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** ''Nightmare in Dream Land'' changed [[spoiler:Nightmare]] to [[spoiler:"the Nightmares"]], but it reverted two ability names that were [[DubNameChange changed]] in the original localization -- Fireball properly changed to Burning, and Back Drop went back to Backdrop. [[spoiler:Nightmare]] would go back to its previous spelling, but the abilities would remain Burning and Backdrop.

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** ''Nightmare in Dream Land'' changed [[spoiler:Nightmare]] to [[spoiler:"the Nightmares"]], but it reverted two ability names that were [[DubNameChange changed]] in the original localization -- Fireball properly changed to Burning, and Back Drop went back to Backdrop. In later games, [[spoiler:Nightmare]] would go back to its previous spelling, but the abilities would remain Burning and Backdrop.
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* BarelyChangedDubName: All of the level names were already in English in the Japanese version, but two of them were changed slightly for the English version anyway: "Icecream Island" became "Ice Cream Island", and "Fountain of Dream" became "Fountain of Dreams".

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* InconsistentSpelling: King Dedede is spelled in-game as King [=DeDeDe=] in English versions, and [[spoiler:Nightmare]] was altered to [[spoiler:"the Nightmares"]] in ''Nightmare in Dream Land'', but it reverted two ability names that were [[DubNameChange changed]] in the original localization -- Fireball properly changed to Burning (as in later games) and Back Drop went back to Backdrop. The Japanese version on both systems also spells two levels differently from the English versions -- Icecream Island (altered to Ice Cream Island) and Fountain of Dream (altered to Fountain of Dreams, and alternatively called the Dream Spring).

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* InconsistentSpelling: InconsistentSpelling:
**
King Dedede is spelled in-game as King [=DeDeDe=] in the English versions, and [[spoiler:Nightmare]] was version of both games. The 3D Classics version altered the original script slightly, changing it back to [[spoiler:"the Nightmares"]] in "King Dedede".
**
''Nightmare in Dream Land'', Land'' changed [[spoiler:Nightmare]] to [[spoiler:"the Nightmares"]], but it reverted two ability names that were [[DubNameChange changed]] in the original localization -- Fireball properly changed to Burning (as in later games) Burning, and Back Drop went back to Backdrop. The Japanese version on both systems also spells two levels differently from [[spoiler:Nightmare]] would go back to its previous spelling, but the English versions -- Icecream Island (altered to Ice Cream Island) abilities would remain Burning and Fountain of Dream (altered to Fountain of Dreams, and alternatively called the Dream Spring).Backdrop.
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* AdvertisedExtra: The focus on Meta Knight on the American cover for the remake is odd, in that the remake actually removes several of Meta Knight's StealthMentor scenes. However, it alludes to his playable appearance instead.

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* AdvertisedExtra: The Downplayed, but the focus on Meta Knight on the American cover for the remake is odd, in that the remake actually removes several of Meta Knight's StealthMentor scenes. However, it alludes to his playable appearance instead. That being said, he is still fought as a boss in the main game, as well as summoning the Meta Knights as midbosses like he did in the original.
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Image quality upgrade


[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/kirbys_adventure_coverart.png]]
[[caption-width-right:256:"What would Dream Land be without dreams? A nightmare!"]]
[[caption-width-right:256:[[labelnote:''Kirby: Nightmare in Dream Land'']]https://static.tvtropes.org/pmwiki/pub/images/knid_boxart.jpg\\

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[[quoteright:256:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kirbys_adventure_coverart.org/pmwiki/pub/images/kirbys_adventure.png]]
[[caption-width-right:256:"What [[caption-width-right:350:"What would Dream Land be without dreams? A nightmare!"]]
[[caption-width-right:256:[[labelnote:''Kirby: [[caption-width-right:350:[[labelnote:''Kirby: Nightmare in Dream Land'']]https://static.tvtropes.org/pmwiki/pub/images/knid_boxart.jpg\\org/pmwiki/pub/images/kirby_nightmare_in_dream_land.png\\
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* AlienGeometries: The top tower of the Butter Building is not round, having a slit in the middle where the door appears, but still uses the same rotating effect as the other ones, so the tower appears to distort its shape as you go around it.

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* AlienGeometries: The top tower of the Butter Building is not round, having a slit in the middle where the door appears, but still uses the same rotating effect as the other ones, so ones. So, the tower appears to distort its shape as you go Kirby goes around it.
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y'know what I wrote that line years ago and in hindsight I don't think it was actually that early, games had started to have relatively complex plots by that point. Think I just wrote that because it was a NES game and I forgot how late the release really was


Noted for being one of the most technically impressive games officially released for the NES, ''Kirby's Adventure'' is also the largest official NES game, coming in at 6 megabits. [[note]]Though as far as ''Famicom'' games go, it's second to another HAL Laboratory game, ''Metal Slader Glory'', which was 8 megabits.[[/note]] Due to this expanded size, and coming out late in the system's lifespan, the programmers were able to squeeze as much power out of the system as possible -- the end result being a game filled with colorful, highly detailed art and very impressive visual effects. [[https://youtu.be/CjyI2OrlD0U?t=382 The rotating towers within the Butter Building level]] are especially noteworthy. It's also an early example (albeit far from the first) of a game with a major PlotTwist, as what seems to be a fairly simple ExcusePlot takes a turn when it's revealed that Dedede had ''very'' good reasons for breaking the Star Rod.

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Noted for being one of the most technically impressive games officially released for the NES, ''Kirby's Adventure'' is also the largest official NES game, coming in at 6 megabits. [[note]]Though as far as ''Famicom'' games go, it's second to another HAL Laboratory game, ''Metal Slader Glory'', which was 8 megabits.[[/note]] Due to this expanded size, and coming out late in the system's lifespan, the programmers were able to squeeze as much power out of the system as possible -- the end result being a game filled with colorful, highly detailed art and very impressive visual effects. [[https://youtu.be/CjyI2OrlD0U?t=382 The rotating towers within the Butter Building level]] are especially noteworthy. It's also an early example (albeit far from the first) of a game with a major notable for its PlotTwist, as what seems to be a fairly simple ExcusePlot takes a turn when it's revealed that Dedede had ''very'' good reasons for breaking the Star Rod.
Rod.
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* AlienGeometries: The top tower of the Butter Building is not round, having a slit in the middle where the door appears, but still uses the same rotating effect as the other towers, resulting in an impossible shape.

to:

* AlienGeometries: The top tower of the Butter Building is not round, having a slit in the middle where the door appears, but still uses the same rotating effect as the other towers, resulting in an impossible shape.ones, so the tower appears to distort its shape as you go around it.
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None

Added DiffLines:

* PlayerNudge: If a level with a hidden switch is cleared and the switch was not pressed, the level door will still be blinking instead of becoming static white.
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''3D Classics: Kirby's Adventure'', a more faithful [[UpdatedRerelease remake]] (often mistaken for a port, but actually rebuilt from the ground up), was released in 2011 for the Platform/Nintendo3DS. It features autostereoscopic 3D support, graphical clean-ups, and revised controls to fit the different control layout. The game's original form was also included as part of ''[[CompilationRerelease Kirby's Dream Collection: Special Edition]]'' for Kirby's [[MilestoneCelebration 20th anniversary]] in 2012, and has seen releases on the Platform/VirtualConsole for Platform/{{Wii}} and Platform/WiiU, as well as Platform/NintendoSwitch Online.

to:

''3D Classics: Kirby's Adventure'', a more faithful [[UpdatedRerelease remake]] (often mistaken for a port, but actually rebuilt from the ground up), was released in 2011 for the Platform/Nintendo3DS. It features autostereoscopic 3D support, graphical clean-ups, and revised controls to fit the different control layout. The game's original form was also included as part of ''[[CompilationRerelease Kirby's Dream Collection: ''VideoGame/KirbysDreamCollection: Special Edition]]'' Edition'' for Kirby's [[MilestoneCelebration 20th anniversary]] in 2012, and has seen releases on the Platform/VirtualConsole for Platform/{{Wii}} and Platform/WiiU, as well as Platform/NintendoSwitch Online.
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* StatusLine: The game's status line takes up a large section of the screen and includes an image of the weapon he's wielding.
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Noted for being one of the most technically impressive games officially released for the NES, ''Kirby's Adventure'' is also the largest official NES game, coming in at 6 megabits. [[note]]Though as far as ''Famicom'' games go, it's second to another HAL Laboratory game, ''VideoGame/MetalSladerGlory'', which was 8 megabits.[[/note]] Due to this expanded size, and coming out late in the system's lifespan, the programmers were able to squeeze as much power out of the system as possible -- the end result being a game filled with colorful, highly detailed art and very impressive visual effects. [[https://youtu.be/CjyI2OrlD0U?t=382 The rotating towers within the Butter Building level]] are especially noteworthy. It's also an early example (albeit far from the first) of a game with a major PlotTwist, as what seems to be a fairly simple ExcusePlot takes a turn when it's revealed that Dedede had ''very'' good reasons for breaking the Star Rod.

to:

Noted for being one of the most technically impressive games officially released for the NES, ''Kirby's Adventure'' is also the largest official NES game, coming in at 6 megabits. [[note]]Though as far as ''Famicom'' games go, it's second to another HAL Laboratory game, ''VideoGame/MetalSladerGlory'', ''Metal Slader Glory'', which was 8 megabits.[[/note]] Due to this expanded size, and coming out late in the system's lifespan, the programmers were able to squeeze as much power out of the system as possible -- the end result being a game filled with colorful, highly detailed art and very impressive visual effects. [[https://youtu.be/CjyI2OrlD0U?t=382 The rotating towers within the Butter Building level]] are especially noteworthy. It's also an early example (albeit far from the first) of a game with a major PlotTwist, as what seems to be a fairly simple ExcusePlot takes a turn when it's revealed that Dedede had ''very'' good reasons for breaking the Star Rod.
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This game, directed by series creator Creator/MasahiroSakurai, introduced many of the series' iconic aspects; while still in an early and unrefined form, the basis this game built would heavily inform the series' future. The big addition is Kirby's now-signature [[PowerCopying Copy Abilities]], which allow him to copy special powers from enemies that he has eaten. This new feature allowed the creators to greatly expand on the level designs, adding more puzzle and action elements. ''Kirby's Adventure'' also [[IconicSequelCharacter marked the debut]] of recurring AntiHero Meta Knight, redefined King Dedede as an AntiVillain instead of a simple FatBastard, and introduced more elaborate story elements (conveyed mostly via ShowDontTell) that expanded the plot beyond the {{excuse|Plot}}s that were common in the platformer genre.

Noted for being one of the most technically impressive games officially released for the NES, ''Kirby's Adventure'' is also the largest official NES game, coming in at 6 megabits. [[note]]Though as far as ''Famicom'' games go, it's second to Hal's own ''Metal Slader Glory'', which is 8 megabits.[[/note]] Due to this expanded size, and coming out late in the system's lifespan, the programmers were able to squeeze as much power out of the system as possible -- the end result being a game filled with colorful, highly detailed art and very impressive visual effects. [[https://youtu.be/CjyI2OrlD0U?t=382 The rotating towers within the Butter Building level]] are especially noteworthy. It's also an early example (albeit far from the first) of a game with a major PlotTwist, as what seems to be a fairly simple ExcusePlot takes a turn when it's revealed that Dedede had ''very'' good reasons for breaking the Star Rod.

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This game, again developed by Creator/HALLaboratory and directed by series creator Creator/MasahiroSakurai, introduced many of the series' iconic aspects; while still in an early and unrefined form, the basis this game built would heavily inform the series' future. The big addition is Kirby's now-signature [[PowerCopying Copy Abilities]], which allow him to copy special powers from enemies that he has eaten. This new feature allowed the creators to greatly expand on the level designs, adding more puzzle and action elements. ''Kirby's Adventure'' also [[IconicSequelCharacter marked the debut]] of recurring AntiHero Meta Knight, redefined King Dedede as an AntiVillain instead of a simple FatBastard, and introduced more elaborate story elements (conveyed mostly via ShowDontTell) that expanded the plot beyond the {{excuse|Plot}}s that were common in the platformer genre.

Noted for being one of the most technically impressive games officially released for the NES, ''Kirby's Adventure'' is also the largest official NES game, coming in at 6 megabits. [[note]]Though as far as ''Famicom'' games go, it's second to Hal's own ''Metal Slader Glory'', another HAL Laboratory game, ''VideoGame/MetalSladerGlory'', which is was 8 megabits.[[/note]] Due to this expanded size, and coming out late in the system's lifespan, the programmers were able to squeeze as much power out of the system as possible -- the end result being a game filled with colorful, highly detailed art and very impressive visual effects. [[https://youtu.be/CjyI2OrlD0U?t=382 The rotating towers within the Butter Building level]] are especially noteworthy. It's also an early example (albeit far from the first) of a game with a major PlotTwist, as what seems to be a fairly simple ExcusePlot takes a turn when it's revealed that Dedede had ''very'' good reasons for breaking the Star Rod.
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* MusicalSpoiler: [[spoiler:This game is the only ''Kirby'' game ever to give King Dedede the normal boss theme when faced instead of his theme song, likely due to being the first ''Kirby'' game where he's not the final boss.]] Averted in ''Nightmare in Dream Land'', in which the Fountain of Dreams theme [[CanonImmigrant introduced]] in ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'', instead plays as the boss music.

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* MusicalSpoiler: [[spoiler:This This game is the only ''Kirby'' game ever to give King Dedede the normal boss theme when faced instead of his theme song, song. While this is most likely due EarlyInstallmentWeirdness in effect (as Dedede wouldn't be ''fully'' associated with his iconic theme until ''VideoGame/KirbysDreamLand2'', and it would take several more games for it to being the first ''Kirby'' game where become his exclusive theme), [[spoiler:it also serves to indicate that he's not the final boss.]] Averted boss]]. This is changed in ''Nightmare in Dream Land'', in which Dedede's traditional theme plays in the [[BossBonanza Tower of Mid-Bosses]], and the Fountain of Dreams theme [[CanonImmigrant introduced]] in ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'', instead Melee]]'' plays as the Dedede's boss music.

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** In the original NES game, 100% completion will unlock [[NintendoHard Extra Game]], which disables saving and cuts Kirby's maximum health in half. Clearing Extra Game as well changes your save file's status to "Super Star", signifying "true" completion.

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** In the original NES game, 100% completion will unlock [[NintendoHard Extra Game]], Game, which disables saving and cuts Kirby's maximum health in half. Clearing Extra Game as well changes your save file's status to "Super Star", signifying "true" completion.



* NintendoHard:
** Extra Game in the original game. Your hit points are reduced to three, and you can't save your game. The GBA remake changes it so you can save your game.
** Meta Knightmare in ''Nightmare in Dream Land''. Like with Extra Game, you start with two lives and get three hit points, but unlike the GBA remake's Extra Game, you can't save your game. Meta Knight gets six sword based attacks that can solve all puzzles and he moves faster, but he can't copy abilities and is much heavier than Kirby.
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* IdiosyncraticEpisodeNaming: Each of the seven levels is alliterative, but also happens to traverse the [[RainbowMotif "Roy G. Biv" mnemonic]] in reverse order, reinforced by the seventh level being Rainbow Resort. Also, the first six have food-related names (Vegetable Valley, Butter Building). [[spoiler:Ignoring that there is also a Level 8, Fountain of Dreams, though it encompasses just the final boss battles.]]

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* IdiosyncraticEpisodeNaming: Each of the seven levels is alliterative, but also happens to traverse the [[RainbowMotif "Roy G. Biv" mnemonic]] in reverse order, reinforced by the seventh level being Rainbow Resort. Also, the first six have food-related names (Vegetable Valley, Butter Building). [[spoiler:Ignoring that there is also a Level 8, Fountain of Dreams, [[BossOnlyLevel though it encompasses just the final boss battles.battles]].]]
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Noted for being one of the most technically impressive games officially released for the NES, ''Kirby's Adventure'' is also the largest official NES game, coming in at 6 megabits. Due to this expanded size, and coming out late in the system's lifespan, the programmers were able to squeeze as much power out of the system as possible -- the end result being a game filled with colorful, highly detailed art and very impressive visual effects. [[https://youtu.be/CjyI2OrlD0U?t=382 The rotating towers within the Butter Building level]] are especially noteworthy. It's also an early example (albeit far from the first) of a game with a major PlotTwist, as what seems to be a fairly simple ExcusePlot takes a turn when it's revealed that Dedede had ''very'' good reasons for breaking the Star Rod.

to:

Noted for being one of the most technically impressive games officially released for the NES, ''Kirby's Adventure'' is also the largest official NES game, coming in at 6 megabits. [[note]]Though as far as ''Famicom'' games go, it's second to Hal's own ''Metal Slader Glory'', which is 8 megabits.[[/note]] Due to this expanded size, and coming out late in the system's lifespan, the programmers were able to squeeze as much power out of the system as possible -- the end result being a game filled with colorful, highly detailed art and very impressive visual effects. [[https://youtu.be/CjyI2OrlD0U?t=382 The rotating towers within the Butter Building level]] are especially noteworthy. It's also an early example (albeit far from the first) of a game with a major PlotTwist, as what seems to be a fairly simple ExcusePlot takes a turn when it's revealed that Dedede had ''very'' good reasons for breaking the Star Rod.
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* ProlongedVideoGameSequel: ''Kirby's Dream Land'' could be beaten in about half an hour, while a casual playthrough of this game takes about four hours.
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* AmericanKirbyIsHardcore: The TropeCodifier; the [[http://vignette1.wikia.nocookie.net/kirby/images/f/f8/KNiD_Boxart.jpg/revision/latest?cb=20080719011713&path-prefix=en English cover]] for ''Nightmare in Dream Land'' shows an angry Kirby kicking with the Backdrop ability, and gives a lot of focus to Meta Knight, who looks so [[EvilOverlooker mysterious and shady]] in the background. For comparison, the Japanese box art has a [[https://vignette.wikia.nocookie.net/kirby/images/9/95/KNiD_Boxart_J.jpg/revision/latest?cb=20110625034400&path-prefix=en bright and cheery look]] showing Kirby happily marching with the Star Rod.

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* AmericanKirbyIsHardcore: The TropeCodifier; the [[http://vignette1.wikia.nocookie.net/kirby/images/f/f8/KNiD_Boxart.jpg/revision/latest?cb=20080719011713&path-prefix=en [[https://cdn.wikirby.com/e/e3/KNiDL_box_artwork.jpg English cover]] for ''Nightmare in Dream Land'' shows an angry Kirby kicking with the Backdrop ability, and gives a lot of focus to Meta Knight, who looks so [[EvilOverlooker mysterious and shady]] in the background. For comparison, the Japanese box art has a [[https://vignette.wikia.nocookie.net/kirby/images/9/95/KNiD_Boxart_J.jpg/revision/latest?cb=20110625034400&path-prefix=en [[https://cdn.wikirby.com/f/fe/KNiDL_JP_box_artwork.jpg bright and cheery look]] showing Kirby happily marching forward with the Star Rod.Rod in hand.
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* AlienGeometries: The top tower of the Butter Building is not round, having a slit in the middle where the door appears, but still uses the same rotating effect as the other towers, resulting in an impossible shape.
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''Kirby's Adventure'' (known in Japanese as ''Hoshi no Kirby: Yume no Izumi no Monogatari'', or "Kirby of the Stars: The Story of the Fountain of Dreams") is a 1993 [[UsefulNotes/NintendoEntertainmentSystem NES]] PlatformGame in the ''Franchise/{{Kirby}}'' series and the second ''Kirby'' game overall.

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''Kirby's Adventure'' (known in Japanese as ''Hoshi no Kirby: Yume no Izumi no Monogatari'', or "Kirby of the Stars: The Story of the Fountain of Dreams") is a 1993 [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] PlatformGame in the ''Franchise/{{Kirby}}'' series and the second ''Kirby'' game overall.



The game was first [[VideoGameRemake remade]] as ''Kirby: Nightmare in Dream Land'' (''Hoshi no Kirby: Yume no Izumi Deluxe'', or "Fountain of Dreams Deluxe" in Japanese) in 2002 on the UsefulNotes/GameBoyAdvance with upgraded visuals and music, along with different minigames. It was notably the last ''Kirby'' game that Shinichi Shimomura (a longtime level designer for the series and director of the "[[VideoGame/KirbysDreamLand2 Dark]] [[VideoGame/KirbysDreamLand3 Matter]] [[VideoGame/Kirby64TheCrystalShards Trilogy]]") contributed to before his sudden disappearance from public eye; he served as co-director alongside Sakurai. ''Nightmare in Dream Land'' was created to support ''Anime/KirbyRightBackAtYa'', a TV anime very loosely based on the games.

''3D Classics: Kirby's Adventure'', a more faithful [[UpdatedRerelease remake]] (often mistaken for a port, but actually rebuilt from the ground up), was released in 2011 for the UsefulNotes/Nintendo3DS. It features autostereoscopic 3D support, graphical clean-ups, and revised controls to fit the different control layout. The game's original form was also included as part of ''[[CompilationRerelease Kirby's Dream Collection: Special Edition]]'' for Kirby's [[MilestoneCelebration 20th anniversary]] in 2012, and has seen releases on the UsefulNotes/VirtualConsole for UsefulNotes/{{Wii}} and UsefulNotes/WiiU, as well as UsefulNotes/NintendoSwitch Online.

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The game was first [[VideoGameRemake remade]] as ''Kirby: Nightmare in Dream Land'' (''Hoshi no Kirby: Yume no Izumi Deluxe'', or "Fountain of Dreams Deluxe" in Japanese) in 2002 on the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance with upgraded visuals and music, along with different minigames. It was notably the last ''Kirby'' game that Shinichi Shimomura (a longtime level designer for the series and director of the "[[VideoGame/KirbysDreamLand2 Dark]] [[VideoGame/KirbysDreamLand3 Matter]] [[VideoGame/Kirby64TheCrystalShards Trilogy]]") contributed to before his sudden disappearance from public eye; he served as co-director alongside Sakurai. ''Nightmare in Dream Land'' was created to support ''Anime/KirbyRightBackAtYa'', a TV anime very loosely based on the games.

''3D Classics: Kirby's Adventure'', a more faithful [[UpdatedRerelease remake]] (often mistaken for a port, but actually rebuilt from the ground up), was released in 2011 for the UsefulNotes/Nintendo3DS.Platform/Nintendo3DS. It features autostereoscopic 3D support, graphical clean-ups, and revised controls to fit the different control layout. The game's original form was also included as part of ''[[CompilationRerelease Kirby's Dream Collection: Special Edition]]'' for Kirby's [[MilestoneCelebration 20th anniversary]] in 2012, and has seen releases on the UsefulNotes/VirtualConsole Platform/VirtualConsole for UsefulNotes/{{Wii}} Platform/{{Wii}} and UsefulNotes/WiiU, Platform/WiiU, as well as UsefulNotes/NintendoSwitch Platform/NintendoSwitch Online.



* DeliberatelyMonochrome: The final stage in Rainbow Resort is monochrome, as a [[NostalgiaLevel throwback]] to ''VideoGame/KirbysDreamLand'' for the original UsefulNotes/GameBoy.

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* DeliberatelyMonochrome: The final stage in Rainbow Resort is monochrome, as a [[NostalgiaLevel throwback]] to ''VideoGame/KirbysDreamLand'' for the original UsefulNotes/GameBoy.Platform/GameBoy.



*** The first and most obvious difference is the lack of themed hats for each ability, with the only indication that Kirby had a copy ability being that his skin would change from pink to brown (for most abilities), blue (if he had Ice or Freeze), or flashing dark brown and white (if he had Mike, Crash, or Light). The Shinichi Shimomura-directed ''VideoGame/KirbysDreamLand2'', ''[[VideoGame/KirbysDreamLand3 3]]'' and ''[[VideoGame/Kirby64TheCrystalShards Kirby 64]]'' would maintain the lack of ability hats, but would simplify things further by not having ''any'' visual indicator whatsoever (largely owing to the first game in the trilogy being on the monochrome UsefulNotes/GameBoy, with the second two installments simply carrying that over for no real reason). Masahiro Sakurai wouldn't introduce ability hats until ''VideoGame/KirbySuperStar'', maintaining it in later installments directed by him (including the remake, ''Nightmare in Dream Land'') and letting it spill over into all installments released after his departure from HAL Laboratory.

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*** The first and most obvious difference is the lack of themed hats for each ability, with the only indication that Kirby had a copy ability being that his skin would change from pink to brown (for most abilities), blue (if he had Ice or Freeze), or flashing dark brown and white (if he had Mike, Crash, or Light). The Shinichi Shimomura-directed ''VideoGame/KirbysDreamLand2'', ''[[VideoGame/KirbysDreamLand3 3]]'' and ''[[VideoGame/Kirby64TheCrystalShards Kirby 64]]'' would maintain the lack of ability hats, but would simplify things further by not having ''any'' visual indicator whatsoever (largely owing to the first game in the trilogy being on the monochrome UsefulNotes/GameBoy, Platform/GameBoy, with the second two installments simply carrying that over for no real reason). Masahiro Sakurai wouldn't introduce ability hats until ''VideoGame/KirbySuperStar'', maintaining it in later installments directed by him (including the remake, ''Nightmare in Dream Land'') and letting it spill over into all installments released after his departure from HAL Laboratory.



* NostalgiaLevel: Stage 6 of Rainbow Resort is based on the four stages from ''VideoGame/KirbysDreamLand'' for the UsefulNotes/GameBoy. [[DeliberatelyMonochrome Nearly everything is in black and white.]]

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* NostalgiaLevel: Stage 6 of Rainbow Resort is based on the four stages from ''VideoGame/KirbysDreamLand'' for the UsefulNotes/GameBoy.Platform/GameBoy. [[DeliberatelyMonochrome Nearly everything is in black and white.]]



* WhereItAllBegan: The last stage is a black-and-white homage to its UsefulNotes/GameBoy predecessor, ''VideoGame/KirbysDreamLand'', with two rooms for each of that game's four stages.

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* WhereItAllBegan: The last stage is a black-and-white homage to its UsefulNotes/GameBoy Platform/GameBoy predecessor, ''VideoGame/KirbysDreamLand'', with two rooms for each of that game's four stages.
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* GangplankGalleon: Orange Ocean has a few pirate elements, most notably in its third stage.

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* GangplankGalleon: Orange Ocean has a few pirate elements, most notably in its third stage.stage, where it is mostly set in a pirate ship.

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* InconsistentSpelling: King Dedede is spelled in-game as King [=DeDeDe=] in English versions, and [[spoiler:Nightmare]] was altered to [[spoiler:"the Nightmares"]] in ''Nightmare in Dream Land'', but it reverted two ability names that were [[DubNameChange changed]] in the original localization -- Fireball properly changed to Burning (as in later games) and Back Drop went back to Backdrop. The Japanese version on both systems also spells two levels differently from the English versions -- Icecream Island (altered to Ice Cream Island) and Fountain of Dream (altered to Fountain of Dreams, and alternatively called the Dream Spring).



** ''Kirby: Nightmare in Dream Land'' might seem like a SuddenNameChange from ''Kirby's Adventure'', but when the NES game was announced in Magazine/NintendoPower Volume 47, it was given the tentative title "''Kirby’s Adventure: Nightmare in [[SpellMyNameWithAnS Dreamland]]''" [sic] on Page 114.

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** ''Kirby: Nightmare in Dream Land'' might seem like a SuddenNameChange from ''Kirby's Adventure'', but when the NES game was announced in Magazine/NintendoPower Volume 47, it was given the tentative title "''Kirby’s Adventure: Nightmare in [[SpellMyNameWithAnS [[InconsistentSpelling Dreamland]]''" [sic] on Page 114.



* SpellMyNameWithAnS: King Dedede is spelled in-game as King [=DeDeDe=] in English versions, and [[spoiler:Nightmare]] was altered to [[spoiler:"the Nightmares"]] in ''Nightmare in Dream Land'', but it reverted two ability names that were [[DubNameChange changed]] in the original localization -- Fireball properly changed to Burning (as in later games) and Back Drop went back to Backdrop. The Japanese version on both systems also spells two levels differently from the English versions -- Icecream Island and [[spoiler:Fountain of Dream]] (also known as [[spoiler:the Dream Spring]] in the English NES/3DS version).
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* MotionParallax: There is complex motion parallax scrolling during the first phase of the final boss battle.
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* SceneryPorn: The game has some of the most lush graphics of any NES game, and shows them off at any chance it can get. The psuedo-3D rotating towers in Butter Building and the complex MotionParallax during the first phase of the final boss are particular highlights.

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* SceneryPorn: The game has some of the most lush graphics of any NES game, and shows them off at any chance it can get. The psuedo-3D pseudo-3D rotating towers in Butter Building and the complex MotionParallax during the first phase of the final boss are particular highlights.
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* OneUp: Collecting a 1-up symbol gives Kirby an extra life.


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* BottomlessPits: Falling off the screen makes Kirby lose a life.
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** ''Nightmare in Dream Land'' also came out around the time when the [[Anime/KirbyRightBackAtYa anime]] was in full swing. This shows in the design of Kirby, Meta Knight, Dedede, and ''especially'' bosses, minibosses, and [[spoiler: Nightmare]], who all look much more like they do in the show then they did in the original ''Adventure''. The American commercials for the game even used the cast from the anime as part of the song they sang in it. These design changes would carry over to future titles, such as ''VideoGame/KirbyAndTheAmazingMirror'' and ''[[VideoGame/KirbySuperStar Kirby Super Star Ultra]]''.

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** ''Nightmare in Dream Land'' also came out around the time when the [[Anime/KirbyRightBackAtYa anime]] was in full swing. This shows in the design of Kirby, Meta Knight, Dedede, and ''especially'' bosses, minibosses, and [[spoiler: Nightmare]], who all look much more like they do in the show then they did in the original ''Adventure''. The American commercials for the game even used the cast from the anime as part of the song they sang in it.it (in one case, it was a parody of Johnny Rivers' ''Series/DangerMan'' theme, "Secret Agent Man"). These design changes would carry over to future titles, such as ''VideoGame/KirbyAndTheAmazingMirror'' and ''[[VideoGame/KirbySuperStar Kirby Super Star Ultra]]''.

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