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Guide and Walkthrough by DBM11085

Version: 1.1 | Updated: 05/19/2001

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                          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 -=

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