curse
Kirby's Dream Land 1992
Log Status
Completed
Playing
Backlog
Wishlist
Rating
Unrated
Time Played
--
Platforms Played
kirby's been my favourite little nintendo dude since smash bros first let me suck up my opponent and hurl us both to our doom, but I never spent much time with their games. that's gonna change... this could be the year of the kirb
despite the lack of colour, kirby's dream land feels vibrant; bursting with jubilant charm. so well realized thru expressive spritework and sound design that the limitations of the gameboy's colour palette seem to melt away
very short + syrupy sweet, it packs about as many imaginative ideas as possible in the 30~ minutes it takes to finish a standard run. from the distinct air mobility, to the iconic suck, to warping on stars, hollering into microphones, spitting fire, doing synchronized dances, dropping bombs, fighting an STG boss, and being shot into the clouds by a whale — kirby arrives remarkably fully formed, and does so with an abundance of trademark chaotic whimsy
while power thieving would end up being the final piece that brought the character together, it's hard not to think of this as a resounding success — a sugar rush that hits on everything it intends to and then leaves as quick as it arrived. my limited exposure to subsequent games tells me it only gets better from here, but here is a pretty lovely place to be too
bye-bye
despite the lack of colour, kirby's dream land feels vibrant; bursting with jubilant charm. so well realized thru expressive spritework and sound design that the limitations of the gameboy's colour palette seem to melt away
very short + syrupy sweet, it packs about as many imaginative ideas as possible in the 30~ minutes it takes to finish a standard run. from the distinct air mobility, to the iconic suck, to warping on stars, hollering into microphones, spitting fire, doing synchronized dances, dropping bombs, fighting an STG boss, and being shot into the clouds by a whale — kirby arrives remarkably fully formed, and does so with an abundance of trademark chaotic whimsy
while power thieving would end up being the final piece that brought the character together, it's hard not to think of this as a resounding success — a sugar rush that hits on everything it intends to and then leaves as quick as it arrived. my limited exposure to subsequent games tells me it only gets better from here, but here is a pretty lovely place to be too
bye-bye