformer, but rather simple and barebones. dont expect to do almost anything you can in other kirby games, you can just suck and blow. swallowing enemies seems to be pointless, and there are only 5 levels and 5 bosses, with one of the levels just being a boss rush. it's also wayyyyy too short, you might beat it in around an hour, which might not sound too far off for an 8bit platformer, but most of those games were at least artificially lengthened in their difficulty (which admittedly can be annoying), this is just something short, bland and would have been forgotten had it not been for the fact that it spawned the series. not a bad game, but i will say just play its remake, kirby superstar on the snes

Still blown away they gave jigglypuff her own game


this game gave us Kirby let that sink in

no copy abilities feels weird in retrospect

There's really no getting around how short Kirby's first outing is. Five very brief levels with relatively straightforward boss fights and the end of each, which you then fight again before challenging the final boss, who himself has only about three attack patterns you dodge around and then attack back during. Kirby's Dreamland is a criminally simple game, and as much as that is a detriment to its enduring quality it's also perhaps it's greatest strength. There's great value in a game you can complete in just a single sitting; a couple hours for a complete experience from start to end. Kirby's Dreamland is even less than that, being completely beatable in less than an hour. There is an extra mode with additional and more difficult enemies sprinkled across the levels after you've finished, but even both together will take up the better half of an afternoon at best. That may be a little too short ultimately, even for a bite-sized Gameboy game, but it still feels like a complete, breezy experience.

The qualities for which Kirby is still admired as a series are notably present in this initial entry. Kirby's mission statement is one of relative ease and pleasant designs. The lack of a timer and Kirby's infinite mobility are nominal departures for platformers of this period, removing pressure and considerable challenge for the player to approach the game with a more relaxed mentality. This gels with the noticeable lack of copy abilities Kirby possesses here, a key innovation for the series which wouldn't come until the second game. While some bemoan the lack of this core dynamic of the Kirby series here, the design of the game is very much considered around the limited capabilities of the beloved pink (or grey) blob.

Aside from its historical significance as Kirby's first game, it's hard to say why many should even come back to Kirby's Dreamland today. For me, the quick completion and lack of powers are distinguishing enough qualities to find it worth playing through every now and again between other activities. But clearly, these are not universal qualities, and there are undeniably many other games in the series which provide a similar satisfaction with more to digest, and without ballooning the ease of completion in the process. There's not much else to say other than I really enjoy the no-frills simplicity of Kirby's Dreamland, clearly carving out a unique platformer identity and a strong, if short, baseline to build of off in the near future. The basic, almost borderline forgettable, level design of the game's five brief stages I can see being a boon for the next time I want to crank out a quick playthrough, actually. At least then, the experience won't feel so familiar as to make it not worthwhile to go through again.