***************************************************************************** Kirby's Dream Course FAQ For the Super Nintendo Version 1.1 (Last Updated 5/19/2001) By Devin Morgan This file is Copyright (c)2001-2006 Devin Morgan. All rights reserved. ***************************************************************************** Table of Contents 1. What's New 2. Introduction 3. Story 4. Controls 5. Shot Guide 6. Course Guide 7. Abilities 8. Special Panels/Traps 9. Secrets/Tips and Tricks 10. Credits 11. Copyright Notice 12. Contact Information ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 1. What's New -= -=-=-=-=-=-=-=-=-=-= Version 1.1 (5/19/01): I edited the strategy for Course 1, Level 2, with new strategy, courtesy of Floor Schoone! Version 1.05 (5/4/01): I made a small update, adding information about the Tomatoes in the Shot Guide section. Also, I changed the information in the Secrets section regarding opening the Extra Course to note that I'm referring to the 2-player Extra Course, NOT the 1-player one! Version 1.0 (5/3/01): The first version of this FAQ. I figured that since there was no FAQ already posted for this pretty interesting game that I should try my hand at writing one. It's pretty well done in my opinion, but if you have any adjustments to my strategies, feel free to let me know! ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 2. Introduction -= -=-=-=-=-=-=-=-=-=-=-= Kirby's Dream Course is obviously a game starring the cast of characters from past Kirby games, but the concept is much different this time! Instead of the usual side-scrolling adventure games, this one is a version of golf with some changes here and there. It's pretty underrated if you ask me, but this game is really great if you're up for a challenge, trust me. ***************************************************************************** -=-=-=-=-=-=-=-= -= 3. Story -= -=-=-=-=-=-=-=-= Once upon a time, on a little star, there was a small, peaceful country called Dream Land. The Dream Spring incident was over and the inhabitants of Dream Land returned to their normal, peaceful lives. Every day, they would eat delicious meals and take wonderful afternoon naps. There was no need to worry about anything since everything was so peaceful. At night, everyone slept soundly as thousands of stars lit the sky and quietly stood watch over Dream Land. The stars, known for their beauty, became the pride and joy of everyone in Dream Land. One night, the inhabitants said to one another, "Let's gaze at the star-lit sky and have wonderful dreams tonight." However, when they gazed up into the sky they noticed something was different. The sky was black. There wasn't a single star in sight! The next morning, they were very worried. Everyone became upset and asked each other "What happened to the stars?" "Will we ever see them again?" Then, someone said, "Don't worry! Surely, the sky will be full of stars again!" However, the stars did not return that night, or the night after. Everyone in Dream Land became very sad. How many nights have passed since they last saw the beautiful, star-lit sky? Every night, all they saw was the pitch black sky and no stars. Everyone was in a state of shock. They were so worried that they gradually stopped eating their delicious meals and no longer enjoyed having dreams. Their spirits were sinking fast. Eventually, laughter ceased in Dream Land, and everyone stopped smiling. Another dark, gloomy night loomed over Dream Land. All sorts of rumors had been spreading, and everyone was saying, "It looks like King Dedede is behind this." "I bet he's hogging all those beautiful stars for himself!" Could it be that King Dedede is indeed responsible for the missing stars? If it's true, there's only one hero that can save the stars. Yes, that young hero is Kirby. He comes in with the spring breeze and saves Dream Land in times of crisis. Kirby sets out for his long adventure to punish King Dedede once again and take back the stolen stars. Kirby heads for King Dedede's floating castle. The king has set up many traps in his castle. His servants each have a star and they wait for Kirby's arrival at the castle. This adventure is full of new and amazing challenges. Good luck, Kirby! ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 4. Controls -= -=-=-=-=-=-=-=-=-= Control Pad: Move guideline, make adjustments to the Spin Panel, extend guideline (press Down) A: Open Shot Panel, stop power meter when making a shot, confirm selection on menu screens, use booster when moving B: Use current ability while moving, view the Spin Panel before making a shot, cancel current selection Y: View entire course before making a shot (use the Control Pad) L: Move guideline 45° to the left R: Move guideline 45° to the right Start: Bring up submenu during game Select: View your scoreboard and the best current scoreboard for the course you're on X: Not used ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 5. Shot Guide -= -=-=-=-=-=-=-=-=-=-= The Guideline ------------- Basically, this is the line that shows where your shot will roll/bounce when you aim for a specific shot. Move it left or right, up if making a fly shot, or down if you want to extend it (extending it doesn't make your shot go farther; it just helps in aiming your shot more). You can also press the L or R buttons to move the guideline 45° to the left or right. The guideline shows exactly where the ball will go, if you shoot with full power. If you don't want Kirby to go the full length of the guideline, just shoot with less power. Spin/Shot Panel --------------- Hence its name, this panel is important since you use it to select the amount of power for your shot, as well as where the ball will spin to. Press and hold B to bring up the Spin Panel, where you can adjust it to view where the ball would go if you made a specific shot. You move it left or right if it's a ground shot to make Kirby roll in a clockwise/counter-clockwise fashion. If you adjusted the guideline for a fly shot, you can move it up or down to adjust the amount of topspin (the higher, the more you spin forward) or backspin (the lower, the farther back you spin) of your shot. However, when you're reading to make a shot for real, press A to bring up the real Spin/Shot Panel. At that point, depending on the shot, the notch on the Spin Panel will move up and down, or left to right. You stop the notch by pressing A again, and the power meter will start to go up. Note that the power meter goes up only once, then it goes back to the bottom, so you have to be quick to make a well-powered shot. Fly Shots --------- With fly shots, you can make Kirby bounce along the path to hit airborne enemies, obstacles, etc. Like I mentioned above, you can adjust how Kirby spins by moving the Spin Panel meter up, down, left, or right. You just have to make sure the guideline is in the air (press Up if you haven't already). If you want to bounce exactly along the guideline, just shoot with 100% power and you'll do it. Spinning Shots -------------- Using a little bit of top/backspin in some of your shots can be very helpful in this game. Depending on how high or low you set the Spin Panel meter, the more powerful your spin will be. Use a full topspin (with the meter at the very top) and shoot with high power and you could spin and bounce across a pond of water! That's where spinning is really useful. With backspin shots, you could use a full backspin so you can hit a target behind you, then spin backward and move in the other direction as well. Power Boost ----------- When you're rolling or bouncing after a shot, you can press A and Kirby will gain a little boost of power to continue moving. It's particularly useful when you're just a little short of making it into a hole, but you can use it to pull forward enough to make it in. If you're bouncing, press A just before hitting the ground and you'll bounce a little higher, which can be useful as well. Tomatoes -------- As you may notice, there are 4 Tomatoes on the bottom bar. Each time you make a shot, you lose 1 Tomato. Each time you hit an enemy, you gain a Tomato (up to a maximum of 4). Also, when you make it into the hole, you gain 1 Tomato as well. However, you lose them when you hit an obstacle or trap (Kracko, Gordo, spikes). These are basically your life bars for this game; if you lose them all, you lose one life. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 6. Course Guide -= -=-=-=-=-=-=-=-=-=-=-= ================= Course 1 Strategy ================= Level 1 ------- Move the guideline 90° to the left so it points straight at the upper-left Kabu. Shoot straight with 75% power and you should bounce off the 2 walls, hitting all 3 Kabus and maknig a Hole in One! Level 2 ------- Aim to the left, straight at the Kick Panel, then shoot at about 50% power. You'll hit the first Kabu, then roll downhill to the second Kabu and back uphill on the other side. On your way back down you'll fall straight into the hole, making it a hole in one. Level 3 ------- Aim up towards the enemy with the Hi-Jump ability on the hill, then press Up to make the cursor guideline go in the air for a bounce shot. Press A after you're aligned, then when the shot cursor starts to move, stop it at the very bottom (for a backspin shot), then shoot with close to 100% power. If it goes well, you should defeat that enemy and gain the Hi-Jump ability, and bounce back towards the starting point. From there, aim downward at the Kick Panel, then shoot at 75% power. You'll hit the first Kabu and most likely make it in the hole at the end. Level 4 ------- Shoot straight ahead at the Kabu and warp behind it at about 60% power. You'll warp to the other side of the pit and hit the second Kabu, then hit the Gordo and bounce back a little to be lined up with the last couple of Kabus to the south. Then, shoot straight at the line of Kabus with just under 50% power and you should make it in the hole. Level 5 ------- Shoot straight at where the guideline points in the start with 75% power. Hit the Hi-Jump enemy and bounce back with the Kick Panel, then when you pass over the starting point, use the Hi-Jump ability to reach the higher ledge and continue rolling, to hit the Kabus and make a possible Hole in One! Level 6 ------- Shoot straight ahead with the guideline at just over 75% power to hit the Kabu and Parasol enemy on the high path. When you hit the second Kick Panel and fall down to the lower area, use the Parasol ability and float down into the hole. Level 7 ------- Start by pressing Up to make the guideline go in the air, then press A to get the vertical cursor moving. Stop it near its highest point, then shoot with almost 100% power. You should be able to hit the first Kabu and bounce over the water, then hit the next Kabu and roll into the hole at the end. Level 8 ------- Move the guideline to the left 45° so it points straight across the Water Drain panel. Shoot straight at near 100% power, and you should roll up the hills and hit the first Kabu. When you stop moving, set up an angle so you hit the second Kabu. As soon as you hit the second Kabu, use the Parasol to slow down/stop yourself. Now, aim south and shoot with enough power to make it over the small incline to reach the bottom area. When you're in the air while falling, use the Parasol and float into the hole. ================= Course 2 Strategy ================= Level 1 ------- Press Up once to make the guideline go in the air, then shoot with 75% power to hit the floating enemies and make it in the hole at the end for an easy Hole in One (or not). Level 2 ------- Shoot straight ahead with 75% power to hit the enemy in front of you and gain the Spark ability. Roll down the hill and use the ability to cut through the two Whispy Woods in your way. You should stop right underneath a floating pumpkin enemy. From there, press Up to make the guideline go in the air, then open the Shot Panel like you're going to make your second shot. Stop it at its lowest point (good backspin that way), then shoot with a little over 75% power. You'll hit the two floating enemies, and bounce backward towards the hole. Level 3 ------- Press the R button 3 times so the guideline is pointing directly south across the Turntable Stopper switch. Shoot at just about 100% power and you'll stop the spinning panels, and hit the enemies around the room for a possible Hole in One! Level 4 ------- Shoot straight ahead with a little over 75% power. Be sure to use the Spark ability to get through Kracko's electrical bolts. When you reach the bottom area, you should roll into the Wheel enemy to get its ability. Now, use the Wheel ability and ride through the floating pumpkin and the enemy at the very end. When you bounce off the boundary, use the A buttom when you bounce and you should make it back to the hole for a Hole in One if you're lucky. Level 5 ------- Start by shooting straight across the water and sand traps with the Wheel ability activated. When you reach the other side, try to get into the center of the bunker. If you can't, use your next shot and move the guideline in the air and aim at one of the Kabus on either side, then stop the Spin Panel at its lowest point so you spin backwards, then shoot with about 75% power so you hit the first Kabu. When you move backward after hitting it, use the Wheel ability to get to the other side by the hole. From there, it's a pretty easy shot or so into the hole. Level 6 ------- Shoot straight across the sand trap using the Wheel ability, then hit the enemy to gain the Parasol ability at the other side. When you jump off the high ledge, activate the Parasol ability and fly straight and hit the high floating enemy. Turn and hit the next floating enemy, then float towards the hole for an easy 1-2 shot goal! Level 7 ------- Getting a Hole in One for this one can be tricky, especially with the Lawn trap. Start by adjusting your guideline angle just a tiny bit (hit Right on the Control Pad 4-5 times), then shoot with about 75% power. Hit the enemy, then bounce back and roll onto the Lawn. The arrows pointing left should push you into the hole if you're lucky for a Hole in One. Level 8 ------- Start by pressing Up to make the guideline go up the hill, then shoot with about 75% power to hit the 2 Squishy enemies on the hill. You'll roll back down the hill, and the Air Curtain vents will send you flying some more into the enemy on the next flat ledge. Use the A button when bouncing to propel yourself enough to reach the hole. ================= Course 3 Strategy ================= Level 1 ------- Start off by moving the guideline in the air for a straight fly shot, then shoot with 75% power. You'll bounce on the first trampoline to reach the next ledge, and you should slow down and hit the Kabu, then stop at that point. Then, move the guideline in the air again and shoot up the next couple ledges with about 100% power. If you don't make it to the top ledge in one shot, just make another fly shot with about 75% power, then use the A button boost to help you hit the enemy at the end and reach the hole quickly. Level 2 ------- Start by adjusting your guideline so you aim straight at the Whispy Woods in the far right area of the map. Shoot at about 100% power, and with luck you should make it across the Lawn and onto the conveyor belt in front of Whispy. Ride the conveyor through a Warp and along more belts, and you should hit the Parasol enemy at the far end. From there, shoot straight at a little less than 75% power to the left (Hi-Jump enemy), then bounce off the Kick Panel and use A to help you reach the hole. Level 3 ------- Move the guideline 45° to the left (hit the L button), then shoot at about 75% power. You'll bounce off the first wall and hit the enemy, but the moment you bounce off the wall next to the Whispy Woods, use the Hi-Jump ability to make it over the tree and across the boundaries to the other half of the level. From there, just use another shot or two to take out the remaining enemies and reach the hole. For a possible lower score, you may want to try using the new technique of left and right spins (hold B and move bar to the left or right before making a shot). Level 4 ------- Start by moving the guideline 45° to the right (hit R button), then shoot against the wall at almost 100% power. You should beat both Kabus and end up bouncing off a Kick Panel and onto the conveyor belt going up the hill. Shortly after you start going up the conveyor, use the Hi-Jump to get over the Kracko. When you land, continue down the hill and over another smaller one surrounding a ditch. Hit the Squishy enemy there to reveal the hole, then in your next shot, make a fly shot to reach the hole. Level 5 ------- Use the extended guideline (press Down) and aim at the leftmost Stone enemy and the one at the top of the hill. Shoot at almost 100% power and you should hit them both. When you pass above the last Stone enemy, use the Stone ability and slide down the hill, hitting the third enemy. Next, make a fly shot (guideline in the air) across the water, stopping the meter at its highest point for a topspin, then shoot at almost 100% power across the water. You should skip across the water with enough power to make it across, and hit the enemy at the other side, then roll onto the Lawn. From there, it's a simple shot into the hole. Level 6 ------- Start by turning the guideline around to face the opposite direction (hit L or R 4 times), then put the guideline in the air for a fly shot. Stop the meter at its lowest point for a backspin, then shoot at about 75% power. You'll bounce towards the Whispy Woods, then spin backwards and down the hill, hitting the first two enemies. You'll pass over the two lines of Air Curtains, and hopefully hit the floating enemy. If you miss it, hit the Squishy at the end, then for your last shot, go back over the Air Curtain and use the Stone ability to drop into the hole when you're above it. Level 7 ------- Start by pressing L twice to move the guideline, then shoot at 100% power. You'll bounce along the two walls and get the Freeze ability from the enemy, then use the ability to freeze the pond as you cross it, hitting a Kabu alogn the way. When you stop at the other side, shoot at 100% power at the Kick Panel and hit the Kabu in front of it. Use the Freeze ability to get across the pond again, passing the hole up for now. On this next shot, shoot straight across the pond at the hole with about 50% power, using the Freeze ability, and you should make it close to, if not in, the hole. Level 8 ------- Here, start by hitting L to move the guideline 90° to the left, then shoot at 75% power. You'll roll into the ditch and out again, then roll over the water switch to fill parts of the level with water. Continue rolling and bounce across the trampoline, then down the hill and into a Kabu. Go through the Warp to get to the top again, and hit another Kabu. Use the Freeze ability to turn the water into ice so you can slide across it. Get across it and hit another Kabu to make the hole appear (this is all in one shot, by the way). From there, make a simple shot into the hole. ================= Course 4 Strategy ================= Level 1 ------- Start here by pressing Up to send the guideline in the air straight ahead, then shoot with a little over 50% power; that way you bounce just after the sand trap and hit the Tornado enemy there. Activate the ability and maneuver around the Whispy Woods and hit the second enemy to reveal the hole, then continue along to reach the hole for a possible Hole in One! Level 2 ------- Shoot straight ahead without moving the guideline at about 75% power. After you hit the first enemy, activate the Tornado ability and turn left, hitting the second enemy on the slope. Continue moving left and hit another enemy or two if you can. Then for your next shot, just aim towards the hole and shoot with enough power to make it in. Level 3 ------- Here, make a fly shot towards the Stone enemy on the higher ledge with about 75% power. Just before you make contact, use the Tornado ability and hit the enemy, then hit the upper-right enemy (the one closest to the switch). After the hole appears, quickly turn towards the hole and use the new Stone ability when you pass over the hole to drop in for a Hole in One hopefully. Level 4 ------- Start by shooting straight ahead at about 75% power, using the A button for a boost if needed. You should be able to hit all the Squishies in this straight path. When you start rolling along the inclines at the end, use the Stone ability when you're lined up behind the last couple Squishies on the next hill. For the next turn, extend the guideline (press Down) and move it slightly to the right so you can hit both Squishies and pass the Gordo without contact. If you don't get to the hole, ues the Stone ability to stop at the bottom and use your next shot to make it in. Level 5 ------- Here, extend the guideline to help you out, then hit Left about 5 times to adjust the guideline enough. Then, shoot at about 75% power to hit the Needle enemy and get its ability. When you roll down and hit the Kick Panel, as soon as you hit the enemy in front of it, use the ability to line yourself up with the hole below. From there, make a fly shot with low power into the hole. Level 6 ------- Start by hitting L to move the guideline 45° to the left. Then, shoot with a little over 75% power so you hit the Kick Panel and the Dash Panel to quickly accelerate across the spikes to the other side. You'll hit the middle Kabu when you reach the other side as well. After you bounce off the wall, use the Needle ability to stop right in between the 2 Kabus on either side of you. Then, aim straight to the left or right and shoot with a little less than 75% power so you bounce off the wall and hit the Kabu, then make it in the hole. Level 7 ------- Start by shooting straight down the hill at the Warp Panel in the bottom corner, using about 75% power. When you warp back to the top, hit the first 2 enemies as you roll down the hill, but right after the hill ends, use the Needle ability to slow down and stop so you're in line with the Freeze enemy and the following one by the wall. For the next shot, shoot straight at a little over 50% power to get the Freeze ability and make it in the hole with luck. Level 8 ------- This level is a little tough to master, but the following strategy will help you pass it with a good score. First, move the guideline in the air for a fly shot, and aim it towards the far right section of the trampoline panel up ahead. Hold B to bring up the Spin Panel, and move it all the way to the left and one or two notches upward, that way you have full leftspin and some topspin as well. Shoot at just over 75% power and press A when you hit the trampoline so you make it over the spikes (hopefully). When you reach the water, use the Freeze ability to slide across and hit the Stone enemy at the other side. For your next shot, since you should be in between the last 2 enemies on the board, bring up the Spin Panel and move it all the way right for a rightspin shot. Stand facing the enemy to the right, then shoot at about 75% power to rotate around and make it in the hole. If not, just make another straight shot into the hole from where you stop. ================= Course 5 Strategy ================= Level 1 ------- Start by shooting straight at the Dash Panel with about 50% power. When you bounce along the Kick Panel and get the Parasol ability, get ready for after you hit the second Kick Panel. When you become airborne, fly to the left to slow down/decrease altitude, then fly back down and right to the Needle enemy at the bottom, and hit it. For the next shot, shoot straight up the middle of the hill at the hole with 100% power and you should make it up there and into the hole with luck. If you don't make it and start rolling downward, use the Needle ability to stick to the floor and stop moving, then use a shot to get back up and to the hole. Level 2 ------- Send the guideline in the air, then adjust the Spin Panel before you power up your shot so you have full topspin, then shoot at 100% power. If done correctly, you'll bounce up the small incline and hit the Freeze enemy at the bottom to get its ability. After you get it, bounce off the slope and use your ability to slide across the frozen water to the hole. Level 3 ------- Start by moving the guideline in the air for a fly shot, then bring up the Spin Panel (press B) and move it up one notch. Shoot at about 100% power, making sure to hit A at times to keep moving along the hills. You should be able to clear the line of 3 enemies and make the hole appear with this one shot. If not, make another shot to clear the remaining enemy/enemies. For the next shot, extend the guideline and shoot straight across the hill to the hole, using between 50 and 75% power. Level 4 ------- Start by pressing L to move the guideline so it leads straight to the Kabu above you. Open the Spin Panel and stop it at the very bottom for a full backspin. Shoot with about 75% power and you'll hit the Kabu, then bounce back down the hill. Hit the Freeze enemy, then use the ability to get across the water and hit the next enemy at the very bottom. For this next shot, move the guideline for another fly shot and move it to the right so it points towards the lower-right path across the water. Open the Spin Panel and move it almost all the way to the top for a topspin. Shoot at about 100% power in the direction I told you to and you should bounce across the water and hit the next enemy, and make it into the hole if you're lucky. Level 5 ------- Start by expanding the guideline and aiming it towards the first Tornado enemy in the ditch. Shoot at about 75% power in that direction, though. As soon as you hit it, activate the ability and move towards the next enemy in a ditch. When you hit that one, activate the new Tornado ability you receive and move towards the next enemy in line. Hit it and use its power to reach the Hi-Jump enemy. Use the Tornado to hit the enemy, then use the Hi-Jump ability to get to the higher ledge. There, shoot a weak shot at the enemy on the ground to make the hole appear, then use the next shot to make it in (25% power would be good for that type of shot). Level 6 ------- Start by adjusting the guideline for a straight fly shot, then bring up the Spin Panel and move it up one notch. Then, shoot with about 75% power and you'll hit the Squishy, then bounce and hit the Dash Panel to jump the gap. Speed across and you'll hit the Kabu at the very end as you roll. When you roll up the hill at the end and come back down, right as you pass over the star where the Kabu was, use the Hi-Jump ability to reach the floating enemy. For the next shot, shoot straight at about 75% power and use the Hi-Jump to get over the Kracko, then continue rolling and hit the Kabu near the edge to make the hole appear. For your last shot, make a straight shot at a little over 50% power to make it in. Level 7 ------- For your first shot, make the guideline go in the air and face the Stone enemy at the top of the hill, then press A to get the Spin Panel moving. Stop it at its lowest point, then shoot at a little over 50% power to hit the enemy and bounce back, and start bouncing down the hill taking out a couple enemies as well. When you get to the bottom, aim a fly shot towards the enemy on the higher ledge, then shoot at about 100% power. When you fly above the enemy, use the Stone ability to fall and hit it, revealing the hole. Make another weak fly shot and use Stone to fall into it. Level 8 ------- Start by aiming straight up the hill towards the Dash Panel, then shoot at about 75% power. Get the Spark ability and after you hit the Dash Panel, activate the ability so you go through the Whispy Woods on the way up the hill. At the top, you'll get the Hi-Jump ability and roll back down again. When you reach the bottom, jump over the Dash Panel and continue rolling. You'll pass over a small Air Curtain, and possibly make it into the hole shortly afterward. If you can't get it all in one shot, make another short shot to get in the hole. ================= Course 6 Strategy ================= Level 1 ------- Start by adjusting the guideline a tiny bit by moving it one notch to the left. Then, shoot at about 75% power and bounce along the wall and gain the Fireball ability. Just before you reach the first Kabu, activate the ability and bounce around the area quickly, hitting all the enemies, and making it to the hole. If you don't slow down enough by the end and just miss the hole, another short shot will get it in. Level 2 ------- Shoot straight at the wall at about 75% power. You'll bounce off and hit the first enemy, then roll along the hill and onto the conveyor belt. When you stop at the end, use your second shot and shoot at the first Kick Panel with about 50% power. Roll through the Kick Panels and the Dash Panel, getting the Stone ability after you take off up the hill. Then when you pass over the hole, activate the Stone ability so you fall straight in. Level 3 ------- For your first shot, move the guideline in the air for a fly shot, then adjust the Spin Panel by moving it up 2-3 notches for a slight topspin. Shoot with a little over 75% power and you'll hit the enemy in middle of the spike trap, then the next two enemies as well. Just before the start of the hill, use the Stone ability to come to a complete stop. For your next shot, use the L and R buttons as needed to aim the guideline diagonally up and to the right along the hill, then shoot at 100% power to roll across the hill and make it to the other side. Hit the Squishy, then use the Stone ability to stop again. For your next shot, shoot a fly shot at about 75% power towards the hole. When you're above the hole, use your ability to drop into it. Level 4 ------- Start by shooting at about 50% power straight through the first Kabu. When you're lined up with the Squishy, use the Stone ability to stop moving. For your next shot, shoot straight through the next 2 enemies and over the switch to stop the spinning panels. Shoot a little over 50% power for this shot, then bounce off the Kick Panel and roll into the ditch, using Stone to make it into the hole at the end. Level 5 ------- For this level, start off by extending your guideline length, then aim upward at the north Kick Panel. Shoot straight at it with 100% power and you'll bounce off it and onto the elevated platform, hitting the first and maybe second enemy there, gaining the Tornado ability. For the next shot, aim straight ahead at the Spark enemy on another platform, shooting with about 75% power. Just before you hit the enemy, use your Tornado ability. Hit the enemy and spin down the hill, hitting the Hi-Jump enemy at the bottom, gaining its ability. Then, bounce off the southmost Kick Panel and go up the conveyor belt. Use the Hi-Jump just before you reach the Whispy Woods at the top, and bounce to the last couple enemies and the hole. Level 6 ------- Start by using L to move the guideline so it points straight down the hill. Then, shoot at about 100% power down the hill and hit the Dash Panel, shooting you up the next hill and hitting the enemies. When you roll around at the top and start rolling down the other side, use the Spike ability to stop moving. For the next shot, shoot down the hill and hit the 2 Kabus, then hit the Warp Panel to get to the start again. Use the Spike ability to stop there as well, then aim a fly shot towards the hole across the barriers with about 50-75% power. If you don't make it in the hole, another small shot should do the trick. Level 7 ------- Get ready for a fly shot straight to the left towards the trampoline on the other island. Shoot at 100% power and use the A boost when you hit the trampoline to help you reach the larger area. Hit the first enemy to reveal the hole, then roll down the hills for a possible Hole in One if you're lucky! Level 8 ------- Shoot straight ahead at almost 100% power, hitting the first couple enemies on the ground, then bouncing on the walls to hit the Fireball enemy at the other side. As soon as you get the ability, use it to shoot straight and over the hills to reach the second Fireball enemy and gain its ability. Bounce around and you should be lined up with the floating pumpkin on the high ledge. For your next shot, shoot straight at it with about 100% power and you'll hit it and roll to the hole, hopefully making it in if you're lucky. ================= Course 7 Strategy ================= Level 1 ------- This is one of the easiest holes I've encountered, especially at this point in the game. Just shoot a straight fly shot at 100% power and hit the enemy to gain the UFO ability. After you get it, activate it and fly straight up the hill and hit the Kabu. Fly across the pit and hit the Spark, then Stone enemies, then when you're over the hole, use the Stone ability to fall in for a VERY easy Hole in One! Level 2 ------- Here, extend the guideline and press Right until the path crosses with the Kabu on the slope. Shoot with a little over 75% power and you'll hit it, and roll down the path to hit a Dash Panel. After you bounce around the path and get the Tornado ability, use it after you fall to the lower area and hit some of the enemies sitting around there. For your next shot, finish the remaining enemies with the Tornado ability and slow down so you can drop into the hole. Level 3 ------- Here, start by pressing R twice to move the guideline 90° to the right, towards the small Air Curtain. Shoot with almost 100% power up the hill. As soon as you get the Spike ability from the enemy you hit, use it to stop. For your next shot, shoot up with a little over 25% power at the Warp Panel, then hit it to warp to the other side and hit the enemy there. Roll down the hill and hit the Dash Panel, then as you pass over the hole, use the Spike ability to drop right in. Level 4 ------- Here, extend your guideline and aim up and right towards the conveyor belt moving up the hill. Shoot at just under 100% power and you'll make it onto the belt. When you get to the top, roll to the left and use A to boost often so you hit the enemy and make it over the hill to the next conveyor belt going down the hill. Roll all the way down and hit the enemies to reveal the hole, then bounce back, using the Spike ability just before passing the hole. If you timed it correctly, you'll drop in the hole for a Hole in One! Level 5 ------- Start by hitting L twice to adjust the guideline, then shoot at a little over 75% power over the small slope. Roll across the first set of Dash Panels and bounce around on the Kick Panels. When you accelerate along the straightaway, use the Hi-Jump ability from the enemy you hit to jump over Kracko and land on another Dash Panel. After you hit the second Hi-Jump enemy and bounce on the Kick Panels, jump over the Kracko when you reach it and you'll fall into the area where the hole is located. If you don't manage to roll into the hole, a small shot will do the trick. Level 6 ------- Start here by shooting straight towards the Squishy at about 75% power. Bounce off the wall and just before you make contact with the Spark enemy, use the Hi-Jump to hit the enemy and jump onto the first conveyor belt. Go up and you'll roll towards the second Hi-Jump enemy. Just before you hit it, activate the Spark ability, then hit the enemy. Your ability will still be active and you'll roll through the Whispy Woods and up the conveyor belt to the hole. Level 7 ------- Start by pressing L or R 4 times to rotate the guideline behind you, then aim a fly shot with full backspin towards the Spark enemy. Shoot with about 75% power and hit the enemy, then bounce back and hit the Kick and Dash Panels. Just before you touch the Stone enemy, use the Spark ability. Hit the Stone enemy and with your active Spark, cut through the Krackos. If you can, hit the first floating enemy to make the hole appear. Finally, fly over the hole and drop in using the Stone ability. Level 8 ------- Start by aiming straight ahead with the guideline in the air for a fly shot. Shoot at about 75% power so you hit the UFO enemy and gain its ability. As soon as you get it, activate it and fly straight ahead, across the pit, and hit the floating pumpkin enemy. Right before you reach the wall, press B to go to the ground and stop. For your next shot, shoot straight at the red Warp Panel with a little over 50% power. After you roll through the warp and to the new location, roll to the right until you stop by the floating enemy. For this next shot, make a fly shot with enough power so you hit the floating enemy and reveal the hole across the pit. Then, use the UFO ability and fly across to the hole, pressing B when above the hole to go straight in. ================= Course 8 Strategy ================= Level 1 ------- Start off this new course by hitting R twice to adjust your guideline's path, then shoot with as close to 100% power as you can get (do NOT shoot with exactly 100% power, though). You'll bounce off the wall and hit the first Kabu on the slope, then start rolling down the hill. When you hit the first Whispy Woods and bounce back a little, use A to try and position yourself to the left of the tree. For your next shot, extend the guideline and aim at the second Kabu below and shoot with a little over 50% power. (If you can't make the second shot and hit the tree again, just try to use A when you roll so you can get to the side of the tree, then attempt the shot again.) After you roll down the hill and hit at least both of the middle Squishies, aim your next shot at one of the Squishies to the side so you bounce back from the wall and get close to the hole. From there, make a simple shot into the cup. Don't despair if you don't do too well here, as this level is really a pain in the ass! Level 2 ------- Start by shooting straight ahead down the hill with about 50% power. Get the Hi-Jump ability from the enemy and hit the Dash Panel to dart across the water. When you're near the other side, use the Hi-Jump ability and bounce to reach the floating enemy. Also, use the A boost and trampolines to help you bounce to the middle Kabu further ahead. For your next (and maybe final) shot, make an angle so you hit one of the other Kabus and reveal the hole, then roll into the hole. Level 3 ------- Here, aim for a fly shot straight ahead, but bring up the Spin Panel and move the little meter 4 notches to the right for a rightspin bounce, then shoot at 75% power like that. You'll hit the floating enemy and bounce on the trampolines below, but you should slow down just before coming to the next enemy in your path. For this shot, shoot straight at about 50% power to hit the enemy, then for your final shot, shoot a fly shot with just enough power to make it in the hole. Level 4 ------- Here, shoot straight at the wall at about 100% power and bounce back to hit the enemy with the Hi-Jump ability. Go down and across the 3 Air Curtains, and use the ability as you go up on the third one. You'll make it to the higher ledge and hit the Stone enemy and gain its ability. For the last shot, make a fly shot towards the hole, using the ability to drop into the hole when you're above it. Level 5 ------- Start by shooting straight ahead at about 50% power. You'll gain the Fireball ability from the enemy there. After you stop rolling, shoot a fly shot straight across the barrier and towards the 2 floating enemies. Shoot with about 75% power and use A to help hit the second floating one. When you roll on the ground, use the Fireball ability to reach the next enemy and get its Tornado ability. At that point, use the Tornado ability and move upward a little. Go down the next couple hills, spinning towards and hitting the enemies there to reveal the hole at the end. Then, just spin down and drop into the hole. Level 6 ------- Here, start by hitting L to make the guideline point up the hill, then get ready by aiming for a fly shot straight up the hill towards the UFO. Shoot at about 100% power, lined up with the first UFO enemy. After you hit it and before you hit the ground, activate the ability and fly along the ground, hitting the 2 Kabus to the left. Then, go up the back ramp and hit the next couple enemies there. After you hit the Kabu on the middle ledge before the top, stop there by pressing B. For your next shot, aim towards the other UFO enemy in the air to the left. Shoot at about 50% power; as soon as you make the shot, activate your first UFO ability and use it to hit the second one. Now, press B to get the second count started, then maneuver up the hills and press B when above the hole to drop in. Level 7 ------- Start off this level by aiming straight at the Spike enemy to your right. Shoot a normal shot between 50-75% power, then hit the enemy to gain the Spike ability, then bounce back towards the Freeze enemy. Right as you're about to hit the enemy, use the Spike ability to stop in place and hit the enemy if you're lucky. For your next shot, aim a fly shot south at the Warp Panel, then shoot a 90% powered fly shot so you bounce on the Warp Panel and reappear at the other one, still bouncing. Get over the barrier and hit the Tornado enemy to get its ability. After you get it, use the ability and hit the Fireball enemy to the right and get its ability as well. Move up and start going straight and left to the Spark enemy. Use the Fireball ability to go straight and hit it, revealing the hole. After you stop moving, aim a straight shot with enough power to make it into this hole. Level 8 ------- Start this last level off by shooting straight at the Whispy Woods (you should have the Spark ability from the previous level) with 100% power. Use the Spark ability to cut through the tree and hit the enemy to gain the Tornado ability. Now, use the Tornado ability to get straight across the water, then hit the Freeze enemy and continue spinning when you hit the Dash Panel to start accelerating across the water. Use the Freeze ability to turn it into ice so you slide across and hit the Stone enemy and get its ability. When you roll off this ledge, use your Stone ability right away to drop down and slide down the slope to hit the next enemy to gain its Wheel ability. Use the Wheel ability to get across more water and hit the Fireball enemy to get the new ability, then bounce off the wall at the end. At the peak of your bounce, use the Fireball ability to shoot through the air and hit the UFO. As soon as you get that, use the ability to fly straight and hit the 3 floating enemies. Continue flying and ignore the Hi-Jump enemy, hitting the Stone enemy further ahead to reveal the hole. Finally, fly over the hole and use the Stone ability to drop in for a Hole in One to finish this course! ====== Dedede ====== This is the final level of the game, where you do battle with the evil King Dedede! The objective here isn't too hard to accomplish, however; just keep shooting straight at Dedede and his small clones. If a clone hits you, you lose a life instantly (all your shots are automatically 100% powered, and there are no shot meters to worry about, either). After each shot, you'll automatically be warped back to the green strip to shoot again quickly. You must keep Dedede from reaching the green point; you do that by hitting him, and hitting him bounces him back a little. You must hit his body in order to cause damage, too. Just keep shooting shots at Dedede while avoiding and destroying his smaller variations until you defeat him and beat the game! ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 7. Abilities -= -=-=-=-=-=-=-=-=-=-= In this game, there are 10 different abilities you can obtain by hitting certain enemies. You use the ability by pressing B while moving, and it can be used only once per shot. Here, I'll list them and what their functions are below: Fireball: This ability engulfs Kirby in flames and makes him accelerate forward at a very fast pace. Very useful for getting across obstacles really fast. Freeze: With this abiliity, Kirby can freeze an entire body of water when he passes over it. It also allows him to slide along on flat areas of the course. However, the water only freezes until that shot is over, then it becomes water again, so be careful! Hi-Jump: When used, Kirby can jump really high to reach a higher area, or to hit a floating enemy/evade an obstacle below. Needle: When used, Kirby grows giant spikes on his back that point upward, and he stops dead wherever he is. If you're going down a hill, there will be a little delay before stopping, however. Parasol: Kirby can float in the air with this ability. It slows him down after a shot if used, and when flying in the air, you can control the direction he flies with the Control Pad. Spark: When used, Kirby can cut through Whispy Woods or Kracko without taking damage or getting bounced off of. Kirby could also go through enemy attacks as well (such as Kracko's electrical attack). Stone: When used, Kirby turns into a stone block and falls straight down if in the air. If rolling on a hill, he'll slide straight down it as a block. Tornado: Kirby moves around the area like a whirlwind for a limited amount of time, depending on how much power was used to make that shot. Move Kirby left or right with the Control Pad to maneuver around Obstacles and hit enemies. UFO: This is the best ability in the entire game as far as I'm concerned! When used, Kirby turns into a UFO and can fly for 10 seconds, in which you could hit as many targets as you can! Wheel: Kirby can speed straight ahead, across water and other traps without getting stopped. Definitely useful if trying to get past an annoying sand trap. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 8. Special Panels/Traps -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Air Curtain: This air-blowing vent in the ground sends Kirby flying when he rolls over it. This can be pretty helpful when trying to reach a higher ledge, though. Bunker: This sand trap is probably the worst of all the traps, since when you get caught in this, you stop dead in your tracks! It would be best to avoid this trap at all costs. Conveyor Belt: When you roll onto one of these, it'll carry you in the direction it is moving. When you come across levels with these, you can strategize a good plan making use of this special panel. Danger Zone: Also known as the spike trap, this trap takes away 1 Tomato from your lifeline if you hit it. Dash Panel: When you move across this panel, you'll quickly accelerate in the direction the arrow is pointing. Make sure there aren't any hazards in front of you, or you'll be sorry! Kick Panel: This panel is a blue circle with an arrow pointing in a certain direction in the middle. When you hit this, you'll bounce and roll in that direction. Lawn: This grassy trap make Kirby roll in the direction the arrows are pointing when rolling across it. Keep that in mind when shooting across this trap. Pond: This water trap is one of the most annoying traps of all, since you'll most likely sink into this pond, where it's pretty tough to get out of it. You can make Kirby roll across the blue switch with a water droplet on it, usually found nearby, to drain or fill the pond if necessary. Trampoline: When you bounce on this, you'll bounce a bit higher than if you bounced on regular ground. Press A just before landing on one of these and you'll bounce a little higher with more power. Turntable: This spinning panel can alter the direction Kirby rolls when you move over one of them. You can roll over the red switch nearby to make them stop spinning, or to make them spin again if they were currently stopped. Warp Panel: When you roll over this, you'll warp to the other panel, which is usually nearby. You'll then roll in the direction that the arrow in front of the panel is pointing towards. There are also some Warp Panels later in the game with no arrows in front of them; when you warp with these, you'll just keep rolling in the direction you were going when you hit the first panel. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 9. Secrets/Tips and Tricks -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ====================== Change A Player's Name ====================== To change the name/symbol you drew as your name in your file, highlight the file you wish to change on the Members list and hold L + R, then press A. =================== Gaining Extra Lives =================== To gain an extra life, just make a Hole in One in any level in any course. ==================================== Open Up Extra Course (2 Player Mode) ==================================== To open up the Extra Course option in 2 player mode, beat the 1 player game, gaining a medal on each course. ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 10. Credits -= -=-=-=-=-=-=-=-=-= Game Informer (Issue 97, May 2001): For their strategy that helped me get through the game with some decent scores! Game Sages (http://sages.ign.com): For the Changing Names secret listed in this guide. Floor Schoone: For sending me new strategy for Course 1, Level 2. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 11. Copyright Notice -= -=-=-=-=-=-=-=-=-=-=-=-=-=-= This file is Copyright (c)2001-2006 Devin Morgan. All rights reserved. Please view the following URL to see the list of sites that are allowed to post my work: http://www.freewebs.com/dbmfaqs/allowlist.html This list is comprised of sites I know and trust well. If your site is not on the aforementioned list, you are not currently not allowed to post any of my files on your site. If you wish to acquire permission, feel free to email me (see the section below); permission may or may not granted at my discretion. Please respect my work and do not steal it or post it without my permission. I only want my most recent work to be available and I do not feel that can be achieved if others take from me without my knowledge or permission. If you are writing a FAQ for this game as well, and would like to use some information, contact me and we'll talk. Please do not rip me off, as that is blatant plagiarism and such will not be tolerated. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 12. Contact Information -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As of this version, the file contains all the information I know to date. If it is a work in progress, give me time before bombarding me with emails about things being missing. All I ask is that you READ THE FAQ before emailing me, since that's what it's here for! Don't waste my time (and yours) by asking me for information obviously covered in the guide. If it's in reference to a side quest or item, chances are they can be found in another section besides the walkthrough, so check the appendices as well. If you have any questions, comments, or things to add that are not already in this FAQ, feel free to email me. I usually do post submissions, credit given of course, so long as I feel they are relevant to the game in question. My email address is: dbmfaqs(at)gmail.com. Thanks for reading, and be sure to check out the rest of my work at this URL: http://www.gamefaqs.com/features/recognition/3579.html =- End of File -=