- JP release: 24th March 2000
- NA release: 27th June 2000
- PAL release: 22nd June 2001
- Developer: HAL
- Publisher: Nintendo
- N64 Magazine Score: 72%


In terms of N64 Magazine, Kirby 64 is rather interesting in that it got two non-import reviews. They originally wrote a UK review ready for the September 2000 European release date, but at the last minute it was delayed until June 2001, a year after Japan and North America. Kirby 64 is a 2D platformer with 3D elements, with the 3D implemented in some fun ways, and never getting in the way of the gameplay.

With this being a Kirby game (of which I’ve somehow played none of before), transformations are a key element. Swallow an enemy and you gain their power. In Kirby 64, you can also merge that enemy into a disc to throw at another enemy, creating a new disc that contains both powers for you to absorb, letting you create combinations of different powers.
Unfortunately, there aren’t that many base powers, leading to limited combinations (with some of those feeling quite useless). It’s also trial and error to work out which enemies count as having special powers. There are enemies that have projectiles, a sea creature that shoots little lasers, a mole-like creature that digs through ground, and more that don’t class as having a power, yet a little cactus does.

As always, though, Kirby has a lot of charm. The levels are lovely – if easy- and there’s a lovely sense of joy throughout the game. Each level has three Crystal Shards to find, usually with one well hidden (such as down a pit, or needing a specific ability to get to). Finding these will unlock the secret final boss.
It’s a charming game, but I wish there was a bit more to it.

Fun
The thing that’ll strike you first about Kirby 64 is that it’s about as difficult as fighting your way out of a ripped paper bags. True, there are about as many levels as, say, the lenghty Mario Advance, but is is quite possible to aboid enemies and barrel through levels in seconds flat using one of the more effective powers. And although it’s strangely enjoyable to hover, swim and explode your way through the 2D levels that you’ll find yourself coming back to just have a quick fix – almost like a racing game or GoldenEye – the sheer simplicity isn’t good in anyone’s book.
Alan Maddrell, N64 Magazine #57
Remake or remaster?
A remaster with official widescreen and a less intrusive HUD option would be nice.
Official ways to get the game.
There is no official way to buy a new copy of Kirby 64, the only official way to play is to rent it via the Nintendo Switch Online + Expansion Pak.

Europe

Japan

North America
Re-relelases
2008: Wii Virtual Console
2012: Kirby’s Dream Collection (Wii)
2015: Wii U Virtual Console
2022: Nintendo Switch Online (Subscription Only)
N64 Games by Date
1997: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
1998: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
1999: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2000: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec





















Insane that it took an entire year to come out in Europe after the US release. NOE really hated Kirby all the way up until Kirby Returns to Dreamland on the Wii in 2011 for some bizzare reason; as these kinds of delays were sadly the norm for the Kirby series all the way up until RTD came out (With Dreamland 3 outright not getting an EU release at all until it came out on the Wii VC).
It’s not even like it had much text to translate either! There’s hardly any localisation involved with most games in the series, NOE just had a weird grudge against the series for some crazy reason.
Anyway, Kirby 64 was the last of the Dark Matter trilogy (consisting of Dreamland 2, Dreamland 3 and Crystal Shards). These games were all directed by Shinichi Shimomura (who mysteriously vanished and went missing not long after Crystal Shards came out; he remains a missing person till this very day!), and all feature a similar gameplay structure which eschews the High NRG action of the Sakurai directed Kirby games in favour of slower paced level design that encourages exploration and puzzle solving. They also tend to feature a smaller number of copy powers that are augmented by something else (notably the Animal Friends in KDL 2 & 3, and the Copy Power Mixing mechanic in Crystal Shards).
They’re also characterised by having optional collectables in each stage that require you to solve optional puzzles that involve specific copy powers and tasks to complete in each stage; along with some darker undertones that link in with a shared lore involving the recurring baddie, Dark Matter.
The Dark Matter Trilogy tends to be a bit of an acquired taste compared to Sakurai’s Kirby titles, or the more modern Kirby titles. And Kirby 64 is certainly no exception. While I personally consider it to be a bit lower on the rung of Kirby titles, owing to its glacial pacing and sloooooow AF movement mechanics (including a bizzare limitation on Kirby’s ability to fly); I still very much enjoy Crystal Shards and can appreciate what they were going for here. I love the Copy Power Mixing mechanic, and I’d love to see it make a return proper; but I can totally understand why they’ve never attempted it again (outside of some very limited mixing in couple of future titles), as it becomes exponentially difficult to implement as you increase the number of copy powers.
I also need to say that it feels like an odd choice to doggedly stick with 2D sidescrolling gameplay with the first (and only) N64 entry; given that almost every other N64 sequel went out of its way to bring their respective sequel into the world of 3D gameplay. But HAL were notably struggling with the transition to 3D, so this was likely a necessary compromise to get something out during the console’ lifecycle. It wouldn’t be until all the way until 2022 when Kirby would finally get a true 3D entry with 3D platforming gameplay; and while Forgotten Land (a very fitting name!) turned out excellent, it’s shocking that it took so long for that gameplay to finally be realised. Forgotten Land actually takes after Kirby 64 and the rest of the Dark Matter Trilogy in many ways (most notably the slower exploration and puzzle focus in its gameplay and level design); so they were clearly onto something back on the N64.
Kirby 64 isn’t for everyone (not even amongst those who are already Kirby fans), but it’s certainly an interesting game, both for what it does and what it doesn’t do. It and Forgotten Land also share some interesting lore connections too… I’m looking at YOU Shiver Star…
Spark Cutter is by far, the most effective power combo in that game
Seriously, if you didn’t need specific powers to get some Crystal Shards, I would use nothing but. It’s way too good.
Also, this game has Checkerboard Chase, an absolute top-tier multiplayer minigame. And I know people who’d agree!