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Theme music |
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Clip of the music that plays in Course 8 - Hole 8. |
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Course 8 - Hole 8 is the last hole ofCourse 8 inKirby's Dream Course. This hole features an extremely long and straight path across numerous hazards and other obstacles.
Summary[edit]
Hole 8's board is by far the longest inKirby's Dream Course, though despite its length, it is a straightforward, straight, and mostly flat path which will takeKirby across numerous different types of enemies and hazard types. Kirby begins in the upper-left end of the board, but can use theWarp Panel behind him to head straight to the right end of he wants. Otherwise, the path continues down to the right pastWhispy Woods, then across aDanger Zone flanked byChilly andTwister. From there, Kirby can use aDash Panel to cross aPond and hitRocky on the other side before heading down a short cliff and hittingWheelie before crossing another much longer pond. From there, Kirby hits aFlamer before crashing into abumper wall which can be used to gain some height to hit theUFO ahead. From there, threeGaspars can be found in-betweentrampolines and another set of warp panels. Lastly, up a slope, aStarman and another Whispy Woods can be found.
Extra Game[edit]
In the Extra Game, Kirby starts on the right end of the board. To his right is a Flamer, which has replaced Whispy Woods and Starman in that area. The three Gaspars to the left have been replaced with a singleBroomhatter just to the left of the leftmost Warp Panel there. The remaining enemies can all be found at the leftmost part of the board, those being Wheelie, Starman, Chilly, and Twister.
Enemies[edit]
Obstacles[edit]
Gallery[edit]
Defeating Whispy using Spark
Catching Wheelie using Stone
Crossing a pond using Wheel
Using UFO to clear out the Gaspars
Leaping over the last Whispy
Kirby's Dream Course |
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| Characters | | | Single-Player Courses and Holes | | | Two-Player Courses and Holes | | | Copy Abilities | | | Enemies | | | Course Obstacles | | | Extra | |
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